Floor Games by H.G. Wells

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In this game the floor is the sea. Half -- rather the larger half because of some instinctive right of primogeniture -- is assigned to the elder of my two sons (he is, as it were, its Olympian), and the other half goes to his brother. We distribute our boards about the sea in an archipelagic manner. We then dress our islands, objecting strongly to too close a scrutiny of our proceedings until we have done. Here, in the illustration, is such an archipelago ready for its explorers, or rather on the verge of exploration. There are altogether four islands, two to the reader's right and two to the left, and the nearer ones are the more northerly; it is as many as we could get into the camera. The northern island to the right is most advanced in civilization, and is chiefly temple. That temple has a flat roof, diversified by domes made of half Easter eggs and cardboard cones.

These are surmounted by decorative work of a flamboyant character in plasticine, designed by G. P. W. An oriental population crowds the courtyard and pours out upon the roadway. Note the grotesque plasticine monsters who guard the portals, also by G. P. W., who had a free hand with the architecture of this remarkable specimen of eastern religiosity. They are nothing, you may be sure, to the gigantic idols inside, out of the reach of the sacrilegious camera. To the right is a tropical thatched hut. The thatched roof is really that nice ribbed paper that comes round bottles -- a priceless boon to these games. All that comes into the house is saved for us. The owner of the hut lounges outside the door. He is a dismounted cavalry-corps man, and he owns one cow. His fence, I may note, belonged to a little wooden farm we bought in Switzerland. Its human inhabitants are scattered; its beasts follow a precarious living as wild guinea-pigs on the islands to the south.

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