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pretty sure it would.  <br>
pretty sure it would.  <br>
I read over the rules for <u>Earl</u>'s <u>PHILANTROPY</u>. They were  <br>
I read over the rules for <u>Earl</u>'s <u>PHILANTROPY</u>. They were  <br>
about 15 typewritten pages long. Playersbecome directors  <br>
about 15 typewritten pages long. Players become directors  <br>
of various foundations, or of the foundation portfolios (two  <br>
of various foundations, or of the foundation portfolios (two  <br>
separate offices). Endowments are set up and players  <br>
separate offices). Endowments are set up and players  <br>
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retired, or more for being dead. A player can also become a  <br>
retired, or more for being dead. A player can also become a  <br>
monk. When game is over players are ranked for their  <br>
monk. When game is over players are ranked for their  <br>
position in awards credits
position in awards credits and for financial standing, and  <br>
the results averaged to get the winner. In case of tie  <br>
award credits takes precedance. (Very rough idea. For one  <br>
thing I didn't see any of the equipment.)  <br>
The four of us played <u>Earl</u>'s <u>ITINERARIES</u>. There are 64 cards  <br>
with cities each with its longitude and latitude given.  <br>
They are arbitrarily divided into 8 different airlines, 8  <br>
cities in each airline. The airline is also noted on the  <br>
card. One city in each airline is marked with a [circle], making  <br>
it a trump. Another is marked with a [square], making it an over-trump.  <br>
4 play and each is dealt 16 cards. Each player secretly  <br>
decides which airline he wants to go for, but does  <br>
not announce this 'til end of hand. The choice is marked  <br>
with one from a set of 8 cards each player has. 8 hands  <br>
should be played with a player using a different airline each hand.  <br>
P one leads and announces N, S, E, or W. This direction  <br>
then determines who wins the trick - the highest number of  <br>
chosen direction - unless there is a trump properly played. A  <br>
trump in any of the airlines already played wins the trick  <br>
unless the over-trump in the same airline is later played.  <br>
The over-trump can also be used to trump, but only the  <br>
airline matching the highest card so far played on the trick.  <br>
Winner of one trick leads to next.  <br>
Players score for the number of their chosen Airline taken in  <br>
during the play - squared (i.e. 5 cards = 25 points). I  <br>
suggested that tricks should also have a value. Earl wanted  <br>
to set a value of 5 per trick. Claude talked him down to  <br>
2. (Issie and I didn't like it. Claude did.)  <br>
<u>Earl</u> is preparing <u>ITINERARIES</u> for Stancraft, which Claude  <br>
told him about. Claude and I both thought they would want  <br>
something with a lighter touch. I mentioned Stancraft's  <br>
miserable performance with <u>TRANSFORMATION</u>, etc.  <br>
I asked and Claude said that he rcd. a short letter from  <br>
<u>Frank Armbruster</u> telling him, Claude, to keep after  <br>
Frank.  <br>
(cont. on 5/10)