1966_Sackson_118_April 08.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_118_April 08.jpg
Title
1966_Sackson_118_April 08.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
FRIDAY 8 APRIL
Good Friday 1966 98th day - 267 days to come
To Brentanno's. Bought HARNESS RACING (Yorcor Productions '65)
Saw THE BALANCING ACT. A wire stand with blocks to hang on it.
Not a game but a passtime.
Saw PRO-AM GOLF GAME (Schonhorn Enterprises - 1966). There are
9 large sheets with 2 holes on each. These are placed, one at
a time, under a plastic overlay which holds them in place.
Each player has a chart with with 16 clubs from which
he must eliminate any two he wishes. There is a plastic
distance marker which a player when he drives places with
the zero at the start point and going in the direction he
chooses. He picks a club, throws the dice, gets the result
from the chart, and measures it on the marker. Hook
and slice distances are measured at right angles. When get
on the green there is a bull's eye arrangement which
is centered on the hole and tells you which zone you
are in and the chart then tells the result.
Saw FOLLOW THE ARROW (Scarne) This is a new and expanded
version of a game I already have.
The new rules allow jumping over an opponent's pc. as
long as the arrow is pointing in the direction to start the
jump. Continuous jumps can be made if pcs. are in cor-
rect position. You Opponent's pc. is not
removed. Neither player can move in a
backward direction. A player can be forced
to jump if his opponent wants him to.
[diagram to left: three square with arrows drawn. Left is labeled "can jump to here," center is "opponent's pc," right is "your pc."]
Object is to get all 5 pcs. across the board. The pcs. are
not removed from the board so that planning to get them in
is req'd. The score is determined by multiplying the number
of the last pc. brought in by the total of the uncrossed pcs. of
opponent.
Variations of this end the game when 10 points are brought
across. Others allow pcs. brought to be removed at
once.
He also suggests playing CHECKERS where the opponent's
pcs. are removed when jumped.
I think the new board is somewhat different from the one I have.
Saw a book PSYCHIC AND OTHER ESP PARTY GAMES by David Hay,
just seems to be ordinary party-type games.
Saw a book BEAT THE DEALER which had a system for
winning at BLACKJACK. Didn't seem interesting.
Good Friday 1966 98th day - 267 days to come
To Brentanno's. Bought HARNESS RACING (Yorcor Productions '65)
Saw THE BALANCING ACT. A wire stand with blocks to hang on it.
Not a game but a passtime.
Saw PRO-AM GOLF GAME (Schonhorn Enterprises - 1966). There are
9 large sheets with 2 holes on each. These are placed, one at
a time, under a plastic overlay which holds them in place.
Each player has a chart with with 16 clubs from which
he must eliminate any two he wishes. There is a plastic
distance marker which a player when he drives places with
the zero at the start point and going in the direction he
chooses. He picks a club, throws the dice, gets the result
from the chart, and measures it on the marker. Hook
and slice distances are measured at right angles. When get
on the green there is a bull's eye arrangement which
is centered on the hole and tells you which zone you
are in and the chart then tells the result.
Saw FOLLOW THE ARROW (Scarne) This is a new and expanded
version of a game I already have.
The new rules allow jumping over an opponent's pc. as
long as the arrow is pointing in the direction to start the
jump. Continuous jumps can be made if pcs. are in cor-
rect position. You Opponent's pc. is not
removed. Neither player can move in a
backward direction. A player can be forced
to jump if his opponent wants him to.
[diagram to left: three square with arrows drawn. Left is labeled "can jump to here," center is "opponent's pc," right is "your pc."]
Object is to get all 5 pcs. across the board. The pcs. are
not removed from the board so that planning to get them in
is req'd. The score is determined by multiplying the number
of the last pc. brought in by the total of the uncrossed pcs. of
opponent.
Variations of this end the game when 10 points are brought
across. Others allow pcs. brought to be removed at
once.
He also suggests playing CHECKERS where the opponent's
pcs. are removed when jumped.
I think the new board is somewhat different from the one I have.
Saw a book PSYCHIC AND OTHER ESP PARTY GAMES by David Hay,
just seems to be ordinary party-type games.
Saw a book BEAT THE DEALER which had a system for
winning at BLACKJACK. Didn't seem interesting.
Item sets