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16 Tuesday - April 1974
<br>106th Day - 259 Days to Come
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Call from <u>Felicia</u>. She spoke to <u>Nancy Rosen</u> of American Publishing.
She will probably be in in a few weeks.
<br>She rcd. [received] a letter from <u>Tom Mason</u> of Western Publishing. Since
<u>FOCUS</u> is not available they would like to look at other things
by me. They will give us about two weeks notice.
<br>She hasn't heard from <u>Bob Johnson</u> at all.


Rcd. April <u>PLAYTHINGS</u>. Nothing new except a piece that
Cosom is coming out with a line of water sport games including:
<u>PEARL DIVER'S GAME</u>, <u>DIVING RINGS</u>, <u>POOL BASKETBALL</u>, and
<u>WATER MARBLES</u>.
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(cont. from 4/18) [5/22]
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prototypes of all of the games listed.
<br>Earlier I met <u>Claude</u> and <u>Earl</u> and told them I'd meet them
at 1 and have lunch together. Met them and kept them
company while they ate.
<br>Claude brought a copy of <u>WATCH</u> to G&R and they told him
to contact them in August. They don't think there will be
any legal problems with Claude licensing the game even if
he doesn't have a written release from "Campaign Games."
<br>Earl found out that <u>Mitch Reid</u> was out of HASBRO. He wants
Claude to contact <u>Paul Sullivan</u>.
<br>I told Earl that <u>Al Richter</u> was working on <u>DON'T BLOW A FUSE</u>
again. Earl said he'd call Al before he left.
<br>I told Earl that I could probably put together a copy of
<u>4000 A.D.</u> for him. He's not that interested in it.
<br>Earl picked up a copy of <u>UNO</u>, which was being handed out
to everyone. He gave it to Claude.
<br>Met <u>Tom Atwater</u> at Press Room.
<br><u>SQUARE OFF</u> dropped off badly in the U.S., but has been
licensed in Europe. It sold 15,000 in France.
<br><u>Dick Benton</u> will send me a game - <u>KARMA</u> - for my evaluation.
It was invented by an English Prof. who was fired by Hiyakawa
in California. It is played on a board that folds back on itself
(sounds something like <u>SUHAKARTA</u> - see 4/8/70). Each player
has two kinds of pcs. [pieces] and scores for getting them in certain
relationships. (very, very rough idea.)
<br>4 Generations is interested in strategy games for 3, 4,
or 5 players.
<br>Tom is going to send me a game with the
tentative name <u>UNITED WE STAND</u> for evaluation.
(It was invented by an emotional disturbed young
man.) The board is as shown and each of two
players starts with 10 pcs.
[drawing of a 6x3 grid with circles inside of each square in the top row, and the 4 middle squares in the second row from the top. To the right of the grid there is a number "10" with an arrow pointing up above it.]
Different kinds of moves cost
different amounts. If all 10 pcs. are connected, including
diagonally, a player has 6 units on a turn. If broken into
2 groups - 4 units. 3 or more groups - 1 unit. A player cannot
move so as to rejoin groups himself. A move of 1 space
<br>(cont. on 4/15)