Niles Township High School West - Spectrum Yearbook (Skokie, IL)

 - Class of 1972

Page 5 of 296

 

Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1972 Edition, Page 5 of 296
Page 5 of 296



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Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1972 Edition, Page 6
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Page 5 text:

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Page 6 text:

HOW TO PLAY 219: A CHOOL ODYSSEY A Realistic Educational Social GAME for ages 14-18, any number of players OBJECT OF THE GAME: The object of the game is to be the first player to achieve his personal goal. By moving through the various areas of the board and accumulating the required points the players fulfill their individual goals. THE PLAYING BOARD: The board consists of 3 areas: (1) THE OUTER TRACK (BLUE colored squares) involves the area of ACADEMICS and related activities; (2) THE GRADE LEVEL PATHS (RED colored squares) consist of the FRESHMAN, SOPHOMORE, JUNIOR, and SENIOR YEAR tracks and deal with SOCIAL activities; and (3) THE EXTRACURRICULAR PATHS, (GREEN colored tracks) consist of the SPORTS, CLUBS, and SCHOOL EVENTS tracks which involve out of class activities and events. ALL players must enter the 4 Grade Level Paths (exceptions — see DROPOUT and JUNIOR GRAD rules) and the Outer Track; the 3 activitiy paths are OPTIONAL. SETTING THE GOAL: Before the game begins, each player sets his goal by writing it on his PERMANENT RECORD score sheet. Fill in the sheet as it applies to the goal, (see page 12 for illustration) Once chosen, THE GOAL CANNOT BE CHANGED, (exception — JUNIOR GRAD rule) ALL players must fulfill Graduation Requirement of 30 Grade Pts. in ENGLISH, SOC. STUDIES, SCIENCE, and MATHE¬ MATICS CURRICULUM, 10 Grade pts. in PHYSICAL ED., and 30 pts. in other areas, total 70 Grade pts. Beyond this, players may choose from the following (NOTE — all Grade pts. include Graduation Requirements, and points are listed Grade, Social, Activity where applicable) Ivy League School: 110, 12, 50, SAT-1300, CEEB- 1300. Private School: 100, 10, 40, SAT-1150, CEEB-1100. State University: 90, ACT- 26. Jr. College: 80, ACT 23 or SAT 1000. Vocational School: 70. Job: 70 plus 1 year of WORK STUDY. SCORING: There are 3 types of points in the game: Grade points. Social points and Activity points. Each point type has a corresponding color and is found only in the area of the board that has that color. Grade points are found only on the Outer Track (BLUE) and are recorded in the Grade Points column of the score sheet. Social points are found only in the Grade Level Paths (RED) and are tallied in the Social points score sheet column, in the same manner as Grade points. Ac¬ tivity points are found only in the Extracurricular Paths (GREEN). These points are treated differently; for each and every activity square a player lands in, he makes a tally mark in the Activity Record column of the score sheet, for the respective path he is in (SPORTS, CLUBS, SCHOOL EVENTS). Each square =1 tally. GRADE POINTS — SPECIAL: For the CURRICULUM, FINALS, and COLLEGE TESTS squares, the following rule exists: players NEED NOT LAND IN these squares to participate or score points; they may pass over them, and on completion of their move score points, roll die, etc. For the CURRICULUM squares, there are 2 additional rules: first, a player may remain in a square for 1 turn and SCORE AN ADDITIONAL 1 GRADE POINT BEYOND THE PRINTED VALUE. THE ONE TURN ADDITION IS MAXIMUM — ON THE FOLLOWING TURN, THE PLAYER RESUMES MOVEMENT. THIS BONUS IS OPTIONAL. Second, a player is limited to scoring Grade points from any CURRICULUM SQUARES MAXIMUM PER YEAR (YEAR — ONCE AROUND BOARD). This is a maximum only— there is no minimum. PLAYING THE GAME: The game consists of moving around the board 4 times (exception — JUNIOR GRAD or DROPOUT). Each Player MUST travel through all 4 Grade Levels Paths, subject to the following rule: BEFORE HE MAY ENTER THE NEXT GRADE LEVEL PATH, HE MUST CIRCLE THE REST OF THE BOARD. This applies to the Grade Level Paths ONLY. HOW TO MOVE: Movement on the game board is accomplished in 3 ways. First, the basic movement on the Outside Track and in the Extracurricular Paths: a player may move 1, 2, or 3 square per turn, and he MUST move AT LEAST ONE SQUARE PER TURN. To enter an inside path (Grade Level or Extracurricular) a player loads on the entrance square and ends his turn. ON HIS NEXT TURN, he enters the path. The second method of movement is by use of