1966_Sackson_195_June 24.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_195_June 24.jpg
Title
1966_Sackson_195_June 24.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 24 JUNE
St. John, Baptist 1966 175th day - 190 days to come
Rcd. answer from Bill Caruson, who completely misread
my letter to him.
[diagram: 8 x 12 board, each square with a colored square inside (either red, blue, yellow, or black); top and bottom of board has numbers and arrows. Top reads: 20, 15, 10, 5, 20, 10, 20, 10; bottom reads: 10, 20, 15, 20, 5, 10, 15, 20]
To Felicia's during day to see Natalie Donna and her
game. The game is called
TRAPS and is for two players.
The board is as shown. But
each half can be raised and
there are holes below into
which magnets can be
placed. Each player has
5 magnets which he places
on his side of the board but
keeps their position secret.
Only only "trap" can be placed
on any horizontal line, but
any number can be on a
vertical line.
Each player has 7 pcs., with
a magnet on the bottom, which
are placed on the triangular
spaces at either end. Choose
for first play. The first
The first player moves to any
space, following an arrow. The
second player then makes a
"match" move which is to the
same color as the 1st player's
move. And then, using either the
same pc. or another, makes a
"go" move to any color. The first
player must now "match" and then
can "go". Etc.
A move on the board is only forward, straight or diagonally.
A player must move if able, even if forced into a trap. If
a player cannot "match", thereby moving, he removes any pc.
of his he wishes from the game. The other player then can
"match" his own move and then "go." If he cannot
"match" he just "gos".
When a piece lands on a trap on either side of the
board, the magnets topple it and it is out of the game.
The If the topple was on a "go" move, the other player
then must "match" that color. If the topple was on a
"go" match move the other player just takes a "go" move.
If a player's pc. lands on an opponent's pc. that pc. is out
of the game.
When a pc. reaches the end of the board, it is out of the
game & the player receives the points on the space. The
game is over as soon as one player has no further pcs.
and the high score wins. It is permissable, when ahead,
(cont. on 6/23)
St. John, Baptist 1966 175th day - 190 days to come
Rcd. answer from Bill Caruson, who completely misread
my letter to him.
[diagram: 8 x 12 board, each square with a colored square inside (either red, blue, yellow, or black); top and bottom of board has numbers and arrows. Top reads: 20, 15, 10, 5, 20, 10, 20, 10; bottom reads: 10, 20, 15, 20, 5, 10, 15, 20]
To Felicia's during day to see Natalie Donna and her
game. The game is called
TRAPS and is for two players.
The board is as shown. But
each half can be raised and
there are holes below into
which magnets can be
placed. Each player has
5 magnets which he places
on his side of the board but
keeps their position secret.
Only only "trap" can be placed
on any horizontal line, but
any number can be on a
vertical line.
Each player has 7 pcs., with
a magnet on the bottom, which
are placed on the triangular
spaces at either end. Choose
for first play. The first
The first player moves to any
space, following an arrow. The
second player then makes a
"match" move which is to the
same color as the 1st player's
move. And then, using either the
same pc. or another, makes a
"go" move to any color. The first
player must now "match" and then
can "go". Etc.
A move on the board is only forward, straight or diagonally.
A player must move if able, even if forced into a trap. If
a player cannot "match", thereby moving, he removes any pc.
of his he wishes from the game. The other player then can
"match" his own move and then "go." If he cannot
"match" he just "gos".
When a piece lands on a trap on either side of the
board, the magnets topple it and it is out of the game.
The If the topple was on a "go" move, the other player
then must "match" that color. If the topple was on a
"go" match move the other player just takes a "go" move.
If a player's pc. lands on an opponent's pc. that pc. is out
of the game.
When a pc. reaches the end of the board, it is out of the
game & the player receives the points on the space. The
game is over as soon as one player has no further pcs.
and the high score wins. It is permissable, when ahead,
(cont. on 6/23)
Item sets