Transcription

2/12

SATURDAY 13 FEBRUARY 1971

44th day - 321 days to come


Rcd. a letter from Jim Kraus thanking me for my comments on SLEUTH and THINKING MAN'S BASKETBALL.

Rcd. a letter from Gini Scott with CONFRONTATION glossy. Also a notice that John N. Hansen Co. is not longer distri- buting it.

Rudy Lopez over with a game which he didn't name. My idea was LIVE WIRE-QUICK SHOCK. I didn't think it could be sold to another company if X takes LIVE WIRE. Rudy said it has really a different game. I asked him how he would feel if X refused LIVE WIRE and then came out with this game. He saw the point and agreed with me. I said I'd show it to Felicia and suggest that we send it [crossout] to X as companion game to be packaged with LIVE WIRE, or wait and see if LIVE WIRE is rejected and then submit this one. He insisted that I take half the royalties of this and anything else he does. I said definitely not. We'll discuss it further when something develops. He left the material with me to show to Felicia.

[Drawing on left of 8x8 grid with checkerboard coloring, some non-colored spaces containing diagonal lines. Drawn next to text is two pairs of squares separated by a comma. The first square is colored red with a diagonal line and dot in the left top corner; the next is a blue square with red square and dot in the center; the next is a red square with a diagonal line and additional diagonal line drawn in the left top corner; the next square is a blue square with red square in center with dash drawn within.]

The board is as shown. each player has 12 pcs. with either dots or dashes as shown giving the two sides. (He thought that CODE might possibly be a good name. I didn't.)
The 12 pcs. are set up on the first three rows on the red spaces. Moves are made diagonally forward as in CHECKERS, but there is no jumping.
Captures are made by forming a continuous black line running thru your piece and one or more enemy pieces. Lines can be in adjoining pcs. or can be on the board, or both. More than one capture can be made at a time due to enemy pcs. being lined up, or due to branches in the line. Captured pcs. are removed.
When a pc. is moved it can be turned, but a pc. can- not turn without moving.
When a pc. moves across the board it becomes a king and is turned over. Kings move in any of the 4 diagonal directions. They can capture but cannot be cap- tured, even by another king. When no plain pcs. remain on the board the player with the most kings is the winner.

(cont. on 2/12)