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Age:
"I'll Never Tell" Over the years, Spiering would herself tinker
with one big idea after another. She became a professional seamstress with her own
alteration store, stitching everything from sun bonnets to wedding gowns to linings for
caskets. 1993 - With rules developed and the SYZYGY name picked, Lorraine called the Milton Bradley company. The secretary on the line said, "Honey, if you think we talk to just any person that calls with a game idea, you're CRAZY!" That was the magic word to have Spiering put her idea on a shelf, resigned that it would never amount to much. 1995 - March 12th, Lorraines father passed away while on vacation in Chile. It was a great surprise to learn that he had left an investment account for the kids to share. It was a modest but welcome amount. |
Breaking the Cycle: In the fall of 1995, Spiering took a seminar on "integrity." It was there she realized she had never seen a dream to it's fruition, as if she were following the path her father had trudged. IF SOMEONE SAYS YOU ARE CRAZY, DON'T DO IT!!! "At that point I declared; 'My father lived on would've, could've, should've,' but I am going to produce my game." So she invested her inheritance in making a prototype and having a patent attorney copyright the rules and SYZYGY name. After finding a gaming company in California who would help get the games produced in China, she and her husband refinanced their home to pay for the first shipment. And in February, 1997, 20,000 units of the game came from China to San Francisco. Anyone Can Play: The word Syzygy (siz-uh-jee) is an astrological term for an alignment of celestial bodies. Lorraine's favorite alignment is of the Sun, Earth and Moon. "A full Eclipse is an absolute miracle." In this game, each player makes his or her own crossword puzzle drawing from the 304 letter tiles. The game is very interactive. Play goes very quickly. The best part is that everyone, regardless of age, can play together. Families and friends playing games is a treasured memory of Lorraine's childhood.
Success No Matter What:
Several toy
stores across the country have put the game on their shelves. No major retailer has
picked it up. But Spiering believes she created a game that can be used in
classrooms and has a promising destiny. "It's not a moneymaker yet. What
it is right now is a person maker. It's an accomplishment, it's faith."
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