P and Q are already there, so there wouldn’t be room for R and S both. In the first world, if R were in group 1, we’d be in trouble. Is the rule still active? Has it already been triggered in one or both worlds? Now what about that other rule? “If R is in group 1, so is S.” Consider what happens in each of your two worlds. If we can’t break a rule, we can stop worrying about it. As long as we stay in one world or the other, the rule will be satisfied. So with this first move, the rule that “P and Q are together” drops from our consciousness. These worlds are mutually exclusive and encompass all possible configurations of P and Q. The first step looks like this:īy the way, I’m using the labels “World 1” and “World 2” for teaching purposes only. The first rule, P and Q are together, is a good candidate for making worlds because it’s a big block that can go in only two places. Worlds based on the first rule-“P and Q are together” If you’re an intermediate or advanced student, try it both ways instead of one. But now is a great time for you to get a sheet of scratch paper and do it yourself first. Then incorporate the other rule, splitting if necessary. It doesn’t matter! Pick either the first rule or the second rule, and get to work. If you were going to make worlds, which rule would you start with? I make worlds whenever possible-on 75 percent of all games, maybe more. In my experience, worlds are the best way to destroy a game. There are three spots in each group.ĭoes this seem like a good game for making worlds? You understand more about worlds than you think.Ĭonsider a toy game where you have to put six people-P, Q, R, S, T, and U-into two groups, 1 and 2. Don’t try to determine the total number of worlds up front. Many roads converge on the same destination.
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