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<br>Played <u>THE BRAIN GAME</u>. The idea of allowing purchases after
<br>Played <u>THE BRAIN GAME</u>. The idea of allowing purchases after
all cards were taken didn't work out. The price was almost always
all cards were taken didn't work out. The price was almost always
too high to make it worthwhile. Another possible idea. Any
double allows a trade in the same classification. A double on the
white dice allows a trade in different classifications but a
payment of $1,000 times the number on the <s>white</s> red die
must be paid. A triple still allows a free trade. In addition,
a card can be bought for $1,000x the total of the 3 dice.
<br>Thinking of making trades mandatory rather than optional,
to get the trading moving.
<br>Played <u>DISPERSAL</u> with Al. It was over quite quickly. Tried
that a player had to have a dispersed condition at the end
of his move 5 times to win, and had to be at least 2
ahead of the other player.
<br>Al brought along his copy of the Jan. 1973 <u>SCIENTIFIC AMERICAN</u>
to show me Martin Gardner's column. He mentioned <u>G&P</u>, my column
in <u>S&T</u> and <u>AGOG</u>. Gave rules for <u>THE GAME OF SIM</u>, <u>CHOMP</u>,
and <u>THE RACE TRACK GAME</u>. Also mentioned the first edition of
<u>THE GUIDE TO SIMULATION GAMES FOR EDUCATION AND TRAINING</u>.
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(cont. from 1/22) [1/22]
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small games - <u>SUPER-TAC-TOE</u>, etc.