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Cover of Pencil & Paper

Emre Doğan

Pencil & Paper

60 Games That Need Nothing but a Pencil — with Where Each One Came From and How to Win

A Valice Press publication

Sixty games you can play with a pencil and whatever paper is nearest. Every game gets one opening: complete rules on the left, a diagram and two notes on the right.

Read the full description

  • 60 Games
  • Rules, Diagram and Notes
  • Every Origin Sourced
  • Real Strategy Notes
  • 13 Solved Games
  • Eight Score Sheets
$6.99
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  • Instant download — nothing is shipped
  • Yours to keep — never locked
  • Watermarked PDF, no DRM
  • 14-day refund before download
Pages
162 pages
Language
English

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What arrives when you buy the Valice edition

  • PDF and EPUB — both files, the 162-page print interior and a reflowable edition for a phone or an e-reader
  • No DRM — it opens in any reader, on every device you own, with nothing to activate and no account to keep
  • A permanent library — the book stays in your account at valicepress.com; we do not expire it and we do not take it back
  • Unlimited re-downloads — lost the file, changed laptops, four years later — download it again
  • Read it in the browser — the online reader remembers where you stopped, so a phone in a queue picks up from the same page
  • The free companion — printable sheets for Pencil & Paper, free to anyone, no email required

Each copy carries a quiet line naming the reader it was sold to. That is the whole of our copy protection: we would rather trust you and sign the book than lock it.

Preview

Look inside

One complete opening: Dots and Boxes, with the rules, the diagram, the sourced provenance and the strategy note.

About the book

Sixty games you can play with a pencil and whatever paper is nearest. Every game gets one opening: complete rules on the left, a diagram and two notes on the right. WHERE IT COMES FROM is the part the grid pads leave out and the part that took the longest — each claim is attached to a source, and six of them were read in the original: Dots and Boxes from Édouard Lucas's own text of 1883, where he says plainly that his students at the École Polytechnique devised it and not him; Hangman's ancestor from Alice Gomme's collection of 1894; Doublets from Lewis Carroll's own letter of 1879; Kayles from Dudeney's first edition of 1907; the hundred game and the magic square from Bachet in 1612. Where a game's origin is genuinely unrecorded, eight of them, the note says so and stops. HOW TO WIN is a real strategy note, and for the thirteen solved games it gives the solution, because a solved game is not a spoiled game — it is a game with a secret. Six parts, two indexes that sort every game by how many people you have and how long you have, and eight score sheets you may photocopy.

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