Academic Games - Terminology

Terminology

A spectator at an Academic Games tournament will hear a lot of jargon being thrown around that he or she may not be familiar with. Here are some of the most common AG-related words and their meanings.

  • Challenge Win or Now -- A player calls Challenge Win when he can create a solution using the cubes in play, and optionally one more cube from resources. It can also be called C-A-flub or A-flub in classic version.
  • Challenge Impossible or Never -- Challenge Impossible is called when a player believes it is impossible to create a solution, because of a previous player's move. The player it was called against must try to create a solution, and show that there was a correct solution possible. In classic version, it is called a P-flub.
  • Demand -- A LinguiSHTIK demand can be called by stating the name of the demand and placing a green or black cube in the "Demands" section of the playing mat. The word and sentence in a player's solution must meet all demands called in that shake.
  • Force Out -- In the case that a game is not finished within the time limit, or that no possible moves can be made that would not create a "Now" or "Never" situation, the game goes into a force out. During a force out, players are given two minutes to create a solution. Players with a correct solutions earn a small amount of points, and the ones with an incorrect solution receive none, or the minimum possible for that round.
  • Goal -- Equations and On-Sets require the first player to use cubes from resources to set a goal. This is what players try to achieve a solution to throughout the shake
  • Resources -- Resources are the cubes that are rolled at the beginning of each shake.
  • Shake -- One match of a cube game is called a shake. A shake can last anywhere from a few minutes to an hour depending on the cubes rolled and the players involved.
  • Solution -- A player uses the cubes in resources to create a solution that equals the goal. A solution must be written on paper. After a solution is presented, other players check that solution.
  • Stall -- As a courtesy, players say the word "stall" before flipping the one-minute timer during their opponents turn. Most actions in the games have a time limit, ranging from 15 seconds to three minutes. Surpassing the time limit usually carries a small penalty.
  • Universe -- At the beginning of an On-Sets shake, one player randomly lays out between six and fourteen unique cards containing colored dots. This collection of cards is called the universe.
  • Variation -- In Equations and On-Sets, players can call a total of three variations that affect that shake, or six in the Senior division. Variations are intended to make the game more interesting and more challenging for experienced players. Some examples of variations are "wilds" where one cube can represent another cube, "upside down", where an upside down number is interpreted as the numbers opposite, etc.

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