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The Game With Three Missing Rules

Chapter 1: The Wrong Notebook

The notebook on the school shelf is blue.

Benaiah's is blue too.

For one second, he knows he has found it. Then he sees the name inside the cover. It belongs to somebody else.

He closes it without reading the pages and returns it to the shelf.

His own notebook has a loose back cover and an ink spot beside the word ROUTES. It contains a game he and his cousin invented when they were eleven. They added rules for years afterward. Most concern a traveler trying to cross a paper map without spending all his supplies.

Some rules are sensible. Others exist because his cousin once lost a whole round to a bridge neither of them remembered drawing.

Benaiah is seventeen now. His cousin lives in another town. Their families arrange a visit this week, and Benaiah wants to bring out the old game.

He last used the notebook at the supervised school activity afternoon. He remembers packing the counters. He cannot remember packing the book.

The adult program leader checks the cupboard where that afternoon's materials are stored. The notebook is not there.

"Ask the office about found property," the leader says. "Don't go into closed rooms to search."

Benaiah asks.

There is no notebook with his name in it.

Chapter 2: The Places He Knows

At home, Tatty helps him list the places he actually used that day.

Kitchen table. School activity room. His usual bag. The low shelf beside his desk.

Benaiah empties the bag onto the table and checks each pocket. Tatty waits while he looks through the papers, then helps him put the ordinary schoolwork back in order.

They check the shelf together.

The notebook is not behind the books. It is not under them. It is not inside the game box, where Benaiah has already looked twice.

"Maybe someone put it in another cupboard," Benaiah says.

"You can ask the caretaker about the room tomorrow."

"What if it went out with the spare paper?"

"We don't know."

Benaiah imagines the notebook crushed beneath things he cannot identify. The picture feels so clear that he nearly tells Tatty this is what happened.

Instead, he puts a question mark beside the activity room.

They do not search trash, storage areas, or anyone else's belongings. Tatty helps him write a short description for the office: blue notebook, ROUTES on cover, Benaiah's name on first page.

The loose cover suddenly seems like a detail he should have repaired long ago.

Chapter 3: What Is in the Book

At supper, his younger brother asks whether the cousin is still coming.

"Yes."

"Then you can play something else."

Benaiah knows that. It is also the answer he least wants.

The notebook is not simply a set of instructions. On one page, the cousin wrote BRIDGE CLOSED and then drew a ladder because he disliked the result. Benaiah added a rule underneath that ladders cannot stand in rivers.

There is a whole argument about whether a traveler can carry two blankets. The first drawing of a blanket resembled a loaf of bread. For months afterward, they called the rule the bread rule.

A new board game could give them something to do. It could not supply those pages.

After supper, Tatty finds him opening the empty game box again.

"Have you found another place to check?"

"No."

Benaiah sets the lid down.

"I don't remember the rules properly."

"Some of them?"

"Some. Not the last ones."

He touches the stack of counters.

"If I forget them, what do we have left?"

Tatty pulls up a chair.

"Tell me what you remember."

Benaiah tells him about the blanket shaped like bread. Tatty laughs at the drawing he has never seen.

Benaiah still wishes he could show it.

Chapter 4: Not Found Today

The next afternoon, the caretaker checks the activity room's approved storage places with Benaiah and the program leader present.

A folder of blank maps is there. Two pencils have rolled behind a box. The missing notebook is not with either.

"We'll keep your description at the office," the caretaker says. "If it turns up, we'll let you know."

Benaiah wants another cupboard. He wants the promise of a search long enough to end in blue cardboard.

There is no unchecked cupboard in the room that he has a reason or permission to inspect.

He thanks the adults and goes home.

Tatty asks how the check went.

"They didn't find it."

"What do you want to do before your cousin comes?"

"Remember all of it."

Benaiah writes a rule about supplies. Then he writes one about bridges. He stops at the third line.

Does a traveler pay before crossing, or after? What happens if he cannot pay? He remembers an argument and the cousin waving a counter. He cannot remember their decision.

He leaves a gap.

The gap feels less like missing instructions than an accusation against the six-year-old friendship.

Chapter 5: Two Different Memories

His cousin arrives on Sunday with the family.

Benaiah tells him about the notebook before they sit down.

"I wanted to find it before you came."

"Where did you lose it?"

"I think at the activity afternoon. We checked, but we don't know."

The cousin looks disappointed.

