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Table of Contents

Table of Contents

  • Contents Of The Game
  • Original Black Box
    • How Atoms Affect Rays
    • Scoring
    • Hidden Atoms
  • Hexagonal Black Box
    • How Atoms Affect Rays
    • Scoring
    • Hidden Atoms

Contents Of The Game

  • 1 double-sided play board
  • 6 large wooden 3/4 balls (atoms)
  • 42 coloured wooden ray markers
  • 1 notepad with BLACK BOX diagrams
  • 1 book of BLACK BOX puzzles

Original Black Box

For 2 players from 10 years on.

How Atoms Affect Rays

Each ray follows a path inside the BLACK BOX that depends on what atoms it encounters. A ray might often encounter more than one atom and therefore follow a quite complex path, and this is what the setter will aim for, hoping to cause the experimenter to use a lot of ray markers.

All the basic effects are introduced by example in Fig. 1, and are described below. Note that, for every ray that emerges from the BLACK BOX, the path is reversible. That is, a ray input at either end of such a path, will trace out the same route.

A ray input at >2< or >23< will encounter no atom and simply travel across the board to emerge at >23< or >2<, respectively. The experimenter records this on the main board by placing a pair of ray markers of the same colour (not black or white) at positions >2< and >23<.

A ray input at >4< would make a direct hit on an atom and be absorbed. The setter would simply say "Absorbed", and must not reveal where the absorption occurred. The experimenter records this by placing a black ray marker at position >4<.

A ray input at >7< or >13< approaches an atom closely by entering a cell that is diagonally adjacent to the atom, and is deflected 90° to emerge from the BLACK BOX. The setter would announce the exit point, >13< or >7<, respectively. The experimenter records this on the main board by placing a pair of ray markers of the same colour (not black or white) at positions >7< and >13<.

A ray input at >14< makes a direct hit before the neighbouring atom can cause a deflection. To understand this consider the dotted circles shown around each atom. These are 'circles of influence', and the ray enters that belonging to the atom in a direct line with the ray before entering that belonging to the other atom. So the ray is absorbed. The setter simply announces "Absorbed" and the experimenter records this by placing a black ray marker at position >14<.

A ray input at >5< approaches two atoms equally closely. The sideways deflections cancel out and the ray turns 180° to retrace its path back to the input point. Thus, the ray is reflected. The setter simply announces "Reflected". The experimenter records this by placing a white ray marker at position >5<.

A ray input at >18< is influenced by the atom in the corner of the box before any other atom can affect it. It begins to deflect before it can enter the box, and is therefore detected by the 'equipment' at the same point. Hence, the ray appears to be reflected, and the setter announces "Reflected". The experimenter records this by placing a white ray marker at position >18<. A ray input at >15< would also be reflected by the same atom. Any atom at an edge can produce reflected rays, for example in Fig. 2, rays from >2<, >4<, >11<, >13<, >27< and >29< would be reflected.

But there is one special case, not illustrated, which needs explanation. Imagine two adjacent atoms at the side of the board. A ray is input at the edge point nearest to one of the atoms. Does the ray get absorbed in a direct hit, or is it reflected by the other atom? The situation is identical to that for the ray input at >14< where the influence of the nearest atom predominates. The ray is absorbed, so the setter announces "Absorbed" and a black ray marker would be used.

Fig. 2 shows several more complex ray paths, and note that five atoms have been used here. The ray input at >10< or >31< suffers four deflections to emerge at >31< or >10<, respectively. The ray input at >23< suffers a deflection, a reflection, and another deflection to emerge at its input point. The ray input at >18< suffers a deflection then makes a direct hit, so is absorbed.

Scoring

When the experimenter believes he has located all the atoms he first checks that the atoms on the main board represent his conclusions, then announces the end of the round. His score is the number of ray markers on the board plus 5 points for every misplaced atom. By reference to the setter's pad, the ray paths should be checked, and for every error made in reporting the result of a ray the experimenter's score is reduced by 5 points. At the end of the first round the players exchange roles. The winner is the player with the lower score obtained when he was the experimenter.

