Witch Hunt / Outkast / Lone Digger / Black Sheppherd / ??? - Observation & Memory A1 - Based on finding which group of elements contain an element that isn't found in other groups - Opposite : click any of the 2 groups containing the only recurring element. A2 - Having to discover the only recurring element and click it, among a (bigger than in A1)) group of elements that are otherwise all different. - Opposite : having to click the only unique elements among about 15 elements with 7 pairs and one loner. (Lone Digger) B - "Refiner" - Chain of group of elements come in, and each has to be kept or ditched according to wether it contains... - The element wished for - One of 2-4 elements to keep - At least 2,3, etc of elements sought after - None of an undesirable elelment - Any of the undesired ingrédients - Less than 2 elements spoiling the sampleat least x of y C - Alternatively, or for another game of same sub-section… - Being presented 3 elements being buttons to pressed for "choosing" them - Asking which of the candidates is missing from groups presented independantly from the buttons to press to answer - Quite the same skill is at play than in A2, thus might only be used combined with it in the same game, or as a different game mode of the same game (event) - Both these principles can be applied auditively, presenting sequences of combined drums and instruments, probably 3 to 5 of them in about 8 seconds, then asking from 1 to 5, which (2) share the only recurring element or which contains a unique element not coming back in any… - Elements' morphology and use of Aspects from other games… - With most these approahces, it's possible to make the elements 2-sided tokens rotating so both their sides are presented half the time, and each side has a different figure of the 10 set chosen to play, or of any of the Member's 10-Sets, or the same figure with different color phasing. - And since it's virtual, why wouldn't the element, while seeming 2dimensional, exhibit up to 5 or 6 different "faces" before coming back to the initial one (and keeping order of presentation preferably). - That gives rise to the possibility of elevating challenge by making different paradigms use progressively resembling sets, starting with reccurence of members up to all same cast but (less and less) different ordering of presentation in time. - Color phasing is probably the most appropriate aspect to go with first to create variants acting as unique in regards of the mechanic at play, with the same base figure. - Contrast, greyscale, blur, etc may be applied in a given adequate % Always being the same to the different with the unmodified figure is obvious Sub-Section Name: "Black Sheep" Witch Hunt, Lone Digger, Outcast, and Black Shepherd all work better as individual event names than as the umbrella. "Black Sheep" is the motherconcept — universally understood, immediately maps to the skill being trained (detecting the anomalous, the recurring, the singular), and works whether the player is hunting the black sheep or being it. It also leaves room for the auditory application without feeling visually exclusive. The Events 1. Witch Hunt (from A1 — group-level anomaly detection) You're shown several groups of elements. One group contains an element absent from all others — the witch hiding among villagers. Modes: Witch Hunt — click the group harboring the odd element Sanctuary (A1 opposite) — click any group that contains the only recurring element (the element that does appear elsewhere) These are the same skill in mirror: in both cases you're doing group-level reading, but one asks you to find the contaminated group, the other the sheltering one. Same cognitive load, same visual scan strategy → modes, not separate events. 2. Lone Digger (from A2 and its opposite — element-level anomaly detection) Where Witch Hunt asks which group, Lone Digger asks which element. You're inside a single larger pool of elements rather than scanning across distinct groups. Modes: Gold Vein (A2 core) — among a large set of otherwise all-unique elements, find and click the only one that recurs Lone Digger (A2 opposite) — among ~15 elements forming 7 pairs and one singleton, click the loner The skill distinction from Witch Hunt is real: here there are no pre-formed groups to use as scaffolding. You must construct the pattern yourself from raw elements. 3. The Refiner (from B — stream-based classification) Groups arrive in sequence like a conveyor belt. For each, you decide keep or ditch based on a stated criterion. This is the only event with a dynamic temporal flow rather than a static display. Modes (each is a distinct criterion, but the gesture — keep/ditch — is always the same, so they're modes): Contains the one — group must include the target element All Clear — group must contain none of the flagged elements Quorum — group must contain at least N of a sought set Pick Your Poison — group must contain at least one of 2–4 acceptable elements Under the Limit — group must contain fewer than N undesirables Full House — group must contain all of a defined required set The Refiner is mechanically distinct enough from Lone Digger and Witch Hunt to stand alone: it's not about finding within a frozen scene, it's about sustained real-time judgment across a flow. 4. The Lineup (from C — candidate-panel identification) Three elements are presented as persistent answer buttons. Separately, groups are shown one by one. The question: which of the three candidates is missing from the groups shown, or alternatively, which is the one present across all of them? Modes: The Absent One — identify which candidate never appears in the groups shown The Recurring Suspect — identify which candidate appears across all groups The skill here overlaps somewhat with Lone Digger (you're still finding the recurring element), but the fixed candidate panel changes the cognitive approach entirely — you're not scanning open space, you're tracking three known suspects. Worth keeping as its own event. However, given the overlap with A2's skill, the candidate-panel format could alternatively serve as a harder mode of Lone Digger for players who've advanced — worth flagging as a design decision to revisit. Additional Events Not Covered by A1/A2/B/C 5. The Oracle (prediction-before-reveal) You're shown N groups one by one. Before the final group is revealed, you must predict which element will appear in it — because it's the recurring one threading through all previous groups. The groups then vanish and the last one is shown to confirm. This is categorically different from all prior events: it demands predictive rather than comparative pattern recognition. You're building a hypothesis and committing to it before confirmation. Modes: Call It — single prediction before the last group Early Bird — buzz in as early as you can (after as few groups as possible), gaining