1967_Sackson_102_March 23.jpg
Creator
Sid Sackson
Date
1967
Format
.jpg
Source
Box 1, Object 5, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1967_Sackson_102_March 23.jpg
Title
1967_Sackson_102_March 23.jpg
Creator
Sid Sackson
Date
1967
Type
image
Format
.jpg
Source
Box 1, Object 5, Sid Sackson collection
Language
English
Coverage
1967
Rights
The Strong, Rochester, New York.
transcription
THURSDAY 23 MARCH
Maundy Thursday 1967 82nd day - 283 days to come
BB and I to Felicia and Alice's house for supper. Ruth Shaller there
too. We played a little of Alice's ESP game GAME.
There is a deck of 108 cards, divided as follows:- 24 "Zodiac"
[crossed out] cards (sets of 12), 21 "Number" cards (1 to 21),
3 "Lucky Start" cards, 42 "Good Fortune" cards, and 18 "Bad Fortune"
cards. There is a hanging chart for keeping score. The player's
names are entered in a vertical row. Players in turn take the deck
and have someone they are to "send" to. The order is arranged
so that the players rotate in "sending" and receiving and the pairing
is never the same. The "receiver" tells the number down of the
card he wishes. The "sender" transfers cards to the bottom of the
deck till reaching the number desired. He then turns it face up
and endeavors to transmit the identity of the card by ESP to the
"receiver." The "receiver" trys to identity of the card. If
successful he receives a score from about 1500 points up
to 8000 depending on the type of card, from "good fortune"
to "lucky star." A player can try to further try to identify a
card, such as the specific number, or whether it is even or
odd, etc. There is a large bonus for getting some of these,
depending on the odds against it. There is a flat 1000
point (my idea) penalty for trying and failing. There is no
penalty for misguessing the type of card. The "sender"
Another receives 1/2 the score of a successful "receiver"
and 1/2 the penalty of a player who guesses (senses) neither
the type nor an attempted further identification.
We also decided to allow other players who think they
receive the message to speak up up. If right they get
the proper bonus. If wrong they lose 1000 points (my idea).
Each player keeps their card (except a player who
senses a "bad fortune" card can refuse it and takes
the next card. After each player has 7 cards the one with
the highest score wins. Each then has a fortune told, reading
his fortune from a book, based on his 7 cards.
For 2 to 12 players.
Fairly interesting, but the arrangement of "senders" and
"receivers" and also the scoring gets a little messy,
especially if as many as 12 are playing.
Played a little TRIPLE CROSS. Ruth was very dense and
even Alice had a little trouble understanding. Decided to
take it home and expand the rules.
Played a very little INFINITE PLANE. Ruth didn't get it at
all and Alice isn't sure she understands or likes it
(Felicia and BB didn't play.) Told Alice to read the rules be-
fore sending it in and make sure she understands it.
Alice said it would cost about $7,000 to get 10,000 sets
made up, and thinks it would be a lot better to have a company
put it out.
During day had two sets of reproductions made of
TRIPLE CROSS and INFINITE PLANE.
Maundy Thursday 1967 82nd day - 283 days to come
BB and I to Felicia and Alice's house for supper. Ruth Shaller there
too. We played a little of Alice's ESP game GAME.
There is a deck of 108 cards, divided as follows:- 24 "Zodiac"
[crossed out] cards (sets of 12), 21 "Number" cards (1 to 21),
3 "Lucky Start" cards, 42 "Good Fortune" cards, and 18 "Bad Fortune"
cards. There is a hanging chart for keeping score. The player's
names are entered in a vertical row. Players in turn take the deck
and have someone they are to "send" to. The order is arranged
so that the players rotate in "sending" and receiving and the pairing
is never the same. The "receiver" tells the number down of the
card he wishes. The "sender" transfers cards to the bottom of the
deck till reaching the number desired. He then turns it face up
and endeavors to transmit the identity of the card by ESP to the
"receiver." The "receiver" trys to identity of the card. If
successful he receives a score from about 1500 points up
to 8000 depending on the type of card, from "good fortune"
to "lucky star." A player can try to further try to identify a
card, such as the specific number, or whether it is even or
odd, etc. There is a large bonus for getting some of these,
depending on the odds against it. There is a flat 1000
point (my idea) penalty for trying and failing. There is no
penalty for misguessing the type of card. The "sender"
Another receives 1/2 the score of a successful "receiver"
and 1/2 the penalty of a player who guesses (senses) neither
the type nor an attempted further identification.
We also decided to allow other players who think they
receive the message to speak up up. If right they get
the proper bonus. If wrong they lose 1000 points (my idea).
Each player keeps their card (except a player who
senses a "bad fortune" card can refuse it and takes
the next card. After each player has 7 cards the one with
the highest score wins. Each then has a fortune told, reading
his fortune from a book, based on his 7 cards.
For 2 to 12 players.
Fairly interesting, but the arrangement of "senders" and
"receivers" and also the scoring gets a little messy,
especially if as many as 12 are playing.
Played a little TRIPLE CROSS. Ruth was very dense and
even Alice had a little trouble understanding. Decided to
take it home and expand the rules.
Played a very little INFINITE PLANE. Ruth didn't get it at
all and Alice isn't sure she understands or likes it
(Felicia and BB didn't play.) Told Alice to read the rules be-
fore sending it in and make sure she understands it.
Alice said it would cost about $7,000 to get 10,000 sets
made up, and thinks it would be a lot better to have a company
put it out.
During day had two sets of reproductions made of
TRIPLE CROSS and INFINITE PLANE.
Item sets