Lines and
proximity
A
line is a triple of cards, whose
faces are all the same or all different, and whose numbers are all the same or
all different, and whose suits are all the same or all different. Any set of
ten cards will contain at least one line.
Given
any pair of cards, there is a single other card that forms a line with them,
their pivot. In each dimension, the
pivot is the same as the other two cards if they are the same, or the third
option if the other two cards differ. For instance the pivot of Q1P and J3P is
K2P.
Two
cards are askew of they differ in all
dimensions; they are diagonal if they
differ in two dimensions; and they are adjacent
if they differ in one dimension. For any given card, it is askew to 8 other
cards, diagonal to 12, and adjacent to 6.
A
line is skew if its cards are all askew
to each other. For instance the line J2R, Q3S, K1P is skew.
A
line is tilted if its cards are all diagonal
to each other. For instance the line K1S, Q2S, J3S is tilted.
A
line is flat if its cards are all adjacent
to each other. For instance the line K2R, K2S, K2P is flat.
A
flat line is alphabetical is its
cards are in alphabetical order. For instance the line Q1P=M, Q2P=N, Q3P=O is
alphabetical.
There
are 36 skew lines, 54 tilted lines, and 27 flat lines, 9 of them alphabetical. You
can rank lines by proximity this way:
Tilted < Skew
< Flat <
Alphabetical
Two
lines of the same type can be ranked alphabetically by their
alphabetically-last cards.
Line and
Proximity Games
Line Finding
Deal 9 cards face up, then give one
card each to 2 players. The first to find a line gets to keep it. Replace
cards. Continue until only 9 cards remain, then count lines won.
Line Battle
Deal
6 cards each to 2 players. Players draw and discard cards until they have lines.
Rank lines by proximity. Repeat twice. Count lines won.
Line Solitaire
Play
Line Finding; you win if you sort the entire deck into lines.
Tilt
Deal
7 cards each to two players. Lay out a card from the deck. Starting with the
dealer, each player must then cover the last card played with a card that is diagonal
to it. Cover with once-alike.
Draw
from the deck if necessary and if the deck runs out, then shuffle and use the
discard pile. The first player to run out of cards wins.
Ends Askew is like Tilt, but you must cover with a card that is
askew or has letters A or θ. Cover with unalike
or alphabet-end.
Alphabet Askew is like Tilt, but you must cover with a card that is
askew or alphabetically adjacent. Cover
with unalike or nearest letter.
Vowels Adjacent is like Tilt, but you must cover with a card that is
adjacent or bears a vowel. Cover with
twice-alike or a vowel.
No comments:
Post a Comment