the special die (with 1, 2, and 3 spots). This movement by die roll takes place ONLY WITHIN THE GRADE LEVEL PATHS. Upon entering the path, the player rolls the die and moves the amount indicated. Once he returns to the Outside Track, he resumes REGU¬ LAR (selective) movement. The third type of movement is governed by the follow¬ ing rule: every FIFTH turn, EACH player rolls the die TWICE, adds the sum of the two rolls, and refers to the DETOUR TABLE for the result, (see illustration on page 12) The player moves to the designated space, follows the instructions and then RETURNS TO THE SQUARE JHE CAME FROM, (this rule also applies to deviation from the Grade Level Paths — the Go to Counselor ' s Office, etc. squares — the player RETURNS to the track). The TABLE affects ALL players in ALL tracks. GRADUATION: When a player finds that he has accumulated enough Grade points to meet Graduation Requirements (along with proper CURRICULUM) he may graduate. He does not have to if his goal is not yet achieved, as achieving the goal is the object of the game. To graduate, a player declares that he is graduating and moves to the center of the board. His score sheet is checked, and if correct, his marker is removed. JUNIOR GRADUATE: At the beginning of the game, a player may decide to make as part of his goal Graduation after Junior Year; if so, he notes this on his score sheet. He CANNOT WIN unless he graduates THAT YEAR. If a player find that, after completion of Junior Year he cannot fulfill this goal, he CAN change his goal with the penalty that he may not win UNTIL HE COMPLETES THE SENIOR YEAR. THIS IS THE ONLY INSTANCE WHERE A PLAYER CAN CHANGE HIS GOAL AFTER THE GAME BEGINS. DROPPING OUT : If a player feels that he cannot achieve his goal he may drop out anytime after completion of SOPHOMORE YEAR. The player declares that he is dropping out, and moves to the DROPOUT square and follows the instructions there. If he wishes to return to the game he may, by beginning again his last COMPLETED year. His goal, however, remains UNCHANGED. WINNING THE GAME: When a player achieves his goal, he may at anytime declare it. If no one else has met his goal at this time, he is the winner. If 2 or more players achieve their goal at the same time, they all win. SPECIAL RULES: When a player is leaving a Grade Level Path and wishes to stop at a CURRICULUM square but his die roll will take him BEYOND it, he may end his move on the CURRICULUM square. )|JOAA lSO| JOJ ‘id l aso-| (3DIAA1 3IO IIOJ) SJO jo ||Oj joiip dAed| Aev — ueap ssep aas o) au;| u; l ipm noA d|ii|M sujnj z aso-j 331330 S NV3Q Ul WKJ - 5 I o. 73 — z ft ' St o P° m » c 0 m c 2. § G c 2.3 U ft 2-o E n CL « n a 3 Sf o’O 70 O a 2 . 3 m 73 i i. 2 T aj 3 = = 5 - no n C £ Cm | 20 - - 2-2 O 3 2-3 2. O a 2. 5 o - 1 a “ K 2a c S 2 m = 3 In 1 ! n tr a O “ 3 n 3 ft) ft “00 all £ 00 xn m 5 (t O 0 m 2.oq -o p o §.| ois -• 3 ' 3 ft . = 0 3 m Ml oz si 50 O m A w r m («) ; 2J cQ 3 30 m ■ 70 Z f 2- 5 c 2. 2 ft) 3 3 £2 S 73 SZ n C H 20 NURSE ' S OFFICE Stay 2 turns to have your temperature taken Then lie down rest. Move on when you roll a 2 (jaaip i,uop noA p uaAa) id i iao aDUduadxa |ejni|nD $? suozuol) jnoA uapeojq noA a|iqAf A|uo ujni i Aeis (33dOOHM) S3I38W3SSV 100H3S J S 4 qdo$ qsojj ajaq sjipaj3 jnoA oieg wmn 3 iann 3 S3IW0N033 3WOH Z3 O 3- 2 --3 to ft) -n 3 ft — - OL 3 § a • 2 tt + ! DC. re o 3 o O 3- ft O Si. Cl no n o 3 —• O ' ) Q. 0 J ■Ore -1 . SJ !?c o o on o o ft O £ O c z cc ■ — S , ft 5 tV ft 05 - $ -o . ft : -T 3 - 20 =- o 3 . 3 ft 3 5 ' 00 Lose Clitt Notes to Julius Caesar -1 Get Bronze Key + 2 Flood engine in Behind the Wheel -1 Take 12 weeks of Health Lose 1 turn Get Doubh Pneumonia from swim n Go to Nurse ' s O ' fl SOCIAL STUDIES CURRICULUM Earn your credits here Frosh Soph Jr Sr Roll Die Twice pray sweat SAT 1 2 3 4 5 6 700 850 1000 1150 1300 1600 ACT 18 21 24 28 31 33 CE 1 I! 1! If

Suggestions in the Niles Township High School West - Spectrum Yearbook (Skokie, IL) collection:

Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1969 Edition, Page 1

1969

Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1970 Edition, Page 1

1970

Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1971 Edition, Page 1

1971

Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1976 Edition, Page 1

1976

Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1979 Edition, Page 1

1979

Niles Township High School West - Spectrum Yearbook (Skokie, IL) online collection, 1980 Edition, Page 1

1980


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