1964_Sackson_169_May 28.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_169_May 28.jpg
Title
1964_Sackson_169_May 28.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
THURSDAY 28 MAY
Corpus Christi 1964 149th day - 217 days to come
At Gimbel's saw PROBE (P). Can be played by 2 to 4 players. Each
has a special tray which holds up to 12 cards and an
individually colored deck of 96 letter cards. Each player
chooses a word from his deck and places it face down in
his tray. The word can be as long as the player wishes. There
are 5 (I think) blank cards which can be placed before, after,
or both, the word so as to confuse the opponent's.
Player's in turn choose an opponent and guess a letter.
If this letter is in the word it is turned up and the player
whose turn it is can continue - until he misses. Each space
in the tray has a value fro (5-10-15 - I think) and the
player who guesses that card gets the points. If a player
has more than one of the same letter he only has to
open up one. For guessing the last letter in a word there
is a bonus of 50 points. A player in his turn may change
from one opponent to another as long as he keeps guessing
letters.
When a player thinks he knows an opponent's word
he may guess provided there are still 5 or more uncov-
ered cards to be uncovered. It does not have to be a player's
turn in order to guess. If he is exactly right he gets a
bonus of 100 points. [asterisk] If he misses he loses 50 points.
There is also a 98 card "Activity" deck. Each player
in his turn draws 1. This may do one of many things:-
tripling quintupling or quadrupling the value of his first guess; forcing
him or an opponent to turn up a card; etc.
If a card, or the last card is turned up by an "act-
ivity" card the player with the lowest score gets the
bonuses. (This probably only applies if a player is forced to
turn up his own cards.) This always applies. (What if tie for low?)
The player with the highest score at the end of the
round is the winner, provided it is 300 or more. If
not another round is played.
Also say MYSTIC SKULL (Ideal). See 1964 Ad clips for picture.
Players at beginning get 10 tokens of 4 different kinds.
In turn spin the skull. Can take as many pins as spun
from bank and place them as noted. May instead use a
token as spun. This allows placing of a larger number of
pins in an opponent or removing some form your own doll.
A token once used is out of the game & there is no way of
getting others. When a players doll is filled with pins he is
out of the game. Last in wins.
At 42nd St. library saw the April 11, 1964 issue of Saturday
Evening Post. It had short [article] about Parker Brothers
called "Pass Go & Retire." No new material.
At library also saw LE NOBLE JEU DE L'OIE EN FRANCE DE 1640
A 1950. All the game are GOOSE games except for a
PUT AND TAKE type played with 3 dice & other simple gambling gs.
Corpus Christi 1964 149th day - 217 days to come
At Gimbel's saw PROBE (P). Can be played by 2 to 4 players. Each
has a special tray which holds up to 12 cards and an
individually colored deck of 96 letter cards. Each player
chooses a word from his deck and places it face down in
his tray. The word can be as long as the player wishes. There
are 5 (I think) blank cards which can be placed before, after,
or both, the word so as to confuse the opponent's.
Player's in turn choose an opponent and guess a letter.
If this letter is in the word it is turned up and the player
whose turn it is can continue - until he misses. Each space
in the tray has a value fro (5-10-15 - I think) and the
player who guesses that card gets the points. If a player
has more than one of the same letter he only has to
open up one. For guessing the last letter in a word there
is a bonus of 50 points. A player in his turn may change
from one opponent to another as long as he keeps guessing
letters.
When a player thinks he knows an opponent's word
he may guess provided there are still 5 or more uncov-
ered cards to be uncovered. It does not have to be a player's
turn in order to guess. If he is exactly right he gets a
bonus of 100 points. [asterisk] If he misses he loses 50 points.
There is also a 98 card "Activity" deck. Each player
in his turn draws 1. This may do one of many things:-
tripling quintupling or quadrupling the value of his first guess; forcing
him or an opponent to turn up a card; etc.
If a card, or the last card is turned up by an "act-
ivity" card the player with the lowest score gets the
bonuses. (This probably only applies if a player is forced to
turn up his own cards.) This always applies. (What if tie for low?)
The player with the highest score at the end of the
round is the winner, provided it is 300 or more. If
not another round is played.
Also say MYSTIC SKULL (Ideal). See 1964 Ad clips for picture.
Players at beginning get 10 tokens of 4 different kinds.
In turn spin the skull. Can take as many pins as spun
from bank and place them as noted. May instead use a
token as spun. This allows placing of a larger number of
pins in an opponent or removing some form your own doll.
A token once used is out of the game & there is no way of
getting others. When a players doll is filled with pins he is
out of the game. Last in wins.
At 42nd St. library saw the April 11, 1964 issue of Saturday
Evening Post. It had short [article] about Parker Brothers
called "Pass Go & Retire." No new material.
At library also saw LE NOBLE JEU DE L'OIE EN FRANCE DE 1640
A 1950. All the game are GOOSE games except for a
PUT AND TAKE type played with 3 dice & other simple gambling gs.
Item sets