Show NSW— PaPnEt drala ZeraMMLZUMZIOSCfgaZIR:S:12rEgrZ - " ' rvr 4 a n Fourteen ways to keep the little ones happy on those long family outings cr) firl I i i kb 41k) k ' ' r) i4: 1 1 ' 'El) I 1':) - Ar-- 1 ""' Willt JULES LEOPOLD BY ":14-77:-- tr v 0 4 l t ' I - ot bla-1--1- t ' ik los'1:4 i r1 i 1 C-- Ii U ' US - Li - '''''' 14- -- Pad of ruled paper 2 Pencils knife or pencil sharpener and an eraser 3 Standard deck of playing cards 1 4 Small dictionary to settle disputes L4A-- ' c't:wH1 -- '- See Front Cover Observation Car Susan pointing out of the "A squirrel!" cries sharp-eye- d car window Then on a sheet of paper on which she has listed the alphabet vertically she writes the word "squirrel" it the letter S The other passengers each have a sheet similarly prepared but only Susan may take credit for this squirrel she was the first to call it out The object of the game is to list one object (seen outside the window) for as many different alphabetical letters as you can An object must be called by a single word Not acceptable are these: Vegetation words (as flower grass hay tree etc) automobile car farmhouse truck road sign sky star sun moon any human being or part of the body The winner is the one who has the biggest list within a given time-lim- it Or the one who first lists o items Example: A very observant (and lucky!) player might get all these: 1 AIRPLANE BICYCLE CAT DOG ENGINE FLAG GOAT HORSE IRON JEEP KNOB LAKE MOTORCYCLE NURSERY OX PIG QUARRY RABBIT SQUIRREL TRAIN UMBRELLA VIADUCT WAGON YARD ZOO I"' (X 12 Chinese Checkers 1 12 Tick-Tack-T- f for a comEveryone can think up his own petition in which lowest score wins However here are a dozen to get you started (See if you can equal or beat the par scores shown) boy to man in 3 bus to car in 3 cold to warm in 4 girl to wife 5 walk to ride 5 head to foot 5 pond to lake 5 fast to slow 6 hide to seek 6 beer to wine 6 town to city 6 rain to snow g word-pai- 7 Gobang Checkers checkers White has 15 checkers Players take turns placing one checker at a time on any intersection (where corners of squares meet) including borders OBJECT: To get 5 of your checkers adjacent and on one line — horizontal vertical or diagonal If all 30 checkers are down on the board each player continues by moving any one of his checkers to another intersection until one player has five in a row Black has 15 8 13 Two players pencil and ruled paper On the top line at word of his own selection the left each prints a first is can see who to The object guess the other's word Here's how the game proceeds: Let's assume the second player has the word track word say First player begins by calling out some brown Since only one letter of brown (the letter R) appears in track the second player replies "One!" He gives no other information beyond reporting how many letters of the guessed word are in his In thieErshionrplayers alternate each guessing the other's word Players should keep careful records at each stage side of the paper These records if using the right-han- d wisely utilized will provide a good basis for clever deduction and strategy License Log Logging license plates is one way to occupy an hour of riding Credit one point for each different state (count also Washington DC) but no credit for the state you're traveling in 2 points for Canada and 3 points for any other foreign plate A 9 Tick-Tack-T- Tick-Tack-T- Checkers —The Rules game of checkers Checkers is the most popular board game there is much more subtle and deep than most people suppose matches are tense ip long-drawn-o- ut contests) Most checker rules are universally known but let's clear up the four points that cause the most confusion: f'(Black always goes first Players take turns in having the Black side 2 If a player overlooks a jump his opponent exercises either of these choices: a) calls the other player's attention to the move b) tells the other player if he has already made another move to take it back and jump 3 When a checker becomes a King that player's move is completed even though a jump is pending 4 The official rule says that if you touch a piece you and once moved over the corner of a must move it checker the must go that way square 43 0 0 0 11 OL' - Losing Checkers The rules are the same as for the regular game except that the object now is to LOSE! Hint: Paradoxically enough the player that has more checkers can usually give them away easier --- because he can exercise greater control of the board situation The secret is not to start giving away (exchanges excepted) until you can give several in one connected series of jumps - 4 ritanix : k 411:e7 4 1 11i 0" - driP s- e 011111110111 -- kslt ---- -- --- I 1 Card Baseball er la oe Your checkers and board can be used for a great many games and puzzles But first a word about the standard C 40 License Bingo oe pencil-and-pap- Pc Word Golf big-leag- ue Can you think of a word with letter combination tin? Or one with id? Sure — "utmost" and "wisdom" This idea forms the basis for a game in which any number of players can participate The object of the game is to write down the shortest words in which certain combinations occur Each player is given pencil and paper Someone reads from a book or newspaper the first two letters of each line of print He calls them out two at a time until he has announced 18 different pairs of letters The players note these pairs then try to incorporate each pair into a word Scoring is based upon the number of letters