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THURSDAY 8 FEBRUARY 1968 39th day - 327 days to come


Thought of playing DETOUR with a continuous scoring system. Each time a player completes a "circuit" he scores 1 point for each turn in the "circuit". Play to, say, 50 or 100 points. Another idea is to use Bob Abbott's device in CROSSINGS. When a player completes a "circuit" the other player has a chance to play and if he too can complete a "circuit" the game continues. Or perhaps it would be preferable to play "sudden death" with each "circuit" countered immediately or the game is lost.

Thinking of a new idea for RIDE-A-RAY. Have a deck of color cards which are played "Rummy" style. Object is to get a set of cards matching the route the player has discovered. Also it might be an idea to have cards with round colored circles representing the joining spaces, with the necessity of getting one for each space used in the route. (Rough idea to be worked out.)

Rcd. the check from Ideal.

Rcd. a letter from Alex Randolph. He'll accept the agent's fee for the book and it's O.K. for me to use KNIGHT CHASE and any other of his games I would like.

He has almost certainly sold two games to Staycraft who make the Setko wooden puzzles:- TRIM, a triangular "Nim" game of which the name has been changed to ISHIDO. The other is CASTILLE, former name BOGY. He also said that if I had any things suitable for Stancraft I should rush them to Dr. Atwater. 3M is considering PICKWICK, TOO BAD, MAD MATE, and DECOY CHESS. Parker is considering RAT RACE, [crossed out] and WAR LORDS, formerly called SAMURAI, and possibly ROUND-THE-CLOCK.

In bed thinking of the following ideas for wood peg games:- CHANGE CHANGE:- Don't know, however, if they can use 4 different colored pegs. ON LINE:- A game of moving and capturing until a player cannot move Played on a quadrille board. Players in turn place a peg. Each peg placed must be in line with the last one played. When a player cannot place a peg he loses. ISOLATION:- Pcs. are moved by some relation to their neighbors and capture by replacement. When a player can't move he loses. Possible relationships: 1) Must be sandwiched between two pc.s and move at right angles, one space. 2) Move one space away from any pc. immediately adjoining. 3) Similar to 2 but must have at least two adjoining pcs. to move.