to Area51, May 2000(4)
Supplemental Games Notes

by Ric Carter

Audio diary notes, transcribed and edited.

MODULES:

Trip Notes: Part I
Trip Notes: Part II
Game Notes: Earlier
Game Notes: Further
Game Notes: Index
Finished Journal Entry


Tuesday the 9th of May 2000

Fallon to Reno: See the Start Your Own Religion page -- notes were dictated here.

Beyond Donner Summit: So, more games - CARD GAMES: Eclipse Comics has already put out cards of mass-murderers, and dictators and conspirators and there are probably Watergate and Iran-Contra and Monicagate card decks... hmm, could have cards of leaders of doomsday cults, leaders and members... I think from those pictures of Barbara and George I found online, that there's a card deck of science-fiction writers. Don't know if there's a card-deck of occultists: witches and mages - Aliester Crowley and all that sort... could do a deck of Saints - Catholic and Orthodoz and Buddhist and Mormon... find all the faiths that have saints and mix'em all together, have a Pokemon-type collectable set. Have both official an unofficial saints, include popular saints that may no longer be recognized by church heirarchies.

Could have symbols along with pictures of each saint, symbols indicating the saint's affiliation and ranking, but with no explanation of what the ranking symbols actually mean. But the symbols could indicate their affiliation and status, as well as rank - rank would correlate to value. I could throw in a few imaginary saints too. In fact, since by the power invested in me by the Universal Life Church, the State of California and the Church of the Otters, I have deemed all sentient entities in the universe to be deities, then they can also all be saints. Selah! St. Hilary Clinton, St. Timothy Leary, St. Baba Ram Dass, St. RinTinTin, well hell yes! UNLIKELY SAINTS! See a mockup here.

So, by having those markings on the cards indicating affiliations, status and rank, these would correspond to suits and number of other kinds of playing-card decks, and therefore... games could be played, of chance and strategy, as well as the economic Game of buying, selling and trading the cards. Collect the whole set - and of course you never know when you HAVE the whole set... 'cause that's left undetermined...

Ah, I could establish rules of play for the Saints' cardgames, based on other existing cardgames, especially include DICE - use DUNGEONS AND DRAGONS as a model. Have some dice with numbers, some dice with letters, some dice with mystical symbols, some dice with directions, some dice with moods, dice with sexual positions, with blessings, with curses, with entreaties, with food & drink & drugs. All these dice could be used across a whole range of card games.

OK, I mentioned the Saints - could also have a Deities card set - and a Demons card set - or both, Deities & Demons. Another set illustrating various minor spirits - faeries, elves, kobolds, leprechuans, gnomes, nyaids, the geniuses of ancient Rome. There should be public-domain illustrations of all these available... around... I could steal that BBC illustration of Bill Gates, the double illustration, one with horns, the other with a halo, have those pictures suitably processed for both the Minor Spirits and the Demons card decks.

Could have one deck just of Goddesses; another deck with Sacred Sites, pictures of the sites on one side, and maps to the sites on the other side - or parts I and II, one card with a picture of the site and one another card with a map of the site.


For the UFOlogy deck, I mentioned having some maps of alleged UFO sighting zones. Could have a deck with pictures of abductees, and separate cards with maps showing the sites they were abducted. On the Saints... the ones that I've written songs for, can have my lyrics on the cards, or on separate cards, sy ya have one card with a picture of the saint, another card with the song - with a long song, ya need two cards with the lyrics, parts I and II.

On all of these, this material is on the obverse. On the reverse we have a pattern that illustrates which deck it is part of... OK, so all of these card decks have on the reverse a hypnotic pattern, maybe a fractal design, and/or Col. Beard's geometric designs, or something based on them, with different series of decks being in slightly different colors and with the name of the series worked into the design.

But with all these cards having symbols printed on obverse, again indicating groupings and value, so that games can be played with mixtures of the card decks. And with any of the decks containing cards bearing maps, songs and poems, prayers and chants and invocations, images of petroglyphs - in fact I could have a petroglyph card deck - ooh, and for the Saints, I have all those pictures I took at San Xavier del Bac. If I need any more saints' pictures, I can just wander into a church - Catholic church - I don't know if Orthodox churches have iconography with pictures of their saints, I think so...

