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priatory game. The field is a 7x7 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 sup- posed to eliminate the advantage of going first. Didn't; in fact may have made it worse. "Privilege" is still needed. Played a few games and first player won quickly without "privilege."
He showed me DIAMONDS. It is played on a board of 11x11 dots, spaced far enough apart to allow discs to be placed on each. Each player has 60 discs of his color, as shown. 2 play.
[Drawing on left of page of 5 circles, each sub-divided into four quadrants and each circle showing in a different series of quadrants colored in. Each circle has written "(10) over it, except the first circle showing the upper two quadrants colored in and noting "(20 of)"]
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. The four interior corners must all be white quadrants or the square can- not score. Example shows a square of 4 units x7 for a total score of 28 points. [Drawing on left of four circles arranged in a square with a variety of 7 quadrants colored in.]
When a player threatens to complete a square he must a- nnounce it. If he doesn't he cannot score it until 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 7x7. 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
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