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Lethbridge Herald Newspaper Archives

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Lethbridge Herald (Newspaper) - December 31, 1918, Lethbridge, Alberta HOW TO PLAY-�MY WIFE AND I" The object of the game is for MY WIFE and I to travel around the town on the square-checkered road, pass through the CUSTOM HOUSE and land on an "OUT" spot together. The game can be played either T\\'0 handed or FOUR, handwd: When playing JOUR handed, playera of the saniR color are partiiera, each spinning.andmoving aite'-nitt-ly v/ith an opponent according to the number in outer circle of the "SPINAWHEBL." In a.TWO handed game the WIFE is the players partner and both pieces are moved at the same time but player counts the numbers on the jnner circle for the WIFE. To beghi plac6 all .players at START; Two men pteyers t!i>.n spin and the player scoring the highest number on the outside circle oftho "SPINA WliEEI^^Vmoves a corresponding numbw of squares in a FORWARD direction. The next highest player then has his move after which, iha POtJR handed game, the FIRST players partner now SPins and moves foUo-wed by the SECOND players partner, and so on until the'game Is finished. ' . ' ; When a player landg oh a "purchase spot," i.e. a numbered square, player gains as ra'any additional'moves as the "purchase spot" indicates every timethls Is'done; this may happen several times in succession. A player must always move the limit o! his spin forward, crossing the rpad only to get by or land alongside another player. ^ If a Players pjxJgress.Is blocked HE LOSES Hts MOVE. - ' Players cannot jump over another player except in the .EXIT AISLE. Two players cannot �occupy the game square except in the EXIT AISLE or CUSTOM HOUSE and then only if they are partjner?.. A "Btrfety" Is a souare the sameiypolor as the jBlayer. When a player lands alongside an opponent who Is not on a "safety"-gven though he be Jn the CUSTOM H0US3-he sanSl t opponent back to* "START." "UOUBLBS" are the same numbers in both circles of ,the "SPINAWHEBL.' , , . DOUBLE 1-4-5 and 6b, after the starting spin, entitles the player to move 14 squares, or he may more both big partner and himself a total of 14 squares (his WIPE in a twoj handed game). This also gives the player an extra spin, but if he spins any of these doubles three times in Buccession he moves back to "START." ^ ^ ^ DOUBLE 2 or 3s, after the Btarting spin, moves the player back to start. men players land in the EXIT AISLE tliey must thereafter spin the exact number requhed to land in the CUSTOM HOUSE and also to get out of the CUSTOM HOUSE. ^ , ,^ ,^ When in the EQC.IT AISLE or CUSTOM HOUSE players may count the number in either \ho OUTER or INNER circle ot the "SPIN- ^^M^WIFE ANC?r miiB�'leave the CU8T0.M HOUSE together; the one reaching there first must wait for the other to arrive. It takes either a 1 or a 2, according to which comer of the CUSTOM HOUSE occupied, to "clear" and land on "OUT" which wins the game. Wlien a player and his partner are both in the CUSTOM HOUSE either player my "clear" both by counting Uio number In.elther circle or a total of both; DOUBLE one or 1 and 2 for instance would "clear" both players when one occupies a 1 comer and the "'^'^Two^iceoT'different colors may be used in place of the "SPIN AWHEEL" it preferred and likewise "SPINAWHEBL" may bo used Jn any game where two dice are required. The game should be mou nt�d on cardboard or cloth all pieces should be mounted on ear** board. Mount this spInncr on cardboard and fasten to splnwheel with a pin, making the ho]e larae enouflh so it spins freeW* 17190583 ;