1966_Sackson_239_August 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_239_August 07.jpg
Title
1966_Sackson_239_August 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
SUNDAY 7 AUGUST
Ninth Sunday after Trinity 1966 219th day - 146 days to come
Looked over the rules for HAVING A WONDERFUL TIME. Want BB
to type them.
Arthur called. He tried my ideas for YIN-YANG again and likes
them. Still prefers the limitation on the revolutions.
Claude called. Nothing special, Paul & he still haven't signed a
contract on BIG FUNERAL.
I was afraid that Bob Abel may have seen the identity
of project X when looking at my diary. Called him. He
didn't, I am quite sure and even if he had he would
not publish it after I asked him not to. He tried FOCUS
by himself and liked it. spoke quite a while about games.
(contin. from 8/6) [8/6]
throw the dice and move all ships according to the chart,
frigates faster and galleons slower. (I suggested eliminating
the chart and moving the frigate the higher number throws
and the galleon the lower. This was too slow and then
suggested moving frigates with total and galleons the higher
die. This is probably right.)
Object is to move to "treasure" island, get a map, which
gives an island from 1 to 7, and then move to that island
and pick up a treasure card which has treasures of different
values. This is placed face down on the cargo card, as
was the map before, on the proper numbered spaces. A galleon
can carry up to three map and cargo treasure cards at
one time (only a total of three) and can carry as many dubloons
as pick up. The treasures are then moved back to home
port where they are cashed in for dubloons.
Frigates can capture galleons, and all on them, by moving
next to it. (This resulted in constant switching back and forth
and I suggested that a galleon with a friendly frigate next
to it, is protected against capture.)
Frigates are attacked by moving one or more frigates
next to it. Defender throws one die and attacker one for
each frigate. High wins and other side is sunk. With tie
both sides sunk.
On each turn a player must first play pay expenses
by turning in one of his "expense" cards and paying the
amount. When all used, they are shuffled and redealt. (I
suggested a flat charge of 500 dubloons a ship.) Players can
also buy extra ships at 2,000 each. Ships are placed in
colored bases to show ownership.
The "pirates" luck cards usually direct players to win or
lose money. If lost, it is usually placed on one of the numbered
islands where it can be captured by stopping at the
port. The luck cards also have directions concerning Hurricane
spaces, some 20 which are numbered on the board or wind
(cont. on 8/8)
Ninth Sunday after Trinity 1966 219th day - 146 days to come
Looked over the rules for HAVING A WONDERFUL TIME. Want BB
to type them.
Arthur called. He tried my ideas for YIN-YANG again and likes
them. Still prefers the limitation on the revolutions.
Claude called. Nothing special, Paul & he still haven't signed a
contract on BIG FUNERAL.
I was afraid that Bob Abel may have seen the identity
of project X when looking at my diary. Called him. He
didn't, I am quite sure and even if he had he would
not publish it after I asked him not to. He tried FOCUS
by himself and liked it. spoke quite a while about games.
(contin. from 8/6) [8/6]
throw the dice and move all ships according to the chart,
frigates faster and galleons slower. (I suggested eliminating
the chart and moving the frigate the higher number throws
and the galleon the lower. This was too slow and then
suggested moving frigates with total and galleons the higher
die. This is probably right.)
Object is to move to "treasure" island, get a map, which
gives an island from 1 to 7, and then move to that island
and pick up a treasure card which has treasures of different
values. This is placed face down on the cargo card, as
was the map before, on the proper numbered spaces. A galleon
can carry up to three map and cargo treasure cards at
one time (only a total of three) and can carry as many dubloons
as pick up. The treasures are then moved back to home
port where they are cashed in for dubloons.
Frigates can capture galleons, and all on them, by moving
next to it. (This resulted in constant switching back and forth
and I suggested that a galleon with a friendly frigate next
to it, is protected against capture.)
Frigates are attacked by moving one or more frigates
next to it. Defender throws one die and attacker one for
each frigate. High wins and other side is sunk. With tie
both sides sunk.
On each turn a player must first play pay expenses
by turning in one of his "expense" cards and paying the
amount. When all used, they are shuffled and redealt. (I
suggested a flat charge of 500 dubloons a ship.) Players can
also buy extra ships at 2,000 each. Ships are placed in
colored bases to show ownership.
The "pirates" luck cards usually direct players to win or
lose money. If lost, it is usually placed on one of the numbered
islands where it can be captured by stopping at the
port. The luck cards also have directions concerning Hurricane
spaces, some 20 which are numbered on the board or wind
(cont. on 8/8)
Item sets