Transcription

3/28
3/27
3/30
4/1

MONDAY 29 MARCH 1971

88th day - 277 days to come


To 11th St. and got repros of CINEMA rules, the DANGER STRAITS rules, and 15 copies of the NOMINATION score sheet.

To Felicia. Gave her NOMINATION, CINEMA, MARLOBORO COUNTRY, and the rules for DANGER STRAITS.
I told her that I definitely didn't want to look at any games other people did unless they specifically want me to, or if there is some service I can perform for her by looking at a game. I mentioned that there have been times when I discontinued working on an idea because she showed me something like it She said that the one who said I stole something is not inven- tive themselves.
She said that Andy Luftig definitely wanted my opinion of his game ESCAPE. The premise is that there is a political pris- oner trying to escape from a prison. The board, divided into squares shows a prison, with walls at the edges and different buildings in cross-section so that cells, messhalls, work shops, etc. are shown. One player has a single pc. representing the prisoner, the other nine pcs. representing guards. These are placed in a defin- ite starting position and there is a chart indicating a series of 30 routine events that take place in the prison, such as moving prisoner to messhall, etc. As a peg is moved from item to item on the chart the prisoner and some guards are moved accordingly. With each move each player (2 play) draws a card. The prisoner gets things such as a hidden ladder (in a specific location), a gun, a key, etc. The other player gets things such as find a ladder in a specific location, find a gun. A general search card allows finding everything the prisoner has on him. When the prisoner thinks he has enough material he can try to escape. Players in turn throw a die and move either prisoner or guards. Prisoner escapes by going over the wall (or with a lucky combination of cards can construct a tunnel). The other player captures the prisoned by landing a guard on him. He can try more escapes, until the 30 events are finished, after which he gets sent to an escape- proof prison. At spots on the wall there are "searchlights" which are simply long narrow strips of white cardboard piv- oted at one end. If one of these is swung and hits the prisoner, he loses a turn. (Rough idea.)
Looked at an explanation Gary Sherbell wrote to 3M concerning changes he made in TORTS-THE GAME OF LAWSUITS, in answer to their suggested. He reduced the number of cards and cut the number of cards in a hand to 12 from 14. The total deck (I think) is 124. He allows a player who is in the same tort with two or more opponent's to sue as many as he wishes, one after the other. 3M, apparently, has sug- gested joint suits, which Gary didn't like.
Felicia showed me the rules of KA-MA. Couldn't get the whole picture but it seemed a lot like a "Ouija Board". The girl who brought it to Felicia said that Parker Brothers had been very

(cont. on 3/28)