Fixed typo
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all mashed up but the components weren't in too bad shape.
all mashed up but the components weren't in too bad shape.


To Benton & Bowles. <u>Arthue</u> & <u>Wald</u> just arrived and <u>Claude</u>  <br>
To Benton & Bowles. <u>Arthur</u> & <u>Wald</u> just arrived and <u>Claude</u>  <br>
came a little later. (<u>Wexler</u> must have been there.)  <br>
came a little later. (<u>Wexler</u> must have been there.)  <br>
Amberstones told me about their method of playing <u>KRIEGSPIEL</u>  <br>
Amberstones told me about their method of playing <u>KRIEGSPIEL</u>  <br>
without the use of a third person to check the moves. The  <br>
without the use of a third person to check the moves. The  <br>
board has a grid of 64 holes.There are 64 pegs. 32  <br>
board has a grid of 64 holes.There are 64 pegs. 32  <br>
are blank at both ends.
are blank at both ends. The others are blank at one end but  <br>
have <u>CHESS</u> pieces [illegible crossed out] pictured at the other end.  <br>
The game starts with the pieces in their regular spaces and the  <br>
blank pegs in the other 4 rows. When a player makes a  <br>
move he switches the peg of the pc. with the blank peg in  <br>
the space he moves to. When an opponent's pc. is discovered it  <br>
is captured. To make the game playable a new rule is added.  <br>
A piece can jumpover an opponent's pc., but not over his own.  <br>
(How do you know when a king is in check?)  <br>
Amberstones had a game <u>COURIER</u> which they played 2-hand  <br>
before Claude came. Then we all played 4-hand. The board  <br>
is a large map of the world. The capital cities of 6  <br>
countries are starred: U.S., Russia, China, India, France,  <br>
and Egypt. Another 18 cities around the world are also  <br>
marked. From 2 to 6 play and each takes one country  <br>
as his own. 6 cards are supplied, one with a "Message"  <br>
and the other 5 "fake". These are dealt out (and may not go  <br>
equally). The playe[r] with the "Message" puts it into his  <br>
"pouch" and each of the others puts one of the "fakes"  <br>
so that, except in 2-hand play, <s>the p</s> who has the  <br>
message is not known. Each player has four agents,  <br>
numbered from 1 to 4. At the start each is dealt a card from  <br>
a special red deck which contains #2, #3, #4 for each country  <br>
in the game. This card represents a double-agent. If a player  <br>
gets one of his own he knows that the agent is safe. #1 is  <br>
always safe. Then players are dealt 4 cities from which  <br>
their agents can start. One card may be exchanged with the deck.  <br>Each player chooses two cities from which to start two  <br>
agents. They must be at least 7 spaces (the boxes formed  <br>
by 15 [degree] longitudes and latitudes, and no diagonal moves  <br>
allowed) from his Capital city. He chooses one of these agents  <br>
to carry his "pouch" and a number card representing this  <br>
agent is put in the "pouch". The 2 unused starting locations  <br>
also go in the pouch.  <br>
Players in turn throw 2 dice and move one agent up to  <br>
the amount on one die and another up to the  <br>
(cont. on 7/16)