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Acquire

Acquire is a strategic for 2 to 6 players, aged 12 and older, in which participants act as tycoons building and merging chains through placement, trading, and corporate acquisitions to amass the greatest . Designed by Sid Sackson, it was first published in 1964 as part of 3M's Bookshelf Games series, quickly becoming one of the line's most popular titles due to its elegant simulation of economic speculation and mergers. Players take turns drawing and placing building on a board to expand seven possible chains—American, Continental, Festival, , , Tower, and Worldwide—earning income and triggering mergers when chains grow adjacent to one another. Successful mergers allow shareholders to at escalating values, with the player holding the most shares in the acquiring chain gaining bonuses, while the game ends when a chain reaches size 41 or more, or when the supply is depleted and all chains are safe, at which point final sales and cash determine the victor. Over its six-decade history, Acquire has seen republications by in the 1970s and 1980s, in the 1990s, and currently by since 2017, including a 60th anniversary edition in that refines components like the board and for modern play. Renowned for its balance of luck and strategy, the game has influenced numerous economic and remains a staple in gaming collections for its replayability and depth in under 90 minutes of play.

Overview

Components

Acquire is equipped with a set of physical components that facilitate its and chain-building mechanics. The core elements include 108 plastic tiles, each labeled with a letter from A to I for rows and a number from 1 to 12 for columns, which represent potential growth locations on the game board. These tiles are used to build chains by placing them adjacent to existing tiles of the same , forming connected groups horizontally or vertically. The game also provides stock certificates for the seven hotel s (American, , , , , Tower, and Worldwide), with early editions featuring staggered totals (22-35 per chain, 200 overall) and later editions standardizing to 25 per chain (175 total). was special in early editions with fewer shares and markers due to its classification as a small chain, allowing players to track their ownership in these entities. Paper money in denominations of $100, $500, $1,000, and $5,000 (with some editions including $10,000) supports transactions for purchasing s and settling mergers. Additionally, 33 plastic chain markers—5 each for six chains and 3 for —are placed on the board to indicate active chains and their sizes, determining control and bonuses. The board features a 9x12 for tile placement alongside spaces for tracking chain statuses and stock values, while a chain information chart details growth bonuses and safe sizes for each chain, and a score pad records final calculations. Over its various editions, the components of Acquire have evolved in materials and design to improve durability and playability. Early editions from featured wooden tiles and a board, transitioning to a 9x12 board by with tiles in later printings, including a clear overlay version in 1966-1968 for visibility. The 1976 edition introduced molded tiles and a brighter yellow printed board, maintaining the stock certificates and markers from the standard. By the 1995 Special Powers edition, tiles shifted to cardboard for cost efficiency, though they were prone to sliding, and the board adopted a larger, flat cardboard design with a background. Subsequent editions, such as the 1999 version, reverted to larger tiles and three-dimensional markers, with stock certificates increasing to 175 (25 per ) to accommodate more players, while money and information cards remained largely unchanged until minor redesigns in the 2008 printing. The 2023 edition further upgraded to deluxe components, including themed money chips and a , but retained the 108-tile and 7- structure. The 2024 60th Anniversary Edition by further enhances components with weighted money chips, an improved board, and premium tiles while retaining core gameplay.

Objective

The objective of Acquire is for players to accumulate the greatest wealth through strategic investments in hotel chains, with the winner determined by the total of their cash on hand plus the value of their at the end of the game. Players act as tycoons, using limited resources to buy and sell shares while influencing chain development to maximize returns. Hotel chains grow as players place tiles adjacent to existing ones, expanding their size and causing stock prices to rise according to a predefined chart that scales with the number of tiles—often increasing significantly at key size thresholds to reward early investors. When a newly placed tile connects two chains, a merger occurs, allowing shareholders of the smaller (acquired) chain to either sell their shares at the current high value, trade them for shares in the surviving larger at a 2-for-1 rate, or retain them for potential future gains; this mechanic introduces risk and reward in timing investments. Prior to these options, the pays bonuses to the primary (most shares), secondary (second-most), and (third-most) stockholders of the acquired , scaled by its size, which incentivizes gaining controlling positions without specifying a fixed threshold. Additionally, chains reaching 11 or more tiles become "safe" and immune to mergers, protecting established investments. The game simulates real-world by modeling corporate consolidation, stock valuation fluctuations, and shareholder payouts, where aggressive expansion and timely trades can lead to outsized profits akin to high-stakes dealings. At a high level, successful strategies involve balancing placements to foster growth and mergers, judiciously buying in promising small chains before price surges, selling at merger peaks to lock in gains, and positioning for bonus payouts—while avoiding overcommitment that could leave players cash-poor during critical opportunities.

