Compare revisions: 1972_Sackson_219_July 17.jpg
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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> | 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) |