111


They nod again.

"How many matches do you think we can move through the line each time we go through the cycle?" I ask them.

Perplexity descends over their faces.

"Well, if you're able to move a maximum of six and a mini- mum of one when it's your turn, what's the average number you ought to be moving?" I ask them.

"Three," says Andy.

"No, it won't be three," I tell them. "The mid-point between one and six isn't three."

I draw some numbers on my paper.

"Here, look," I say, and I show them this:


123456

And I explain that 3.5 is really the average of those six num- bers.

"So how many matches do you think each of you should have moved on the average after we've gone through the cycle a number of times?" I ask.

"Three and a half per turn," says Andy.

"And after ten cycles?"

"Thirty- five," says Chuck.

"And after twenty cycles?"

"Seventy," says Ben.

"Okay, let's see if we can do it," I say.

Then I hear a long sigh from the end of the table. Evan looks at me.

"Would you mind if I don't play this game, Mr. Rogo?" he asks.

"How come?"

"Cause I think it's going to be kind of boring," he says.

"Yeah," says Chuck. "Just moving matches around. Like who cares, you know?"

"I think I'd rather go tie some knots," says Evan.

"Tell you what," I say. "Just to make it more interesting, we'll have a reward. Let's say that everybody has a quota of 3.5 matches per turn. Anybody who does better than that, who aver- ages more than 3.5 matches, doesn't have to wash any dishes tonight. But anybody who averages less than 3.5 per turn, has to do extra dishes after dinner."

"Yeah, all right!" says Evan.

"You got it!" says Dave.


112

They're all excited now. They're practicing rolling the die. Meanwhile, I set up a grid on a sheet of paper. What I plan to do is record the amount that each of them deviates from the average. They all start at zero. If the roll of the die is a 4, 5, or 6 then I'll record-respectively-a gain of.5, 1.5, or 2.5. And if the roll is a 1, 2, or 3 then I'll record a loss of-2.5, -1.5, or -.5 respectively. The deviations, of course, have to be cumulative; if someone is 2.5 above, for example, his starting point on the next turn is 2.5, not zero. That's the way it would happen in the plant.

"Okay, everybody ready?" I ask.

"All set."

I give the die to Andy.

He rolls a two. So he takes two matches from the box and puts them in Ben's bowl. By rolling a two, Andy is down 1.5 from his quota of 3.5 and I note the deviation on the chart.

Ben rolls next and the die comes up as a four.

"Hey, Andy," he says. "I need a couple more matches."

"No, no, no, no," I say. "The game does not work that way. You can only pass the matches that are in your bowl."

"But I've only got two," says Ben.

"Then you can only pass two."

"Oh," says Ben.

And he passes his two matches to Chuck. I record a deviation of-1.5 for him too.

Chuck rolls next. He gets a five. But, again, there are only two matches he can move.

"Hey, this isn't fair!" says Chuck.

"Sure it is," I tell him. "The name of the game is to move matches. If both Andy and Ben had rolled five's, you'd have five matches to pass. But they didn't. So you don't." Chuck gives a dirty look to Andy.

"Next time, roll a bigger number," Chuck says.

"Hey, what could I do!" says Andy.

"Don't worry," Ben says confidently. "We'll catch up."

Chuck passes his measly two matches down to Dave, and I record a deviation of-1.5 for Chuck as well. We watch as Dave rolls the die. His roll is only a one. So he passes one match down to Evan. Then Evan also rolls a one. He takes the one match out of his bowl and puts it on the end of the table. For both Dave and Evan, I write a deviation of-2.5.

"Okay, let's see if we can do better next time," I say.

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