Created page with "FRIDAY 30 JUNE 1967 <br> 181st day - 184 days to come ---- NYGA meeting at Arthur's. Wald & Claude there. <br> Claude showed <u>COPS AND ROBBERS</u> which is a game idea..."
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marble of a different color is the robber. This dropped  <br>
marble of a different color is the robber. This dropped  <br>
so that it lodges under the covered portion of the board.  <br>
so that it lodges under the covered portion of the board.  <br>
Each player has a set number of marbles. At the beginning  <br>
of a turn he says how many he will use and then  <br>
must use <s>only</s> exactly that amount. Object is to get  <br>
the robber marble together with one of your own in a  <br>
compartment at the bottom. The compartments only  <br>
hold two marbles each.  <br>
I showed : - <u>DRILL FOR OIL</u>. I liked it (I won handily) and  <br>
the others found it moderately good.  <br>
Wald, Claude and I played <u>VENTURE CAPITAL</u> (again I won)  <br>
they were very enthusiastic about it.  <br>
Told Wald and Arthur about my <u>INFINITE PLANE</u> and showed  <br>
them the equipment. Didn't play.  <br>
The Amberstones showed <u>THREE</u> and we played several  <br>
games. (I even beat Wald one game.) The rules are the  <br>
same as those in the large card file except that two  <br>
captures can be made on a turn, one with the first pc.  <br>
played, another with the second. Also the board did  <br>
not have the red dots. They have silk screened boards  <br>
for the game and offered me one. This did not have  <br>
legs and they can put legs on it if I wish. Will wait  <br>
for one with legs.  <br>
Arthur, Wald, and I played their <u>KNIGHTS AND VASSALS</u>. This  <br>
is similar to the game as played on 1/3 but to avoid  <br>
complications I'll give the complete rules here.  <br>
3 or 4 play. Four hands are dealt using the high deck  <br>
and each hand gets 8 cards. The hand opposite the  <br>
dealer is played as a dummy hand. Before pone leads, the    <br>
Ks & Vs in dummy's hand are faced up. The pone leads any  <br>
card he wishes, ^after which the entire dummy is faced up.  <br>
The next player must play a card in  <br>
the same hierarchy (House has no significance in the game)  <br>
unless he rebels by playing <s>the</s> a corresponding card in the original  <br>
<s>hierch</s> hierarchy. And the fourth player may rebel again.  <br>
Only the second player may institute a rebellion and if  <br>
he doesn't all players must play in the originally led  <br>
hierarchy, unless a player is out of that hierarchy in  <br>
which case he throws off a card which cannot possibly  <br>
win the trick. Once there is a rebellion, the new hierarchy  <br>
must be followed, unless there is a counter-rebellion.  <br>
The high card of the proper hierarchy wins  <br>
the trick. If two equal are played, the first wins.  <br>
In scoring every card counts 10 points. In addition  <br>
9cont. on 6/29)