Eleusis (card Game)
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Eleusis (card Game)
''Eleusis'' is a shedding-type card game where one player chooses a secret rule to determine which cards can be played on top of others, and the other players attempt to determine the rule using inductive logic. The game was invented by Robert Abbott in 1956, and was first published by Martin Gardner in his Mathematical Games column in ''Scientific American'' magazine in June 1959. A revised version appeared in Gardner's July 1977 column. Eleusis is sometimes considered an analogy to the problems of scientific method. It can be compared with the card game Mao, which also has secret rules that can be learned inductively. The games of Penultima and commercially produced Zendo also feature players attempting to discover inductively a secret rule or rules thought of by a "Master" or "spectators" who declare plays legal or illegal on the basis of the rules. Rules The game is played by creating a row of cards in sequence. At the start of the game the dealer (known as "God") inven ...
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French-suited Playing Cards
French-suited playing cards or French-suited cards are cards that use the French suits of (clovers or clubs ), (tiles or diamonds ), (hearts ), and (pikes or spades ). Each suit contains three or four face/court cards. In a standard 52-card pack these are the ( knave or jack), the ( lady or queen), and the (king). In addition, in Tarot packs, there is a (cavalier) ranking between the queen and the knave. Aside from these aspects, decks can include a wide variety of regional and national patterns, which often have different deck sizes. In comparison to Spanish, Italian, German, and Swiss playing cards, French cards are the most widespread due to the geopolitical, commercial, and cultural influence of France, the United Kingdom, and the United States in the 19th and 20th centuries. Other reasons for their popularity were the simplicity of the suit insignia, which simplifies mass production, and the popularity of whist and contract bridge. The English ...
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Mao (game)
Mao (or Mau) is a card game of the shedding family. The aim is to get rid of all of the cards in hand without breaking certain unspoken rules which tend to vary by venue. The game is from a subset of the Stops family and is similar in structure to the card game Uno or Crazy Eights. The game forbids its players from explaining the rules, and new players are often informed that "the only rule you may be told is this one". The ultimate goal of the game is to be the first player to get rid of all the cards in their hand. Specifics are discovered through trial and error. A player who breaks a rule is penalized by being given an additional card from the deck. The person giving the penalty must state what the incorrect action was, without explaining the rule that was broken. There are many variants of Mao in existence. While beginners sometimes assume that the dealer (sometimes called the "Chairman", the "Mao" or the "Grand Master") and other experienced players are simply making up ...
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American Card Games
American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, people who self-identify their ancestry as "American" ** American English, the set of varieties of the English language native to the United States ** Native Americans in the United States, indigenous peoples of the United States * American, something of, from, or related to the Americas, also known as "America" ** Indigenous peoples of the Americas * American (word), for analysis and history of the meanings in various contexts Organizations * American Airlines, U.S.-based airline headquartered in Fort Worth, Texas * American Athletic Conference, an American college athletic conference * American Recordings (record label), a record label previously known as Def American * American University, in Washington, D.C. Sports teams Soccer * Ba ...
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Card Games Introduced In 1956
Card or The Card may refer to: * Various types of plastic cards: **By type ***Magnetic stripe card *** Chip card *** Digital card **By function ***Payment card ****Credit card **** Debit card ****EC-card ****Identity card ****European Health Insurance Card ****Driver's license * Playing card, a card used in games * Printed circuit board * Punched card, a piece of stiff paper that holds digital data represented by the presence or absence of holes in predefined positions. *In communications ** Postcard ** Greeting card, an illustrated piece of card stock featuring an expression of friendship or other sentiment * \operatorname, in mathematical notation, a function that returns the cardinality of a set * Card, a tool for carding, the cleaning and aligning of fibers * Sports terms ** Card (sports), the lineup of the matches in an event ** Penalty card As a proper name People with the name * Card (surname) Companies * Cards Corp, a South Korean internet company Arts and entertainm ...
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Telegram (software)
Telegram Messenger is a globally accessible freemium, cross-platform, encrypted, cloud-based and centralized instant messaging (IM) service. The application also provides optional end-to-end encrypted chats, popularly known as secret chat and video calling, VoIP, file sharing and several other features. It was launched for iOS on 14 August 2013 and Android on 20 October 2013. The servers of Telegram are distributed worldwide with five data centers in different parts of the world, while the operational center is based in Dubai, United Arab Emirates. Various client apps are available for desktop and mobile platforms including official apps for Android, iOS, Windows, macOS, and Linux (although registration requires an iOS or Android device and a working phone number). There are also two official Telegram web twin apps, WebK and WebZ, and numerous unofficial clients that make use of Telegram's protocol. Telegram's official components are open source, with the exception of the s ...
