1964_Sackson_084_March 04.jpg
Creator
Sid Sackson
Date
1964
Format
.jpg
Source
Box 1, Object 2, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1964_Sackson_084_March 04.jpg
Title
1964_Sackson_084_March 04.jpg
Rights
The Strong, Rochester, New York.
Type
image
Creator
Sid Sackson
Date
1964
Format
.jpg
Language
English
Source
Box 1, Object 2, Sid Sackson collection
Coverage
1964
transcription
WEDNESDAY 4 MARCH
1964 64th day - 302 days to come
Claude and I to the Amberstones:-
LINES - (see 1/17) Variation on previous rules. Instead of
having to start at an edge a player can start a piece where-
ever he wished. A second piece can also be started at
will. Lines can be run out from existing pieces and also a
bridging piece can be placed. If the two groups are run to-
gether the player can start another group at will. (In other
words a player can have a maximum of 2 groups on the
board.) All other rules are as in the previous game.
Yesterday the 3 of them played 3-handed using toothpicks
of 3 colors and the old rules. It worked well except that
the situation developed where a player could not help himself
but could help either of the others. I suggested that a player
score higher is he beats his left hand opponent (player to play
next.)
4-handed partnership using 4 different colors would prob-
ably work well.
COLUMNS:- (A card mancala type game by the Amberstones). Use
32 cards set up to begin as follows. Tho it is not necess-
[diagram of two rows of cards with directional arrows shown]
ary it makes it eas-
ier to use red on
one side & black on
the other.
Play is in the
direction of the
arrows. A player can
only play from his
side. Cards are sown starting with the top one in the pile and so
on until they are all played. If a player ends a play with a card
in a previously empty space (on his side of the board?) and the
card so landing is higher than the top card of the pile opposite
the card or cards opposite are captured.
There is no score for capturing cards, the only value being
that they reduce the cards on the other player's side.
There can not be more than 4 cards in a pile and a pile
cannot be sown that would add a 5th card to a pile.
The game is over when a player cannot move. He loses.
An optional rule proposed by Wald:- a player when picking up
a pile can shift it along his side as far as he wishes before
starting to sow. It may not pass a 4-high pile however.
We played a little of my CARD MANCALA.
PENNY DUNK:- A pencil & paper game the Amberstones devised
from a game of placing paper over the top of a glass, and putting
a penny in the center, and then taking turns burning holes with
a cigarette until the penny drops thru- losing the game for
that player.
Their version:- Draw a circle and draw segments -of vary/
(cont. 3/5)
1964 64th day - 302 days to come
Claude and I to the Amberstones:-
LINES - (see 1/17) Variation on previous rules. Instead of
having to start at an edge a player can start a piece where-
ever he wished. A second piece can also be started at
will. Lines can be run out from existing pieces and also a
bridging piece can be placed. If the two groups are run to-
gether the player can start another group at will. (In other
words a player can have a maximum of 2 groups on the
board.) All other rules are as in the previous game.
Yesterday the 3 of them played 3-handed using toothpicks
of 3 colors and the old rules. It worked well except that
the situation developed where a player could not help himself
but could help either of the others. I suggested that a player
score higher is he beats his left hand opponent (player to play
next.)
4-handed partnership using 4 different colors would prob-
ably work well.
COLUMNS:- (A card mancala type game by the Amberstones). Use
32 cards set up to begin as follows. Tho it is not necess-
[diagram of two rows of cards with directional arrows shown]
ary it makes it eas-
ier to use red on
one side & black on
the other.
Play is in the
direction of the
arrows. A player can
only play from his
side. Cards are sown starting with the top one in the pile and so
on until they are all played. If a player ends a play with a card
in a previously empty space (on his side of the board?) and the
card so landing is higher than the top card of the pile opposite
the card or cards opposite are captured.
There is no score for capturing cards, the only value being
that they reduce the cards on the other player's side.
There can not be more than 4 cards in a pile and a pile
cannot be sown that would add a 5th card to a pile.
The game is over when a player cannot move. He loses.
An optional rule proposed by Wald:- a player when picking up
a pile can shift it along his side as far as he wishes before
starting to sow. It may not pass a 4-high pile however.
We played a little of my CARD MANCALA.
PENNY DUNK:- A pencil & paper game the Amberstones devised
from a game of placing paper over the top of a glass, and putting
a penny in the center, and then taking turns burning holes with
a cigarette until the penny drops thru- losing the game for
that player.
Their version:- Draw a circle and draw segments -of vary/
(cont. 3/5)
Item sets