1973_Sackson_166_May 26.jpg
Creator
Sid Sackson
Date
1973
Format
.jpg
Source
Box 2, Object 1, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1973_Sackson_166_May 26.jpg
Title
1973_Sackson_166_May 26.jpg
Creator
Sid Sackson
Date
1973
Type
image
Format
.jpg
Source
Box 2, Object 1, Sid Sackson collection
Language
English
Coverage
1973
Rights
The Strong, Rochester, New York.
transcription
26 SATURDAY - MAY 1973
148TH DAY - 219 DAYS TO COME
Working on game diary most of the day.
In WHAT'S IT WORTH TO YOU?, or COLLECTOR'S CHOICE thinking
of ideas to lengthen the stand up game: 1) When 4 to 6 play, all
but 1 player must agree to stop. When 7 to 9 play, all but
2 players must agree to stop. When 10 to 12 play, all but 3
players must agree to stop. 2) Limit the permissible length
of sequences. 3) Make it compulsary for players to tell
each other how long their sequences are - the ones involved
in the trading. This should make for much more scientific
bargaining.
At Laurence's played HIT THE JACKPOT with Phil and Elliott.
We seemed to do a lot of chasing each other around the same
circuit. To break patterns I tried the following: Deal out
the 12 cards equally. A player can use a card to allow a
move of 2 instead of 1. This helped a little but it wasn't
too useful.
Another idea (that we didn't try) was to use the cards to
allow moving in opposite direction on an arrow. A player doing
this could not go back in the proper ditection on that arrow
as his following move.
148TH DAY - 219 DAYS TO COME
Working on game diary most of the day.
In WHAT'S IT WORTH TO YOU?, or COLLECTOR'S CHOICE thinking
of ideas to lengthen the stand up game: 1) When 4 to 6 play, all
but 1 player must agree to stop. When 7 to 9 play, all but
2 players must agree to stop. When 10 to 12 play, all but 3
players must agree to stop. 2) Limit the permissible length
of sequences. 3) Make it compulsary for players to tell
each other how long their sequences are - the ones involved
in the trading. This should make for much more scientific
bargaining.
At Laurence's played HIT THE JACKPOT with Phil and Elliott.
We seemed to do a lot of chasing each other around the same
circuit. To break patterns I tried the following: Deal out
the 12 cards equally. A player can use a card to allow a
move of 2 instead of 1. This helped a little but it wasn't
too useful.
Another idea (that we didn't try) was to use the cards to
allow moving in opposite direction on an arrow. A player doing
this could not go back in the proper ditection on that arrow
as his following move.
Item sets