Gameplay

Setup

Acquire is designed for 2 to 6 players, with 3 to 6 providing the optimal balance of competition and interaction. For 2-player games, the core setup is the same, but mergers incorporate special rules where the functions as an additional stockholder. The game board, a 9-by-12 representing a city layout, is placed in the center of the table. The 7 headquarters buildings—representing the hotel chains , , , , Tower, Worldwide, and —are positioned face up near the board for reference. Subsequent editions standardized to hotel themes. The 175 cards are separated into 7 piles of 25 cards each (one per chain) and placed face up in a stock market tray or accessible stacks managed by the banker. The 108 building tiles, each marked with a grid coordinate (1A through 12I), are shuffled face down to form a central draw pile. A banker is chosen to handle money and stock trades; absent a banker, these are left reachable by all. Each player receives one stockholder info card, and the group selects Classic Mode (merger bonuses to the top 2 stockholders per chain) or Tycoon Mode (top 3 stockholders). Players also decide whether to keep cash and stock purchases open or hidden during play. The banker distributes $6,000 starting cash to each : four $1,000 bills, three $500 bills, and five $100 bills. To seed the board and determine the starting , each draws one from the draw pile and places it face up on its matching board . The with the closest to 1A becomes first , with ties resolved first by proximity to column A in the same row, then by proximity to row 1 in the same column; play proceeds clockwise from there. These remain in place as the initial buildings, typically isolated due to random draw and thus avoiding immediate mergers or chain formation. No chain markers are placed during setup, as chains are founded and marked only during gameplay when a player places a tile adjacent to one or more existing tiles. Each player then draws six additional tiles from the draw pile to form their secret hand. The full preparation requires about 2-3 minutes.

Player Turns

On their turn, a player follows a structured sequence of three actions in Acquire, proceeding clockwise from the starting player. First, the player must place one building tile from their hand onto its corresponding empty space on the game board, which is a 9x12 grid marked with letter-number coordinates (e.g., the "1A" tile goes on space 1A). This placement occurs orthogonally adjacent to existing tiles if applicable, and it can found a new hotel chain if the tile is isolated and a headquarters for that chain (A through I) is still available, granting the player one free stock share in that chain; alternatively, it grows an existing chain if placed adjacent to one or more tiles of the same letter. However, certain placements are illegal and result in an unplayable "dead tile," which must be set aside faceup; these include tiles that would merge two or more safe hotel chains (defined as those with 11 or more tiles, which cannot be acquired) or create a three-way merger connecting three separate chains simultaneously, as well as tiles attempting to found a chain when all seven headquarters are already in play. If a player draws an unplayable tile during their hand replenishment, they discard it and draw a replacement until obtaining a valid one. After placing the tile, the may optionally purchase up to three shares of from the available supply for any active chains on the board, paying the current price set by that chain's size as listed on its stockholder information card. Stock prices scale with chain size and vary by chain—for instance, the small chain is worth $100 per share with 2-3 tiles but rises to $300 with 7 tiles, while the larger chain starts at $200 for 2-3 tiles and reaches $600 for 25-40 tiles—reflecting the game's emphasis on investing in growth potential. Each chain has a limited supply of 25 shares total, and purchases can be split across multiple chains, but players cannot buy shares in defunct chains, nor can they sell shares back to the outside of merger events. Players must have sufficient cash (starting with $6,000) to complete purchases, with no loans permitted, though a player out of money can still place tiles but skips buying. The turn concludes with the player drawing one new building tile from the face-down draw bag to replenish their hand to six tiles, unless the bag is empty, in which case no draw occurs. There is no option to pass a turn; even players unable to buy must complete the placement and draw steps. This core loop of placement, investment, and replenishment drives the game's strategic tension, as tile draws are random and influence future opportunities.

