“This board must be broken Debbie. I can’t get black to move first.”
It was over in 13. White (Dickie (Archibald)) had no more to say. Sister Debbie retreated back up the cave tunnel from the meeting in the underground game room to her Hobbit Hill rental, pondering what just happened and the true nature of reality. *Why* can’t black start? Who goes first, what goes second? She doesn’t know; can’t figure it out currently. There must be a game of chesskers where the rules are reversed, she ascertains later, but only after the mission is done.
“We’ve just got the one piece left,” Rescue John responded to Rescue Joe’s question about the face. “But it’s a crucial one. Looks like, let’s see, we’ve got a green eye instead of a blue to match the other. Asymmetry: can’t have it.”
“Boss wouldn’t be please,” Joe said back weakly, and looked into the distance from the top of the Gap toward the Hobbit Hill rental, toward Jer and Jem’s Ragged Rocks abode, toward Tar and Jey’s watermill home, and toward the cottage on the perch currently housing interns (Devil) Dave and Karoz straight from fabled academic mecca Crabwoo after their final exams were done and over with. He knows the answer lies out there somewhere. But here… they can only insert the wrong piece for now; no other way. He says this to John, who agrees to “finish” the process with a big sigh. “Green it is,” and crams it in despite the ill fitting nature of the thing.
Wheeler can see again.