An expanded version of the Theopoly board game could incorporate the collectable cards of Saints & Sinners, Deities & Demons, religious sites & shrines -- in fact, different Theopoly boards could be based on different sets of shrines, saints, demons, deities, etc - so there could be Theopoly AllShrines, Theopoly AllSaints, Theopoly AllSpirits, or just with different sets of saints/sinners, deities/demons being on the Risk and Grace cards. Or multiple versions of these, where the players must purchase the cards, the card sets, some of which have images that apply to any just one specific board, then when playing the game, they might have to toss their into the pot and the game is played for winning the cards, by landing on the sites [board spaces]. These Theopoly boards should be rather bigger than standard Monopoly boards, so they can accommodate more sites, more cards.

Could have a similar board game of corporate monopolists and national dictatorial leaders, call it OLIGOPOLY. Another board and card game about great thieves and swindlers, KLEPTOPOLY... Another card deck could contain the code of famous computer viruses & worms, and pictures of hackers. ...Conspiratology: be sure to link to Loompanics... a card deck of psychedelic pioneers and drug chemists and pictures of chemical structures of psychedelic drugs, and pictures of covers of books by and about the psychedelic pioneers... A card deck with pictures of famous mystics, and with mysitcal diagrams... This could be related to the MAGES/WIZARDS collection... Hah! A card deck of Desert Rat Scrap Book covers!


Hmmm, a Nazi board and card game, with pictures of Nazi leaders, death-camps, symbology, uniforms, weaponry - not funny... A similar card and board game for Communism and different versions for different Commie nations. On the Nazi board game y'go from, hop from Beer-Hall to Reichstag to Concentration-Camp... On the Russian communist one y'go, jump from Winter Palace to Kremlin to 5-Year Plan to Show Trials to Gulag to Perestroika to the Fall of the Wall to... tanks firing on the Russian Parliament bldg... The Chinese Communist version, y'hop from the Little Red Book to the Long March to the Great Leap Forward to the Great Wall to Tienanmen Square to the Falun Gong... The card decks would have a subset of the Dictators cards, maps of major revolutionary sites [see the Atlas of Revolutions for reference], book-cover pictures of The Communist Manifesto and the Little Red Book and Das Kapital, on up to Gorbachev's books on Glazhnost...

O, the Oligopoly deck of course will have pictures of all the old Robber Barons, fathers of modern capitalism... um, be sure to have the OTRS copyright embedded in all the images... What other kinds of games are possible? Card games and board games, dice games, knife games (heh), ball games, stick games, set pieces, word games, picture games, games with spinning wheels, games of torture and cruelty...

(cough) Ah, new tape. Uh just after 1 PM, Tuesday afternoon, the 9th of May 2000, I'm around Auburn California. 1260 miles into the trip.

As I was saying: games of cruelty and torture and mayhem... athletic games, but I'll leave those out for now, concentrate on games of skill and chance, that require paraphenalia that can be concieved or sold. A game of GO where all the stones have little alien heads on them... pool balls with pictures of aliens or saints or whatever on them - "St. Christopher in the corner pocket!"


VOODOO DOLLS etc:  l Hmm, for the games and guides I've already developed I should uh, enter pictures, pictures along with'em... Voodoo dolls of Bill Gates, Bill Clinton, Janet Reno, George Bush, Rush Limbo, Art Bell, ET... OK, create images of these public figures, their heads pasted onto generic bodies, put'em up on-screen with instructions to 1) print the image, print two copies; 2) one copy should be glued to some foam plastic [/ rubber - maybe sized to fit on the side of a big styrofoam coffee cup] and cut out... outlined so ya end up with a doll that you can stick pins into; 3) the other should be glued onto some fairly thin cardboard or even just printed on fairly thick paper for playing The Amputation Game: "Talk! Tell us what we want to know! You won't talk, eh? Well, we'll cut off a finger! And then we'll cut off a toe! And then we'll cut off an ear! Yes yes..." ...Do the same with images of Stephen King, aw hell, anybody... (See the finished version here.)

Hey, for public-domain pictures, I should be able to search state and federal govt agencies - if any governmental press office releases a picture of someone, that's public domain. I don't know if churches other than Scientology copyright all their materials - if not, then church archives can be scources of images & texts too. Which reminds me - I hafta see if anyone's still selling CD-ROMs containing tons of military Field Manuals

Let's see, how about games about military misadventures - I wonder if anyone's done a Bay of Pgis wargame? [Probably...] Anyway, look at the books I have on gaming and gambling and the like, for other examples and types of games - party games... PIN THE IMPLANT ON THE ALIEN... alien-face dart-board... a foosball table where lotsa little aliens kick a [round] human head [skull] around... A card-deck of televangelists and religious leaders, famous and infamous... Oh, among the saints, don't forget St. Elvis, St. Diana, St. Smokey The Bear, St. R2D2... The Smithsonian may have images of many of these public and private... figures in their archives - those should all be public domain. Hmm, I should search govt archives and govt museum / library / school archives for materials on UFOs, conspiracies, religions, cults, games...

