1966_Sackson_147_May 07.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_147_May 07.jpg
Title
1966_Sackson_147_May 07.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
5/8
5/10
SATURDAY 7 MAY
1966 127th day - 238 days to come
In Springfield saw [crossed out] dept. store saw:-
CAMP RUNAMUCK (Ideal):- Board showing a boys camp with
pictures of the various buildings, lake, etc. There are small
black stars next to the pictures of a number of boys. There
is a pack of cards of the boys. The cards are dealt out to the players
and each must round up his boys in the order they are dealt to
him.
There are no paths on the board. Movement is by use of a spinner
and three foot markers. [Drawing of three horizontal ovals, with two circles in each.] Move The token is on the
board. One hole is placed over it, the marker positioned as desired,
and the token is moved to the other hole. The spinner tells you
what type of steps to take and how many. Cannot land your token
on any place but open grass. When land on a star with final step of
your move, pick up the boy. Certain spaces on dial call for taking
of a special card, instead of moving. (Fairly complete idea.) If, when taking
a move, your foot marker hits another player, he is sent back to bunkhouse.
F TROOP (Ideal):- Quadrille board. There are token for each player
& for an outlaw. Players move around board picking up loot. Each
move is by a spinner with two areas, one for player and one for outlaw.
When player and outlaw are in same space they shoot it out,
if player and outlaw are in same space they shoot it out.
If player loses, he loses all his loot and goes back to start. If
he wins, keeps loot and outlaw goes to his hideout. Can go back
to fort and make the loot you have safe. A certain amount of
loot wins. (Rough idea.)
At Johnson's saw:-
THE IPCRESS FILE (MB):- Spiral board with shortcuts, each one
marked with a type of transportation. Players are dealt
cards at the beginning which are passes for the short cuts. Object
to get to the center and pick up a briefcase and get it back
without having it taken away by one of the other players. (Rough idea.)
[drawing of diagram at right: circle with lines cut into quadrants. label: "About 10 spaces on a quadrant." top left has rectangle with label "secret card." Each quadrant has rectangle and arrows pointing to quadrant.]
JOHN DRAKE SECRET AGENT (MB):- Board roughly as
shown. Players are dealt cards. There are corres-
ponding cards which are put in the four areas
around the board. Players land on the spaces
which allow them to take a card. If they have a
corresponding card they discard both. If not put it back. Try to
remember it for future information. After
At beginning of game one secret card is put away so one player
was a card which cannot be matched. He is a double agent and can be
killed. After a player has gotten rid of his cards he can look at
the secret card and then tries to find the double agent and kill him
(probably by landing on him). If all cards are matched up the double
agent is then known to all. He may try to kill the others and wins if
he can kill the other before being killed.
TWISTER (MB):- Large plastic board with colored circles of
4 colors. There is a dial with the four limbs noted and four
colors in each. 2 to 4 can play. Players start standing on two
(cont. on 5/8)
5/10
SATURDAY 7 MAY
1966 127th day - 238 days to come
In Springfield saw [crossed out] dept. store saw:-
CAMP RUNAMUCK (Ideal):- Board showing a boys camp with
pictures of the various buildings, lake, etc. There are small
black stars next to the pictures of a number of boys. There
is a pack of cards of the boys. The cards are dealt out to the players
and each must round up his boys in the order they are dealt to
him.
There are no paths on the board. Movement is by use of a spinner
and three foot markers. [Drawing of three horizontal ovals, with two circles in each.] Move The token is on the
board. One hole is placed over it, the marker positioned as desired,
and the token is moved to the other hole. The spinner tells you
what type of steps to take and how many. Cannot land your token
on any place but open grass. When land on a star with final step of
your move, pick up the boy. Certain spaces on dial call for taking
of a special card, instead of moving. (Fairly complete idea.) If, when taking
a move, your foot marker hits another player, he is sent back to bunkhouse.
F TROOP (Ideal):- Quadrille board. There are token for each player
& for an outlaw. Players move around board picking up loot. Each
move is by a spinner with two areas, one for player and one for outlaw.
When player and outlaw are in same space they shoot it out,
if player and outlaw are in same space they shoot it out.
If player loses, he loses all his loot and goes back to start. If
he wins, keeps loot and outlaw goes to his hideout. Can go back
to fort and make the loot you have safe. A certain amount of
loot wins. (Rough idea.)
At Johnson's saw:-
THE IPCRESS FILE (MB):- Spiral board with shortcuts, each one
marked with a type of transportation. Players are dealt
cards at the beginning which are passes for the short cuts. Object
to get to the center and pick up a briefcase and get it back
without having it taken away by one of the other players. (Rough idea.)
[drawing of diagram at right: circle with lines cut into quadrants. label: "About 10 spaces on a quadrant." top left has rectangle with label "secret card." Each quadrant has rectangle and arrows pointing to quadrant.]
JOHN DRAKE SECRET AGENT (MB):- Board roughly as
shown. Players are dealt cards. There are corres-
ponding cards which are put in the four areas
around the board. Players land on the spaces
which allow them to take a card. If they have a
corresponding card they discard both. If not put it back. Try to
remember it for future information. After
At beginning of game one secret card is put away so one player
was a card which cannot be matched. He is a double agent and can be
killed. After a player has gotten rid of his cards he can look at
the secret card and then tries to find the double agent and kill him
(probably by landing on him). If all cards are matched up the double
agent is then known to all. He may try to kill the others and wins if
he can kill the other before being killed.
TWISTER (MB):- Large plastic board with colored circles of
4 colors. There is a dial with the four limbs noted and four
colors in each. 2 to 4 can play. Players start standing on two
(cont. on 5/8)
Item sets