Maren Juel, List of archives in Sri Lanka, X3 Trouble & Capoeiras

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@ -48,23 +48,9 @@ The game can be played in various ways so usually begins with the players decidi
once the scope and duration of the game has been agreed\ldots once the scope and duration of the game has been agreed\ldots
* how to play the first cycle (chance)
Divide deck in to O, Q & L piles
Shuffle & place each pile face down
Each player takes one card from each of the O & Q piles in turn and places their cards face-up in the *Locus* as pairs. The O & Q cards together form a *proposition.*
Once all the players have created *propositions* by placing their cards in the *Locus*, they then attempt to explain how they see their proposition in relation to the current situation (expand?) this can proceed one player at a time, then lead into a conversation between the players to understand the propositions in play…
(organise by proximity i.e closer or further form centre)
(Take as many L cards as required)
* how to play the first cycle (deliberation) * how to play the first cycle (deliberation)
Divide deck in to O, Q & L piles. place cards face up. Divide deck in to O, Q & L piles. place cards face up (in the *Penumbra*?)
Discuss which cards could be most relevant/interesting/generative/etc Discuss which cards could be most relevant/interesting/generative/etc
@ -72,29 +58,69 @@ Each player takes an *Occasion* card in turn and places it in the *Locus* with a
Each player then takes a *Qualia* card and pairs it with any of the *Occasion* cards that have been played in the *Locus* giving a brief description of how they see the *Occasion* being modified by the *Qualia* Each player then takes a *Qualia* card and pairs it with any of the *Occasion* cards that have been played in the *Locus* giving a brief description of how they see the *Occasion* being modified by the *Qualia*
(organise by proximity? i.e closer or further form centre) (lead into a conversation between the players to understand the propositions in play…)
(Repeat the process for the L cards) You may want to organise the *propositions* by moving similar ones closer together, and the more relevant, important or interesting ones closer to the centre of the *Locus*.
Each player adds a *Qualia* card to one of the current *Propositions* in turn.
Once the propositions are in place select a *Lure* card (needs clarification: one per player per round? or pre-select all the lures to play with? or leave all available in the *penumbra*? select an agreed subset of the lures to draw from?)
* how to continue playing (deliberation) * how to continue playing (deliberation)
Each player extends the environment with either an *O* or *Q* card from the *penumbra*
The next player (clarify?) selects a *Lure* that comes into play. The *Lure* can be placed next to any *P* to “entertain the proposition”
The player then describes the *Lure* as a way to enact the *proposition* and can suggest ways that the proposition might be realised.
Other players can offer further suggestions, until the group either decides to “realise the proposition” or “entertain another proposition”
If the proposition is not realised, the *Lure* is discarded (in the *Penumbra*) and another cycle begins
#+ATTR_ORG: :width 400 #+ATTR_ORG: :width 400
#+ATTR_LaTeX: :width \textwidth :placement [!ht] #+ATTR_LaTeX: :width 60mm :placement [!ht]
[[file:img/card-example-0013.png]] [[file:img/card-example-0013.png]]
#+BEGIN_export latex
\clearpage
#+END_export
* how to play the first cycle (chance)
Divide deck into O, Q & L piles
Shuffle & place each pile face down
Each player takes one card from each of the *O* & *Q* piles in turn and places their cards face-up in the *Locus* as pairs. The *O* & *Q* cards together form a *proposition.*
Once all the players have created *propositions* by placing their cards in the *Locus*, they then attempt to explain how they see their proposition in relation to the current situation (expand?) this can proceed one player at a time, then lead into a conversation between the players to understand the propositions in play…
You may want to organise the *propositions* by moving similar ones closer together, and the more relevant, important or interesting ones closer to the centre of the *Locus*
* how to continue playing (chance) * how to continue playing (chance)
Each player takes either an *O* or *Q* card from the pile, and uses it to extend one of the *propositions* in the *Locus*
The next player (clarify?) selects a *Lure* and places it next to any *P* to “entertain the proposition”
The player then describes the *Lure* as a way to enact the *proposition* and can suggest ways that the proposition might be realised.
