1966_Sackson_035_January 15.jpg
Creator
Sid Sackson
Date
1966
Format
.jpg
Source
Box 1, Object 4, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1966_Sackson_035_January 15.jpg
Title
1966_Sackson_035_January 15.jpg
Creator
Sid Sackson
Date
1966
Type
image
Format
.jpg
Source
Box 1, Object 4, Sid Sackson collection
Language
English
Coverage
1966
Rights
The Strong, Rochester, New York.
transcription
SATURDAY 15 JANUARY
1966 15th day - 350 days to come
Filed rules for ARMEGEDDON in "Board Games" folder.
Rcd. a photstat of the correspondence from Project X.
Filed it in "Correspondence I-S" folder. Also rcd. copy of
rules for RUSTLERS which Alice wants me to look over.
Rcd. another short letter from Haar Hoolim on his attempt
to get in touch with Dr. Mazor - ARMOR.
Rcd. a letter from Wesley Hosken. He has devised two
related CHECKER VARIATIONS.
Each uses a regular checker board. Each player has
12 pcs., but of two types :- R 4 "rooks" - larger checkers -
set up in his first row, 8 "pawns" - smaller checkers -
set up in his 2nd & 3rd row. The pcs. are kinged as in
regular checkers, becoming "kinged rooks" or "kinged pawns."
1st variation - all moves are in regular checkers except:-
2. Pawns can only capture pawns.
3. Rooks can only capture pawns or rooks or kinged pawns.
4. Kinged pawns can only capture pawns or rooks or kinged pawns.
4. Kinged rooks can capture all pieces.
2nd variation -
Any pcs. can jump any other pc. When a weaker pc. jumps
a stronger it does not take it off, but demotes it according
to the following table:-
[Column title: Jumped Piece. Column headings: P. R. KP. KR. Row title: Jumping piece. Row headings (top to bottom): P. R. KP. KR.]
20+. P. R. KP.
20+. 20+. P. R.
20+. 20+. 20+. P.
20+. 20+. 20+. 20+
[end table]
20+ = pc. captured
He says he prefers the 2nd.
In the window of Gordon Novelty Co. saw the box
for a game called JUMP - CHECKS AND CHECKERS. Had
slick pictures of scantily clad girls.
[footnote: 4th Payment Last Year's Income Tax Due]
1966 15th day - 350 days to come
Filed rules for ARMEGEDDON in "Board Games" folder.
Rcd. a photstat of the correspondence from Project X.
Filed it in "Correspondence I-S" folder. Also rcd. copy of
rules for RUSTLERS which Alice wants me to look over.
Rcd. another short letter from Haar Hoolim on his attempt
to get in touch with Dr. Mazor - ARMOR.
Rcd. a letter from Wesley Hosken. He has devised two
related CHECKER VARIATIONS.
Each uses a regular checker board. Each player has
12 pcs., but of two types :- R 4 "rooks" - larger checkers -
set up in his first row, 8 "pawns" - smaller checkers -
set up in his 2nd & 3rd row. The pcs. are kinged as in
regular checkers, becoming "kinged rooks" or "kinged pawns."
1st variation - all moves are in regular checkers except:-
2. Pawns can only capture pawns.
3. Rooks can only capture pawns or rooks or kinged pawns.
4. Kinged pawns can only capture pawns or rooks or kinged pawns.
4. Kinged rooks can capture all pieces.
2nd variation -
Any pcs. can jump any other pc. When a weaker pc. jumps
a stronger it does not take it off, but demotes it according
to the following table:-
[Column title: Jumped Piece. Column headings: P. R. KP. KR. Row title: Jumping piece. Row headings (top to bottom): P. R. KP. KR.]
20+. P. R. KP.
20+. 20+. P. R.
20+. 20+. 20+. P.
20+. 20+. 20+. 20+
[end table]
20+ = pc. captured
He says he prefers the 2nd.
In the window of Gordon Novelty Co. saw the box
for a game called JUMP - CHECKS AND CHECKERS. Had
slick pictures of scantily clad girls.
[footnote: 4th Payment Last Year's Income Tax Due]
Item sets