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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.

Placement Drawing

Equality

Spot 1 and 4 are the same.

Anti-Equality

Spot 2 and 5 are not the same.

Equality Drawing

Relatives

A is earlier than B.

A is later than C and D.

B is not later than E and not earlier than F.

Relative Drawing

Chip

G is earlier than H or later than I, but not both.

Chip Drawing

Sammie

J is earlier than K or earlier than L, but not both.

Sammie Drawing

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.

Clouds Drawing

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.

Variables Drawing

Conditionals

If O is not in 3, then P is in 4.

When E is included, it is before G.

Conditionals Drawing

Bi-Conditional

A is not a Zebra if and only if B is a Yak.

Bi-Conditionals Drawing

Chain

If C is a Walrus, then D must be a Yak. If D is a Yak, then E must be a Zebra.

Chain Drawing

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.

Stacks Drawing

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.

Push Drawing

Fixed-Stack

V is accompanied by one other element.

Flexi-Stack

W is accompanied by at least one other element.

More Stack Drawing

Numbers

Exact

L appears exactly twice.

The are 4 presentations: half by Zebras, one by Walruses, and the rest by Yaks.

Exact Numeric Drawing

Min

N must be included.

R and S appear together at least twice.

Max

T cannot repeat.

M cannot go more than twice.

Min and Max Numeric Drawing

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.

Compared Numeric Drawing