1963_Sackson_270_September 07.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_270_September 07.jpg
Title
1963_Sackson_270_September 07.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
SATURDAY 7 SEPTEMER 1963
20th day - 115 days to come
Played TRONIC with BB [Bernice Sackson], Phil & Annette.
Use 2 Full 52 card decks. High deals. 6 cards to each, Pone [player one] can lead any card he wishes. Next must be in "phase", that is must follow in suit sequence (C-D-H-S-C-ETC.) Third card must be in phase or must "mesh", that is equal the sum of the two cards before it (3+4-7; 5+8=3; etc.) A jack is a 1, a queen is a 2, a king is a 3.
A player draws a bonus from the pack for one of the following bonus plays.
Mesh in phase - 1 cd.
Match in phase - 1 cd.
Match in mesh --- 1 cd.
Match mesh in phase - 2 cds.
Mate in phase --- 3 cds.
Mesh mate ---- 3 cds.
Mate mesh in phase - 4 cds.
"Match" - A card played next to a card of the same ran (an ace & a jack do not match, even tho both are "1") (Same with 2 & Q, 3 & K).
"Mate" - The identical card played next to each other.
After 3 cards are down on the playing row a card is in "phase" if it is same suit as the card 3 cards before it.
When a player can not play in "phase" or "mesh" he drops out & the next player must play, until only 1 player is left. He wins the "trick". He scores the number of cards in the trick multiplied by the value of the last card on the trick. The tricks care left with the last card on top to be counted at the end. (J is 11, Q-12, K-13 for scoring).
After the trick each player draws enough cards to bring his hand up to 6 again. If have 6 or more keep them.
Player following the winner of the trick leads to the next trick.
When there are not enough cards left in the pack to replenish the hands, the deal is finished. High score wins - or play a number of deals.
Later in evening thought of idea for increasing the score as the game goes on. Winner of 1st trick looks thru the trick and finds the card nearest a "1" or the next nearest number above to put on the trick. Next trick looks for a 2 or nearest number above. etc. Winning with a picture could double.
20th day - 115 days to come
Played TRONIC with BB [Bernice Sackson], Phil & Annette.
Use 2 Full 52 card decks. High deals. 6 cards to each, Pone [player one] can lead any card he wishes. Next must be in "phase", that is must follow in suit sequence (C-D-H-S-C-ETC.) Third card must be in phase or must "mesh", that is equal the sum of the two cards before it (3+4-7; 5+8=3; etc.) A jack is a 1, a queen is a 2, a king is a 3.
A player draws a bonus from the pack for one of the following bonus plays.
Mesh in phase - 1 cd.
Match in phase - 1 cd.
Match in mesh --- 1 cd.
Match mesh in phase - 2 cds.
Mate in phase --- 3 cds.
Mesh mate ---- 3 cds.
Mate mesh in phase - 4 cds.
"Match" - A card played next to a card of the same ran (an ace & a jack do not match, even tho both are "1") (Same with 2 & Q, 3 & K).
"Mate" - The identical card played next to each other.
After 3 cards are down on the playing row a card is in "phase" if it is same suit as the card 3 cards before it.
When a player can not play in "phase" or "mesh" he drops out & the next player must play, until only 1 player is left. He wins the "trick". He scores the number of cards in the trick multiplied by the value of the last card on the trick. The tricks care left with the last card on top to be counted at the end. (J is 11, Q-12, K-13 for scoring).
After the trick each player draws enough cards to bring his hand up to 6 again. If have 6 or more keep them.
Player following the winner of the trick leads to the next trick.
When there are not enough cards left in the pack to replenish the hands, the deal is finished. High score wins - or play a number of deals.
Later in evening thought of idea for increasing the score as the game goes on. Winner of 1st trick looks thru the trick and finds the card nearest a "1" or the next nearest number above to put on the trick. Next trick looks for a 2 or nearest number above. etc. Winning with a picture could double.
Item sets