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Table of Contents BY SID SACKSON A Stock Market Game ‘The Great Races Nov/Dec 1977 Jan/Feb 1978 Eleusis Oil Strike! Mayljune 1978 Maylune 1978 Spy X and O July/Aug 1978 Mar/Apr 1979 Closing In Last Ditch Nov/Dec 1979 May/June 1980 Weht Vols Odd & Even Mar/Apr 1982 October 1982 Loop-the-Loops Score Five November 1982 January 1983 Breakaway Open Whist July 1983 March 1985 Triad Think Twice March 1986 May 1986 Score Up Mini Golf Apr/May 1987 June/July 1987 Cross Currents Max-I-Nim AuglSep 1989 August 1992 ‘Tromino.Go Pennywise June 1994 October 1995 String of Pearls Wiretap February 1996 October 1996 Counter Attacks Gotcha! April 1997 August 1997 | A Stock Marl | ket Game by sid sackson E Fi i i Ha | 0 Ho 20 | otal each ko 3 f Py Fy ry 5 6 | 6 ‘A paper and pencil game for 2,3, or 4 players Object: To make the most money by in- vesting in stocks. Soc companies ae rep- fesented, and players ty 10 raise the ‘market price of stocks they own, and 10 lower the market price of the oppo- eis’ stocks. Equipment: One game sheet ike the Wo shown at lef, two dice, pencil for each player. 2 Preliminaries: Starting market prices for the six companies are determined by ary player throwing the dice sk mes, once for ‘each company. The ‘otal for each Company is entered 10 the right of the ‘Company name: in the column headed 4 it are playing: 3,3 are paying; 2,2 are paying Each player throws the dice, and high total plays first, Play then rolaies tothe lett Each player takes possession of @ Capital/stook area by wring his name in fone of the incioated spaces. Play: 4. Ini tum a player throws the dice. He ‘chooses the company represented by one ie and changes ts market price Dy the umber on the other Ge I the total ofthe ‘wodieeisodd, tne market price can only {90 up. Ihe dice foal seven the market Price can go eer up oF down. (For ex: ample: a player throws @ 2, 5. He must fener raise the market price of "Sig Sky Mining’ 5 points, oF raise the market price of "Energy Corp." 2 poms. With throw of 8, 3.2 player must ether raise oF lower the ‘marke! price of "Creative Games" by $ pois) The new market Price is entered in the next space tothe Fight. A player may not lower a market roe i this would putt betow 1 2. Aer changing @ market price. the player can, bul does not have fo, Buy Up fo tives shares of stack in one 0! he Wo ‘companies thvown-—regardess of which market price he changed. I the player ‘chooses to buy the company changed, he pays for the stock at the lower cf the two. Market prices, Enough capital squares (in denominations of 5, 10, or 20) are crossed of 1 cover the cost, oF fas cose above it as possibe, The shares purchases are noted inthe payers stock fare to he right ol he proper number A player cannot own more than fen shares Ing company. ta player uses all of his ‘apial, he can no longer buy slack ‘3 When there are no furiher spaces to the right, @ company's market pice can rot change. When one de town by & layer represents 2 company” whose market price cannot change, the market Price ofthe company represented by the ‘ther die must be changed. When both ‘ice town by a player represent com- panies whose market prices. cannot hange, ihe game ends inmedtatly. Winning: The values of each player's ‘stock, Based on the market prices atthe fend ot he game, are entered inthe cob {Umns at the ight of each stock area. Any ‘Unspent captal s entered ai the botlom. The player win the highest total is the ovense/Decante 1877 GAMES ii : ‘The Great “Races by Sid Sackson’ TRACK RACE # PLAYERS RACE # TRACK. ‘A paper-and-pencil game for 2, 3, of 4 players. Object: To score the most points by wi ring-or by placing second—in a3 many Of the eleven races as possible. Each player enters the various races accoraing fo the throw of the dice, and tien a vances toward each singh line by re Throwing the number ofthat race Equipment: One game sheet (see lus: tation), tour dice, pencil for each payer. R Preliminaries: Each slayer throws tho dice and ine one wih the highest ta) plays first. This player puts his irals at {he top ofthe fst column inthe seating area marked "Players." The next player (the person siting Yo the let of the frst player places ris inials atthe tp ofthe Second column. And so on. In each race fentered, a player wil use ihe Wack that Corresponds to his scoring column— that 's the fist player wil use the uppermost rack in each race, the secon player wil Use the tack ust Gelow that. and so on Pay: & player trrows the four aice when it isis turn. The player then divides them into two pais in any manner he chooses For each pair of doe, the player marks of one space on his rack inthe race cor responding to the total of the two dice For example: 2 player throws 2-35-5 The player can mark off one space in race § (2+9) and one in race 11(5-+6), {or one space in ace 7 (28) and one in race 9 (0-46), or vo spaces in race 3 (246 and’34'5). As races are finshed, ayers may find that ey are unable 10 tise one or even both of the doe tolls ‘Seoring: The player marking of he ast space in a race has won tht race. The winner of @ race records the poins for test place (higher number in te crosses Mags at the end of the race) in is scoring ‘column, f one or more of the other play fers has passed the double verical ine {which occurs in aitlerent postions inthe various races), the one who is the fa ‘hes advanced scores the points for sec ‘ond pace (lesser number nthe crossed flags). I case of ae, the player— among those tying—in the lowest track (that's, the player who stared later) wins the points. it no player has passed the double line at he me a race is won, there is no score for second place in that Winning: When all eleven races have