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<u>Claude</u> & I to <u>Wald</u>'s. Arthur there.
<u>Claude</u> & I to <u>Wald</u>'s. Arthur there.
Claude had a game he called <u>CONSTELLATION</u>. (About) 15 black  <br>
Claude had a game he called <u>CONSTELLATION</u>. (About) 15 black  <br>
markers are placed at random on a checkerboard. Players in turn take one, and may take a second if they wish, manker from the board, If a marker is "Isolated" - is not in line with any. Other pc, including diagonally - it is replaced by a white mankén and the player making the play keeps the black mankere After an isolation the player' máy, but does not have to remove another manken and may continue as long as he keeps making isolations, when a player has only white mankers on the board on his turn he takes these count one point for each manker, black an white, that the player has, and play a number of rounds. Worked ok, but was over quickly Tried with more pcs, and with a definite starting position, and lengthened the game but not necessarily improved it. Also o
markers are placed at random on a checkerboard. Players in <br>
g tried a larger field, using a Goo bourd, with about the same success
turn take one, and may take a second if they wish, marker from <br>
I came up with a partnership version, for 4. Each player places 5 mankers in the quadrant near him.... at random, Play. is the same, except that a player can only take mankers from the half of the bound ffacing him, altho an isolated marken may be on the other halt. Tried it
the board. If a marker is "Isolated" - is not in line with any <br>
once and it seemed ook | Wald and Arthur showed us a 4-hand version of <u>VEROQ</u>. The <u>HIGH DECK</u>
other pc, including diagonally - it is replaced by a white marker  <br>
is dealt out evenly between the players. The dealer's partner opens his hand as a dummy. Then the player on the dummy's right leads to the first trick, There is no necessity of following in house, but you can only win a trick by following. High Card in the house and hierarchy led wins, except if there is a rebellion or surpression, which changes the hievanchy. The rebellion on surpression does not have to immediately tollow the card it act upon, Instead the winning cand card can be acted upon at any time during the trick. The side winning the last trick (all tricks are lined up in one line scores. The slove is the number of tricks won at the end multiplied by the total number of tricks won by that side. Keep scores in columns as shown. Play in each column until
and the player making the play keeps the black marker.  <br>
each other has a won one game
After an isolation the player may, but does not have to <br>
in that column or until one
remove another manker; and may continue as long as he keeps <br>
pole team has won 4 games. The score for the column is the difference between the team's totals multiplied by the number of games, won by the leading team in that column This result is entered
making isolations, when a player has only white markers on <br>
the board on his turn he takes these. Count one point for <br>
each marker, black or white, that the player has, and play a <br>
number of rounds. Worked o.k. but was over quickly. Tried <br>
with more pcs. and with a definite starting position, and <br>
lengthened the game but not necessarily improved it. Also <br>
[Crossed Out] tried a larger field, using a <br>
<u>GO</u> board, with about the same success. <br>
I came up with a partnership version, for 4. Each <br>
player places 5 mankers in the quadrant near him <br>
at random. Play is the same, except that a player can only <br>
take markers from the half of the bound facing him, altho <br>
an isolated marker may be on the other halt. Tried it <br>
once and it seemed o.k.  <br>
Wald and Arthur showed us a 4-hand version of <u>VEROQ</u>. The <u>HIGH DECK</u> <br>
is dealt out evenly between the players. The dealer's partner <br>
opens his hand as a dummy. Then the player on the dummy's <br>
right leads to the first trick. There is no necessity of following <br>
in house, but you can only win a trick by following. High <br>
card in the house and hierarchy led wins, except if there <br>
is a rebellion or surpression, which changes the hievanchy. The <br>
rebellion on surpression does not have to immediately follow  <br>
the card it acts upon. Instead the winning cand card can be acted <br>
upon at any time during the trick. The side winning the <br>
last trick (all tricks are lined up in one line) scores. The <br>
score is the number of tricks won at the end multiplied by the <br>
total number of tricks won by that side. Keep scores in columns <br>
as shown. Play in each column until <br>
each item has a won one game <br>
in that column or until one <br>
[crossed out] team has won 4 games. <br>
 
[Diagram of 8 columns labeled A or B. There are between zero and four x's in each column below the A or B.]
 
The score for the column is the difference between the <br>
team's totals multiplied by the number of games won by <br>
the leading team in that column This result is entered
(cont. on 9/9)
(cont. on 9/9)