1963_Sackson_188_June 17.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_188_June 17.jpg
Title
1963_Sackson_188_June 17.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
Monday 17 June 1963,
Bunker Hill Day (Boston),
168th day - 197 days to come
At Macy's saw HIGH GEAR (Mattel)
(See picture in March '63 Playthings)
Each player has four pegs he must move along the gears, starting with the one on the right and finally reaching the white "high gear".
Players in turn place a peg in the gear at "start" and then spin the spinner on top of the drive gear. Whichever number is spun can be "dialed" on the drive gear by putting finger in that number on either side of gear and moving the gear to a post (on far side that does not show up in picture). A player may "dial" less than the number spun.
When after dialing a peg is on a tooth (or root) that is directly lined up with the next gear (see gear 1 & 2 in picture) the peg advances to the next gear. If an opponent's peg is on this space it is sent back to start. If player's own is there it is skipped and next space to either side used. If an opponent's peg on a higher gear is lined with lower it goes back, but the moving player does not have too. Opponent's pieces in a position to be moved forward must be.
In each turn a player starts a peg if there are any in start.
Areas on the spinner allow an extra turn, with a maximum of 2 extra turns; the choice of turning the "high gear" instead of the drive gear, (when the drive gear is turned the blue gear turns with the red gear and the position of the planetaries is not changed - while turning the" high gear" changes this relationship); The choice of "holding a clutch" on the blue gear causing the planetaries to move.
Once a peg is on the "high gear" it cannot be sent back. It does not block entrance of other pegs however and is moved to make room.
Bunker Hill Day (Boston),
168th day - 197 days to come
At Macy's saw HIGH GEAR (Mattel)
(See picture in March '63 Playthings)
Each player has four pegs he must move along the gears, starting with the one on the right and finally reaching the white "high gear".
Players in turn place a peg in the gear at "start" and then spin the spinner on top of the drive gear. Whichever number is spun can be "dialed" on the drive gear by putting finger in that number on either side of gear and moving the gear to a post (on far side that does not show up in picture). A player may "dial" less than the number spun.
When after dialing a peg is on a tooth (or root) that is directly lined up with the next gear (see gear 1 & 2 in picture) the peg advances to the next gear. If an opponent's peg is on this space it is sent back to start. If player's own is there it is skipped and next space to either side used. If an opponent's peg on a higher gear is lined with lower it goes back, but the moving player does not have too. Opponent's pieces in a position to be moved forward must be.
In each turn a player starts a peg if there are any in start.
Areas on the spinner allow an extra turn, with a maximum of 2 extra turns; the choice of turning the "high gear" instead of the drive gear, (when the drive gear is turned the blue gear turns with the red gear and the position of the planetaries is not changed - while turning the" high gear" changes this relationship); The choice of "holding a clutch" on the blue gear causing the planetaries to move.
Once a peg is on the "high gear" it cannot be sent back. It does not block entrance of other pegs however and is moved to make room.
Item sets