Richmond Palladium (Daily), Volume 43, Number 347, 24 December 1918 — Page 13
PAGE THIRTEEN IOW TO WIFE I 99 t i I
THE KICHMOND PALLADIUM AND SUN-TELEGRAM TUESDAY, DEC. 24, 1918,
PLAY
"MY
AND
The object of the game la for MY WIFE and I to travel around the town on the Bquafe checkered road, pass through the CUSTOM HOUSE and land on an "OUT" spot together. ; - The game can be played either TWO banded or FOUR handed: ; When playing FpUR handed, players, of the same color are partners, each spinning and moving alternately with an opponent according to the number in outer circle of the "SPINAWHEEL. In a TWO handed game the WIFE Is the players partner and both pieces are moved at .the same time but player counts the numbers on the inner circle for the WIFE ,, ' -; 1,.. " ' , . . ' . " To begin place all players at START; Two men players then spin and the player scoring the highest number, on the outside circle the "SPINAWHEEL" moves a corresponding number of squares in a FORWARD direction. . The next highest player then has his move after which, in a FOUR handed game, the FIRST players partner now spins .and moves followed by the SECOND players partner, and so on until the game is finished. '-'-; : . ' - , When a player lands on a "purchase spot," i. e. a numbered square,, player gains , as. many additional moves as the "purchase spot" indicates every time this Is done; this may happen several times in succession. . A player must always move the limit of his spin forward, crossing the road only to get by or land alongside another player. . , , ; It a players progress is blocked HE LOSES HIS MOVE. . Players Cannot Jump over another player except in the EXIT AISLE. . ' Two players cannot occupy the same square except in the EXIT AISLE or CUSTOM HOUSE and then only if they are partners. - -. - .. V ' ; - - , :'- '.- ' A "safety" is a square the same color as the player. J s t . - When a player lands alongside an opponent who is not on a "safety" even .though he be In the CUSTOM HOUSE-he sends his opponent back to "START." . - r ' "DOUBLES" are the same numbers in both circles of the "SPINAWHEEL." " DOUBLE 1-4-5 or 6s, after the starting spin, entitles the player to move 14 squares, or be may move both his partner, and himself a total of 14 squares (his WIFE in a two handed game.) This also gives the player an. extra spin, but If he spins any of these doubles three times In succession he moves back to "START." .
DOUBLE 2 or 3s, after the atartlng spin, moves the player back to start. , , unt!cp When players land in the EXIT AISLE they must thereafter spin the exact number required to land In the , tlUKJf!' and also to get out of the CUSTOM HOUSE. When in the EXIT AISLE or CUSTOM HOUSE playera may count the number in either the OUTER or INNER circle of the "SPINAWHEEL" or a total of both, w MY WIFE AND I must leave the CUSTOM HOUSE together; the one reaching there first must wait for the ot&er to arrive, n takes either a 1 or a 2, according to which corner of the CUSTOM HOUSE occupied, to "clear" and land on "OUT which wins the gamwhen a player and his partner are both, in the CUSTOM HOUSE either player may "clear" both by counting the number in either circle or a total of both; DOUBLE one or 1 and 2 for Instance would "clear" both players when one occupies a l corner and the other a 2 corner. . . ir.oi v Two dice of different colors may be used in place of the "SPINAWHEEL" if preferred and likewise " SPINAWHEEL may be used in any game where two dice are required. The game should be mounted on cardboard or cloth, all pieces should be mounted on cardboard. . Mount thii spinner on cardboard and, fasten to tpinwheel with a pin, making the hole large enough so It spin freely.
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