The San Francisco Call. Newspaper, December 21, 1902, Page 8

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8 ; THE SUNDAY CALL. |]n Yrfieres‘eiwg_T ” G:=m: and ! a Qhance ’ to Win a2 Priz: | Midshipman” and “True to the Old Flag.” Games. Captive Princess, Visit of Santa Claus, Tower of Babel, Red Riding Hood and Man in the Moon. Now, before we tell you how to play this game there is one more point that you must remember. CUT OUT THE COUPON AT THE BOTTOM OF T COLUMN and write on it your name and address, very plainly, in efther ink or pencil, and also the name of the book or game that you would like for a prize if your name should be one of the fortunate ten. Pin this coupon to your composition and mail it AT ONCE to the Prize Game Editor, The Sunday 11, San Franetsco. We call this game “The Ploneer's Road,” because it represents allegorically the fortunes of the pioneer who sets forth to seek his fortune over hill and moun- tain, valley and dale, to return either 4 with good luck and well in the lead of his fellow travelers, or ese far behind and sore of foot and poor In purse. Now, here s the way to play “The Ploneer's Road™: How to Play the Game. Cut out the game on this page and paste it on cardboard. Four people can play very well on one board. If you wish to have more than four =t your party, get an extra game for each set and then make it a progressive party. Change ta~ bles and players in as many combinations as you may have time during the even- ing and then the one who wins the great- est number of games is the winner of the tournament. Let us now see how four can play the gama, Each player must have a pin with which he can mark his progress oo the board. You can use efther two or more dice as counters. If you should use only one it would make the game too long. If you use five it will set the game going at quite a lively pace. In order to distinguish between the pins you should tie different colored ribbons on each In order that there may be no con- fusion as to ownership. Should you have no dice, a deck of cards may be used—in the latter case, remember that each face card is to count twelve. To decide who s to play first let each player either throw the dice or draw a card. The player who makes the highest cast or draws the highest card is to play first, the next highest second, and so In—the lowest playing last. All the pins are placed in a row at X, the beginning and ending of the game, and then the player who comes first either throws the dice or takes the top card off the pack. The number of spots counted together, in case of the dice, In- dicates how far he Is to progress on the board; or if cards are used, he advances on the board just as far as that gard, in- dicates by its number, regardless of its color. In case you use cards, let each player take a card off the top of the pack as it comes his turn and then finally when all of the cards have been used the players can return them to the pack and they can be sh the same manne: Now that we have established how the counting is to be done, let us ses how we are to travel in the adventurous footsteps of the ploneer and how fortune will help us to the lucky spots and keep out feef out of the pitfalls. Remember each player is to advance by the road marked “left” and comes homs on the road marked “right”—the first player back to the starting point wins that game. » Suppose the first player counts five on his throw or draw, he checks off five squares to his credit and finds that he has reached the squars marked xx; then he must wait until it is his turn to throw again. If the second player throws seven, he goes two squares beyond his opponent. The first obstacle that you must look out for is when you reach the point half way up the mountain and marked A. Here it s that if your throw counts up 50 you land in the squars A, you must go back to xx and wait until you have an- other throw before you can advance on the Ploneer's Road. If you should get beyond A instead of into it, you are all right for the time being and can proceed without fear until you come to the square marked B. If you strike B, you must go back to A and commence again at that point. The next letter indicated on & square is 2 lucky one, so land on 1t If you can. This is the spot C. If you throw so your cast brings you on C you may take the short cut down the trall and take up your position at number 3; which will put you well in the lead of your feliows for the home trip. Fifteen Is also a lucky square and if you happen to get Into it by a fortunate cast you can move om to the square marked E. D must be avoided.. If your luck is bad and you happen to hit on D, you must go back to B. If you strike B, you are privileged to advance to number 1. If you land on number 1, when you come up to that point, you have to go back to D. Ten is a lucky square, and If you strike it you can take up your headquarters, awaiting your next throw, at 11. If you make an unfortunate cast as you progress on this ‘Pioneer’s Road”’ and happen on the square marked 2, you must go back to 15. If you strike 11 you go back to D. If your luck sees fit to bring you to 3, you must go back to E and start again from that point. After you have passed E successfully you are well on the home stretch, for there are no more obstacles in your way before you come to X—and remember, the first one who reaches X is the winner of the game. In order that you may have the rules in a concise form, a table of the fines and the rewards is given below. You can cut this out and paste it on one side of game so as not to interfere with the « line of the squares, and then it will be handy for referenc —_—— A—@o back to XX. B—Go back to A. C—Advance to 2. [ 15—Advance to E. | D—Go back to B. | E—Advance to 1. 1—Go back to D. 10—Advance to 11. 2—Go back to 15. 11—Go back to D, 8—Go back to E. — 2 SUNDAY CALL PRIZE GAME\CONTEST. L i @ cileirimieim e eieih @ December 21, 1902. mewspaper—giving 4 fih‘ an acceunt of your party and rush this matter right ABOUT AN EVENING’S ENTERTAIN. “An Original Belle,” “Openin, there : ERE is a chance for you Bave with you for the purpose of some to game which is printed en this page. In the instructions below, and i was played, who was along, because this cantest will close on MENT OF PLAYING THIS GAME MAY g of a cume sbout it Then mall this de- Monday, December %, one week from to- HAVE THEIR CHOICE OF ANY ONE Chestnut Burr” “Six Little Prin- i b g win & prize—all rolled in know (Pem all how it is played In a Jiffy. Have seription to— morrow, and any papers that are not in OF THE FOLLOWING PRIZES: cesses,” “Treasure Divers,” ‘‘Princess the first place, you want to the best time that you ean have, and then PRIZE GAMN EDITOR, the Prize Game Editor's hands on that and the Giblin,” “Aladdin and His bow to win the prize. Here I the the next day sit right Gown and write an * 'The Sunday €all. day, or before, will be ruled out. Books. Wonderful Lamp,” “The House That (See list of prizes.) way, anc mothing simpler or merrier: In- mccount of all that happenmed-just as if San Frazetsco. THE TEN BOYS OR GIRLS WHO g . o » «Miss TLouw” 3. e 5 wite your friends to spend an evenlng Jou were a society reporter for @ bis You must gv to work immedistely om WRITE THE BEST DESCRIPTIONS Crusoe, ack Built,” “Boy Knight,” “Young B R s

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