The thread: One clause decides it — page 5
Cram with the last move losing
Under misère play every Cram rectangle to twenty squares is tame at the start except 3 × 6 and 4 × 5, and twelve of the fifteen boards two rows deep behave like one counter or none. The pairing that settles even boards under normal play hands the misère game to the first player, who wins by any vertical domino. And the tame boards are not tame inside: wild positions appear on boards as small as 3 × 4, always at ten empty squares, the length at which the strip goes wild.
What survives a coalition
Three-player Nim has no winner without a convention and no sum theory at all. Fix one player against the other two and both come back: every position has a winner, the winner is read off the number of heaps of one modulo three and the number of larger heaps, and forty-five positions fall into six interchangeable classes — fewer than Nim's sixteen. Fix a scoring rule instead and the winner comes back, identical to one of the conventions, and nothing else does: no two positions are interchangeable.
One value more than Nim
Top Entails broke the nim-sum: nine of thirty-six two-heap positions came out wrong when a move could compel the reply. The repair is one extra value. Read each heap off the heap itself, and every heap of Top Entails and of a second entailing game is either a nimber or loony — a win for the mover in any company. One rule then decides every sum of those games and Nim together: 4,016 positions, and it is never wrong. A loony heap is a pass, and the compulsion is what buys it.