been complete, the player withthe high est score isthe winner. In case of abe, the player—among those ying-—whose soorng column is farthest t0 the ight {wha played later athe start ofthe game) ‘she winner 38 here are a great many games that call for- deductive reason. ing—where players are given clues and, in accordance with « set of rules, put them together to arrive at a preset solution. Among current best sll ers, Master Mind is'a prime example. There are, on the contrary, very Tew ssames based on inductive. reasoning — ‘where players “conduct experiments" in an elfort to. discover rules. And if it ‘for Bob Abbott, the inventor of there probably would be none. Martin Gardner introduced Hleusis to his Scientific American readers in June of 1956. Tt stimulated great interest in the scientife and educational communi tie, and that interest has never died out Eleusis, named for the ancient Greek leusinian Mysteries, was conceived in 1956 while Bob was in college. The basic iden is brilliantly simple. One player— ‘originally called the dealer, but later ele- vated to “Nature” or, among some play €15, "God"—devises a secret rule. that species whether or not a particular card fan be added to 2 line of face-up cards Each of the other players in turn ofers« card from his hand. If the card is in fgreement with the rue, the dealer adds it tothe line; if not, the player leaves it face up before him as a “mistake” card By studying the pattern of cards accept cd, and those rejected, players attempt to determine the secret rile. This can be & slow process of tral and error, or cat come in a sudden fash of intuition My wife and T met Bob in 1969 and found it quite fitting that he had created 4 game in which players make up the ‘own rules. In his personal life he insists fon the same privilege. At that time he famed his living as a typist, working by the hour, and only enough Rours for the bare necessities. The remaining time he devoted to worthwhite pursuits—primar. ‘iy games. His ati was also unique. On winter visits he would peel of layer after layer of assorted clothing including a see- ond pair of pants, but a knitted cap re- mained on his head the entire evening His apartment in Manhattan's East Vil lage had anostalgi charm, withthe bath tub in the kitchen and community toilet Off the outside hallway. Now Bob as found a successful career as a computer programmer and has moved to. posher Surroundings. But he sil plays according to his own rules, Back in 1963 and the years folowing I had the pleasure of playing Eleusis 1 doz- fen or more times. But there were two flaws inthe game that bothered allo us One was the diliculty of remembering ‘when a particular “mistake” card had tren played. The other was the situation Where a player might have a ood idea of the dealer's rule but when bis turn came, Ina no cards in his hand that were play: able under the rule. ‘Actually the first ofthese problems had already been solved. In December of Eleusi The Game With the Secret Rule by Sid Sackson 1962 Martin D. Kruskal, 2 mathematical physicist at Princeton University, pub- lished a variation of Bleuss called Delphi. In his variation he came up with the con: cept of @ “mainline” and “sidelines” (hich will be explained shorty), Solving the second problem proved to bbe much more difficult. I was in on some of Bob's earlier experiments, though as the years moved along the pressure of other work caused me to lose touch. Tt was therefore a pleasant surprise to find Bob's. booklet on the “New’ Eleusis” in my mail one morning last September, closely followed by Martin Gardner's ac: ‘count of it in the October Scientific American, So here, with one nonessential and op: tional exception to be noted at the end, are the latest rules for playing Bleusis, ‘Number of players: From three to eight can play. In each round, one player is the dealer, who devises the secret rule. Usui ally this honor goes to a volunteer who thinks he has an interesting one. But no player can be dealer twice during a game. If time permits, a full game con- sists of each player being dealer for one round; but when some players don't get the opportunity, there are provisions for scoring an abbreviated game. When play ing for blood, players draw cards for the coder in which they become dealer. ‘The cards: Generally two 52-card decks shuifled together are sufficient. But keep 1 third deck on hand to use if you get down to four cards or less. Once the third deck is shuffled in, don’t bother removing, it Since the layout can become quite ex tensive, miniature cards are a good idea. Lacking these, you will probably have to place the layout on the floor. Object: Basically the idea isto get rid of ‘your cards as quickly as possible by play ing them to a layout in accordance with the secret rule. The closer you get to de- termining the rule, the betier you will be able to play, but discovering the rule is not in itself the objective. The seeret rule: The desler devises a rule stating when a card can be correctly added to the mainline (see sample lay: out), and when its incorrect and must be placed in a sideline. Following are a few examples of secret rules. (The term “last card” refers to the most recently played card in the mainline, or to the “starter card before any cards have been accept ‘ed. When a numerical value is involved, ‘an ace is usually 1, jack is 11, queen is 12, and king is 13.) ‘IF the last card is black, play a7 or high: cr. IF the last card is red, play a 6 or low: er.” (This is the rule in the example.) “IF the last card is a spade, play a dix mond; ifa diamond, play a club; ia elub, play a heart; if heart, play a spade.” “IF the sum of the last two cards is even, play a red card. Ifthe sum of the last two