
They both liked Ghost and played it whenever they could not play their favorite game—that is, when they lacked zonyak tiles. In the scrambling haste of their emergency exit, they had left both web and tiles in the dining salon. A word game now seemed the sole choice remaining, short of flipping a coin, which—as games-minded programmers—they shrugged off as childishly simplistic. There also was the alternative of trial by physical combat, but that was something that neither found at all attractive.
Since the computer would function as umpire and dispute-settling dictionary as well as executioner, why not make it a three-cornered contest and include the computer as a participant? This would make the game more interesting by adding an unpredictable factor, like a card shuffle. The computer could not lose, of course—they agreed to ignore any letters of Ghost that it picked up.
They kept the ground rules simple: a ten-minute time limit for each letter; no three-letter words; the usual prohibition against proper nouns; and each round would go in the opposite direction from that of the previous round. Thus, both players would have equal challenging opportunities, and neither would be permanently behind the other in the contest.
Also, challenging was to be allowed across the intervening opponent—the computer, not part of the combat.
Having sent off one last distress signal, they addressed themselves to programming the computer for the game (and the instantaneous execution of the loser). Combing through the immense software resources of the computer, they were pleased to discover that its resident dictionaries included Webster’s First and Second, their own joint favorites. They settled on the ancient databases as the supreme arbiters.
The verdict-enforcer took a little more time to organize.
