added hyperlinks to glossary terms
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MET WITH BOB , CLAUDE, & AMBERSTONES.
MET WITH [https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#abbott-robert BOB], [https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#soucie-claude CLAUDE], & [https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#amberstone-arthur AMBERSTONE]S.
PLAYED BOB'S NEW VERSION OF <u>ELEUSYS</u>, THE CARDS ARE ALL DEALT OUT TO THE PLAYERS. EACH IN TURN PLAYS A CARD AND THE RULE MAKER SAYS WHETHER IT GOES ON THE "MAIN LINE" OR THE "SIDE LINE". AFTER PLAYING A CARD A PLAYER MAY, IF HE WISHES, MAKE A GUESS OF THE RULE . UNLESS HE HAS IT EXACTLY HE IS TOLD NO. THERE IS NO PENALTY FOR A WRONG GUESS (OUTSIDE OF THE INFORMATION GIVEN TO THE OPPONENTS. THE FIRST TO GUESS THE RULE ENDS THE PLAY.
PLAYED BOB'S NEW VERSION OF <u>ELEUSYS</u>, THE CARDS ARE ALL DEALT OUT TO THE PLAYERS. EACH IN TURN PLAYS A CARD AND THE RULE MAKER SAYS WHETHER IT GOES ON THE "MAIN LINE" OR THE "SIDE LINE". AFTER PLAYING A CARD A PLAYER MAY, IF HE WISHES, MAKE A GUESS OF THE RULE . UNLESS HE HAS IT EXACTLY HE IS TOLD NO. THERE IS NO PENALTY FOR A WRONG GUESS (OUTSIDE OF THE INFORMATION GIVEN TO THE OPPONENTS. THE FIRST TO GUESS THE RULE ENDS THE PLAY.
WE PLAYED WITHOUT SCORING. MY THOUGHT : - IF THE RULE IS GUESSED CREDIT THE CREATOR WITH THE NUMBER OF CARDS PLAYED TO THE TABLE, THE GUESSER WITH THE NUMBER UNPLAYED (ADDING UP TO 52): THE OTHERS GET NO SCORE. IF NO ONE GUESSES THE CREATOR IS PENALIZED. (THIS HAS ONE DRAWBACK. A PLAYER MAY KNOW THE RULE NEAR THE END BUT NOT SAY IT TO GIVE THE CREATOR A PENALTY.)
WE PLAYED WITHOUT SCORING. MY THOUGHT : - IF THE RULE IS GUESSED CREDIT THE CREATOR WITH THE NUMBER OF CARDS PLAYED TO THE TABLE, THE GUESSER WITH THE NUMBER UNPLAYED (ADDING UP TO 52): THE OTHERS GET NO SCORE. IF NO ONE GUESSES THE CREATOR IS PENALIZED. (THIS HAS ONE DRAWBACK. A PLAYER MAY KNOW THE RULE NEAR THE END BUT NOT SAY IT TO GIVE THE CREATOR A PENALTY.)


PLAYED DIAMOND CLUB (SEE 9/1) USED THE RULE THAT PLAYERS MAY DROP OUT EVEN IF THEY COULD SWITCH. SCORING WAS AS FOLLOWS: DIAMONDS - 25, PICTURES - 5, OTHERS - 1. DISCUSSED THE IDEA OF GIVING DIAMOND PICTURES A HIGHER VALUE.
PLAYED <u>DIAMOND CLUB</u> (SEE 9/1) USED THE RULE THAT PLAYERS MAY DROP OUT EVEN IF THEY COULD SWITCH. SCORING WAS AS FOLLOWS: DIAMONDS - 25, PICTURES - 5, OTHERS - 1. DISCUSSED THE IDEA OF GIVING DIAMOND PICTURES A HIGHER VALUE.
WALD BEAT ME @ <u>GO</u> WHILE OTHERS PLAYED <u>DOYLE'S FOLLY</u>, THEY DIDN'T CARE FOR IT.
[https://sacksonportal.museumofplay.org/s/sackson-portal/page/glossary-people#amberstone-wald WALD] BEAT ME @ <u>GO</u> WHILE OTHERS PLAYED <u>DOYLE'S FOLLY</u>, THEY DIDN'T CARE FOR IT.
PLAYED <u>OSMOSIS</u>. THEY LIKED THE GENERAL IDEA BUT THOUGHT IT DRAGGED OUT @ THE END. THOUGHT OF IDEA OF LETTING A PLAYER RESIGN WHENEVER HE WISHED AND THEN THE OTHERS WOULD EACH SCORE 1 POINT FOR EACH CARD THEY HAD. ALSO THOUGHT OF A SIMILAR IDEA BUT WITH THE GAME AUTOMATICALLY ENDING WHEN A PLAYER AT HIS TURN TO PICK UP HIS CARDS HAS LESS THAN THE REQ'D NUMBER.
PLAYED <u>OSMOSIS</u>. THEY LIKED THE GENERAL IDEA BUT THOUGHT IT DRAGGED OUT @ THE END. THOUGHT OF IDEA OF LETTING A PLAYER RESIGN WHENEVER HE WISHED AND THEN THE OTHERS WOULD EACH SCORE 1 POINT FOR EACH CARD THEY HAD. ALSO THOUGHT OF A SIMILAR IDEA BUT WITH THE GAME AUTOMATICALLY ENDING WHEN A PLAYER AT HIS TURN TO PICK UP HIS CARDS HAS LESS THAN THE REQ'D NUMBER.
ANOTHER IDEA : - EACH TIME A PLAYER PICKS UP HIS CARDS HE TAKES ONE CHIP FOR EACH CARD HE HAS OVER 8 (OR 9 IN 2-HANDED GAME) OR GIVES ONE FOR EACH UNDER 8 (OR 9). START WITH EACH PLAYER HAVING ABOUT 20 CHIPS AND STOP WHEN 1 PLAYER IS OUT OF CHIPS. OTHERS SCORE THEIR CHIPS.
ANOTHER IDEA : - EACH TIME A PLAYER PICKS UP HIS CARDS HE TAKES ONE CHIP FOR EACH CARD HE HAS OVER 8 (OR 9 IN 2-HANDED GAME) OR GIVES ONE FOR EACH UNDER 8 (OR 9). START WITH EACH PLAYER HAVING ABOUT 20 CHIPS AND STOP WHEN 1 PLAYER IS OUT OF CHIPS. OTHERS SCORE THEIR CHIPS.


WALD TALKED ABOUT HIS IDEAS FOR A BEAD GAME. PLAY ON A PLAIN BLACK BACKGROUND USING SMALL DISCS OF 4 COLORS. EACH PLAYER IN TURN PUTS DOWN A PENNANT OF DISCS (1 OR MORE IN A ROW), ONCE ANY PATTERN IS REPEATED TWICE IT MUST BE CONTINUED. A PLAYER WHO IS IN A POSITION WHERE 2 PATTERNS MUST BE CONTINUED & BOTH CAN'T BE - LOSES.
WALD TALKED ABOUT HIS IDEAS FOR A <u>BEAD GAME</u>. PLAY ON A PLAIN BLACK BACKGROUND USING SMALL DISCS OF 4 COLORS. EACH PLAYER IN TURN PUTS DOWN A PENNANT OF DISCS (1 OR MORE IN A ROW), ONCE ANY PATTERN IS REPEATED TWICE IT MUST BE CONTINUED. A PLAYER WHO IS IN A POSITION WHERE 2 PATTERNS MUST BE CONTINUED & BOTH CANNOT BE - LOSES.
 
[DIAGRAM DRAWN SHOWING 3 EXAMPLES OF PATTERNS.]
 
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