1964_Sackson_185_June 13.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_185_June 13.jpg
Title
1964_Sackson_185_June 13.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
SATURDAY 13 JUNE
1964 165th day - 201 days to come
At F.A.O. Schwartz saw:-
CONESTOGA (Washburne) Played on large map of U.S. with [crossed out] 8
tokens, dice, money, "gold" cards, & "bad day" cards. Players start
at East coast. High throw of dice starts at Boston & plays
first. Next in New York & plays 2nd; etc. Can choose to go
overland or by water. Former is cheaper but more danger-
ous. There is a listing of the fares, which are highest
from Boston and descend as you go South. Players pay for
their tickets from the money they received at the start.
Each space on the path represents 1 average day's travel
so that a turn represents a week's trip. There are spaces
along the path with various dangers which lose money
or time. All the paths terminate at Independence Mo.
And players wait there until all have arrived.
The players leave Independence in the order in which they
arrived. Also the first player can buys his covered wagon, oxen,
provisions at a lower price than the next player, etc. There is
about a 10% increase each time. The provisions include food
for about 10 days weeks. Players can buy additional provision cards for
$7 each. On each turn they must give up one card. There
are forts along the route at which provisions can be bought. Prices
go up as you go further west (up to $12(±)). In order to buy
food you must stop at the fort even if dice would carry you
further. This is the only time you can stop short.
If you run out of provisions you have one more turn to reach
a fort. You may move in either direction (the only time you
may move backwards). If you fail to reach the Fort you die. Your
money is left at the side of the trail and the first to
pass by gets it. If you reach the fort you are kept on charity
so you do not have to have provision cards. You can "work".
You collect your pay when another player passes the fort.
He throws one ^ (I think) die and multiplies it by the price of provisions
at that fort. You get this money. A player may stop voluntarily at a
fort to "work". Two This player must, however, use provision cards.
Two players may "work" in a fort and both collect from the passing
or landing traveller. If a third elects to stay and "work", the
first must leave.
Players passing each other on the trail may trade sell
provision cards at any price agreed on.
Along the main trail there are spaces marked "1". A player
landing on one of these has shot game suitable for one week's
provisions. There are also red spaces which, when landed
upon, call for taking a "bad day" card. These contain various
kinds of bad news.
About half way along the trail there is a "great buffalo hunt
trail". Players may turn on to this. If they land on a space
with a number they have shot provisions for that many weeks.
There then come a number of "gold hunt" trails. Players
can turn off on these. If they land on a yellow space
they take a "gold card". This tells how much money, if
(cont. on 6/12)
1964 165th day - 201 days to come
At F.A.O. Schwartz saw:-
CONESTOGA (Washburne) Played on large map of U.S. with [crossed out] 8
tokens, dice, money, "gold" cards, & "bad day" cards. Players start
at East coast. High throw of dice starts at Boston & plays
first. Next in New York & plays 2nd; etc. Can choose to go
overland or by water. Former is cheaper but more danger-
ous. There is a listing of the fares, which are highest
from Boston and descend as you go South. Players pay for
their tickets from the money they received at the start.
Each space on the path represents 1 average day's travel
so that a turn represents a week's trip. There are spaces
along the path with various dangers which lose money
or time. All the paths terminate at Independence Mo.
And players wait there until all have arrived.
The players leave Independence in the order in which they
arrived. Also the first player can buys his covered wagon, oxen,
provisions at a lower price than the next player, etc. There is
about a 10% increase each time. The provisions include food
for about 10 days weeks. Players can buy additional provision cards for
$7 each. On each turn they must give up one card. There
are forts along the route at which provisions can be bought. Prices
go up as you go further west (up to $12(±)). In order to buy
food you must stop at the fort even if dice would carry you
further. This is the only time you can stop short.
If you run out of provisions you have one more turn to reach
a fort. You may move in either direction (the only time you
may move backwards). If you fail to reach the Fort you die. Your
money is left at the side of the trail and the first to
pass by gets it. If you reach the fort you are kept on charity
so you do not have to have provision cards. You can "work".
You collect your pay when another player passes the fort.
He throws one ^ (I think) die and multiplies it by the price of provisions
at that fort. You get this money. A player may stop voluntarily at a
fort to "work". Two This player must, however, use provision cards.
Two players may "work" in a fort and both collect from the passing
or landing traveller. If a third elects to stay and "work", the
first must leave.
Players passing each other on the trail may trade sell
provision cards at any price agreed on.
Along the main trail there are spaces marked "1". A player
landing on one of these has shot game suitable for one week's
provisions. There are also red spaces which, when landed
upon, call for taking a "bad day" card. These contain various
kinds of bad news.
About half way along the trail there is a "great buffalo hunt
trail". Players may turn on to this. If they land on a space
with a number they have shot provisions for that many weeks.
There then come a number of "gold hunt" trails. Players
can turn off on these. If they land on a yellow space
they take a "gold card". This tells how much money, if
(cont. on 6/12)
Item sets