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Captain Kidd's Treasure Game



captain kidds treasure 

game

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Material Required to Make Captain Kidd's Treasure Game:

One half preferably the lower part of some large box about nine by eleven inches. This forms the game-board. Two colored buttons of different kinds or two spools that may be colored are used for the men; and a very small box about an inch in size is used to represent the treasure. Anything you wish may be hidden in it a pebble or a bead.

captain kidds 

treasure game

A counter is used in playing the game. This may be made from almost any small box; either round, square, or oblong. A bit df cardboard will be needed for its indicator-hand; a round wire paper-shank will be required to act as pivot upon which the indicator may be spun.

captain kidds 

treasure game

Tools Needed to Help in the Construction of Captain Kidd's Treasure Game:

Crayons, ruler.

Don't you wish you might find a bit of Capt. Kidd's Treasure some fine day? Ever so many persons have hunted for it and part of it was found but, no doubt, there is more somewhere !

Finding treasure is such an adventure and an adventure is always a splendid sort of a game. You can have an adventure upon a desert island, hunting for some treasure that is supposed to have been put there! Your Desert Island will be a big cardboard box and, if there are no Savages about like those in the picture of my game, you will surely be able to find some toy shop.

Maybe, you can "just pretend" them, if you prefer. Yet if Savages may be pretend, you must have two adventurers to go a-hunting for the treasure! These, you can make yourself with two spools. Mark off faces on the spools as you see those in the picture of the game.

Color the top of one spool red and the top of the other blue. These are Red Head and Blue Top. They are in quest of Treasure, and they have an idea that it is located upon an Island, if they can only reach there!

The Island, as I have said, is a big cardboard box. You need one at least eleven inches long and nine inches wide.

Take ruler and with it draw upon the bottom of your box making eight parallel horizontal lines like these in the diagram, each an inch apart. (If your box is larger than mine, you will have your lines a bit further than one inch apart. You can divide the distance, working out your own problem.)

Next, divide the surface of your box with vertical lines one inch apart, or more if your box is not the exact size of mine. There should be ten of these. When you have drawn them, the entire box. is covered with squares. Some will need to be colored. Take your green crayon and color the space marked in numbers on. the diagram leaving the corners at the left of the box cover without marking upon them.

If you follow the numbered diagram, coloring all numbered squares, and counting yours to correspond, it will be very easy. Inside of these colored squares, toward the center of the box, leave a space of white squares all the way around. Next to them, nearer the center still, omit a corner square of green, again, just as you see it in the picture and as the diagram shows.

Place some very small treasure-box in the very center of the game-board. The two Adventurers, bold Red Head and Blue Top, are in quest of it. They may go about the Island, trying to get it, but only when they find the fortunate clue, can they turn down into the second white inner square of the game-board as you see Blue Top starting to turn in the picture.

Next turn, he will go down and around the inner white square till he lands upon another space where he can turn in and come closer to the treasure.

He may be able to get it, if he follows the right clue and stops at the right place without going past. there are only two places where he can find a clue (the square that allows him to turn in) and enter to find the treasure. While he is there, if he dos reach the treasure, he must turn up the number 2 on the counter.

If he fails to turn up 2, the Savages have frightened him away. He must go out of the game and start at the beginning fresh for a new try! If he does turn 2 upon his turn, he claims the treasure and starts out home with it.

He must go back as he came and, if overtaken by the other adventurer, Red Head, may lose it! Red Head may carry the treasure off, if he can land on the same square as Blue Top. (The spool may stand on top of the box or the box be carried on the head of the spool in returning "home.")

How to play the Game of Captain Kidd's Treasure

Two players may play. Count out for beginner. Play is made in turn. To start, one player spins the counter. He may enter his man on the "Island" (game-board) at a side opposite the "clue" opening if he turns up the lucky number j for his count. Then, he starts three squares on his way playing toward the right.

When a player stops on a corner where he could go in nearer the center of the game-board, he may do so. Then, on his next turn, he may enter the inner section of the game-board nearer the treasure, going always from left to right. Should an Adventurer reach treasure at the center of the game-board, he may not take it away unless his count while there is 2.

If 2 is obtained, go out on this count with the treasure at the opening diagonally across from the corner where both players started their men. On the next turn, the player's man may go out to the outer rim of the game-board and, keeping his move toward the right, go out of the game, if he can.

Any player who has been to the center of the gameboard after treasure and who finds it gone, need not obtain the count of 2 to leave the center, but may pursue the other player and take the treasure from him, if he can. To do this, he must rest on the same square.

(Treasure may change hands many times. It always belongs to the one who overtakes another player, never to the one who is caught up with in a move and passed.)

No more than one man may rest on any square. Others forfeit play that brings them there unless they may claim treasure by this move. Then, they get an additional count of one move and go forward upon the square ahead. One must have an even count to go out and win the game.


 


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