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The direction

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The draw

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Random Direction

Which way to go, decided by nobody. For a walk with no destination, for a game that needs a bearing, for the argument at the junction that has gone on long enough.

Four, eight, or just left and right

Four points for a decision, eight when you want the diagonals too, and left-or-right for when the map does not matter and only the next turn does.

Every option in the set you choose is equally likely; the compass does not favour north.

A walk with no plan

Draw a direction, walk until something interesting stops you, draw again. It is a good way to see a city you thought you knew.

Nothing is sent anywhere and no location is read; the draw knows nothing about where you are.

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