1969_Sackson_173_June 02.jpg
Creator
Sid Sackson
Date
1969
Format
.jpg
Source
Box 1, Object 7, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1969_Sackson_173_June 02.jpg
Title
1969_Sackson_173_June 02.jpg
Creator
Sid Sackson
Date
1969
Type
image
Format
.jpg
Source
Box 1, Object 7, Sid Sackson collection
Language
English
Coverage
1969
Rights
The Strong, Rochester, New York.
transcription
6/1
MONDAY 2 JUNE 1969
153rd day - 212 days to come
BB typed the rules for THE RIGHT CONNECTIONS and proof-read them with Dale before I got up. Ran off reproductions at lunch.
Called Felicia to confirim date for this afternoon.
Called Barbara to tell her that I finished the proof-reading. She
wanted me to send it over but I insisted that we had to go over it
together. I'll go there Thursday at lunch.
Barbara said that the release came from Arthur.
To Felicia. Brought her THE RIGHT CONNECTIONS.
Saw THE CHARGE OF THE LIGHT BRIGADE This is a beautiful model
of a very expensive game. There is a bound about 8x20 [illegible crossed out]
spaces in size, 8 guns cannons are set up at one short end, representing
the Russians. At the other end there are about 20 horse pieces, representing
the British cavalry. The British move as many spaces as they have cavalry
pieces left. Moves are orthogonal on diagonal and can be taken by as many
pieces as desired. After each turn by the British the Russians actuate
a switch that lights up 4 spaces in a square (and also gives
gun sounds). Any cavalry piece in a lighted square is killed and the
horse is turned over. This space cannot be entered on passed over. When a
cavalry piece passes over the center line it must stop and the rest
of the move must be used in moving men from the starting position
(where they are sufe against being hit). When a cavalry piece
lands on a gun space, that gun is removed and the cavalry piece remains
there until all remaining cavalry pieces have occuppied gun spaces. The
player then has one more move to capture the remaining guns. Guns can
only be captured from the front. Thus at least 6 cavalry pieces must
remain to finish up the game. (This is not very clear in the rules.)
Some further points: There are four officers among the cavalry. When
the last is killed the Russians get an extra shot. The lighting of the 4
spaces is set up so that it is completely random. The game, as
history says, favors the Russians and playens alternate sides.
Felicia said she might show some things to CO-5. She also
asked who was the man in charge of development at Schaper.
Looked it up and called her in evening - Jim Garrity.
Felicia would like a larger game record form with larger spaces.
Told her I'd draw one up and run off blueprints (black & whites -
that is).
Red, a letter from Warren Buell. He'll be in town weekend starting
6/6 I wrote him saying that only the afternoon of 6/7 is available but would love to see him then.
probably be here June 7th
Rcd. an 1969 Child Craft catalog.
Spoke to Claude.
Remembered that when Tom Atwater was here 5/19 we discussed the book he
may do for M.I.T on games of strategy invented contemporaneously. He
(cont. on 6/1)
MONDAY 2 JUNE 1969
153rd day - 212 days to come
BB typed the rules for THE RIGHT CONNECTIONS and proof-read them with Dale before I got up. Ran off reproductions at lunch.
Called Felicia to confirim date for this afternoon.
Called Barbara to tell her that I finished the proof-reading. She
wanted me to send it over but I insisted that we had to go over it
together. I'll go there Thursday at lunch.
Barbara said that the release came from Arthur.
To Felicia. Brought her THE RIGHT CONNECTIONS.
Saw THE CHARGE OF THE LIGHT BRIGADE This is a beautiful model
of a very expensive game. There is a bound about 8x20 [illegible crossed out]
spaces in size, 8 guns cannons are set up at one short end, representing
the Russians. At the other end there are about 20 horse pieces, representing
the British cavalry. The British move as many spaces as they have cavalry
pieces left. Moves are orthogonal on diagonal and can be taken by as many
pieces as desired. After each turn by the British the Russians actuate
a switch that lights up 4 spaces in a square (and also gives
gun sounds). Any cavalry piece in a lighted square is killed and the
horse is turned over. This space cannot be entered on passed over. When a
cavalry piece passes over the center line it must stop and the rest
of the move must be used in moving men from the starting position
(where they are sufe against being hit). When a cavalry piece
lands on a gun space, that gun is removed and the cavalry piece remains
there until all remaining cavalry pieces have occuppied gun spaces. The
player then has one more move to capture the remaining guns. Guns can
only be captured from the front. Thus at least 6 cavalry pieces must
remain to finish up the game. (This is not very clear in the rules.)
Some further points: There are four officers among the cavalry. When
the last is killed the Russians get an extra shot. The lighting of the 4
spaces is set up so that it is completely random. The game, as
history says, favors the Russians and playens alternate sides.
Felicia said she might show some things to CO-5. She also
asked who was the man in charge of development at Schaper.
Looked it up and called her in evening - Jim Garrity.
Felicia would like a larger game record form with larger spaces.
Told her I'd draw one up and run off blueprints (black & whites -
that is).
Red, a letter from Warren Buell. He'll be in town weekend starting
6/6 I wrote him saying that only the afternoon of 6/7 is available but would love to see him then.
probably be here June 7th
Rcd. an 1969 Child Craft catalog.
Spoke to Claude.
Remembered that when Tom Atwater was here 5/19 we discussed the book he
may do for M.I.T on games of strategy invented contemporaneously. He
(cont. on 6/1)
Item sets