Look for archives of the USIA, Radio Free Europe, etc - and the press offices of foreign govts - ah, I should look thru back issues of that research newsletter for hints on searching image archives and public information archives... I should put a link to LOOMPANICS on my Connections page...

(1300 miles into the trip, right at the Yolo Causeway, time a quarter to 2 [pm, just west of Sacramento])

Hmm, a game with spies might be tricky - uh, picture cards of old spies and spymasters and spy agency offices - nah... Oh, I should go around Santa Rosa to every place that advertises in the yellow pages for Psychics, and take pictures of their establishments, their signs... OK, other source material for games: look again thru THE FRINGES OF REASON and FADS AND FALLACIES IN THE NAME OF SCIENCE for ideas on paranormal games... get to the FBI site, look for the 10 MOST WANTED list, get all the historical photos and files of 10 Most Wanteds - if I can't get that directly from the FBI or if it's not convenient, I might be able to get it thru APB... look thru UN image and document archives...


I think Eclipse already did cards of Anarchists, but maybe a picture collection - how do I make a goame of it? - of Anarchists, Revolutionaries, Terrorists, and Assassins... An assassination game - or rather, a couple such games - one, a collector set [card deck] of pictures of assassins, assassination victims, uh maps of where assassinations took place, newspaper headlines announcing the assassinations...

And then a board game, ASSASSINOPOLY! (See the finished version here.) Where different players have pieces showing them to be govt operatives, Mafia operatives, independent and/or state-supported terrorists, corporate agents - where all the locales on the boards, the streets, are sites of assassinations; the railroads are airlines or other media of transport and/or communications, the utilities are weapons suppliers, the Chance cards are named Risk, the Community Chest cards are called Hit... At each assassination site you can put up safe houses; from the weapons suppliers ya get the weapons ya need for your hit - from the airlines [commo-routes] ya get the transport you need to and from the assassination - the Hit and Risk cards contain directives from your controllers, miscues, weapons gained or lost, munitions gained or expended - ya get money when you pass GO [cross the Border] so that you can buy the safe-houses, the weapons, the transport.

Jail we'll call Detention - of course, there's the Escape From Detention card. Instead of having the assassination sites grouped, each site is separate, ya just buy sage houses for each individual site - or rather, at each site ya need two safehouses, two airline tickests, no make that one safehouse, two tickets, and a weapon... when you've accumulate all those for any one site, then you can perform the hit. ok, SIMPLIFY THAT EVEN A LITTLE MORE - one ticket. So the toys ya have to put up on each site are die-cut tokens with pictures of a little house, and a ticket, and weapon / bullet, and to mark a successful hit, I dunno, a larger tombstone with big black RIP, or a red bullseye? [deletia]

Ah, could have a 4th piece required before you can do a hit, and that's to have an ASSASSIN. That square that's opposite GO, uh should be... the Assassin's Hiring Hall. And the token for the assassin is the black hand. Hit/Risk cards could also supply/remove assassins. Each assassination site has to be purchased - in fact, what you're buying is the contract for the assassination at that site.

So, ya pass GO [The Border], ya get money; you go around the board, ya land on a site; if you choose to, you buy the contract for that site, if nobody else has it already. Then as you land on travel sites: Aeroflot, Priceline.Com, EuRail, Butterfield Stage, ya buy tickets; if you land on weapons suppliers: Wilkenson Sword, Colt Arms, Nobel SA, Krupps, you buy munitions, weaponry; when you get get to the Hiring Hall, you retain an assassin; each time you do any of those you put a token down on your hit site; the Hit and Risk cards throw bonuses and impediments your way, and could provide an Escape From Detention card. When you land on the Detention square, instead of Just Visiting, you are Just Surveilling. And the winner is whoever gets the most hits done. Pretty straightforward.

So each site, instead of having a deed, it has a contract, which specifies who's being hit and where, actually gives a few historical details of the actual hit - 'cause all these sites are actual assassinations, or alleged assassinations. Refer to the Assassinations CD-ROM for details on this.

ASSASSINOPOLY: Termination With Extreme Prejudice. But how do we judge the value of each contract? Whose hits are worth more or less? Might be best to arrange and value them in historical sequence...