cards is odd, play a black card. Any card can be played on the starter card.” ‘The secret rule should depend only ‘upon the cards in the mainline. In no case can it involve external features, such as the player's sex, the hand he uses, his Position in the rotation, etc. (dn order to end up with a good score, « dealer should try for a rule that some players will get quickly while others have Aificulties. But the dealer should be care ful not to underestimate the difficulty of his rule. Somehow it always looks easier from his point of view:) The dealer writes the rule on a sheet of paper, to refer to if necessary as the game progresses, and to document his decisions ‘when the round is finished. Before play begins, the dealer may, if he wishes, give sthint concerning the rule. This could be something like "Suits are not involved, “The rule involves the last two cards in the mainline,” ete. Once play begins the dealer may not give any help, The deal: The dealer deals fourteen cards to each of the other players and none to himself. He then turns a starter card face up. To determine the first play cr, the dealer starts counting to his left and continues (excluding himself) until Ihe reaches the number on the starter card. Play rotates to the left Ifthe dealer turns a starter card that is not acceptable under his secret rule, he shullles it into the deck and turns up an- other. The first player, however, is deter- ‘mined by the original starter curd, ‘The play: In his turn, « player must play ‘one card, play a string of cards, or declare that he has no play. ng. one eard: The player takes the card from his hand and shows it to the dealer. If the card is correct, itis placed to the right of the last card in the main line. IF itis incorrect, itis placed below the last card played—either starting or continuing a sideline. When a player is incorrect, the desler gives him two cards from the deck to add to his hand. A cor rect play reduces the hand by one card; an incorrect play increases it by one. (in the sample layout, the frst player tries to play the 8 and is incorreet. He is dealt two cards. The second player tries the 45 and is correct. The play of the 99 by the next player is also correct, but the next three tuns—QJ, O7, and @8—fal to meet the rule, and are placed one be- low the other in a sideline) Playing a string of eards: A player who thinks he has discovered the rale:may at- tempt to play a string of two, three, or Meyiune 99 Gites four cards. These are shown to the dealer ‘overlapped slightly so that their order is indicated. If each individual card would be correct if played by itself correct and is added to the mainline with no overlapping. (In the sample layout the last four cards were correctly played as a string) If ne or more cards in the are incorrect, the entire string is placed in maintaining the ‘overlapping to indicate for future refer fence that they were played as a string The dealer does not state which cards are wrong. When a player plays an incorrect tring, gives him twice many cards from the deck as there were In the mple layont, a player mista enly surmises that the secret rule cals Fo Suits to be played in the order heart spade, diamond, club, heart, ete—the second rule in the examples given on the previous page—and plays a string of three cards. Since the J is wrong un der the rule actually used, the string is placed in a sideline and the player re Cceives six cards from the dealer. Declaring no play: When a player fee. that he knows the rule but has no card in his hand that he can play correctly, he is permitted to declare “No play.” He expe Ses his hand for the dealer to check. If he indeed has no correct card, the dealer takes his hand, counts the’ cards, and places them at the bottom of the deck GAMES My/ne 1078 Sea He then deals the player a hand of four fewer cards than he originally held. If his original holdings were four or fewer than four, the round is ended TF the de ler finds one or more correct -ards, he chooses any one of these and places it on the mainline. The player Picks up the rest of the hand and is dealt fanother five cards as a penalty Expulsion: After thirty cards have been played to the layout—either to the main: Tine or the sidelines—a player who plays an incorrect card, plays an incorrect string, or mistakenly declares no play is expelled for the remainder of the round He is given the penalty cards for his in correct play and keeps his hand to be seored at the end of the round. To keep track of the number of played, itis useful to place « marker of kind on every tenth card. (In the Sample layout such markers would be placed on the #4 and the 43. If all except one player have been ex pelled, that player continues until either he plays out all his cards or he himself make Scoring: A round ends when one player gets rid ofall his cards, or when all the Players have been expelled. At this time each player counts his remaining and the score is determined as follows: Each player scores the difference be tween the number of his cards and those held by the player with the most cards. If 1 player has no cards left, he receives an additional bonus of four points. The deal: tr scores the same as the highest scoring player. (AS an example, at the end of @ ound four players hold the following hhumbers of cards: 17, 17, 5, and 0. Each rds scores zero, the Player with 5 cards scores twelve, and the player with 0 cards scores seventeen points plus four points bonus, for total of twenty-one points, And the dealer also scores twenty-one points If game is ended before all players have had a chance to be the dealer, each player who has not been the dealer adds ten points to his score as compensation. So now you know everything about