Presita el Amerika Esperantisto dec 1908
Ĉio (card game)
ĈIO.—A combination of game and memory exercise, by Winifred Sackville Stoner. In the original edition it consisted of 200 cards with ten words each, but the new edition has fifty cards with ten lines, four words in each line. It is a sort of classified Esperanto vocabulary, with which can be arranged a number of games quite as interesting as the authors, nilo or any other game in blue stockings. The new edition was printed under the direction of the American Esperantist Company, and the work is neatly done. The cards are of the best playing-card stock, round-cornered and tinted on the backs. Price 50 cents. The directions for playing the game will give you a better understanding of its character:
The game ĈIO consists of 50 cards with 40 words on each card, making a total of 2,000 words by means of which anyone may carry on an ordinary conversation in Esperanto. From 2 to 50 persons may take part in the game, making it suitable for the class room, as well as the parlor. Ten different games may be played with one set of ĈIO cards by large classes and 40 games by small parties.
In playing Game I, which deals with the table, it is best to have someone who knows Esperanto, act as leader or Kelnero (waiter); the other players need know nothing about the language. They pretend that they are in some foreign country and are trying to order a meal in the universal tongue. The Kelnero distributes the cards equally among the players and asks the first: Kion vi havas? (What have you?) The player replies: Mi havas supon (reading the first word on his card, after leader has explained the objective ending). Then, if possible, player translates this word into English. If he does not know its meaning, his right hand neighbor gets a chance and so on down the line until some one answers correctly and receives the card. Then the Kelnero asks all the players Kion vi deziras? and they answer Mi deziras supon. The leader continues asking for cards and the players reading the first word on each card until all have been translated, when first prize is awarded to the one holding most cards.
An order for a meal is then written from memory by each one. These orders, which are sometimes very amusing, are read aloud and the one who orders the largest meal, wins second prize.
After playing this game but one evening, anyone can ask for the ordinary articles of food and, with a good leader, be conversant with the expressions used at the table.
If no Esperantist leader is available, parties may play the game with the assistance of an Esperanto-English Vocabulary.
Game II., referring to the body, diseases, and remedies, is played in the same way; the leader calling himself Kuracisto (doctor) and the others acting as patients. Prizes awarded to those who have the most diseases or can suggest greatest number of remedies.
Game III. Leader is merchant, others shoppers.
Game IV. Leader is King or Mistress of a house; others visitors and subjects, who tell what they see in house or street, or the occupation they follow.
Game V. Leader gives nouns, others supply adjectives.
Game VI. Leader gives nouns, other supply verbs.
Game VII. Leader acts as naturalist and asks for names of birds, animals, insects, flowers and trees.
Game VIII. Leader is teacher and asks for names of relations, months, days of week, time, weather, festivals, numerals.
Game IX. Leader is teacher and asks for adverbs, prepositions, conjunctions, and verbs.
Game X. Leader is teacher and asks for names relating to religion, travel, occupation, and interjections.