F A N T A S Y C H E F - turn 3 results IDEAL MENU SERVING UP JOHN COLLEDGE Prawn + smoked salmon stir-fry Baked mushrooms stuffed Peppers, Sweetcorn, Noodles with haggis PETE BIRKS Foie Gras and artichoke heart salad with French dressing DENNY COLLEDGE Salmon mousse Mushroom and gruyere tartlettes JAMES HARDY Chicken Tikka Crispy Aromatic Duck Pancakes GEOFF BROWN Hot chilli (either meat or veg) Fillet steak with with salad and hot bread mustard sauce ANDY MANSELL Champagne granite (N/A) Peoples' tastes are rather more... eclectic than I anticipated, and it's hard to spot clear matches. Trying to treat people even-handedly stingily, I award points like so: JOHN COLLEDGE: 1 (this is stretching it. You're serving something stuffed with haggis - and three people want a meat dish) = 1 + 14 (previous turn) = 15 PETE BIRKS: 4 (Geoff Brown wants salad with his chillI) + 5 (previous turn) = 9 DENNY COLLEDGE: 0 + 10 (previous turn) = 10 JAMES HARDY: 1 (stretching again - Oriental theme to John's course?) = 1 + 9 (previous turn) = 10 ANDY MANSELL: 4 (previous turn) GEOFF BROWN: 1 (James Hardy wants meat from a land animal) You can appeal against these, giving reasons, if you feel REALLY strongly about my point distribution, if you think it really necessary. Hoping that round four isn't going to be quite so unsuccessful in terms of points, I'll tip you off that meat dishes look like the way forward. That said, there's still a fair degree of variety and some interesting choices. Rules for: A R I T H M E T A C T I C 1) Each player starts with a hand consisting of each of the digits 0-9. 2) A player wins the game by either getting rid of all the digits in their hand or by checkmating all their opponents. 3) A player loses the game by putting it into stalemate, even if all players are checkmated. 4) Players take turns by naming whole numbers between 1 and 999 inclusive (1 and 999 are legal plays) and removing the digits they name from their hand. 5) The first player has no restriction on what number they may play. After that, the next player must name a legal number, as defined below, then the player after that, and so on, until the game ends. 6) For a number to be legal, it must be related to the last one named thusly: a] The two numbers must have no common digits. b] The two numbers must have at least 1 common factor (other than 1). c] The number must use at least 1 digit left in the player's hand. 7) If a player cannot make a legal play at their turn, they are checkmated and eliminated from the game. However, if no other player can make a legal play from the last number named, the game is a stalemate. 8) Leading zeros are ignored. Playing the number 7 - or 007 - only permits you to remove the digit 7 from your hand, not both 7 and 0. This was a game I designed some time ago when set the challenge of designing a game that can be played with no equipment whatsoever. I was working along the lines of players naming numbers in turn with some mechanism to decide victory or defeat. I've tried this face to face, and it works quite well, though is fairly hard work (too hard for 9am on a train, for example). I'd like to try it postally. I suspect it works best with two, and don't know if going first or second is an advantage. Any mathematical hard nuts want to try? I hope you've enjoyed GIT 6, and that we get to chat at Manorcon!