Rules of Basic WFF 'N PROOF
© Layman E. Allen 2000
Summary of Rules
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
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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.
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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.
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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:
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move a cube from Resources to the Premisses section of the Permitted
Parts mat, or
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move a cube from Resources to the Rules section of the Permitted Parts
mat, or
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move a cube from Resources to the Essential Parts mat.
When it is your turn, you are not permitted to pass.
Comments
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By their moves, the players shape the Solution. Cubes are never moved after
they have been placed on the playing mat.
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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.
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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
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you must not use any of the cubes that have been forbidden;
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you may use as many of the cubes that have been permitted as you like;
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you must use all of the cubes that have been made essential in an essential
manner in the Solution; and
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you may always use at least one cube from Resources; you may use at
most one cube from Resources when there has been an A-claim challenge or
a C-claim challenge that stems from a previous A-claim violation (see the
Flubbing Rule in Section 3.5 below), and you may use as many Resources
as you like when there has been a P-claim challenge, a C-claim challenge
that stems from a previous P-claim violation, or a No-Goal challenge (note
that on a No-Goal challenge you must set a Goal as well as build a Solution).
Comments
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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.
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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:
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you declare "No Goal" when, in fact, you could have set a Goal for which
there was a Solution;
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by your move you violate one of the following C-A-P claims:
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"C" I Cannot Correctly challenge on this turn.
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"A" If possible, I am Avoiding by this move allowing a Solution to be
built with at most one more cube from Resources.
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"P" It is still Possible for the remaining Resources to be so played
that a Solution can be built.
Comments
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The P-claim means that you Flub if you make a move (P)revents all possibilities
for building a Solution.
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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.
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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
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A challenge cannot be retracted once a player has said "Challenge."
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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
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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.
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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.
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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.
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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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she has the burden of proving the existence of a Solution and she sustains
it (by writing one), or
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she does not have the burden of proving the existence of a Solution
(somebody else has the burden), and nobody sustains that burden of proof.
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9. Challenge-Scoring Rule
If there has been a challenge, then
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the Third Party (T) must join either the Challenger (C) or the Mover
(M), and
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if the player that T joins has the burden of proving the existence of
a Solution, then T must sustain the same burden of proof by independently
writing a Solution, and
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if T is Correct, then T scores 8 points if he has joined C and 10 if
he has joined M, and
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C's score depends on the kind of challenge:
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C scores 16 if both
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she makes an A-flub and then
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she is correct on her CA-flub challenge of the move immediately following
her A-flub move (Bold challenge), and
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C scores 10 if she is correct on any other kind of challenge.
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M scores 10 if M is Correct, and
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if anyone is incorrect, then he scores 6.
Comments
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If the game involves four or more players, then all of the players other
than the Mover and the Challenger are Third Parties.
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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
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(A) if a player has declared Force-Out, meaning that a Solution can
be built with one more cube from Resources, but that there is no Flub,
then (1) each player who writes a Solution within the specified time limit
(usually from one to two minutes) scores 8, and (2) if the player who has
declared "Force-Out" cannot build a Solution, he scores 0, and (3) all
other players score 6, and
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(B) if the first player has said that No Goal can be set, then each
player scores 8.
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
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deciding whether to set a Goal or to declare "No Goal," or
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deciding whether to move a cube, to challenge, or to assert that a Solution
can be built with one more cube from the Resources (Force-Out), or
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deciding whom to join after a challenge, or
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trying to build a Solution.
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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