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JUNE 1975 - THURSDAY 26
177TH DAY - 188 DAYS TO COME
Thinking about CHECKERS variations to use for the magazine
article Felicia wants. For DAISY magazine.
Each player's 12 checkers are marked with 2 sets of numbers
from 1 to 6.
a) A pc. can only jump a pc. lower or the same number. If the
game gets jammed up, the last to move wins.
b) Any pc. can jump any enemy pc. If the jumper is higher
he scores the difference. If lower the opponent scores the
difference. If they add to 7 or 11 the jumper scores this - regardless.
c) The pcs. are set up at random in the 2nd, 3rd, and 4th
rows on one side of the board - random as far as numbers are
concerned but alternating by color. Object is, by jumping
over lower or equal numbers or by moving, to be the first to
move all pcs. ove across.
These are all rough ideas that have to be tested.
Spent day filling out the TOTALLY, INTERSECTION, and PUSHOVER forms
for THE GUIDE TO SIMULATIONS/GAMES FOR EDUCATION AND TRAINING.
Also wrote small covering note to Ed Schifman.