Transcription

12 SATURDAY - MAY 1973
132ND DAY - 233 DAYS TO COME


Call from Leonard Willett. The last letter from New York State,
[illegible strikeout] dated 5/1, gave a 15 day period from objection. Leonard
asked me to write requesting a 30 extension. Did.
Punched holes in two sizes of pcs. for SPECTRUM so that the
size relationship is apparent.
Played SPECTRUM (or rather I watched while they played) with
BB, Dave, Barbara, and Susan Horn. Started playing with
only one tower per player at a time. It soon became impossible
to play. Changed it to two towers and Susan suggested a
penalty for starting a second tower. set I set it at 3 chips.
Played o.k. and they liked it. Incidentally, used the same
color set-up for each player.
Later thinking of the following: Make the penalty for starting
a second tower 5 chips. Also give players a bonus of 5 chips
(or as many as he has if less than 5) discard for completing
transfer of a tower without having started a 2nd one. Pcs. left
at the end of the game give a penalty of 10 chips for the first and 5 chips each for any others.
Rcd. a card from 3M asking me to supply my Social Security
Number, together with a stamped card to return. Filled
in my number and returned it. (Discarded other part.)
Found the letters from Mike Abrams and Garry Shirts I was
looking for yesterday, wrote


(cont. from 5/21) [5/21]
THINKING MAN'S FOOTBALL and THINKING MAN'S GOLF
I suggested that THE BRAIN GAME might be suitable for
the square box line. They haven't looked at it at all, or
at INVASION. Signed a disclosure form for the 2 of them.
Invited Kathy for supper tomorrow or Wednesday. She'll
call if she can make it.

  • Waddingtons - House of Games. Gave Alfons the models of

HABITAT, GROOVE, and HOLEY TERROR (II), with rules for the
last two and the solution for all. Alfons liked them all, but
also the last best. Earl gave me a receipt for the three.
I brought up the matter of royalties and Alfons said that
we can negotiate between 2 1/2% and 5%.
Earl showed me his two versions of KGB. the first is
quite childish. The second involves nine "switches."
These are on plastic pcs. that can be turned to either an
"on" or an "off" position four play. One and then placed
face down so that the other players don't know the
position. Four play and I is designated by a card to be
a "double agent." Players move around the paths by dice throw
(I believe). When they reach a "switch," which are all set on
"on" at the beginning, they look at it and turn it around.
The agents set it back the way they found it. The double
(cont. on 5/11)

[No notes yet.]