1965_Sackson_162_May 22.jpg
Creator
Sid Sackson
Date
1965
Format
.jpg
Source
Box 1, Object 3, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1965_Sackson_162_May 22.jpg
Title
1965_Sackson_162_May 22.jpg
Rights
The Strong, Rochester, New York.
Type
image
Creator
Sid Sackson
Date
1965
Format
.jpg
Language
English
Source
Box 1, Object 3, Sid Sackson collection
Coverage
1965
transcription
SATURDAY 22 MAY
1965 142nd day - 223 days to come
In Philadelphia bought KISMET (Spare-Time) filed (400).
Bought BATTLE OF THE BULGE (A.H.)
Bought 6 inexpensive sets of DOMINOES. Put them in box on
shelf [23].
Bought 3 books:- EQUAL SUIT BRIDGE
PARLOR GAMES FOR THE WISE AND OTHERWISE by H.E.H.
TREASURE HUNTING by John F. Gowen
Saw DUTCH BLITZ (Werner E. Muller - Southhampton Pa.)
A multiple solitaire game where all players play at one
time. There are 4 sets of cards with different back
designs. Each set has 10 cards each of 4 different
colors, number going from 1 to 10.
Saw ARREST & TRIAL (Transogram). Uses same board as
DRAGNET or PERRY MASON GAME but some of the equip-
ment seems a little different. Probably just about the
same play but with cheaper equipment.
Saw 12 O'CLOCK HIGH (Ideal). Board with paths leading from an airfield
in the corner to various bombing objectives. There are 2 reg-
ular dice and a special die with (probably) 2 faces showing
bombs and the others blank. There are a number of card-
board "bomb" markers & a token for each of 4 players.
In each turn the player throws the dice up to 3 times and
move the total of the regular dice towards an objective. If
throw a bomb, don't move, give up a "bomb" marker, and turn
ends. If reach an objective throw die with bomb twice. If
bomb turns up, collect number of points for that objective
and put a "bombed out" marker on that objective, which
can not be bombed again. If no bomb shows up get no points.
In any case give up two "bomb" markers. (There are 2 different
types of objectives - primary & secondary but I don't recol-
lect the distinction). After I run out of "bomb" markers go back
to start to get 10 more.
NO TIME FOR SERGEANTS (Ideal) Path game to reach promotion
at end. Win "stripes" at various spaces. These can stop
you from getting various penalties, such as being sent
back to a previous space, if by giving up a set number of
"stripes", if you have them. (Rough idea)
MAN FROM U.N.C.L.E. (Ideal) Object to get a card cor-
responding to one dealt to you. Don't remember the details.
1965 142nd day - 223 days to come
In Philadelphia bought KISMET (Spare-Time) filed (400).
Bought BATTLE OF THE BULGE (A.H.)
Bought 6 inexpensive sets of DOMINOES. Put them in box on
shelf [23].
Bought 3 books:- EQUAL SUIT BRIDGE
PARLOR GAMES FOR THE WISE AND OTHERWISE by H.E.H.
TREASURE HUNTING by John F. Gowen
Saw DUTCH BLITZ (Werner E. Muller - Southhampton Pa.)
A multiple solitaire game where all players play at one
time. There are 4 sets of cards with different back
designs. Each set has 10 cards each of 4 different
colors, number going from 1 to 10.
Saw ARREST & TRIAL (Transogram). Uses same board as
DRAGNET or PERRY MASON GAME but some of the equip-
ment seems a little different. Probably just about the
same play but with cheaper equipment.
Saw 12 O'CLOCK HIGH (Ideal). Board with paths leading from an airfield
in the corner to various bombing objectives. There are 2 reg-
ular dice and a special die with (probably) 2 faces showing
bombs and the others blank. There are a number of card-
board "bomb" markers & a token for each of 4 players.
In each turn the player throws the dice up to 3 times and
move the total of the regular dice towards an objective. If
throw a bomb, don't move, give up a "bomb" marker, and turn
ends. If reach an objective throw die with bomb twice. If
bomb turns up, collect number of points for that objective
and put a "bombed out" marker on that objective, which
can not be bombed again. If no bomb shows up get no points.
In any case give up two "bomb" markers. (There are 2 different
types of objectives - primary & secondary but I don't recol-
lect the distinction). After I run out of "bomb" markers go back
to start to get 10 more.
NO TIME FOR SERGEANTS (Ideal) Path game to reach promotion
at end. Win "stripes" at various spaces. These can stop
you from getting various penalties, such as being sent
back to a previous space, if by giving up a set number of
"stripes", if you have them. (Rough idea)
MAN FROM U.N.C.L.E. (Ideal) Object to get a card cor-
responding to one dealt to you. Don't remember the details.
Item sets