Other players can offer further suggestions, until the group agrees how to “realise the proposition”
#+ATTR_ORG: :width 400 #+ATTR_ORG: :width 400
#+ATTR_LaTeX: :width \textwidth :placement [!ht] #+ATTR_LaTeX: :width 60mm :placement [!ht]
[[file:img/card-example-0019.png]] [[file:img/card-example-0019.png]]
#+BEGIN_export latex
\clearpage
#+END_export
* how to realise a proposition * how to realise a proposition
#+ATTR_ORG: :width 400 #+ATTR_ORG: :width 400
#+ATTR_LaTeX: :width \textwidth :placement [!ht] #+ATTR_LaTeX: :width \textwidth :placement [!ht]
[[file:img/20201202_0039_Untitled-1.png]] [[file:img/20201202_0039_Untitled-1.png]]
* how does the game end? * how does the game end?
#+ATTR_ORG: :width 400 #+ATTR_ORG: :width 400

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@ -114,7 +114,6 @@ There is urgency in coming to see the world as a web of interrelated processes o
:divide deck in to O, Q & V piles; :divide deck in to O, Q & V piles;
:shuffle & select {x} cards from the O and Q pile; :shuffle & select {x} cards from the O and Q pile;
:create some propositios\n (by pairing O & Q cards); :create some propositios\n (by pairing O & Q cards);
:shuffle & select some V cards;
note left: conformal proposition(s) note left: conformal proposition(s)
} }
@ -125,6 +124,7 @@ note left: (individual) valuation
partition "cycle n+1n" { partition "cycle n+1n" {
repeat repeat
:select some L cards;
:each player extends the environment\nwith either an O or Q card; :each player extends the environment\nwith either an O or Q card;
note left: non-conformal proposition(s) note left: non-conformal proposition(s)
:one player chooses a V card to\n "provide a lure"; :one player chooses a V card to\n "provide a lure";

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<title>How to Play Superject</title>
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<ul class="nav">
<li><a href="#sec-1">primordial nature</a></li>
<li><a href="#sec-2">overview</a></li>
<li><a href="#sec-3">card types</a></li>
<li><a href="#sec-4">how to begin the game</a></li>
<li><a href="#sec-5">how to play the first cycle (deliberation)</a></li>
<li><a href="#sec-6">how to continue playing (deliberation)</a></li>
<li><a href="#sec-7">how to play the first cycle (chance)</a></li>
<li><a href="#sec-8">how to continue playing (chance)</a></li>
<li><a href="#sec-9">how to realise a proposition</a></li>
<li><a href="#sec-10">how does the game end?</a></li>
<li><a href="#sec-11">etc</a></li>
</ul>
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</div><div class="col-md-9 col-md-pull-3"><h1 class="title">How to Play Superject</h1>
<div id="outline-container-sec-1" class="outline-2">
<h2 id="sec-1"><span class="section-number-2"></span> primordial nature</h2>
<div class="outline-text-2" id="text-1">
<div class="qf">
<p>
There is urgency in coming to see the world as a web of interrelated processes of which we are integral parts, so that all of our choices and actions have consequences for the world around us.<br/>—Alfred North Whitehead
</p>
</div>
</div>
</div>
<div id="outline-container-sec-2" class="outline-2">
<h2 id="sec-2"><span class="section-number-2"></span> overview</h2>
<div class="outline-text-2" id="text-2">
<p>
Superject is a card game grounded in the speculative philosophy of Alfred North Whitehead. It's a tool for questioning, prototyping, discussing, and feeling the world anew…
</p>
<p>
(see also <a href="https://subetha.fo.am/p/superject">https://subetha.fo.am/p/superject</a>)
</p>
</div>
</div>
<div id="outline-container-sec-3" class="outline-2">
<h2 id="sec-3"><span class="section-number-2"></span> card types</h2>
<div class="outline-text-2" id="text-3">
<p>
A game requires one or more players and one or more decks of Superject cards. A deck is composed of three types of cards.
