1971_Sackson_117_April 07.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_117_April 07.jpg
Title
1971_Sackson_117_April 07.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
WEDNESDAY 7 APRIL
Wednesday in Holy Week 1971 97th day - 268 days to come
Wrote to Tom Atwater with my objection to the way
Entex wrote the rules for THE !@#C&*! GAME. Also
told him of Mary's call concerning the TRANSFORMATION and
AIRLINE contracts.
Wrote to Ranny Barton thanking him for MASTERPIECE &
telling him I was still waiting for ORION.
Called Jack Davis and he had the time to talk to me. I can
come there to look at EXECUTIVE DECISION, calling first.
They don't have any extras of the new ones, or of the
old ones either. I asked about getting PLOY and ACQUIRE.
Made a new set of pieces for PLANES. Used only four
symbols - 6 - 1s, 5 - 2s, and 2 - 3s of each.
(cont. from 4/16) [4/16]
BB and I to Wald's. Arthur there too.
Played 4-hand PLANES and they definitely preferred the new
version; they had suggested reducing to 4 symbols when they
first played it. They thought it might be better if shorter.
Later I got the idea of suggesting optional games with re-
duced tiles.
We played their new version of VEROQ. We play partnership,
Wald & BB against Arthur & me. But it is actually a 2-hand
games, with pairs of opponents (Wald & me, then
BB & Arthur) taking turns playing the results going onto one
score.
Two houses, one red and one black, are shuffled and dealt
out, so that each player has eight cards. The player dealt
to chooses a card to lead and places it face down on the table.
Since the backs are colored red or black, the other player
knows which house has been led. In order to try and win
the trick, he must play the same house. If he wishes he may
throw off a card of the other house.
To win a trick the following card must be of the same
house and a higher card of the same hierarchy, or a
"counter," which is the second card of a pair (K-V, etc)
regardless of which one was led. The winner of a trick leads
to the next. Tricks, as taken, are placed in a row so that
the order in which they were taken is shown.
Only the player who takes the last trick scores, the amt.
being the number of tricks squared and then multiplied by
the number of tricks taken at the end. (Highest possible score-
512, lowest - 1). Scores are kept in "columns." A column is completed
when either one player has scored four times in that col-
umn, or each player has scored at least once in the column.
The player with the higher score subtracts the other
(cont. on 4/6)
Wednesday in Holy Week 1971 97th day - 268 days to come
Wrote to Tom Atwater with my objection to the way
Entex wrote the rules for THE !@#C&*! GAME. Also
told him of Mary's call concerning the TRANSFORMATION and
AIRLINE contracts.
Wrote to Ranny Barton thanking him for MASTERPIECE &
telling him I was still waiting for ORION.
Called Jack Davis and he had the time to talk to me. I can
come there to look at EXECUTIVE DECISION, calling first.
They don't have any extras of the new ones, or of the
old ones either. I asked about getting PLOY and ACQUIRE.
Made a new set of pieces for PLANES. Used only four
symbols - 6 - 1s, 5 - 2s, and 2 - 3s of each.
(cont. from 4/16) [4/16]
BB and I to Wald's. Arthur there too.
Played 4-hand PLANES and they definitely preferred the new
version; they had suggested reducing to 4 symbols when they
first played it. They thought it might be better if shorter.
Later I got the idea of suggesting optional games with re-
duced tiles.
We played their new version of VEROQ. We play partnership,
Wald & BB against Arthur & me. But it is actually a 2-hand
games, with pairs of opponents (Wald & me, then
BB & Arthur) taking turns playing the results going onto one
score.
Two houses, one red and one black, are shuffled and dealt
out, so that each player has eight cards. The player dealt
to chooses a card to lead and places it face down on the table.
Since the backs are colored red or black, the other player
knows which house has been led. In order to try and win
the trick, he must play the same house. If he wishes he may
throw off a card of the other house.
To win a trick the following card must be of the same
house and a higher card of the same hierarchy, or a
"counter," which is the second card of a pair (K-V, etc)
regardless of which one was led. The winner of a trick leads
to the next. Tricks, as taken, are placed in a row so that
the order in which they were taken is shown.
Only the player who takes the last trick scores, the amt.
being the number of tricks squared and then multiplied by
the number of tricks taken at the end. (Highest possible score-
512, lowest - 1). Scores are kept in "columns." A column is completed
when either one player has scored four times in that col-
umn, or each player has scored at least once in the column.
The player with the higher score subtracts the other
(cont. on 4/6)
Item sets