Rules of Basic WFF 'N PROOF

© Layman E. Allen 2000

Summary of Rules

Goal Rule Move Rule Bonus Rule Solution Rule
Flubbing Rule Challenge Rule Burden-of-Proof Rule Correctness Rule
Challenge-Scoring Rule Non-Challenge-Scoring Rule Stalling Rule


1. Goal Rule

On your shake, you must either say "No Goal," or set a Goal by moving one to seven cubes from the Resources to the Goal section of the playing mat. The Goal must be a WFF. You indicate that the Goal is complete by saying "Goal."

Comments

  1. The Goal is the conclusion of a proof. After you have rolled the cubes, the symbols that appear on their upward faces are the Resources for that play of the game. When it is possible to set a Goal for which a Solution (a set of premisses and a set of names of rules of inference) can be built from the remaining Resources, then in order to avoid Flubbing you must set such a Goal, and you must not say "No Goal." For example, if no pair of one-letter WFFs appear as Resources, you may say "No Goal," without Flubbing; but if any pair one-letter WFFs appear as Resources along with other Resources that will permit the construction of the names of rules of inference that will justify the inference of one of those WFFs as a conclusion from the other as a premiss, you must set a Goal.
  2. The Goal is a string of at most five cubes that is a WFF. Thus, the only the 'C', 'A', 'K', 'E', 'N', 'p', 'q', 'r', and 's' cubes may be used in the Goal. Some examples of permissible Goals are p, Nq, Crs, ANpNs, and KsErp. Expressions such as CK and pr are not permissible Goals because they are not WFFs.
  3. In Basic WFF 'N PROOF, the Goal is not changed after it has been set.
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2. Move Rule

After the Goal has been set, play progresses in a clockwise direction. When it is your turn to play, you must either challenge, assert (without challenging) that a Solution can be built with one more cube from Resources (by declaring a Force-Out), or make one of the following moves: When it is your turn, you are not permitted to pass.

Comments

  1. By their moves, the players shape the Solution. Cubes are never moved after they have been placed on the playing mat.
  2. Moving an 'R', 'i', or 'o' to the Premisses section of the Permitted Parts mat is, in effect, forbidding the use of those Resources in the Solution because all premisses are WFFs and these letters are not used in WFFs.
  3. Moving a 'q', 'r', or 's' to the Rules section of the Permitted Parts mat is, in effect, forbiddng the use of those Resources in the Solution because those letters are not used in the names of rules of inference.
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3. Bonus Rule

On your turn to play, you may take a bonus move before making a regular move (before setting a Goal or moving a cube to the Permitted Parts mat or to the Essential Parts mat). A bonus move consists of saying "Bonus" and moving one cube from Resources to the Permitted Parts mat that has the effect of forbidding the use of that cube. If you do not say "Bonus" before moving the cube, the move does not count as a bonus move but as a regular move to the Permitted Parts mat.

Comment

The Bonus Rule has the effect of allowing a mover to move two cubes to the playing mats, but the first cube moved must, in effect, be forbidden to be used in building the Solution.

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4. Solution Rule

The Solution is (a) a set of premisses, and (b) a set of names of rules of inference constructed from available Resources such that the Goal set can be inferred from those premisses by means of the rules of inference named. In attempting to build a Solution when you are a player with the burden of proving that a Solution can be built Comments
  1. Since several Resource cubes may show the same symbol, it is possible to have one 'R' that is forbidden in the Premisses section of the Permitted Parts mat, a second 'R' that is permitted in the Rules section of the Permitted Parts mat, and a third 'R' that is essential on the Essential Parts mat.
  2. In order for a Resource to be used essentially, the premiss or rule name in which the Resource is used cannot be deleted from the proposed Solution and the Goal still be deducible from the premisses and by means of the rule names that remain.
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5. Flubbing Rule

