Knowing who wins is not enough
Three pairs of positions, every one of which is in outcome class N on its own. Their sums are not all the same, and not all in the same outcome class — so the outcome of a sum cannot be worked out from the outcomes of its parts, and that is why the theory needs values.
8 essays call
outcomes-do-not-add. The drawing above is what it returns with no arguments at all; every
call below passes it something, because a placement that passes nothing draws whichever
member of the family the generator happens to default to rather than the one its essay argues
about.
Where it is called
Changing this generator changes every one of these figures.
The sum is the object
Real positions come apart into independent regions, and a move happens in exactly one of them. That operation — the disjunctive sum — is what the whole theory is built to survive, and it is the reason values exist at all.
Who moves last
The player who cannot move loses. That single convention generates the whole theory — and it produces four outcomes rather than three, because a position can be confused with zero rather than greater, smaller or equal to it.
Outcomes do not add
Knowing who wins each part of a position tells almost nothing about who wins the whole. Counted over every sum of two values born by day two, six of the outcome table's ten entries are settled and four are not — and every settled one is settled by the order rather than by anything about outcomes. Two first-player wins reach all four classes between them.
Which part to move in
The value of a sum is the sum of the values. The move in a sum is not the move in any part, and there is no rule that reads it off the values — in the smallest interesting example, the only winning move is in the component worth nothing.
One part that never ends
The game called `on` has one move and it is back to itself. Add anything to it — a star, a point, its own mirror image — and the whole board is drawn. So `off` is exactly the negative of `on` and their sum is not zero, which is the group law failing for a reason that has nothing to do with who is winning.
The notation was the argument
Up, star and the brace form are not abbreviations for case analyses. They are the claim that these objects add — and the arithmetic they support is arithmetic that no table of outcomes could ever produce, because two positions with identical outcomes can have different sums.
The values that are their own negatives
Every game satisfies G + (−G) = 0, so a game equal to its own negative satisfies G + G = 0 — it has order two in a group whose elements otherwise have infinite order. The nimbers do. So does ±1, on sight. Over the 1,474 values born by day three there are 30 of them and only four are nimbers, every one of the 900 sums of two is another, and the equality test and a symmetry of the written form agree 1,474 times out of 1,474.
Two players, two lists
Give each player their own list of how many counters they may take and the impartial theory stops applying. What survives is the outcome: it settles into a repeat, for every pair of lists, and that is a theorem. What does not survive is the value — on four of six pairs swept it has no repeat inside sixty heaps, and the birthdays are still climbing at the edge of the window.
The whole library · The position index · The figures that play back