HDTenEightyP/NetNews huggingface dataset:
From: plsr@troi.cc.rochester.edu (Peter Lasersohn)
Newsgroups: rec.games.abstract
Subject: Re: Looking for 3 player games and rules to use with dominoes.
Keywords: dominoe three
Date: 24 Nov 92 02:16:58 GMT
Organization: University of Rochester - Rochester, New York

In <By5znu.1v5@ccu.umanitoba.ca> umsmigi0@ccu.umanitoba.ca (Trevor Allan Smigiel) writes:

>     [...] I am looking for [...]
>rules to use with dominoes.  I have a set with no rules and would
>like to learn some games with them.

The domino game I like best is Five-Up.  This is best played with
four people, so you can play partners, though you can also play with
two or three.

Usually you use double-six dominoes, though I suppose you could use
double-nines or twelves if you wanted.  First, draw to decide who leads
for the first hand.  Then each player takes five tiles.  The rest of
the tiles stay face down in the boneyard.

The person who won the draw places a tile on the table, and the other
players do the same in turn.  As in most domino games, each tile must 
be placed end-to-end with a tile already on the table, and must match
it in number; however doubles are played sideways, so that they cross
the line.  You can play off the end of a double, but only after both
sides have been played on.  If you are unable to play, you must draw 
from the boneyard until you can.

What distinguishes Five-Up from traditional dominoes is that you can
score during play, and not just at the end of each hand.  (This gives 
the game a faster-moving feel.)  Specifically, if you play in such a
way that the total number of pips exposed at the ends of the configuration
is a multiple of five, you receive that number of points divided by 
five.  (For example:  Suppose the first player leads the 4-2.  The 
second player plays the 2-6.  The 4 and the 6 are now on the ends.
4+6 = 10, which is a multiple of 5, so the second player receives
2 points -- 10 divided by 5.)

Note: even though you can play off the ends of a double after both
sides have been covered, you do not count these ends for the purpose
of scoring, UNLESS one of the sides is still exposed.

Play continues until one player goes out (that is, until a player
does not have any more tiles left in his or her hand), or until no 
one can play.  In the former case, the opposing team exposes their 
hands.  Count the total number of pips; the team which went out 
receives that number of points divided by five.  If no team goes
out, all players show their hands.  Determine which team has the 
smallest number of pips, and score the hand as though that team 
had gone out.

A game is to 61 points (one tour of a cribbage board).  The final 
hand must be completed.  The lead rotates each hand.

I realize I've described this a little tersely, but I hope it's clear.
This is a fun game; one of my favorites.

Peter Lasersohn
Newsgroups: rec.games.abstract
From: benko@news.dcs.warwick.ac.uk (David Benko)
Subject: Re: New game: Think Small
Originator: benko@granite
Organization: Department of Computer Science, Warwick University, England
Date: Wed, 18 Nov 1992 11:57:47 GMT


Just a question conected with aricle 377. :
What is the quarantee that the numbers P1, P2, ...  we get are in [0,1]?

David Benko


Newsgroups: rec.games.abstract
From: kosakd@reis36.alleg.edu (David Kosak)
Subject: Eat Bugs for Money
Reply-To: kosakd
Organization: Allegheny College
Date: Thu, 19 Nov 1992 06:12:56 GMT


All this talk about greatest and smallest number games has reminded of  
something in an article from humor columnist Dave Barry (A personal hero  
of mine.)  

In it he talks about a game show he made up called "Eat Bugs for Money."   
It goes like this : contestants would be shown some incredibly grotesque  
creepy crawly bug, and then (Much like in Jeopardy, I guess) they secretly  
write down the _Least_ amount of money you would have to pay them to EAT  
the bug.  The person who wrote down the smallest amount actually has to  
eat the bug, though he/she will get what was wagered.  

It was a joke, of course, but it could lead to some interesting strategy.   
I mean, you wouldn't want to eat the Eastern Mediterranean three-inch long  
grub-licking bloddsucker, but you'd do it for $1000.  Of course, you might  
want to lower your bet to $800, since that's still not bad and you're more  
likely to get the bug.  If the bug is particularly disgusting, you might  
try to outbid your opponents and avoid it entirely.  Or get greedy and try  
to just barely underbid them, but still for a large sum... 
--
________________________________________________________________________
|_____|______|______|______|______|______|______|______|______|______|_|
|__|______|_DAVID GEORGE KOSAK_|______|kosakd@alleg.edu____|______|____|
|_____|______|______|______|______|______|______|______|______|______|_|
|__|______|______|______|______|______|______|______|______|______|____|
From: futrena@wkuvx1.bitnet
Newsgroups: rec.games.abstract
Subject: A GURPS inquiry...
Date: 20 Nov 92 10:30:49 CST
Organization: Western Kentucky University, Bowling Green, KY

I am posting on this board due to the fact that this seems to be the
closest board I can find to answer my questions.  GURPS, Generic
Universal RolePlaying System, by Steve Jackson Games is a form of
abstract roleplaying.  Anyway, here goes.

