Compare revisions: 1972_Sackson_298_October 04.jpg
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4 WEDNESDAY - OCTOBER 1972 | |||
<br>ST. FRANCIS OF ASSISI - 278TH DAY - 88 DAYS TO COME | |||
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Rcd. [received] refund checks from I.R.S. for 1969 & 1970. Bigger than expected | |||
and called <u>Leonard</u> about it. (See note in his folder.) | |||
Call from <u>Arthur</u>. Meeting at B&B Friday at 10:00. | |||
Rcd. letter from <u>Earl Perel</u>. He'd like <u>Al Richter</u> to work | |||
with him on <u>DON'T BLOW A FUSE</u>. | |||
Long call from <u>Claude</u>. Nothing particular about games. | |||
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(cont. from 10/5)[10/5] | |||
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<u>WORLD WAR II - EUROPE & AFRICA</u>. | |||
Broke the box with the tiles for <u>FOCUS</u>. Returned the tiles to | |||
the boxes of tiles. In the box of white tiles found markings | |||
on tiles - all combinations from 1-2 to 11-12 repeated twice with | |||
some repeated a third time and circled [drawing of a bumpy oval shape]. Couldn't <s>rembe</s> | |||
remember what they were for. Put them in a box on shelf [14.] | |||
with a "?". Some day I'll have to search for the <u>GAME</u>. | |||
Wrote to <u>Earl Perel</u>, [illegible word crossed out] about his game <u>DON'T BLOW THE FUSE</u> | |||
and <u>Al Richter</u>. Also sent the card of the insurance man, | |||
H. Chester Slocum, Jr., after making a copy. | |||
Noticed Earl's telephone number on his letter and called <u>Claude</u> | |||
to give it to him. | |||
Sent the $350 check to <u>Leonard Willett</u>, with a short note. | |||
<u>''NEW YORK''</u> Magazine had a classified ad for <u>EL TABLERO DE JESUS</u> | |||
for $8. | |||
Made a new set of "title" cards for <u>NEWTOWN</u> but didn't | |||
follow thru on my ideas for changes. | |||
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(cont. from 10/6)[10/6] | |||
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matching "Dream" card, when they land on a "Dream" | |||
space. Other dream cards are kept and are all thrown | |||
off when a player lands on a "Bedroom" space - there | |||
being two towards the end of the path. | |||
When two players are on the same space there is an | |||
encounter - fairly uncomplicated based on <u>DIVIDE AND CONQUER</u>, | |||
each player having 3 out of the 12 cards. The winner | |||
gives all his neurosis cards to the loser. First to evenly | |||
reach the end with no neuroses or dreams wins. | |||
We discussed some changes:- Allow a player to get rid of all | |||
of a "neurosis" type when landing on the proper psychiatrist | |||
Give 1/2 of your neuroses in an encounter. Simplify the determ- | |||
ination of an encounter, possibly having marks on the | |||
(cont. on - 10) |