RULES
“LONDON-MELBOURNE” RACE
The game is played with 2 or more people with 1 die.
They all start from No. 1 and advances as far as one can throw.
If you land on the odd numbers, that's a good thing because all participants have to land on these places.
If, however, one arrives at the even numbers, then as rule one goes back 3 numbers.
On coming 8, one goes back to 5 to have the broken screw repaired.
At No. 14 one moves forward 3 numbers, because one has beaten the camel in speed.
Coming to No. 16, one passes one's turn to take oil.
At No. 22 there is 1 turn left to take in petrol.
At No. 28 they go with the wind and therefore immediately arrive at No. 29.
At No. 34 the elephant lives and it startles the machine and goes back to 31.
At No. 38 a lead landing is made and therefore skips 2 turns.
At No. 42 you go 1 place further.
At number 44 one goes back to 41.
Coming to No. 49 one goes back to 46 and must now try to reach the final goal without coming back to 49.
Coming to No. 48, if one throws more than 2, one goes back as much as the eyes thrown minus 1.
The first to reach 50 is the winner.
Cut out the machines standing on the edge, and fix them on a cork disc with a pin.