1968_Sackson_242_August 11.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_242_August 11.jpg
Title
1968_Sackson_242_August 11.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
SUNDAY 11 AUGUST 1968
Ninth Sunday after Trinity
224th day - 142 days to come
Saw Mike & Annette Baschkopf, They finally found ACQUIRE at Bloomingdale's, The clerk said that they couldn't keep it on the shelf.
Got the idea of each player having the set of his color cards
in POOLWORD. and replacing them as they are exhausted, so that
all colors are available at all times.
Sent Tom Atwater a letter with the address - Duluth -
of TOYS AND NOVELTIES. (Later found out that there is a
New York address.) and the new address of PLAYTHINGS.
Sent Mike Abrams the rules for HEXAPAWN. (his present
address : - 1936 Delancey Pl., Phila. 19103, Pa.)
[cont, from 8/13) (8/13]
can then choose which one to move. As players move their rockets
around the planets they gain points. The rocket by landing
on certain spaces are forced onto a path to destruction. If it misses
these spaces it finally returns to earth. A player wins when he
has collected at least 1500 points, has returned at least one rocket to
earth, and has no rockets left in space (all either destroyed or
returned to earth.)
PENETRATION : - Each player has 16 defensive pcs., 10 red and
6 blue, set up on the edges on their own side of the board. Each player
has 5 offensive pcs. set up at their end. One player's offensive
pcs. are white, the other black. Each player has a set of 4
objective cards and chooses one at random which he doesn't divulge
to the opponent. A player wins by moving one of his offensive pcs.
into the center of his chosen objective.
Each player in turn makes 7 moves on the same or different pcs. in
any combination. An offensive [crossed out] pc. moves 1 space orthogonally in
a move. A defensive pc. moves 2 spaces orthoganally or diagonally in a
turn, or may move one space if desired.
When an offensive pc. meets an opponent's defensive pc. outside of an objective perimeter (in adiacent spaces, I guess) there is a minor conflict.
Each throws a die ( I think it is only one). If tie or defender lower
the defensive pc. is removed from the board. If defender is 1 or 2
pts. higher the attacking pc. is returned to one of the starting positions.
If 3 or more, the attacking pc. is removed.
When a offensive pc. moves into an objective perimeter that does not have a
defensive pc. in it and it is his actual objective (and there would be
no reason to move in otherwise - unless it is the last move of a turn that
brings him into the outside of the perimiter and he wants to lure some
defensive pcs. in) he can move on to the center and wins the game. If there
is one or more defensive pc. in the perimeter the offensive pc. must stop
and wait for the other player to take a turn. The defense may move
more defensive pcs. into the perimiter if he wishes. After his turn
(cont. on 8/12)
Ninth Sunday after Trinity
224th day - 142 days to come
Saw Mike & Annette Baschkopf, They finally found ACQUIRE at Bloomingdale's, The clerk said that they couldn't keep it on the shelf.
Got the idea of each player having the set of his color cards
in POOLWORD. and replacing them as they are exhausted, so that
all colors are available at all times.
Sent Tom Atwater a letter with the address - Duluth -
of TOYS AND NOVELTIES. (Later found out that there is a
New York address.) and the new address of PLAYTHINGS.
Sent Mike Abrams the rules for HEXAPAWN. (his present
address : - 1936 Delancey Pl., Phila. 19103, Pa.)
[cont, from 8/13) (8/13]
can then choose which one to move. As players move their rockets
around the planets they gain points. The rocket by landing
on certain spaces are forced onto a path to destruction. If it misses
these spaces it finally returns to earth. A player wins when he
has collected at least 1500 points, has returned at least one rocket to
earth, and has no rockets left in space (all either destroyed or
returned to earth.)
PENETRATION : - Each player has 16 defensive pcs., 10 red and
6 blue, set up on the edges on their own side of the board. Each player
has 5 offensive pcs. set up at their end. One player's offensive
pcs. are white, the other black. Each player has a set of 4
objective cards and chooses one at random which he doesn't divulge
to the opponent. A player wins by moving one of his offensive pcs.
into the center of his chosen objective.
Each player in turn makes 7 moves on the same or different pcs. in
any combination. An offensive [crossed out] pc. moves 1 space orthogonally in
a move. A defensive pc. moves 2 spaces orthoganally or diagonally in a
turn, or may move one space if desired.
When an offensive pc. meets an opponent's defensive pc. outside of an objective perimeter (in adiacent spaces, I guess) there is a minor conflict.
Each throws a die ( I think it is only one). If tie or defender lower
the defensive pc. is removed from the board. If defender is 1 or 2
pts. higher the attacking pc. is returned to one of the starting positions.
If 3 or more, the attacking pc. is removed.
When a offensive pc. moves into an objective perimeter that does not have a
defensive pc. in it and it is his actual objective (and there would be
no reason to move in otherwise - unless it is the last move of a turn that
brings him into the outside of the perimiter and he wants to lure some
defensive pcs. in) he can move on to the center and wins the game. If there
is one or more defensive pc. in the perimeter the offensive pc. must stop
and wait for the other player to take a turn. The defense may move
more defensive pcs. into the perimiter if he wishes. After his turn
(cont. on 8/12)
Item sets