1972_Sackson_300_October 06.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_300_October 06.jpg
Title
1972_Sackson_300_October 06.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
10/4
-10
-11
6 FRIDAY - OCTOBER 1972
280TH DAY - 86 DAYS TO COME
To meeting at B & B with Wexler, Claude, Arthur, & Wald. Got
the final $2,000 check, completing our original $5,000.
Wexler couldn't tell us which games were in the running to
be chosen for the line. He'll call another meeting in about a
month to give us the news.
Wald & Arthur showed THE LONG MARCH (new name for
OPEN CITY.) The board is as shown (except that the small cir-
cles are not on the Amberstones board)
[drawing of a grid of diagonal lines. The lines have a dot at each intersection. At the top center there is a blue 2 x 2 square, rotated diagonally aligned with the grid, with a small blue square at the center intersection. The bottom center has the same in red.]
Two play and each has 15 chips of his
color. A player starts by placing a
chip next to his city, on one of the
small circles. Then another is placed
next to this. Once two have been
placed one can be taken from any
position and placed on any circle
adjoining a chip in the group. A turn
consists of placing, or moving 5 chips.
In order to start a new group from the
city, the previous group must be separ-
ated. A capture is made by replacement
but the capturing chip must be coming
from an extremity of the group, not an interior chip. A single
chip isolated from a group is captured also.
There are 3 double cardboard pcs. [pieces] [drawing of isosceles triangle with vertical line in center] that can (stand up.
A player in his turn can place one of these on any [^unoccupied] intersec-
tion of two lines, except one that is colored. This is
a "mountain" and remains in place blocking any chips from
coming that way for the remainder of the game. Placing a
mountain uses two from the players count of 5.
Win by moving a chip into the pla opponent's * city.
From an advanced game each player has 3 chips of a different
shade. These are entered as the others, but one can only be en-
tered after 5 regular chips are on the board, the second after
10 are on the board, and the 3rd after all 15 of a player's
regular chips are on the board. When one of these is moved it
does not count as one of the 5 counts. But it cannot capture
or occuppy [occupy] the opponent's city.
Incidentally, a player may move thru [through] his own city.
I showed [illegible word crossed out] HAVING A WONDERFUL TIME and Wexler liked it a
lot, but not the theme. He suggested abstract psychedelic cards.
Claude showed SPLIT PERSONALITY (after the Amberstones left). The
new version uses a single path. Players have one marker
which is moved the total of two dice, either forward or
backwards. There is a deck of neuroses cards, divided
into 4 basic types:- such as "Irresistable [irresistible] Urge to - - ," "Horrible
fear of - - -," etc. When a player All players are dealt 4
cards to start and draw another when they land on a
"Neurosis" space. They can throw off 1 card when they
land on the space of the analyst for that neurosis. They
can also get rid of a neurosis card by drawing the
(cont. on 10/4)
-10
-11
6 FRIDAY - OCTOBER 1972
280TH DAY - 86 DAYS TO COME
To meeting at B & B with Wexler, Claude, Arthur, & Wald. Got
the final $2,000 check, completing our original $5,000.
Wexler couldn't tell us which games were in the running to
be chosen for the line. He'll call another meeting in about a
month to give us the news.
Wald & Arthur showed THE LONG MARCH (new name for
OPEN CITY.) The board is as shown (except that the small cir-
cles are not on the Amberstones board)
[drawing of a grid of diagonal lines. The lines have a dot at each intersection. At the top center there is a blue 2 x 2 square, rotated diagonally aligned with the grid, with a small blue square at the center intersection. The bottom center has the same in red.]
Two play and each has 15 chips of his
color. A player starts by placing a
chip next to his city, on one of the
small circles. Then another is placed
next to this. Once two have been
placed one can be taken from any
position and placed on any circle
adjoining a chip in the group. A turn
consists of placing, or moving 5 chips.
In order to start a new group from the
city, the previous group must be separ-
ated. A capture is made by replacement
but the capturing chip must be coming
from an extremity of the group, not an interior chip. A single
chip isolated from a group is captured also.
There are 3 double cardboard pcs. [pieces] [drawing of isosceles triangle with vertical line in center] that can (stand up.
A player in his turn can place one of these on any [^unoccupied] intersec-
tion of two lines, except one that is colored. This is
a "mountain" and remains in place blocking any chips from
coming that way for the remainder of the game. Placing a
mountain uses two from the players count of 5.
Win by moving a chip into the pla opponent's * city.
From an advanced game each player has 3 chips of a different
shade. These are entered as the others, but one can only be en-
tered after 5 regular chips are on the board, the second after
10 are on the board, and the 3rd after all 15 of a player's
regular chips are on the board. When one of these is moved it
does not count as one of the 5 counts. But it cannot capture
or occuppy [occupy] the opponent's city.
Incidentally, a player may move thru [through] his own city.
I showed [illegible word crossed out] HAVING A WONDERFUL TIME and Wexler liked it a
lot, but not the theme. He suggested abstract psychedelic cards.
Claude showed SPLIT PERSONALITY (after the Amberstones left). The
new version uses a single path. Players have one marker
which is moved the total of two dice, either forward or
backwards. There is a deck of neuroses cards, divided
into 4 basic types:- such as "Irresistable [irresistible] Urge to - - ," "Horrible
fear of - - -," etc. When a player All players are dealt 4
cards to start and draw another when they land on a
"Neurosis" space. They can throw off 1 card when they
land on the space of the analyst for that neurosis. They
can also get rid of a neurosis card by drawing the
(cont. on 10/4)
Item sets