1972_Sackson_219_July 17.jpg
Creator
Sid Sackson
Date
1972
Format
.jpg
Source
Box 1, Object 10, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1972_Sackson_219_July 17.jpg
Title
1972_Sackson_219_July 17.jpg
Creator
Sid Sackson
Date
1972
Type
image
Format
.jpg
Source
Box 1, Object 10, Sid Sackson collection
Language
English
Coverage
1972
Rights
The Strong, Rochester, New York.
transcription
7/16
7/15
7/14
7/2
7/1
17 MONDAY - JULY 1972
199TH DAY - 167 DAYS TO COME
Finished a very rough set for playind playing
THE GENTLE ART OF POLITICS, with 12 "Deal Cards".
Letter from Bill Rawlings about our PROXIMITY CHESS and
FOCUS games.
FOREIGN INTRIGUE finally came back from 3M. The box was
all mashed up but the components weren't in too bad shape.
To Benton & Bowles. Arthur & Wald just arrived and Claude
came a little later. (Wexler must have been there.)
Amberstones told me about their method of playing KRIEGSPIEL
without the use of a third person to check the moves. The
board has a grid of 64 holes.There are 64 pegs. 32
are blank at both ends. The others are blank at one end but
have CHESS pieces [illegible crossed out] pictured at the other end.
The game starts with the pieces in their regular spaces and the
blank pegs in the other 4 rows. When a player makes a
move he switches the peg of the pc. with the blank peg in
the space he moves to. When an opponent's pc. is discovered it
is captured. To make the game playable a new rule is added.
A piece can jumpover an opponent's pc., but not over his own.
(How do you know when a king is in check?)
Amberstones had a game COURIER which they played 2-hand
before Claude came. Then we all played 4-hand. The board
is a large map of the world. The capital cities of 6
countries are starred: U.S., Russia, China, India, France,
and Egypt. Another 18 cities around the world are also
marked. From 2 to 6 play and each takes one country
as his own. 6 cards are supplied, one with a "Message"
and the other 5 "fake". These are dealt out (and may not go
equally). The playe[r] with the "Message" puts it into his
"pouch" and each of the others puts one of the "fakes"
so that, except in 2-hand play, the p who has the
message is not known. Each player has four agents,
numbered from 1 to 4. At the start each is dealt a card from
a special red deck which contains #2, #3, #4 for each country
in the game. This card represents a double-agent. If a player
gets one of his own he knows that the agent is safe. #1 is
always safe. Then players are dealt 4 cities from which
their agents can start. One card may be exchanged with the deck. Each player chooses two cities from which to start two
agents. They must be at least 7 spaces (the boxes formed
by 15 [degree] longitudes and latitudes, and no diagonal moves
allowed) from his Capital city. He chooses one of these agents
to carry his "pouch" and a number card representing this
agent is put in the "pouch". The 2 unused starting locations
also go in the pouch.
Players in turn throw 2 dice and move one agent up to
the amount on one die and another up to the
(cont. on 7/16)
7/15
7/14
7/2
7/1
17 MONDAY - JULY 1972
199TH DAY - 167 DAYS TO COME
Finished a very rough set for playind playing
THE GENTLE ART OF POLITICS, with 12 "Deal Cards".
Letter from Bill Rawlings about our PROXIMITY CHESS and
FOCUS games.
FOREIGN INTRIGUE finally came back from 3M. The box was
all mashed up but the components weren't in too bad shape.
To Benton & Bowles. Arthur & Wald just arrived and Claude
came a little later. (Wexler must have been there.)
Amberstones told me about their method of playing KRIEGSPIEL
without the use of a third person to check the moves. The
board has a grid of 64 holes.There are 64 pegs. 32
are blank at both ends. The others are blank at one end but
have CHESS pieces [illegible crossed out] pictured at the other end.
The game starts with the pieces in their regular spaces and the
blank pegs in the other 4 rows. When a player makes a
move he switches the peg of the pc. with the blank peg in
the space he moves to. When an opponent's pc. is discovered it
is captured. To make the game playable a new rule is added.
A piece can jumpover an opponent's pc., but not over his own.
(How do you know when a king is in check?)
Amberstones had a game COURIER which they played 2-hand
before Claude came. Then we all played 4-hand. The board
is a large map of the world. The capital cities of 6
countries are starred: U.S., Russia, China, India, France,
and Egypt. Another 18 cities around the world are also
marked. From 2 to 6 play and each takes one country
as his own. 6 cards are supplied, one with a "Message"
and the other 5 "fake". These are dealt out (and may not go
equally). The playe[r] with the "Message" puts it into his
"pouch" and each of the others puts one of the "fakes"
so that, except in 2-hand play, the p who has the
message is not known. Each player has four agents,
numbered from 1 to 4. At the start each is dealt a card from
a special red deck which contains #2, #3, #4 for each country
in the game. This card represents a double-agent. If a player
gets one of his own he knows that the agent is safe. #1 is
always safe. Then players are dealt 4 cities from which
their agents can start. One card may be exchanged with the deck. Each player chooses two cities from which to start two
agents. They must be at least 7 spaces (the boxes formed
by 15 [degree] longitudes and latitudes, and no diagonal moves
allowed) from his Capital city. He chooses one of these agents
to carry his "pouch" and a number card representing this
agent is put in the "pouch". The 2 unused starting locations
also go in the pouch.
Players in turn throw 2 dice and move one agent up to
the amount on one die and another up to the
(cont. on 7/16)
Item sets