1963_Sackson_185_June 14.jpg
Creator
Sid Sackson
Date
1963
Format
.jpg
Source
Box 1, Object 1, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1963_Sackson_185_June 14.jpg
Title
1963_Sackson_185_June 14.jpg
Creator
Sid Sackson
Date
1963
Type
image
Format
.jpg
Source
Box 1, Object 1, Sid Sackson collection
Language
English
Coverage
1963
Rights
The Strong, Rochester, New York.
transcription
Friday 14 June 1963,
American Flag Adopted 1777,
165th day - 200 days to come
Played 5 handed DATA with Bob, Dana, Felicia & Alice.
Showed Alice:-
JUMP - A- SCORE.
SHORT AIRLINE,
MOVEMENT
Position for starting with 3 players for JUMP-A-SCORE (worked out previously.)
[TWO DETAILED DIAGRAMS OF 6 X 6 GRID GAMEBOARDS ON LEFT SIDE OF THE PAGE. THE TOP ONE SHOWS A PIECE BY PIECE SET UP FOR A THREE PLAYER GAME. THE BOTTOM ONE SHOWS A PIECE BY PIECE SET UP FOR A FOUR PLAYER GAME. IT ALSO DESCRIBES THE SET UP FOR A TWO PLAYER GAME AS USING ONLY TWO OPPOSITE SIDES FROM THE FOUR PLAYER SET UP]
USE BOARD IN [56]. USE NO'S. 1,2,3,4,5,10.
Place them at random in the starting positions as shown [IN DIAGRAMS]. Place face down & then turn up). Move orthogonally, the number determined by adding the nos. of all the pcs. on a space plus the number on the board. Remove multiples of 5 so that the move is either 1,2,3,4 or 5.
Max. number of pcs. on a space is 4.
It is possible that a pc. or pcs. on a space with a 4 or 5 move cannot move at all, and if this happens with 4 on a space they are frozen for the duration of the game.
Score by landing on a space with one or more of the opponent's pcs. in it. Add all of opponent's pcs. in the square plus the pc of yours making the move (do not include pcs. of your own already in the space and the board number) and round the score out to the nearest 5.
Play to 100 pts. and must be a certain number ahead to win (such as 2 handed - 25, 3 handed - 20, 4 handed - 15). If not that much ahead when reach 100, continue playing till some player achieves this.
American Flag Adopted 1777,
165th day - 200 days to come
Played 5 handed DATA with Bob, Dana, Felicia & Alice.
Showed Alice:-
JUMP - A- SCORE.
SHORT AIRLINE,
MOVEMENT
Position for starting with 3 players for JUMP-A-SCORE (worked out previously.)
[TWO DETAILED DIAGRAMS OF 6 X 6 GRID GAMEBOARDS ON LEFT SIDE OF THE PAGE. THE TOP ONE SHOWS A PIECE BY PIECE SET UP FOR A THREE PLAYER GAME. THE BOTTOM ONE SHOWS A PIECE BY PIECE SET UP FOR A FOUR PLAYER GAME. IT ALSO DESCRIBES THE SET UP FOR A TWO PLAYER GAME AS USING ONLY TWO OPPOSITE SIDES FROM THE FOUR PLAYER SET UP]
USE BOARD IN [56]. USE NO'S. 1,2,3,4,5,10.
Place them at random in the starting positions as shown [IN DIAGRAMS]. Place face down & then turn up). Move orthogonally, the number determined by adding the nos. of all the pcs. on a space plus the number on the board. Remove multiples of 5 so that the move is either 1,2,3,4 or 5.
Max. number of pcs. on a space is 4.
It is possible that a pc. or pcs. on a space with a 4 or 5 move cannot move at all, and if this happens with 4 on a space they are frozen for the duration of the game.
Score by landing on a space with one or more of the opponent's pcs. in it. Add all of opponent's pcs. in the square plus the pc of yours making the move (do not include pcs. of your own already in the space and the board number) and round the score out to the nearest 5.
Play to 100 pts. and must be a certain number ahead to win (such as 2 handed - 25, 3 handed - 20, 4 handed - 15). If not that much ahead when reach 100, continue playing till some player achieves this.
Item sets