1971_Sackson_204_July 03.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_204_July 03.jpg
Title
1971_Sackson_204_July 03.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
SATURDAY 3 JULY 1971
184th day - 181 days to come
Working on more puzzles for RECONSTRUCTION. BB solved some
of them, usually coming up with a different arrangement
then I originally set up.
Think I will add an additional set of 7 pcs. to the
20 of 7/1, marked with an "x". From 1 to 7 of these
can be used, allowing for fields of from 21 to 27 spaces.
(cont. from 7/4) [7/8]
Although I was lucky in the positioning of the green
card, it seemed that, even with an average placement
of the green card, this play has the best odds.
I suggested allowing the "dealer" to place the green
wherever he wishes, trying to outguess the guesser.
Arthur didn't care for the idea.
He showed me the model of a game he called COUNTERBALANCE.
[Diagram of two 7 x 7 grid boards connected as one game board. Each has 2 stars in the center squares. The left grid has a column of blue dots in the left-most column. The right grid has a column of red dots in the right-most column.]
There is a board, as shown, which
is balanced on a dowel. Each player has
6 pawns and 2 bishops (from a Chess
set) set up in the indicated positions.
A pawn moves diagonally as many
spaces as the player wishes. Bishops
move 1 space in any direction. A
player cannot move his bishops in two
successive moves, having to move a
pawn at least every other turn. In moving across the central gap
a piece moves to the space directly in line.
Only one piece can be in a space. There is no capture. Pawns
can move over another pc. either enemy or friendly. A player
wins by moving a pawn across to the end row on the opponent's
side. He loses if he causes the board to fall.
Arthur has an agent (possibly Ned Strongen) who makes models
for him. He prepared a plastic model, calling the game
TEETER-TOPPLE, which does not have the weight of the masonite
board that Arthur used, and doesn't really work properly.
The same agent is also trying to sell THREE and a new
strategy board GAME which involves guessing. (Tried
to get more info from Arthur but he said it was [too] complex
to explain without a model, which he didn't have there.)
At present two items look encouraging both in U.S. and
for foreign publication.
I mentioned the name CLIFF HANGER for Arthur's balancing game
and, since he didn't care for it at all, thought it
would be a good name to use myself.
Told Arthur about Bob Edward's question on POWUR. We
determined that the [squares with dots] were put in the set by mistake.
Arthur gave me a copy of the rules.
When I was at Reiss' showroom with Phil I saw his new
(cont. on 6/30)
184th day - 181 days to come
Working on more puzzles for RECONSTRUCTION. BB solved some
of them, usually coming up with a different arrangement
then I originally set up.
Think I will add an additional set of 7 pcs. to the
20 of 7/1, marked with an "x". From 1 to 7 of these
can be used, allowing for fields of from 21 to 27 spaces.
(cont. from 7/4) [7/8]
Although I was lucky in the positioning of the green
card, it seemed that, even with an average placement
of the green card, this play has the best odds.
I suggested allowing the "dealer" to place the green
wherever he wishes, trying to outguess the guesser.
Arthur didn't care for the idea.
He showed me the model of a game he called COUNTERBALANCE.
[Diagram of two 7 x 7 grid boards connected as one game board. Each has 2 stars in the center squares. The left grid has a column of blue dots in the left-most column. The right grid has a column of red dots in the right-most column.]
There is a board, as shown, which
is balanced on a dowel. Each player has
6 pawns and 2 bishops (from a Chess
set) set up in the indicated positions.
A pawn moves diagonally as many
spaces as the player wishes. Bishops
move 1 space in any direction. A
player cannot move his bishops in two
successive moves, having to move a
pawn at least every other turn. In moving across the central gap
a piece moves to the space directly in line.
Only one piece can be in a space. There is no capture. Pawns
can move over another pc. either enemy or friendly. A player
wins by moving a pawn across to the end row on the opponent's
side. He loses if he causes the board to fall.
Arthur has an agent (possibly Ned Strongen) who makes models
for him. He prepared a plastic model, calling the game
TEETER-TOPPLE, which does not have the weight of the masonite
board that Arthur used, and doesn't really work properly.
The same agent is also trying to sell THREE and a new
strategy board GAME which involves guessing. (Tried
to get more info from Arthur but he said it was [too] complex
to explain without a model, which he didn't have there.)
At present two items look encouraging both in U.S. and
for foreign publication.
I mentioned the name CLIFF HANGER for Arthur's balancing game
and, since he didn't care for it at all, thought it
would be a good name to use myself.
Told Arthur about Bob Edward's question on POWUR. We
determined that the [squares with dots] were put in the set by mistake.
Arthur gave me a copy of the rules.
When I was at Reiss' showroom with Phil I saw his new
(cont. on 6/30)
Item sets