1968_Sackson_292_September 30.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_292_September 30.jpg
Title
1968_Sackson_292_September 30.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 30 SEPTEMBER 1968
274th day - 92 days to come
Claude called, He found a copy of FUTURE in a thrift shop for $2.
He knew I had it but bought it for himself.
He is working on an action game he tentatively calls SOCK IT TO ME. There is a large cylinder on which a pc. is put for each player. Players
in turn "sock" the cylinder trying to knock off their own pc. without
knocking off the opponent's pieces. (So far it is just a rough idea he is
playing around with.)
Nat Singer over with his game CHALLENGE. It is a variation of WORD SQUARES with fancy equipment. We played what he called "Mark II". We
each had as 7x7 grid and 60 dice, in 3 identical sets of 20. [crossed out]
The dice are numbered on one face from 1 to 20 and each player
has a chart which gives the letter distribution for the 20 dice. At
the beginning they are placed on racks in numerical order. Players
in turn call out a letter and each player chooses a die with that letter
and uses it at will on the grid (the grid is made so that once
placed a die cannot be removed without upsetting all the dice). If a
player does not have the letter his opponent calls he does not place
a letter that turn (which with 60 dice hardly ever happens), Play till all filled.
Players score for words as follows, horizontally or vertically -
only one in any row or column : - 7-15 points, 6-10 points, 5-6 points,
4-3 points, 3-2 points. There is also a bonus of 5 points for
each intersection of two 7-letter words.
We played a game and I won by a big margin.
I told him it wasn't commercial since it would be expensive and
could be played with pencil & paper. I made the following
suggestions which might make it a little more commercial : -
Use Make a set consist of 17 dice instead of 20 so
that with 3 sets there are 51, only two more than the
99 spaces on the grid, This will make choice of the
proper die for a letter important. When the opponent
calls a letter a player doesn't have he cannot place
a letter but he also must choose a die and discard it.
Play until 4-9 dice have been used.
Nat had "Mark I" which has a 5x5 grid and two sets of dice each.
There are larger "marks" up to a 23 x 23. I suggested that Nat
forget anything over "mark II. He has separate equipt. for each and I
suggested that the rules include both "mark I" and "mark II", the
former in the center of the 7x7 grid.
Called the vis, playing card co, and asked where to get FUN WITH GAMES OF RUMMY!
They suggested writing to Cincinnati and ordering a copy for 50 [cents].
274th day - 92 days to come
Claude called, He found a copy of FUTURE in a thrift shop for $2.
He knew I had it but bought it for himself.
He is working on an action game he tentatively calls SOCK IT TO ME. There is a large cylinder on which a pc. is put for each player. Players
in turn "sock" the cylinder trying to knock off their own pc. without
knocking off the opponent's pieces. (So far it is just a rough idea he is
playing around with.)
Nat Singer over with his game CHALLENGE. It is a variation of WORD SQUARES with fancy equipment. We played what he called "Mark II". We
each had as 7x7 grid and 60 dice, in 3 identical sets of 20. [crossed out]
The dice are numbered on one face from 1 to 20 and each player
has a chart which gives the letter distribution for the 20 dice. At
the beginning they are placed on racks in numerical order. Players
in turn call out a letter and each player chooses a die with that letter
and uses it at will on the grid (the grid is made so that once
placed a die cannot be removed without upsetting all the dice). If a
player does not have the letter his opponent calls he does not place
a letter that turn (which with 60 dice hardly ever happens), Play till all filled.
Players score for words as follows, horizontally or vertically -
only one in any row or column : - 7-15 points, 6-10 points, 5-6 points,
4-3 points, 3-2 points. There is also a bonus of 5 points for
each intersection of two 7-letter words.
We played a game and I won by a big margin.
I told him it wasn't commercial since it would be expensive and
could be played with pencil & paper. I made the following
suggestions which might make it a little more commercial : -
Use Make a set consist of 17 dice instead of 20 so
that with 3 sets there are 51, only two more than the
99 spaces on the grid, This will make choice of the
proper die for a letter important. When the opponent
calls a letter a player doesn't have he cannot place
a letter but he also must choose a die and discard it.
Play until 4-9 dice have been used.
Nat had "Mark I" which has a 5x5 grid and two sets of dice each.
There are larger "marks" up to a 23 x 23. I suggested that Nat
forget anything over "mark II. He has separate equipt. for each and I
suggested that the rules include both "mark I" and "mark II", the
former in the center of the 7x7 grid.
Called the vis, playing card co, and asked where to get FUN WITH GAMES OF RUMMY!
They suggested writing to Cincinnati and ordering a copy for 50 [cents].
Item sets