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<u>FLYING CIRCUS</u>, errata and addenda on <u>SCRIMMAGE</u>, <u>AUSTERLITZ</u>,
<u>FLYING CIRCUS</u>, errata and addenda on <u>SCRIMMAGE</u>, <u>AUSTERLITZ</u>,
<u>NATO</u>, <u>BREAKOUT & PURSUIT</u>, <br>
<u>NATO</u>, <u>BREAKOUT & PURSUIT</u>, <br>
Made repros of the rules for <u>CORNER-THE-MARKET</u> (and later<br>
Made repros [reproductions] of the rules for <u>CORNER-THE-MARKET</u> (and later
returned the original to Felicia).<br>
returned the original to Felicia).<br>
Made repros of the material <u>EARL PEREL</u> sent me - <u>V.D. A CATCHY GAME</u>
Made repros [reproductions] of the material <u>EARL PEREL</u> sent me - <u>V.D. A CATCHY GAME</u>
and <u>"F", THE GAME FOR LOVERS</u>. Gave copies of the latter to <u>Al Nofi</u>,<br>
and <u>"F", THE GAME FOR LOVERS</u>. Gave copies of the latter to <u>Al Nofi</u>,
<u>Jim D.</u>, and Sal. (Filed in [Illegible crossed out] Earl Perel folder.)<br>
<u>Jim D.</u>, and Sal. (Filed in <s>'73 misc.</s> Earl Perel folder.)<br>
Told Redmund I'd have my next column in on 10/8. O.K.<br>
Told Redmund I'd have my next column in on 10/8. O.K.


To <u>Felicia</u>. A fellow was there showing Felicia a game based on<br>
To <u>Felicia</u>. A fellow was there showing Felicia a game based on
the theatre - called <u>THE GREAT WHITE WAY</u>. Felicia said she<br>
the theatre - called <u>THE GREAT WHITE WAY</u>. Felicia said she
couldn't handle it since there was no market. I concurred.<br>
couldn't handle it since there was no market. I concurred.
Didn't get any of the game's details. The fellow's name, Felicia<br>
Didn't get any of the game's details. The fellow's name, Felicia
said, was something like Radish.<br>
said, was something like Radish.<br>
<u>Alan Newman</u> (see 7/2) was there with three of his games.<br>
<u>Alan Newman</u> (see 7/2) was there with three of his games.<br>
<u>ENTRY</u> is a strategy game. The board consists of spaces set<br>
<u>ENTRY</u> is a strategy game. The board consists of spaces set
in a quadrille but divided into rings from an outside one<br>
in a quadrille but divided into rings from an outside one
to a 4 x 4 square on the inside which is "home". Each player has<br>
to a 4 x 4 square on the inside which is "home". Each player has
three markers of different colors (6 colors in all - 1 player<br>
three markers of different colors (6 colors in all - 1 player
having red white and blue and the other the other 3 colors).<br>
having red white and blue and the other the other 3 colors).
Throw two dice and move around the outside rings, one<br>
Throw two dice and move around the outside rings, one
die for each of two pieces. When a piece lands on a space<br>
die for each of two pieces. When a piece lands on a space
with its own color, or one with all six colors, the player takes<br>
with its own color, or one with all six colors, the player takes
a chip of that color - even if it is the<br>
a chip of that color - even if it is the
opponent's. Certain spaces allow one chip to be taken, either<br>
opponent's. Certain spaces allow one chip to be taken, either
from the stock or from an opponent. If landed on with a <br>
from the stock or from an opponent. If landed on with a  
double, take 2 (I believe). Landing on some other spaces<br>
double, take 2 (I believe). Landing on some other spaces
gets another turn. A pc. on <s>the</s> a space completely of its own<br>
gets another turn. A pc. on <s>the</s> a space completely of its own
color is safe from "capture" but also can't "capture" from<br>
color is safe from "capture" but also can't "capture" from
that space. <s>In the</s> Chips are needed to advance from 1 ring<br>
that space. <s>In the</s> Chips are needed to advance from 1 ring
to an inner ring. 4 chips of the <s>player's</s> pieces color<br>
to an inner ring. 4 chips of the <s>player's</s> pieces color
will allow it to move into the next ring; 7 will allow a <br>
will allow it to move into the next ring; 7 will allow a
move into two ring[s]; 9 for three rings; 10 for all the<br>
move into two ring[s]; 9 for three rings; 10 for all the
way to "home". (There are 10 chips of each color.) In the second<br>
way to "home". (There are 10 chips of each color.) In the second
ring there are 2 spaces marked "Defense". When a player<br>
ring there are 2 spaces marked "Defense". When a player
gets a pc. into one of these, the opponent can make no movement<br>
gets a pc. [piece] into one of these, the opponent can make no movement
in the second ring. If the opponent then gets a pc. in<br>
in the second ring. If the opponent then gets a pc. [piece] in
the second "Defense" space they become inoperative until<br>
the second "Defense" space they become inoperative until
both have been vacated. If the same player gets both<br>
both have been vacated. If the same player gets both
"Defense" spaces he may, if he wishes, send his 3rd pc. directly<br>
"Defense" spaces he may, if he wishes, send his 3rd pc. [piece] directly
to home. Also in the second ring are two spaces marked<br>
to home. Also in the second ring are two spaces marked
"Prison". When an opponent's man is landed on by direct count<br>
"Prison". When an opponent's man is landed on by direct count
it is sent to prison. It is released (I believe) when the player<br>
it is sent to prison. It is released (I believe) when the player<br>
(cont. on 9/23)<br>
(cont. on 9/23)