I am not sure that this game was not played by the boys of ancient Greece and Rome; or perhaps even by boys in a yet earlier age of the world. At any rate, it is a very, very old game, of whose origin nothing whatever is known. Under these circumstances, it would be easy to gossip on for a page or two, and talk about anything likely to seem interesting; but it is pleasanter, and much more practical, to tell you how, with the assistance of our Solitaire-board, and some draughtsmen or counters of wood, bone, or metal, you may play it yourselves.

For Fox and Geese you need seventeen counters of one colour, to represent the Geese, and one counter of a different colour for the Fox. You prepare the board thus: place the Fox in the middle and the Geese in front, as in the [diagram] below.

THE BOARD WITH THE PIECES SET FOR THE GAME.

Like Chess and Draughts, it is purely a game of strategy for two players. The usual plan is for each player to take the initiative in turn, the Fox in one game and the Geese in another. Unlike card games, it contains no element of chance or ‘luck.’

The whole motive of the game is for the Fox to catch the Geese, or for the Geese to drive the Fox into a corner from which he cannot escape. Properly played, the Geese, with the first move, must always win; but in this game, as in real life, the more cunning creature is not seldom successful.

The plan of the game is this. The Geese march forward only in straight lines, down or across; the Fox can move forward, backward, or sideways on the straight lines, not the diagonals. The Fox takes any Goose that may be en prise with a vacant space behind, as in Draughts; and so long as he can take, he continues his move. When he succeeds in following up and catching all the Geese, one after another, he wins. But the Geese, if they only go boldly to work, can drive him away. They must go forward as a phalanx with determination, filling each vacant spot, and leaving no loophole into which the enemy can jump or creep. All depends on united and determined action. United they conquer; separated they fall. When their number is reduced to six, it is impossible for them to confine the Fox. But there is no reason why it should be so reduced. Look at the [diagram]. If we call the upper left-hand spot 1, and number the board horizontally to 33, at the lower right-hand corner, we shall soon see how the attack may be conducted. The Fox is in the centre; the Goose on either of the central junction lines can move without fear of capture, and the Fox must retreat. Having, say, moved 11 to 18, the Goose on 6 moves on to 11. The Fox is still without power to harm. The Geese proceed to go forward, and in this way ultimately force their enemy into a corner, or they may beguile him by offering a bait. Say the Goose on 15 moves to 16, the Fox must take him and lose his central position of attack. The Geese follow up their advantage; and, unless they commit some grievous error, they pin Master Reynard in a corner, whence he can by no means get out. The whole principle of the game is Advance. Go forward with the stronger force; fill up all vacancies. Directly a Goose moves on, back him up. Surround your enemy and compel him to retreat. As to the Fox, his tactics must be bold, yet cautious; determined, yet crafty; daring, yet subtle; adventurous, yet shrewd! Very like real life, is it not?

The game can be varied by placing the Fox on another spot; or by insisting on his catching all the Geese; by the latter taking the horizontal limits of the board only, or by offering odds, and so on; but the plan here given will be found ample in providing rational amusement for winter evenings. Less scientific, certainly, than Chess or Draughts, it affords abundant opportunities for thought and mental calculation.

Singular transformation in a Boy who never used his Brains!