Captain Kidd's 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.

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.

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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