Mergers

A merger in Acquire is triggered when a player places a tile adjacent to two different chains, causing the smaller chain to merge into the larger one. The size of each chain is determined by the number of tiles it occupies, excluding the merging tile itself. If the two chains are of equal size, the player who placed the merging tile chooses which chain survives. The resolution of a merger follows a structured sequence of steps. First, the surviving chain is identified as the larger one by tile count. Second, the primary and secondary shareholders (and tertiary in Tycoon Mode) of the smaller chain receive fixed cash bonuses based on the chain's size before the merger, as specified in the game's reference chart. Third, shareholders of the smaller chain may sell their shares back to the bank at the current price per share listed on the stock chart for that chain's size. Fourth, any remaining shares of the smaller chain are exchanged for shares in the surviving chain at a 2:1 ratio (two shares of the smaller for one of the survivor). Fifth, new markers for the surviving chain are placed on all tiles of the merged chains. Special cases arise with defunct chains. If a merger results in a chain having fewer than 3 tiles, it is considered defunct, and shareholders are paid $20 multiplied by the chain's size, after which the chain is removed from the board. Mergers have profound impacts on , as they halt the growth of the acquired chain, compel players to liquidate or convert their holdings, and favor those who maintain significant stakes through favorable exchanges into the larger entity, often boosting their overall portfolio value.

Ending the Game

The game concludes immediately upon a placing a that causes any to reach 41 or more tiles, or if all remaining chains are safe (11 or more tiles each) with no possible mergers, which represents the largest possible chain size without triggering a merger. This condition ensures the board cannot expand further without consolidation, prompting the final resolution of economic positions. At the end of the announcing player's turn, all players liquidate their remaining stocks at the current market prices, as determined by the official stock price chart for each chain's size and type. For instance, shares in a large chain such as with 41 or more tiles are valued at $600 each. Players then add the proceeds from these sales to their existing cash holdings, with the player achieving the highest total wealth declared the winner; in the event of a tie, the player with the most cash breaks it. No additional tile placements, stock purchases, or mergers occur. A typical game with 3 to 6 players lasts approximately 90 minutes, depending on strategic decisions and merger frequency.

Development and Publication

Creation

Acquire was designed by Sid Sackson, who invented the game in as a inspired by and corporate growth dynamics. The concept drew from Sackson's interest in economic strategy games, evolving his ideas around player-driven business expansion. The development process began with prototypes that transformed a solitaire game based on Lotto into multi-player formats, including an early travel-themed version titled focused on chains. This prototype featured a board representing global cities and hotel expansion mechanics, which Sackson refined through extensive playtesting with family and friends, as recorded in his detailed notebook entries from 1962 to 1963. These sessions helped iterate on core elements like chain building and player investment before presenting the game to potential publishers. Sackson introduced several key innovations during this phase, including merger mechanics that simulate real-world corporate acquisitions by allowing larger chains to absorb smaller ones, stock pricing dynamically tied to chain size for reflecting , and percentage-based control bonuses that reward majority shareholders with additional shares or cash during takeovers. These features emphasized strategic decision-making in investments and mergers, setting Acquire apart from prior economic games. The initial rules for the 1964 3M version incorporated 7 hotel chains, a draw bag containing 108 tiles that players placed one per turn to expand or connect chains, and fixed merger prices scaled by the acquiring chain's size to determine costs and bonuses. This setup balanced accessibility with depth, forming the foundation of the game's enduring mechanics.

