Common Rules
Major Rule Type | Minor Rule Types |
---|---|
Placements | Option-Placement, Anti-Placement, Equality, Anti-Equality |
Relatives | Link, Chip, Sammie |
Clouds | Block, Anti-Cloud, Spaced-Cloud |
Variables | Variable-Option, Anti-Variable, Variable-Placement |
Conditionals | Bi-Conditional, Chain |
Stacks | Option-Stack, Conditional-Stack, Push-Out, Push-In, Fixed-Stack, Flexi-Stack |
Numbers | Exact, Min, Max, MinMax, More, Less, Same |
Sense + Value
Try to draw rules in a way that makes visual sense to you and creates visual value for you.
Generally, "visual sense" means:
- Draw rules like they'll look on board.
- Draw a board that makes it easy to write the rules.
- Put the rules and elements into the board whenever possible.
"Visual value" could mean:
- Skip formalities... maybe you don't need an index.
- Redundancy is OK... write rules both on the board and on the side.
- Be neat so you can read your work.
Weird Rules
As often as the common game rules repeat, every game is unique. So drawing is about flexibility as much as it's about memorization.
Type of Practice | How to approach to weird rules |
---|---|
Skill | Use the tools you have as best you can. Think about what it's most similar to and start your drawing there. |
Puzzle | Experiment! Try many different ways of drawing it. See what works for you. |
Race | Hack it. It doesn't need to be elegant, just get it on paper. |
After reviewing weird stuff, make a flashcard based on what made the most sense to you.
Placements
R is in 1.
Option-Placement
M is in 2 or 5.
O or P is in 4.
Anti-Placement
S is not in 3.
Equality
Spot 1 and 4 are the same.
Anti-Equality
Spot 2 and 5 are not the same.
Relatives
A is earlier than B.
Link
A is later than C and D.
B is not later than E and not earlier than F.
Chip
G is earlier than H or later than I, but not both.
Sammie
J is earlier than K or earlier than L, but not both.
Clouds
M is next to N.
Block
O is immediately after P.
Anti-Cloud
Q and R cannot occupy consecutive spaces.
Spaced-Cloud
S and T are separated by exactly 1 space.
Variables
T is a zebra.
Variable-Option
P is a zebra or a walrus.
Anti-Variable
U is not a yak.
Variable-Placement
A yak must be in 2.
Conditionals
If O is not in 3, then P is in 4.
When E is included, it is before G.
Bi-Conditional
A is not a Zebra if and only if B is a Yak.
Chain
If C is a Walrus, then D must be a Yak. If D is a Yak, then E must be a Zebra.
Stacks
O and N go together.
Option-Stack
V is with T or U.
Conditional-Stack
If R is in a group, then S must be also.
Push-Out (aka Anti-Stack)
If O is in a group, then M cannot be in that group.
O and M cannot both be included.
Push-In
If P is not in a group, then Q must be.
At least one of P or Q, or both, must be included.
Fixed-Stack
V is accompanied by one other element.
Flexi-Stack
W is accompanied by at least one other element.
Numbers
Exact
L appears exactly twice.
The are 4 presentations: half by Zebras, one by Walruses, and the rest by Yaks.
Min
N must be included.
R and S appear together at least twice.
Max
T cannot repeat.
M cannot go more than twice.
MinMax
A, B, and C must each be included at least once and not more than 3 times.
More
There must be more Zebras than Walruses.
Less
There are fewer Walruses than Yaks.
Same
There are an equal number of Zebras and Yaks.