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241st day - 125 days to come  
241st day - 125 days to come  
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Felicia called. The toy <s>own</s> store owner whose catalog they
Felicia called. The toy <s>own</s> store owner whose catalog they <br>
are preparing asked about <u>HIDE 'N THIEF</u>. I told hen it was a children's game by whitman. The store owner says
are preparing asked about <u>HIDE 'N THIEF</u>. I told her it <br>
that he hasn't sold an Eduplaytional game yet. They are overpriced even the he has a fancy store. And he hates the packaging..... To Macy's at lunch time, Bought <u>PSYCHE-PATHS</u>. Looked at <u>THE IMPOSSIBLE GAME</u> & <u>AD-DIC'TION</u> to clear up some'
was a children's game by Whitman. The store owner says <br>
questions (see 8/13). Looked at <u>TRAFFIC</u>. (Lowe) et <u>MONOPOLY</u> imitation. Own garages and gas stations, collect more for having a chain can buy any as you want at start and trade it for a better one'-giving Lash also when want to or can have two cars can't remember advantage). * Start with a certain amount of debt which must be payed off in installments each... time go around the path! (I'll have to look at this agains. - Told Mrs Nichels 'that <u>BAZAAR</u> & <u>CASE OF THE ELUSIVE ASSASSIN</u> which they had, were mine, she said that <u>MURDER ON THE ORIENT EXPRESS</u> did very well at X'mas Also that <u>ACQUIRE</u> is selling well...
that he hasn't sold an Eduplaytional game yet. They are <br>
overpriced even tho he has a fancy store. And he hates <br>
the packaging.


Finished reading <u>THE COMPLEAT STRATEGYST</u>, which I borrowed from
To Macy's at lunch time, Bought <u>PSYCHE-PATHS</u>. Looked  <br>
Clande. Regular analysis of simple games. It gives the rules of <u>MORRA</u> (the Italian finger game, and then gives a game theory strategy, the rules: ... 2 play. Each player extends some fingers and simultaneously guesses how many the enemy is extending. The number he may extend is 1,2, or 3, If only one player guesses the enemy digits successfully, the payoff to him is the total number of digits extended on the play. Otherwise the payoff is zero. Thus if Blue holds out 3 fingers and guesses I, while red holds out I and guesses 2 Blue will win because he's right he will win 4 units of pay off [ The proper strategy is to mix the following 3 strategies in proportion s:4:3 Extend I and guess 3. extend... 2 and guess 2 ; extend 3 and guess 1.]
at <u>THE IMPOSSIBLE GAME</u> & <u>AD-DIC'TION</u> to clear up some <br>
questions (see 8/13). Looked at <u>TRAFFIC</u>. (Lowe)  <br>
<u>MONOPOLY</u> imitation. Own garages and gas stations. Collect  <br>
more for having a chain. Can buy any car you want  <br>
at start and trade it for a better one - giving cash  <br>
also - when want to, or can have two cars (can't remember  <br>
advantage). [crossed out] Start with a certain amount of  <br>
debt which must be payed off in installments each  <br>
time go around the path. (I'll have to look at this again.) <br>
Told Mrs. Nichols 'hat <u>BAZAAR</u> & <u>CASE OF THE ELUSIVE ASSASSIN</u> which they had, were mine, she said that <u>MURDER ON THE ORIENT EXPRESS</u> did very well at X'mas Also that <u>ACQUIRE</u> is selling well.
 
Finished reading <u>THE COMPLEAT STRATEGYST</u>, which I borrowed from <br>
Claude. Regular analysis of simple games. It gives the rules of <br>
<u>MORRA</u> (the Italian finger game), and then gives a game theory <br>
strategy, the rules : -  <br>
2 play. Each player extends some fingers and, simultaneously,  <br>
guesses how many the enemy is extending. The number <br>
he may extend is 1,2, or 3. If only one player guesses the <br>
enemy digits successfully, the payoff to him is the total number <br>
of digits extended on the play. Otherwise the payoff is zero. <br>
Thus if Blue holds out 3 fingers and guesses 1, while Red holds <br>
out 1 and guesses 2, Blue will win because he's right : he will win <br>
4 units of payoff. [The proper strategy is to mix the following <br>
3 strategies in proportion 5:4:3Extend I1and guess 3. extend <br>
2 and guess 2 ; extend 3 and guess 1.]