FORTUNETELLING GAMES

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THE ZODIAC WHEEL

The wheel, illustrated on this page, is divided into a dozen sections, and each contains a symbol that stands for a Sign of the Zodiac. These signs greatly influence our lives. We were born under the rule of one of them, and it is the one that rules our own particular birth-date that we must specially note.

No. 30.—The Zodiac Wheel.

To test YOUR luck on almost any question, cut out the wheel and fix it to a wall or door, by forcing a pin through the center. Do this loosely so that the wheel will revolve freely when spun in the direction of the arrow. If it is desired to keep the book intact, copy the wheel on a sheet of stiff paper. The twelve sections are easily provided with the assistance of a pair of compasses and then the signs must be drawn, as they are done in the illustration.

Before the wheel commences to rotate, blindfold yourself or if you can be sure of playing fairly, merely close your eyes. Then ask the wheel the question about which you desire information, and follow by touching the revolving symbols with some pointed instrument, such as a pencil.

The pencil point will arrest the motion of the wheel and, also, it will touch one of the twelve sections. Be careful to keep the pencil from moving until your eyes are opened. Then, note the section which the pencil indicates.

No. 31.—The Oracle

Take a long pencil, with a point. Place your hand high up above the oracle. Shut your eyes. Rotate the pencil three times and then bring the point down to the paper. Steady the pencil and keep it still: then open your eyes. If the pencil point rests within a circle, the number gives your age when you will be passing through a very lucky period of your life. If you are more than 20 years of age, add the additional years to the number found in the circle.

This is how the wheel answers your question: The reply is "Yes," if the pencil touches your Zodiacal month sign.

The reply is "Probably yes" if the pencil touches one of the sections on either side of your Zodiacal month sign.

The reply is: There is a fair chance of the answer being "yes" if the pencil touches one of the sections two away from your Zodiacal month sign.

The reply is "No" if the pencil touches the section directly opposite to your Zodiacal month sign. Thus VII is opposite to I, VIII is opposite to II, and so on.

The other sections give no reading at all.

Your Zodiacal month sign can be found from the following table:

I Aries Born between March 21 and April 19.
II Taurus " " April 20 and May 20.
III Gemini " " May 21 and June 21.
IV Cancer " " June 22 and July 22.
V Leo " " July 23 and Aug. 21.
VI Virgo " " Aug. 22 and Sept. 22.
VII Libra " " Sept. 23 and Oct. 23.
VIII Scorpio " " Oct. 24 and Nov. 22.
IX Sagittarius " " Nov. 23 and Dec. 21.
X Capricorn " " Dec. 22 and Jan. 20.
XI Aquarius " " Jan. 21 and Feb. 19.
XII Pisces " " Feb. 20 and Mar. 20.

Note.—When the wheel is to be spun, the section that corresponds to the date must be placed in the "twelve o'clock" position.

YOUR MARRIAGE MONTH

Here is a very popular game which tells you in which month you should be married. There are two diagrams. The first is a frame, embellished with the signs of the Zodiac. Cut out the blank part in the center. The second diagram consists of two court cards. Cut them out separately, leaving the signs given on the edges. It will be seen that the two court cards fit into the Zodiacal frame.

The game is based on the fact that the signs of the Zodiac are very powerful in watching over people's destinies.

To play this game, place the Zodiacal frame on the table, close your eyes, and twist the frame round three or four times, or until you have no idea of the position of the signs. Then, take the two court cards and, while your eyes are still shut, shuffle them about on the table until you do not know which is which. Pick up either of them, whichever you prefer, but without seeing them, and then proceed to fit the card of your choice in the frame. You will be able to do this by the sense of touch.

When you have set the card in the frame, open your eyes, and examine what you have done. If any sign on the card is immediately opposite the same sign on the frame, it indicates the month in which you are most likely to be married. When two signs on the card pair off with two signs on the frame, your choice lies between the two months suggested by the signs. On occasions there will be no signs on the card pairing off with the signs on the frame. These are the instances when the Fates are undecided. The belief is, however, that your marriage month is indicated by a sign on the card being duplicated by the same sign, one position to the right, on the frame. In saying "to the right," the intention is that the move be made in the same direction as the motion of the hands of a clock.