"The original map too?"

"Everything in the book."

They take the counters and Benaiah's partial list to the dining-room table. The adults are talking nearby. The younger children have their own game at the other end.

"Crossing costs two," the cousin says.

"I think one."

"We changed it after the bridge round."

"That was the ladder rule."

The cousin shakes his head.

Both sound certain. Neither has the page.

Benaiah writes ONE OR TWO in the gap.

"It can't be both."

"It can be what we don't remember," the cousin says.

They read the rest. They agree on four rules, disagree on two, and cannot recall a third at all.

The cousin reaches for the counters.

"We could try a round."

"Not until it's right," Benaiah says.

Chapter 6: The Afternoon Waiting

The cousin puts the counters down.

"How will we know it's right?"

"You'll remember. Or I will."

"What if we don't today?"

Benaiah looks at the incomplete list.

The visit has an end time. Their families have another arrangement afterward. He can spend all the remaining time waiting for the old pages to return inside one of their heads.

The cousin asks whether they can play a different game.

Benaiah feels hurt, though the cousin has not said the notebook is unimportant.

"Did you even like this one?"

The cousin looks up.

"Yes. I don't like being tested on it."

Benaiah pushes the list away.

"I didn't mean it like that."

"You asked as if forgetting meant I didn't."

They sit quietly for a moment.

"I'm sorry," Benaiah says. "I miss the book. I wanted you to remember enough to make it come back."

"I miss the little map with the bridge. I don't remember every rule."

Benaiah gets another sheet.

He labels it VERSION FOR TODAY.

"Could we agree on the missing parts just for this round?"

Chapter 7: A Rule They Make Now

They keep the four rules both remember.

Beside the disputed crossing cost, Benaiah writes OLD COST UNCERTAIN. For today's game, they choose one counter. They agree to review it after the round if it makes crossing too easy.

They make a fresh paper map together. It has a river and a road. It does not pretend to be the lost drawing.

The third missing rule concerns running out of supplies. Neither can reconstruct it.

"We could finish at the last town reached," the cousin suggests.

"Then no one gets trapped for the rest of the visit."

Benaiah writes NEW RULE beside it.

They begin.

The game is less complicated than the one he remembers. He misses the corner of the map where his cousin drew a ridiculous mountain. The fresh page has no mountain.

Halfway through, the cousin points out that crossing for one counter barely costs anything. They finish the round using the agreed rule, then change the cost to two for the next round.

Benaiah writes TODAY'S CHANGE below the list.

The cousin notices the bread rule is still there.

"That blanket was enormous."

"It was a very important loaf."

They laugh. The laugh does not tell Benaiah where the notebook is.

Chapter 8: What Goes in the Box

Before the family leaves, they read the new sheet together.

Four remembered rules. Three uncertain old rules. Choices they make today, labeled as such.

The cousin asks to keep a copy. Benaiah copies the short list while the cousin checks it against the original sheet. The adults confirm when the next family visit may work, without making a promise before checking their plans.

"If the notebook turns up, we can compare," the cousin says.

"Yes."

Benaiah does not ask him to keep trying to remember during the journey home.

After the visitors leave, he places the new map and list in the counter box. The office still has the missing-notebook description. There is no new place to search tonight.

He writes one more line on the version sheet: Original notebook not found.

Below it, he keeps the words NEW RULE.

Then he puts the lid on the box and carries it to the shelf.

Facilitator note: Discuss fictional loss and uncertain memory without asking students for bereavement stories or prized-object disclosures. No real searching in unsafe, private, closed, or restricted places is requested. Students may pass. The notebook is missing, not proved destroyed; ordinary memories may remain incomplete without making a relationship false.

Activity 1: The search and the visit

Order:
A. The cousins compare memories and find three uncertain old rules.
B. Benaiah checks the known home places with Tatty.
C. They make a version labeled for today.
D. The school storage check does not find the notebook.
E. Benaiah sees another student's blue notebook.
F. He places the new materials in the game box.
What is still unresolved at F?

Activity 2: Four kinds of information

Label R (both remember), U (uncertain old rule), N (new agreed choice), or X (unsupported claim).
1. The cousins agree on four old rules.
2. The original crossing cost is certainly two.
3. For today's first round they choose one counter to cross.
4. The notebook has certainly been destroyed.
5. Finishing at the last town reached is labeled new.
6. They cannot recall one old supplies rule.
Why should today's choice not be rewritten as proof of yesterday's rule?

