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MISSOURI DAY (MO.) * 91 DAYS TO COME
MISSOURI DAY (MO.) * 91 DAYS TO COME
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To S.P.I. Gave <u>Jim D</u>. the cigar I took at Four Seasons last Monday.<br>
To S.P.I. Gave <u>Jim D</u>. the cigar I took at Four Seasons last Monday.
Asked Redmund if Wednesday of next week would be O.K. for<br>
Asked Redmund if Wednesday of next week would be O.K. for
my column. O.K.<br>
my column. O.K.<br>
Took copies of ''<u>SNIPER!</u>'' and ''<u>THE SOLOMONS CAMPAIGN</u>''.<br>
Took copies of ''<u>SNIPER!</u>'' and ''<u>THE SOLOMONS CAMPAIGN</u>''.<br>
Took ''<u>MOVES</u>'' #1, #2, #3, #5, #6, #8, #9, #10, AND ''<u>S & T</u>'' #39.<br>
Took ''<u>MOVES</u>'' #1, #2, #3, #5, #6, #8, #9, #10, AND ''<u>S & T</u>'' #39.


To 200 Fifth Ave. and got the list prices of the games I<br>
To 200 Fifth Ave. and got the list prices of the games I
compiled yesterday. At G & R the secretary said that<br>
compiled yesterday. At G & R the secretary said that
adult games just died - except
adult games just died - except for staples such as <u>DIPLOMACY</u>,
<u>GROUP THERAPY</u>, and <u>VECTOR</u>.<br>
Gave <u>Bob Gellman</u> the list of magazines I compiled yesterday.
He said he'd send out the copies of ''<u>PATTON</u>'' and ''<u>HOLIDAY</u>'' by
the end of the week. Had someone there so didn't talk.
 
To [Illegible strikeout]  "Gamut of Games". Showed <u>TOGETHERNESS</u>, <u>TANGLEWORD</u>,
and <u>THE WORM TURNS</u> to <u>Phil</u> and Nick. Played the first
with the 3 of us. All were favorably received. Left them
with Phil to show <u>Carl</u>.<br>
Took the two games the Djoli took from <u>Pierre</u> for me:
<u>TILT</u> and <u>ECOPLAY</u> (not <u>ECOPLANY</u>). He had another French
game <u>MACADAM</u> which he bought to show Phil the type of
plastic used for the board. Had Phil run me a set of
the rules and recorded the equip't. [equipment]
 
To <u>Felicia</u>. Robert Dorman, who has a very important position
with Mobil in charge of personal [personnel], was there with three
training games; three separate boards, with common equip't. [equipment] <br>
<u>EXECUTIVE CORRIDORS</u>. Four play. Each one has about 7
different personel [personnel] such as "Sales Manager", "P.R.",
"Personal Manager". Each player in turn draws a "problem"
card and decides which man he will assign the problem to. The
back of the card gives a numerical value to the different
men on how <s>go</s> apt they would be to solve that problem.
This is keyed to sets of cards with different probabilities
of success - from 8 in 10 for the best man to 4 in
10 (I believe) for the worst. When a man solves a problem
he advances one step in his company. If not successful he stays put
and loses a stated sum. Each player must advance all
of his men to a certain level (three steps ahead - I believe)
and once a man has reached this level he cannot
be used again. After all players have all <s>place</s> their
men at this level new problems (or is it only one?) are
drawn from the presidential set. Again the proper man
must be chosen, but (I believe) all use the same card.
Larger amounts of money are won or lost. Most money at
end wins. (Fairly complete idea.)<br>
<u>CAREER PATHS</u>. There are 5 paths running around the
board with <s>the inside having</s> each inside one having 4 less
spaces than the next largest. Each player has 5 men. <br>
(cont. on 9/30)