1963_Sackson_255_August 23.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_255_August 23.jpg
Title
1963_Sackson_255_August 23.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 23 August 1963
235th day - 130 days to come
Called Sci. Am. with location of FREEDOM'S CONTEST.
Claude, Bob & Amberstones over.
Amberstones told of two new games: -
COUP
[DIAGRAM OF A 3 x 3 GRID. THE TOP THIRD IS POPULATED WITH 15 BLACK CIRCLES. THE BOTTOM THIRD IS POPULATED WITH 15 WHITE CIRCLES. THE ARRANGEMENTS OF THE CIRCLES MIRROR ONE ANOTHER AND ARE A BIT LIKE TRUNCATED PYRAMIDS WITH 7 AT THE BASE, 5 IN THE MIDDLE, AND 3 AT THE APEX. SOME OF THE WHITE CIRCLES HAVE ARROWS DRAWN FROM THEM AS IF TO INDICATE MOVEMENT. SS USED THREE DIFFERENT COLOR INKS IN THIS DIAGRAM - RED AND GREEN FOR SOME OF THE ARROWS AS WELL AS BLACK.]
Each player has 15 pcs. started as shown [IN DIAGRAM]. Pcs. can move in any direction to positions shown by arrows. If an opponent's pc. is jumped it is removed. Multiple jumps are possible (a coup).
Can a player jump his own piece? Yes.
(Why not restrict to a forward move as in checkers?)
Not Req'd - they say
(A piece may never jump over an opponent's piece that is in the same relative position - since a jump move is the same as a regular move.)
A player must jump if able, but may take his pick of alternative ways of jumping.
FOU
[DIAGRAM OF A 3 x 3 SQUARE GRID. THE TOP HALF IS POPULATED WITH 15 WHITE CIRCLES. THE BOTTOM HALF IS POPULATED WITH 15 BLACK CIRCLES. THE TOP ROW HAS 3 SQUARES WITH 3 WHITE CIRCLES IN EACH.
THE MIDDLE ROW HAS 3 SQUARES WITH 2 WHITE CIRCLES (AT THE TOP) AND 2 BLACK CIRCLES (AT THE BOTTOM) IN EACH.
THE BOTTOM ROW HAS 3 SQUARES WITH 3 BLACK CIRCLES IN EACH]
Each player has players pcs. started as shown.
Moves are the sowing move of MANCALA.
Moves are made orthogonally or diagonally.
When reach the edge put all remaining in that compartment.
When emptying a compartment take only your own pcs.
When the last compartment of a move contains an
equal number of each color, the opponents are captured and removed.
No more than 6 of a player's pcs. may occupy a space.
ORACLES (also by Amberstones)
Three toothpicks, 1-red----1-blue---- & 1-white are dropped from a shot glass. Bets are made as to which will be the isolated one (further from the other 2) & also on which of other 2 will be farther from the isolated one. Other relationships possible. If one toothpick lands on top of another the bank wins.
Played POTENTIAL 4-handed, Worked Well.
Played a little DIVIDE & CONQUER. Claude plays it with 11 cards each of 2 suits. Also uses a "trap door", a card directly under another in value beats it.
(continued on last page)
235th day - 130 days to come
Called Sci. Am. with location of FREEDOM'S CONTEST.
Claude, Bob & Amberstones over.
Amberstones told of two new games: -
COUP
[DIAGRAM OF A 3 x 3 GRID. THE TOP THIRD IS POPULATED WITH 15 BLACK CIRCLES. THE BOTTOM THIRD IS POPULATED WITH 15 WHITE CIRCLES. THE ARRANGEMENTS OF THE CIRCLES MIRROR ONE ANOTHER AND ARE A BIT LIKE TRUNCATED PYRAMIDS WITH 7 AT THE BASE, 5 IN THE MIDDLE, AND 3 AT THE APEX. SOME OF THE WHITE CIRCLES HAVE ARROWS DRAWN FROM THEM AS IF TO INDICATE MOVEMENT. SS USED THREE DIFFERENT COLOR INKS IN THIS DIAGRAM - RED AND GREEN FOR SOME OF THE ARROWS AS WELL AS BLACK.]
Each player has 15 pcs. started as shown [IN DIAGRAM]. Pcs. can move in any direction to positions shown by arrows. If an opponent's pc. is jumped it is removed. Multiple jumps are possible (a coup).
Can a player jump his own piece? Yes.
(Why not restrict to a forward move as in checkers?)
Not Req'd - they say
(A piece may never jump over an opponent's piece that is in the same relative position - since a jump move is the same as a regular move.)
A player must jump if able, but may take his pick of alternative ways of jumping.
FOU
[DIAGRAM OF A 3 x 3 SQUARE GRID. THE TOP HALF IS POPULATED WITH 15 WHITE CIRCLES. THE BOTTOM HALF IS POPULATED WITH 15 BLACK CIRCLES. THE TOP ROW HAS 3 SQUARES WITH 3 WHITE CIRCLES IN EACH.
THE MIDDLE ROW HAS 3 SQUARES WITH 2 WHITE CIRCLES (AT THE TOP) AND 2 BLACK CIRCLES (AT THE BOTTOM) IN EACH.
THE BOTTOM ROW HAS 3 SQUARES WITH 3 BLACK CIRCLES IN EACH]
Each player has players pcs. started as shown.
Moves are the sowing move of MANCALA.
Moves are made orthogonally or diagonally.
When reach the edge put all remaining in that compartment.
When emptying a compartment take only your own pcs.
When the last compartment of a move contains an
equal number of each color, the opponents are captured and removed.
No more than 6 of a player's pcs. may occupy a space.
ORACLES (also by Amberstones)
Three toothpicks, 1-red----1-blue---- & 1-white are dropped from a shot glass. Bets are made as to which will be the isolated one (further from the other 2) & also on which of other 2 will be farther from the isolated one. Other relationships possible. If one toothpick lands on top of another the bank wins.
Played POTENTIAL 4-handed, Worked Well.
Played a little DIVIDE & CONQUER. Claude plays it with 11 cards each of 2 suits. Also uses a "trap door", a card directly under another in value beats it.
(continued on last page)
Item sets