1972_Sackson_286_September 22.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_286_September 22.jpg
Title
1972_Sackson_286_September 22.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
22 FRIDAY - SEPTEMBER 1972
FIRST DAY OF AUTUMN - 266TH DAY - 100 DAYS TO COME
Downtown to meeting with Marti Marvin Channing the ad-
vertising director at WOMAN'S DAY. While waiting for
the latter, Marvin said they probably will be deciding soon.
I told him that if they didn't take the game I would
reduce my charge to $10 an hour, since I'd still have the
game.
The advertising director, Marvin, and Jim (who I met at the last
meeting) played ONE AT A TIME BY THE MILLIONS. By luck
(bad) I won on the first score of the game (4x3x3x2). The
a.d. said he liked it as a game, but didn't think it told
the story right.
He thought there should be 9 items ranked in order
of importance and that a player does best by getting all
of them. Some are essential while others can be omitted.
Was thinking of having 9 cards with numbers 1 to 9.
Player can take off any number of different ones that are
adjacent to each other, as long as he has the essentials.
His score is the sum of the stars on the cards taken,
multiplied by the number taken. The cards of each type are
kept separate and piled, one in each of nine spaces.
I said that I was sure that I could work it out. One problem.
He wanted the game to usually end by someone getting the
9 items. For balance there should be a good chance of win-
ning by partials.
Marvin told me to hold off on any further work until he
contacts me. They may decide to drop the idea because
of the expense of manufacturing such small quantities.
With BB, Claude, and Anne played POST-HASTE. They liked
it, but the situation arose that BB could make a
move that would let either me or Claude get m our
third pc. [piece] across the finish line. Later decided to
put in the rule that a player could not end in a color
that would let that player win. If he had no other choice
it is a draw between the potential winners. In 4-hand
Claude at the st played with partners the situation is
different.
Claude suggested that there is not [no?] point in playing
for 2nd, etc. This would simplify the rules somewhat.
Played TAKE-A-WORD, 4 times so that each player is
first once. Played well and was popular.
Forgot again to bring Claude his check for the 2nd quarter
on EXECUTIVE DECISION.
Claude was contacted by Wexler. He wants Claude to rework
SPLIT PERSONALITY completely, emphasising [emphasizing] the neuroses. The test
panel found the face halves confusing and Wexler told Claude to
eliminate them.
Rcd.[received] a letter from an AGOG reader asking whether there is any
game around which depends on cooperation instead of competition.
FIRST DAY OF AUTUMN - 266TH DAY - 100 DAYS TO COME
Downtown to meeting with Marti Marvin Channing the ad-
vertising director at WOMAN'S DAY. While waiting for
the latter, Marvin said they probably will be deciding soon.
I told him that if they didn't take the game I would
reduce my charge to $10 an hour, since I'd still have the
game.
The advertising director, Marvin, and Jim (who I met at the last
meeting) played ONE AT A TIME BY THE MILLIONS. By luck
(bad) I won on the first score of the game (4x3x3x2). The
a.d. said he liked it as a game, but didn't think it told
the story right.
He thought there should be 9 items ranked in order
of importance and that a player does best by getting all
of them. Some are essential while others can be omitted.
Was thinking of having 9 cards with numbers 1 to 9.
Player can take off any number of different ones that are
adjacent to each other, as long as he has the essentials.
His score is the sum of the stars on the cards taken,
multiplied by the number taken. The cards of each type are
kept separate and piled, one in each of nine spaces.
I said that I was sure that I could work it out. One problem.
He wanted the game to usually end by someone getting the
9 items. For balance there should be a good chance of win-
ning by partials.
Marvin told me to hold off on any further work until he
contacts me. They may decide to drop the idea because
of the expense of manufacturing such small quantities.
With BB, Claude, and Anne played POST-HASTE. They liked
it, but the situation arose that BB could make a
move that would let either me or Claude get m our
third pc. [piece] across the finish line. Later decided to
put in the rule that a player could not end in a color
that would let that player win. If he had no other choice
it is a draw between the potential winners. In 4-hand
Claude at the st played with partners the situation is
different.
Claude suggested that there is not [no?] point in playing
for 2nd, etc. This would simplify the rules somewhat.
Played TAKE-A-WORD, 4 times so that each player is
first once. Played well and was popular.
Forgot again to bring Claude his check for the 2nd quarter
on EXECUTIVE DECISION.
Claude was contacted by Wexler. He wants Claude to rework
SPLIT PERSONALITY completely, emphasising [emphasizing] the neuroses. The test
panel found the face halves confusing and Wexler told Claude to
eliminate them.
Rcd.[received] a letter from an AGOG reader asking whether there is any
game around which depends on cooperation instead of competition.
Item sets