1966_Sackson_085_March 06.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_085_March 06.jpg
Title
1966_Sackson_085_March 06.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
SUNDAY 6 MARCH
Second Sunday in Lent 1966 65th day - 300 days to come
Packaged DATA and started the instructions. Decided to call it
DATA PROCESSING.
Two games ideas from Fr. Daniel's letter of Dec. 27, 1965:-
BATTLESHIP VARIATION - The players used different charts and cannot see
where their opponent's ship is. The ships may move one (or two) spaces,
but after each move they have to shoot. Since the shot must be no further
than 3 spaces in a straight line away from the ship each shot gives away
the position of the ship -- well, maybe. We have worked up about five nice
variations of this game, adding forts for some of them. These will make
copy for that "Book of Paper and Pencil Games" I talk about (but will
never do anything about!).
Then there is the grandiose AUTO-RACE GAME. We have made a huge
board, about 4' x 5' on which we have drawn in a race course replete
with twists and turns. Eight of us can race at once. The race course
is made up of connected squares. It starts out with eight tracks and
narrows down to four and sometimes to two. We use two decks of bridge
cards with the A to 4s removed. Your car travels the number of spaces on
the card. Pictures are worth ten. Red cards enable you to turn either
way one space before continuing to play out the card. Spade cards enable
you to pass any car that is in your way.
Second Sunday in Lent 1966 65th day - 300 days to come
Packaged DATA and started the instructions. Decided to call it
DATA PROCESSING.
Two games ideas from Fr. Daniel's letter of Dec. 27, 1965:-
BATTLESHIP VARIATION - The players used different charts and cannot see
where their opponent's ship is. The ships may move one (or two) spaces,
but after each move they have to shoot. Since the shot must be no further
than 3 spaces in a straight line away from the ship each shot gives away
the position of the ship -- well, maybe. We have worked up about five nice
variations of this game, adding forts for some of them. These will make
copy for that "Book of Paper and Pencil Games" I talk about (but will
never do anything about!).
Then there is the grandiose AUTO-RACE GAME. We have made a huge
board, about 4' x 5' on which we have drawn in a race course replete
with twists and turns. Eight of us can race at once. The race course
is made up of connected squares. It starts out with eight tracks and
narrows down to four and sometimes to two. We use two decks of bridge
cards with the A to 4s removed. Your car travels the number of spaces on
the card. Pictures are worth ten. Red cards enable you to turn either
way one space before continuing to play out the card. Spade cards enable
you to pass any car that is in your way.
Item sets