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<br>16th Day - 349 Days to Come | <br>16th Day - 349 Days to Come | ||
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To <u>Zeke Rose</u>. | To <u>Zeke Rose</u>. He took me to lunch and we discussed the Ideal | ||
line in general. He will send me an invite to their showroom | |||
during Toy Fair and I will see the specific games. He | |||
doesn't believe there will be any new games similar in | |||
type to <u>THE BOSS</u>. // Gave him my <u>S&T</u> review of <s>the</s> <u>THE BOSS</u>. | |||
<br>Ideal has bought out "Alabe Crafts" who put out | |||
<u>MAGIC "8" BALL FORTUNE TELLER</u>. Two new <u>GAME</u>s will | |||
be coming out under this label, for sale thru stationery | |||
stores. | |||
To "Gamut of Games." Played 2 games of <u>REALM</u> with him and | |||
lost. The starting positions are set up by each player in | |||
turn setting a "Base," with no two on the same row or column | |||
belonging to the same player. Then continue by placing the | |||
"Powers" (newest terminology) in the spaces with the Bases. While | |||
playing I made up a quick table of what happens when a player | |||
in his turn moves an "Interceptor" (middle pc. [piece] - and I didn't like | |||
the name) into a realm. | |||
[table with 4 columns and 3 rows. The columns describe effects in the game and the rows describe the conditions that result in those effects. The rows have check marks for the effects that apply to that condition. Column 1: Remove BASE without loss of Interceptor. Column 2: Remove BASE with loss of Interceptor. Column 3: Immobilize an enemy Interceptor without loss of own. Column 4: Opponents and own Interceptors immobilized. Row 1: Attacker has 2 or 3 more powers (columns 1 and 3 checked). Row 2: Attacker has 1 more power (columns 2 and 3 checked). Row 3: Attacker has same or less powers (column 4 checked).] | |||
Enemy Interceptors must be immobilized before a base in that | |||
realm can be removed. A new base cannot be built while | |||
an enemy power is in the realm. | |||
<br>The game plays quite well now. | |||
<br>Looked at the art work on <u>REALM</u> and the other games. Liked it all | |||
except for <u>INFINITY</u>. Made some suggestions about the copy on <u>REALM</u>. | |||
<br><u>Phil</u> asked if I had any <s>suggest</s> card games for the low ticket line | |||
they are considering. I told him about <u>WHAT'S IT WORTH TO YOU?</u> and | |||
he thought it would be just right - changing the 8 different catagories | |||
to different types of "collections." | |||
<br>He is interested in a gambling <u>GAME</u> to be packed in a box that | |||
looks like a pile of banknotes with a rubber band around it. He'd | |||
like it to be something like <u>THE MONEY GAME</u> which Jim Dunnigan | |||
did several years ago (and is willing to cut Jim in). | |||
<br>I asked him about his own game <u>PRIX</u>. He'd like to use it but | |||
<u>Carl Eisenberg</u> has it tied up. I asked how it was played and he | |||
told me the following. There are 3 "investments." All have a "neutral" | |||
space. One has spaces from -1 to -4 on one side and from +1 | |||
to +4 on the other. The 2nd goes from -5 to +5, and the 3rd | |||
from -6 to +6. There is a set of cards indicating the "investment" | |||
and a direction - "up or down" - and a number. The numbers | |||
are mainly 1, going up to a very few 4s. Also a number of cards give | |||
<br>(cont. on 1/14) |