PINS – Rule Twenty-seven: Mascots for Morale

Just like in Real Life (what’s that?), morale plays an important part in the game of PINS. Mascots help morale. It could be Tokor the cat. Or Edwyn Collins.

Here are some photocopies of mascots that can help your morale.

PINS – Rule Twenty-six: More Units

Morale is an important thing in PINS. An overview about morale and not being a big softie can be found here. Below are some viusal proimopts on how to improve your unit’s morale.

PINS – Rule Twenty-five: Units

Units can be anything.  They don’t even need to be real, it’s all explained here. But they have to take orders.

PINS – Rule Twenty-two: Inner Mapping

PINS can be carried out anywhere. We know that. We think it’s best to do it in your garden.  But you can also do it in your head. We don’t know if PINS is true. But that’s not a problem. Sometimes, it’s just what we remember, or imagine. Here are some images to help you imagine what may have happened to you. PINS is not played on any screen. And colour television is not to be trusted. This is the only real rule of PINS.

PINS – Rule Sixteen: Making Maps

We think that PINS originated partly through a love of making maps. This means to play PINS you will need to make maps, in as peculiar a manner as you can. We tell you how to do so, here. Meanwhile, maybe these photocopies can bring some inspiration.

PINS – Rule Fifteen: Hang on a Minute

Now, hang on a minute, before we go further we need to look backwards and forwards. As it’s a new year and a new January (2024, to be precise), it’s good to  know what we have learned with PINS, and what we should look forward to.

PINS – Rule Twelve: Localities – Tyneside

Look at the dank and ashen, perma-littered pavements of Fenham running along the Moor and wonder, what is there here for you? Le Grove du Sydney is not for you, that’s for sure. This is the problem with localities, some are good some are bad, but you need to know your local, to make your local decision in PINS. PINS demands it. Here are some hints on localities from Tyneside, and below some photocopies to help you decipher what you need. Howay!

PINS – Rule Ten: A Local Decision

Local decisions are important in the game of PINS. That’s where most decisions are made, locally. You can learn more here. For now, here are some photocopies to help you make your very own local decision.

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.