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[Two diagrams. One shows a 15 x 15 grid divided into 17 regions of various shadings and sizes. There is rotational symmetry built off of a 3 x 3 group of squares at the center of the board.    <br>
[Two diagrams. One shows a 15 x 15 grid divided into 17 regions of various shadings and sizes. There is rotational symmetry built off of a 3 x 3 group of squares at the center of the board.    <br>
The second diagram shows a hexagon divided equally into 6 regions. Starting at the top and moving clockwise the regions are are labeled 'Y, O, R, V, B, G'. Each region holds a different number of dots. (Y=1, O=2, R=3, V=4, B=5, G=6).]
The second diagram shows a hexagon divided equally into 6 regions. Starting at the top and moving clockwise the regions are are labeled 'Y, O, R, V, B, G'. Each region holds a different number of dots. (Y=1, O=2, R=3, V=4, B=5, G=6).]
No plays can be made in any of the  <br>
cross hatched spaces.  <br>
When 4 play each takes one area. The  <br>
10 x 1 space at the edge is used by  <br>
the player of the space next to it  <br>
to place the unusable balls. The dotted  <br>
spaces can be used by any player both to louse up the opponent  <br>
and also to get rid of unusable balls. Object is to fill as  <br>
much of your space as possible and have as few surplus balls as  <br>
possible. Balls must be placed so that orthogonally they are  <br>
next to either balls of the same color or one of the two adjacent on  <br>
the color wheel. This is true of any balls placed regardless of  <br>
which boundaries are involved.  <br>
Players in turn shake two dice of different colors. One  <br>
tells which color, from the wheel, balls to take and the other tells  <br>
how many. A player can stop playing whenever he wishes.  <br>
(cont. on 10/28)