1970_Sackson_050_January 30.jpg
Creator
Sid Sackson
Date
1970
Format
.jpg
Source
Box 1, Object 8, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1970_Sackson_050_January 30.jpg
Title
1970_Sackson_050_January 30.jpg
Creator
Sid Sackson
Date
1970
Type
image
Format
.jpg
Source
Box 1, Object 8, Sid Sackson collection
Language
English
Coverage
1970
Rights
The Strong, Rochester, New York.
transcription
1/29
1/26
1/28
Friday 30 January 1970
30th day - 335 days to come
Arthur gave me 1969 F.A.O. Schwartz Cat.
To Wald's for supper. Arthur there. Brought them copies of
TAKE FIVE & TAM-BIT. Paid Arthur 50¢ for the PACE mag. he got for me.
Played TAKE FIVE. Had trouble with tearing of the pcs. when they
were punched out. Also the player who goes first has a
definite advantage as the others must stop him from running
off 5 in a row. A solution would be to have all players
have the same number of moves. In case 2 or more get
5 [crossout] in sequence at the same time play for 6th, etc.
They showed me:-
LOTUS (see BLACK LOTUS - 11/10/67). The game is now played
by 2. One player sets up the 9 picks in any arrangement
he wishes. The others then choose They then each mentally
choose a pick and the one who didn't arrange removes first.
DRAGON:- Using 3 red, 3 white, and 3 green picks (2"x'8")
on a plain black board (16"x16"). One player places the
3 green (mountains) whenever he wishes. The 3
red and the three white are linked to form [drawing]
"dragons" anywhere on the board. The other
player then chooses which dragon he wishes to use and starts
by moving one pick from one end to the other. The other
player then moves one or two from one end to the other, but
if two both must be from the same end. After this each
player has a choice of 1, 2, or 3 moves of a similar nature-
object is to cross the opponent's central line.
The game can not be won on the second play. (My idea to
avoid the one who sets up being able to leave a position
where one move can't reach but two can't help but reach.
Wald's rule was more complicated. Actually why not allow
3 moves from the start?)
(I liked the game and we played quite a few.)
VEROQ:- Played with the HIGH DECK. When 2 play each re-
ceived 14 cards and 4 are not shown and not used.
A trick consists of 1 card from each player. There is no trick
trump. The trick is won by the higher card of the
house & hierarchy led. Must follow both house and hierarchy
if have, but if don't have a card that satisfies both can
discard anything. An exception: a player can follow with
the corresponding card of that house (V on K, P on S, etc.)
and thereby win the trick. (Rebellion or surpression [suppression?].)
When 3 play 8 cards are dealt to each and 8 into a
dummy which is faced across from 1 player, who rotates
in succeeding hands. The player to right of dummy leads.
One card from each hand is trick. A rebellion or surpression [suppression?]
changes the hierarchy and then must be followed - high in
that hierarchy winning. (An example of 4 cards of the same
house P-S-C-F:- P would win since the hierarchy has been
changed back to major and P is the higher major.)
When 4 play opposite players are partners and there is
no dummy.
The scoring is based on winning the last trick and
(cont. on 1/29)
1/26
1/28
Friday 30 January 1970
30th day - 335 days to come
Arthur gave me 1969 F.A.O. Schwartz Cat.
To Wald's for supper. Arthur there. Brought them copies of
TAKE FIVE & TAM-BIT. Paid Arthur 50¢ for the PACE mag. he got for me.
Played TAKE FIVE. Had trouble with tearing of the pcs. when they
were punched out. Also the player who goes first has a
definite advantage as the others must stop him from running
off 5 in a row. A solution would be to have all players
have the same number of moves. In case 2 or more get
5 [crossout] in sequence at the same time play for 6th, etc.
They showed me:-
LOTUS (see BLACK LOTUS - 11/10/67). The game is now played
by 2. One player sets up the 9 picks in any arrangement
he wishes. The others then choose They then each mentally
choose a pick and the one who didn't arrange removes first.
DRAGON:- Using 3 red, 3 white, and 3 green picks (2"x'8")
on a plain black board (16"x16"). One player places the
3 green (mountains) whenever he wishes. The 3
red and the three white are linked to form [drawing]
"dragons" anywhere on the board. The other
player then chooses which dragon he wishes to use and starts
by moving one pick from one end to the other. The other
player then moves one or two from one end to the other, but
if two both must be from the same end. After this each
player has a choice of 1, 2, or 3 moves of a similar nature-
object is to cross the opponent's central line.
The game can not be won on the second play. (My idea to
avoid the one who sets up being able to leave a position
where one move can't reach but two can't help but reach.
Wald's rule was more complicated. Actually why not allow
3 moves from the start?)
(I liked the game and we played quite a few.)
VEROQ:- Played with the HIGH DECK. When 2 play each re-
ceived 14 cards and 4 are not shown and not used.
A trick consists of 1 card from each player. There is no trick
trump. The trick is won by the higher card of the
house & hierarchy led. Must follow both house and hierarchy
if have, but if don't have a card that satisfies both can
discard anything. An exception: a player can follow with
the corresponding card of that house (V on K, P on S, etc.)
and thereby win the trick. (Rebellion or surpression [suppression?].)
When 3 play 8 cards are dealt to each and 8 into a
dummy which is faced across from 1 player, who rotates
in succeeding hands. The player to right of dummy leads.
One card from each hand is trick. A rebellion or surpression [suppression?]
changes the hierarchy and then must be followed - high in
that hierarchy winning. (An example of 4 cards of the same
house P-S-C-F:- P would win since the hierarchy has been
changed back to major and P is the higher major.)
When 4 play opposite players are partners and there is
no dummy.
The scoring is based on winning the last trick and
(cont. on 1/29)
Item sets