</p>
<p>
<b>Occasions</b> which describe (nouns...)
</p>
<p>
<b>Qualia</b> which describe (adjectives, adverbs...)
</p>
<p>
<b>Lures</b> which are (verbs...)
</p>
<figure>
<p><img src="img/card-types.png" class="img-responsive" alt="card-types.png">
</p>
</figure>
<p>
<b>Occasions</b> and <b>Qualia</b> are usually played in pairs or combinations which can be referred to as <b>Propositions</b>
</p>
</div>
</div>
<div id="outline-container-sec-4" class="outline-2">
<h2 id="sec-4"><span class="section-number-2"></span> how to begin the game</h2>
<div class="outline-text-2" id="text-4">
<p>
The game can be played in various ways so usually begins with the players deciding on the scope and duration of gameplay. Before the first cycle, you should agree on the following conditions…
</p>
<ul class="org-ul">
<li>Is the game more dependent on <b>chance</b> or <b>deliberate discussion</b>?
</li>
<li>How long will the game last? This could be a fixed number of <b>cycles</b>, a fixed amount of time, or it can remain open to see how the game develops.
</li>
<li>Decide if there are any specific relationships between the cards &amp; things in <b>the wider realm</b> (advanced option? anything else to decide about the 'wider realm'?)
</li>
</ul>
<p>
once the scope and duration of the game has been agreed...
</p>
</div>
</div>
<div id="outline-container-sec-5" class="outline-2">
<h2 id="sec-5"><span class="section-number-2"></span> how to play the first cycle (deliberation)</h2>
<div class="outline-text-2" id="text-5">
<p>
Divide deck in to O, Q &amp; L piles. place cards face up (in the <b>Penumbra</b>?)
</p>
<p>
Discuss which cards could be most relevant/interesting/generative/etc
</p>
<p>
Each player takes an <b>Occasion</b> card in turn and places it in the <b>Locus</b> with a brief description of how they see the <b>Occasion</b> being part of the current situation.
</p>
<p>
Each player then takes a <b>Qualia</b> card and pairs it with any of the <b>Occasion</b> cards that have been played in the <b>Locus</b> giving a brief description of how they see the <b>Occasion</b> being modified by the <b>Qualia</b>
</p>
<p>
(lead into a conversation between the players to understand the propositions in play…)
</p>
<p>
You may want to organise the <b>propositions</b> by moving similar ones closer together, and the more relevant, important or interesting ones closer to the centre of the <b>Locus</b>.
</p>
<p>
Each player adds a <b>Qualia</b> card to one of the current <b>Propositions</b> in turn.
</p>
<p>
Once the propositions are in place select a <b>Lure</b> card (needs clarification: one per player per round? or pre-select all the lures to play with? or leave all available in the <b>penumbra</b>? select an agreed subset of the lures to draw from?)
</p>
</div>
</div>
<div id="outline-container-sec-6" class="outline-2">
<h2 id="sec-6"><span class="section-number-2"></span> how to continue playing (deliberation)</h2>
<div class="outline-text-2" id="text-6">
<p>
Each player extends the environment with either an <b>O</b> or <b>Q</b> card from the <b>penumbra</b>
</p>
<p>
The next player (clarify?) selects a <b>Lure</b> that comes into play. The <b>Lure</b> can be placed next to any <b>P</b> to “entertain the proposition”
</p>
<p>
The player then describes the <b>Lure</b> as a way to enact the <b>proposition</b> and can suggest ways that the proposition might be realised.
