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Title
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1971_Sackson_195_June 24.jpg
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Creator
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Sid Sackson
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Date
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1971
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Type
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image
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Format
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.jpg
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Source
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Box 1, Object 9, Sid Sackson collection
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Language
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English
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Coverage
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1971
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Rights
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The Strong, Rochester, New York.
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transcription
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English
THURSDAY 24 JUNE
St. John, Baptist 1971 175th day - 190 days to come
Copied the game SECURITY, so that I can bring
it to Philadelphia tomorrow.
Jerry D'Arcey called to see if I had heard from his son Chris. I
haven't.
Invited Jerry to stay here when he comes to New York. He didn't
really answer.
He said that Frank Thibault will be sending me CONTIGO
shortly.
(cont. from 6/25) [6/26]
GARRISON (J. Ottmann Litho-
graphing Co. - N.D.). One
[drawing of cross-shaped diagram, each arm 5 x 3 dots connecting at corners and midpoints, with 5 x 5 grid at very center. Some are starred or circled.]
player has three knights
started on the starred
spaces in the "garrison."
Other has 50 men, filling
the spaces outside of the
garrison. Knights can move one space
along any line and must
make short jumps when
able. Men cannot move
backwards. Man on marked
center space is safe from
being jumped. Men win by
occuppying all 17 garrison
spaces. Knights win if a
knight is pinned in the
garrison or if men are re-
duced to less than 17.
GAME OF OPTIONS (F.A. Wright - 1883). A set of cards, each
one listing - wheat, corn, pork - and a dollar value for each
commodity. (No rules.)
GAME OF SHOPPING (R. Bliss - 1891). In the center of the board
is a large circle with 7 numbered stores around the out-
side. Beyond this are 5 (I believe) rings, checkered in red and
white spaces. Only the red are played one. The stores each have
three spaces next to them, some with 2 red and one write, others
reversed. On the outer ring in a starting space. A deck of
goods cards, giving an item and a value, are shuffled and placed in
the stores about equally, except that only one goes in store 7.
Players in turn throw two dice, add ten to this, and then move
their marker the total in one direction (this is not clear - but
it probably means that it must be either clockwise or counter-
clockwise. There doesn't seem to be any point to having the
different rings.) When land in a store take a goods card. Game
is over when the one card in store 7 is taken. Highest
money value wins. (Rough idea. But the rules were very poor.)
THE GAME OF TRAVEL (P. - 1894). Board with east coast of U.S.,
(cont. on 6/23)