Rule of the game
Here is a game that will take you for many miles - in your imagination at least - which is fortunate, since you will certainly not play it until you return from some hike in the woods.
Get two dice and their cone. You can do without these and, if necessary, make your own dice, taking into account the figure A which will help you to achieve a perfect die B.
Trace subject C 20 times (you will use several sheets of carbon paper, which will greatly simplify the work). Decorate your little scouts so that ten of them have a tie of one color and the other ten have a tie of another color.
Half-slit a cork D, as shown in figure E. Mount your subject as in F by nailing the slit of the cork with a pin. Your army of scouts will be strong and stand firm.
As indicated by G H, you can also decorate the back of the subject. So each player has his own small army, it's a matter of fighting over the camp located at the top of the next page.
Or plays in the direction of the arrow A B, by adding the points of the dice. However, these numbered discs on which we walk slowly are only a kind of eliminatory test, because pitfalls are hidden there and are about to "sow" the unlucky players.
1) If two players make the same number of points during the game, or, more exactly, if a throw of the dice sends two players to the same number, the last to arrive takes the place and takes his partner's scout prisoner. The fact of "taking a prisoner" gives five points to whoever did it and ten points if the prisoner is taken in the camp.
2) For five points to be "credited" to his adversary, he can, if he loses men in his turn, buy them back according to his fortune in points.
The interest of the game therefore consists in this - which hardly exists in the games already known - it is that one must "wear out" the opponent's troops and prevent him from arriving at the camp with many scouts.
Indeed, arrived at the camp each scout, according to the rolls of the dice, can have a considerable importance (given the strong numbers of the boxes and... also because there are only eight places!). And, from number 24, these are giant steps which terribly precipitate defeat or victory... Because nothing prevents the adversaries, if they have kept the accounts of their points well, from both winning at a time !