Eleusis Express
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Eleusis Express
''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") inv ...
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French-suited Playing Cards
French-suited playing cards or French-suited cards are playing cards, cards that use the French Playing card suit, suits of (clovers or clubs ), (tiles or diamonds ), (hearts ), and (pikes or spades ). Each suit contains three or four face cards, face/court cards. In a standard 52-card deck these are the (jack (playing card), knave or jack), the (queen (playing card), lady or queen), and the (king (playing card), king). In addition, in Tarot packs, there is a (Knight (playing card), knight) ranking between the queen and the jack. Aside from these aspects, decks can include a wide variety of regional and national patterns, which often have stripped deck, different deck sizes. In comparison to Spanish playing cards, Spanish, Italian playing cards, Italian, German playing cards, 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 ...
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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 that was previously known as Def American * American University, in Washington, D.C. Sports teams S ...
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Card Games Introduced In 1956
Card or The Card may refer to: Common uses * Plastic cards of various types: **Bank card ** Credit card **Debit card **Payment card * Playing card, used in games * Printed circuit board, or card * Greeting card, given on special occasions Arts and entertainment * ''The Card'', a 1911 novel by Arnold Bennett ** ''The Card'' (1922 film), based on the novel ** ''The Card'' (1952 film), based on the novel ** ''The Card'' (musical), 1973, based on the novel * ''The Card'', a 2012 novel by Graham Rawle * "The Card" (''The Twilight Zone''), a TV episode * "The Card", an episode of ''SpongeBob SquarePants'' (season 6) Businesses and organisations * American Committee for Devastated France (''Comité Américain pour les Régions Dévastées de France''), a group of American women in France after * Campaign Against Racial Discrimination, a British organization, founded in 1964–67 * Center for Autism and Related Disorders, an American applied behavior analysis provider * Wolfso ...
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Telegram (software)
Telegram, also known as Telegram Messenger, is a Cloud computing, cloud-based, Cross-platform software, cross-platform, social media and instant messaging (IM) service. It was originally launched for iOS on 14 August 2013 and Android on 20 October 2013. It allows users to exchange messages, share media and files, and hold private and group voice or Videotelephony, video calls as well as public Live streaming, livestreams. It is available for Android (operating system), Android, iOS, Microsoft Windows, Windows, macOS, Linux, and web browsers. Telegram offers end-to-end encryption in voice and video calls, and optionally in private chats if both participants use a Mobile_device, mobile device. Telegram also has social networking features, allowing users to post Story (social media), stories, create large public groups with up to 200,000 members, or share one-way updates to unlimited audiences in so-called channels. Telegram was founded in 2013 by Nikolai Durov, Nikolai and Pavel ...
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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 contain ...
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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''), a different chess variant with all pieces replaced by fairy pieces with their own mechanics. Penultima is 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". 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 sufficiently ...
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Scientific Method
The scientific method is an Empirical evidence, empirical method for acquiring knowledge that has been referred to while doing science since at least the 17th century. Historically, it was developed through the centuries from the ancient and medieval world. The scientific method involves careful observation coupled with rigorous skepticism, because Philosophy of science#Observation inseparable from theory, cognitive assumptions can distort the interpretation of the Perception#Process and terminology, observation. Scientific inquiry includes creating a testable hypothesis through inductive reasoning, testing it through experiments and statistical analysis, and adjusting or discarding the hypothesis based on the results. Although procedures vary across Branches of science, fields, the underlying #Process, process is often similar. In more detail: the scientific method involves making conjectures (hypothetical explanations), predicting the logical consequences of hypothesis, then ...
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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 scientists, including Albert Einstein and Nikola Tesla, have contributed articles to it, with more than 150 Nobel Prize-winners being featured since its inception. In print since 1845, it is the oldest continuously published magazine in the United States. ''Scientific American'' is owned by Springer Nature, which 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 New York City newspaper was released on 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 devi ...
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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, until June 1986, Gardner wrote 9 more columns, bringing his total to 297. During this period other authors wrote most of the columns. In 1981, Gardner's column alternated with a new column by Douglas Hofstadter called " Metamagical Themas" (an anagram of "Mathematical Games"). 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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