Wikitext

HTML

WEDNESDAY 7 APRIL Wednesday in Holy Week 1971 97th day - 268 days to come


Wrote to Tom Atwater with my objection to the way Entex wrote the rules for THE !@#C&*! GAME. Also told him of Mary's call concerning the TRANSFORMATION and AIRLINE contracts.

Wrote to Ranny Barton thanking him for MASTERPIECE & telling him I was still waiting for ORION.

Called Jack Davis and he had the time to talk to me. I can come there to look at EXECUTIVE DECISION, calling first. They don't have any extras of the new ones, or of the old ones either. I asked about getting PLOY and ACQUIRE.

Made a new set of pieces for PLANES. Used only four symbols - 6 - 1s, 5 - 2s, and 2 - 3s of each.


(cont. from 4/16) [4/16]

BB and I to Wald's. Arthur there too. Played 4-hand PLANES and they definitely preferred the new version; they had suggested reducing to 4 symbols when they first played it. They thought it might be better if shorter. Later I got the idea of suggesting optional games with re- duced tiles. We played their new version of VEROQ. We play partnership, Wald & BB against Arthur & me. But it is actually a 2-hand games, with pairs of opponents (Wald & me, then BB & Arthur) taking turns playing the results going onto one score. Two houses, one red and one black, are shuffled and dealt out, so that each player has eight cards. The player dealt to chooses a card to lead and places it face down on the table. Since the backs are colored red or black, the other player knows which house has been led. In order to try and win the trick, he must play the same house. If he wishes he may throw off a card of the other house. To win a trick the following card must be of the same house and a higher card of the same hierarchy, or a "counter," which is the second card of a pair (K-V, etc) regardless of which one was led. The winner of a trick leads to the next. Tricks, as taken, are placed in a row so that the order in which they were taken is shown. Only the player who takes the last trick scores, the amt. being the number of tricks squared and then multiplied by the number of tricks taken at the end. (Highest possible score- 512, lowest - 1). Scores are kept in "columns." A column is completed when either one player has scored four times in that col- umn, or each player has scored at least once in the column. The player with the higher score subtracts the other (cont. on 4/6)