1966_Sackson_190_June 19.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_190_June 19.jpg
Title
1966_Sackson_190_June 19.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 19 JUNE
Father's Day
Second Sunday after Trinity 1966 170th day - 195 days to come
After thinking about it for two days & nights came up
with the following ideas for RIDE-A-RAY. Identify the
4 sides of the board as N, E, S, W. Provide 3 sets
of small markers with the numbers 1 to 13 in each direction
(156 total). The three sets have different colors which have
values of 2 - 3 - 5.
Choose for first by drawings markers, then position each player's
token by drawing markers till an intersection is set. Then
return all the markers face down.
Set up "free-lance" assignments by drawing markers and placing
them in proper position along the sides. Continue until each side
has at least one marker. If the same number on the same side
comes up twice, the higher number color is placed under the lower number and
then becomes available when uncovered.
Players each have a "switch" which starts on "on" position. Players in
turn can move from the space they are on to the end
of a line passing thru it. With their "switch" in "on" position
they can move on any colored line that any taken line is the
same color as a space rested on by any token, including
their own. They may, if they wish, switch to "off" and
then move on any line which does not have a token
resting on a space. If a player wishes, however, to
switch to "on", this takes a turn and no move can be made.
When the end of a line ends on a line of the same color
the player may, if he wishes, move to either end of this
line, etc.
When a player reaches an end of the line intersection that
has markers on two or more markers sides he has completed
an "assignment" and scores the product of the two or more markers
at the sides. If he completes more than one assignment on one
move, by continuous moves on the same color, the second one counts
double, etc. The score is entered on the score sheet. After
a player has three scores from "free-lance" assignments, he gets
a special" assignment. He draws markers till he gets an intersection.
If any extra are drawn they are placed on the proper side.
The player must then get to the intersection of his "assignment.
The first "assignment" scores 10 points. Then the player
does three more "free-lance" assignments, there is another a
second "special" assignment which scores 10 points. Etc, thru 4
"special" assignments. As soon as the first player completes the
4th assignment, worth 40 points, the game is over. Highest
score wins.
A player cannot land on, or pass over an use as a "turning point,"
a space occupied by a token.
When two play, each player has two tokens. On each turn, both
are moved.
Playing around with it on the board and don't think it is very
good.
On the bus from Pittsburg spoke to a 17 year boy. Showed
(cont. on 6/20)
Father's Day
Second Sunday after Trinity 1966 170th day - 195 days to come
After thinking about it for two days & nights came up
with the following ideas for RIDE-A-RAY. Identify the
4 sides of the board as N, E, S, W. Provide 3 sets
of small markers with the numbers 1 to 13 in each direction
(156 total). The three sets have different colors which have
values of 2 - 3 - 5.
Choose for first by drawings markers, then position each player's
token by drawing markers till an intersection is set. Then
return all the markers face down.
Set up "free-lance" assignments by drawing markers and placing
them in proper position along the sides. Continue until each side
has at least one marker. If the same number on the same side
comes up twice, the higher number color is placed under the lower number and
then becomes available when uncovered.
Players each have a "switch" which starts on "on" position. Players in
turn can move from the space they are on to the end
of a line passing thru it. With their "switch" in "on" position
they can move on any colored line that any taken line is the
same color as a space rested on by any token, including
their own. They may, if they wish, switch to "off" and
then move on any line which does not have a token
resting on a space. If a player wishes, however, to
switch to "on", this takes a turn and no move can be made.
When the end of a line ends on a line of the same color
the player may, if he wishes, move to either end of this
line, etc.
When a player reaches an end of the line intersection that
has markers on two or more markers sides he has completed
an "assignment" and scores the product of the two or more markers
at the sides. If he completes more than one assignment on one
move, by continuous moves on the same color, the second one counts
double, etc. The score is entered on the score sheet. After
a player has three scores from "free-lance" assignments, he gets
a special" assignment. He draws markers till he gets an intersection.
If any extra are drawn they are placed on the proper side.
The player must then get to the intersection of his "assignment.
The first "assignment" scores 10 points. Then the player
does three more "free-lance" assignments, there is another a
second "special" assignment which scores 10 points. Etc, thru 4
"special" assignments. As soon as the first player completes the
4th assignment, worth 40 points, the game is over. Highest
score wins.
A player cannot land on, or pass over an use as a "turning point,"
a space occupied by a token.
When two play, each player has two tokens. On each turn, both
are moved.
Playing around with it on the board and don't think it is very
good.
On the bus from Pittsburg spoke to a 17 year boy. Showed
(cont. on 6/20)
Item sets