Bleusis, except how to become a Prophet. After you have played awhile you will un doubtedly find yourself discovering the secret rule before the other mortals. To Tord it over them, you ean declare your self a Prophet. Ifyou are right, your score goes way up if you are wrong you will be overthrown and sullr the consequences, To find out how it all works—and itis @ little complicated—send $1.00 for a book: let with the complete rules for “The New Eleusis” to Robert Abbott, Box 1175, GPO, New York, NY 10001 player with Oil Strike! by Sid Sackson AA paper and pencil game for 2, 3, or 4 play- ess. Object: To strike the most ol. Sections con- taining trom two to four ariling sites are leased and then the sites are driled—result- ing in a strike or a dry hole. Sites next to pro- ducing wells have a betier chance of striking oil Equipment: One gamesheet, wo dice, pencil {or each player. Preliminaries: Each player throws the dice and high total plays first. The first player ‘chooses a section with two sites and claims it by writing his initials init. The piayer to the left then chooses a section with either two or three sites. If3 or 4 are playing, each chooses ‘any remaining section he wishes, Play: 1. In his turn, a player picks one of his sites ‘and throws the dice. Ifthe ota is 7 or lower, it is a dry hole—marked with @ cross. Ifthe total is 8 or higher, itis an oil strike—marked by blackening in the circle, A second site is drilled in the same manner. Each player, after his turn at driling, chooses any remaining section, until all sections have been claimed. When no sections remain to be claimed, @ turn consists only of driling. a player runs ‘Out of sites to dril, the other players continue with their sites. 2. When a site is driled that is adjacent—in- ‘cluding diagonally—to one or more producing wells (regardless of who owns them), the number of adjacent wells is added to the dice throw and a total of 8 or higher results in an oil sitke. 3, When driling @ site, a player may try for “extra production” by announcing ether “double well” or “quadruple well” before throwing the dice. For a double well the dice throw plus the number of adjacent producing wells must reach a total of 70 or higher. Ifthe total is 9 or lower, itis a dry hole.) For a quad: tuple well the total must be 12 or higher. Dou bie or quadruple wel are marked by black ening in the circle. They add a count of oniy fone to adjacent sites dried in the future ‘Scoring: Each player places his intials in one fof the comer spaces. Each time @ player strikes oi), he marks off one of the scoring wells in his area. For a double well ne marks Off two wells, For a quadruple well he marks off four wells. If player strikes ol in all of the sites of @ Section (regardless of he number of sites in the section) he marks off two addition al scoring wells as @ bonus Winning: When 2 play. @ player wins by marking off 35 scoring wells. When 3 play, 25 wells, When 4 play, 20 wells. fall the sites tiles without any player reaching the re ‘quired total, the player witn the most wells marked is the winner TW || WW WY Wy CI WW ovWW_WVWW_ WWW II WWW WO AAA AMAA, ANAM |] AMAA AAAAA AKAMA CI WW BA Wa Wi Ww CI WWW DAMA AAA AMAA -—) AANA AMV AAA ANNAN AAMAA AANA AAAAA AAAAA |) AKAMA ANA AMMA ANAAA CI WA WW WW Vy WAVY «AA, AR RM b 7 AAAM AMAA AAA Spy by Sid Sackson ‘A paper and pencil game for 2 players. Equipment: One gamesheet (reproduced on graph paper), consisting of an upper and a lower fed, and penal for each player. Object: To be the frst to deduce the opponent's secret network of ines by systematically “spying” on the opponent's upper feld Preliminaries: Make two copies of the gamesheet on areph pape, and give one copy 0 each lye. in the upper field of his gamesheet, each player lays Lia esate abel Sg id ores aoe Illustration 1 Mustration 2 IMustration 3 Consisting of six lines—each of @ diferent length, ‘anging from one to six grid unit lengths, inclusive. ‘Te lines must be drawn either horizontally or ver upped teeta cally, must be connected together (in any order), land must turn at right angles at each connection AACE ONE sere iia eK 3 Point. The lines may not touch each other except | Where one ends and another stars. llustraions 11 and 2 show networks that have been laid out cor- rectly, ilustration 3 shows an incorrectly drawn net work Play: 1. One player spies by asking the opponent about the contens of @ space in the opponent's ld (such a8 1A, 28, eto). there isa line—or two connecting | lines—in. that ‘space, the opponent announces hot” if there is no line in that space bul itis adja- ‘cent to @ Space containing & line, the opponent an- ounces “warm.” Squares which touch diagonally 4re Not considered adjacent for this purpose. in all ! ‘ther cases, the opponent announces “cold.” The ‘opponent then asks about the contents of @ space land the fest player replies, thereby completing @ i round, 2. Each player uses the lower field on his game. ! sheet fr keeping track ofthe information he obiains OY OH rao | by spying. 