Black and White

In gameplay (solitaire mode = house& versus juker), Black and White* refers to the order and consecution of juker moves within a (non-opposing) ctf-styled game (rules: the first to capture flag🏁 = winner).&& For all intents and purposes, the house [:=host (currency generation entity with duties of merchant-vendor transaction)] and impresario are the same. ** Comparable to piece progression in chess.

By default, Black moves first (ie. makes the initial move), and White moves next. Black follows this with a new move or strategy. The notion(s) may also refer to which end of the string a juker (a random walker) chooses to draw: Black takes one endpoint, and White takes the other (merchant or vendor).

In tournament mode (juker versus juker), 🧑🏿lnq is Black (OFFENSE A/DEFENSE B) and Joey is White (DEFENSE A/OFFENSE B) [the positions can be switched, but this is usually - almost always - done by a player other than 🧑🏿lnq in scenarios where the impresario is included]. (see Honne Bay, playoff)
/// +🧑🏿lnq is Black by default (every other move belongs to 🧑🏿lnq because he controls the house, which itself is complexity-agnostic). So, all other jukers (aside from the impresario) are White movers (White, being the 'complement', requires a signature on all plays). This is all to say that I am juking just about every opus/game, as well.
+As would be the case in turned-based games, moves are inductive: n, n + 1, et cetera. Even though our games are multiplayer, they are of the two-gamer type because 🧑🏿lnq is always at least one (1) of the jukers, leaving the other juker as a unit (comprised of either a singlet or a team). 🧑🏿lnq plays as both Black and White in solitaire.