Transcription

SUNDAY 14 FEBRUARY 1971

Sexagesima
St. Valentine's Day 45th day - 320 days to come


Phil's sister Lilly liked the symbolism of MONAD. I told her I'd get a copy for her.

Finished the letter to Don Laycock. Sent him material on CROWN RED. Told him I was sending HAAR HOOLIM PERCEPTION GAMES. Asked for repro of SQUATTER rules. Discussed his comments on SLAM: TYZICHA, MONDRIAN, DOMINO CUBES, KAWU. Sent repro of COMBINATION.


(cont. from 2/15) [2/19]

Players in turn throw three dice to determine their move (after first is determined by high throw of 2). Each die can be assigned to one of a player's countries and he can move pcs. of that country up to the total on the die (it can become tricky to determine a pc's. origin as it moves out of it's country). Each move of a pc. from province to province counts one.
A player can only declare war on one new country by one of his countries in a turn, but once it is declared it con- tinues to the end. As player's move a pc. into an enemy country they can move thru undefended provinces without a fight, putting a marker of their color in the provinces passed thru and the final one reached. Other players, including the original owner, can win the provinces in the same way (and a lot of this goes back and forth).
At the beginning of a player's turn he collects $1,000 for each province he controls, whether one of his original still under his control or one he invaded. A duchy gives $2,000. The Holy Roman Emperor collect $10,000 for that office plus $2,000 for each duchy not owned by anyone.
A fight develops when a player moves one or more pcs. into a province occupied by another player. Infantry have a factor of 1, cavalry 2 in attack but 1 in defense, artillery 2. For each factor unit each player throws 1 die and the highest total wins the battle, wiping out the opponent's pcs. In case of tie, throw again.
Capitals are captured by moving one or more pcs. next to the capital. This takes one move per pc. to move from the province next to the capital. (Incidentally, if a player does not have a pc. in his capital province, opponents can move thru it but do not take possession.) A battle is fought and the factor shown on that disk is added to the factor of the defender's pcs. in the province (no special move to the capital req'd.), if any. If the capital is captured the defensive disk is removed and is never replaced, that province becoming the same same as any other. The capturer of the capital looks at the fraction on the owner's marker

(cont. on 2/12)