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SATURDAY 11 SEPTEMBER 1965 254th day - 111 days to come


made up a rough set of markers for MARLBORO COUNTRY

At Gimbels saw SWAP (Ideal). As players move along the board they can buy object cards. They immediately check them to see if they are genuine or false (in a special gadget - with a little effort it can be told without the gadget). False items are removed from the game. As well as the objects placed on the board in their proper spaces 6 cards are dealt to each player. These are not tested and these are used for trading when a player lands on a "swap" space. (Not complete - will have to check again). Also saw GO FOR BROKE (S & R). This is simply a game of losing $1,000,000 by gambling in stocks, roulette, slot machine races, etc. Simply a luck game. Move along a path and gamble as get to various spaces. Continuous path.

At Brentanos saw :- KRYPTO (Krypto Co. - Cal California 0 1935) (Invented by Daniel Yovich). A 52 cards deck of number cards is used with the following numbers:- 1 to 10-3 ea, 11 to 17-2 ea, 18 to 25-1 ea. Each player is dealt 5 cards and one card is turned in the center of the table. Object is to use the 5 cards in hand to equal the number of the table card, using addition, subtraction, division or multiplication. Each player who succeeds scores the sum of the 6 cards. If a player believes it is not possible with his dealt cards, he discards a card and replaces it. He gets 10 points. He keeps the discarded card however and after the play, other players look at it. If a player can work the problem out, he scores the sum of those 6 cards and the original player loses that many points. Another version is for each player to have 5 cards in hand & his own objective. Scoring is the same. Another version is for hand of 5 and one objective to be layed out. First player to try and succeed in solving the layout scores the sum of the cards. There is a rummy version which I don't remember. There is something about when a player cannot use the objective, he covers it with a card from his hand which becomes a new objective. He then draws a card from the deck and his turn ends. Another version is to lay out a 5 by 5 square, which represents the operational cards. At the end of each column & row place another card as an objective. A player who solves a row wins the objective card. Most won wins the game. The number of objective cards played for could be raised to 24 by placing an objective at each end of a column or row and also at the ends of the long diagonals. The objective at the two ends of a row, etc. (cont. on 9/12)

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