1966_Sackson_150_May 10.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_150_May 10.jpg
Title
1966_Sackson_150_May 10.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 10 MAY
1966 130th day - 235 days to come
Spoke to Arthur. He has added two rules to ALCHEMY. He allows
the turning up of a card at the corners of a rectangle.
Thus a player next can be left with a card he cannot turn
over, as long as he has at least one face-up card.
If both players are left successively with one pile which cannot
be combined - it is a draw.
(contin. from 5/8) [5/7]
[diagram at left: five columns drawn on a square with arrows drawn on them]
(see 4/8). Five different games.
1st - as described on 4/8.
2nd - same as first except that pieces
are removed as soon as they reach
end. Scoring same as first.
3rd - First to get 10 points across wins.
Each pc. is removed as crossed. I
believe that the multiplying by the
final pc. across is not done, the
victory being the difference between
the total brought across.
4th - Checkers - pcs. are removed when
jumped. Pcs. can be moved backwards
at any time as well as forward or sideways. If each player
is left with one pc., the higher number wins.
5th - Speedy Checkers - Once at least one player has lost 3 pcs.
the game continues as long as each player move is a jump. As
soon as no jump is possible, game is over. Most total captured
numb Highest total captured wins.
In "Two Guys" store bought 2 copies of MEMORY (MB).
Saw 21 SKIDOO (Mattel):- There is a black board with some
30 circles on it. The circles are half black and half red.
Each one has a hinged [crossed out] semicircle, red on one side and
black on the other, so that depending on the side of the
hinged pc., the circle is all black or all red. Each players
starts with all circles ball black. He hits the board with
a hammer turning some circles to red. Can hit as many
times as he wishes trying to get as close to 21 as
possible. But if go over 21, player is out.
[started 5/7]
1966 130th day - 235 days to come
Spoke to Arthur. He has added two rules to ALCHEMY. He allows
the turning up of a card at the corners of a rectangle.
Thus a player next can be left with a card he cannot turn
over, as long as he has at least one face-up card.
If both players are left successively with one pile which cannot
be combined - it is a draw.
(contin. from 5/8) [5/7]
[diagram at left: five columns drawn on a square with arrows drawn on them]
(see 4/8). Five different games.
1st - as described on 4/8.
2nd - same as first except that pieces
are removed as soon as they reach
end. Scoring same as first.
3rd - First to get 10 points across wins.
Each pc. is removed as crossed. I
believe that the multiplying by the
final pc. across is not done, the
victory being the difference between
the total brought across.
4th - Checkers - pcs. are removed when
jumped. Pcs. can be moved backwards
at any time as well as forward or sideways. If each player
is left with one pc., the higher number wins.
5th - Speedy Checkers - Once at least one player has lost 3 pcs.
the game continues as long as each player move is a jump. As
soon as no jump is possible, game is over. Most total captured
numb Highest total captured wins.
In "Two Guys" store bought 2 copies of MEMORY (MB).
Saw 21 SKIDOO (Mattel):- There is a black board with some
30 circles on it. The circles are half black and half red.
Each one has a hinged [crossed out] semicircle, red on one side and
black on the other, so that depending on the side of the
hinged pc., the circle is all black or all red. Each players
starts with all circles ball black. He hits the board with
a hammer turning some circles to red. Can hit as many
times as he wishes trying to get as close to 21 as
possible. But if go over 21, player is out.
[started 5/7]
Item sets