Transcription

SATURDAY 13 JUNE 1964 165th day - 201 days to come


At F.A.O. Schwartz saw:- CONESTOGA (Washburne) Played on large map of U.S. with [crossed out] 8 tokens, dice, money, "gold" cards, & "bad day" cards. Players start at East coast. High throw of dice starts at Boston & plays first. Next in New York & plays 2nd; etc. Can choose to go overland or by water. Former is cheaper but more danger- ous. There is a listing of the fares, which are highest from Boston and descend as you go South. Players pay for their tickets from the money they received at the start. Each space on the path represents 1 average day's travel so that a turn represents a week's trip. There are spaces along the path with various dangers which lose money or time. All the paths terminate at Independence Mo. And players wait there until all have arrived. The players leave Independence in the order in which they arrived. Also the first player can buys his covered wagon, oxen, provisions at a lower price than the next player, etc. There is about a 10% increase each time. The provisions include food for about 10 days weeks. Players can buy additional provision cards for $7 each. On each turn they must give up one card. There are forts along the route at which provisions can be bought. Prices go up as you go further west (up to $12(±)). In order to buy food you must stop at the fort even if dice would carry you further. This is the only time you can stop short. If you run out of provisions you have one more turn to reach a fort. You may move in either direction (the only time you may move backwards). If you fail to reach the Fort you die. Your money is left at the side of the trail and the first to pass by gets it. If you reach the fort you are kept on charity so you do not have to have provision cards. You can "work". You collect your pay when another player passes the fort. He throws one ^ (I think) die and multiplies it by the price of provisions at that fort. You get this money. A player may stop voluntarily at a fort to "work". Two This player must, however, use provision cards. Two players may "work" in a fort and both collect from the passing or landing traveller. If a third elects to stay and "work", the first must leave. Players passing each other on the trail may trade sell provision cards at any price agreed on. Along the main trail there are spaces marked "1". A player landing on one of these has shot game suitable for one week's provisions. There are also red spaces which, when landed upon, call for taking a "bad day" card. These contain various kinds of bad news. About half way along the trail there is a "great buffalo hunt trail". Players may turn on to this. If they land on a space with a number they have shot provisions for that many weeks. There then come a number of "gold hunt" trails. Players can turn off on these. If they land on a yellow space they take a "gold card". This tells how much money, if (cont. on 6/12)