1965_Sackson_360_December 06.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_360_December 06.jpg
Title
1965_Sackson_360_December 06.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
MONDAY 6 DECEMBER
1965 340th day - 25 days to come
To I/S. Ruth there and we played an improved version of
GO AND SEE. Each player is dealt 14 "Go" cards. From
this he tries to plan a continuous trip starting from any
city and moving along lines from city to city. He must
cover at least 10 cities, but may cover more. A city may
be skipped along a line but there is a 150 point penalty
for doing this. Before the 14 cards are dealt each player
is given one "Go" card and this city must be visited.)
After a player studies his 15 cards he may return as many
as he wishes, except the first, "must" card, and replace
them with new cards. these are all the "Go" cards that players
get.
Then 10 "see" cards are dealt to each player. He chooses
any that match his cities. He then passes 3 cards to
the player on their his right. Others are kept for later trading.
Then another 10 cards to each player, which are handled
the same way except that passing is to the left. And so on
between the players trying to complete their "see" commitments.
With 4 players we played that each city needed 2
"see" cards while the "must" city needed 3, including one
75 points (all "see" cards good for only one city are worth
75 points, while those good more for more cities vary, down
to 10 points).
We were never able to complete, since players kept
adding cards to their cities. I suggested limiting each
city to a maximum of 3 "see" cards. They approved.
Alice suggested, and we followed, that players not
mention the cities they wanted when trading, just the
number of cards to be traded. I suggested letting players tell as much as they wished.
Scoring :- the total of all "see" cards; 100 for each "Go"
card with at least one "see" card; 250 cards points for the
player completing (which ends the game); minus 150 points
for a skipped city in a route.
Game has promise but needs a lot of polishing. (See 11/10).
Rcd. a letter from Haar Hoolim. He found ARMOR in a store
but only in Hebrew, which he doesn't understand. He
wrote to inventor to find out about English rules and
will let me know if anything comes of it.
POTENTIAL was returned by Whitman. No explanation. Left
it at I/S for the present. 3M rejected RUSTLERS -
didn't like it at all.
Took a game home from I/S invented by a prisoner,
DYNACHEX.
1965 340th day - 25 days to come
To I/S. Ruth there and we played an improved version of
GO AND SEE. Each player is dealt 14 "Go" cards. From
this he tries to plan a continuous trip starting from any
city and moving along lines from city to city. He must
cover at least 10 cities, but may cover more. A city may
be skipped along a line but there is a 150 point penalty
for doing this. Before the 14 cards are dealt each player
is given one "Go" card and this city must be visited.)
After a player studies his 15 cards he may return as many
as he wishes, except the first, "must" card, and replace
them with new cards. these are all the "Go" cards that players
get.
Then 10 "see" cards are dealt to each player. He chooses
any that match his cities. He then passes 3 cards to
the player on their his right. Others are kept for later trading.
Then another 10 cards to each player, which are handled
the same way except that passing is to the left. And so on
between the players trying to complete their "see" commitments.
With 4 players we played that each city needed 2
"see" cards while the "must" city needed 3, including one
75 points (all "see" cards good for only one city are worth
75 points, while those good more for more cities vary, down
to 10 points).
We were never able to complete, since players kept
adding cards to their cities. I suggested limiting each
city to a maximum of 3 "see" cards. They approved.
Alice suggested, and we followed, that players not
mention the cities they wanted when trading, just the
number of cards to be traded. I suggested letting players tell as much as they wished.
Scoring :- the total of all "see" cards; 100 for each "Go"
card with at least one "see" card; 250 cards points for the
player completing (which ends the game); minus 150 points
for a skipped city in a route.
Game has promise but needs a lot of polishing. (See 11/10).
Rcd. a letter from Haar Hoolim. He found ARMOR in a store
but only in Hebrew, which he doesn't understand. He
wrote to inventor to find out about English rules and
will let me know if anything comes of it.
POTENTIAL was returned by Whitman. No explanation. Left
it at I/S for the present. 3M rejected RUSTLERS -
didn't like it at all.
Took a game home from I/S invented by a prisoner,
DYNACHEX.
Item sets