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wins if he uses all 16 blue "footsteps" and from
wins if he uses all 16 blue "footsteps" and from
4  to 8 of the red ones, and exits at an edge.
4  to 8 of the red ones, and exits at an edge.
[drawing of a 5x5 grid. There is a blue circle in the 2nd square of the first row, 2nd square of the 2nd row, 2nd and 4th square of the 3rd row. The 4th row has red circles in the 2nd and 4th square and a blue square in the 3rd square]
The other player, or players, guess the
position after each move. They also have
secret fields for keeping the records. When
they guess an empty space they are told
they missed. If they guess a former
"footprint they are told whether it is blue or red. When
a player guesses the last "footprint" placed he wins. When more
than two play there is more than one guesser. They take
turns, alternating after each "frontprint" is placed. The first
guesses are "lanterns" (there are 8, I think, when 2
or 3 play, and 9 when 4 play). These block the "Invisible
Man" from entering a space, but, I believe, have no
special effect if placed in a space with a prior "footprint."
(Wald is to write the rules to bring in on next meeting.)
I showed <u>UP THE ORGANIZATION</u>. Didn't play much.
<u>Claude</u> mentioned a game idea <u>THE RED AND THE BLACK</u>, but
I don't remember much about it.
<u>Claude</u> brought in his game <u>AND THEN THERE WERE NONE</u>-
which was pretty much the same as his game
<u>TEN LITTLE INDIANS</u> as played on 8/26/67. (I am not
(cont. on 9/5)