1968_Sackson_236_August 05.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_236_August 05.jpg
Title
1968_Sackson_236_August 05.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
MONDAY 5 AUGUST
1968 218th day - 148 days to come
Jerry D'Arcey called me at work. He can't make it today. He'll call me
tomorrow morning when he gets into Logan airport.
Drove to Salem alone and checked in at the Hawthorne Motor Hotel.
(cont. from 8/6) [8/6]
one I saw before. Now he has a luminescent ball which
glows in the dark. This is rolled down an incline to
lodge in one of a series of holes. When the hole is lighted
with a provided flashlight the writing answers a ques-
tion or gives a fortune. [Parker wasn't interested.]
STINGER (The Twinson Co.) This is an adaptation of OH HELL
for 3 (I think) to 6 players. There is one set of card with
pictures of bees, from 1 to 10. There are 5 other
sets from 1 to 10, each set in a different color. Use
the stinger set and as many of the others so that there
are 10 cards for each player. Play as in "Oh Hell". The
bids are placed on a special number gadget shaped
like a beehive. (Probably the bids are secret rather than
open as in "Oh Hell". Didn't get the scoring.) [Parker wasn't
interested.]
CODE (The Twinson Co.) Each player has a pad of coding
sheets on which he writes a message on a chosen
topic. All use the same topic. (Example shows a
message on the topic politics.)
[Diagram of 8 x 5 grid, spelling out:
Row 1: DOWN
Row 2: WITH
Row 3: RUMMY
Row 4: REAGON
Row 5: (no letters)]
The messages are each player placed
in a plastic coding device. Above each letter
a cardboard square with a symbol can be placed
to cover the letter. There are 20 different sym-
bols and 10 of each. The same symbol must
be placed over the same letter each time it
occurs. Players in turn ask another player of their choice if
a certain symbol is a certain letter. If not he is told and that
ends his turn. If correct the player who asks the question
gets all the squares of that symbol, exposing the letter below.
In addition there is a spinner which each player spins
before taking the rest of his turn. This allows him to ask
a yes-no question, take an extra guess, or other things I
didn't get.
When a player thinks he knows the message he can state
it. If right he gets all the remaining cover squares. (There must
be a penalty for a wrong guess.) Player with the most squares
at the end is the winner. (Fairly complete idea.) [Parker was inter-
ested even tho it is direclty competative with their PROBE. Jerry
left a copy there.]
SCORE (By George Morse - Mechanical gadget by Jerry). This is
an adaptation of POKER SQUARES for two players. Two small decks
of cards are shuffled together and each player takes a batch
(cont. on 8/4)
1968 218th day - 148 days to come
Jerry D'Arcey called me at work. He can't make it today. He'll call me
tomorrow morning when he gets into Logan airport.
Drove to Salem alone and checked in at the Hawthorne Motor Hotel.
(cont. from 8/6) [8/6]
one I saw before. Now he has a luminescent ball which
glows in the dark. This is rolled down an incline to
lodge in one of a series of holes. When the hole is lighted
with a provided flashlight the writing answers a ques-
tion or gives a fortune. [Parker wasn't interested.]
STINGER (The Twinson Co.) This is an adaptation of OH HELL
for 3 (I think) to 6 players. There is one set of card with
pictures of bees, from 1 to 10. There are 5 other
sets from 1 to 10, each set in a different color. Use
the stinger set and as many of the others so that there
are 10 cards for each player. Play as in "Oh Hell". The
bids are placed on a special number gadget shaped
like a beehive. (Probably the bids are secret rather than
open as in "Oh Hell". Didn't get the scoring.) [Parker wasn't
interested.]
CODE (The Twinson Co.) Each player has a pad of coding
sheets on which he writes a message on a chosen
topic. All use the same topic. (Example shows a
message on the topic politics.)
[Diagram of 8 x 5 grid, spelling out:
Row 1: DOWN
Row 2: WITH
Row 3: RUMMY
Row 4: REAGON
Row 5: (no letters)]
The messages are each player placed
in a plastic coding device. Above each letter
a cardboard square with a symbol can be placed
to cover the letter. There are 20 different sym-
bols and 10 of each. The same symbol must
be placed over the same letter each time it
occurs. Players in turn ask another player of their choice if
a certain symbol is a certain letter. If not he is told and that
ends his turn. If correct the player who asks the question
gets all the squares of that symbol, exposing the letter below.
In addition there is a spinner which each player spins
before taking the rest of his turn. This allows him to ask
a yes-no question, take an extra guess, or other things I
didn't get.
When a player thinks he knows the message he can state
it. If right he gets all the remaining cover squares. (There must
be a penalty for a wrong guess.) Player with the most squares
at the end is the winner. (Fairly complete idea.) [Parker was inter-
ested even tho it is direclty competative with their PROBE. Jerry
left a copy there.]
SCORE (By George Morse - Mechanical gadget by Jerry). This is
an adaptation of POKER SQUARES for two players. Two small decks
of cards are shuffled together and each player takes a batch
(cont. on 8/4)
Item sets