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5/7 4/30 4/29 [SEE 5/7] FRIDAY 8 MAY 1970 128th day - 237 days to come
Felicia called. She had a letter from Jim Goldsberry. In answer to her question about why they didn't consider WINDOW PAINS just as a puzzle (see 5/1) he answered that they are considering it as a puzzle, but two people whose opinion he respects don't think too much of it. They like WHAT'S IT WORTH TO YOU? They have another game SCAVENGER HUNT which is similar in feeling. They are not sure which they prefer, or whether they can use two. UGLY CUBES has been found.
To Arthur's after work. Wald there. Showed COMBINATION. They liked it, but not too much. Played PROFIT. They said they really liked it, but they played lousy. They showed ALCHEMY, the final version they said. Each player has the four majors of one house and 4 other cards are placed facedown, all as shown in diagram (the lines being implied). [diagram of eight long columns; first four columns have cards "L, F, P, K" across top; last four columns have cards "K, P, F, L" across bottom. Four shaded cards are shown laid out in columns 2, 4, 5, and 7.] A move can be a jump over a player's own card or cards. Jumps are in an orthogonal direction and can start over one or more empty spaces, but must end at the first empty space reached. (Thus if more than one card is jumped, they must be immediately next to each other.) Another type of jump is that of one card in an empty rectangle over the other in the rectangle and ending diagonally next to the jumped card in roughly the direction of the move. Both cards must belong to the same player. (See 5/17 & 5/27) A "combination" move (in straight line or corners of a rectangle) can be made between same or adjacent ranks, either own or enemy. Combinations can also be made with a face down card, which then becomes part of the pile and moves with it if it moves. On each player's first move they may, if they wish, move any card in a king's move. When a player is in position to make a combination move with an enemy card he must do so. If there is a choice, he must use the lowest ranking card that can com- bine. And with a choice of cards to cover, the lowest must be covered. The highest card that a player has remaining has the power to continue combining as long as there are opponent's cards to combine with. The player who makes the last move is the winner. They also showed their "final" version of PARIS. 8 cars of the High Deck are dealt out as shown, all face up. (cont. on 4/30)