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1000 Blank White Cards is a party game played with cards in which the deck is created as part of the game. Though it has been played by adults in organized groups in several cities and college campuses, 1000 Blank White Cards is described as well-suited for children in Hoyle's Rules of Games.[1] Since the bulk of the rules are contained on the cards (rather than existing as all-encompassing rules or in a rule book), 1000 Blank White Cards can be considered a sort of nomic. It can be played by any number of players and provides the opportunity for card creation and in fact actual gameplay outside the scope of a single sitting. Creating new cards during the game, dealing with previous cards' effects, is allowed, and creativity is encouraged as the most important part.[1]
[edit] GameThe game consists of whatever the players define it as by creating and playing cards. There are no initial rules, and while there may be conventions among certain groups of players, it is in the spirit of the game to spite and explode these conventions, as well as to adhere to them religiously. For many typical players, though, the game may be split into three logical parts: the deck creation, the play itself, and the epilogue. [edit] Deck creationA deck of cards consists of any number of cards with any or no content, but originally and nominally of 1000 blank white cards. Some time may be taken to create cards before gameplay commences, although card creation may be more dynamic if no advance preparation is made, and it is suggested that the game be simply sprung upon a group of players, who may or may not have any idea what they are being caught up in. If the game has been played before, all past cards can be used in gameplay unless the game specifies otherwise, but perhaps not until the game has allowed them into play. A typical group's conventions for deck creation follow:
[edit] PlayThe rules of game are determined as the game is played. There exists no fixed order of play or limit to the length or scope of the game. Such parameters may be set within the game but are of course subject to alteration. One sample convention suggests the following:
[edit] EpilogueSince the cards created in any game may be used as the beginning of a deck for a future game, many players like to reduce the deck to a collection of their favourites. The epilogue is simply an opportunity for the players to collectively decide which cards to keep and which to discard (or set aside as not-for-play). Many players believe that having their own cards favoured during the epilogue is the true 'victory' of 1000 Blank White Cards, although the game's creator has never discarded or destroyed a card unless that action was specified within the scope of the game. Retaining and replaying those cards which seem at the moment less than perfect can help reduce a certain stagnation and tendency to over-think that can otherwise overtake the game's momentum. One group of players in Boston (not the long-dispersed Harvard cadre) have introduced the idea of the "Suck Box":
[edit] Structure of a cardAt its simplest, a card is just that: a physical card, which may or may not have undergone any modifications. Its role in the game is both as itself and as whatever information it carries, which can be changed, erased or amended. The cards used vary widely in size, from the original 1½" x 3½" Vis-Ed brand flash cards, to half or full index cards, to simply sheets of A7 sized paper. Cards may be created with any marking medium and need not conform to any conventions of size or content unless specified within the scope of the game. Cards have been made of a wide range of substances, and modifying the shape or composition of a card is entirely acceptable: the original Viz-Ed box still contains a card to which a tablet of zinc has been affixed with adhesive tape; the card reads "Eat This!... In a few minutes, the ZINC will be entering your system." Many cards have been created which demanded their own modification, destruction or duplication, and many have been created which display nothing but a picture or text bearing no explicit significance whatsoever. Some have been eaten, burned and cut and folded into other shapes. The game does tend to fall into structural conventions, of which the following is a good example:
In practice, these conventions can generate rather monotonous decks of one panel cartoons bearing point values, rules or both. As conceived, the game is far broader, as it is not inherently limited in length or scope, is radically self-modifying, and can contain references to, or actual instances of, other games or activities. The game can also encode algorithms (trivially functioning as a Turing machine), store real-world data, and hold or refer to non-card objects. [edit] Suggested rulesThere are many rule suggestions, but these seem to be the two most popular house rules:
Other rule suggestions exist that attempt to establish a level of fairness amongst the cards.[2] They are listed as follows:
It is also suggested that players set a limit to the number of points that a single card can give or take away (1000 seems to be a good limit) [edit] HistoryThe game was originally created by Nathan McQuillen Phoenix(b. 1974) of Madison, Wisconsin. He was inspired by seeing a product at a local coffeehouse: a box of 1000 blank white flash cards. He introduced "The game of 1000 blank white cards" a few days later into a mixed group including students, improv theater members and club kids. Initial play sessions were frequent and high energy, but a fire consumed the regular venue shortly after the game's introduction; the game physically survived but with the loss of their regular meeting place the majority of the original players fell out of contact with one another, and soon most had moved on to other cities. The game started to spread as a meme through various social networks, mostly collegiate, in the late 1990s. A former Madison resident brought the game to Harvard University and started an active playgroup which changed the size of the cards to the more standard half-index (2½" x 3½") and created the first web content representing the game. Their graduation served to further spread the game to the west coast and onto the web. Subsequently, an article in GAMES Magazine and inclusion in the 2001 revision of Hoyle's Rules of Games[1] established the game as an independent part of gaming culture. The game's inventor and its original players have frequently expressed amusement at the spread of a game they regarded mostly as a brilliant but highly idiosyncratic bit of conceptual humor which provided them with an excuse to draw goofy cartoons. [edit] References
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