3, Inany round a player may, instead of spying on a 5 4||3 Sa aaa ee single space, spy on from two to five connected. spaces belonging to a single horizontal or vertical row. Whenever a player makes use of multiple spy- ing, he must cross out below his upper field a Lower Field square containing a number equal to the number of { squares spied upon that turn. A player whose six (Ave BMGeeD marae ome Gehy fh. lake 1b numbered squares have all been crossed out may t ro longer use multiple spying, and the opponent should keep track of his by using the squares under his own lower fel. Winning: At the end of any round either or both ; players may try to reconstruct their opponent's net work. A correct reconstruction counts as a single victory forthe player. An incorect reconstuston Counts as a double viciory forte opponent. (Thus i ‘spossibe fors tie o occur or for one playe 1 win ‘asmuch asa tiple victory) A player who has made fan incorect secret conetrucion oF ven the OPPO i nen incorect information automaticaly loses Note: i the horizontal two-uni Ine in llusraton 1 ‘rere moved one pric unt othe right and connectec vnth he fourunt ine ratner than tre one-unt ne j identical information would be oblaines from Spy } ing. In such a case, ether reconsiuction would Be considered correct, Variation: Aovanced players may agree to use tore ines. Even the adiiton of an extra one-unt Ine preety increases the strategic complex! eres etree 5| |4| [3] }a] fel J2 \ ‘Geom 1876, Gam of Games, eyo anron 40 aynguet tore GAMES XandO by Sid Sackson ‘A paper and pencil game for two players. Equipment: A pencil for each player, one gamesheet. (The ‘gamesheet provides grids for a round of two games and an area for recording scores.) Object: To achieve the highest score through the strategic se- lection of game squares. Play: One player is chosen (in any convenient manner) to play °X"; the other plays "0." Player "'X" begins Game # 1. For his first turn, "X” blackens in any square he wishes. Player "0 then blackens in @ square ‘of his choice. Each player similarly biackens in a single square Con his second turn. (At the end of their second turns, the play- crs will have filed in a total of four squares.) Players then alternate placing Xs and Os in any emply squares they choose—one square per turn—unti all of the ‘squares fave been taken. Each player on his last turn, may if he wishes, blacken in a square instead of claiming it with his symbol Seoring: Players win or lose points depending on the horizon- tal, vertical, or diagonal rows formed by their adjacent sym- bols. The scoring is as follows: For two adjacent squares in a row, score 1 point. For three squares, lose 5 points. For four squares, score 10 points. For five squares, lose 15 points. For six squares, score 25 points. ‘The example shows @ completed game marked for scoring. Inthe sample game, "x" would score 25 points for a row of six squares, 10 points Yor a row of four, and 7 points for seven rows of two. He loses 5 points for a row of three, and ends up with a net score of 37 points. Player "O” scores 30 points for, three rows of four squares, and 10 points for ten rows of two. He loses 10 points for two rows of three, and ends up with 30 points, Incidentally, "O" chose to blacken in a square (the one with diferent shading) on his last turn Exampk ra x Completing the round: For Game #2, the same four squares blackened in atthe beginning of the first game—but not those, if any, blackened in at the end—are filed in on the grid. The. second game is then played, with “‘O" making the frst piay. Winning: The player who has the higher total score after both ‘games is the winner. Game #1 Game #2 0 Closing In A Strategy Game for Two (with warm-up problems for one) by Sid Sackson Equipment A sixby-six gameboard grid: a pencil for each player. Object To make the last move. Rules of play 1. Player A (chosen in any civilized manner) puts his initial in, any square on the gameboard. Player 8 then initials a square of his choosing, 2, Piayer A now moves one or more squares in an unobstruct fd straight line trom his last play—horizontally, vertically, or iagonally (the Queen's move in chess). He blacks in the square he exited, and iniials the new one. Player 8 does the same. In moving, a player may neither pass through, nor land (on, @ square already infialed or blacked in by either player. 3, Players continue fo alternate turns as the board is filed and ittbecomes increasingly difficult to move. Example The illustrations below show the first four moves of a game between A and 8, with A playing first. (The numbers folowing the letters show the order of play.) In figure 4, A's next move must be fo one of the spaces marked with an ™ At a Ba A) figure t gure 2 |x| x[x x bali ‘igure 3 figure 4 Winning Each player tries to close off his opponent, while leaving him: self a5 much room as possible to maneuver in the endgame. ‘The winner isthe last player able to move Pre-game Warm-up While you are waiting for ah opponent to materialize, and to get 2 jump on him when he does, plot your strategy in he sample ‘game problems in the next column. In each case, player A is to rove and win ‘Answer Crewe, page 108 IT'S YOUR MOVE Problem 1—Lett or Right? You have blocked your opponent, B, into the lower left comer of the gameboard (square 2u). From your position at A10 (square 4x), you have the choice of moving up and to the right (isolating yourself from B), or moving down and tothe left (join ing B in the corner for a duel). One way will win for you. way, and what's the move? uvwxyz 6 5 A 5 Pa a7 As AO RRA 3 ae ary, 20 Fae 1 ae Problem 2—Wise Guy ‘Your opponent, B (a wise guy), has copied all of your moves— symmetrically by rotation. How can you play from A9 (square 3u) to force a win? uvwxy z “se | g 5| Ey | Eo Wes sfacky El | Ea a4 a7 58 As Problem 3—Championship Play From AB (square 22), your next move must lie along the diago: ral 3y-6v—that much is clear. But which square? Only one wil lead to a win. uvwx yz ES A Ag an ona o = ANGWe, 10 Melious Pages Puzzle ‘The First Double-Crostle Ever (Page 42) “Tne Price i igh (Page 29) 38 Nan ‘Computing Your Score Compare me actual 1929. made by each ofthe oer irae conestans. The roseneeny eee eae Ceetee sani {ante Gothed tough turner lyr wi ron oot ‘roves beter you. Naes rahe at moves eA Simply Incredible! vr 47200 Rann FosPONS! oun Sumas eve ROSS the LE GAME an ice-breaker, friend-moker, minc-shaker, taker-of-the-caker, for ;wosomes, party-playoffs, and solitary pondering. FUN for everyone from that famous psychologist who teaches people to think: Eoword de Bono. ‘An L-game makes c compact take-long for commuter, back-packer, word-traveler, an ideal entertainer for the convalescent. a choice Secessory to beauty home or office, and a great gitt of wit and flairfor any accasion. By JABO. Dea ues tame < é State & Zip ©1979, JABO, Ine., 1126CliftonRd.,N.E. All ENCLOSED B MY CHECK OR MONEY CRDER AN THE AVIOUNTOF ‘Alto evatiabie al your local game, toy & depariment stores. Ai Pease add $200 por order for shipping ond handling Send me —_—L-games. $800 each or 3 tor $20.0. ‘Georgia resents add 2% sales tx sony no COD. ay are Nome = Steet OL f ET Last Ditch: by Sid Sackson [ How to Play ] Number of Players: Two. Equipment: Two pencils (representing “shovels your opponent. A pattern of crossing lines ("the ditches ‘sheet of paper. for you and ona Object: Be the last player to fill a ditch, Rules: 1. Prepare the playing “field” by drawing a closed pattern of intersecting lines in any shape you wish. Each line repre- sents a diich. (The example below shows a field composed of eight ditches.) 2. Your opponent (if you drew the ditches) has first move, ‘and fils any ditch for is entire length. ’2. You move next and fil any ditch of your choice—also for its full length, unless you meet a ditch already filed, in which Cease you must stop at the point of junction. (In the example below, which shows the first seven turns of a game, ditches 3, 5, and C are filed tothe points at which they meet ditches 2, 2, ‘and 3 respectively.) “4. Play proceeds in this fashion and continues to alternate between you and your opponent. Winning: Whoever fils the last ditch wins the game. Example: Exactly seven moves remain in the field below, no matter what the order in which the ditches are filed. (Note: Between them, ditches a and b consume three turns, because filing one of them breaks the other into two parts.) AStrategy Game «:: { Warmup Puzzles 4. Ground Tacties. Test your strategy. i's your turnin this ‘game, and you have a choice of five ditches to fil-one of the three crossing in the middle, or one of the two on thevlower edge. How should you play? 2, At the Root of the Problem. I's your turn agai and the {game looks rather difficult to analyze, Look closer: The options an be quickly narrowed down. What is your winning play? 3. Trench Warfare. Your, opponent has just drawn this pat- tem of ditches and we're not serious that there's one winning play, are we? Wall, yes, we are. Filing which lich guarantees ‘you a win? ANSWER to Previous PAGE'S Por2LE *@ Last oiten 1, Ground Tas Fl te stn now ed ant of plays wera ieon ors yor (Gabe our spsenon hte oa son 8 Sacre Yu cine 2, At the Root ofthe Problem. Fane den shown i aren th egy Wa Sh omar Tho ast ay of cous, yous 3. Trench Wartare. This ety te easiest purse ‘tte ree Fn Gch nat ne arose te, ‘Swang 'e plying ld Ino wo sauvale! pars Then ro mater wha ich Your apparent hs on one ‘50. you The one syrmatreaty stud onthe ‘he Side your opponent. for example, plays at ‘ne ofthe Sacteted tines marked "you shoud lay the oer Th nt rn wt yours When you setup a playing Fel, be caro al You ont tm happen ou) @ Assembly Line Blues The glove toms ae a8 flows 4 Sond, ou, an 5 ta & Bm 1 Second and eve A ‘Secon, ira. and seth 12 Skm 15. Nene 1 Td ana iy 18, Second ad ait 16 Foun Score 1 point or each doect you spewed, a sus gl gt a Get ton you ot ws Pertormance Ratings: 25" Employee of tho Moreh aware 21-24 conve bonds e seneded {S17 Frat warming rom management THC: Ralph Nao mentgatng compas 7-10: No mae i lunes at Hays 18: Congretuatons, youve been rplace by 3 31 Flavors 10. Vorusstyeap 12 Welvenne © cryptic Warmup Puzzle ‘Across Men Reversal. ue (a bar) ee. (80 make merry’) apelod Dacha The words rahen ferrets te eves 4 lo. Anagram duo. The word ora anagram reso mas or eh 5 aCe che. isd ("he byt 0 ght brow) make an (gn). own Fras Homophone ch. east Cat whieh Smallest) sour ho same as cr ("eed") ‘he homophone is nceatd by the Words We 2 att. Charade cue st (servant) 6 he Sera er gna ps (ave sors 3 rer Concenled ward cue. warn (abr) is oncoaled ngayon Te concent is ‘aoa by he weds “avaate @cryptic Crossword ‘across 1 Tbe fab) 3 Ego booster (bores, 9. 0) ‘nate an "+ ate) ‘amor vs Kramer(omerk + + remark) ‘Seat ere DEST) 16 rater Ot + ter +") 19 Epes (hs 3p) 20 Astooo {a5 + poe) 22 Aircondiorar (cocina 0 26 Manor (rin + ca) 2r Aswan at soe) 28 Soak te! anes fo) 23 he (an) 1 Timkeeper (Peter he me) 2 Burma aim. ub: ference to Burma Shave) 4 Groove go over 5 Back te (lack +. Tha 6 Oula out) 7 Toa degree (ood + e9. + veel — 9 8 fee ter 9 Screws up two mesngs) 13 Gompanson come e+ Pars + 0) 15 Dahance (3 tance) 17 Masies at ster) 18 end ished) 21 Brave + a) 23 Grek (wo meanings) 24 Norse e's) 25 Xmas (Samm +) @ Double Cross A ono N. umaanon @ Hooos © INVOLUNTARY © AADOS > nancsioM © INCONSISTENT. APaROOITE © snoMansM = OKGNFED. F Hosea S. ANALGAMATE & Grpommunsne 1 YUGOSLAVIA M. BLawevess: U, SENSATIONAL 1 Stoxr V, WHOLESOME 4, OFFENING W. OGcUPATON Noronery x RODEO. APPEARANCE —Y._ KINGFISHER ‘ADatas physician has ab, tase rangement ot lmaaton grocery nis wari oom Ory om cose IRepecion does an aur patent cove nat Pe iste ohge silies son ny. oon sma. net Gis Hobson, Alin a Oay's Work (hom Feaae’s Dest 6 Wtht Vwis«* by Sid Sackson Each group of consonants below repre- sents a common word without its vowels. In fact, each set of consonants corre: ‘sponds to several such words. Your goal isto find the longest one for each cluster. ‘Add the vowels A, €, |, 0, ¥, and y (the letter ¥ always counts as a vowel in this {game) wherever and as often as you like