1971_Sackson_340_November 16.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_340_November 16.jpg
Title
1971_Sackson_340_November 16.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
11/15
11/14
11/13
TUESDAY 16 NOVEMBER 1971
320th day - 45 days to come
Nov. PLAYTHINGS came. New products has - SHOWDOWN POKER,
SOUL, HEX-O-GRAM, LECTRAMATIC FOOTBALL.
Rcd. material on the game CHEM-CHEXX, also two companion
games - U.S. HISTORY-CHEXX and LIT-CHEXX. (Also an order
form for buying copies.)
Rcd. the rules for THE NINE CHECKER GAME by Jim Bynum.
He had sent it to Martin Gardner and Martin suggested
his sending it to me. (He enclosed a stamped envelope
for returning it.)
To Felicia bringing her PLANES. (She mailed it and CHECKPOINT today.
David Wicks was there with two games: -
CHECKPOINT - A board shows roads divided into spaces. Along
the way there are, I believe, 5 "checkpoints". These
must be reached at a certain turn (the last one must
be reached at turn 30). Movement is by drawing cards
(he had about 200 of them). Most give a range of spaces
within which the player can choose. Others give special
instructions, such as "Bribe a judge - not necessary to check in
at checkpoint 2." There are multiple paths. Usually players
have a choice of directions, but "detour" signs can be set to force
an opponent to move in a set direction.
The number of points lost for not hitting a "checkpoint"
exactly are determined by counting the nearest number of
spaces from the car to the checkpoint after the player's
move on that turn. At the last checkpoint, if a player gets
there too soon he continues moving in order to determine
his lost points.
Remembered that each player draws a card for each
checkpoint telling him when he has to reach it, so each
has a different setup.
COUNTERPOISE an elaboration of HEX played on a board
as shown.
[Diagram of essentially a HEX board - Two opposite edges are red and the other two opposite edges are green. Within the red/green rows alternating spaces are marked with a black dot. The top and bottom corners are marked with a star.]
Each player has 19 pieces; one
master piece formed by putting two
checkers on top of each other;
eight single pieces with
black dots; 10 plain pcs. They are
set up as shown. Pieces move or
jump as in the game of CHINESE CHECKERS.
When the double piece jumps over a plain piece
of the opponent it is removed and placed at
one of the two starred spaces at the far ends
or, if occupied in the nearest empty space. The capturer has the
choice of ends. No other jumps cause captures.
Object is to form a continuous chain between the two sides
of your color. Starred spaces can be used by either player as an end.
(cont. on 11/15)
11/14
11/13
TUESDAY 16 NOVEMBER 1971
320th day - 45 days to come
Nov. PLAYTHINGS came. New products has - SHOWDOWN POKER,
SOUL, HEX-O-GRAM, LECTRAMATIC FOOTBALL.
Rcd. material on the game CHEM-CHEXX, also two companion
games - U.S. HISTORY-CHEXX and LIT-CHEXX. (Also an order
form for buying copies.)
Rcd. the rules for THE NINE CHECKER GAME by Jim Bynum.
He had sent it to Martin Gardner and Martin suggested
his sending it to me. (He enclosed a stamped envelope
for returning it.)
To Felicia bringing her PLANES. (She mailed it and CHECKPOINT today.
David Wicks was there with two games: -
CHECKPOINT - A board shows roads divided into spaces. Along
the way there are, I believe, 5 "checkpoints". These
must be reached at a certain turn (the last one must
be reached at turn 30). Movement is by drawing cards
(he had about 200 of them). Most give a range of spaces
within which the player can choose. Others give special
instructions, such as "Bribe a judge - not necessary to check in
at checkpoint 2." There are multiple paths. Usually players
have a choice of directions, but "detour" signs can be set to force
an opponent to move in a set direction.
The number of points lost for not hitting a "checkpoint"
exactly are determined by counting the nearest number of
spaces from the car to the checkpoint after the player's
move on that turn. At the last checkpoint, if a player gets
there too soon he continues moving in order to determine
his lost points.
Remembered that each player draws a card for each
checkpoint telling him when he has to reach it, so each
has a different setup.
COUNTERPOISE an elaboration of HEX played on a board
as shown.
[Diagram of essentially a HEX board - Two opposite edges are red and the other two opposite edges are green. Within the red/green rows alternating spaces are marked with a black dot. The top and bottom corners are marked with a star.]
Each player has 19 pieces; one
master piece formed by putting two
checkers on top of each other;
eight single pieces with
black dots; 10 plain pcs. They are
set up as shown. Pieces move or
jump as in the game of CHINESE CHECKERS.
When the double piece jumps over a plain piece
of the opponent it is removed and placed at
one of the two starred spaces at the far ends
or, if occupied in the nearest empty space. The capturer has the
choice of ends. No other jumps cause captures.
Object is to form a continuous chain between the two sides
of your color. Starred spaces can be used by either player as an end.
(cont. on 11/15)
Item sets