From squash@math.ufl.edu Wed Dec 7 10:58:41 CST 1994 Article: 12901 of sci.math Path: mp.cs.niu.edu!vixen.cso.uiuc.edu!howland.reston.ans.net!gatech!udel!news.mathworks.com!usenet.eel.ufl.edu!usenet.cis.ufl.edu!clas.ufl.edu!usenet.clas.ufl.edu!squash From: squash@math.ufl.edu (Jonathan King) Newsgroups: sci.math,sci.physics Subject: Re: WANTED: Rules to Eleusis Date: 05 Dec 1994 22:41:20 GMT Organization: University of Florida Department of Mathematics Lines: 142 Distribution: na Message-ID: References: <3bnm3d$925@romulus.ucs.uoknor.edu> NNTP-Posting-Host: soleil.math.ufl.edu To: kieran@brigit.nhn.uoknor.edu (Kieran Mullen) In-reply-to: kieran@brigit.nhn.uoknor.edu's message of 2 Dec 1994 17:38:53 GMT Xref: mp.cs.niu.edu sci.math:12901 sci.physics:14811 Here is a version of Eleusis rules (in AMSTeX; you'll need to lightly edit it to get it to run on your system) given to me by a student a Berkeley. \magnification=\magstep 1 % \input amstex \documentstyle{amsppt} \input stylechanges.ams %%% Modifiers %%% \xdef\titlename{Eleusis --- the game of oracles} \def\filename{Problems/eleusis.ams.tex} \def\touchdate{Tue Jan 18, 1994} %%% End Modifiers %%% % %**end of header %Do not remove! % \topmatter \title \titlename \endtitle \abstract This is a typed version of the rules given to me by (name deleted), a student in my H50 class at Berkeley. It has been lightly edited, but it needs more editing. \endabstract \endtopmatter % \document Eleusis is a card game played by 4--7 people, with lots of decks of standard cards. % (One deck per $1.5$ people is usually right, but for now we're going to pare it down a little, so one deck for every two people is fine.) % At the beginning of each game, one person is designated \df{God}, and everyone else is dealt ten cards. Whoever is God rotates from game to game. God decides upon a \df{rule} for his game. Then the mortals, in turn, lay down one card at a time. After each card is laid down, God says whether the card was right or wrong. If the card is right, the next mortal lays down a card. If the card is wrong, the mortal who laid the card picks up two new cards from the collective decks, and then the next mortal goes. The game ends when some mortal runs out of cards. Let me clarify now what a ``rule'' is. God's rule must decide whether the card is right or wrong based on any of the following properties: % \roster \item the card's suit (or color) \item the card's value \item the card's position in the sequence (in relation to previously laid correct cards' suit or value). \endroster % Also, a rule must cover all possibilities: any card laid down must be considered either right or wrong. A few examples of rules: % \group\sl \roster \item The first card laid down is always right, and after that, the colors must alternate. {\rm (If the $2\clubsuit$ was first laid down, the next card would be correct if it were a diamond or a heart, and incorrect if it were another club or spade.)} \item Only even cards (counting the queen as even) are correct. \item The cards must be the digits of $\pi$, starting after the decimal point (ace four ace five nine\dots). \endroster \endgroup % The rule \emfu{cannot} depend on who laid the card, how he laid it, which deck the card came from, whether the card is \ae{}sthetically pleasing at the moment or not, etc. % Only the suit, value, and position in the sequence determine its rightness or wrongness. Where is the fun in that, you say? Just wait. You may have realized that one of the goals of the game is to figure out the rule. Once someone does that, he \df{declares~prophecy}. You can declare prophecy at any time, regardless of whose turn it is. A marker is put on the card where the prophet declared, and the prophet puts down his cards; they will never again be used. % Only one player can be a prophet at a time. The game continues as before, except that the prophet says whether a card is right or not, and God says whether the prophet is right or not. So long as the prophet is right, the game continues; but when the prophet is wrong, he becomes a \df{false prophet}. The card on which the prophet fell from grace is marked, and the false prophet waits until everyone else is done with the game. As soon as the prophet is cast into flaming perdition, another mortal may declare prophecy. Some other twists on the play of the game: % If you, a mortal, so desire, you can lay down several cards at one time. This is good, because it gets rid of a lot of cards --unless you're wrong. If any part of the sequence is wrong, the whole sequence is wrong, and you don't find out where. You also receive two new cards for each card you tried to lay down. Also, if you believe that none of the cards in your hand are correct, you can show the world (God and the other mortals) your hand, claim that you have no correct cards, and the prophet or God (if there is no prophet) will confirm or deny this claim. If you are right, you throw in as many cards up to seven that you can, and pick up new cards so that you lose a total of four cards. If you are wrong, you pick up four new cards. \head Scoring \endhead This is where strategy comes in. \subhead Normal mortals \endsubhead One point for every card less than the number of cards held by the normal mortal who, at the end of the game, has the most cards. So the mortal with the most cards scores~$0$, the mortal who ran out gets points equal to the unlucky guy's cards, etc. \subhead Any Prophet \endsubhead Three points for every card played (during his term of prophecy, of course) whose validity he determined correctly. So he get no point for the card after which he declared prophecy, nor for the card upon which he fell from grace. \subhead God \endsubhead God's score is that of the highest scoring mortal (which might have been a prophet). % \enddocument