Show the tale of king KRO wa barq of rpyal KING but honce parents who had the to live t a time when a king or a queen could hardly stir out of the palace without getting into trouble with some evilly deposed fairy or sorcerer king kro parent naturally coald not oppose the prevailing fab ions and they oon managed to di please an old and mighty lic named promptly laid genuine handmade hand made spell on young kiner kro which caused him to of course his royal parent offered great rewards to anyone who could undo the pell and find the young king but enchanted king were 0 o numer ous in those day that it wa like look ing for a needle in haystack to eek for any particular one so young king kro stayed vanished however in the course of time old himself got into trouble with a rival sorcerer and the latter determined to avenge his grievances by disclosing the secret of king kro the rival sorcerer thereupon went abroad on the highway having made up mind to tel the first four peron whom he might meet how they could break the charm that was laid on king kro the firt perou who ceni along the road was percival proud a squire bound on little walk around taft world which was habit of squires in thoe day the next perou to ep was harly bullin v a jester who had made eo excellent a joke about his mailer the king of that the latter had throw him out of door the he aw the point then came prim a real prince walking without any par object and last came polly cinder who wa out walking with a very particular object that of find epro to cat the old stepped forth and addreen add reed them this did not arje them eo much aa it would ur ariee any four person snow for at that tinie sorcerer were colomon than trolley cars and not nearly 99 dangerous king kro said the sorcerer is enchanted in a beautiful town old has built three great circular walls around it and he has so arranged them that although there are gate in the wall you cannat through them until you hive firt traversed the full circumference 0 each wall now I 1 will give you a magic arrow throw hi into the enchanted town and will n the very center and it point will tick out beyond the wall then you fiut pin it according to the rule that I 1 ahall give you and you will find the way into the town the sorcerer or cerer held put hi hand and cattily recited the alphabet backyard immediately hi outstretched palm a big ae a flat car nd the faur adventurer climbed on it in mother moment they were speed ing over mountain and river and ea and the next moment after that they found in front of the cir cular wall where the old sorcerer eor cerer gave them their final instruction of course they got in they always do in fairy tt ories and of they had lot of trouble doing it that always happen too in fairy tone but it will happen in this fairy story in a way different from any of which you ever heard for instead of read ing about it you shall go through the adventure yourselves cut put the magic arrow and mount tt on cardboard then push a pin through it place 11 cork or n small pool under it for base on the center of he enchanted town next cut out the little round men which alio hout be patted upon cardboard available each player having elected R man and placed it in it corresponding cor ncr the first player twirl the arrow if it point to the first letter of the alphabet or the last the player may enter or her man in one 0 thi gate of the first wall or circle if the arrow don not stop at either the first or last letter of the alphabet the next player and the next and the next pin the wheel and on until for tune favors and the arrow point to the proper entrance letter once in the first circle it become necessary for every player to go the scale of the alphabet from A to Z before he can turn into the second road or circle if a player spin for or C or any other letter on his move around the circle and docs not get it then any other player may utilize the letter pointed out by the dial if it is the one he needs should two want the same how to break the charm etter the player who ha the first urn takes it thue 4 merry chase goe on abound the first road on the outskirts of the castle and everyone is unconsciously helping every other one after a player ha gone the scale of the from A to Z the reaching of Z permit hi man to move down the shaded lane into the road which contains numbers hato so iti second wall the player must move on the numbers as they did on the letter from to 26 there remain one last circle after these inner one with roman figures from x to athe numbers of player in thi circle the player move when the arrow indicates his or her number for instance perci val proud would be 1 princess prim f etc the player who Is lucky enough to j hi or her number first goes into the enchanted city through the open gate but ha not ye won the for t is necessary to find the king himself the face of the king I 1 concealed in the drawing of the city five diamonds in squares of black are shown in the small circle these are pitfalls laid by the sorcerer A player on the last road must go back to the entrance of the second road if he strikes one with his dial |