Fields
Impartial games
Both players have the same moves. Every such position is a Nim heap, and the theorem that says so is the field's first.
Values
What a position is worth — numbers, and the things that are not numbers, and how to find the simplest one.
Sums and comparison
Real games break into independent parts. Adding them up is the whole method, and comparing them is how it is checked.
Temperature
How much is at stake, measured. Thermographs, cooling, and why a player moves where the game is hottest.
Particular games
Hackenbush, Nim, Domineering, Toads and Frogs — the specific games the general theory was built to explain.
Where it stops
Misère play and loopy games: the two places the theory itself gives way — values that stop composing, and a recursion with no bottom.
What it costs
Every theorem here can be true and the answer still out of reach. What a search costs, what a proof of a win looks like, and where the shortcuts are.
How it was found
The theory looks inevitable in retrospect and the record says otherwise. The older arguments are run here rather than recounted — and one of them still answers a question nothing since has answered.
Out in the world
Games people played before there was a theory, and questions outside game theory that a game answers. Every one of them solved here rather than cited — including the one every child is taught to play wrong.
Three other ways through
a field says what an essay is about; these say what else there is to say about it, what it names, and what can be played
Series
An idea, and the distinct arguments that stand against it, ordered by depth.
Every object named here
The games, values and theorems themselves, and every essay that touches each one.
Figures that play back
The positions small enough to solve completely, where the winner is named before the reader starts.