No. 32.—Your Marriage Month.—The Frame.

No. 33.—Your Marriage Month.—The Court Cards.

THE DISCS OF FATE

This is an excellent device for those who enjoy fortunetelling schemes. There are four discs and they all have to be cut out. While doing this care must be taken to preserve all the projections intact. Note that the white center of each disc must be removed. This is fairly easy to do if a pointed pencil is pushed carefully through the paper.

When the four shapes are ready for use, slip them on to a long pencil, so near together that they are almost touching. See to it that the disc bearing the lucky devices is fitted on last. It will then hide the three others. The game consists in revolving the discs and, while they are turning, there is a likelihood that they will spread out on the pencil-axis. This can be avoided by slipping a rubber band on to the pencil in front of the discs, and another behind them. Leave just enough space for them to revolve comfortably.

How to Consult the Discs

Place the arrow projections, one at 3 o'clock, another at 6 o'clock, the third at 9 o'clock, and the remaining one at 12 o'clock. When all is ready, twirl your finger three or four times round the disc in the same direction as the hands travel round a clock face.

Then, when the discs have come to rest, look at the cut-out space in the disc bearing the lucky symbols. Count up the numbers shown in this space and consult the lists below. Whatever message is attached to your number, so is your fate. It is well to remember that if any part of a projection comes within the disc-space, its particular number counts, whether it can be seen or not. The fact that the projection is visible is what matters.

You can consult the discs on love, marriage or fortune, but you must decide which you are engaging before the discs are rotated.

No. 34.—The Discs of Fate.

Love Answers

1.—Do not be cold. More affection will help on your cause.

2.—Take no thought of interfering relatives. Make up your own mind.

3.—A proposal is not far distant. Give it very careful consideration.

4.—A quarrel, followed by a speedy reconciliation, is predicted.

5.—A misunderstanding will cause a good deal of dissatisfaction; but all's well that ends well.

6.—A pleasant adventure will be experienced by you within the next twelve months.

7.—You are more successful than, apparently, you imagine.

8.—Make up your mind which one you want. There is danger ahead if you keep more than one hanging to your apron strings.

9.—Whatever is to happen will happen soon. Do not be taken unawares.

10.—What you think of him or her, he or she thinks of you.

Marriage Answers

1.—The right person is the one you think.

2.—Marriage will not come suddenly upon you and it will come late.

3.—Do not let money matters enter into the considerations of your marriage.

4.—There will be certain ups and downs to navigate before the ceremony is arranged.

5.—Your marriage will be influenced by a person with dark eyes and dark hair.

6.—You ought not to hesitate.

7.—There are as good fish in the sea as ever came out of it, so do not worry.

8.—Do not be in any hurry. Time is not precious and nothing is as important as knowing your own mind.

9.—More than likely, your own wedding will be influenced by some other wedding.

10.—Don't worry. Everything is progressing satisfactorily.

Answers Regarding Your Fortunes

1.—Money will come to you, but not until you have worked hard to gain it.

2.—Expect some important change of position very soon.

3.—Somebody is about to lend you a helping hand.

4.—A large slice of luck will come your way before two moons have run their course.

5.—Do not be afraid to strike out of the old rut.

6.—You are placing too much faith in friends. Be more self-reliant.

7.—When you are least expecting it, you will get all you deserve, and more.

8.—Do not be too keen on experiments. Be thankful for what you already have.

9.—Avoid anything in the nature of "chance" where money is concerned.

10.—You will go on a journey and much benefit will come of it.

THE LUCKY SQUARE

This is a rattling good game for several players. First, give each person a sheet of paper and a pencil. On the paper, a large square has to be drawn, such as is used for crossword puzzles. Each side of the square is divided into six equal portions, and lines are drawn from side to side and from top to bottom. The figure is now a large square, divided into thirty-six small squares—six along any horizontal or vertical row.

