Willy's Walk to see Grandmamma
Board Game
1869 (published)
1869 (published)
Artist/Maker | |
Place of origin |
This is not a very interesting or exciting example of a moral race game. There are no colourful illustrations. The rules are similar to other 19th century moral games. Some, however, seem to be the opposite of what one might expect. For example, forfeits are given for helping people or animals while rewards are given for accepting a lift on a cart. In other games, the forfeit would be paid for this as laziness and the reward, usually counters, for the help. In contrast to the normal six-sided teetotum or spinner, the playing pieces for this game are unusual. They are made of glazed earthenware marked with the letters A to H on the tops.
Object details
Category | |
Object type | |
Title | Willy's Walk to see Grandmamma (manufacturer's title) |
Materials and techniques | Hand-coloured lithograph on linen |
Brief description | Hand coloured moral race game, Willy's Walk to see Grandmamma, published in England by A N Myers in 1869 |
Physical description | Design: lithograph, coloured by hand; mounted on linen; spiral squares of which some are painted; not illustrated No. of squares: ? Squares illustrated: none Square numbering: all Squares titled: some Subject of starting square: ? Subject of ending square: ? |
Dimensions |
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Credit line | Given by Mrs B. I. Ingall |
Object history | green cloth bound wooden box containing the game and parts; on the underside is an oval stamp of the retailer - ARTHUR F WATSON, THE MODEL BAZAAR, 45 ROBERTSON STREET, HASTINGS. *The rules are similar to all the moral games, however, some seem to be opposite for example forfeits are given for helping people or animals while rewards are given for accepting a lift on a cart. In other games, the forfeit would be paid for this as laziness and the reward, usually counters, for the help. CGG-Games & Puzzles, 1991 |
Historical context | Rewards: forward movement, extra turns Forfeits: backward movement, lost turns No. of Players: 8 Equipment required: counters of glazed earthenware marked with the letters A to h on the tops teetotum of bone marked with red and black numbers 1 to 6 Rules: RULES: 1. This game is played with a teetotum and small blocks marked with letters of the alphabet. 2. Any number of players are allowed but six or eight is best. 3. A player chooses his letter, then spins the teetotum and his block is placed upon the number turned up, of course, according to the directions on the other side. 4, It is best to choose a chairman and allow none to touch the blocks but him. 5. As each player spins, he should call out '6' for 'A' or '2' for 'B' and no persons should spin till the former spinner's move has been made. 6. The coloured squares mark the numbers to which any advantage or disadvantage is attached. 7. If the player makes more than 79, he must count the over plus back - 78,77, and no one is Game till he has made the exact number. Of course, players will see from the directions that 68 or 74 are Game at once. DIRECTIONS 3. Mother calls him back for a parcel, must start afresh.. 5. Meets a playfellow, while they talk, he misses a turn. 8. Gets a ride by omnibus to 16. 11. Stops to buy apples and misses a turn. 14. Gathers flowers, miss two turns. 17. Get a ride on Johnny's pony to 27. 20. Falls down, must wait till some one comes to pick him up or miss two turns. 23. Give a poor child an apple and miss one turn. 26. Runs on to 36. 29. Remembers he has left his parcel at 19, must go back for it. 32. Begs a ride in Baker's cart to 40. 35. See something strange in the hedge, wile he looks at it, misses two turns. 38. Stops to join some boys in a game of marbles and misses one turn. 41. A friend gives him a ride to 46. 44. Stops to buy a bun and misses one turn. 47. Watches some boys flying a kite and misses three turns. 50. Runs on to 55. 53. Meets uncle, while they talk, he misses one turn. 56. Stops to spend a penny and misses one turn. 59. gives a boy a penny for a ride on his donkey to 69. 62. Has lost a glove, goes back to 52 to find it. 65. Sees some boys teasing a dog, begs the poor creature off and misses two turns. 68. Uncle overtakes him and takes him home to Grandmamma. 71. Climbs a tree for a bird's nest and misses two turns. 74. Runs straight to Grandmamma's house. 77. Stops to talk and misses a turn. Rules placement: on one side of the playing surface; additional rules on squares |
Summary | This is not a very interesting or exciting example of a moral race game. There are no colourful illustrations. The rules are similar to other 19th century moral games. Some, however, seem to be the opposite of what one might expect. For example, forfeits are given for helping people or animals while rewards are given for accepting a lift on a cart. In other games, the forfeit would be paid for this as laziness and the reward, usually counters, for the help. In contrast to the normal six-sided teetotum or spinner, the playing pieces for this game are unusual. They are made of glazed earthenware marked with the letters A to H on the tops. |
Collection | |
Accession number | MISC.30-1966 |
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Record created | March 4, 2000 |
Record URL |
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