1971_Sackson_017_address lines.jpg
Creator
Sid Sackson
Date
1971
Format
.jpg
Source
Box 1, Object 9, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1971_Sackson_017_address lines.jpg
Title
1971_Sackson_017_address lines.jpg
Creator
Sid Sackson
Date
1971
Type
image
Format
.jpg
Source
Box 1, Object 9, Sid Sackson collection
Language
English
Coverage
1971
Rights
The Strong, Rochester, New York.
transcription
[written at top of page: -4]
[printed on page: NAME, ADDRESS, TEL.]
(cont. from 7/24) [7/26]
priatory game. The field is a 7x7 with the goal rows outside.
Each player has three types of pcs. 4 of each. One type is
an underground switching station, another an aboveground switching
station and the third is a generator. Switching stations are
played in the field. A line between two underground stations
cannot be broken by an enemy aboveground, or two aboveground
by an underground. A line between an underground and an above-
ground can be broken by either.
The generator is placed in the goal rows. Until the first one
is placed either player can go in either direction. This
first generator "polarizes" the positions. A generator can also be used
to break any line but the player cannot use it as a switching sta-
tion. A generator can be placed on a line and then connects to either orthogonal row.
Other rules are the same. His rules on "polarization" are sup-
posed to eliminate the advantage of going first. Didn't; in fact may
have made it worse. "Privilege" is still needed. Played a few games
and first player won quickly without "privilege."
He showed me DIAMONDS. It is played on a board of 11x11 dots,
spaced far enough apart to allow discs to be placed on each.
Each player has 60 discs of his color,
as shown. 2 play.
[Drawing on left of page of 5 circles, each sub-divided into four quadrants and each circle showing in a different series of quadrants colored in. Each circle has written "(10) over it, except the first circle showing the upper two quadrants colored in and noting "(20 of)"]
Pieces are placed in turn on any
dot. Any pc. a player has left can be
used and it can be turned with the quadrants in any position-
except that the lines always run parallel with the grid of the dots.
Object is to complete squares of any size, the bigger the better.
A completed square is scored by counting the number of unit
squares (1, 4, 9, etc.) and multiplying this by the number of
solid quadrants in the four discs defining the square. The
four interior corners must all be white quadrants or the square. The
four interior corners must all be white quadrants or the square can-
not score. Example shows a square of 4 units x7 for a
total score of 28 points.
[Drawing on left of four circles arranged in a square with a variety of 7 quadrants colored in.]
When a player threatens to complete a square he must a-
nnounce it. If he doesn't he cannot score it until he
announces it later and waits till his next turn. A player cannot
announce a old threat and a new one at the same time. (My rule.)
A smaller field can be used for a shorter game, with pcs. be-
ing removed so that just enough are left to fill the board,
or 1 less in case of an odd number. (We played a smaller game
using a GO board for a 7x7. I won.)
He told me about the game he sent to A.H. - called THE AMERICAN WAY.
There is a board, as shown on next page. 50 state cards
are shuffled and placed on the white spaces, with one re-
maining beside the board.
2 play and they take turns placing discs of their color
on any of the circles. If a player succeeds in getting
3 or four discs of his color around a state, he wins the
electoral votes of that state. If each gets two discs, then
the player who succeeds in winning the greater num-
ber of electoral votes in the 4 adjoining states
(cont. on -5)
[printed on page: NAME, ADDRESS, TEL.]
(cont. from 7/24) [7/26]
priatory game. The field is a 7x7 with the goal rows outside.
Each player has three types of pcs. 4 of each. One type is
an underground switching station, another an aboveground switching
station and the third is a generator. Switching stations are
played in the field. A line between two underground stations
cannot be broken by an enemy aboveground, or two aboveground
by an underground. A line between an underground and an above-
ground can be broken by either.
The generator is placed in the goal rows. Until the first one
is placed either player can go in either direction. This
first generator "polarizes" the positions. A generator can also be used
to break any line but the player cannot use it as a switching sta-
tion. A generator can be placed on a line and then connects to either orthogonal row.
Other rules are the same. His rules on "polarization" are sup-
posed to eliminate the advantage of going first. Didn't; in fact may
have made it worse. "Privilege" is still needed. Played a few games
and first player won quickly without "privilege."
He showed me DIAMONDS. It is played on a board of 11x11 dots,
spaced far enough apart to allow discs to be placed on each.
Each player has 60 discs of his color,
as shown. 2 play.
[Drawing on left of page of 5 circles, each sub-divided into four quadrants and each circle showing in a different series of quadrants colored in. Each circle has written "(10) over it, except the first circle showing the upper two quadrants colored in and noting "(20 of)"]
Pieces are placed in turn on any
dot. Any pc. a player has left can be
used and it can be turned with the quadrants in any position-
except that the lines always run parallel with the grid of the dots.
Object is to complete squares of any size, the bigger the better.
A completed square is scored by counting the number of unit
squares (1, 4, 9, etc.) and multiplying this by the number of
solid quadrants in the four discs defining the square. The
four interior corners must all be white quadrants or the square. The
four interior corners must all be white quadrants or the square can-
not score. Example shows a square of 4 units x7 for a
total score of 28 points.
[Drawing on left of four circles arranged in a square with a variety of 7 quadrants colored in.]
When a player threatens to complete a square he must a-
nnounce it. If he doesn't he cannot score it until he
announces it later and waits till his next turn. A player cannot
announce a old threat and a new one at the same time. (My rule.)
A smaller field can be used for a shorter game, with pcs. be-
ing removed so that just enough are left to fill the board,
or 1 less in case of an odd number. (We played a smaller game
using a GO board for a 7x7. I won.)
He told me about the game he sent to A.H. - called THE AMERICAN WAY.
There is a board, as shown on next page. 50 state cards
are shuffled and placed on the white spaces, with one re-
maining beside the board.
2 play and they take turns placing discs of their color
on any of the circles. If a player succeeds in getting
3 or four discs of his color around a state, he wins the
electoral votes of that state. If each gets two discs, then
the player who succeeds in winning the greater num-
ber of electoral votes in the 4 adjoining states
(cont. on -5)
Item sets