Hidden Atoms

With four atoms there is one arrangement that 'hides' one atom so that it cannot affect any ray. Its position can be deduced by the simplicity of effects and its absence at other points. With five atoms there are several other arrangements which hide an atom.

Hexagonal Black Box

HEXAGONAL BLACK BOX is similar to Original (Orthogonal) BLACK BOX, but offers much greater variety in play. If you are new to BLACK BOX please first read the rules for Original BLACK BOX to understand the pattern of play and object of the game. Note that players may use five or six atoms in HEXAGONAL BLACK BOX.

How Atoms Affect Rays

Each ray follows a path inside the BLACK BOX that depends on what atoms it encounters. A ray might often encounter more than one atom and therefore follow a quite complex path, and this is what the setter will aim for, hoping to cause the experimenter to use a lot of ray markers.

All the basic effects are introduced by example in Fig. 3, and are described below. Note that, for every ray that emerges from the BLACK BOX, the path is reversible. That is, a ray input at either end of such a path, will trace out the same route.

A ray input at >2< or >45< will encounter no atom and simply travel across the board to emerge at >45< or >2<, respectively. The experimenter records this on the main board by placing a pair of ray markers of the same colour (not black or white) at positions >2< and >45<.

A ray input at >10< would make a direct hit on an atom and be absorbed. The setter would simply say "Absorbed", and must not reveal where the absorption occurred. The experimenter records this by placing a black ray marker at position >10<.

A ray input at >32< or >44< approaches an atom closely and is deflected 60° to emerge from the Black Box. The setter would announce the exit point, >44< or >32<, respectively. The experimenter records this on the main board by placing a pair of ray markers of the same colour (not black or white) at positions >32< and >44<.

A ray input at >17< or >24< approaches two adjacent atoms and is deflected 120° (two 60° deflections at the same point in essence). The setter would announce the exit point, >24< or >17<, respectively. The experimenter records this on the main board by placing a pair of ray markers of the same colour (not black or white) at positions >17< and >24<.

A ray input at >8< approaches two atoms equally closely. The sideways deflections cancel out and the ray turns 180° to retrace its path back to the input point. Thus, the ray is reflected. The setter simply announces "Reflected". The experimenter records this by placing a white ray marker at position >8<. A ray input at >28< would be similarly reflected.

A ray input at >41< is influenced by the atom at the edge of the box before any other atom can affect it. It begins to deflect before it can enter the box, and is therefore detected by the 'equipment' at the same point. Hence, the ray appears to be reflected, and the setter announces "Reflected". The experimenter records this by placing a white ray marker at position >41<. A ray input at >38< would be similarly reflected by the same atom.

Fig. 4 shows several more complex ray paths. The ray input at >48< or >53< suffers two deflections to emerge at >53< or >48<, respectively. The ray input at >14< suffers two deflections, a reflection, and two more deflections to emerge at its input point. The ray input at >30< suffers a 120° deflection then a 60° deflection, and finally makes a direct hit, so is absorbed.

Scoring

When the experimenter believes he has located all the atoms he first checks that the atoms on the main board represent his conclusions, then announces the end of the round. His score is the number of ray markers on the board plus 5 points for every misplaced atom. By reference to the setter's pad, the ray paths should be checked, and for every error made in reporting the result of a ray the experimenter's score is reduced by 5 points. At the end of the first round the players exchange roles. The winner is the player with the lower score obtained when he was the experimenter.

Hidden Atoms

With six atoms there are three arrangements that 'hide' one atom so that it cannot affect any ray. There is also one arrangement that hides two atoms. A hidden atom cannot affect any ray, but the pattern of effects usually reveals that there may be a hidden atom. The experimenter may wish to search elsewhere for it, or guess its position on the basis of earlier experience with his opponent.

But — we recommend that you agree not to use such patterns!