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Paul Milazzo's <u>CAMPAIGN</u>. (Filed in patent drawer.)  <br>
Paul Milazzo's <u>CAMPAIGN</u>. (Filed in patent drawer.)  <br>
Took home two ''Toys & Novelties'' magazines. The July 1968 copy <br>
Took home two ''Toys & Novelties'' magazines. The July 1968 copy <br>
mentions <u>THE PEOPLE'S CHOICE</u>, an election game for two to six (Game  Division of Artistic Recording Systems, 12701 W. Ten Mile Rd., Oak Park, Michi. It also mentions <u>CRAZY BLOCKS</u> (Harvey - Janice Enter
mentions <u>THE PEOPLE'S CHOICE</u>, an election game for two to six (Game  Division of Artistic Recording Systems, 12701 W. Ten Mile Rd., Oak Park, <br>
prises Inc, P.o. Box 42009, Cine innati.). To Macy's, Bought <u>STUDENT SURVIVAL</u> and <u>COOPERATION</u> (KMS)
Mich.). It also mentions <u>CRAZY BLOCKS</u> (Harvey - Janice Enter- <br>
Saw that they had <u>BAZAAR</u>.
prises Inc, P.O. Box 42009, Cincinnati.). <br>
Looked at the following games by createk :- <u>PENETRATIONS SPECULATION</u>, <u>THE IMPOSSIBLE GAME</u>, <u>SPLURGE</u>, <u>INFO-MANIA</u>, <u>AD-DIC'TION</u>.
 
To Macy's. Bought <u>STUDENT SURVIVAL</u> and <u>COOPERATION</u> (KMS)
Saw that they had <u>BAZAAR</u>. <br>
Looked at the following games by Createk : - <u>PENETRATION</u>, <u>SPECULATION</u>, <u>THE IMPOSSIBLE GAME</u>, <u>SPLURGE</u>, <u>INFO-MANIA</u>, <u>AD-DIC'TION</u>.
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(cont. from 8/11) [8/13]  
(cont. from 8/11) [8/13]  


the major conflict on conflicts (one for each defensive pc.) are resolved, Each player has a set of io "conflict" cards, numbered from 1 to 10. They each play a cand face down. High card wins and the other players pc, is removed. A tie is redone. When the 10 cands are played they....
the major conflict on conflicts (one for each defensive pc.) are resolved.  <br>
ane picked up and he played. - Detensive pes may not leave their color zone except to enter a
Each player has a set of 10 "conflict" cards, numbered from 1 to 10. <br>
defensive perimeter. Once a defensive pc, enters a perimeter it may not leave it An offensive pc, may leave a perimeter if it wins
They each play a card face down. High card wins and the other players <br>
its conflict (s), tot - <u>DUPLICATE CHESS</u> Partners sit across from each other Kings are
pc. is removed. A tie is redone. When the 10 cands are played they <br>
all on the right. When king is checkmate player may not inove. His partner must try to get him out and it he succeeds the playen can start making again
are picked up and replayed.  <br>
Dave called. He and Marulin came across an old German
Defensive pcs. may not leave their color zone, except to enter a <br>
GAME board ame one of the games sounded like <u>HALMA</u>. to me next time we get together, t vrat
defensive perimeter. Once a defensive pc. enters a perimeter it may <br>
combination He'll give it
not leave it. An offensive pc. may leave a perimeter if it wins
its conflict(s), <br>
<u>DUPLICATE CHESS</u> Partners sit across from each other. Kings are <br>
all on the right. When king is checkmate player may not move. His <br>
partner must try to get him out and if he succeeds the player <br>
can start moving again.
 
Dave called. He and Marylin came across an old German combination <br>
<u>GAME</u> board game. One of the games sounded like <u>HALMA</u>. He'll <br>
give it to me next time we get together. <br>
( cont. on 8/10)
( cont. on 8/10)