1968_Sackson_329_November 06.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_329_November 06.jpg
Title
1968_Sackson_329_November 06.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
WEDNESDAY 6 NOVEMBER
1968 311th day - 55 days to come
Bought a Jiffy bag for sending CULBERTSON'S HOYLE and
FUN WITH GAMES OF RUMMY to Lech.
Bought an 1969 game diary.
Got a check at Union Square Savings Bank for I-S share of 3M
royalty.
Thinking of three possible pencil games.
1) Just a germ of a GAME idea. Players take turns putting a
string of figures on a grid. Certain relationships between the figures
allows placing. One who places most wins.
2) JOUST. Players start from two opposite corners of a grid. Move by
a knight move and place numbers for each move up to (say) 5 and
then repeating. Can't put two of the same number next to each other.
Last to place a number wins. To get different conditions players
can start with any one of the five numbers.
3) MONDRIAN. Make an 8 x 8 grid and then
[diagram of 8 x 8 grid with overlapping rectangles drawn]
superimpose as many independent squares rectangles as is
possible for any given starting position.
2 play. First places one mark (O). Next player
places two marks (X). Then in turn players
place two marks each. A mark must be placed
next to an opponent's mark, including diagon-
ally. If a player can place only one or no piece
the rest or all of the turn is lost.
[crossed out] If the last played mark of a player's
turn (a player may stop after placing one mark if desired) completes
one or more, and every possible rectangle is considered, rectangles
the marks are counted in each. The player with the greater num-
ber scores the number he has in the rectangle. In case of a tie the
player making the mark scores that rectangle.
Play till all spaces are filled, except the dead ones, blacked out
in the diagram. Most points wins.
1968 311th day - 55 days to come
Bought a Jiffy bag for sending CULBERTSON'S HOYLE and
FUN WITH GAMES OF RUMMY to Lech.
Bought an 1969 game diary.
Got a check at Union Square Savings Bank for I-S share of 3M
royalty.
Thinking of three possible pencil games.
1) Just a germ of a GAME idea. Players take turns putting a
string of figures on a grid. Certain relationships between the figures
allows placing. One who places most wins.
2) JOUST. Players start from two opposite corners of a grid. Move by
a knight move and place numbers for each move up to (say) 5 and
then repeating. Can't put two of the same number next to each other.
Last to place a number wins. To get different conditions players
can start with any one of the five numbers.
3) MONDRIAN. Make an 8 x 8 grid and then
[diagram of 8 x 8 grid with overlapping rectangles drawn]
superimpose as many independent squares rectangles as is
possible for any given starting position.
2 play. First places one mark (O). Next player
places two marks (X). Then in turn players
place two marks each. A mark must be placed
next to an opponent's mark, including diagon-
ally. If a player can place only one or no piece
the rest or all of the turn is lost.
[crossed out] If the last played mark of a player's
turn (a player may stop after placing one mark if desired) completes
one or more, and every possible rectangle is considered, rectangles
the marks are counted in each. The player with the greater num-
ber scores the number he has in the rectangle. In case of a tie the
player making the mark scores that rectangle.
Play till all spaces are filled, except the dead ones, blacked out
in the diagram. Most points wins.
Item sets