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A girl invents a game
Rules of engagement. By Ruth Joffre
ILLUSTRATION BY JACEY
Rule #2 #1: Wormholes are Rule #1 #2: Anything within the rules by artificially bending space-time
off-limits. 10,000 kilometres of the station to generate temporal anomalies within the
Same goes for temporal rifts, time loops, is fair game. spaceship. Again, this is both dangerous and
stellar vortices and all other space-time This includes the Jerix asteroid belt, the inadvisable, and also not within the spirit of
distortions that could create pocket dimen- refuelling station, Spaceways 1 through 73 the game, so please knock it off. I’m looking
sions, time bubbles or other means of escap- and all taxiing vehicles therein, any spaceship at you, Strylx-B.
ing the exact here and now of the game. This within that 10,000-kilometre radius, and all
used to be Rule #2, but I moved it up to Rule three Keranian moons (but not Keran itself). Rule #3: Five dings and you’re out.
#1 after Strylx-B got eirself stuck on the other Note: this does not include the Keran–Jerix Simple as that. If a competitor touches you or
side of a wormhole when e stowed away on a wormhole, which, although within playable the attire on your person, it counts as a ding.
cargo ship that encountered an electric storm, game radius on our end, terminates some When you accumulate five total dings, you’re
forcing it to land and undergo repairs. It took 33,000 light years away in a commercial sec- considered out for the round. Note: final
three whole days to get e back, and by then I tor of the galaxy outside the boundaries of determination of which players proceed to
had declared Round 1 over and stricken three the playing field. Also note: several players the next round is based on the order in which
players from the board. Another time, we lost have cleverly endeavoured to bend this rule players become ‘out’ — in other words, the last
Niza when an Invisipod™ timer malfunctioned by hovering inside the mouth of the wormhole player standing plus the previous players to be
and trapped her inside a cloaked temporal in an Invisipod™ or a hidden vessel. However, considered out will proceed from Round 1 to
distortion field for more than 39 hours while that is both inadvisable and extremely dan- Round 2, and so on, until only two players take
we completed Round 2 without her. If it hadn’t gerous, as wormhole traffic is known to fluc- part in the final round. Here is where the game
been for Niza’s water-reclamation suit, her tuate wildly and is not strictly regulated (see is most interesting. One-on-one, players must
ocular membranes would have dehydrated also Rule #2 #1). Also also note: those same be wily, creative and at times gravity-defying
after hour 13. clever players have attempted to further bend to score a ding without putting themselves at