OK, how can I have games on cloning and genetic modification? CLONEopoly really won't work... neither will, IF CLONING IS A GAME THEN HERE ARE THE RULES (see a different version here)... CLONE RACE... or, I dunno, ya have cards with different parts of human anatomy, and ya have to deal and trade and buy and sell cards to all the anatomy you need for a complete human being, so you can stitch'im together - FRANKENPOKER? Yeah, I like that, FrankenPoker... ah it's probably already been done, but instead of human bodies, how about human brains? Have cards with portions of the anatomy of human brains, and ya have to get the right assortment to build a brain. Or, consciousness - take a look at Minsky's SOCIETY OF MIND, see what he lists as the modules of consciousness / cerebration.

And the ROLL-YER-OWN RELIGION game could use cards with uh, cards representing different belief modules.


HOW TO CONSTRUCT A PERPETUAL MOTION MACHINE WITHOUT BEING ASSASSINATED BY GOVT-CORPORATE CONSPIRATORS. (See the finished version here.)

Pereptual-Motion and Free-Energy devices are fairly straightforward to design and construct. The proper arrangement of counterweights, pullies, frictionless gears and magnets will allow almost any machine to operate in perpetuity without additional energy imputs. Free energy is easily obtained with the proper phasing of magnetic fields and circuitry.

However, designing and constructing such devices is hazardous because producing these severely threatens the energy monopolies that rule the world. Inventors of such devices find themselves up against a conspiracy of manufacturers, governments, power companies, who will stop at nothing to disrupt, impede or even assassinate the inventor.

Therefore, after you have designed and/or produced your perpetual-motion or free-energy device, you should observe the following guidelines:

- Do not try to patent your device. Patent offices routinely deny all such applications on the patently bogus grounds that such devices are impossible. And patent clerks will inform their corporate co-conspirators of your work, so that the corporate assassins know who to target.

- Again, as a matter of personal security, never let your real name or address be associated with the device. Always publish any information about your devise under an assumed name, and conduct all communications about such devices through several cut-outs.

- Publish technical details about your device(s) on anonymous websites and in sensationalistic paranormal journals that are not take seriously by the powers-that-be. The Edison Electric Institute *probably* does not review every issue of FATE magazine for dangerous disclosures. Probably.

- If you decide to publically a working model of you device, you should hire one or more actors to actually present the demonstration. You should remove the real core components of your device and replace them with a motor and wires. These wire should be not-too-carefully concealed, so that any skeptic investigating the device will find the wires, determine that your device is an obvious fraud, and expose your fakery.

Again, this a measure to protect you - if the powers-that-be thought that you had a device that actually worked, even if you operate through cut-outs and hired personnel, they can still trace you and kill you.

- For the same reason, when publishing technical details of your device, always withhold critical information, so that no-one could actually duplicate your working device. Remember - if it works, you're in grave danger.

- Keep in mind that all the people in the public eye who claim to have invented free-energy or perpetual-motion devices are actually disinformation agents of the Power-Industrial-Government (P.I.G.) complex. They are only in the public eye in order to give free-energy and perpetual-motion a bad name, to discredit all workers in the field, and to discourage workers from researching such devices.

- Best yet: If you DO build such a device, KEEP IT A SECRET. Tell NO ONE. Keep it in your basement. Use it to power your own house. Do NOT cut yourself off from the [power] grid, though - you'll be conspicuous if you do so. You should at least [put solar cells] on your roof so that you APPEAR to be dependent on external energy sources.

True energy independence cannot be tolerated by the P.I.G. complex. Keep a VERY low profile, and you may survive your discovery. That is all.


OK, it's 3:30 on Tuesday afternoon, in Santa Rosa, on mile 1385 of the trip - it looks like I will be about EXACTLY 1400 miles altogether.

HOW TO WRAP TINFOIL AROUND YOUR HEAD TO KEEP MINDCONTROL RAYS FROM BEING BEAMED IN: It doesn't work - they can always use more powerful transmitters. (See the finished version here.)


IF SPONTANEOUS HUMAN COMBUSTION IS A GAME THEN HERE ARE THE RULES. (See the finished version here.)

1) Drink a lot.
2) Smoke a lot.
3) Sleep a lot.
4) Drink a lot and smoke a lot and go to sleep. It is likely that you will spontaneously combust.
PS: It helps if you are fat. It goes without saying that you are stupid. That is all.


Ah, pulled into Forestville... it was a little after 4 [PM], just about exactly 1400 miles. Back home, now I'm showered. Ah. Another successful journey.

