1971_Sackson_065_February 14.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_065_February 14.jpg
Title
1971_Sackson_065_February 14.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
SUNDAY 14 FEBRUARY 1971
Sexagesima
St. Valentine's Day 45th day - 320 days to come
Phil's sister Lilly liked the symbolism of MONAD. I
told her I'd get a copy for her.
Finished the letter to Don Laycock. Sent him material
on CROWN RED. Told him I was sending
HAAR HOOLIM PERCEPTION GAMES. Asked for repro of
SQUATTER rules. Discussed his comments on SLAM: TYZICHA,
MONDRIAN, DOMINO CUBES, KAWU. Sent repro of
COMBINATION.
(cont. from 2/15) [2/19]
Players in turn throw three dice to determine their
move (after first is determined by high throw of 2). Each
die can be assigned to one of a player's countries and
he can move pcs. of that country up to the total on the die
(it can become tricky to determine a pc's. origin as it moves
out of it's country). Each move of a pc. from province to province
counts one.
A player can only declare war on one new country by one
of his countries in a turn, but once it is declared it con-
tinues to the end. As player's move a pc. into an enemy country
they can move thru undefended provinces without a fight,
putting a marker of their color in the provinces passed
thru and the final one reached. Other players, including
the original owner, can win the provinces in the same way (and
a lot of this goes back and forth).
At the beginning of a player's turn he collects $1,000 for
each province he controls, whether one of his original still
under his control or one he invaded. A duchy gives $2,000.
The Holy Roman Emperor collect $10,000 for that office plus
$2,000 for each duchy not owned by anyone.
A fight develops when a player moves one or more pcs.
into a province occupied by another player. Infantry have a
factor of 1, cavalry 2 in attack but 1 in defense,
artillery 2. For each factor unit each player throws
1 die and the highest total wins the battle, wiping out
the opponent's pcs. In case of tie, throw again.
Capitals are captured by moving one or more pcs. next
to the capital. This takes one move per pc. to move from
the province next to the capital. (Incidentally, if a player
does not have a pc. in his capital province, opponents can
move thru it but do not take possession.) A battle is fought
and the factor shown on that disk is added to the factor
of the defender's pcs. in the province (no special move to
the capital req'd.), if any. If the capital is captured the
defensive disk is removed and is never replaced, that
province becoming the same same as any other. The capturer of
the capital looks at the fraction on the owner's marker
(cont. on 2/12)
Sexagesima
St. Valentine's Day 45th day - 320 days to come
Phil's sister Lilly liked the symbolism of MONAD. I
told her I'd get a copy for her.
Finished the letter to Don Laycock. Sent him material
on CROWN RED. Told him I was sending
HAAR HOOLIM PERCEPTION GAMES. Asked for repro of
SQUATTER rules. Discussed his comments on SLAM: TYZICHA,
MONDRIAN, DOMINO CUBES, KAWU. Sent repro of
COMBINATION.
(cont. from 2/15) [2/19]
Players in turn throw three dice to determine their
move (after first is determined by high throw of 2). Each
die can be assigned to one of a player's countries and
he can move pcs. of that country up to the total on the die
(it can become tricky to determine a pc's. origin as it moves
out of it's country). Each move of a pc. from province to province
counts one.
A player can only declare war on one new country by one
of his countries in a turn, but once it is declared it con-
tinues to the end. As player's move a pc. into an enemy country
they can move thru undefended provinces without a fight,
putting a marker of their color in the provinces passed
thru and the final one reached. Other players, including
the original owner, can win the provinces in the same way (and
a lot of this goes back and forth).
At the beginning of a player's turn he collects $1,000 for
each province he controls, whether one of his original still
under his control or one he invaded. A duchy gives $2,000.
The Holy Roman Emperor collect $10,000 for that office plus
$2,000 for each duchy not owned by anyone.
A fight develops when a player moves one or more pcs.
into a province occupied by another player. Infantry have a
factor of 1, cavalry 2 in attack but 1 in defense,
artillery 2. For each factor unit each player throws
1 die and the highest total wins the battle, wiping out
the opponent's pcs. In case of tie, throw again.
Capitals are captured by moving one or more pcs. next
to the capital. This takes one move per pc. to move from
the province next to the capital. (Incidentally, if a player
does not have a pc. in his capital province, opponents can
move thru it but do not take possession.) A battle is fought
and the factor shown on that disk is added to the factor
of the defender's pcs. in the province (no special move to
the capital req'd.), if any. If the capital is captured the
defensive disk is removed and is never replaced, that
province becoming the same same as any other. The capturer of
the capital looks at the fraction on the owner's marker
(cont. on 2/12)
Item sets