1963_Sackson_241_August 09.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_241_August 09.jpg
Title
1963_Sackson_241_August 09.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 9 August 1963
221st day - 144 days to come
Rcd. 7 patents
ordered 7/14
Bob Abbott showed letter from a mensa member with a game called DOYLE'S FOLLY. For 3 players it is played with a regular 52 card deck. These are dealt out; it doesn't matter that it is uneven. Play is in tricks. The highest card of trick suit led wins trick and picks up all the cards. He then leads to next trick which must be another suit.
Object is to get rid of cards. First to get rid of cards wins (I am pretty sure that this is so - altho it is possible that play continues until only one player has cards left - but probably not).
Since the only way to get rid of an Ace is to put it on a trick when you are out of a suit, if one player is dealt all four aces there is a re-deal.
For 4 hand see 8/10.
Played Claude's SIGNS OF MURDER using a board similar to this: -
[DIAGRAM OF AN OVAL SHAPED GAME BOARD. WITH 39 ROUND WHITE SPACES AND 4 BLACK SPACES (WHICH ARE ALL ON THE OUTER RING) ARRANGED IN 3 CONCENTRIC RINGS. THE OUTER RING CONNECTS TO THE MIDDLE RINGVIA SHORT PATHS AT 6 SPACES INCLUDING ALL 4 BLACK SPACES. THE MIDDLE RING CONNECTS TO THE INNER RING VIA SHORT PATHS AT 4 SPACES.]
(SEE 8/6)
First game: - played with all spaces
with 3 paths are safety spaces.
Move cards were from one to 8.
Played a second time with the
rule that each player could kill
the players the arrow pointed to
in an identity circle.
[DIAGRAM OF A CIRCLE (LIKE A CLOCK FACE) COMPRISED OF SIX SPACES ALL CONNECTED BY ARROWS POINTING IN A CLOCKWISE DIRECTION. THE TOP SPACE IS LABELED 'A' FOLLOWED BY 'B' IN THE NEXT SPACE - AND SO ON TO THE FINAL SPACE WHICH IS 'F'.]
When an opponent is killed the next in the circle becomes the victim, etc. until only one player remains. The move cards are dealt out 3 to each player. When a player moves he passes the card to the player on his left. (To be fair the first player should get an extra card).
A player may make as many moves as he has cards for, either as individual moves or adding cards together. Once a player peeks however he cannot move again. (Exception if a player murders and peeks at the same time he can continue moving.)
When a player kills another the victim, only, looks at the identity of the murdered. If the murder was correct the victim is out of game and gives his move cards to murderer. If not the murderer is out and the victim gets his cards.
Only the 4 black spaces are safety squares. (A safety space is safe against murder but
(continued on last page)
221st day - 144 days to come
Rcd. 7 patents
ordered 7/14
Bob Abbott showed letter from a mensa member with a game called DOYLE'S FOLLY. For 3 players it is played with a regular 52 card deck. These are dealt out; it doesn't matter that it is uneven. Play is in tricks. The highest card of trick suit led wins trick and picks up all the cards. He then leads to next trick which must be another suit.
Object is to get rid of cards. First to get rid of cards wins (I am pretty sure that this is so - altho it is possible that play continues until only one player has cards left - but probably not).
Since the only way to get rid of an Ace is to put it on a trick when you are out of a suit, if one player is dealt all four aces there is a re-deal.
For 4 hand see 8/10.
Played Claude's SIGNS OF MURDER using a board similar to this: -
[DIAGRAM OF AN OVAL SHAPED GAME BOARD. WITH 39 ROUND WHITE SPACES AND 4 BLACK SPACES (WHICH ARE ALL ON THE OUTER RING) ARRANGED IN 3 CONCENTRIC RINGS. THE OUTER RING CONNECTS TO THE MIDDLE RINGVIA SHORT PATHS AT 6 SPACES INCLUDING ALL 4 BLACK SPACES. THE MIDDLE RING CONNECTS TO THE INNER RING VIA SHORT PATHS AT 4 SPACES.]
(SEE 8/6)
First game: - played with all spaces
with 3 paths are safety spaces.
Move cards were from one to 8.
Played a second time with the
rule that each player could kill
the players the arrow pointed to
in an identity circle.
[DIAGRAM OF A CIRCLE (LIKE A CLOCK FACE) COMPRISED OF SIX SPACES ALL CONNECTED BY ARROWS POINTING IN A CLOCKWISE DIRECTION. THE TOP SPACE IS LABELED 'A' FOLLOWED BY 'B' IN THE NEXT SPACE - AND SO ON TO THE FINAL SPACE WHICH IS 'F'.]
When an opponent is killed the next in the circle becomes the victim, etc. until only one player remains. The move cards are dealt out 3 to each player. When a player moves he passes the card to the player on his left. (To be fair the first player should get an extra card).
A player may make as many moves as he has cards for, either as individual moves or adding cards together. Once a player peeks however he cannot move again. (Exception if a player murders and peeks at the same time he can continue moving.)
When a player kills another the victim, only, looks at the identity of the murdered. If the murder was correct the victim is out of game and gives his move cards to murderer. If not the murderer is out and the victim gets his cards.
Only the 4 black spaces are safety squares. (A safety space is safe against murder but
(continued on last page)
Item sets