1970_Sackson_273_September 10.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_273_September 10.jpg
Title
1970_Sackson_273_September 10.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
9/9
9/26
THURSDAY 10 SEPTEMBER 1970
253rd day - 112 days to come
On Chambers St. magazine store Claude showed me bought the
3/70, 4/70, and 7/70 copies of SCIENTIFIC AMERICAN.
Before with BB, stopped at "Biblo & Tannen". Saw a copy of
THE FIRESIDE BOOKS OF CARDS, which an AGOG reader asked me about. Asked, and they will send it by mail.
Claude & I to Wald's. Arthur there.
Claude had a game he called CONSTELLATION. (About) 15 black
markers are placed at random on a checkerboard. Players in
turn take one, and may take a second if they wish, marker from
the board. If a marker is "Isolated" - is not in line with any
other pc, including diagonally - it is replaced by a white marker
and the player making the play keeps the black marker.
After an isolation the player may, but does not have to
remove another manker; and may continue as long as he keeps
making isolations, when a player has only white markers on
the board on his turn he takes these. Count one point for
each marker, black or white, that the player has, and play a
number of rounds. Worked o.k. but was over quickly. Tried
with more pcs. and with a definite starting position, and
lengthened the game but not necessarily improved it. Also
[Crossed Out] tried a larger field, using a
GO board, with about the same success.
I came up with a partnership version, for 4. Each
player places 5 mankers in the quadrant near him
at random. Play is the same, except that a player can only
take markers from the half of the bound facing him, altho
an isolated marker may be on the other halt. Tried it
once and it seemed o.k.
Wald and Arthur showed us a 4-hand version of VEROQ. The HIGH DECK
is dealt out evenly between the players. The dealer's partner
opens his hand as a dummy. Then the player on the dummy's
right leads to the first trick. There is no necessity of following
in house, but you can only win a trick by following. High
card in the house and hierarchy led wins, except if there
is a rebellion or surpression, which changes the hievanchy. The
rebellion on surpression does not have to immediately follow
the card it acts upon. Instead the winning cand card can be acted
upon at any time during the trick. The side winning the
last trick (all tricks are lined up in one line) scores. The
score is the number of tricks won at the end multiplied by the
total number of tricks won by that side. Keep scores in columns
as shown. Play in each column until
each item has a won one game
in that column or until one
[crossed out] team has won 4 games.
[Diagram of 8 columns labeled A or B. There are between zero and four x's in each column below the A or B.]
The score for the column is the difference between the
team's totals multiplied by the number of games won by
the leading team in that column This result is entered
(cont. on 9/9)
9/26
THURSDAY 10 SEPTEMBER 1970
253rd day - 112 days to come
On Chambers St. magazine store Claude showed me bought the
3/70, 4/70, and 7/70 copies of SCIENTIFIC AMERICAN.
Before with BB, stopped at "Biblo & Tannen". Saw a copy of
THE FIRESIDE BOOKS OF CARDS, which an AGOG reader asked me about. Asked, and they will send it by mail.
Claude & I to Wald's. Arthur there.
Claude had a game he called CONSTELLATION. (About) 15 black
markers are placed at random on a checkerboard. Players in
turn take one, and may take a second if they wish, marker from
the board. If a marker is "Isolated" - is not in line with any
other pc, including diagonally - it is replaced by a white marker
and the player making the play keeps the black marker.
After an isolation the player may, but does not have to
remove another manker; and may continue as long as he keeps
making isolations, when a player has only white markers on
the board on his turn he takes these. Count one point for
each marker, black or white, that the player has, and play a
number of rounds. Worked o.k. but was over quickly. Tried
with more pcs. and with a definite starting position, and
lengthened the game but not necessarily improved it. Also
[Crossed Out] tried a larger field, using a
GO board, with about the same success.
I came up with a partnership version, for 4. Each
player places 5 mankers in the quadrant near him
at random. Play is the same, except that a player can only
take markers from the half of the bound facing him, altho
an isolated marker may be on the other halt. Tried it
once and it seemed o.k.
Wald and Arthur showed us a 4-hand version of VEROQ. The HIGH DECK
is dealt out evenly between the players. The dealer's partner
opens his hand as a dummy. Then the player on the dummy's
right leads to the first trick. There is no necessity of following
in house, but you can only win a trick by following. High
card in the house and hierarchy led wins, except if there
is a rebellion or surpression, which changes the hievanchy. The
rebellion on surpression does not have to immediately follow
the card it acts upon. Instead the winning cand card can be acted
upon at any time during the trick. The side winning the
last trick (all tricks are lined up in one line) scores. The
score is the number of tricks won at the end multiplied by the
total number of tricks won by that side. Keep scores in columns
as shown. Play in each column until
each item has a won one game
in that column or until one
[crossed out] team has won 4 games.
[Diagram of 8 columns labeled A or B. There are between zero and four x's in each column below the A or B.]
The score for the column is the difference between the
team's totals multiplied by the number of games won by
the leading team in that column This result is entered
(cont. on 9/9)
Item sets