1968_Sackson_356_December 03.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_356_December 03.jpg
Title
1968_Sackson_356_December 03.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
TUESDAY 3 DECEMBER
St. Francis Xavier 1968 338th day - 28 days to come
The samples of MONAD & VENTURE came from Bob Claude. MONAD had some
goofs in the rules and VENTURE had a card missing. Felicia called
to say they got theirs just as mine came. She wasn't too pleased with
the appearance.
Rc'd. another letter from Haar Hoolim. More "study" on
his game ALONE.
Claude copied a number of books from the list of books in print
and I took those I found interesting:-
MATHEMATICAL GAMES * by La Kacs, Klava & Emmar Tarjan, 1968, Walker & Co., 720 Fifth Ave. N.Y. 10019 ($4.95)
MAKE IT YOURSELF GAME BOOK by Robert Reeves, 1964, Emerson
MODERN MATH GAMES by Lola May, Teacher's Publications (Subsiduary of Crowell Collier), 23 Leroy Ave., Darien, Conn. 06820 ($1.95)
SCIENCE GAMES Teacher's Publications ($3.50)
(* indicates the title is tentative.)
Fabio Coen called. He read my manuscript and likes it. Had a few
questions but nothing serious. Would like to have the manuscript in for
editing by the end of January.
Played NETWORK with Arthur and then with Wald (at Wald's apt.). It
seemed that the 2nd player couldn't win unless the 1st played badly, but didn't
play enough to test it out completely.
Played 4-hand [crossed out] PATHS LOGICAL (See [crossed out] FOOTPRINTS of 6/11/65). Made Claude made a much
larger layout. Each player in turn colors in one line between two
adjacent points of intersection. Then in the next turn each
chooses a second line. After that each player in turn extends one end
of one of the two lines. Lines can cross each other but the same line
can't be used twice. If a player succeeds in joining his two lines, in the
next turn he can place a new line anywhere he wishes. As players
are completely blocked, they drop out. Some scoring system has to be
worked out to take into consideration the number of lines they
are drawn after each player drops out. (Worked good.)
Arthur & Wald showed some corner openings for their new version of THREE.
(See 10/29 & 11/25) One clarification. When a player places a green line
it must be used for capturing as placed.
Later thinking of 2 possible corrections for the NETWORK problem:
Players can't put more than 5 (of his ten) pieces on spaces of
the same color.
The first player places 1 piece, then each in turn places 2 pieces.
St. Francis Xavier 1968 338th day - 28 days to come
The samples of MONAD & VENTURE came from Bob Claude. MONAD had some
goofs in the rules and VENTURE had a card missing. Felicia called
to say they got theirs just as mine came. She wasn't too pleased with
the appearance.
Rc'd. another letter from Haar Hoolim. More "study" on
his game ALONE.
Claude copied a number of books from the list of books in print
and I took those I found interesting:-
MATHEMATICAL GAMES * by La Kacs, Klava & Emmar Tarjan, 1968, Walker & Co., 720 Fifth Ave. N.Y. 10019 ($4.95)
MAKE IT YOURSELF GAME BOOK by Robert Reeves, 1964, Emerson
MODERN MATH GAMES by Lola May, Teacher's Publications (Subsiduary of Crowell Collier), 23 Leroy Ave., Darien, Conn. 06820 ($1.95)
SCIENCE GAMES Teacher's Publications ($3.50)
(* indicates the title is tentative.)
Fabio Coen called. He read my manuscript and likes it. Had a few
questions but nothing serious. Would like to have the manuscript in for
editing by the end of January.
Played NETWORK with Arthur and then with Wald (at Wald's apt.). It
seemed that the 2nd player couldn't win unless the 1st played badly, but didn't
play enough to test it out completely.
Played 4-hand [crossed out] PATHS LOGICAL (See [crossed out] FOOTPRINTS of 6/11/65). Made Claude made a much
larger layout. Each player in turn colors in one line between two
adjacent points of intersection. Then in the next turn each
chooses a second line. After that each player in turn extends one end
of one of the two lines. Lines can cross each other but the same line
can't be used twice. If a player succeeds in joining his two lines, in the
next turn he can place a new line anywhere he wishes. As players
are completely blocked, they drop out. Some scoring system has to be
worked out to take into consideration the number of lines they
are drawn after each player drops out. (Worked good.)
Arthur & Wald showed some corner openings for their new version of THREE.
(See 10/29 & 11/25) One clarification. When a player places a green line
it must be used for capturing as placed.
Later thinking of 2 possible corrections for the NETWORK problem:
Players can't put more than 5 (of his ten) pieces on spaces of
the same color.
The first player places 1 piece, then each in turn places 2 pieces.
Item sets