Dioramic Game of the Overland Route to India
Board Game
1852-1863 (published)
1852-1863 (published)
Artist/Maker | |
Place of origin |
In order to play this race game each player is provided with a square piece of card, with the initial of their name, to mark his or her position on the route. There are 100 playing spaces beginning at Southampton Docks and continuing up the board to Calcutta. The game has no forfeits or rewards as such but each move is governed by the number determined from the spin of a teetotum. Players cannot move from place to place without the exact number being spun. The booklet has numbered and titled text blocks describing each of the ports of call. With each text is the direction for the next move and the number of the throw needed to reach the next destination.
Object details
Category | |
Object type | |
Parts | This object consists of 2 parts.
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Title | Dioramic Game of the Overland Route to India (manufacturer's title) |
Materials and techniques | Lithographed paper on card |
Brief description | Geographical game, Overland Route to India, published by William Sallis between 1852 and 1863 |
Physical description | Design: coloured lithograph, playing sheet mounted on cardboard; the title is at the top; zig zag not spiral; with booklet printed by Francis Passmore No. of squares: 100 moves Squares illustrated: background design Square numbering: 1 to 100 Squares titled: in booklet Subject of starting square: Southampton Docks Subject of ending square: Calcutta, India |
Dimensions |
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Object history | The game has no forfeits or rewards as such but each move is governed by the number required from the spin. In the full length game, players may not move from place to place without the exact number being spun. William Sallis at address from 1852 to 1866. CGG-Games & Puzzles, 1991 |
Historical context | Rewards: see Comments Forfeits: see Comments No. of Players: any Equipment required: teetotum Rules: DIRECTIONS FOR PLAYING THE GAME OF THE OVERLAND ROUTE TO INDIA This Game is to be played by a tee-to-tum, marked from one to eight. RULE 1. Each player must be provided with a square piece of card, with the initial of their name, to mark his or her position on the route. RULE II. Each player will place their mark on the Southampton Docks, No. 0. RULE III. To commence the play, let one of the company spin the tee-to-tum, and should be Spin No. 1, he moves from Southampton Docks to the Isle of Wight, but on the other hand, should his number exceed that, he cannot move. Now let the next player spin, and if it be No. 1, he arrives at the Isle of Wight. It will be now necessary that in his next turn he should spin two; that added to the one brings him to the Needles. If he turn three the next time, he arrives at the Bay of Biscay, No. 6; but should he at any time spin either above or below the number required to gain the next place, he cannot move, as, in this game, he must get a sufficient number so as to visit each place on the route; as, i f he arrived at Fort William, by spinning one he immediately arrives at Calcutta, and wins the Game. NB. Should the Game be found too long, it may be shortened by observing the following: SUPPLEMENTARY RULE When a player spins, and the number is above that required to reach the next place on the route, he may remove to the next number, but if below, he must remain in his present position, as directed in Rule III. The booklet then has numbered and titled text blocks describing each of the ports of call from Southampton Docks to Calcutta. With each text is the direction for the next move., the number of the throw needed to gain the next destination. Rules placement: booklet of 12 pages, Printed by Francis Passmore, Printer, 45 Borough Road, Southwark (London) |
Production | Booklet printed by Francis Passmore |
Summary | In order to play this race game each player is provided with a square piece of card, with the initial of their name, to mark his or her position on the route. There are 100 playing spaces beginning at Southampton Docks and continuing up the board to Calcutta. The game has no forfeits or rewards as such but each move is governed by the number determined from the spin of a teetotum. Players cannot move from place to place without the exact number being spun. The booklet has numbered and titled text blocks describing each of the ports of call. With each text is the direction for the next move and the number of the throw needed to reach the next destination. |
Collection | |
Accession number | E.181&A-1947 |
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Record created | March 4, 2000 |
Record URL |
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