1965_Sackson_323_October 30.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_323_October 30.jpg
Title
1965_Sackson_323_October 30.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 30 October 1965
303rd day - 62 days to come
Made rough copy of letters to : - John Goetz @ Mattel,
John Rocknowski
Herbert L. Mann } About fan letter. [Rocknowski and Mann]
Finished put the alphabetic order numbers on the
NOMINATION cards. Played 5-handed with Phil, Annette,
BB, Dana, & me. Worked very well. About an hour.
Annette wanted to play again.
Earlier Phil & I played JUMPIN'. I won. Game just
fair.
(cont. from 10/29)
he either with the count of 1 or 2 dice, he gains important
privileges. He immediately takes another turn. In
this turn he , and all after, he moves the combined
unit either one die or the total. He may reverse direction
at any time, including between the two dice of a
throw. When land on an opponent, get a new turn with
throw of 2 dice.
Whenever a player's individual player or his team land
on the "House of Masks" or "Shop of Faces", he takes one
of the cards. When a player's team lands on another
player's individual man or team, he takes all cards that
that player has, as well as another turn.
Object is to get to the "House of the Four Tongs" by
by even count and with a card matching the hidden card.
if a player chances going to "House of the Four Tongs"
without having one of each king of card and does not
find that he has the proper mask card, he puts the
worthless cards out of the game, without showing
them, and separates his men and starts again at the
two start spaces.
Played 2-6 hand games. Quite exciting.
Claude told me of his game LASER GUN. There is
a multiple path board. Some spaces are blank, which
are "safety spaces". Others have pictures of dogs, sirens,
machine guns etc. These are roughly 6 spaces apart.
Players may move from one "safety" space to the next on
a turn & when they reach a "danger" space they skip over
it to the next "safety" space. Players in a turn may,
instead, move to the next "danger" space. At irregular places
along the paths there are "alarm wires" which are placed
between 2 spaces. When a player passes over an "alarm wire"
he pulls the string of a sound box. Any player on the space representing
the sound suffers the penalty connected with that sound (i.e.
-go back 10 spaces, return to start - machine gun.)
There are some short cut paths where all spaces are
"danger" spaces and when these are used each space must
(cont. on 10/28)
303rd day - 62 days to come
Made rough copy of letters to : - John Goetz @ Mattel,
John Rocknowski
Herbert L. Mann } About fan letter. [Rocknowski and Mann]
Finished put the alphabetic order numbers on the
NOMINATION cards. Played 5-handed with Phil, Annette,
BB, Dana, & me. Worked very well. About an hour.
Annette wanted to play again.
Earlier Phil & I played JUMPIN'. I won. Game just
fair.
(cont. from 10/29)
he either with the count of 1 or 2 dice, he gains important
privileges. He immediately takes another turn. In
this turn he , and all after, he moves the combined
unit either one die or the total. He may reverse direction
at any time, including between the two dice of a
throw. When land on an opponent, get a new turn with
throw of 2 dice.
Whenever a player's individual player or his team land
on the "House of Masks" or "Shop of Faces", he takes one
of the cards. When a player's team lands on another
player's individual man or team, he takes all cards that
that player has, as well as another turn.
Object is to get to the "House of the Four Tongs" by
by even count and with a card matching the hidden card.
if a player chances going to "House of the Four Tongs"
without having one of each king of card and does not
find that he has the proper mask card, he puts the
worthless cards out of the game, without showing
them, and separates his men and starts again at the
two start spaces.
Played 2-6 hand games. Quite exciting.
Claude told me of his game LASER GUN. There is
a multiple path board. Some spaces are blank, which
are "safety spaces". Others have pictures of dogs, sirens,
machine guns etc. These are roughly 6 spaces apart.
Players may move from one "safety" space to the next on
a turn & when they reach a "danger" space they skip over
it to the next "safety" space. Players in a turn may,
instead, move to the next "danger" space. At irregular places
along the paths there are "alarm wires" which are placed
between 2 spaces. When a player passes over an "alarm wire"
he pulls the string of a sound box. Any player on the space representing
the sound suffers the penalty connected with that sound (i.e.
-go back 10 spaces, return to start - machine gun.)
There are some short cut paths where all spaces are
"danger" spaces and when these are used each space must
(cont. on 10/28)
Item sets