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-four:  The Electoral College

It’s time to describe the people who run things. We think these people are members of something called the Electoral College.

The Electoral College is written on the back of a TERRIER ADJUSTMENT SHEET.  This must mean it’s important, especially it’s got typed-out instructions on the front and the College names are written out in copperplate using a dip pen and ink, on the back. Here are some photocopies to help PUT A FACE TO A NAME for your own Electoral College.

 

PINS – Rule Twenty-three: The Light Outside

It’s important to know where you can get good light and also where you can sing light comic opera without being laughed at. Both are essential ingredients to PINS. You can find out more here, or peruse the photocopies for clues below.

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.