1967_Sackson_199_June 28.jpg: Page #1
Original title: 1967_Sackson_199_June 28.jpg

Transcription
WEDNESDAY 28 JUNE 1967 179th day - 186 days to come
Started indexing 1967 game diary.
(contin. from 6/29) [6/30] then the other 26 cards are dealt and these are played. Then from the full deck another 13 cards are dealt for a third round and the player with the highest score wins. If a player makes 55 or more points in the first hand he wins without playing the remaining two hands. 100 points in two hands also wins. (A suit from another deck is used for scoring.) I then suggested this version for two. Divide the red cards from the black cards. Shuffle each separately and deal 13 to each player, each using one deck. Play this hand and then each uses his remaining 13 cards for a second hand. The two hands constitute a game. We played it and it worked very well. (I won.) When three play three suits are used for either the version with mini-hands or with 13 card hands. With the latter there is, of course 1 hand from the deck, rather than two. In case [crossed out] of a challenge by the leading player either of the other two may accept it and if accepted the winner gets 2 tricks. When four play the full deck is used. Play is in partner- ship. (A missed point.) Whenever the game is played with 13 card hands and there is an accepted challenge, each player throws off a card of his choice.
During day thought of an idea for a game IMMOBILIZATION. Play
on a checker board. Each player has (about) 16
pieces. Place them on the board one at a time. After
each has placed his first piece, subsequent pieces
must be placed next (including diagonally) to a piece
of a player's own color or more than one such piece.
A piece may also be placed next to an even number
of opponent's pieces, but not an odd number. A piece
may also be placed next to an even number of op-
ponent's pieces plus one or more friendly pieces.
Object is to pin one or more than one opponent pieces
in a straight line between two of your pieces, or
one of your pieces and the edge. Such pieces can not
be moved. When a play Moves are made as a queen
in chess. When a player in his turn cannot move and
has no more pieces to enter, he loses.
Also thought of the following possibility for SPECTRUM. Each player in a turn is allowed 5 units of movement. A "color intercept" counts 1 unit. A "color match" counts 3 units. [started 6/30]