Line 1: |
Line 1: |
| 5/8
| | Being an observational study, the patient population within subgroups was not well-defined <a href=https://cialisfstdelvri.com/>buy cialis online using paypal</a> 1 to 1 Hypotension |
| 5/10
| |
| | |
| SATURDAY 7 MAY
| |
| 1966 127th day - 238 days to come
| |
| | |
| ----
| |
| In Springfield saw [crossed out] dept. store saw:-
| |
| | |
| <u>CAMP RUNAMUCK</u> (Ideal):- Board showing a boys camp with
| |
| pictures of the various buildings, lake, etc. There are small
| |
| black stars next to the pictures of a number of boys. There
| |
| is a pack of cards of the boys. The cards are dealt out to the players
| |
| and each must round up his boys in the order they are dealt to
| |
| him.
| |
| | |
| There are no paths on the board. Movement is by use of a spinner
| |
| and three foot markers. [Drawing of three horizontal ovals, with two circles in each.] <s>Move</s> The token is on the
| |
| board. One hole is placed over it, the marker positioned as desired,
| |
| and the token is moved to the other hole. The spinner tells you
| |
| what type of steps to take and how many. Cannot land your token
| |
| on any place but open grass. When land on a star with final step of
| |
| your move, pick up the boy. Certain spaces on dial call for taking
| |
| of a special card, instead of moving. (Fairly complete idea.) If, when taking
| |
| a move, your foot marker hits another player, he is sent back to bunkhouse.
| |
| | |
| <u>F TROOP</u> (Ideal):- Quadrille board. There are token for each player
| |
| & for an outlaw. Players move around board picking up loot. Each
| |
| move is by a spinner with two areas, one for player and one for outlaw.
| |
| When player and outlaw are in same space they shoot it out,
| |
| if player and outlaw are in same space they shoot it out.
| |
| If player loses, he loses all his loot and goes back to start. If
| |
| he wins, keeps loot and outlaw goes to his hideout. Can go back
| |
| to fort and make the loot you have safe. A certain amount of
| |
| loot wins. (Rough idea.)
| |
| | |
| At Johnson's saw:-
| |
| <u>THE IPCRESS FILE</u> (MB):- Spiral board with shortcuts, each one | |
| marked with a type of transportation. Players are dealt
| |
| cards at the beginning which are passes for the short cuts. Object
| |
| to get to the center and pick up a briefcase and get it back
| |
| without having it taken away by one of the other players. (Rough idea.)
| |
| | |
| [drawing of diagram at right: circle with lines cut into quadrants. label: "About 10 spaces on a quadrant." top left has rectangle with label "secret card." Each quadrant has rectangle and arrows pointing to quadrant.]
| |
| | |
| <u>JOHN DRAKE SECRET AGENT</u> (MB):- Board roughly as
| |
| shown. Players are dealt cards. There are corres-
| |
| ponding cards which are put in the four areas
| |
| around the board. Players land on the spaces
| |
| which allow them to take a card. If they have a
| |
| corresponding card they discard both. If not put it back. Try to
| |
| remember it for future information. <s>After</s>
| |
| At beginning of game one secret card is put away so one player
| |
| was a card which cannot be matched. He is a double agent and can be
| |
| killed. After a player has gotten rid of his cards he can look at
| |
| the secret card and then tries to find the double agent and kill him
| |
| (probably by landing on him). If all cards are matched up the double
| |
| agent is then known to all. He may try to kill the others and wins if
| |
| he can kill the other before being killed.
| |
| | |
| <u>TWISTER</u> (MB):- Large plastic board with colored circles of
| |
| 4 colors. There is a dial with the four limbs noted and four
| |
| colors in each. 2 to 4 can play. Players start standing on two
| |
| (cont. on 5/8)
| |