Eleusis (game)
Encyclopedia
Eleusis is a multi-genre 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 in Martin Gardner
's Scientific American
column in June 1959. A revised version appeared in Gardner's July 1977 Scientific American 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 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.
The formalisation of Eleusis+Nobel inspired new modes of communication
by exchange
of logical notes.
to students. Abbott himself considers the variant a "great game", and refers to it as "Eleusis Express".
To play Eleusis Express, each player is dealt 12 cards, and the dealer decides on a rule on how a card can correctly be played (such as "alternate red then black cards" or "alternate cards with a closed loop (e.g. 4, 6, 8, 9, Q, A) and those without"). The object of the game is to empty your hand. Once a player thinks they have figured out the rule then they can declare themselves a "prophet" and make the good/bad card calls for the dealer.
An incorrect card goes below the line of cards starting a sideline. Players making a incorrect play draw another card.
If a player thinks he cannot play a legitimate card, he may declare a no play, and show his hand to everybody. If incorrect the dealer plays the correct card and gives the player another card. If the player is right the dealer replaces the player's hand with a smaller hand (with one less card) from the deck.
The round ends with a player running out of cards or somebody guessing (out loud) the rule. At the end of the round a player scores 12 points less the total of cards he has in his hand. The full game ends once everyone has had a chance to be dealer.
The game was invented by Robert Abbott in 1956, and was first published in Martin Gardner
Martin Gardner
Martin Gardner was an American mathematics and science writer specializing in recreational mathematics, but with interests encompassing micromagic, stage magic, literature , philosophy, scientific skepticism, and religion...
's Scientific American
Scientific American
Scientific American is a popular science magazine. It is notable for its long history of presenting science monthly to an educated but not necessarily scientific public, through its careful attention to the clarity of its text as well as the quality of its specially commissioned color graphics...
column in June 1959. A revised version appeared in Gardner's July 1977 Scientific American column.
Eleusis is sometimes considered an analogy to the problems of scientific method
Scientific method
Scientific method refers to a body of techniques for investigating phenomena, acquiring new knowledge, or correcting and integrating previous knowledge. To be termed scientific, a method of inquiry must be based on gathering empirical and measurable evidence subject to specific principles of...
. It can be compared with the card game Mao
Mao (game)
Mao is a card game of the Shedding family, in which the aim is to get rid of all of the cards in hand without breaking certain unspoken rules...
, which also has secret rules that can be learned inductively. The games of Penultima
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 , and played with a standard chess board and pieces, each piece having different movement and capture rules...
and Zendo
Zendo (game)
Zendo is a game of inductive logic designed by Kory Heath in which one player creates a rule for structures to follow, and the other players try to discover it by building and studying various koans which follow or break the rule...
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.
The formalisation of Eleusis+Nobel inspired new modes of communication
Communication
Communication is the activity of conveying meaningful information. Communication requires a sender, a message, and an intended recipient, although the receiver need not be present or aware of the sender's intent to communicate at the time of communication; thus communication can occur across vast...
by exchange
Trade
Trade is the transfer of ownership of goods and services from one person or entity to another. Trade is sometimes loosely called commerce or financial transaction or barter. A network that allows trade is called a market. The original form of trade was barter, the direct exchange of goods and...
of logical notes.
Eleusis Express
In 2006, John Golden developed a streamlined version of the game, intended to assist elementary school teachers in explaining the scientific methodScientific method
Scientific method refers to a body of techniques for investigating phenomena, acquiring new knowledge, or correcting and integrating previous knowledge. To be termed scientific, a method of inquiry must be based on gathering empirical and measurable evidence subject to specific principles of...
to students. Abbott himself considers the variant a "great game", and refers to it as "Eleusis Express".
To play Eleusis Express, each player is dealt 12 cards, and the dealer decides on a rule on how a card can correctly be played (such as "alternate red then black cards" or "alternate cards with a closed loop (e.g. 4, 6, 8, 9, Q, A) and those without"). The object of the game is to empty your hand. Once a player thinks they have figured out the rule then they can declare themselves a "prophet" and make the good/bad card calls for the dealer.
An incorrect card goes below the line of cards starting a sideline. Players making a incorrect play draw another card.
If a player thinks he cannot play a legitimate card, he may declare a no play, and show his hand to everybody. If incorrect the dealer plays the correct card and gives the player another card. If the player is right the dealer replaces the player's hand with a smaller hand (with one less card) from the deck.
The round ends with a player running out of cards or somebody guessing (out loud) the rule. At the end of the round a player scores 12 points less the total of cards he has in his hand. The full game ends once everyone has had a chance to be dealer.