Publication History

Acquire was first commercially released by Bookshelf Games in 1964 as part of their bookshelf series of compact, high-quality games. The initial mass-produced edition featured wooden tiles and a grid board, following a 1963 test marketing phase with a world map variant. Subsequent reprints appeared in , (introducing a clear board), and (with a green box design), maintaining the core mechanics while refining components for broader appeal. In 1976, sold the rights to , which quickly integrated Acquire into its catalog as a core title and produced its first edition that year, featuring plastic tiles, a yellow hard plastic board, and redesigned money components. reprinted the game multiple times through the mid-, retaining much of the original artwork, before updating the box art in the late and early with a tan board and new $500 bills. A notable 1995 edition introduced a flat board, cardboard tiles, and optional special power variants, marking a shift toward more accessible production. Hasbro acquired Avalon Hill in 1997 and continued publishing Acquire, releasing a 1999 edition with larger plastic tiles, 3D corporate markers (renaming hotels to entities like Sackson and Fusion), and an upgraded rulebook, alongside minor board size adjustments for compactness. Further versions followed, including a 2008 reprint, but the game largely went out of print in the 2010s after a 2016 edition. In 2023, revived Acquire through a licensing partnership with , issuing a new edition with updated artwork, a 9x12-inch plastic board for improved legibility, and enhanced components like plastic tiles and headquarters pieces. This release marked the game's return to active production after over a decade, reflecting its enduring appeal. Acquire's lasting impact was further recognized in 2025 with its induction into the Hall of Fame, honoring its contributions to the hobby.

Editions

The original 1964 edition of Acquire, published by as part of its Bookshelf Games series, featured a premium construction with a grid board overlaid by and wooden tiles, providing a durable and tactile playing experience that emphasized the game's strategic depth through high-quality materials. Subsequent releases refined these components: the 1966 and 1968 versions introduced a clear hard board paired with tiles for improved visibility and longevity, while the 1968–1971 green box edition utilized a hard board with black lettering, pink and gray , and lettered hotel markers, maintaining standard rules without significant alterations. These early editions were noted for their robust build, which contributed to the game's enduring appeal among collectors. Avalon Hill acquired the rights in 1976 and produced editions through the 1990s that largely preserved the premium feel while introducing minor enhancements for accessibility. The 1976–1986 versions retained the yellow plastic board (measuring approximately 29x20.5 cm) and plastic tiles from late printings, but featured a two-piece box design and brighter coloring for better shelf presence, with some later runs incorporating wooden tiles as a for added weight and aesthetics. By 1989–1992, the grey box edition shifted to a tan board and tan $500 bills, offering a subtle downgrade in vibrancy but improved print quality on components. The 1995 special powers edition marked a notable variation by using a flat board and tiles alongside tile holders and a map-like background, introducing optional asymmetric powers (such as extra stock purchases or tile draws) as a rule , though these were not core to the standard gameplay and represented an experimental upgrade in replayability at the cost of component durability. Overall, 's iterations expanded production scale but occasionally compromised on material quality compared to 's originals. Hasbro's stewardship from the late 1990s emphasized cost efficiency, resulting in editions with more affordable but less premium components. The 1999 edition featured larger tiles, three-dimensional corporation markers, and an enlarged instruction booklet with clarified rules for mergers and trading, alongside a holder for certificates, which improved but used thinner materials than prior plastic-heavy versions. The 2008 Wizards of the Coast printing (under ) downgraded to full cardboard construction, including the board and tiles, with integrated slots and booklet-cut information cards, reducing production costs and portability while maintaining the 9x12 grid; this shift was criticized for feeling less substantial, though rule clarifications enhanced beginner accessibility. These releases prioritized mass-market appeal over the tactile premium of earlier editions, with no major grid size changes from the original 9x12 layout. Renegade Game Studios' 2023 edition revitalized the game with modern aesthetics while adhering closely to the original rules, featuring an updated 9x12 board with enhanced legibility on printed spaces, building tiles stored in a cloth draw bag for smoother play, and headquarters buildings that double as chain markers, offering a faithful reproduction with improved artwork and component clarity as upgrades over Hasbro's cheaper cardboard. This version avoids significant rule changes, focusing instead on ergonomic refinements like better handling to reduce setup time. The 2024 60th Anniversary Edition by further elevated production quality, incorporating deluxe elements such as wooden-accented headquarters buildings, 120 themed poker-style money chips in a dedicated removable , a with card slots, and 30 special power cards enabling asymmetric player abilities (e.g., bonus tiles or merger advantages) as an optional variant for added strategic depth. These enhancements, including the cloth tile bag from the prior edition, were praised for transforming into the most polished iteration yet, with awarding it 9/10 for its component upgrades and ease of play. International editions introduced localized variations without official expansions. Schmidt Spiele's releases from the 1980s onward, such as the 1980s tan-board version mirroring Avalon Hill's grey box, adapted artwork and company names (e.g., "Investoren" for ) while retaining core components like plastic tiles and boards. Other examples include the Trust (plastic components, 1970s–1980s), Brazilian Cartel, and Colombian , which used similar cardboard or plastic builds but featured region-specific theming and translations, often with minor rule tweaks for cultural fit.

