Notes for 1964_Sackson_084_March 04.jpg: Page #1
Original title: 1964_Sackson_084_March 04.jpg

Transcription
WEDNESDAY 4 MARCH 1964 64th day - 302 days to come
Claude and I to the Amberstones:- LINES - (see 1/17) Variation on previous rules. Instead of having to start at an edge a player can start a piece where- ever he wished. A second piece can also be started at will. Lines can be run out from existing pieces and also a bridging piece can be placed. If the two groups are run to- gether the player can start another group at will. (In other words a player can have a maximum of 2 groups on the board.) All other rules are as in the previous game. Yesterday the 3 of them played 3-handed using toothpicks of 3 colors and the old rules. It worked well except that the situation developed where a player could not help himself but could help either of the others. I suggested that a player score higher is he beats his left hand opponent (player to play next.) 4-handed partnership using 4 different colors would prob- ably work well.
COLUMNS:- (A card mancala type game by the Amberstones). Use 32 cards set up to begin as follows. Tho it is not necess- [diagram of two rows of cards with directional arrows shown] ary it makes it eas- ier to use red on one side & black on the other. Play is in the direction of the arrows. A player can only play from his side. Cards are sown starting with the top one in the pile and so on until they are all played. If a player ends a play with a card in a previously empty space (on his side of the board?) and the card so landing is higher than the top card of the pile opposite the card or cards opposite are captured. There is no score for capturing cards, the only value being that they reduce the cards on the other player's side. There can not be more than 4 cards in a pile and a pile cannot be sown that would add a 5th card to a pile. The game is over when a player cannot move. He loses. An optional rule proposed by Wald:- a player when picking up a pile can shift it along his side as far as he wishes before starting to sow. It may not pass a 4-high pile however.
We played a little of my CARD MANCALA.
PENNY DUNK:- A pencil & paper game the Amberstones devised from a game of placing paper over the top of a glass, and putting a penny in the center, and then taking turns burning holes with a cigarette until the penny drops thru- losing the game for that player. Their version:- Draw a circle and draw segments -of vary/ (cont. 3/5)