1963_Sackson_264_September 01.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_264_September 01.jpg
Title
1963_Sackson_264_September 01.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 1 September 1963
Twelfth Sunday after Trinity
244th day - 121 days to come
Spoke to Claude. He told me of two new game ideas.
DIAMOND CLUB - Use standard deck for 4 - strip out 2's for other nos. to make an equal deal. 2 of diamonds is always kept in. Player with 2 of diamonds plays it first. Players in turn must either follow suit either higher or lower, or play a higher card of the next suit sequence - D - C - H - S - etc. When a p[layer can no longer play he is out of the game but picks up all cards played so far. Continue His remaining cards are shuffled and dealt out to remaining players. The last player in gets his own remaining cards and the remaining cards of the p[layer to just go out. Cards count 1 point each except diamonds which count 10. As a possible alternate rule - a player must follow suit if able but can choose to go out instead of switching suits if he wishes.
DIAMOND THIEF - Played on board with single path about 49 spaces long. One player is a diamond thief and plays first. He can choose one of 6 possible paths to follow - a path being a series of safe spaces along the complete path. Earlier spaces are safe for almost all of the paths and then progress down so that toward the end a space might only be safe for one path.
The thief throws two dice and moves one number or the other - in case of a double he moves either 1 or total of the 2. He may not move onto an unsafe space and does not move if both spaces that can be reached are unsafe.
The remaining players are private detectives who wish to get to the rendezvous (last space) before the thief. They have the same choice of moves as the thief, but after moving can throw & move again as long as they continue landing on a safe spot.
If they land on an unsafe spot they return to start and cannot throw again that turn,
The first player, thief or detective to reach, by exact throw, the final spot wins.
Twelfth Sunday after Trinity
244th day - 121 days to come
Spoke to Claude. He told me of two new game ideas.
DIAMOND CLUB - Use standard deck for 4 - strip out 2's for other nos. to make an equal deal. 2 of diamonds is always kept in. Player with 2 of diamonds plays it first. Players in turn must either follow suit either higher or lower, or play a higher card of the next suit sequence - D - C - H - S - etc. When a p[layer can no longer play he is out of the game but picks up all cards played so far. Continue His remaining cards are shuffled and dealt out to remaining players. The last player in gets his own remaining cards and the remaining cards of the p[layer to just go out. Cards count 1 point each except diamonds which count 10. As a possible alternate rule - a player must follow suit if able but can choose to go out instead of switching suits if he wishes.
DIAMOND THIEF - Played on board with single path about 49 spaces long. One player is a diamond thief and plays first. He can choose one of 6 possible paths to follow - a path being a series of safe spaces along the complete path. Earlier spaces are safe for almost all of the paths and then progress down so that toward the end a space might only be safe for one path.
The thief throws two dice and moves one number or the other - in case of a double he moves either 1 or total of the 2. He may not move onto an unsafe space and does not move if both spaces that can be reached are unsafe.
The remaining players are private detectives who wish to get to the rendezvous (last space) before the thief. They have the same choice of moves as the thief, but after moving can throw & move again as long as they continue landing on a safe spot.
If they land on an unsafe spot they return to start and cannot throw again that turn,
The first player, thief or detective to reach, by exact throw, the final spot wins.
Item sets