I am currently betweent adventures in my current campaign.  The
campaign 'universe' is called Space Fantasy.  It contains elements of
science fiction (hi-technology, starships, weird alien races,
futuristic weapons, psionics, etc.) and fantasy (magic, melee weapons,
fantasy races, etc.).  I have also thrown in a bit of cyberpunk to add
tension.  There is much more to it than this, but I don't want to bore
you to tears.

I am just asking to find out if any of you can give some new plot ideas 
for adventures.  I have acquired several used copies of AD & D
adventures, but I prefer to write my own.  My gaming group is very
advanced, meaning they haved gamed for a number of years.  I am
running out of original ideas for adventures.

If you want more information, I can e-mail the basic, overview
document.  Any questions, comments, thoughts, and ideas will be
appreciated.

Thanks in advance.
-- 
+===============================================================+
|Nathan Futrell			|DangerMouse:  Penfold...	|
|futrena@WKUVX1.BITNET		|Penfold:  Yes...?	  	|
|Western Kentucky University	|DM:  SHUSH!		  	|
|Bowling Green, KY USA		|P:  Oh, 'eck!		  	|
+===============================================================+
Newsgroups: rec.games.abstract
From: basestu@bmerh691.bnr.ca (Jean Giblin)
Subject: Re: Commercial Abstract Games
Organization: Bell-Northern Research, Ottawa, Canada
Date: Thu, 19 Nov 92 19:57:13 GMT

Could somebody please post the rules to Timeline?

I remember that someone said it was a variation on chess, and I
want to see if it's close to my version.

        
nok
From: hship@sw.stratus.com (Howard Ship)
Newsgroups: rec.games.abstract
Subject: Re: Twixt - rule correction
Date: 17 Nov 92 22:18:35 GMT
Organization: Stratus Computer, Inc.
NNTP-Posting-Host: teton.sw.stratus.com

About removing pegs ... as a guess ... perhaps there was a limited number of pegs
and bridges in the game.  Someone previously mentioned this.  If you are running out
of pegs, it owuld make great sense to remove some (carefully, so as not to create
a win for your opponent).

-- 
"I can't believe I had the Anti!"
Howard_Ship@vos.stratus.com
From: mjd@saul.cis.upenn.edu ("[*] Jasper Titus")
Newsgroups: rec.games.abstract
Subject: Re: Gale's Game
Date: 20 Nov 92 23:18:55 GMT
Organization: Eaters of Wisdom
In-reply-to: summers%sanctum.cs.utah.edu@cs.utah.edu's message of 20 Nov 92 18:38:40 GMT

In article <SUMMERS.92Nov20133840@sanctum.cs.utah.edu> summers%sanctum.cs.utah.edu@cs.utah.edu (Jim Summers) writes:
>   I'm confused here.  On any MxN board, doesn't player 1 just have to play
>   at (2, 1) to win? i.e.

    No.  The rules of the game are exactly as follows:  (I changed your
numbering because it was bizarre)

	1.  Choose integers M and N to be the size of your board.

	2.  A legal move is a choice of integers (p, q), with 1<=p<=M
	    and 1<=q<=N, and such that there's no previous move (x, y)
	    with (x<=p and y<=q).

	3.  If you play (1, 1), you lose.

So on an MxN board,


        1   2   3        M
	--- --- --- ...  ---
        |                    | N

        |                    | N-1

        |....................|

        |                    | 2

        |___ ___ ___ ___ ___ | 1


after an opening move at (2, 1),

        1   2   3        M
	--- --- --- ...  ---
        |*** *** *** *** *** | N

        |*** *** *** *** *** | N-1

        |....................|

        |111 *** *** *** *** | 2

        |___ ___ ___ ___ ___ | 1


the second player can follow with (1, 2) (Since 2>1)

        1   2   3        M
	--- --- --- ...  ---
        |*** *** *** *** *** | N

        |*** *** *** *** *** | N-1

        |....................|

        |111 *** *** *** *** | 2

        |___ 222 *** *** *** | 1

which wins.

