1968_Sackson_043_January 25.jpg
Creator
Sid Sackson
Date
1968
Format
.jpg
Source
Box 1, Object 6, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1968_Sackson_043_January 25.jpg
Title
1968_Sackson_043_January 25.jpg
Creator
Sid Sackson
Date
1968
Type
image
Format
.jpg
Source
Box 1, Object 6, Sid Sackson collection
Language
English
Coverage
1968
Rights
The Strong, Rochester, New York.
transcription
THURSDAY 25 JANUARY
Conversion of St. Paul 1968 25th day - 341 days to come
Fabio Coen's secretary called. Fabio's father, who is in the hos-
pital, took a turn for the worse. He is sorry about calling off
our date and will get in touch as soon as he can.
His office number is PL1-2600 - EXT. 435
" " address " 205 E. 42ND St.
Played around with DIRECTION (see 1/11). If a player gets off to
a bad start, he can be forced to waste a lot of cards. Also
he is often forced to place meaningless lines. Thought of,
instead of throwing away the card, player moves it the back
end of the column. The player can do this at will inter-
spersed with drawing lines as part of his turn.
It also will be better to number the lines as follows:-
[drawing of four-lined asterisk, labeled clockwise from top: 8, 1, 2, 3, 4, 5, 6, 7]
Made a set for playing DETOUR. Fixed up a checker-
board and made 25 arrow squares. (See 12/25/67).
(cont. from 1/26) [1/26]
[drawing of 12 x 12 grid, with three diagonal squares colored black and three diagonal squares shaded]
The "powers" move one space in any di-
reciton, as a King in CHESS. A player loses
when one of his "powers" is captured. Cap-
ture is by replacement.
The "powers" also are used for gencera-
ting new pieces. When they move (all a players
pcs. can be moved on a turn and the
"powers" must be moved) they cause the placing
of "flags" depending on the configuration in
which they end.
1) If all three are on the same diagonal
three flags are placed. When the "powers" move away
on the next turn the flags are replaced by 3
bishops (Wald called them 1's - (o)).
2) If two or three are on the same row or
column two flags are placed, must be in the same row or column. When the
"powers" are moved the flags are replaced by two rooks - (oo).
3) If all three are on different rows, columns, and diagonals, one flag is
placed, at the player's option. When the "powers" are moved the flag is
replaced by one queen - (ooo).
On the turn in which "powers" leave flags, no new flags are
placed.
All the pieces have dots on one side (as in the other Amberstone
games of this type) and when moved they are turned over. If a player
doesn't choose to move a piece, except a "power" which must be moved, it
is simply turned over.
Claude made a board for his new GAME and then we played
around with it. First he played it with BB and Anne. Then
(cont. on 1/24)
Conversion of St. Paul 1968 25th day - 341 days to come
Fabio Coen's secretary called. Fabio's father, who is in the hos-
pital, took a turn for the worse. He is sorry about calling off
our date and will get in touch as soon as he can.
His office number is PL1-2600 - EXT. 435
" " address " 205 E. 42ND St.
Played around with DIRECTION (see 1/11). If a player gets off to
a bad start, he can be forced to waste a lot of cards. Also
he is often forced to place meaningless lines. Thought of,
instead of throwing away the card, player moves it the back
end of the column. The player can do this at will inter-
spersed with drawing lines as part of his turn.
It also will be better to number the lines as follows:-
[drawing of four-lined asterisk, labeled clockwise from top: 8, 1, 2, 3, 4, 5, 6, 7]
Made a set for playing DETOUR. Fixed up a checker-
board and made 25 arrow squares. (See 12/25/67).
(cont. from 1/26) [1/26]
[drawing of 12 x 12 grid, with three diagonal squares colored black and three diagonal squares shaded]
The "powers" move one space in any di-
reciton, as a King in CHESS. A player loses
when one of his "powers" is captured. Cap-
ture is by replacement.
The "powers" also are used for gencera-
ting new pieces. When they move (all a players
pcs. can be moved on a turn and the
"powers" must be moved) they cause the placing
of "flags" depending on the configuration in
which they end.
1) If all three are on the same diagonal
three flags are placed. When the "powers" move away
on the next turn the flags are replaced by 3
bishops (Wald called them 1's - (o)).
2) If two or three are on the same row or
column two flags are placed, must be in the same row or column. When the
"powers" are moved the flags are replaced by two rooks - (oo).
3) If all three are on different rows, columns, and diagonals, one flag is
placed, at the player's option. When the "powers" are moved the flag is
replaced by one queen - (ooo).
On the turn in which "powers" leave flags, no new flags are
placed.
All the pieces have dots on one side (as in the other Amberstone
games of this type) and when moved they are turned over. If a player
doesn't choose to move a piece, except a "power" which must be moved, it
is simply turned over.
Claude made a board for his new GAME and then we played
around with it. First he played it with BB and Anne. Then
(cont. on 1/24)
Item sets