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by an underground. A line between an underground and an above-
by an underground. A line between an underground and an above-
ground can be broken by either
ground can be broken by either
The generator is placed in the goal rows. Until the first one
is placed either player can go in either direction. This
first generator "polarizes" the positions. A generator can also be used
to break any line but the player cannot use it as a switching sta-
tion. A generator can be placed on a line and then connects to either orthogonal row.
Other rules are the same. His rules on "polarization" are suo-
posed to eliminate the advantage of going first. Didn't; in fact may
have made it worse. "Priviledge" is still needed. Played a few games
and first player won quickly without "priviledge."
He showed me <u>DIAMONDS</u>. It is played on a board of 11 x 11 dots,
spaced far enough apart to allow discs to be placed on each.
[sketches of five circles, each divided into four quadrants.
Circle 1: Top left and right quadrants are shaded black, labeled "(20 of)"
Circle 2: Top left quadrant is shaded black, labeled "(10)"
Circle 3: Top left and bottom right quadrants are shaded black, labeled "(10)"
Circle 4: Top left, top right, and bottom left quadrants are shaded black, labeled "(10)"
Circle 5: No quadrants are shaded black, labeled "(10)"]
Each player has 60 discs of his color,
as shown. 2 play.
Pieces are placed in turn on any
dot. Any pc. a player has left can be
used and it can be turned with the quadrants in any position-
except that the lines always run parallel with the grid of the dots.
Object is to complete squares of any size, the bigger the better.
A completed square is scored by counting the number of unit
squares (1, 4, 9, etc.) and multiplying this by the number of
solid quadrants in the four discs defining the square. The
four interior corners must all be white quadrants or the square can-
not score. Example shows a square of 4 units x 7 for a
total score of 28 points.
[sketch to left of four circles with various quadrants shaded black, dots between layout of circles]
When a player threatens to complete a square he must a-
nnounce it. If he doesn't he cannot score it unilt he
announces it later and waits till his next turn. A player cannot
announce a old threat and a new one at the same time. (My rule.)
A smaller field can be used for a shorter game, with pcs. be-
ing removed so that just enough are left to fill the board,
or 1 less in case of an odd number. (We played a smaller game
using a <u>GO</u> board for a 7 x 7. I won.)
He told me about the game he sent to A.H. - called <u>THE AMERICAN WAY</u>.
There is a board, as shown on next page. 50 state cards
are shuffled and placed on the white spaces, with one re-
maining beside the board.
2 play and they take turns placing discs of their color
on any of the circles. If a player succeeds in getting
3 or four discs of his color around a state, he wins the
electoral votes of that state. If each gets two discs, then
the player who succeeds in winning the greater num-
ber of electoral votes in the 4 adjoining states
(cont. m-5)
[letters S through Z are printed vertically down right side of page]