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9/18
9/17
9/16
19 TUESDAY - SEPTEMBER 1972
263RD DAY - 103 DAYS TO COME


To B&B for meeting with Claude, Arthur, Wexler, and later Wald.

I asked Arthur about the number of "lanterns" in their INVISIBLE MAN. When 2 play - 1 searcher - the searcher has 8 "lanterns." When 3 play - 2 searchers - the searchers each have 4 "lanterns." When 4 play - 3 searchers - the search- ers each have 3 "lanterns."

We played part of a game of FUN CITY, without Claude who was quite tired after working all night. Arthur (Wald wasn't there yet) entered into the spirit of the bidding but after the game said that the "Power Index" didn't fit in organically with the rest of the game. Wexler took it along without much comment.

Later I realized that I should have made a point of the fact that the separate "Power Index" tended to divorce it from the rest of the game. Having it in the middle of the board would bring it into proper importance.

We played SPLIT PERSONALITY. Claude had a new board (which Wexler said was the ugliest he had ever seen. The paths were made up of spaces linked to- gether in a configuration similar to that shown. [drawing of a square divided in half vertically, which each section divided in half horizontally with a slight diagonal slant up from left to right. The 4 corners of the board have small squares on them. The top left corner has an arrow pointing down on the outside edge, the bottom right right has an arrow pointing up.] The two face halfs halves start in the spaces with the arrows. The other two corner spaces are "Sigmund Freud." Dream cards are picked up only on the outside path. Neuroses cards are picked up only on the inside paths. Object is to join the face halves anywhere else on the board and then collect 3 matching sets of Neuroses (there being 9 sets of 2 in the game) and get rid of Dream cards and excess neuroses cards. (see 8/29 - fairly complete listing of changes) Wald Wexler still didn't care too much for the play of the game. He took it along to work on, and Claude will continue also.

Wald and Arthur showed a game they call OPEN CITY. The board is completely blank. One player [illegible word crossed out] arranges 6 plastic strips - abt. 1/8" x 1/8" x 2 1/2" in any arrangement he wishes and places two 1 1/2 poker chips - one red and one blue anywhere he wishes in opposite quadrants. The other player then chooses which chip he will chose as his "City." Players in turn start with 30 chips each of their color and do not receive more in the game. A turn consists of placing five chips (7/8") starting next to their city and stringing them on. As many forking paths as desired can be made. A string can be broken at any point and the pc. [piece] put on the end. The smallest a group can be is 2 chips. If, due to captures, a single chip is left it is removed. Players cannot start a new chain from their city if one is there already, but can if it is disconnected. Captures are made by putting a chip on the end of a group that touches one or two enemy chips. These chips are (cont. on 9/18)