1963_Sackson_229_July 28.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_229_July 28.jpg
Title
1963_Sackson_229_July 28.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
Sunday 28 July 1963
Seventh Sunday after Trinity
209th day - 156 days to come
Bob Abbott called. His publisher changed the name of some of his games.
SWITCH is new name for card game Matrix (see 7/4). He added a new rule that once a player reaches 16 points he can direct the play of his partner (otherwise the tendency was for the partner to play against him to keep him from winning by reaching 20 pts.)
ABBOTT'S ULTIMA is new name for Chess type game previously called Matrix & Baroque.
Played two games of JUMP-A-SCORE with Dana
& changed the name to POTENTIAL. Added a rule for chain reactions. If a pc. scores with a total in an even multiple of 5 a chain reaction is started and one of the pcs. already in the space is moved out counting the exit number (or "potential") as all the numbers including the one you just moved in. If the pc. moved is the player's own & it scores the player gets the score. If another player's piece is moved into a scoring situation it is deducted from his score. The chain reaction can be continued as long as the scoring number is an even multiple of 5. A space with 4 can be entered with if a chain reaction results.
Play to a score of 150 pts. Each player should get his turn & in case of tie continue until a player is ahead at the end of a round. Or perhaps it would be better to allow each player to have one more turn after a player reaches 150 to try and catch up.
Made an arrangement of numbers which I think will be more equitable and will almost eliminate frozen spaces - considering that they can be unblocked with a "chain reaction".
[A DIAGRAM OF A 6 x 6 GRID BOARD POPULATED WITH NUMBERS RANGING FROM 1 TO 5. a NOTE REMARKS THAT SOME OF THESE NUMBERS WERE "CHANGED 8/4". THESE ARE CIRCLED ON THE BOARD WITH (POSSIBLY) THE OLD NUMBERS SHOWN IN PARENTHESIS. SIX SPACES CONTAIN A RED MARK. SIX CONTAIN A GREEN MARK, AND SIX CONTAIN A BLUE MARK]
3 5 4 1 2 3
1 4 2 3 5 2
5 1 3 2 1 4
4 3 1 3 2 1
2 5 2 1 4 5
3 5 1 4 2 3
Filed POWER information under "Board Games" in filing cabinet.
Seventh Sunday after Trinity
209th day - 156 days to come
Bob Abbott called. His publisher changed the name of some of his games.
SWITCH is new name for card game Matrix (see 7/4). He added a new rule that once a player reaches 16 points he can direct the play of his partner (otherwise the tendency was for the partner to play against him to keep him from winning by reaching 20 pts.)
ABBOTT'S ULTIMA is new name for Chess type game previously called Matrix & Baroque.
Played two games of JUMP-A-SCORE with Dana
& changed the name to POTENTIAL. Added a rule for chain reactions. If a pc. scores with a total in an even multiple of 5 a chain reaction is started and one of the pcs. already in the space is moved out counting the exit number (or "potential") as all the numbers including the one you just moved in. If the pc. moved is the player's own & it scores the player gets the score. If another player's piece is moved into a scoring situation it is deducted from his score. The chain reaction can be continued as long as the scoring number is an even multiple of 5. A space with 4 can be entered with if a chain reaction results.
Play to a score of 150 pts. Each player should get his turn & in case of tie continue until a player is ahead at the end of a round. Or perhaps it would be better to allow each player to have one more turn after a player reaches 150 to try and catch up.
Made an arrangement of numbers which I think will be more equitable and will almost eliminate frozen spaces - considering that they can be unblocked with a "chain reaction".
[A DIAGRAM OF A 6 x 6 GRID BOARD POPULATED WITH NUMBERS RANGING FROM 1 TO 5. a NOTE REMARKS THAT SOME OF THESE NUMBERS WERE "CHANGED 8/4". THESE ARE CIRCLED ON THE BOARD WITH (POSSIBLY) THE OLD NUMBERS SHOWN IN PARENTHESIS. SIX SPACES CONTAIN A RED MARK. SIX CONTAIN A GREEN MARK, AND SIX CONTAIN A BLUE MARK]
3 5 4 1 2 3
1 4 2 3 5 2
5 1 3 2 1 4
4 3 1 3 2 1
2 5 2 1 4 5
3 5 1 4 2 3
Filed POWER information under "Board Games" in filing cabinet.
Item sets