1970_Sackson_148_May 08.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_148_May 08.jpg
Title
1970_Sackson_148_May 08.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
5/7
4/30
4/29
[SEE 5/7]
FRIDAY 8 MAY
1970 128th day - 237 days to come
Felicia called. She had a letter from Jim Goldsberry. In answer to
her question about why they didn't consider WINDOW PAINS
just as a puzzle (see 5/1) he answered that they are considering
it as a puzzle, but two people whose opinion he respects don't
think too much of it.
They like WHAT'S IT WORTH TO YOU? They have another game
SCAVENGER HUNT which is similar in feeling. They are not sure
which they prefer, or whether they can use two.
UGLY CUBES has been found.
To Arthur's after work. Wald there.
Showed COMBINATION. They liked it, but not too much.
Played PROFIT. They said they really liked it, but they
played lousy.
They showed ALCHEMY, the final version they said. Each
player has the four majors of one
house and 4 other cards are placed
facedown, all as shown in diagram
(the lines being implied).
[diagram of eight long columns; first four columns have cards "L, F, P, K" across top; last four columns have cards "K, P, F, L" across bottom. Four shaded cards are shown laid out in columns 2, 4, 5, and 7.]
A move can be a jump over a
player's own card or cards. Jumps
are in an orthogonal direction and
can start over one or more empty
spaces, but must end at the first
empty space reached. (Thus if more than
one card is jumped, they must be
immediately next to each other.)
Another type of jump is that
of one card in an empty rectangle
over the other in the rectangle and ending diagonally
next to the jumped card in roughly the direction of the
move. Both cards must belong to the same player. (See 5/17 & 5/27)
A "combination" move (in straight line or corners of a
rectangle) can be made between same or adjacent
ranks, either own or enemy. Combinations can also be
made with a face down card, which then becomes part
of the pile and moves with it if it moves.
On each player's first move they may, if they wish,
move any card in a king's move.
When a player is in position to make a combination
move with an enemy card he must do so. If there is a
choice, he must use the lowest ranking card that can com-
bine. And with a choice of cards to cover, the lowest must
be covered.
The highest card that a player has remaining has
the power to continue combining as long as there are
opponent's cards to combine with.
The player who makes the last move is the winner.
They also showed their "final" version of PARIS. 8 cars
of the High Deck are dealt out as shown, all face up.
(cont. on 4/30)
4/30
4/29
[SEE 5/7]
FRIDAY 8 MAY
1970 128th day - 237 days to come
Felicia called. She had a letter from Jim Goldsberry. In answer to
her question about why they didn't consider WINDOW PAINS
just as a puzzle (see 5/1) he answered that they are considering
it as a puzzle, but two people whose opinion he respects don't
think too much of it.
They like WHAT'S IT WORTH TO YOU? They have another game
SCAVENGER HUNT which is similar in feeling. They are not sure
which they prefer, or whether they can use two.
UGLY CUBES has been found.
To Arthur's after work. Wald there.
Showed COMBINATION. They liked it, but not too much.
Played PROFIT. They said they really liked it, but they
played lousy.
They showed ALCHEMY, the final version they said. Each
player has the four majors of one
house and 4 other cards are placed
facedown, all as shown in diagram
(the lines being implied).
[diagram of eight long columns; first four columns have cards "L, F, P, K" across top; last four columns have cards "K, P, F, L" across bottom. Four shaded cards are shown laid out in columns 2, 4, 5, and 7.]
A move can be a jump over a
player's own card or cards. Jumps
are in an orthogonal direction and
can start over one or more empty
spaces, but must end at the first
empty space reached. (Thus if more than
one card is jumped, they must be
immediately next to each other.)
Another type of jump is that
of one card in an empty rectangle
over the other in the rectangle and ending diagonally
next to the jumped card in roughly the direction of the
move. Both cards must belong to the same player. (See 5/17 & 5/27)
A "combination" move (in straight line or corners of a
rectangle) can be made between same or adjacent
ranks, either own or enemy. Combinations can also be
made with a face down card, which then becomes part
of the pile and moves with it if it moves.
On each player's first move they may, if they wish,
move any card in a king's move.
When a player is in position to make a combination
move with an enemy card he must do so. If there is a
choice, he must use the lowest ranking card that can com-
bine. And with a choice of cards to cover, the lowest must
be covered.
The highest card that a player has remaining has
the power to continue combining as long as there are
opponent's cards to combine with.
The player who makes the last move is the winner.
They also showed their "final" version of PARIS. 8 cars
of the High Deck are dealt out as shown, all face up.
(cont. on 4/30)
Item sets