fo form the longest possible words. In forming @ word, the order of the conso- rants may not’ be changed, nor may other consonants be added. Proper names, hyphenated words, and foreign Words are not allowed. Scote 1 point per letter for each of your 15 answers (no score for any combination for which you 4. STRT___————— 2. PRDC. 3. PRN a VET (S| PCS oe ¢ BTS___ cannot find a valid word) ‘Example: Given the consonants Gt, the answer GAL would score 4 points ‘and GAVEL would score 5, but EAGERLY would have the highest score with 7 points. The answer GLARE would not Count, because it changes the order of ‘the consonants, nor would GALL, be- ‘cause it has an extra. Par Score: 80. Expert's Score: 110 Our list of words, with @ total score of 125 points, appears on page 68. if you would like to play “Wht Vs” with your friends, you'll find full rules for ‘competition at right King Kong Chess Fat (e's pexi move was Bp$-d8 mate Note Pat ‘White would have played RoT-d8 mate ® Cryptoquips 1 ont want 10 achieve enmorialtythovah iy work wana acheve rough nol dying. Woody busness carnal, and need not attend to speting {Napoleon Bonspare) 5. You know youve reachad mide age when your ‘weighting conesis merely of standing up. (Bob 4. The answer to is cipher wal appear inte July! oust sue Aon Foo” Joke ‘i ‘man 1 noe his house. (260 Zsa Gabor) 6."The best made are not ih government. # any ‘were, business would fire them away. (Ronald Rea an) 7 ere ght sever and Frazier don't answer te bel 'm gorda pimp over the ropes and I'm gone. ‘whip Howard Cosel (Muhammaa A @Erin Go Bragh x coup e 6 Kitemse 18 © Cegens 20. Supervisor 10. Deter 21. Gorgeous 1S Beer 22 Machen 12 Postman 2 Capote 26 soy 66 Animal instincts 1 Unping end ne Hing 2 Bue 5 thm and Hee 6. Pet of he Apes, Beneath Pe Planet of te does Escape tom the Panetof he Spee Con (Ques ofthe Pane! of ne Apes, Bate for re Pret Stine Aes 8 The Green Montene nickname or Fenway Pate ier ot een 18 “thee Bin Mee’ Ta 'S tor nesting) 8 4 frog, teapo) & Slonsh eye & 2g en 1 Bugueue P Mt 48 Cenc nak ma, Pal horse Ferpy head oa woman, wins an clews of & Minotaur: boay ofa man, nea ofa bul 16 Tote ng of te pyramid en one doar bt Wa. 3 (Day. Dogwood) D4 fur Ba, Wor Pet & 5 (ripper Sang and Bus ks) 4. 6 fred, Try Sets) 2 Tramp, te Cougs famiy) £4 Caen, Ty 16, Feta iy Pend eka), Goose Bar Ranch 18, Mom he Ca 20, "Boar cave” in CB tak means poe saton 21,1813 Mocking Lane, 22. The Lon Steps Tonight “in Noting But Hound Dog “Tie Me Kangaroo Dow © “crocadie Rock ©. “Am The Was A. “Pu e Wage Dragor “Bra Bog 23 Frenen poe, Bue 28 Youre Sam 25 Winn te Boon, Chestophe: Robin 25 Tige ns ene win Susie 22 Tea Gamouse 22 hilana Falcons, Galimore Cott; Chicago eat. Denver Broncos: Mam: Oops Oa one, oe angeles Rams, Pruadee Eagles St {ue Caranaie: Sette Seanawns 5 Paty cane se te! Gore rnin New York Gay's Con Park 200 reo creat fr Renee Kien collage (rom let © Tigh) Poneto ne Apes, Cur Pctures, Ie Hm wage Wor Tee Gtnnous, The Cheken Ine Yoserte Sam ana Suge Sunny. Ware! Broo, in. Fipger Setimane Artie. LBs toe bespes, UPI Lars, UB. Zune Brow” anc ‘ge Broun Shoe Company. camel Rs) Fayre CEmgany My Tree Sone. Viacom sera! tre Mame te Cat Str rit Foose, le. ME Fimwaye Ine Fake Advertisement The Fake Aavertement announces ine Ta De of Contre wa fre Maly Ptene" Mi Score Five «x : by Sid Sackson A New Pencil-and-Poper Strategy Game for Two Players ‘Al you need to play are a sheet of pa- per, two pencils. and atleast one player | Puzzle set Your opponent leads by a 5-point margin, and the game is entering ‘who can add. The game is played ona | the home stretch, i's your move from the 4 in the dotted-cirle. The right se- 6X6 grid like the one at bottom right | quence of moves will win the game, but a wrong first choice will almost certainly (which you can use for your frst game). | lead to defeat. What's your move? Ancwer Drawer, page 68 Sher reading the rules Slow warm Up wth the puzzle at right fo get acquain: a withthe tategy. ‘The Setup One player randomly fils Inthe squares of f 66 gn withthe numbers 1 10 9, using each number four times, Eamed scores ae ald n two columns on one side of the ori and a runnin ttf kept on the oer Side, 28 explained below ‘The Play Determine the st payer by Iippig a‘oin ater the grid is setup Tne tt player chooses one of the four corner squares and circles ihe numver nf Tis number starts ther ning tot The cone payer chooses & Sauare next fo the cornet—horzontaly vertcaly 0: Gagonaly—angercies he number ini Ts number added fo the running total Each payer in turn ce. Gles an unused number nex to he last one circled. ieve Ye no unused num ber next toe last one ccled, he ply er may choose ary unused number In the and Scoring Each time a player orcles @ umber tat brings fhe rnning alo & multiple of ve (ending in either 5 oF 0), ning Game We've drawn the fd and filed inthe numbers fr you. All you he wiles tat lta in is scoring cot | péad'c'amt play's an opponent om New ne numbers for you Al yo Uin adaing each new score fo Ne pe- vious tol The game ends wen the Tunning tial (net a players score) | YOU| OPE Teaches or passes 170. (as a check the remaning unused numbers should bring ie foal 0 180) 319 7 [veut | Il [8] ae | 3 |e |2| He, ACACIA | 2 lols | | The first nine plays of a game are shown in the example above. There was no unused number next to the 9, 50 player A has chosen the circled 7. The ‘column to the right is the running total, with scoring folals circled. Winning The winser is the player with the highest score when the running total reaches or passes 170. 