Dallastown Area High School - Spectator Yearbook (Dallastown, PA)

 - Class of 1980

Page 10 of 164

 

Dallastown Area High School - Spectator Yearbook (Dallastown, PA) online collection, 1980 Edition, Page 10 of 164
Page 10 of 164



Dallastown Area High School - Spectator Yearbook (Dallastown, PA) online collection, 1980 Edition, Page 9
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Page 10 text:

 CLASS OF ’83 The movie starts at 8 and I don’t have to be home until 11 ... That’s it - Just take the biggest piece! Oh no -1 think our braces are stuck together! Are these supposed to come off the pans? If you pinch me one more time, I’ll throw my food all over you! You’d look funny too if you had to wear these goggles all period. 6

Page 9 text:

SPECTOPOLY Marea Registrada Dallastown Area High School Trademark for its Secondary Education Game Equipment 1980 Dallastown’s Secondary Education game Spectopoly was invented during the Spring of 1979 by a group of imaginative seniors who banded together to form the Spectator Literary Staff. Their intent was obvious, to battle boredom and frustration known only to students. The game portrays the only life they knew during the past four years, that life being of their existence in the hallowed halls of Dallastown High. The streets were named at random and any resemblence to people or situations here at Dallastown is totally accidentally on purpose. The first games were crude, handmade and known only to the Literary Staff. As the game grew in popularity, interest was aroused and sales boomed. The Literary Staff, unable to handle the great demand, arranged to have a larger company take over the manufacture and production of the game. Spectopoly is now published under license in 25 countries and in 15 common languages. Object: The object of Spectopoly is to successfully complete 8,000 term papers, 2.5 million book reports, 6.9 billion science labs, 83 million algebra reading problems, 82 million world culture handouts, 81 million vocabulary tests, 80 million physics problems, and ONE Practically Living course without going insane or become a manic - depressive, obsessive - compulsive, psychotic, paranoid schizophrenic with delusions of grandeur that studies too much! Equipment: The equipment consists of 1 school, 71 teachers, some 1500 odd playing pieces, 1 sequoia bark tablet, 1 number two (only!) pencil, and 1 blue book containing the rules and regulations of the game. Preparation: All game participants must have completed 5 years of potty training (known as elementary school) and 3 years of intense study (known as the Middle School) where players learn the English language (how to say the abe’s). Pre-algebra (how to count to ten), Astronomy (how to fall asleep with your head in an upright position), and how to play well with others at recess. It is invaluable that one have this well-versed background before even attempting to play Spectopoly. The Play: Starting at “Go”, a player begins as a chippy (very inexperienced player) and encoun- ters many fines, rewards, and tricks. A player at this time has very little knowledge and the only things that keep him on his trek around the board are his determination to become a sophomore and the guidance received from others. If a player survives this first street he turns the corner to become a sophomore and continues along his way towards the cherished “Senior Street”. As a player moves around the board, he is faced with the decision of participating in activities or not. Obstacles are also thrust in his way and a player’s ability to cope with these obstacles, assign- ments, and extra-curricular activities will determine his achievements and whether or not he wins in the end. Jail: A player lands in Jail when (1) he lands on the space marked “Go to Jail”, (2) he draws two tardy passes or (3) he sees double three days in a row. When a player is sent to Jail, he cannot conduct social life with players outside of Jail and regardless of where he is on the board, he must move directly to Jail. A player’s turn ends when he is sent to Jail. If a player is not sent to jail, but in the ordinary course of play lands on that space, he is “Just visiting Jail”, receives no penalty and moves ahead in the usual manner in his next turn. A player gets out of Jail by (1) sobering up, (2) using the “Get out of Jail free” card if he’s successful in stealing one, (3) purchasing a “get out of Jail free” card from another player who was successful in stealing one or (4) serving his allotted sentence. (Remember - even though a player is in Jail, he may conduct all his normal business transactions - homework!—) Free Parking: A player landing on this space does not receive any rewards or penalties of any kind unless he does not possess a parking sticker or is acting in such a way as to get sent to Jail. The favorite times to land on this space are from 7 to 8am and 3:05 to 3:30pm. Bankruptcy: A player is bankrupt when he owes more homework, time and dedication than he can pay. At this point he must drop out of the game and turn in all books to the school. Winning: The winners of the game are those who complete the entire 4 year path and are awarded diplomas for their effort. Winners end the game on the “Go” space and are challenged to begin on a second path towards new goals. Rules for a Short Game: Of course there are a few players that find a 4 year path unnecessary and are therefore eligible for the shortened version of Spectopoly. Those placed in this category play by basically the same rules except that they “Win” at the end of their junior year and continue on to their second path one year earlier. Players in this version include those of exceptionally high intelligence enrolled in the early graduation program. GOOD LUCK!!!



Page 11 text:

TITLE DEED SESAME STREET RENT $2. 1 House i h 2 Hou With 3 House W.l th 4 Hq $ IQ S 2o 0. c ' Ou r a player owns ALL Color-Group, the reni U nimproved Lots in och WTWH «pc ° wjses 6 ihoi p) ec group. any on

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