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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] |