1971_Sackson_258_August 26.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_258_August 26.jpg
Title
1971_Sackson_258_August 26.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
THURSDAY 26 AUGUST 1971
238th day - 127 days to come
Rcd.a letter from Don Laycock. He sent me the rules for SQUATTER,
a [illegible crossed out] PUZZLE from the NEW SCIENTIST,
and a booklet THE GAME OF MAH JONG.
In his letter he sent me rules for MAKE 7 BREAK, SHEEPFOLD,
and some more info on his DOMINO BLOCKS. He is sending me a race
game AUSTRALIAN EXPLORER; also he is sending me e set from mainland
China called QUINTET, containing: FIVE IN A ROW, >u>FLOWER GAME,
CHINESE CHECKERS, CANNON GAME, TIT TAT TOE, A variant, and
FOUR MARBLES GAME.
He rcd. HAAR HOOLIM PERCEPTION GAMES and finds them interesting.
Doesn't mention MEM.
Wrote up BUGS & LOOOPS and NINETYSEVEN for S & T column. Called
Kantrell again and spoke to "Walter Koenigstein". Got their new
address. He told me that there are new instructions that clear
up some of the unclear points. He is mailing me a set.
BB typed the letter to Jim Kraus that I wrote on Tuesday.
Mailed it out.
(cont. from 8/27) [8/28]
of the two generating pcs. but I suggested this and he agreed.
Movement is in one of two ways. 1) A pc. is moved one
space in any direction (King's move). 2) A pc. in a group
is picked up and placed next to, orthogonally or diagonally,
any pc. or pcs. in the group.
[Diagram of two grids (one 4 x 4, the other 4 x 6) with black and white circular pieces. Arrows indicate possible paths of movement. Some spaces have dots in them, and some spaces are labelled 'A' or 'B'.]
The first illustration shows a move
of the first kind resulting in a new
pc. which can be placed in any of
the spaces marked with a dot.
The second illustration shows a move
of the second kind resulting in two
new pcs., one placed in a space marked A and one in a space
marked B.
A move does not have to result in "generation" of a new pc.
Captures are made when, after moving, a player has at least
3 pcs. next to one enemy pc. either orthogonally or diagonally.
This pc. is turned over to the color of the capturing
side. If that pc. the turned over pc. together with two others
is now next to another enemy pc., this too is turned over.
If this now combines with 2 others, a third capture is
made. But three is the maximum. Win by capturing enough
of the opponent to make it impossible for him to come back.
The first player has a definite advantage and games
should be played in pairs, rotating first play. A
count of the number of moves can be kept as a measure
of the victory, the faster the better.
[Started 8/28]
238th day - 127 days to come
Rcd.a letter from Don Laycock. He sent me the rules for SQUATTER,
a [illegible crossed out] PUZZLE from the NEW SCIENTIST,
and a booklet THE GAME OF MAH JONG.
In his letter he sent me rules for MAKE 7 BREAK, SHEEPFOLD,
and some more info on his DOMINO BLOCKS. He is sending me a race
game AUSTRALIAN EXPLORER; also he is sending me e set from mainland
China called QUINTET, containing: FIVE IN A ROW, >u>FLOWER GAME,
CHINESE CHECKERS, CANNON GAME, TIT TAT TOE, A variant, and
FOUR MARBLES GAME.
He rcd. HAAR HOOLIM PERCEPTION GAMES and finds them interesting.
Doesn't mention MEM.
Wrote up BUGS & LOOOPS and NINETYSEVEN for S & T column. Called
Kantrell again and spoke to "Walter Koenigstein". Got their new
address. He told me that there are new instructions that clear
up some of the unclear points. He is mailing me a set.
BB typed the letter to Jim Kraus that I wrote on Tuesday.
Mailed it out.
(cont. from 8/27) [8/28]
of the two generating pcs. but I suggested this and he agreed.
Movement is in one of two ways. 1) A pc. is moved one
space in any direction (King's move). 2) A pc. in a group
is picked up and placed next to, orthogonally or diagonally,
any pc. or pcs. in the group.
[Diagram of two grids (one 4 x 4, the other 4 x 6) with black and white circular pieces. Arrows indicate possible paths of movement. Some spaces have dots in them, and some spaces are labelled 'A' or 'B'.]
The first illustration shows a move
of the first kind resulting in a new
pc. which can be placed in any of
the spaces marked with a dot.
The second illustration shows a move
of the second kind resulting in two
new pcs., one placed in a space marked A and one in a space
marked B.
A move does not have to result in "generation" of a new pc.
Captures are made when, after moving, a player has at least
3 pcs. next to one enemy pc. either orthogonally or diagonally.
This pc. is turned over to the color of the capturing
side. If that pc. the turned over pc. together with two others
is now next to another enemy pc., this too is turned over.
If this now combines with 2 others, a third capture is
made. But three is the maximum. Win by capturing enough
of the opponent to make it impossible for him to come back.
The first player has a definite advantage and games
should be played in pairs, rotating first play. A
count of the number of moves can be kept as a measure
of the victory, the faster the better.
[Started 8/28]
Item sets