PINS – Rule Nine: Move 2 – That Which Cannot Be Altered

Things cannot be fully explained because it’s Move 2, which as the rules shown in Rule Eight state, “cannot be altered, except by Pin and Local Decision.”

In order not to alter anything we advise you to read Rule Nine. And peruse the following photocopies in case you need further inspiration.

PINS – Rule Eight: Moving – But Where?

Order needs an architect! Last time we were worried about orders .  But a newly discovered photocopy in the archive tells us that we have moved. So: we do know we have moved. But what have we moved? And how, or where? 

Here are some photocopies to help you know where you have moved. Good luck. And remember: Cliff Richard never got as far as Wakefield.

 

PINS – Rule Seven: Write Out More Orders

In rule seven we are told that we have three more orders to write out, that are placed on a table and then turned over. They then become moves.  Even though rule six says we have two full moves, with no objectives.  It’s all very complicated. Never mind. Here are some photocopies to help us on our way in writing out these orders.

Maybe we need something more outré.

PINS – Rule Six: No Clues to Objectives

In rule six of PINS we admit to having no clue to the objectives. The original photocopy – where we found the rules – underlines this point so it must be important, but we are not really sure why.

PINS – Rule Five: What is a Unit?

A unit can be many things, as we say in our explanation to what a unit actually is. And to be honest, we don’t really know either. Here are some images you can photocopy and use to make up units of your own, or maybe inspire you to find similar things.

PINS – RULE FOUR: WRITE OUT ORDERS

According to the photocopy that shows the rules, we have to write out orders for each move for each unit – “without a clue to the objective.”

In writing orders and ignoring objectives, we must remember the second Golden Rule of the Buddha, or consult Old Moore’s Almanac, or at least, Shurmer’s Official Guide of Hyndburn. None of these can be found in the Yellow Pages.

PINS – RULE THREE: DOING SOMETHING

Do you remember the Beginning? No? Never mind. We need to find someone, to tell the C.O.s to do something. Remember what or who the C.O.s are? No? Never mind.  Let’s imagine we found someone. And now, let us peruse the images below and prepare to DO SOMETHING.

Consulting what rules we have, I can now tell you.  Here is what we do. We do something.

(But what to do: AKA “Disappear in front of his brother, in a PUFF of SMOKE.”) 

PINS – RULE TWO: FINDING SOMEONE

Do you remember the Beginning? No? Never mind. The second rule-post says we need to find someone, to tell the C.O.s to do something. Remember what or who the C.O.s are? No? Never mind.  We should find someone.

I know this is difficult. There are so many people to choose from.

Maybe find someone who knows about

Aquilégia

Alb

Agrimony

Adónis

Actǣa

Anis

Átriplex

Acontíum

Aira

Coaming

 

 

PINS – The Beginning

RULE ONE: THE BEGINNING

(AKA “The Heap of Trouble is a pile of rubble.”)

The first thing to do is to say we are at the Beginning.

For all rules, please go to The Museum Curator’s Substack.

These copies will be placed regularly, and OVER TIME. The Museum will host the elements of PINS that need no explanation, they are here for you to photocopy and use, perhaps with photocopies of your own. To make your own beginnings.

PINS is a game for all anonymous egos, everywhere, made through repositioning and reproducing old dreams and documents.

PINS – Setting up the Campaign

We start the game by wondering what it is.

A number of items are presented here as a taster for the long indolent road ahead of us.

We should divine the first moves by PREPARING THE GROUND and MAKING THE RULES. That’s what people always tell us to do. In this Modern World.

Though this will inevitably take time.