--

                And for to se, and eek for to be seye
Mark-Jason Dominus 	  			    mjd@central.cis.upenn.edu 

Newsgroups: rec.games.abstract
From: ron@syacus.acus.oz.au (Ron Williams)
Subject: Re: Please, let's have no FAQ for a while
Organization: ACUS Australian Centre for Unisys Software, Sydney
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 19 Nov 1992 02:58:04 GMT

Dave Joyce (djoyce@black.clarku.edu) wrote:
> Since this is a new group there's no way there can be any Frequently Asked
> Questions yet.  It's interesting to bat around a problem for a couple of times
> to see what's interesting about it.
> 

Yes, however it may be informative for those not normally into the games being
discussed here to have the rules of at least the more commonly mentioned ones
in an FAQ.

ron

--
Ron Williams                  ACSnet : ron@syacus.acus.oz
Ph : +61 2 390-1366         Internet : ron@syacus.acus.OZ.AU
Fax: +61 2 390-1391             UUCP : uunet!munnari!syacus.acus.oz.au!ron
Standard Disclaimers Apply
From: warwick@cs.uq.oz.au (Warwick Allison)
Newsgroups: rec.games.abstract
Subject: Re: New game: Think Small
Date: 19 Nov 92 02:22:38 GMT
Reply-To: warwick@cs.uq.oz.au

darse@cs.UAlberta.CA (Darse Billings) writes:
>dwr2560@zeus.tamu.edu (RING, DAVID WAYNE) writes:

>>Just so everybody knows, I sent the number 4.

>Well then, I guess we don't win!

Huh!  Don't believe Darse!  He told ME that he'd played 3 - Him and David
are in cahoots - the're probably going to share the prize!


--
Warwick
NOTE: You don't know whether I am telling the truth in the above statement.

--
  _-_|\      warwick@cs.uq.oz.au            /Disclaimer:
 /     * <-- Computer Science Department,  /  
 \_.-._/     University of Queensland,    /   C references are NULL && void*
      v      Brisbane, Australia.        /  
Newsgroups: rec.games.abstract
From: trodrigu@spock.ecs.umass.edu (Tao R or Stephen L)
Subject: Re: Mornington Crescent   
Organization: University of Massachusetts, Amherst
Date: Mon, 16 Nov 1992 04:58:27 GMT


Woops...  My previous message was not really supposed to be blank.   :(
 
I was trying to explain a game I played in the 'not exactly like
Mornington Crescent more like that Reality game someone was talking
about' category.  The name of the game is 'Water Tiger Duck' and it
seemed quite good for a large group of people. 
 
'Water Tiger Duck' is played something like 'Rock Paper Scissors' but in
teams, and a team can choose to be anything not just Water, Tiger or
Duck.  The group divides into two teams and a judge.  The two teams
consult in private to each decide what they want to be, and then come
back together.  On the judges signal, all the members of each team
_act out_ what their team has chosen to be.  The judge interprets the
performances and chooses a winner.  For example "Tiger eats Duck" or
"Duck floats on Water".  In the game I played in, the final decision was
"Spirit transcends Time".
 
Stephen

-- 
Tao or Stephen at trodrigu@zonker.ecs.umass.edu

Newsgroups: rec.games.abstract
From: sorlin@magnus.acs.ohio-state.edu (Steven J Orlin)
Subject: testing
Organization: The Ohio State University
Distribution: usa
Date: Fri, 20 Nov 1992 20:31:17 GMT


ignore-this is a test
-- 

*******************************************************************************
                   sorlin@magnus.acs.ohio-state.edu
*******************************************************************************
Newsgroups: rec.games.abstract
Newsgroups: rec.games.abstract
From: veatch@cs.toronto.edu (Tim Veatch)
Subject: Re: Commercial Abstract Games
Organization: University of Toronto
Distribution: na
Date: 20 Nov 92 03:02:33 GMT

basestu@bmerh691.bnr.ca (Jean Giblin) writes:
>Could somebody please post the rules to Timeline?

sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>*sigh* - people, please!  This is another copyrighted game!  We cannot
>legally post the rules to it.

I really don't know if this is really a problem.
This is what I get when I log into one of the lyric archives...

ftp cs.uwp.edu
ftp> cd /pub/music/lyrics
250-                                 NOTICE
250-
250-                 WARNING CONCERNING COPYRIGHT RESTRICTIONS
250-
250-The copyright law of the United States (Title 17, United States Code)
250-governs the making of photocopies or other reproductions of copyrighted
250-material.
250-
250-Under certain conditions specified in the law, libraries and archives
250-are authorized to furnish a photocopy or other reproduction. One of
250-these specified conditions is that the photocopy or reproduction is not
250-to be "used for any purpose other than private study, scholarship, or
250-research." If a user makes a request for, or later uses, a photocopy or
250-reproduction for purposes in excess of "fair use," that user may be
250-liable for copyright infringement.
250-
250-This institution reserves the right to refuse to accept a copying order
250-if, it its judgement, fulfillment of the order would involve violation
250-of copyright law.

