PINS – Rule Fourteen: Localities – Superlocal

Sometimes you can’t give local orders, especially superlocal orders, without not being there, in that locality. It helps to be somewhere else. Don’t worry, it’s all explained here. Below, some images to help you keep yourself superlocal.

PINS – Rule Thirteen: Localities – Imaginary Worlds

Some photocopies to accompany a post that explains more about a rule where we have to make a local decision. We still don’t know what a local decision is, yet. Will we ever?

You can drive through imaginary, or lost worlds in real time, or write them down and forget about them. As long as they don’t get faxed somewhere.

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 Eleven: Localities – Lancashire

We decided, in the latest post, to suggest some localities. And we decided to start in the County Palatine of Lancashire; a place which, as the journalist Charles Nevin outrageously suggests in the title of his book on the ceremonial county, a place where Women Die of Love.

Heere are some local localities, a local which may of may not still exist in this way. Soak up their atmosphere, captured deeply and darkly on a December day  and ask yourself, is this the locality for me? And where is Peter on the Piano?

 

 

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.

 

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.