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9/9
9/26
THURSDAY 10 SEPTEMBER 1970
253rd day - 112 days to come
On Chambers St. magazine store Claude showed me bought the
3/70, 4/70, and 7/70 copies of SCIENTIFIC AMERICAN.
Before with BB, stopped at "Biblo & Tannen". Saw a copy of
THE FIRESIDE BOOKS OF CARDS, which an AGOG reader asked me about. Asked, and they will send it by mail.
Claude & I to Wald's. Arthur there.
Claude had a game he called CONSTELLATION. (About) 15 black
markers are placed at random on a checkerboard. Players in
turn take one, and may take a second if they wish, marker from
the board. If a marker is "Isolated" - is not in line with any
other pc, including diagonally - it is replaced by a white marker
and the player making the play keeps the black marker.
After an isolation the player may, but does not have to
remove another manker; and may continue as long as he keeps
making isolations, when a player has only white markers on
the board on his turn he takes these count one point for each manker, black an white, that the player has, and play a number of rounds. Worked ok, but was over quickly Tried with more pcs, and with a definite starting position, and lengthened the game but not necessarily improved it. Also o
g tried a larger field, using a Goo bourd, with about the same success
I came up with a partnership version, for 4. Each player places 5 mankers in the quadrant near him.... at random, Play. is the same, except that a player can only take mankers from the half of the bound ffacing him, altho an isolated marken may be on the other halt. Tried it
once and it seemed ook | Wald and Arthur showed us a 4-hand version of VEROQ. The HIGH DECK
is dealt out evenly between the players. The dealer's partner opens his hand as a dummy. Then the player on the dummy's right leads to the first trick, There is no necessity of following in house, but you can only win a trick by following. High Card in the house and hierarchy led wins, except if there is a rebellion or surpression, which changes the hievanchy. The rebellion on surpression does not have to immediately tollow the card it act upon, Instead the winning cand card can be acted upon at any time during the trick. The side winning the last trick (all tricks are lined up in one line scores. The slove is the number of tricks won at the end multiplied by the total number of tricks won by that side. Keep scores in columns as shown. Play in each column until
each other has a won one game
in that column or until one
pole team has won 4 games. The score for the column is the difference between the team's totals multiplied by the number of games, won by the leading team in that column This result is entered
(cont. on 9/9)