I don't know if the action of posting copyrighten material to this group,
is considered an infringment if the group is considered an `archive'.
Maybe what you do with a post once you get it could be considered `in excess'.

Xref: sparky rec.games.abstract:452 rec.games.rpg:45
From: neilb@scs.leeds.ac.uk (Neil Bowers)
Newsgroups: rec.games.abstract,rec.games.rpg
Subject: Re: A GURPS inquiry...
Date: 21 Nov 92 20:11:27 GMT
Followup-To: rec.games.rpg
Organization: The University of Leeds, School of Computer Studies
Originator: neilb@csparc12

In rec.games.abstract futrena@wkuvx1.bitnet (Nathan Futrell) writes:
>I am posting on this board due to the fact that this seems to be the
>closest board I can find to answer my questions.  GURPS, Generic
>Universal RolePlaying System, by Steve Jackson Games is a form of
>abstract roleplaying.  Anyway, here goes.
>
>I am currently betweent adventures in my current campaign.  The
>campaign 'universe' is called Space Fantasy.  It contains elements of
>science fiction (hi-technology, starships, weird alien races,
>futuristic weapons, psionics, etc.) and fantasy (magic, melee weapons,
>fantasy races, etc.).  I have also thrown in a bit of cyberpunk to add
>tension.  There is much more to it than this, but I don't want to bore
>you to tears.
>
>I am just asking to find out if any of you can give some new plot ideas 
>for adventures.  I have acquired several used copies of AD & D
>adventures, but I prefer to write my own.  My gaming group is very
>advanced, meaning they haved gamed for a number of years.  I am
>running out of original ideas for adventures.
>
>If you want more information, I can e-mail the basic, overview
>document.  Any questions, comments, thoughts, and ideas will be
>appreciated.

rec.games.abstract is not the right place to discuss RPGs.
I have crossposted this to rec.games.rpg, and set followups to that
group only.  Other groups where you may find fellow gurpers:

	rec.games.frp.misc
	rec.games.misc

Neil
From: smith@pell.anu.edu.au (Michael Smith)
Newsgroups: rec.games.abstract
Subject: Re: E-mail Hnefatafl
Date: 23 Nov 92 00:27:12
Organization: Australian National University
NNTP-Posting-Host: 150.203.15.5
In-reply-to: nwbernst@unix.amherst.edu's message of Thu, 12 Nov 1992 22:48:29 GMT

Two simple questions:

(1) Is the King treated as a normal black piece from the point of view of
capturing white pieces?  i.e. is this a legitimate capture: 
      .....        .....  
      K.OX.   ->   .K.X.      (X black, O white, K King)
      .....        .....
(2) Can capturing against the throne occur when the King is on the throne?
If the King is on the throne, is the following a legitimate capture?
      .....        .....  
      ..KX.   ->   ..K.O      (X black, O white, K King)
      ....O        .....

Thanks,
Michael.
--
----------------------------/|-|--|-|--|------Michael-Smith-------------------
smith@pell.anu.edu.au      /_| |\ | |  |      Mathematics Research Section
--------------------------/--|-|-\|-|_/|------Australian-National-University--
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Newsgroups: rec.games.abstract
Subject: Re: Commercial Abstract Games: Icehouse
Date: 23 Nov 92 13:14:15 GMT
	<1992Nov20.192951.29273@oz.plymouth.edu>
	<DBH.92Nov23112732@wombat.doc.ic.ac.uk>
Organization: Plymouth State College - Plymouth, NH.

dbh@doc.ic.ac.uk (Denis Howe) writes:
>What's the geometry of the game?  

Euclidian :-)

>What are the relative sizes of the
>pieces, are they triangular- or square-based pyramids 

The little ones are 0.5" square on the bottom, about an inch long.
Mediums are 0.75" square, about 1.5" long, and the big ones are about 1"
square and 1.75" long - though this is the origami set; I haven't seen
the wooden set.

>and how are the
>positioned relative to each other (apart from pointing at the ceiling
>or at each other)?

