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11 FRIDAY - MAY 1973
131ST DAY - 234 DAYS TO COME
Dana told me that Larry Blandin of INTERNATIONAL GAME SHOW,
called to say my travel arrangements were approved.
Thinking about SPECTRUM and came up with the idea
of having a player move one piece from the tower line to
the field on a turn. IF he must make moves on the
field to prepare, he counts one for each move and takes
that many chips. Decided to allow diagonal moves on the
field and count those as two chips (but later reduced this to
one.) When a player places the top piece of [illegible strikeout] a tower
he then can move another another piece from the Tower Line.
Once a player starts moving one of the towers from the
Tower Line he must continue with the rest of it, but it [illegible strikeout]
can be played in any order, not necessarily from the base
up. Since this might be very confining, it may be necessary
to allow play from two towers. Sometimes it may not be
possible to play and other times the player can decide
to pass his move. However, once a player has moved his
all of his pcs. off the Tower Line, and those who have
had less turns have a final turn, each player gets 5
chips penalty for each remaining pc. Least chips wins.
(cont. from 5/12) [5/21]
agent can either turn it to "off" or replace it on "on."
An agent wins by first identifying the double agent. The
double agent wins by turning 5 switches off. The boards
for the two versions can be combined, allowing 6 players
to play either version.
Alice McElhone was in a neighboring booth. She had hopes to show
TRIPPPLES but only English items were allowed in this aisle. She
asked how other people showed their games and I told her about
G&R. She had heard of them but, to tell the truth, she needs
the job herself.
Reiss Associates. Looked at Bill Knox' new items. Nothing like
GROOVE or HABITAT. Bill Knox showed me IDIOT STICK, a gimmick
with a wheel at the end. It can be made to rotate in differ-
ent directions by stroking a notched portion with a rod.
Mag-Nif also had a game TURNABOUT which he played with
me twice, and beat me each way. There is an 8x8 field
and pieces that have two different sides, as shown. One
[drawing of two squares] player play "offense" and tries to get a continuous
path linking any two opposite sides. The other
plays "defense" and tries to stop a path from being
formed. "Offense" plays first and places a pc. anywhere and
with either side up. Play continues in turn until either the
path is formed or it becomes impossible to form it. A path can't turn at crossing point.
Talked to Phil Orbanes who was there with the "Gamut of
Games" games. Acceptance seems good. Also of the five
(cont. on 5/10)