Chapter - Memories
A memory is a kind of thing. A memory can be retrieved or buried. A memory is usually buried.
Suggestion relates various things to one memory (called the suggested memory).
The verb to suggest (he suggests, they suggest, he suggested, it is suggested, he is suggesting) implies the suggestion relation.
Understand "memory/memories" as a memory.
Does the player mean doing something to a memory: it is unlikely.
Rule for deciding whether all includes memories: it does not.
The subconscious is a container. When play begins: now every memory is in the subconscious.
Definition: a thing is charged if it suggests a memory which is in the subconscious.
Every turn when a charged thing (called the item) is visible: move the suggested memory of the item to emotional baggage; say "Something about [the item] makes you want to brood about [the suggested memory of item]."
The player carries an open transparent unopenable container called emotional baggage. The description of emotional baggage is "Your guidance counselor used to say you're always carrying it with you. You imagine it's kind of ugly, lumpy, and green, and definitely has a stuck zipper."
Instead of doing anything other than examining when noun is emotional baggage or second noun is emotional baggage: say "It's not real, bro."
Instead of waiting: let selection be a random thing in emotional baggage; if nothing is in emotional baggage, now selection is a random memory; say "Nah, man, better keep busy or else it's back to brooding about [the selection]."
To decide whether insufficient memories found:
if Pursuit is happening and the number of memories in emotional baggage is less than the price of the rabbit, decide yes;
if Temptation is happening and the number of memories in emotional baggage is less than the price of Coyote, decide yes;
if time for arrival and the number of memories in emotional baggage is less than the price of Sand-dancer, decide yes;