GAME OF ASSOCIATION
This game is monadic in character. There is an open grid with unspecified number of positions. The game can be played with one player, so can be called a ‘thinking’ game.
A move is to generate or select an MM and place it somewhere. Subsequent moves involve placing other MMs in other positions or moving those already placed. Some MMs will remain pretty fixed in place while others may move more (or be de-selected).
The content defines itself as the game proceeds.
This game underlies some techniques such as mind-mapping but without the imposition of restricted moves and positions. It structures what is called ‘brainstorming’ because it enables recall of MMs and also their relations with each other. It is informative about memory and can be used to structure awareness of a region or a topic by combining MMs of diverse character, including apparently irrelevant imagery.
It can be used by more than person to work together to define a universe of discourse that they share. It allows for emergence, serendipity and change of direction.
Technically, the game evokes what are called lattices. These are connectivities that presage systems by involving a set of MMs with a pattern.
GAME OF COMPLEMENTARITY
In this game, the central position is empty. Play begins with the two players placing an MM on their initial defining position (black circles). The next move is for one of the players to place an MM in one of the other positions, which has to be followed by the other player placing an MM in the opposite position.
Play can be extended by creating new positions to amplify the polar positions (shown as small white circles) whence the moves continue to make new positions and increase the ‘scale’ of the game.
GAME OF THE THREE GODS
This game is played with three players and follows the same basic rules as elaborated in the Game of the Four Winds (see below). The format of the game space has thirteen positions, or seventeen if play is extended.
Each player chooses an MM to represent their position (black circles). Subsequent moves allow them to place MMs in their own triangle or in their corner of the shared triangle (white circles).
Version One. The three players have access to a shared set of MMs generated in relation to a topic and have articulated the three roles enough to begin.
Version Two. Taking turns, the three players establish a universe of discourse in terms of their successive generation and placement of their defining MMs (black circles).
Version Three. The game is extended to include a phase in which after the central position is filled, they generate new threads (starting at the positions shown as small triangles).
This is a meaning game for four players. There is one central matrix (3 x 3) that they share. Each has his own 3 x 3 matrix square.
In this version, each has only one square in the space of the shared one, marked here by a circle. In a variation, they can share in the larger 5 x 5 matrix.
Play begins with each player defining his ‘world’ by selecting (or creating*) an MM and placing it in the centre of his own square (shown here as black circles). The players take turns and can re-iterate the process. Their objective is to mutually define the space of play in the most challenging way possible.
The central MMs express the four worldviews or winds.
* From now on just the term ‘selecting’ will be used, leaving to one side the question of where the MMs are drawn from – a pre-existent set, a set generated by the players, a set partitioned amongst the players, or an evolving set.
The first player selects and places an MM on his corner of the shared matrix (shown as white circles). He places the MM to correspond to the state of the whole board. For example, the first 4 MMs (dark circles) express a pattern that can be replicated in each of the four matrices and also in the central one.
Each player has to introduce at least two MMs into the central shared matrix. There will be only one who places three.
In subsequent moves, a player can place a selected MM either in his own matrix or in the shared one.
A player can choose to move an MM already placed to another position as his move.
No player is allowed to touch the MMs in the other player’s squares.
The criterion of finishing has to be agreed. There can be different criteria or stages.
The middle shared matrix is filled in an agreed way
All the spaces are filled in an agreed way
Play moves out into the four channels.
The grid format as shown allows for variations and extensions. The play can extend beyond a shared 3 x 3 matrix to the 5 x 5 and then the 7 x 7 one.
When using the shared 3 x 3 only, the unused squares in the four directions become channels and their openings are referred to as gates. These channels can play a role in two ways
The symbolic ultimate end is to have decided the central MM and to have generated four new significant meanings for the four directions. That is to say, that the device is a transformer taking in meaning in a certain way and giving it out in a new way; it is engine and generator.