40. sunny 89 comes |Breakaway by Sid Sackson |" ‘ANew Strategy Game for Two Players Equipment Two contrasting sets of seven pieces each (pen- | nies and dimes work well) and the Board shown | object To separate all your pieces, so that no two are adjacent ‘Setup One player, chosen at random. places al 14 pieces ‘on the board, on any 14 ctterent spaces (erles). When the placement 's compete, the other player chooses which set he wil use and also whether fo pay fst or second Play Each payer in turn moves one of his pieces ina straight | Ine ee: hooray, wericaly. or dagealy, Paces may | only be moved onto vacant spaces, and may never jump | Sver other pieces, Pieces must move,a specific distance, which changes ev- ‘ery turn, On the frst move of the game, the frst player must move a piece one space only. The second player then moves a piece exactly two spaces. Next, the frst player moves a piece three spaces. Afer that, the second player moves a piece one space, then the frst player moves two spaces, the Second player three spaces, and s0 on (the cycle 1-2-3-1-2-3 is repeated indefinitely). A player must move ita legal move is available. if not, the | player loses his turn. A lost turn counts as part of the move- | ‘ment cycle; thus ita player cannol move when its his turn to move three spaces (as happens frequent), the nex! player ‘must then move @ piece just a single space. A player wins as, Soon a8 no two of his pieces are on adjacent spaces (con- nected by a line) 40 anys owes CARD GAMES by Sid Sackson Yrs natin so, but people id ‘manage to enjoy ite before bridge was invented. That's because there was whist, @ much simpler game to learn but nonetheless @ challenging {game of strategy for four players, Now there's Open Whist, a modern variation that two, three, of four players can enjoy. ‘The rules of standard whist, on which the rules of Open Whist are based, are very simple. Four players use a stan- dard 52-card deck. The dealer passes ut all the cards, one at a ime, stating with the player at his lett. The last cara is dealt face up to set the trump (the high suit) for the hand and then is picked up by the dealer withthe rest of his cards. The player at the dealer's left ‘opens by playing any card to the center of the table, Play continues in a clock- Wise direction. Each player must play @ Cardo the sut led; he cannot, he may play a trump or any other card. The four played cards constitute a trick. A trick is won by the highest card of the suit lec ‘except thal if a trump is played by one ‘or more players, the trick is won By the highest trump card. The player who wins a tick plays the first card of the ‘ext trick, which may be any card in his hand. Each two facing players are part ‘ners and count their ticks together ne point is earned for each trick over six won by a team. The game is won by the first team to earn seven points, which normally requires several hands, Aller each hand, the deal passes to the player on the let Open Whist originally devised Open Whist as a substitute for whist when only two or three players were available, but it works well even with four. In ali cases the rules of regular whist apply, withthe following changes: Four players Ater the cards are dealt, ach player turns his cards face up one ata time and places them on the table (without rearranging them) in columns of one, two, three, four, and three cards, with the cards in each column overlapping, as shown below. Cards should face the center ofthe table so all players can read them easily “The single card at the let of the deal- cer's hand sets the trump. The cards on the top of each column—that is, the Cones that are fully exposed—are the only cards that may be played. As usu: al, players must follow sul if possible. For example, South was the dealer in the hand shown, and the O7 at nis left establishes diamonds as trump. West has @ choice of fve cards to lead ( # A, #0, #3, 010, 04), and atter studying all four hands on the table chooses the 0. North must foliow suit wih ether flee wesT 52 warn 8s GAMES the @ 2 oF the @ J, and chooses the 2, saving the higher spade in case | i's needed later. East, who is West's Partner, has no exposed spades and ‘can play any of his five exposed cards, He picks the © 2, a trump card. South ‘who must follow the opening suit, plays the #K. his only exposed spade. Since diamonds are trump, East wins the trick. The four cards are put aside face down by East, as a record that he won the trick; these cards are no longer in pay | Easi now leads one of his exposed cards: 06, 2,43 (uncovered after he played the ©2 on the first trick), 410, or © J. He might want to lead the 3, since his pariner, West, has no ex- posed spades and can trump the trick with the ©10, | ‘Two players The players sit at right an. gles to each other. Four hands are Gealt. Each player sets up and plays two hands, the one in front of him and the one across the table as if he had a paariner. The single cara in front of the Boot of World Records. Entry tee 6 $8 Contact: US. National Video Game Team, P.O, Box 1868, Torrance, CA 90505, or 16) 473-2091 auLy DAY OF THE MONTH: JULY 1-31 ‘National An-Boredom Month" encou- ages people to vod boredom in ther lives. Some tps. avoid hype, avad repet ton, lear new sti, nave 2 wish ist, Be an ‘xpiorer, and don't use age as an excuse otto do something. The Boring Insitute is, Sponsoring a contest for The Most Boring Libeal News Event clipped from a local, dt ly newspaper The wianer wil recelve an tela! "Bonng Award Cerifcate”ane a apy af the Instua’s new bo0x, Boring ‘tuft How To Spot , How To Avad i En- tries must include a S-by-Sanen card with your name and adaress. Deadline is June Sendo: Contest The Boring Insitute, Box 40, Maplewood, NJ 07040 BACKGAMMON “Che is probaaly he ‘est way to describe this year's World Championship Backgammon Tournament

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