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The Paging Game

Category: [FUN] or [INFO/TECHNICAL], depending on your view...

Rules of the Game:

  1. Each player owns several million "things".
  2. Each thing has its own "thing number".
  3. Things are kept in "crates" that hold 4096 things each. Things in the same crate are called "crate-mates".
  4. Crates are stored either in a warehouse or in the workshop. The workshop is almost always too small to hold all of the crates.
  5. There is only one workshop, but there may be several warehouses. Everybody shares them.
  6. What you do with a thing is to "zark" it. Everybody takes turns zarking things.
  7. You can only zark your own things, not anybody else's.
  8. The way you get things is to ask the "Thing King". He only gives out things in multiples of four. This is to keep the royal overhead down.
  9. Things can be zarked only when they are in the workshop.
  10. Only the Thing King knows whether a thing is in the workshop or in a warehouse.
  11. The longer a thing goes without being zarked, the "grubbier" it is said to become.
  12. The way you zark a thing is to give its thing number to the Thing King.
  13. If you give the number of a thing that is in the workshop, it gets zarked right away.
  14. If you give the number of a thing that is in a warehouse, the Thing King must bring the crate containing your thing into the workshop before the thing can be zarked.
  15. If there is no room in the workshop, the Thing King first finds the grubbiest crate in the workshop, whether it be yours or somebody else's, and packs it off with all its crate-mates to a warehouse. In its place he puts the crate containing your thing. Your thing then gets zarked, and you never knew that it wasn't in the workshop all along.
  16. Each player's stock of things have the same numbers as everybody else's. The Thing King always knows who owns what thing and whose turn it is, so you can't accidentally zark somebody else's thing, even if it has the same thing number as one of yours.

Notes:

  • Traditionally, the Thing King sits at a large, segmented table and is attended to by pages (the so-called "table pages") whose job it is to help the King remember where all the things are and who they belong to.
  • One consequence of Rule 16 is that everybody's thing numbers will be similar from game to game, regardless of the number of players.
  • The Thing King has a few things of his own, some of which move back and forth between workshop and warehouse just like anybody else's, but some of which are just too heavy to move out of the workshop.
  • With the given set of rules, oft-zarked things tend to get kept mostly in the workshop, while seldom-zarked things stay mostly in a warehouse. This is efficient stock control.
  • Sometimes even the warehouses get full. The Thing King then has to start piling things on the dump out back. This can make the game slower because it takes a long time to get things off the dump if they are needed in the workshop. A forthcoming change in the rules will allow the Thing King to select the grubbiest crates in the warehouses and send them to the dump in his spare time, thus keeping the warehouses from getting too full. This means that the most infrequently zarked things will end up on the dump, and the King won't have to get things from the dump so often. This should speed up the game when there are a lot of players and the warehouses are getting full.

Long Live the Thing King!

Jeff Berryman, c. 1972
University of British Columbia

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