No. 35.—The Square required for this game.

The next thing is to exhibit a card on which is printed the following signs of the Zodiac:

ARIES
CANCER
TAURUS
VIRGO
PISCES
GEMINI
LIBRA

The card is so placed that the players can see the names and refer to them during the game.

When play starts, the first person chooses any letter he likes, but will probably select one which helps to spell one of the words set out above. He calls out the letter and all the players put it in one of the squares on their paper. That done, the next person selects any letter he chooses, and, on calling it out, all the players put it in another of the squares. The third person does similarly, and so do all the other players, until the game is stopped by someone or until all the thirty-six squares are filled.

The aim of each player is to be the first to spell in consecutive squares, either horizontally or vertically, one of the names of the signs, as given on the card. And, naturally, the aim of the other players is to frustrate their opponents. Obviously, it is forbidden for one person to look at the attempt of another.

The first player to complete a word cries "stop," and if he is adjudged correct, he has a wish granted to him.

There is a good deal of skill needed in this game. Suppose the first competitor selects P as his letter. All the others know he is aiming for "Pisces" and player No. 2 then calls V. Clearly, he is trying for "Virgo." So player No. 3 quietly calls A which leaves him free to work on "Aries," "Cancer," "Taurus" or "Libra." Now, suppose No. 3 is working for "Aries," in calling, say I, he helps No. 1 to the I of "Pisces," and so on.

WHEN IS YOUR WEDDING?

Several ways are mentioned in this book of finding out which month is to bring you some particular portion of luck, and here it is proposed to describe a game of dominoes that tells you the month in which you are to be married. Nothing is told you about the year of your nuptials—merely the month, and it is an amusing game for unmarried people only.

Get out the dominoes and ask an unmarried friend to take a hand with you. When you have played to the finish, the result will provide one of you with the name of your marriage month, whichever was previously decided on. Then, it is usual to play a second game, so that the second of you may receive enlightenment on the same point.

The game is played in practically the ordinary way that one takes a hand at dominoes. All the cards from double-six to double-blank are shot on the table, pips down, and shuffled. Then, each player selects five cards at random and examines them. The player who is seeking information lays down any card he or she chooses and then the game consists in matching the two ends with other cards bearing a number that will match. This is done by the two players in turn.

If at any point in the game one of the players while still holding a card cannot match at either end, he or she must draw cards, one by one, from the heap on the table, until it is possible to match, but one card must always be left in the heap.

The game ceases when one player has disposed of all his or her cards, or when the game is shut (i.e., there are no more cards available that will match seeing that they have all been used) or when neither player can "go" and there is only one card left in the heap.

As soon as the game is finished, the pips at the two ends of the formation are added together, and, whatever the addition happens to be, stands for the number of the month. Thus, if there is a five at one end and a two at the other, this gives an addition of seven, and the seventh month is July. It should be remembered that when a "double" card figures at one end, only the single number is reckoned; thus the total can never exceed twelve, as two sixes, one at either end, is the highest possible score.

It will be very quickly appreciated that the thing to avoid is to stop the game with a blank at both ends. What this means will be perceived by all players.

THE GAME OF LUCK

L stands for Luck, and that is why the track of the game we are now discussing is arranged in the form of this letter.

The game, shown on the next page, is played by two or more persons and the scores are decided by throwing a dice, each person taking a turn.

Should any player arrive at one of the sections marked with a cross, he must go back to the nearest previous station which is a multiple of five; also, if he alights on a section marked with shaded lines, i.e. 15, 50 and 75, he goes forward to the next station which is a multiple of five.

The balloons are so arranged that every player must eventually reach one of them. This is how his luck or fortune is determined:

Whichever balloon is reached, the figures forming it are added up and the key is given below.

100 = 1 + 0 + 0 = 1.—You are a favored individual, who should find the world a very pleasant place. You are proud of yourself and your near relations, and you have a reputation amongst your friends that you value. Your worst fault is that you are prone to take yourself a little too seriously.

