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10/4
-10
-11
6 FRIDAY - OCTOBER 1972
280TH DAY - 86 DAYS TO COME


To meeting at B & B with Wexler, Claude, Arthur, & Wald. 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 THE LONG MARCH (new name for OPEN CITY.) 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] [drawing of isosceles triangle with vertical line 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 pla 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] HAVING A WONDERFUL TIME and Wexler liked it a lot, but not the theme. He suggested abstract psychedelic cards.

Claude showed SPLIT PERSONALITY (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. When a player 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)