1964_Sackson_267_September 03.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_267_September 03.jpg
Title
1964_Sackson_267_September 03.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 3 September 1964
247th day - 119 days to come
Felicia called. She will give me their copy of
SHA-EE even tho [though] I have one already.
Thought of a GAME IDEA. Use a fairly large
square quadrille board. Each player has 6 pieces
numbered from 1 to 6. These are started at the
periphery of the board. Players in turn move up to a
total of 8. That is pc. #6 may be moved 1 space
and pc. #1 moved 2 spaces, or pc. #4 may be moved
2 spaces, or pc. #2 may be moved 3 spaces and pc. [line break] #1
moved 2 spaces, etc. Object is to reach scoring
spaces in the center. These are of different colors
(or some might have 2 colors) and if a player ends
his turn with 3 of his pcs. resting on [crossed out word illegible] spaces
of the same color th he receives a score. With
less players less colors will be operative.
Players can hit opponent's pcs. out of the way be
lining up two pcs. next to it. This can be in a
straight line orthogonally or diagonally. The pc. is
moved 8 spaces minus the number of the pc.
[drawing of a 5x12 grid with filled in circles, empty circles, and some numbered circles on in various squares. The drawing also depicts some dotted arrows indicating a piece moving right several spaces and a solid arrow moving a piece diagonally.]
Thought of CARD GAME IDEA. Use 2 standard decks of cards.
No cards are dealt. Player in turn draw a card from the deck & keep it in their hand. A player
on his turn, & before he leads draws a card, may make
a lead. A lead consists of two cards of the same suit
or two of the same rank. The lead has a value
determined by the two digits (10, J, Q, K, are all 0).
Thus 7J would be 70. Other players in turn play
2 cards. If they have 5 cards in their hand they
must also play 2 of same suit or same rank.
If have 4 or less they may throw 2 unmatched cards, but cannot win trick with these.
If another player plays two cards of same suit
as that led (or same two if a suit the trick
is a reverse - that is all the numbers are reversed
(70 becoming 07, etc.). This can be re-reversed
by another play of the same suit. A rank lead can-
not be reversed.
If the leader wins the trick (by having the highest
number - in case of tie the first played wins) he
draws his card from the deck plus another as a bonus.
If he doesn't win he does not draw any card
(cont. 9/2)
247th day - 119 days to come
Felicia called. She will give me their copy of
SHA-EE even tho [though] I have one already.
Thought of a GAME IDEA. Use a fairly large
square quadrille board. Each player has 6 pieces
numbered from 1 to 6. These are started at the
periphery of the board. Players in turn move up to a
total of 8. That is pc. #6 may be moved 1 space
and pc. #1 moved 2 spaces, or pc. #4 may be moved
2 spaces, or pc. #2 may be moved 3 spaces and pc. [line break] #1
moved 2 spaces, etc. Object is to reach scoring
spaces in the center. These are of different colors
(or some might have 2 colors) and if a player ends
his turn with 3 of his pcs. resting on [crossed out word illegible] spaces
of the same color th he receives a score. With
less players less colors will be operative.
Players can hit opponent's pcs. out of the way be
lining up two pcs. next to it. This can be in a
straight line orthogonally or diagonally. The pc. is
moved 8 spaces minus the number of the pc.
[drawing of a 5x12 grid with filled in circles, empty circles, and some numbered circles on in various squares. The drawing also depicts some dotted arrows indicating a piece moving right several spaces and a solid arrow moving a piece diagonally.]
Thought of CARD GAME IDEA. Use 2 standard decks of cards.
No cards are dealt. Player in turn draw a card from the deck & keep it in their hand. A player
on his turn, & before he leads draws a card, may make
a lead. A lead consists of two cards of the same suit
or two of the same rank. The lead has a value
determined by the two digits (10, J, Q, K, are all 0).
Thus 7J would be 70. Other players in turn play
2 cards. If they have 5 cards in their hand they
must also play 2 of same suit or same rank.
If have 4 or less they may throw 2 unmatched cards, but cannot win trick with these.
If another player plays two cards of same suit
as that led (or same two if a suit the trick
is a reverse - that is all the numbers are reversed
(70 becoming 07, etc.). This can be re-reversed
by another play of the same suit. A rank lead can-
not be reversed.
If the leader wins the trick (by having the highest
number - in case of tie the first played wins) he
draws his card from the deck plus another as a bonus.
If he doesn't win he does not draw any card
(cont. 9/2)
Item sets