101 = 1 + 0 + 1 = 2.—You have a great deal of imagination and are not slow in recognizing how things will map out in the future. You can turn your hand to a good number of things and are, thus, a useful member of society. Your worst fault is that you are prone to believe too much of what irresponsible people tell you.

102 = 1 + 0 + 2 = 3.—You are a hard worker and you are likely to pull your weight in the world. You have an exploring nature and love to go about and see things. Your worst fault is that you are a trifle domineering and like to be obeyed.

103 = 1 + 0 + 3 = 4.—You have a facility for calculating and you have a head for business especially if figures play an important part. You are quick in most of the things you do. Your worst faults lie in the direction of grumbling and gossiping.

104 = 1 + 0 + 4 = 5.—You have a generous nature and are kindly and affectionate. In most ways, you are a clear thinker, but you have one fault. You are extravagant and must have whatever you desire at the moment, whether you can afford it or not.

105 = 1 + 0 + 5 = 6.—You have a charming personality, pleasing manners and are entertaining. You are excellent company and make an admirable friend. You will get on in the world, but, even so, you are not fond of hard work.

106 = 1 + 0 + 6 = 7.—You are a careful and patient worker: you are sincere and conscientious; you have an honest desire to get on in the world. Your greatest fault is that you lack a sense of humor and are totally unaware that life has a bright side.

No. 36.—The Game of Luck.

A GAME FOR "GROWN-UP" PARTIES

A good deal of fun can be obtained at "grown-up" parties by giving marks to the various players, according to their merits, as set out in some of the chapters of this book: then finding out who obtains the highest score and adjudging him or her the champion of the evening.

The following details are suggested, but they may be, of course, altered in any way as thought desirable:

PALMISTRY.—First, every player's hand is examined, and the person with the longest Marriage line is awarded five points. Those with shorter lines are given four, three, two, one or no points, according to the length of their Marriage lines.

The same process is then followed in the case of the Heart, Head and Fate lines.

This accounts for a possible total of twenty marks.

BUMPS.—Second, the players take it in turn to have certain of their bumps read. For this, the chart of phrenology should be consulted and a maximum of five points awarded for the best development of the bumps numbered, on the chart, 2, 5, 6, 7 and 8.

This, also, accounts for a possible total of twenty marks.

HANDWRITING.—Third, everybody is given a pen and paper, and asked to write three or four lines of any passage, taken from a newspaper, in the usual handwriting. Anyone who obviously disguises or distorts his or her writing can be dealt a low mark. When all have finished the papers are examined and assessed according to the hints printed under the heading "Qualities Shown in Handwriting, Alphabetically Arranged."

The writing is tested for the following:

Accuracy, Generosity, Ingenuity, Logic and Wit. As the papers take a little time to check, it is advisable for a helper to attend to them while the next item is progressing.

If five marks are the highest awarded for each test, this will account for a further twenty marks.

THE ORACLE.—Fourth, turn to the Oracle on p. 138, and allow each person to rotate the pencil and strike a number, the eyes being shut during the performance.

Give ten points to the player with the lowest score and deduct one point from ten for each successive score.

This will account for a possible total of ten points.

THE ZODIAC WHEEL.—Fifth, the Zodiac Wheel is set up and each person, before being blindfolded, states the month in which he or she was born, and then asks a question. If the wheel answers "Yes," the player receives ten points; if the reply is "probably yes," then the player is awarded six points; while four points are given for the answer "there is a fair chance."

Here the game may end or it may be continued, at will, by introducing further items. If the program we outline is adhered to, the total of possible marks is eighty.

No. 37.—The Wish-Bone of a chicken will provide some good fun. Two rivals hold a tip with two fingers; but their fingers must not grasp higher up the shank than indicated by the arrows. Then they tussle to see who can snap off the larger part of the bone. The winner frames a wish which, of course, is sure to be granted.


                                                                                                                                                                                                                                                                                                           

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