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(cont. from 7/24) [7/26] priatory game. The field is a 7 x7 with the goal rows outside. Each player has three types of pcs., 4 of each. One type is an underground switching station, another an aboveground switching station, and the third is a generator. Switching stations are played in the field. A line between two underground stations cannot be broken by an enemy aboveground, or two aboveground by an underground. A line between an underground and an above- 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 DIAMONDS. 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 GO board for a 7 x 7. I won.) He told me about the game he sent to A.H. - called THE AMERICAN WAY. 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)

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