If you do either of the following, you have Flubbed: Comments
  1. The P-claim means that you Flub if you make a move (P)revents all possibilities for building a Solution.
  2. The A-claim means that you Flub if you make a move that (A)llows a Solution to be built with at most one more cube from Resources when you could have made a move that both avoided doing so and at the same time fulfilled the P-claim. Of course, when only two cubes are left in Resources, you may have to move one of them so that they are made permitted or essential and allow a Solution to be built with just one more cube from the Resources, because forbidding either cube violates the P-claim. This is a Force-Out situation rather than an A-claim violation, because in such circumstances it is not possible to avoid allowing a Solution to be built with just one more cube from the Resources without violating the P-claim.
  3. The C-claim means that once a Flub is made, every subsequent move is a Flub because every subsequent mover could have (C)orrectly challenged. Since only the most recent Flub may be challenged, the C-claim makes it possible to win by laying a trap: make a deliberate Flub, and as soon as the next player moves, challenge him for failing to challenge you.
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6. Challenge Rule

Whether or not it is your turn, you may at any time challenge the other player who has just completed a move or has just said "No Goal." You do so by saying "Challenge," and specifying which kind of Flub you think the Mover has made. The move of setting a Goal is completed when the Mover says "Goal." The move of a cube to the Permitted and Essential Parts mats is completed when the cube touches the mat. Prior Flubs are insulated by later ones; therefore, you cannot challenge any player except the one who has just completed his play.

Comments

  1. A challenge cannot be retracted once a player has said "Challenge."
  2. To determine priority in those rare cases where two players say "Challenge" simultaneously, a coin (or other token) should be placed in the center of the table when the cubes are first rolled. The first of the simultaneously- challenging players to pick up the coin shall be the Challenger; the other player shall be the Third Party.
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7. Burden-of-Proof Rule

After a challenge, the burden of proof is cast upon the player who, in the particular situation, is claiming that a Solution can be built. The burden of proof is sustained by writing a Solution on a sheet of paper.

Comments

  1. A Solution must, of course, satisfy the conditions imposed by the Solution rule and the previous plays of the cubes onto the Permitted Parts mat and the Essential Parts mat.
  2. Sometimes the burden of proof will be upon the Challenger -- namely, when the Challenger alleges that there has been a Flub by virtue of a false No-Goal declaration, an A-claim violation, or a C-claim violation that stems from a previous A-claim violation. On the other hand, sometimes the burden will be upon the Mover -- namely, when the Challenger alleges that there has been a Flub by virtue of a P-claim violation or a C-claim violation that stems from a previous P-claim violation.
  3. When a Challenger has alleged an A-claim violation or a C-claim violation that stems from a previous A-claim violation, he also has the burden of proving that there was an alternative move that (a) did not allow a Solution to be built with at most one more cube from the Resources, and (b) did not violate the P-claim.
  4. If there has been a challenge of a No-Goal declaration, the burden of proof is upon the Challenger, who, from the Resources, must not only build a Solution but also set a Goal.
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8. Correctness Rule

After a challenge, a player is Correct if and only if
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9. Challenge-Scoring Rule

If there has been a challenge, then Comments
  1. If the game involves four or more players, then all of the players other than the Mover and the Challenger are Third Parties.
  2. The effect of this scoring rule is usually (although not always) that one of the two players involved in a challenge scores 16, 10, or 8 and the other 6. In some circumstances, they both may wind up with 6. T can score 10 when he joins M. However, T can score at most 8 by joining C. This places a premium upon being the first player to challenge another's Flub.
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10. Non-Challenge-Scoring Rule

If there has not been a challenge, then


Comment
The situation described in (A) will generally arise when there is only one cube left in Resources

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11. Stalling Rule

At any time any other player can call "stall" on the player who is The stalling player then has some specified time (usually one to two minutes) to complete what he is doing. If he fails to meet the deadline, he loses one point, and another limited time period begins. If he fails to meet the second deadline, he loses another point; and so on.

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