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7 SUNDAY - MAY 1972
ROGATION SUNDAY - 128TH DAY - 238 DAYS TO COME


BB typed a list of cities, days, and sights I prepared for
HOLIDAY for Bob Gellman.


(cont. from 5/8) [5/8]

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