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.

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 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!