used in each word When a player cannot fill in a word he's scored 12 points Lowest total score wins For a more difficult version of this game have the caller skip all vowels two-lett- er Att M P R A D 0 C 11 Word Square boxes is used by each square of Each player in turn calls out player some letter of the alphabet Every player must insert that letter into whatever box he wishes The final (25th) letter is not called out but is left to individual choice OBJECT: To produce words in the diagram reading from left to right and also downwards so that your score A totals highest on this basis: two one point three points points Credit no more than one word to a line If you can't round up enough men for a game you can fun and excitement with an still have plenty of deck of Two cards: players participate each ordinary representing a team Or you can play this game solo managing both sides yourself! Make a diagram of a baseball diamond and use checkers to follow the base runners Keep box score and records Toss for "up first" Place the shuffled deck face down Turn over one card at a time Each card represents a pitch to the batter Then interpret as follows: Strike 6 7 8 9 - Ball 2 — Foul ball 3 4 5 — A has connected with the ball Batter 10 so turn over another card to see what happened interpreting that next card as follows: Red Ace — Double and runners advance 2 bases Ace of Clubs — Triple Ace of Spades — Home A L A L E T C M E T N E E L S play-by-pl- ay j QK Run King or Queen — Single runners advance two bases Jack — Single runners advance one base Black 10 — Safe on first on error No runners advance unless forced Red 10 — Double play if possible — batter and runner farthest advanced are out Otherwise batter grounded out to first 2 3 4 5 6 7 8 9 — Out (2 — Caught foul fly Flied out 8 — Flied out but runners advance 4 6 first base 3 5 7 9 — Grounded out) from except and attempted sacrifices may Attempted and the next be announced at any acceptable stage card tells Interpret that next card as follows: Stealing from first to second succeeds only if 10 or A turns up From second to third only if Q K K Q A From third to home only if Ace On a sacrifice try if the card is a 2 then batter is out runner furthest advanced is out 3 through Queen — Batter out but runners advance one base King — Batter safe on first but runner furthest advanced is out Ace — Safe bunt and runners advance one base after every half inning Deck should be base-steali- ng Scoring CLAMP 3 RADIO 3 CRATE 3 LANCE 3 POETS 3 EELS 2 2 2 DAME MILE ALE MET Total 23 — - 'mtmwmt'maw— 7aaMMaNW-Zr7-r-- 7'' 113 Imo two smo Z j Dtawings by toy Mcrt 117—Egia— t tab - boxes by inserting Each player prepares a square of numat random into the boxes any 25 different bers he wishes — ranging between oo and 99 Someone calls out the last pair of numbers on each numlicense plate he sees A player who has that ber crosses it out lightly on his diagram The winner is the first one to cross out any three numbers in the same row (horizontal vertical or diagonal) or the first to cross out anytfive numbers This interesting switch on the game of reverses the usual conditions The object here is to force your opponent into a winning combination! Quite triciy — try it! 4 rs Double-Thin- k oe If you think hat (sometimes called Naughts and Crosses) is easy try playing it without pencil or paper Simply imagine the squares to be numbered from I through 9 and keep that picture in your mind Then at each turn the player announces his placement of X or 0 by calling out the number of the square occupied A third person can act as umpire and keep a written record of the moves Losing DOD DOT ' Blindman's 3 t COT CAT tI L1A cNts r El () - Word Exchange Can you change cat into dog in 3 steps? Yes cat — dot 3 — dog Note that each step changes cot 2 one letter to form a new word Use all 64 squares One player groups 6 of his pieces to form a triangle at a near corner of his board The other player duplicates this diagonally opposite Go forward straight or diagonally or sideways Move one square at a time or make any connected series of jumps Both colors may be jumped but no checker is removed OBJECT: To be the first to put your 6 checkers in your opponent's original 6 squares Another version of the game starts with 8 checkers on each King row X 1 (World-championsh- may be recorded through family match sucks toothpicks jelly beans or what have you the loser to perform whatever chore or task comes up next Checkerboard with preferably 30 checkers (Incidentally a backgammon board has 30 pieces) 5 141 Tick-Tack-T- word-gam- e ) 41VifI - 4it i - are made — the family is ready to take off! But wait! Have you considered? There may be long hours on the road when you have tired of the scenery A sudden rainstorm may confine you to the motel room Or you may simply find time on your hands while relaxing at wayside stops picnic grounds or beach These interludes can be fun too if you prepare now Just make sure that 6 And of course take along this "Fun for the Road" section of THIS WEEK so you can try out these games The games may be modified for age level with perhaps handicap allowance for the younger ones The type of game it is will determine whether appropriate while traveling or while stopping — or both "Betting" --7 since it's all in the you don't set out without packing your "Fun for the Road" kit containing: : r k that the car has had a check- N-1r- up and the usual preparations 16k 'Aha)‘LL ow bz |