1966_Sackson_094_March 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_094_March 15.jpg
Title
1966_Sackson_094_March 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
TUESDAY 15 MARCH
1966 74th day - 291 days to come
Rcd. letter from Haar Hoolim, which he stated was a follow up
to yesterday's, so I'll put off reading it until I get the
other from the P.O.
Rcd. March Playthings. Very little of interest.
[diagram showing one long rectangle, column of numbers: 15, 10, 8, 6, 5, 4, 3, 2, 1, 0, four columns containing four circles and four squares each, column of numbers: 0, 1, 2, 3, 4, 5, 6, 8, 10, 15, one long rectangle.]
Thinking of THRUST. This is played on a board as shown. One
player has square pcs. and one has
round. Each has 6 pcs. each of 3
colors. 16 of these are placed at
random [crossed out] (colors that is)
in the spaces shown in illustration.
Pcs. move as many spaces as there
are enemy pcs. [asterisk] in the same vertical
row. Moves are diagonal however, and
careen off the side. No pcs. either
friendly or enemy may be passed over.
Capture is by replacement. A pc.
that captures may make another
move, if it too results in a capture,
etc.
Moves are only forward diagonally.
Captured pcs. are placed in the
box to the left on the line on
which the capture took place. The
left -that is- of the player doing the
capturing.
After a player has lost 4 of his
pcs. he may advance install of
thrusting (moving). An advance is made by moving every pc. one
space forward. This can not be done if even one space is blocked
by an opponent's pc.
If a player does not have any pc. that can be moved, he may
"switch & thrust". That is switch two pcs. and then move
one of them.
When one player has no possible moves, even with a "switch
& thrust" the game is over. Players move all their remaining
pcs. to the box at their left. Score by counting the value
of all pcs. in the player's boxes.
Thinking of THRUST a game for up to 6 players. Play
on a hex field using ten pcs. for each player. Moves are diagonally
forward but ability to move is checked directly forward:
[drawing of five rows of circles; 1st, 3rd, and 5th are three circles; 2nd and 4th are two circles. Circles are connected by horizontal or diagonal lines. labeled with arrow and "MOVES"]
[asterisk] of the same color as the pc. moving.
Spoke to Arthur. Random House is still interested in the High Deck and if
they decide not to do it, they will put him in contact with other
companies who might.
1966 74th day - 291 days to come
Rcd. letter from Haar Hoolim, which he stated was a follow up
to yesterday's, so I'll put off reading it until I get the
other from the P.O.
Rcd. March Playthings. Very little of interest.
[diagram showing one long rectangle, column of numbers: 15, 10, 8, 6, 5, 4, 3, 2, 1, 0, four columns containing four circles and four squares each, column of numbers: 0, 1, 2, 3, 4, 5, 6, 8, 10, 15, one long rectangle.]
Thinking of THRUST. This is played on a board as shown. One
player has square pcs. and one has
round. Each has 6 pcs. each of 3
colors. 16 of these are placed at
random [crossed out] (colors that is)
in the spaces shown in illustration.
Pcs. move as many spaces as there
are enemy pcs. [asterisk] in the same vertical
row. Moves are diagonal however, and
careen off the side. No pcs. either
friendly or enemy may be passed over.
Capture is by replacement. A pc.
that captures may make another
move, if it too results in a capture,
etc.
Moves are only forward diagonally.
Captured pcs. are placed in the
box to the left on the line on
which the capture took place. The
left -that is- of the player doing the
capturing.
After a player has lost 4 of his
pcs. he may advance install of
thrusting (moving). An advance is made by moving every pc. one
space forward. This can not be done if even one space is blocked
by an opponent's pc.
If a player does not have any pc. that can be moved, he may
"switch & thrust". That is switch two pcs. and then move
one of them.
When one player has no possible moves, even with a "switch
& thrust" the game is over. Players move all their remaining
pcs. to the box at their left. Score by counting the value
of all pcs. in the player's boxes.
Thinking of THRUST a game for up to 6 players. Play
on a hex field using ten pcs. for each player. Moves are diagonally
forward but ability to move is checked directly forward:
[drawing of five rows of circles; 1st, 3rd, and 5th are three circles; 2nd and 4th are two circles. Circles are connected by horizontal or diagonal lines. labeled with arrow and "MOVES"]
[asterisk] of the same color as the pc. moving.
Spoke to Arthur. Random House is still interested in the High Deck and if
they decide not to do it, they will put him in contact with other
companies who might.
Item sets