Activity 3: A search with actual places

Make a two-column fictional search record: checked and reasonable remaining follow-up.
Use the known bag, home shelf, game box, school cupboard, office description, and caretaker's found-property update. Which follow-up depends on new information rather than repeating the same inspection? Add one limit concerning another person's belongings or closed storage.

Activity 4: The accusation hidden in the question

Compare "Do you remember the crossing rule?" with "Did you even like this one?"
Write what each asks the cousin to supply. Rewrite the second as a statement about Benaiah's loss and a request the cousin can answer without proving the whole friendship. Do not label either boy's character.

Activity 5: Make the labels accurate

Draft a version sheet with three sections: remembered together, uncertain original, agreed for today. Include the crossing-cost uncertainty and the new end rule. Explain why a playable version need not be an exact reconstruction and why it does not erase the original loss.

Activity 6: Time in the actual visit

Imagine the cousins have forty minutes left. They may spend ten comparing memories and twenty trying a round, leaving ten for cleanup and departure.
Check the total. If memory comparison takes fifteen, how much remains for the round if cleanup still takes ten? Why does the arithmetic not require them to use every minute on this game or extend the family's departure arrangement?

Activity 7: Old unknown, new known

Draw an object-only picture of the counter box with the fresh map and version sheet. On a separate empty outline labeled ORIGINAL NOTEBOOK, write "not found." Add a caption that keeps hope of finding it separate from a promise. Do not draw a recovered notebook or secretly restored pages.

Activity 8: Find the words

Find eight words left to right. Rows and columns begin at 1.

M A P Q R S T X Z Y
X R U L E Q R S Z Y
S E A R C H Q X Z Y
X K N O W N Q R Z Y
C O P Y Q R S T Z Y
X P L A Y Q R S Z Y
V I S I T Q R S Z Y
X N E W Q R S T Z Y
Q W E R T Y U I O P
Z X C V B N M L K J

Words: MAP, RULE, SEARCH, KNOWN, COPY, PLAY, VISIT, NEW.
Choose two and explain what each can and cannot do about the missing notebook.

Teacher answer key

  1. E, B, D, A, C, F. The original notebook's location remains unresolved. New materials and a completed visit do not retrieve it or prove destruction.
  2. 1 R; 2 U (the old cost is disputed); 3 N; 4 X; 5 N; 6 U. A present agreement permits a current game; it is not historical evidence. Accept U/X for 2 if the student explains that certainty itself is unsupported while the original amount remains unknown.
  3. Checked: own bag, low home shelf, game box, approved school storage, initial office found-property inquiry. Remaining follow-up: school keeps the description and reports if new found-property information appears. A new identified location could justify an allowed check; repeated checking of the same empty box gives no new lead. Limits include no opening another student's notebook beyond identifying ownership, searching others' possessions, restricted rooms, or trash.
  4. First asks for a remembered rule. Second asks the cousin to prove past enjoyment through present recall. Example: "I miss the book and hoped we could reconstruct it. Which rules do you remember, and would you like to try a version with gaps marked?" The cousin may remember incompletely or decline playing. No private disclosure or memory test for students.
  5. Open. Four mutually remembered rules; original crossing cost one or two uncertain; supplies rule not recalled; first-round crossing cost one; end at last town reached explicitly new. Do not invent the content of the four agreed rules beyond the story's examples. Playability and faithful recovery are different goals. The actual pages, drawings, and original wording are still missing.
  6. 10 + 20 + 10 = 40. With fifteen minutes comparing and ten cleaning up, fifteen remain for the round. These are fictional options, not compulsory use or permission to change family arrangements. They can choose another activity or stop early.
  7. Open. Caption example: "The office may report if it turns up; today's map does not guarantee that." The empty outline is a representation of absence, not proof that no one will ever find it.
  8. MAP row 1 columns 1-3; RULE row 2 columns 2-5; SEARCH row 3 columns 1-6; KNOWN row 4 columns 2-6; COPY row 5 columns 1-4; PLAY row 6 columns 2-5; VISIT row 7 columns 1-5; NEW row 8 columns 2-4. SEARCH may check a justified safe location but cannot guarantee recovery. COPY preserves today's accurate sheet but cannot restore the lost original. PLAY can use current agreements without proving perfect memory.
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