Completed 11/23
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He & I played his game of <u>PROGRAM-IT</u>. It is played on a board [see 2/15] by 2 or 4 players. (I am not sure about 3 hand but believe it would be completely unfair.) The center area is called the "hot" zone, the next area is the "neutral" zone, the outside is the "tally" zone. Each player has an unlimited number of markers in his color. He also has two green markers, called "junctions" and one red marker, called "circuit breaker." Each player has a programmer which is used later in the game.
He & I played his game of <u>PROGRAM-IT</u>. It is played on a board [see 2/15] by 2 or 4 players. (I am not sure about 3 hand but believe it would be completely unfair.) The center area is called the "hot" zone, the next area is the "neutral" zone, the outside is the "tally" zone. Each player has an unlimited number of markers in his color. He also has two green markers, called "junctions" and one red marker, called "circuit breaker." Each player has a programmer which is used later in the game.


[left and inline with text is a drawing of a long rectangle with six half-circle lines or loops emerging out of the top. Directly underneath those loops are numbers (1 to 6) and small squares with icons inside (from left to right, a square, a circle, a rectangle, a triange, a plus sign, and a square) and a small circle underneath]
[left and inline with text is a drawing of dial referenced in the paragraph below: a long rectangle with six half-circle lines or loops emerging out of the top. Directly underneath those loops are numbers (1 to 6) and small squares with pictorial symbols inside (from left to right, a square, a circle, a rectangle, a triange, a plus sign, and a square) and a small circle underneath]


Choose for first. Each player in turn places a marker. The first one is in their "start" space. Then they are placed in the "hot" zone and each player's must be contiguous (orthogonally or diagonally) to each other. Continue until each player has 6 markers in the "hot" zone. Then each player "programs" his next six moves by turning the six dials to the desired symbols. The player to the left of the player who went first at the start of the game, now goes first. (In subsequent periods the first move rotates to the left.) Players place their markers anywhere on the board (see later for rules concerning the "tally zone") on a space with the symbol corresponding to the window of the programmer (the markers are placed on the programmer at the start of the period) and need not be contiguous.  
Choose for first. Each player in turn places a marker. The first one is in their "start" space. Then they are placed in the "hot" zone and each player's must be contiguous (orthogonally or diagonally) to each other. Continue until each player has 6 markers in the "hot" zone. Then each player "programs" his next six moves by turning the six dials to the desired symbols. The player to the left of the player who went first at the start of the game, now goes first. (In subsequent periods the first move rotates to the left.) Players place their markers anywhere on the board (see later for rules concerning the "tally zone") on a space with the symbol corresponding to the window of the programmer (the markers are placed on the programmer at the start of the period) and need not be contiguous.  


Markers can be placed in the "tally" zone opposite to the player's start space and only when there is an unbroken chain from the start space to the space in the "tally zone". // (cont. on 2/15)
Markers can be placed in the "tally" zone opposite to the player's start space and only when there is an unbroken chain from the start space to the space in the "tally zone". // (cont. on 2/15)