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Zendo (game)
''Zendo'' is a game of inductive logic designed by Kory Heath in which one player (the "Master") creates a rule for structures ("koans") to follow, and the other players (the "Students") try to discover it by building and studying various koans which follow or break the rule. The first student to correctly state the rule wins. ''Zendo'' can be compared to the card game ''Eleusis'' and the chess variant ''Penultima'' in which players attempt to discover inductively a secret rule thought of by one or more players (called "God" or "Nature" in ''Eleusis'' and "Spectators" in ''Penultima'') who declare plays legal or illegal on the basis of their rules. It can also be compared to Petals Around the Rose, a similar inductive reasoning puzzle where the "secret rule" is always the same. The game can be played with any set of colorful playing pieces, and has been sold with a set of 60 Icehouse pyramids in red, yellow, green, and blue, 60 glass stones and a small deck of cards containin ...
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Penultima
Penultima is a game of inductive logic, played on a chess board. It was invented by Michael Greene and Adam Chalcraft in Cambridge in 1994. The game is derived from the chess variant Ultima (otherwise known as ''Baroque chess''), and played with a standard chess board and pieces, each piece having different movement and capture rules from standard chess. In a manner similar to the game Mao, which was a popular game in Cambridge at that time, the rules for each piece vary from game to game, and are initially kept secret from the players. Penultima is similar in style to Eleusis, Zendo and Mao. The name of the game is a pun on "penultimate", and "Ultima", the name of a different chess variant with all pieces replaced by fairy pieces with their own mechanics. Rules Several ''Spectators'' create secret rules which govern how the pieces move and two ''Players'' attempt to discover these rules. The game is traditionally played with chess pieces but may be played with any sufficient ...
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Scientific Method
The scientific method is an empirical method for acquiring knowledge that has characterized the development of science since at least the 17th century (with notable practitioners in previous centuries; see the article history of scientific method for additional detail.) It involves careful observation, applying rigorous skepticism about what is observed, given that cognitive assumptions can distort how one interprets the observation. It involves formulating hypotheses, via induction, based on such observations; the testability of hypotheses, experimental and the measurement-based statistical testing of deductions drawn from the hypotheses; and refinement (or elimination) of the hypotheses based on the experimental findings. These are ''principles'' of the scientific method, as distinguished from a definitive series of steps applicable to all scientific enterprises. Although procedures vary from one field of inquiry to another, the underlying process is frequently the sa ...
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Mao (card Game)
Mao (or Mau) is a card game of the shedding family. The aim is to get rid of all of the cards in hand without breaking certain unspoken rules which tend to vary by venue. The game is from a subset of the Stops family and is similar in structure to the card game Uno or Crazy Eights. The game forbids its players from explaining the rules, and new players are often informed that "the only rule you may be told is this one". The ultimate goal of the game is to be the first player to get rid of all the cards in their hand. Specifics are discovered through trial and error. A player who breaks a rule is penalized by being given an additional card from the deck. The person giving the penalty must state what the incorrect action was, without explaining the rule that was broken. There are many variants of Mao in existence. While beginners sometimes assume that the dealer (sometimes called the "Chairman", the "Mao" or the "Grand Master") and other experienced players are simply making up ...
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Scientific American
''Scientific American'', informally abbreviated ''SciAm'' or sometimes ''SA'', is an American popular science magazine. Many famous scientists, including Albert Einstein and Nikola Tesla, have contributed articles to it. In print since 1845, it is the oldest continuously published magazine in the United States. ''Scientific American'' is owned by Springer Nature, which in turn is a subsidiary of Holtzbrinck Publishing Group. History ''Scientific American'' was founded by inventor and publisher Rufus Porter (painter), Rufus Porter in 1845 as a four-page weekly newspaper. The first issue of the large format newspaper was released August 28, 1845. Throughout its early years, much emphasis was placed on reports of what was going on at the United States Patent and Trademark Office, U.S. Patent Office. It also reported on a broad range of inventions including perpetual motion machines, an 1860 device for buoying vessels by Abraham Lincoln, and the universal joint which now can be found ...
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Mathematical Games Column
Over a period of 24 years (January 1957 – December 1980), Martin Gardner wrote 288 consecutive monthly "Mathematical Games" columns for ''Scientific American'' magazine. During the next years, through June 1986, Gardner wrote 9 more columns, bringing his total to 297, as other authors wrote most of the "Mathematical Games" columns. The table below lists Gardner's columns. Twelve of Gardner's columns provided the cover art for that month's magazine, indicated by "over in the table with a hyperlink to the cover. Other articles by Gardner Gardner wrote 5 other articles for ''Scientific American''. His flexagon article in December 1956 was in all but name the first article in the series of ''Mathematical Games'' columns and led directly to the series which began the following month.
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