Search foreign and domestic govt libraries and museum archives for: psychic, paranormal, witch, wizard, wiccan, chupacabra, yeti, sasquatch, bigfoot, all that paranormal stuff. Any text and images there should be public domain. Heh. Also search for gods, goddesses, spirits, angels, demons, kobolds, trolls, faeries, sprites, etc. And vampire, werewolf...

Ah, assassinations: [Philip II, Macedonia, 336 BCE; Gaius Julius Caesar, Rome, 44 BCE; Caligula (Gaius Caesar Germanicus), Rome, Jan 24 CE 41;


IF STRESS IS A GAME, HERE ARE THE RULES: Calm down. Calm down. Calm down. Calm down. Calm down. GODDAMMIT, I SAID CALM DOWN!!! TAKE SOME THORAZINE! TAKE A BREAK!

If Life Management Is A Game, Here Are The Rules:

1. Bribe somebody. [It's easier than working.]

2. Survival isn't the best thing, it's the *only* thing.

3. Never take advise on how to live your life from people who don't know how to live theirs.

3a. But contrawise: just because somebody knows how to live their own life, doesn't mean they know how you should live yours.

3b. [And further: just because you or anybody else think you know how to live your life, doesn't mean you're right. You may just be lucky.]

4. Blaming your problems on your upbringing, Communists, space aliens, international bankers, The Church, the AntiChrist, and/or the Women's Movement, probably won't be too constructive [useful]. You think YOU'VE got problems?!?!? Eh! You should see my cousin Donny - now, HE'S got problems!

5. Life-Management has different requirements in different social settings.

5a. In capitalist society, Life-Management can ultimately be seen as financial management.

5b. In socialist society, Life-Management can ultimately be seen as political management.

5c. In anarchist society, Life-Management can ultimately be seen as firearms management.

5d. In a theocratic society, Life-Management can ultimately be seen as belief management, which is equivalent to that of a socialist society.

5e. All of these can be seen as some form of chaos management. [Life is chaotic. Survival requires management.] Good luck.

6. In the computer programming game, er I mean Software Engineering, we have a saying, or at least *I* have a saying: "Those who can't program, manage. Those who can't manage, manage programmers." This must have some relationship to life-management, but I'm not really sure how.

7. There is a widely held belief in management circles that if one has been suitably trained with [in] management skills, one can manage *anything* without necessarily knowing anything about the area that they are [one is] managing. If we extrapolate this to Life, we could say that someone who has gone thru management school is competent to manage Life, even if they know nothing about Life. You may act upon this philosophy as you see fit, but entirely at your own risk.

8. Life-management is not much like memory management, wherein one swaps blocks of memory in[to] and out of virtual reality. Or is it?

9. The life you manage may or may not be your own, depending on the consulting fees you can charge.

10. When I began studying electronics engineering, new students would [give] placques to each other saying, "Last week I couldn't even SPELL 'engineer' and now I ARE one!" After reading [studying] these rules, you'll be entitled to a similar certificate as a Life-Manager.

11. "It's one thing to read the rules, and another thing to know the rules, and yet another to know how to apply those rules."

11a. That statement evalualuates as: "Live and learn. Or don't learn and don't live."

12. As with any Game, in Life-Management you should draw up a matrix [table] of all possible actions, and all possible reactions, so that you'll be adequately prepared [for any eventuality]. Then, to make the Game spicier, invert the matrix.

13. The Life-Management Game can be approached much like a game of poker or bridge, or any other card game. Make up a card deck of all your possible actions and reactions [(drawn from the table / matrix of the preceeding rule)] listed on the cards. Shuffle the deck. Deal. Draw. Trade. Buy. Sell. Arrange the cards in different patterns. Assign numerical and group values to the cards [as in suits and ranks]. Wager on them.

13a. Any given sequence of cards can then be turned into a book, a pop-psychology or personal-[improvement] book, which can undoubtedly [become] a best-seller.

13b. And as with any card game, you should cheat creatively. Mark the cards. Deal from the bottom of the deck. Keep extra hole cards up your sleeve. And you'll either gain a reputation as a slick Life-Manager, or you'll be shot. Or maybe both. Maybe you *should* be.

14. If you think you've got Life-Management figured out, you're probably wrong. If you think you DON'T have Life-Management figured out, you're probably right.


Back to Earlier Game Notes

See the Games Notes Index

Trip notes: Part 1 or Part 2

[home] - [journals] - [top]


OTRSS
Ric Carter, ric@sonic.net, www.sonic.net/~ric, copyright © by OTRSS