</p>
<p>
Other players can offer further suggestions, until the group either decides to “realise the proposition” or “entertain another proposition”
</p>
<p>
If the proposition is not realised, the <b>Lure</b> is discarded (in the <b>Penumbra</b>) and another cycle begins
</p>
<figure>
<p><img src="img/card-example-0013.png" class="img-responsive" alt="card-example-0013.png">
</p>
</figure>
</div>
</div>
<div id="outline-container-sec-7" class="outline-2">
<h2 id="sec-7"><span class="section-number-2"></span> how to play the first cycle (chance)</h2>
<div class="outline-text-2" id="text-7">
<p>
Divide deck into O, Q &amp; L piles
</p>
<p>
Shuffle &amp; place each pile face down
</p>
<p>
Each player takes one card from each of the <b>O</b> &amp; <b>Q</b> piles in turn and places their cards face-up in the <b>Locus</b> as pairs. The <b>O</b> &amp; <b>Q</b> cards together form a <b>proposition.</b>
</p>
<p>
Once all the players have created <b>propositions</b> by placing their cards in the <b>Locus</b>, they then attempt to explain how they see their proposition in relation to the current situation (expand?) this can proceed one player at a time, then lead into a conversation between the players to understand the propositions in play…
</p>
<p>
You may want to organise the <b>propositions</b> by moving similar ones closer together, and the more relevant, important or interesting ones closer to the centre of the <b>Locus</b>
</p>
</div>
</div>
<div id="outline-container-sec-8" class="outline-2">
<h2 id="sec-8"><span class="section-number-2"></span> how to continue playing (chance)</h2>
<div class="outline-text-2" id="text-8">
<p>
Each player takes either an <b>O</b> or <b>Q</b> card from the pile, and uses it to extend one of the <b>propositions</b> in the <b>Locus</b>
</p>
<p>
The next player (clarify?) selects a <b>Lure</b> and places it next to any <b>P</b> to “entertain the proposition”
</p>
<p>
The player then describes the <b>Lure</b> as a way to enact the <b>proposition</b> and can suggest ways that the proposition might be realised.
</p>
<p>
Other players can offer further suggestions, until the group agrees how to “realise the proposition”
</p>
<figure>
<p><img src="img/card-example-0019.png" class="img-responsive" alt="card-example-0019.png">
</p>
</figure>
</div>
</div>
<div id="outline-container-sec-9" class="outline-2">
<h2 id="sec-9"><span class="section-number-2"></span> how to realise a proposition</h2>
<div class="outline-text-2" id="text-9">
<figure>
<p><img src="img/20201202_0039_Untitled-1.png" class="img-responsive" alt="20201202_0039_Untitled-1.png">
</p>
</figure>
</div>
</div>
<div id="outline-container-sec-10" class="outline-2">
<h2 id="sec-10"><span class="section-number-2"></span> how does the game end?</h2>
<div class="outline-text-2" id="text-10">
<figure>
<p><img src="img/20201202_0049_.jpeg" class="img-responsive" alt="20201202_0049_.jpeg">
</p>
</figure>
</div>
</div>
<div id="outline-container-sec-11" class="outline-2">
<h2 id="sec-11"><span class="section-number-2"></span> etc</h2>
<div class="outline-text-2" id="text-11">
<p>
compare the <a href="https://www.looneylabs.com/lit/rules/time-breaker-rules">Time Breaker Rules</a> and/or <a href="https://www.looneylabs.com/lit/rules/fluxx-rules">Fluxx Rules</a> (<a href="file:///Users/zzk/Downloads/Fluxx5.0_Rules.pdf">as pdf</a>) or <a href="https://www.looneylabs.com/literature/ecofluxx-rules">EcoFluxx</a> rules as a variant of Fluxx.
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<div><p class="author">Author: The S.P.A.C.E consortium &amp; superject working group</p>
<p class="date">Created: 2020-12-05 Sat 16:38</p>
<p class="creator"><a href="http://www.gnu.org/software/emacs/">Emacs</a> 28.0.50 (<a href="http://orgmode.org">Org-mode</a> 9.4)</p>
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