1920 · Henriksen Mfg. Co.
Typical spin and move game.
Rules of the game: each player has four Scouts opposite color.. After deciding who starts first spin top and advance one Scout as many foot-prints as top indicates. Opponent then spins and Advances one Scout starting from opposite camp. Enter additional Scouts when you want to in your turn. One Scout in a square can be sent back to start over should opponent spin and land in that square. Two Scouts in a square is a guard and cannot be passed by opponent Scouts.
Friendly camp is neutral ground and is a safety zone. You may reach friendly-camp or finish by getting number large enough to reach but it is not necessary to throw 'exact number. It is advisable to form a guard wherever possible as opponent must wait to pass until you have broken your guard. Player who gets all his Scouts in opponent's camp first wins the game.