In which more methods are expounded by which one may refine a dungeon to more sublime levels of confusion.
This isn't nonsense--this is logic!
From Innsmouth to Cthulhutech, a common phrase is “non-Euclidean architecture”. But what is it, and how can it be included in your games in a way that is interesting and fun?
I have heard (from an Afghan man that I know) that in Afghanistan, they will construct kites, and then tie or tape pieces of glass and shards of pottery to the kite-strings and have "kite-battles", where they try to use the sharp shards on their kite-strings to cut the opponent's strings.