Reception

Critical Reception

Upon its release in 1964, Acquire was praised for introducing innovative simulating economic and mergers in a compact format, distinguishing it from more luck-dependent titles of the era. Critics and players highlighted its strategic depth in stock investment and growth, positioning it as a pioneering entry in the economic genre. During Hasbro's ownership, reviews of later editions noted component downgrades, such as the 2016 Avalon Hill edition shifting from a 12x9 to a 10x10 board and using thinner plastic materials, which shortened games but compromised the original layout's nuance. Despite these changes, the core mechanics of tile placement and share trading were consistently affirmed as elegant and replayable. The 2023 Renegade edition revived interest by improving accessibility with clearer player aids and streamlined setup, earning acclaim for preserving the game's competitive edge while being easier to teach than . The 2024 60th Anniversary Edition further enhanced components with deluxe upgrades like themed money chips and a tile bag, alongside an optional variant for adjusted merger payouts; awarded it 9/10, lauding its low entry barrier and high skill ceiling. On , Acquire holds an average rating of 7.4/10 from over 21,000 users, with forums frequently describing it as a "timeless classic." Its 2025 induction into the Hall of Fame underscores its enduring impact. Acquire's cultural influence is evident in its feature within Sid Sackson's design legacy and inspiration for subsequent titles like , which adapted its stock acquisition concepts. It remains popular in competitive play, including events like the of Board Gaming. As a consistent top-seller in the category since the 1960s, the game has achieved widespread popularity without specific sales figures publicly disclosed, reflecting sustained demand across editions.

Awards

Acquire has received several notable awards and honors throughout its history, reflecting its enduring appeal as a strategic economic game. In 1979, it was short-listed as a nominee for the inaugural , Germany's prestigious award, recognizing its innovative mechanics in the economic simulation category, though it did not win the top prize. The game's rules were later praised for their clarity, earning the Essener Feder award for Best Written Rules in 1993 from the International Gamers Awards. In the early 2000s, Acquire was nominated for the Meeples' Choice Award in 2000, highlighting its continued relevance among modern board gamers. It has also been repeatedly featured in Games Magazine's annual "Games 100" lists, including selections in the , , and , for its timeless . Additionally, Acquire was inducted into Games Magazine's Hall of Fame in their buyer's guide, acknowledging its high quality and longevity in production for over a decade. More recently, the game achieved significant designer recognition when its creator, Sid Sackson, was inducted into the Academy of Adventure Gaming Arts & Design's Hall of Fame in 2011, with Acquire cited as one of his seminal contributions to board game design. In 2025, Acquire itself was inducted into the Hall of Fame, honoring its lasting impact on the gaming community after more than 60 years. These accolades underscore Acquire's status as a classic without a direct equivalent to in the economic strategy genre, yet widely celebrated for its influence.

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