more points the earlier you correctly commit 6. Ghost Witness (memory-then-identify — connects to The Mind's Eye section) Groups are shown and then hidden. A roster of elements appears afterward. From memory alone, identify the recurring or unique element. This sits at the intersection of Black Sheep's analytical skill and The Mind's Eye's retention skill, making it an ideal crossover event. Its presence here is justified because the primary challenge is still pattern-recognition — memory is the vehicle, not the destination. Modes: Name the Witch — from memory, click the recurring element shown in the post-group roster Who Was Alone — from memory, click the element that appeared in only one group 7. The Architect (construction inversion) Instead of being given groups and finding the anomaly, you are given a set of elements and must build 3–4 groups such that one element ends up as the odd one out. Your construction is then judged on whether it actually achieves that — i.e., the "witch" is genuinely unrepeated, the "gold vein" genuinely recurs. This tests understanding of the mechanic from the generative side — a meaningfully different cognitive operation from detection. Olympic analogy holds: the discus throw and discus catching would be different events. Modes: Plant the Witch — build groups where exactly one element is unique Hide the Thread — build groups where exactly one element recurs, as subtly as possible (scored on how long a simulated opponent takes to find it) 8. Speed Sweep (rapid binary sort of individual elements) Elements flash one at a time in quick succession. For each, you tap one of two zones: seen before or first time. The recurring element will keep triggering seen before; unique elements only trigger it once. Scored on accuracy and speed combined. This tests the same underlying recognition skill but under time pressure with no spatial grouping to lean on — pure sequential working memory. Modes: Hot or Cold — binary seen/not-seen Count the Beats — additionally report how many times the recurring element has appeared so far (numeric input or tap-to-count) 9. Venn Commander (intersection/overlap detection) Two to four overlapping sets are displayed simultaneously as Venn-style regions. Elements are scattered across zones. The question varies by mode. Modes: Dead Center — find the element present in all sets (the intersection) Exile — find the element belonging to exactly one set and no others No Man's Land — find the element belonging to none of the displayed sets (shown in a neutral zone) This is visually and spatially distinct from Witch Hunt and Lone Digger: the spatial position within a Venn diagram is itself the encoded information, requiring a different kind of reading. 10. Negative Space (absence-based identification) Rather than being told what each group contains, you're shown what it lacks — groups are presented as redacted, with certain slots blacked out or marked as removed. The recurring element is the one consistently absent, or the one consistently present despite the redactions. Modes: The Void — identify the element that's always missing across all groups The Constant — identify the element that survives all redactions (always present regardless of what's removed) 11. The Swap (motion-based, elements in flux) Elements continuously drift and swap positions between groups while the scene is live. You must identify the recurring or unique element while the display is in motion — you cannot wait for it to settle. This isolates the skill of tracking identity through positional change, testing whether the player can maintain element-level recognition independent of location. Distinct enough from all static events to stand alone. Modes: Freeze and Point — tap the screen to freeze the motion at any moment, then identify; scored on how early you freeze and whether you're correct On the Fly — no freeze, identify while in motion 12. Chain Reaction (cascade / serial linking) The odd element discovered in round one becomes the sought element for round two. Each round's answer feeds the next question. A mistake doesn't just cost points — it corrupts the chain and makes subsequent rounds harder because you're chasing the wrong element. This is a meta-structure more than a standalone mechanic, but it's different enough from the others to be its own event (or a special series mode wrapping around other events in the -athlon format). Cross-Cutting System: Token Morphology & Aspect Layers These apply as difficulty dimensions across all events rather than defining separate events: Multi-face tokens — elements rotate through 2 to 6 faces before looping. The recurring element recurs across faces, not just instances. Early levels: faces are obviously different figures. Advanced levels: same figure, different color phase or slight transformation per face. Master levels: same figure, same color, different presentation order of faces — the only distinguishing variable. Aspect modifiers (applied as progressive difficulty within any event): Color Phase — same base figure, different hue cycling; easiest variant layer since color is processed pre-attentively Contrast / Greyscale — strips chromatic cues, forces reliance on shape Blur — degrades edge information, rewards gestalt recognition Noise / Static overlay — connects to See Through Black & White from The Mind's Eye section; could create a deliberate crossover challenge Scale variation — same element presented at different sizes across its appearances The principle you've outlined — that the modified version is always a fixed % away from the unmodified, keeping the transformation consistent — is key to fairness. The player is always dealing with a known, stable degradation, not a random one. The Auditory Track Every event above can run in an auditory mode where: Elements become 3–5-instrument sequences of ~8 seconds Recurring = a sequence (or sub-sequence / instrument pattern) that reappears Unique = a sequence heard only once Witch Hunt, Lone Digger, The Refiner, The Lineup, The Oracle, Ghost Witness, and Speed Sweep all translate directly. The Architect becomes a composition challenge — build sequences such that one shares a motif with the others. This parallelism between visual and auditory modes across all events is probably one of the strongest structural features of Black Sheep as a section. Summary Table EventCore SkillVisual ✓Auditory ✓Witch HuntGroup-level anomaly scan✓✓Lone DiggerElement-level anomaly scan✓✓The RefinerReal-time stream classification✓✓The LineupCandidate-panel tracking✓✓The OraclePredictive pattern commitment✓✓Ghost WitnessMemory-bridged detection✓✓The ArchitectGenerative construction✓✓Speed SweepSequential rapid recognition✓✓Venn CommanderSpatial set intersection✓—Negative SpaceAbsence-based inference✓✓The SwapMotion-persistent tracking✓—Chain ReactionSerial consequence management✓✓