Notes for 1967_Sackson_374_December 20.jpg: Page #1
Original title: 1967_Sackson_374_December 20.jpg

Transcription
WEDNESDAY 20 DECEMBER Ember Day 1967 354th day - 11 days to come
Listened to Alice on Jack O'Brien. E.S. Lowe & the elder Barton were
on with her and hardly let her talk. Barton talked about Monop
MONOPOLY and how Charles Darrow had done a stock market game and
then a card GAME which was even a bigger flop. Barton then said
that no inventor ever did more than one good game. Barton wasn't
interested. The two men made all kinds of errors such as that
CHECKERS was played in Egypt or (from Lowe) that NILE was
played with dice. Alice got in a plug for BALI.
Felicia called to tell me about the program and I said that I had
heard it. Thanked Alice for the plug.
Called Martin Gardner. He said that he had been intending to call me. Alex Randolph wrote to him asking for my address, having misplaced it. Martin would like to locate a copy of Alex' book put out in 1954 by Henry Holt - "The Mail Boat." Told him about my meeting with Fabio Coen. Martin suggested a children's book of games to be made by the children. I told him of our latest plan for a book of games that couldn't be found elsewhere. Martin suggested using Alex' KNIGHT CHASE (see 10/30). He plays it with his boys and they enjoy it. He thinks Alex won't mind my using it. Martin asked for Dr. Atwater's address. Piet Hein is inter- ested in an agent to place his SOMA cubes with a company again. John Scarne sent Martin a copy of a book on his new card game SKARNEY. It is a BRIDGE variation using two decks and has 10 different forms for (as the book says) 2, 3, 4, 5, 6, 7, 8, 9 players. It can be ordered from: {J. Scarne Games, Inc. 4319 Meadowview Ave. North Bergen, N.J. 07047 Martin has heard the Ideal detective games advertised many times on radio.
At 1-2-Kangaroo saw CAR CAPERS (Spear's). There are
12 cardboard pictures of cards, each divided into 6 pcs.
[diagram: rectangle divided into 6 sections with curvy lines]
There are 2 dice. Players in turn throw the dice
and take a pc. of a car corresponding to one die
or the sum. Must start a card with pc. one
and continue in order. A throw of 1-6 allows taking a full
car from the table. If none is still available take a completed
car from player with most completed. If more than one player
with same most number of completed, throw dice to pick one to
take from. When a number pc. is out, can take from another
player and When there are no number 1 pcs. left and a
player throws a 1 he can steal from another player who
has an incomplete car which hasn't reached 4 yet. (Pretty
comp The following pcs. go back on table. (Pretty complete rules.)