That's the only stipulation.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.abstract
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: Icehouse
Organization: Plymouth State College - Plymouth, NH.
Date: Thu, 19 Nov 92 14:09:33 GMT

nwbernst@unix.amherst.edu (Neil Bernstein) writes:
>Rob Borsari (jake@melmac.umd.edu) wrote:
>: 
>:  Hi, I am looking for anyone in the tucson or phoenix area that plays
>:  Icehouse.  -R-
>
>	C'mon, dude, post the rules.  You might get yourself a few competitors.

Please *don't* post the rules!  Icehouse is a copyrighted (and possibly
patented) game, not a generic game.

However, I will post where you can get a cheap set of rules:

Icehouse Games, Inc.
P.O. Box 761
College Park, MD 20740

Cheap set of Icehouse counters and pieces: $7 + $1.50 postage in US.

Disclaimer:  I have nothing to do with Icehouse Games; I just don't like
the idea of someone posting copyrighted material to the net.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.abstract
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: Othello search space (Was: World Othello Championships)
Date: Sun, 15 Nov 92 12:55:15 EST
Organization: University of Michigan Engineering, Ann Arbor

In article <STARBACK.92Nov15121935@Minsk.docs.uu.se> starback@student.docs.uu.se (Per Starb{ck) writes:
>Tom Fawcett <tomf@gte.com> wrote:
>> No, it [Othello] hasn't been solved, and probably won't be.  The
>> search space is estimated to have about 10^60 nodes, [...]
>
>What kind of fancy combinatorics do you need to get to that number?

Well, a game of Othello is about 60 moves, and there's about 10 choices
for each move...

(By the way: "Othello" is a registered trademark of, I believe, Parker
Brothers. The proper name for the game is Reversi.)

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: m_rheau@pavo.concordia.ca
Newsgroups: rec.games.abstract
Subject: Okay, Folks, Here is the FAQ
Date: 16 Nov 92 07:39:00 GMT
Organization: Concordia University
News-Software: VAX/VMS VNEWS 1.41


okay, Everyone, sorry for the delAy, buT at laSt,
 Here Is hopefully The Answer to all your questioNs.

this incluDes the faq anD purpose of thIs usErgroup.

thiS information will be in several segments. 
this first one is jUst to give you...an abstraCt outline
for this usergroup. 

KnowlEdge acquisition.  logic.  fun!  useR-input.

next post to follow Soon! a capital idea!

Roger Gentric
alpo@dogpound.nasa.gov
Newsgroups: rec.games.abstract
From: breuker@cs.rulimburg.nl (Dennis Breuker)
Subject: Re: Checkers
Organization: University of Limburg, Maastricht
Date: Wed, 18 Nov 1992 14:17:27 GMT

[I am responding, because I think Jonathan Schaeffer isn't reading this
newsgroup for a few days, because he is visiting here in The Netherlands
and will be in Spain next week. I know a few things about Chinook because
he had a talk yesterday about the match with Tinsley]

dubach1@husc10.harvard.edu (joev dubach) writes:

>Was Chinook programmed to go all-out for a win in the last game?  If

Yes, it had to play for a win in a drawn position.

>not, (ignoring the forfeit) I'd say that Tinsley won 3-2-33; if so,
>then he won 3-2-33 with qualifications.  How did the forfeit occur?

The forfeit was a time forfeit. Chinook suddenly didn't respond any more.
It could be a program bug, but it also was extremely hot in the
room where the match was being held, so maybe that was the cause.
The Chinook team still doesn't know.

>Joev
>--
>_____________________________________________________
>DDDDDDDDD   JJJJJJ      | Joev Dubach
>     D      J     J     | dubach1@husc.harvard.edu
>     D      J     J     | 249 North Mail Center
>D    D      J     J     | Harvard University
>DDDDD    *  JJJJJJ  *   | Cambridge, MA 02138

Dennis Breuker
From: gainer@bal.UUCP (Mike Gainer)
Newsgroups: rec.games.abstract
Subject: Re: PENTE: rules
Summary: Pente capture rule at boundary
Keywords: pente, finite
Date: 19 Nov 92 21:43:21 GMT
Reply-To: gainer@bal.UUCP (Mike Gainer)
Organization: proCASE Corporation, Santa Clara, CA

> >       Pente is played on a 19x19 grid (a go board) with players taking black
> Actually, I have read that a Pente board is only 15x15.

Given that the board _is_ bounded, a rule for captures at the edge is
(theoretically) necessary.  When I've been able to assert the rules, I
always use an "infinite" board, just 'cos I think it's more elegant.

-- 
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Newsgroups: rec.games.abstract