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Bibliography

The Magic Boat
A Book to Turn, Move and Alter
Das Zauberboot
The Magic Boat: The game rules of page 4 “The Counting Mountain”
By Tom Seidmann-Freud.
Herbert Stuffer; Berlin.
1929,
12 pages.
242x207 mm
1/2

No narration on page 2

The Rules of the game “The Counting Mountain”
page 3-4 of The Magic Boat
2/2 Push an image to enlarge

Two children try to climb the counting mountain, and the game can be played in the following way: Each player takes a piece of cardboard or colored paper and cuts a circle the size of treetops on the board. The players start at the first tree, at the bottom right hand corner and work upwards.

Rules for very little ones:
1. Each child may move the circle 1 or 2 trees at each move, but no more. The first player to reach the flower-covered cottage, number 20, wins.
2. Each child may move the circle 1, 2 or 3 trees at each move, but no more. The first player to reach cottage number 40 wins.

Rules for older children:
1. Each child may move the circle not less than 1 tree and not more than 9 trees in one move. The first player to reach cottage number 100 at the top of the mountain has won.
2. This time not more than 10 trees and not less than 1 at a move. The first player to reach cottage number 100 has won.
3. The same as game number two, but this time the player to reach cottage number 100 first loses.
The child who finds out the trick of reaching cottage number 100 first will have great fun, especially if he/she is playing against grown-ups. If preferred, the game may be played with a set of dice. Use two pieces of paper or two small counters, blue and yellow. Each player chooses a color and the game begins. More children can play, but only the two colors blue and yellow are used.

Rules: When the blue counter lands on a blue tree it may go two trees further on, but if it lands on a yellow tree it must go two trees back. When the yellow counter lands on a blue tree it must go two trees back, but if it lands on a yellow tree it may go two trees further on.
No. 10 House: Player may proceed 20 trees. A car has given him a lift.
No. 20 House: Player may only move one tree. He/she has stopped to pick flowers at the wayside.
No. 50 House: Player misses turn. He/She is tired and must take a rest.
No. 60 House: Player must stay here for the next two throws. Must look for a lost purse.
No. 80 House: Player is in a great hurry and gets an extra throw.
No. 90 House: Player left his hat behind; go back to No. 70 House.
No. 100 House: The player throwing or overthrowing the number to reach this house wins.
Players can climb down the mountain again, making No. 1 the goal.