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 Twenty-one: Maps – More War

We all know the PINS War is between the Protestant new order in the North and the Catholic old order in the South and is played out in a fictional eighteenth-century. But if you don’t like war – and who does – there are a number of potential escape routes from the Garden where The War takes place. Below are some visual clues for those escape routes. You can make, and photocopy your own, of course. And you can find further clues here, too.

PINS – Rule Twenty: Maps – More Special Features – Garden Worlds

One of the points of PINS is escape. Where better, if you can, to escape into a garden, however humble, where you can best set out your forces for PINS. More information, about gardens in the 1970s, can be found here.

PINS – Rule Nineteen: Maps – More Special Features – Imagined Worlds

One of the points of PINS is escape. Escape from your job, ambition, dedication and mucking in. This post allows you to contemnplate the idea of escape, through judicious use of the photocopies found here, and work it into your own idea of PINS. More information, here.

PINS – Rule Eighteen: Maps – More Special Features – Lancashire Edition

Maps for PINS need features, we all know that. And it’s time to find the features for your Lancashire map. No matter if you have never been or don’t know where Lancashire is. Lancashire is a state of mind and a mnemonic portal anyone can enter. Just imagine yourself in such a place. You can find out more, here, too.

PINS – Rule Seventeen: Maps – Special Features

What kinds of features can we add in a map we can use for PINS? There are plenty to choose from – from the back or front of your mind. Or those you use your senses to interact with. You can find out more, here.

A photograph, edited using filters, of an original map drawn on tracing paper of a piece of ground in West Lancashire, made in the 1990s. Note the Caravan Park, a local feature. This image should inspire you to think of local features.