Compare revisions: 1972_Sackson_300_October 06.jpg
First draft
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10/4 | |||
<br>-10 | |||
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<br>6 FRIDAY - OCTOBER 1972 | |||
<br>280TH DAY - 86 DAYS TO COME | |||
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To meeting at B & B with <u>Wexler</u>, <u>Claude</u>, <u>Arthur</u>, & <u>Wald</u>. Got | |||
the final $2,000 check, completing our original $5,000. | |||
Wexler couldn't tell us which games were in the running to | |||
be chosen for the line. He'll call another meeting in about a | |||
month to give us the news. | |||
Wald & Arthur showed <u>THE LONG MARCH</u> (new name for | |||
<u>OPEN CITY</u>.) The board is as shown (except that the small cir- | |||
cles are not on the Amberstones board) | |||
[drawing of a grid of diagonal lines. The lines have a dot at each intersection. At the top center there is a blue 2 x 2 square, rotated diagonally aligned with the grid, with a small blue square at the center intersection. The bottom center has the same in red.] | |||
Two play and each has 15 chips of his | |||
color. A player starts by placing a | |||
chip next to his city, on one of the | |||
small circles. Then another is placed | |||
next to this. Once two have been | |||
placed one can be taken from any | |||
position and placed on any circle | |||
adjoining a chip in the group. A turn | |||
consists of placing, or moving 5 chips. | |||
In order to start a new group from the | |||
city, the previous group must be separ- | |||
ated. A capture is made by replacement | |||
but the capturing chip must be coming | |||
from an extremity of the group, not an interior chip. A single [^unoccupied] | |||
chip isolated from a group is captured also. | |||
There are 3 double cardboard pcs. [pieces] [isosceles triangle vertical in center] that can (stand up. | |||
A player in his turn can place one of these on any intersec- | |||
tion of two lines, except one that is colored. This is | |||
a "mountain" and remains in place blocking any chips from | |||
coming that way for the remainder of the games. Placing a | |||
mountain uses two from the players count of 5. | |||
Win by moving a chip into the <s>pla</s> opponent's * city. | |||
From an advanced game each player has 3 chips of a different | |||
shade. These are entered as the others, but one can only be en- | |||
tered after 5 regular chips are on the board, the second after | |||
10 are on the board, and the 3rd after all 15 of a player's | |||
regular chips are on the board. When one of these is moved it | |||
does not count as one of the 5 counts. But it cannot capture | |||
or occuppy [occupy] the opponent's city. | |||
Incidentally, a player may move thru [through] his own city. | |||
I showed [illegible word crossed out] <u>HAVING A WONDERFUL TIME</u> and Wexler liked it a | |||
lot, but not the theme. He suggested abstract psychedelic cards. | |||
Claude showed <u>SPLIT PERSONALITY</u> (after the Amberstones left). The | |||
new versio uses a single path. Players have one marker | |||
which is moved the total of two dice, either forward or | |||
backwards. There is a deck of neuroses cards, divided | |||
into 4 basic types:- such as "Irresistable [irresistible] Urge to - - ," "Horrible | |||
fear of - - -," etc. <s>When a player</s> All players are dealt 4 | |||
cards to start and draw another when they land on a | |||
"Neurosis" space. They can throw off 1 card when they | |||
land on the space of the analyst for that neurosis. They | |||
can also get rid of a neurosis card by drawing the | |||
(cont. on 10/4) |