Compare revisions: 1965_Sackson_323_October 30.jpg
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two start spaces. <br> | two start spaces. <br> | ||
Played 2-6 hand games. Quite exciting. <br> | Played 2-6 hand games. Quite exciting. <br> | ||
Claude told me of his game <u>LASER GUN</u>. There is <br> | |||
a multiple path board. Some spaces are blank, which <br> | |||
are "safety spaces". Others have pictures of dogs, sirens, <br> | |||
machine guns etc. These are roughly 6 spaces apart. <br> | |||
Players may move from one "safety" space to the next on <br> | |||
a turn & when they reach a "danger" space they skip over <br> | |||
it to the next "safety" space. Players in a turn may, <br> | |||
instead, move to the next "danger" space. At irregular places <br> | |||
along the paths there are "alarm wires" which are placed <br> | |||
between 2 spaces. When a player passes over an "alarm wire" <br> | |||
he pulls the string of a sound box. Any player on the space representing <br> | |||
the sound suffers the penalty connected with that sound (i.e. <br> | |||
-go back 10 spaces, return to start - machine gun.) <br> | |||
There are some short cut paths where all spaces are <br> | |||
"danger" spaces and when these are used each space must <br> | |||
(cont. on 10/28) |