Why, What and Because
Board Game
ca. 1855 (published)
ca. 1855 (published)
Artist/Maker | |
Place of origin |
Design: coloured lithograph, playing sheet mounted on linen; printed by T H JONES, DEL ET LITHO
No. of squares: 78
Squares illustrated: 25 & CORNERS
Square numbering: 1 to 78
Squares titled: NON ILLUSTRATED ONES
Subject of starting square: introduction SHOWING man WITH BOY AND GIRL
Subject of ending square: CHILDREN RECEIVING KNOWLEDGE
No. of squares: 78
Squares illustrated: 25 & CORNERS
Square numbering: 1 to 78
Squares titled: NON ILLUSTRATED ONES
Subject of starting square: introduction SHOWING man WITH BOY AND GIRL
Subject of ending square: CHILDREN RECEIVING KNOWLEDGE
Object details
Categories | |
Object type | |
Parts | This object consists of 2 parts.
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Titles |
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Brief description | Dissected puzzle/board game, Why, What and Because or The Road to the Temple of Knowledge, published in England by William Sallis in about 1855 |
Physical description | Design: coloured lithograph, playing sheet mounted on linen; printed by T H JONES, DEL ET LITHO No. of squares: 78 Squares illustrated: 25 & CORNERS Square numbering: 1 to 78 Squares titled: NON ILLUSTRATED ONES Subject of starting square: introduction SHOWING man WITH BOY AND GIRL Subject of ending square: CHILDREN RECEIVING KNOWLEDGE |
Dimensions | Size: 17in x 22½in |
Object history | There is also a dissected puzzle of this game (with same number) but the booklet which would describe each of the squares is missing. William Sallis at address from 1852 to 1866. |
Historical context | Rules: DIRECTIONS FOR PLAYING THE GAME 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 road. RULE II. Each player will place their mark on the Introduction. 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 Introduction to No. 1 Heat, 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 Heat. It will be now necessary that in his next turn he should spin two; that added to the one brings him to No. 3. If he turn three the next time, he arrives at 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 road as, i f he arrived at the bottom of the sea by spinning one he immediately arrives at the Temple of Knowledge 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 road he may remove to the next number, but if below, he must remain in his present position, as directed in Rule III. The booklet would have details of each stage on the road which the players would need to read out. Also each stage would give the directions for the next play, rewards or forfeits. It is probable that the game was played with similar rules to those of The Overland Route to India. The following stages are numbered and named in a plain oval with black lettering on white:- 1,2 HEAT 4,5 LIGHTNING 7,8 & 10 THUNDER 12,13 FIRE 15 CARBON 16 HYDROGEN 17. OXYGEN 18. NITROGEN 20 THERMOMETER 21 AIR 22 AIRGUN 24,25 & 26 LIGHT 28,29 WIND 31,32 STEAM 34,35,&36 RAIN 38,39 SNOW 40,41 CLOUDS 43,44 & 45 DEW 46 WATER 48 ROSE 49 VIOLET 52,53 SWIMMING 55 TELESCOPE 57 PAPER 58 WOOD 61 ICEBERGS 62 ECHO 63,64 ECHOES 66 RAINBOW 68 GREY MORNING 69 GREY SUNSET 71 WATERSPOUT 73 ELECTRIC 75 DIVING BELL Four corners show titled illustrations. (upper left, upper right, lower right, lower left) INTRODUCTION, man in gown representing a teacher with a boy in blue suit and a girl in pink dress. Both have black hair and the girl's hair is in ringlets. Dr. FRANKLIN'S EXPERIMENT IN ELECTRICITY, showing a man in 18th century dress, flying a kite; in the background in a house and water. A LABORATORY, man in black with black apron standing before a fire with bottles, tubs and other pieces of equipment FURGUSON STUDYING THE STARS, man in Scottish costume lying in a field with dog and sheep Illustrations are not named, only numbered. 3. boy and girl with man in garden, picket fence and the sun rising 6. being struck by lightning, one man falling, three men and a horse on the ground 9. shepherd with dog and sheep fleeing as lightning strikes the ground 11. man pointing to a tree which has been struck by lightning 14. crowd watching a hot air balloon 19. man showing children a thermometer or barometer 23. woman in kitchen using bellows at the fire, with black cat 27. man in top hat kneeling before a bright yellow ball, ie the sun 30. kettle boiling on top of a range with fire 33. boat with full sails 37. man with dog walking through snow 42. man leading horse and cart while holding a burning torch, possibly representing fog 47. Arctic with sailing boat and polar bear with fish in mouth 50,51. man kneeling before a fire 54. sailor with dog, drowning, while ship sinks on the background 56. children with man showing them a telescope 59,60. icebergs 65. rainbow over water with boat in foreground 67. diagram showing the colours of a rainbow 70. waterspout with ships in the background 72. ships floundering following the waterspout 74. two men with three dials on the wall behind (electrical dials) 76. diving bell and diver on board ship 77. bottom of the sea 78. TEMPLE OF KNOWLEDGE, showing the children receiving a laurel wreath from a man in black gown., onlookers at the back and a female warrior to the side, ie Britannia. Rules placement: BOOKLET MISSING |
Collection | |
Accession number | E.1838-1954 |
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Record created | March 4, 2000 |
Record URL |
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