1972_Sackson_283_September 19.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_283_September 19.jpg
Title
1972_Sackson_283_September 19.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
9/18
9/17
9/16
19 TUESDAY - SEPTEMBER 1972
263RD DAY - 103 DAYS TO COME
To B&B for meeting with Claude, Arthur, Wexler, and
later Wald.
I asked Arthur about the number of "lanterns" in their
INVISIBLE MAN. When 2 play - 1 searcher - the searcher
has 8 "lanterns." When 3 play - 2 searchers - the searchers
each have 4 "lanterns." When 4 play - 3 searchers - the search-
ers each have 3 "lanterns."
We played part of a game of FUN CITY, without Claude
who was quite tired after working all night. Arthur (Wald
wasn't there yet) entered into the spirit of the bidding
but after the game said that the "Power Index" didn't fit
in organically with the rest of the game. Wexler took it
along without much comment.
Later I realized that I should have made a point of the
fact that the separate "Power Index" tended to divorce it from
the rest of the game. Having it in the middle of the
board would bring it into proper importance.
We played SPLIT PERSONALITY. Claude had a new board (which
Wexler said was the ugliest he had ever seen.
The paths were made up of spaces linked to-
gether in a configuration similar to that
shown.
[drawing of a square divided in half vertically, which each section divided in half horizontally with a slight diagonal slant up from left to right. The 4 corners of the board have small squares on them. The top left corner has an arrow pointing down on the outside edge, the bottom right right has an arrow pointing up.]
The two face halfs halves start in the
spaces with the arrows. The other two corner
spaces are "Sigmund Freud." Dream cards
are picked up only on the outside path. Neuroses cards
are picked up only on the inside paths. Object is to join
the two face halves together on a "Sigmund Freud" space and
then get rid of all Dream and Neuroses cards. Or to join
the face halves anywhere else on the board and then collect
3 matching sets of Neuroses (there being 9 sets of 2
in the game) and get rid of Dream cards and excess
neuroses cards. (see 8/29 - fairly complete listing of changes)
Wald Wexler still didn't care too much for the play of the game.
He took it along to work on, and Claude will continue also.
Wald and Arthur showed a game they call OPEN CITY. The board
is completely blank. One player [illegible word crossed out] arranges 6 plastic
strips - abt. 1/8" x 1/8" x 2 1/2" in any arrangement he wishes and
places two 1 1/2 " ¢ poker chips - one red and one blue anywhere
he wishes in opposite quadrants. The other player then chooses
which chip he will chose as his "City." Players in turn
start with 30 chips each of their color and do not receive
more in the game. A turn consists of placing five chips (7/8" ¢)
starting next to their city and stringing them on. As many
forking paths as desired can be made. A string can be broken
at any point and the pc. [piece] put on the end. The smallest a
group can be is 2 chips. If, due to captures, a single
chip is left it is removed. Players cannot start a new chain
from their city if one is there already, but can if it is
disconnected. Captures are made by putting a chip on the end of
a group that touches one or two enemy chips. These chips are
(cont. on 9/18)
9/17
9/16
19 TUESDAY - SEPTEMBER 1972
263RD DAY - 103 DAYS TO COME
To B&B for meeting with Claude, Arthur, Wexler, and
later Wald.
I asked Arthur about the number of "lanterns" in their
INVISIBLE MAN. When 2 play - 1 searcher - the searcher
has 8 "lanterns." When 3 play - 2 searchers - the searchers
each have 4 "lanterns." When 4 play - 3 searchers - the search-
ers each have 3 "lanterns."
We played part of a game of FUN CITY, without Claude
who was quite tired after working all night. Arthur (Wald
wasn't there yet) entered into the spirit of the bidding
but after the game said that the "Power Index" didn't fit
in organically with the rest of the game. Wexler took it
along without much comment.
Later I realized that I should have made a point of the
fact that the separate "Power Index" tended to divorce it from
the rest of the game. Having it in the middle of the
board would bring it into proper importance.
We played SPLIT PERSONALITY. Claude had a new board (which
Wexler said was the ugliest he had ever seen.
The paths were made up of spaces linked to-
gether in a configuration similar to that
shown.
[drawing of a square divided in half vertically, which each section divided in half horizontally with a slight diagonal slant up from left to right. The 4 corners of the board have small squares on them. The top left corner has an arrow pointing down on the outside edge, the bottom right right has an arrow pointing up.]
The two face halfs halves start in the
spaces with the arrows. The other two corner
spaces are "Sigmund Freud." Dream cards
are picked up only on the outside path. Neuroses cards
are picked up only on the inside paths. Object is to join
the two face halves together on a "Sigmund Freud" space and
then get rid of all Dream and Neuroses cards. Or to join
the face halves anywhere else on the board and then collect
3 matching sets of Neuroses (there being 9 sets of 2
in the game) and get rid of Dream cards and excess
neuroses cards. (see 8/29 - fairly complete listing of changes)
Wald Wexler still didn't care too much for the play of the game.
He took it along to work on, and Claude will continue also.
Wald and Arthur showed a game they call OPEN CITY. The board
is completely blank. One player [illegible word crossed out] arranges 6 plastic
strips - abt. 1/8" x 1/8" x 2 1/2" in any arrangement he wishes and
places two 1 1/2 " ¢ poker chips - one red and one blue anywhere
he wishes in opposite quadrants. The other player then chooses
which chip he will chose as his "City." Players in turn
start with 30 chips each of their color and do not receive
more in the game. A turn consists of placing five chips (7/8" ¢)
starting next to their city and stringing them on. As many
forking paths as desired can be made. A string can be broken
at any point and the pc. [piece] put on the end. The smallest a
group can be is 2 chips. If, due to captures, a single
chip is left it is removed. Players cannot start a new chain
from their city if one is there already, but can if it is
disconnected. Captures are made by putting a chip on the end of
a group that touches one or two enemy chips. These chips are
(cont. on 9/18)
Item sets