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Philip & John Ry wrote on Sat, Dec 14, 2002 06:03 AM UTC:
In thinking about this, there were a couple of options. The nexus spaces
could have been regarded as the 'tunnel' spaces, or 'lift' spaces that
take you from one plane to the other.

However, to fit with the notion of reverse sides, reverse worlds, the
concept is that the nexus spaces are, each individually, like revolving
doors; or like those walls in movies where you go from one side of a room
to the other side by spinning on an axis. Hence the different color
schemes in each world.

So, we say that there are 84 individual spaces. When in Topside you move
to or through the 7th circuit, you can choose whether to remain in the
Topside or to 'flip' to the Flipside. A Pawn in the 7th circuit of Topside
can be directly opposite a Knight on the Flipside: capture of an
opponent's piece is not compulsory. With the below-described optional
rule, capture of a piece is not even possible.

John calls the following optional rule the 'Indiana Jones' rule: If you
choose to do the 'non-move' of changing from Topside to Flipside during a
piece's move, then any piece which is in the corresponding 'flip' position
will also get flipped to your original world. This would match with the
rotating wall concept. Another parallel is that the nexus spaces would be
like elevators, where when you use Elevator A to go from floor T to floor
F, then Elevator B automatically takes whoever is in it from floor F to
floor T. 

Some of the diagrammed possible moves for the pieces show that a given
piece can move to multiple nexus spaces. If so, it can choose which of
those multiple nexus spaces it may flip in. Pieces that are moving through
a nexus space can choose which of the nexus spaces they flip in.

We think that the logic is that you can only flip your piece once during a
move (i.e. rook cannot go from circuit 6 to 7 in topside, then flip to
flipside, then cross the centre of the circle, then flip again).

Thanks for spending the time examining this unique game concept.

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