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MONDAY ( 2 ) JUNE UT
6/1  <br>
1969
MONDAY 2 JUNE 1969 <br>
153rd day - 212 days to come BB typed the rules for THE RIGHT CONNECTious and proof-read them with
153rd day - 212 days to come  
Dale before I got up. Ran off reproductions at lunch... Called Felicia to confirim date for this afternoon...
----
Called Barbara to tell her that I finished the proof-reading, she I wanted me to send it over but I insisted that we had to go over it to
BB typed the rules for <u>THE RIGHT CONNECTIONS</u> and proof-read them with Dale before I got up. Ran off reproductions at lunch. <br>
gether. I'll go there Thursday at lunch Barbara said that the release came from Anthun, at
 
To Felicia Brought her THE RIGHT CONNECTIONS
Called Felicia to confirim date for this afternoon.
Saw THE CHARGE OF THE LIGHT BRIGADE This is a beautiful model of a very expensive game. There is a bound about 8x20 spaces in size, 8 Cannoys are set up at one short end representing the Russians. At the other end there are about zo horse pieces, representing the British cavalry. The British move as many spaces as they have aaval ry preces left. Moves are orthogonal on diagonal and can be taken by as many
 
pieces as desired. After each turn by the British the Russians actuate a switch that lights up 4 spaces in a square (and also gives
Called Barbara to tell her that I finished the proof-reading. She  <br>
gun sounds). Any cavalry pieced in a lighted Squared is killed and the horse is turned oven, This space cannot be entered on passed over. When a Cavalry piece passes over the center line it must stop and the rest of the move must be used in moving man from the
wanted me to send it over but I insisted that we had to go over it <br>
starting position (where they are sufe against being hit), When a cavalry piece lands on a gun space, that gun is removed and the cavalry piece remains there until all remaining cavalry pieces have occuppied gun spaces. The player then has one more move to capture the remaining guns. Guns can only be captured from the front. Thing at least 6 cavalry pieces must remain to finish up the gamei (This is not very clear in the rules.)
together. I'll go there Thursday at lunch. <br>
Some further points. There are four officers among the cavalry when the last is killed the Russians get an extra shot. The lighting of the a spaces is set up so that it is completely random. The game, as history says, favors the Russiaus and playens alternate sides,
Barbara said that the release came from Arthur.
Felicia said she might show some things to co-s. She also asked who was the man in charge of development at Schapen, Looked it up and called her in evening - Jim Garrity,...
 
Felicia would like a larger game record form with larger spaces, Told her I'd draw one up and run off blueprints (black & whitesthat is),
To Felicia. Brought her <u>THE RIGHT CONNECTIONS</u>. <br>
Red, a letter from Warren Buell, He'll tetton weekend starting
Saw <u>THE CHARGE OF THE LIGHT BRIGADE</u> This is a beautiful model <br>
that only the afternoon of oft is availabore bol o to set the best probably be here June 7th Red, an 1969 Child Craft catalogo spoke to Clande.
of a very expensive game. There is a bound about 8x20 [illegible crossed out]  <br>
Remembered that when
spaces in size, 8 <s>guns</s> cannons are set up at one short end, representing <br>
may do for Milit, on
the Russians. At the other end there are about 20 horse pieces, representing <br>
Tom Atwater was here 5/19 we discussed the book he games of strategy invented contemporaneously. He
the British cavalry. The British move as many spaces as they have cavalry  <br>
(contion 611)
pieces left. Moves are orthogonal on diagonal and can be taken by as many <br>
pieces as desired. After each turn by the British the Russians actuate <br>
a switch that lights up 4 spaces in a square (and also gives <br>
gun sounds). Any cavalry piece in a lighted square is killed and the <br>
horse is turned over. This space cannot be entered on passed over. When a <br>
cavalry piece passes over the center line it must stop and the rest <br>
of the move must be used in moving men from the starting position <br>
(where they are sufe against being hit). When a cavalry piece <br>
lands on a gun space, that gun is removed and the cavalry piece remains <br>
there until all remaining cavalry pieces have occuppied gun spaces. The <br>
player then has one more move to capture the remaining guns. Guns can <br>
only be captured from the front. Thus at least 6 cavalry pieces must <br>
remain to finish up the game. (This is not very clear in the rules.) <br>
Some further points: There are four officers among the cavalry. When  <br>
the last is killed the Russians get an extra shot. The lighting of the 4  <br>
spaces is set up so that it is completely random. The game, as <br>
history says, favors the Russians and playens alternate sides. <br>
Felicia said she might show some things to CO-5. She also <br>
asked who was the man in charge of development at Schaper.  <br>
Looked it up and called her in evening - Jim Garrity. <br>
Felicia would like a larger game record form with larger spaces.  <br>
Told her I'd draw one up and run off blueprints (black & whites -  <br>
that is).
 
Red, a letter from Warren Buell. <s>He'll be in town weekend starting
6/6 I wrote him saying that only the afternoon of 6/7 is available but would love to see him then. </s>
probably be here June 7th  
 
Rcd. an 1969 Child Craft catalog.
 
Spoke to Claude.
 
Remembered that when Tom Atwater was here 5/19 we discussed the book he <br>
may do for M.I.T on games of strategy invented contemporaneously. He <br>
(cont. on 6/1)