added hyperlinks to glossary terms
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235th day - 130 days to come
235th day - 130 days to come
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Called ''Sci. Am.'' with location of <u>FREEDOM'S CONTEST</u>.
Called [https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-other#scientific-american ''Sci. Am.''] with location of <u>FREEDOM'S CONTEST</u>.


Claude, Bob & Amberstones over.<br>
[https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#soucie-claude Claude], [https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#abbott-robert Bob] & [https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#amberstone-arthur Amberstone]s over.<br>
Amberstones told of two new games: - <br>
Amberstones told of two new games: - <br>
<u>COOP</u><br>
<u>COUP</u><br>
   
   
[DIAGRAM
[DIAGRAM OF A 3 x 3 GRID. THE TOP THIRD IS POPULATED WITH 15 BLACK CIRCLES. THE BOTTOM THIRD IS POPULATED WITH 15 WHITE CIRCLES. THE ARRANGEMENTS OF THE CIRCLES MIRROR ONE ANOTHER AND ARE A BIT LIKE TRUNCATED PYRAMIDS WITH 7 AT THE BASE, 5 IN THE MIDDLE, AND 3 AT THE APEX. SOME OF THE WHITE CIRCLES HAVE ARROWS DRAWN FROM THEM AS IF TO INDICATE MOVEMENT. SS USED THREE DIFFERENT COLOR INKS IN THIS DIAGRAM - RED AND GREEN FOR SOME OF THE ARROWS AS WELL AS BLACK.]
 
Each player has 15 pcs. started as shown [IN DIAGRAM]. Pcs. can move in any direction to positions shown by arrows. If an opponent's pc. is jumped it is removed. Multiple jumps are possible (a coup).
Can a player jump his own piece? Yes.<br>
(Why not restrict to a forward move as in checkers?)<br>
Not Req'd - they say<br>
 
(A piece may never jump over an opponent's piece that is in the same relative position - since a jump move is the same as a regular move.)
A player must jump if able, but may take his pick of alternative ways of jumping.
 
<u>FOU</u>
 
[DIAGRAM OF A 3 x 3 SQUARE GRID. THE TOP HALF IS POPULATED WITH 15 WHITE CIRCLES. THE BOTTOM HALF IS POPULATED WITH 15 BLACK CIRCLES. THE TOP ROW HAS 3 SQUARES WITH 3 WHITE CIRCLES IN EACH.
THE MIDDLE ROW HAS 3 SQUARES WITH 2 WHITE CIRCLES (AT THE TOP) AND 2 BLACK CIRCLES (AT THE BOTTOM) IN EACH.
THE BOTTOM ROW HAS 3 SQUARES WITH 3 BLACK CIRCLES IN EACH]
 
Each player has <s>players</s> pcs. started as shown.<br>
Moves are the sowing move of <u>MANCALA</u>.<br>
Moves are made orthogonally or diagonally.<br>
When reach the edge put all remaining in that compartment.<br>
When emptying a compartment take only your own pcs.<br>
When the last compartment of a move contains an<br>
equal number of each color, the opponents are captured and removed.<br>
No more than 6 of a player's pcs. may occupy a space.<br>
 
<u>ORACLES</u> (also by Amberstones)
Three toothpicks, 1-red----1-blue---- & 1-white are dropped from a shot glass. Bets are made as to which will be the isolated one (further from the other 2) & also on which of other 2 will be farther from the isolated one. Other relationships possible. If one toothpick lands on top of another the bank wins.
 
Played <u>POTENTIAL</u> 4-handed, Worked Well.
 
Played a little <u>DIVIDE & CONQUER</u>. [https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#soucie-claude Claude] plays it with 11 cards each of 2 suits. Also uses a "trap door", a card directly under another in value beats it.
 
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