1967_Sackson_103_March 24.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_103_March 24.jpg
Title
1967_Sackson_103_March 24.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
3/25
FRIDAY 25 MARCH
Good Friday 1967 83rd day - 282 days to come
At Azima on 8th St. bought 15 small plastic boxes for 15¢
each. Used 6 of them for keeping the markers for
AIRLINE.
Alice had had an idea for packaging "X" games (see 3/13). I
got a great idea for a modual, color coded use of
this idea. Called Alice about it and will show her my
sketches next Wednesday. I think we should really be
paid for this idea.
Called Claude. We'll go there next Saturday and we'll discuss
TV games and possibly play a rough version of my
TREASURE HUNT game. Sunday he'll come here after work and
we'll do so more on finishing up the TV games.
At May's saw two new Ideal games - neither much good.
T.H.E. CAT. There is a board with starting spaces in the center of the side, C.A.T. spaces in the corners, and about 8 jewel spaces in the center surrounded by special entrance paths. Each player has two markers, one T.H.E. Cat and one inspector. There is a spinner with 3 rings, one for the inspector, one for T.H.E. Cat and one for "challenges." Players in a start with both markers in one of the "start" spaces. Players in turn spin the spinner and can move either of the markers the full amount of the number in that ring. Move are orthagonal and may turn. T.H.E. Cat must go to a corner and land on a C.A.T. square & then take the top card from an equipment deck. Can get up to three different types in separate visits. In order to get to the jewels in the center, two "entrance" spaces must be passed, using "equipment" cards that watch those spaces. After getting a jewel the player leaves the center area but does not need "equipment" cars to get out. Try to move T.H.E. Cat back to the start, where it is secure. An opponent's "inspector" if it can land next a T.H.E. Cat pc. with a jewel can "challenge." The spinner spins the spinner. If the "challenge" is successful the "Inspector" takes the jewel (does he bring it in? Can he be challenged?) If the "challenge" is unsuccessful the player challenging must give the other player an "equipment" card, unless that player has all three types, in which case one is returned to the bottom of the deck. First to bring 3 jewels back safely wins.
TIME TUNNEL - a race to go thru 4 different time periods. (Didn't look at the details.)
SLAP STICK - (M.B.) Also saw this at May's, but didn't look at the details.
At Brentano's saw: -
TUMBLE NUMBLE (Mag-Nif) Played with 11 number cubes. I'll buy this one.
// cont. on 3/25
FRIDAY 25 MARCH
Good Friday 1967 83rd day - 282 days to come
At Azima on 8th St. bought 15 small plastic boxes for 15¢
each. Used 6 of them for keeping the markers for
AIRLINE.
Alice had had an idea for packaging "X" games (see 3/13). I
got a great idea for a modual, color coded use of
this idea. Called Alice about it and will show her my
sketches next Wednesday. I think we should really be
paid for this idea.
Called Claude. We'll go there next Saturday and we'll discuss
TV games and possibly play a rough version of my
TREASURE HUNT game. Sunday he'll come here after work and
we'll do so more on finishing up the TV games.
At May's saw two new Ideal games - neither much good.
T.H.E. CAT. There is a board with starting spaces in the center of the side, C.A.T. spaces in the corners, and about 8 jewel spaces in the center surrounded by special entrance paths. Each player has two markers, one T.H.E. Cat and one inspector. There is a spinner with 3 rings, one for the inspector, one for T.H.E. Cat and one for "challenges." Players in a start with both markers in one of the "start" spaces. Players in turn spin the spinner and can move either of the markers the full amount of the number in that ring. Move are orthagonal and may turn. T.H.E. Cat must go to a corner and land on a C.A.T. square & then take the top card from an equipment deck. Can get up to three different types in separate visits. In order to get to the jewels in the center, two "entrance" spaces must be passed, using "equipment" cards that watch those spaces. After getting a jewel the player leaves the center area but does not need "equipment" cars to get out. Try to move T.H.E. Cat back to the start, where it is secure. An opponent's "inspector" if it can land next a T.H.E. Cat pc. with a jewel can "challenge." The spinner spins the spinner. If the "challenge" is successful the "Inspector" takes the jewel (does he bring it in? Can he be challenged?) If the "challenge" is unsuccessful the player challenging must give the other player an "equipment" card, unless that player has all three types, in which case one is returned to the bottom of the deck. First to bring 3 jewels back safely wins.
TIME TUNNEL - a race to go thru 4 different time periods. (Didn't look at the details.)
SLAP STICK - (M.B.) Also saw this at May's, but didn't look at the details.
At Brentano's saw: -
TUMBLE NUMBLE (Mag-Nif) Played with 11 number cubes. I'll buy this one.
// cont. on 3/25
Item sets