PINS – Rule Thirty-two: The Unsteady Zone

Elite troops keep the morale of other units steady in the Unsteady Zone. That’s the place where contact with the opposing force occurs.
You can read all about that here, along with why you musn’t leer, or be a lummox at the Con Club whist drive.

PINS – Rule Thirty: Marching on an empty stomach

The Museum doesn’t like to unduly quote Napoleon, for as we all know, Boney was a warrior, Boney was a thief. But he was right when he said, an army marches on its stomach.  Here are some images to make you think about marching on your stomach.  Click here to find out how you can march on a full one.

PINS – Rule Twenty-eight: Advance Against Hidden Enemies

We have to advance, most probably against hidden enemies.  This is because, just like any really good game,  we can’t be bothered checking the rules we wrote earlier. So best just advance.

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!