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9/23 9/6
9/22
9/21
9/8
9/7
24 MONDAY * SEPTEMBER 1973
267TH DAY * 98 DAYS TO COME


BB typed in the extra rule for 3D BOXES. Took it downtown.

To Simulations. Took the following copies of MOVES: - #1-1, 2-2, #6-2, #7-1, #10-3, #10 is new: contains articles on BORODINO, TURNING POINT, (BATTLE OF STALINGRAD), SOLDIERS, FLYING CIRCUS, errata and addenda on SCRIMMAGE, AUSTERLITZ, NATO, BREAKOUT & PURSUIT,
Made repros [reproductions] of the rules for CORNER-THE-MARKET (and later returned the original to Felicia).
Made repros [reproductions] of the material EARL PEREL sent me - V.D. A CATCHY GAME and "F", THE GAME FOR LOVERS. Gave copies of the latter to Al Nofi, Jim D., and Sal. (Filed in '73 misc. Earl Perel folder.)
Told Redmund I'd have my next column in on 10/8. O.K.

To Felicia. A fellow was there showing Felicia a game based on the theatre - called THE GREAT WHITE WAY. Felicia said she 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 said, was something like Radish.
Alan Newman (see 7/2) was there with three of his games.
ENTRY is a strategy game. The board consists of spaces set
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
three markers of different colors (6 colors in all - 1 player
having red white and blue and the other the other 3 colors).
Throw two dice and move around the outside rings, one
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
a chip of that color - even if it is the
opponent's. Certain spaces allow one chip to be taken, either from the stock or from an opponent. If landed on with a double, take 2 (I believe). Landing on some other spaces gets another turn. A pc. on the a space completely of its own color is safe from "capture" but also can't "capture" from that space. In the Chips are needed to advance from 1 ring to an inner ring. 4 chips of the player's pieces color 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 way to "home". (There are 10 chips of each color.) In the second ring there are 2 spaces marked "Defense". When a player 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. [piece] in the second "Defense" space they become inoperative until both have been vacated. If the same player gets both "Defense" spaces he may, if he wishes, send his 3rd pc. [piece] directly to home. Also in the second ring are two spaces marked "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
(cont. on 9/23)