The thread: One clause decides it — page 2
Splitting is a move
Add to Nim a move that removes nothing — break a heap in two — and the Grundy sequence gets simpler, not harder. Lasker's Nim has a closed form with one clause per residue modulo four, exact on all 2,001 heaps checked: the identity with every fourth pair transposed. Kayles is the same kind of game with the taking bounded instead of the splitting, and it has no closed form at all, settling into a period of twelve only from heap 71 with fourteen values outside it for ever.
The operator chosen for one game
Chilling is cooling by exactly one, and the one is not derived from anything. It is chosen because Domineering mostly runs at that temperature — and measured against this site's whole Domineering catalogue it turns thirteen of fifteen boards into numbers or numbers plus a star, and warms thirteen of the fifteen back exactly. They are not the same thirteen: eleven boards do both, two freeze too far to be recovered, and two stay hot and come back on the nose.
The heap is not the position
Fibonacci Nim bounds a move by twice the previous move, which puts the state outside the board: a heap of six with a cap of two and a heap of six with a cap of five are different games. So there is nothing to add and no Grundy value to compute — and the game is completely solved anyway. The opener loses on exactly the nine Fibonacci numbers up to 120, and the smallest term of the Zeckendorf numeral is a winning move in all 110 winnable heaps.
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.
A period with a constant added
An octal code says what a player may do when removing k counters, in three bits; a hexadecimal code adds a fourth — leave three heaps — and the digits run to fifteen. Over twenty-two codes swept to six hundred heaps, five hexadecimal ones repeat with a fixed amount added each time round and no octal one does. Their values climb for ever and never repeat, so a search that looks only for repetition reports them unsettled.
Topple it from either end
A row of blue and red is the picture this site opens with, and under Hackenbush's rules it is always a number. Knock the pieces over instead of cutting them — everything on the chosen side falls — and 480 of the 510 rows up to eight pieces stop being numbers. The two games agree on sixteen rows, every one of a single colour, and the temperature of the hottest row climbs by exactly a half for each domino added.
The operator that puts the star back
Chilling is not invertible: it freezes, and 400 values born by day three collapse onto 29. Both heating and Norton's warming operator are exact right inverses of it — each lands back where it started, on all 400 — and they pick different preimages, differing on 396 of them and differing by exactly a star on 335. The clause that separates them is one line long and it is about the integers.
The other way to move a row
Shove has a cliff and Push has a wall, and that is the whole of the difference. Both games make every one of the 728 strips up to six squares a number, so neither ever has anything worth fighting over — and the two rules do not agree on the value of a single position. The obvious board-reading is exact on 446 strips under the wall and on 140 under the cliff, and 486 strips contain a coin its owner cannot move at all.
Every group must keep breathing
NoGo is Go with no captures at all: a stone may be placed only if, afterwards, every group on the board still has a liberty. That makes a move's legality a fact about the whole board rather than about the squares it occupies — and a board therefore almost never breaks into independent parts. Of 117 boards here whose empty points fall into two regions, 24 are the sum of their regions and 93 are not.
The strip where every number is a whole one
Delete the hop from Toads and Frogs and the halves, quarters and ups vanish completely: over 9,801 strips, every value that is a number is an integer, without a single exception. The guess that the hopless game therefore has a formula reading the gaps is half right and exactly wrong — 1,460 strips of eight squares are switches, and three strips with the same counts of toads, frogs and empty squares are worth 1, {2 | 1} and 2.
Nobody comes back
There is a class of games in which running out of moves is permanent, and it is the setting almost every modern misère result is stated in. Nine of this site's eleven rulesets belong to it across 5,334 positions; the two that do not are Toads and Frogs and Amazons, and Toads and Frogs loses the property to a single clause — delete the hop and it joins the list.
What a component has to carry
Three impartial games on this site break the sum, and they break it for the same reason: a component cannot say what its own legal moves are. Measured with one instrument — one number per part, exclusive-ored — the failure rate runs from a quarter to nearly half, against a control where the same recipe is a theorem and is never wrong.
The strategy that is a symmetry
A pairing strategy is a symmetry of the board that turns one player's moves into the other's, and it wins without computing anything. Tested by playing it out rather than argued, it wins one of seven candidate symmetries across four games — exactly the Cram boards with both sides even, which is exactly where no domino is its own image.
A sequence with a rule and no period
The values of the subtraction game where Left takes one or two and Right takes one or three never repeat — thirty-one heaps, thirty-one different values. They are nonetheless completely described: three seeds and the rule v(k + 3) = {0 | v(k)} generate every one of them, which is what a pattern without a period looks like.
The answer that starts another fight
A local move is answered while the ambient temperature stays below the follow-up's — and that rule, which this site has carried since the anchor opened, is exact only when the answer ends the fight. When the answer starts another one the crossover is exactly half the follow-up's temperature, on every position tested, and a third level of fight does not halve it again.
Which shapes are worth fighting over
Forty-four of the 104 Domineering regions of at most six squares are worth numbers and the rest are not, and the rung below said no visible property of a shape predicts which. Half of that is wrong: a region only one orientation fits in is a whole number, on all eleven of them, for a reason a reader can supply in a sentence. The other half stands, and thirty-three shapes are what makes it stand.
The reading that survives too much
Counting the empty squares in front of each coin gets a Push position right half the time, and the rung below said the failures were exactly the positions with two coins of opposite colour side by side. Sixty-six of the 1,072 failures have no such pair, the smallest is five squares long, and the condition that does decide it is not about the board at all — it is about every position the board can reach.
Looking for the symmetry
Answering every move with its mirror image wins Cram on a board with both sides even, which is the argument everybody meets. Asked of every connected shape of at most eight squares instead of of thirteen rectangles, it wins twelve — and accounts for a sixth of the second-player wins there are, because 852 of the 1,042 shapes have no symmetry to answer with in the first place.
The patch that generalised
Misère Nim takes a one-line patch: play the normal-play strategy until every heap holds a single counter, then invert. Moore's Nim, where a move may take from up to k heaps at once, takes exactly the same patch with exactly the same modulus — and the two rules disagree on six positions out of 923.
The rule the symbols follow
Two genus symbols make a third by three lines and no lookup table: the base exclusive-ors, the sum is fickle only when every component is, and the symbol follows. Checked on 252 pairs across nine games it is right on 238 — and the fourteen failures are exactly the fourteen pairs with a wild heap in them, which is the boundary the genus is defined up to arriving as a measurement.
Which option the reduction keeps
Domination deletes an option when another is at least as good, so what survives is the top of an order. On a board that order is made of moves, and two descriptions of the surviving move suggest themselves. Over 1,586 Domineering option lists one of them is right 47% of the time and the other 90%, and the one that wins is not the one a player would guess.
How thick a wall has to be
A single stone between two empty stretches of a NoGo board couples them, and the obvious repair is a thicker wall. Over 590 walled strips a thicker wall does help — and splitting the same 590 by the colour of the stones shows that thickness was never the variable. A wall of four one colour couples the sides exactly as one stone does.
The family the Fibonacci numbers belong to
Fibonacci Nim lets a player take at most twice what the last one took, and the heaps the opener loses are the Fibonacci numbers. Two is an arbitrary number. At one the losing heaps are the powers of two, at three and four and five they are four more sequences, each with a linear recurrence whose lag is twice one less than the factor — until the factor is six, where the pattern stops.
The symmetry one move away
A pairing argument proves the second player wins and names no move to do it with. Asked of every shape of up to eight squares it settles twelve boards. Asked one move later — can the first player reach a position a half-turn pairs? — it settles 288, and which boards those are is decided by parity before anything about their outline is looked at.