The Waterbury Democrat., 1945-05-04

There are brown, green and black arrows all over the pages to show you what to do next. The whole thing is so simple and complete in it's explanations, the only thing lacking to make it real parcheesi board is a pair of dice to shake, or a spinner or wheel of fortune, to show how many spaces you advance or retreat on each move.
 Turn, for instance, to page 16, which shows parcheesi board pat tern titled in small letters, Pune tions of the Security Council" and then in bigger type, Peaceful Set clement of Disputes"
 It may be little difficult to ex- plain this to you without having the chart right before your eyes, but if you'll follow directions closely you'll get the general drift. Honest, this explanation is lot simpler than the diagram, which would only con- fuse you.
 Just take it as a game of par cheesi. Instead of having a tiddle- deWink, which you call a man" and move from one space to another on the diagram, just take a button and call it a dispute. The idea of the game is to take a dispute and play it through successive stages of settlement - moving it through spaces marked general assembly, regional security agency, secretariat, international course of justice and security council - till you reach home" which in this game is call ed peace
 Of course, not all disputes can be settled peacefully. In that case, the dispute leads to war. Go back and start over.
 Disputes, according to the direc- tions on page 16, start between two nations, which are indicated by two black squares on blue globe at the bottom of the board.
 Just as in parcheesi, you can put your dispute into play at several places. Shake the dice, or spin the wheel of fortune, and see what your first move will be in this game of peaceful settlement of disputes. ' The dispute may be started towards settlement from spaces marked "any state" regional security agency, , "secretariat," or general assem- bly, All this means is that any of these four can recogniz or call at- tntion to the existence of dispute
 Spin the wheel and see what you do next, If you don't have a war and have to go back and start all over, you move your dispute along any of four brown lines to a space marked "one.' This is temporary safety zone in an area marked "se- curity council"
 Move on to two" Your dispute Is still in the security council, but from here there are four possible plays. Spin the wheel.
 The security council, according tc the directions printed along the black arrow line leading from space "two,' now calls upon the disput- ants for direct peaceful settlement by: ]. negotiation, 2, mediation; 3 arbitration; 4, judicial settlement.
 In other words, if you get any o1 these words, if you get any of these numbers of your next move yol reach home on short cut by achieving peaceful settlement anc the games over. But if you donr win on this move, the directions say Parties are obligated to refer theil dispute to security council" That means you have to follow the re. verse black line arrow and go back to two
 Your next move is then tc three" It's also in the securit, council safety zone. Spin the vince and see what you get, following the green lines this time
 Again four possible plays, for tht security council may move your dis. pute along four green lines to either A. recommended procedure for di. rect settlement between disputin& nations, B. refer dispute for loca settlement to regional security agency, c. refer back to general as sembly for recommendation, or D refer to international court of jus tice for advice
 What happens if none of thest works, the directions don't say. Blu if along any of these lines you dispute reaches home and vol achieve settlement, that's parchees -also known as peace Amt it won derful?