1965_Sackson_188_June 17.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_188_June 17.jpg
Title
1965_Sackson_188_June 17.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
THURSDAY 17 JUNE
Corpus Christi
Bunker Hill Day (Boston) 1965 168th day - 197 days to come
Called Alice and [crossed out] confirmed date for next Wednesday
to play AIRLINE.
Letter came from A-H. They are sending me the
GETTYSBURG material I ordered & would like me to
return the BATTLE OF THE BULGE they send by mis-
take. Will credit me or refund postage.
BB & I played CHAIN REACTION. She was very sleepy but
the game was quite good. Play on checkerboard. Each
player has 12 pcs. set up as shown.
[DIAGRAM AT LEFT: eight columns, twelve white circles, twelve black circles, bottom label: "SCORING AREA"]
Players in turn start their
move by moving one of their
pieces 1 space in any direction
onto a pc., either friendly or
enemy (see later for [crossed out]
exception.). Then the pile is
broken down, the bottom pc, going
into an adjacent space and the
top going into the next space in
a straight line. Both of these
may be empty, or one may be
occupied by a pc. of either side
(either space), but both may not
be occupied. In other words, only
one pile may be formed. If the
new pile is topped by a pc. of
the player moving, he continues
by breaking down the pile in
the same way. This continues until either no new pile is
formed, in which case the opponent starts by forming a pile (free
move) etc. If during a player's turn, a pile is formed with oppon-
ent's piece on top, the opponent then plays, starting with the pile
in question.
Object is to move a pc. of your color over the edge on opponent's
end of board. Only one pc. can go over on a turn (which, of
course, has to be the top pc. of a pile, the other pc. of the
pile remaining in the last row). You cannot score diagonally
outside of the limits of the board at the sides. A goal scores 1 point.
After scoring the player places the scoring pc. on either
of the two marked spaces on his own side. If this space is
occupied he continues his move. He can also continue if he
has formed a pile topped by his color on the last row. A player
should be careful of forming [crossed out] such a pile if both
of his re-entry spaces are occupied. This is a foul and scores takes
5 points off the player's score.
If a player is forced to break a pile onto two occupied spaces
this is also a foul. After a foul the player removes the offending
pc. from the board and must replace it at his first opportunity.
Play to some score (about 10) and winner must be at least two pts.
ahead.
Corpus Christi
Bunker Hill Day (Boston) 1965 168th day - 197 days to come
Called Alice and [crossed out] confirmed date for next Wednesday
to play AIRLINE.
Letter came from A-H. They are sending me the
GETTYSBURG material I ordered & would like me to
return the BATTLE OF THE BULGE they send by mis-
take. Will credit me or refund postage.
BB & I played CHAIN REACTION. She was very sleepy but
the game was quite good. Play on checkerboard. Each
player has 12 pcs. set up as shown.
[DIAGRAM AT LEFT: eight columns, twelve white circles, twelve black circles, bottom label: "SCORING AREA"]
Players in turn start their
move by moving one of their
pieces 1 space in any direction
onto a pc., either friendly or
enemy (see later for [crossed out]
exception.). Then the pile is
broken down, the bottom pc, going
into an adjacent space and the
top going into the next space in
a straight line. Both of these
may be empty, or one may be
occupied by a pc. of either side
(either space), but both may not
be occupied. In other words, only
one pile may be formed. If the
new pile is topped by a pc. of
the player moving, he continues
by breaking down the pile in
the same way. This continues until either no new pile is
formed, in which case the opponent starts by forming a pile (free
move) etc. If during a player's turn, a pile is formed with oppon-
ent's piece on top, the opponent then plays, starting with the pile
in question.
Object is to move a pc. of your color over the edge on opponent's
end of board. Only one pc. can go over on a turn (which, of
course, has to be the top pc. of a pile, the other pc. of the
pile remaining in the last row). You cannot score diagonally
outside of the limits of the board at the sides. A goal scores 1 point.
After scoring the player places the scoring pc. on either
of the two marked spaces on his own side. If this space is
occupied he continues his move. He can also continue if he
has formed a pile topped by his color on the last row. A player
should be careful of forming [crossed out] such a pile if both
of his re-entry spaces are occupied. This is a foul and scores takes
5 points off the player's score.
If a player is forced to break a pile onto two occupied spaces
this is also a foul. After a foul the player removes the offending
pc. from the board and must replace it at his first opportunity.
Play to some score (about 10) and winner must be at least two pts.
ahead.
Item sets