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 flag­čĆü = winner). 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]. For all intents and purposes, the house [:=host] and impresario are the same. Comparable to piece progression in chess. (see also Honne Bay, tournament)

Notes (+): +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.

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$1 /game

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