An empty music-hall stage seen from the stalls, red curtains drawn back and one spotlight on a single gilt chair. Logic Puzzles № 023 The Chairman’s Book 1 player30–45 min

Logic Puzzles

The Chairman’s Book

A music hall's last running order is lost and a legacy hangs on who closed the bill; you buy testimony against the clock, and the court hears one submission.

Players
1
Length
30–45 min
Rated
12+
Version
2.0.0
Updated

Works with ChatGPT · Claude. Free, no signup.

Open in ChatGPT Open in Claude

Opens ChatGPT or Claude with the play prompt ready; press send if it hasn't started. Same link on your phone as on your desktop. Another app? Copy the play prompt into it. This game needs a chat that can open links: its answers stay in a sealed file on this site. What works where.

Want it as an installed app, or the card itself?
Add to Claude (Skill)

The game card is every rule of the game, about 12k characters, but not its answers: those stay in a sealed file on this site, so even pasted, The Chairman's Book needs a chat that can open a link. Pasting the answers in yourself would spoil it. The Skill installs The Chairman's Book into Claude on any plan: download it, then turn on code execution under Settings → Capabilities and add it at Customize → Skills → + → Upload a skill.

The Chairman's Book is a sealed ordering puzzle: seven music-hall acts, ten enquiries you pay for in minutes, and one submission that scores only if all seven are right. Solo, 30–45 min a run, free to play inside ChatGPT or Claude. No signup and nothing to install: open it in your assistant, or paste the play prompt into any chat that can open links.

How to start

  1. Open it in your AI. Tap Open in ChatGPT or Open in Claude, and press send, or paste the play prompt into any assistant that can open links. No paid plan required.
  2. The game loads. The card carries the answer's sealed fingerprint and opens the clerk's back room at nine o'clock, with 150 minutes on the game clock. Only enquiries spend those minutes; the clock does not run in real time.
  3. Buy your evidence. Open enquiries one at a time. Seven cost twenty minutes and one fact each; three are errands out of the parish at thirty for two.
  4. Submit and verify. Declare all seven acts in order; the court hears one submission. Afterwards, open the sealed file the Clerk names, copy all of it, and paste it at aigamecards.com/verify.

Questions

How do you stop the AI from making up a clue that suits its own answer?
The running order and the exact wording of all ten testimonies were written out and hashed with SHA-256 before the card shipped, and the commitment is printed on the card. The Clerk fetches that sealed script to referee and is told to quote each testimony verbatim, so it cannot soften a witness, add a helpful detail, or decide at half past ten that the closer is whoever you have been arguing for. When the hearing rises, open the sealed file, copy all of it and paste it at aigamecards.com/verify, which rebuilds the fingerprint in your browser.
Is it solvable by deduction, or do I have to guess at the end?
It is solvable by elimination alone. Every enquiry is true, there is no unreliable witness and no trick wording, and the ten enquiries plus the three free record items leave exactly one order out of the 5,040 possible. Four enquiries can fix all seven turns; five or six is comfortable. You only end up guessing if you spend the morning on the wrong lines and reach half past eleven with two orders still standing, and that is a decision you made rather than one the card made for you.
What happens if I declare the wrong order?
The court hears one submission. A wrong one ends the hearing with nothing entered and scores zero, and the Clerk will not tell you how many turns you had right. That is deliberate: it means the last twenty minutes you spend buying certainty are always worth more than the gamble you would have taken instead, which is the whole shape of the game. A declaration is read back to you word for word first, and anything but a plain yes leaves the submission unspent, so you cannot lose to a typing slip.
What actually makes it hard?
The buying. The board tells you each enquiry's source, its price and whose turn it touches, but never what it says. Every act is named on exactly two of the seven local enquiries, so counting names tells you nothing; you have to work out which unopened line can still split the orders you cannot tell apart. Three of the ten are errands out of the parish at thirty minutes for two facts each. Buy all three and you have spent ninety of your hundred and fifty minutes with four orders still standing. Stay in the parish instead and the seven local enquiries cost a hundred and forty minutes and leave you one errand short.
Do I need dice, an account, or any tools?
No dice — nothing here is rolled — and no account beyond the chat app you already use. Open it in a chat that can open links and the clerk's back room opens at nine o'clock. Checking the seal afterwards takes one paste into aigamecards.com/verify, which recomputes the hash in your own browser and sends nothing anywhere. Paper helps: a seven-slot grid, kept as you go. Say "save" to stop partway; to resume, open the game in a fresh chat and paste the block.

12+ — a closed music hall, a dead manager, and a dispute over his money.

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