There are quite a number of odd games of cards, which come and go as favourites from time to time, and pass round the world from one country to another under many different names. The origin of most of these games is lost in the weedy undergrowth of variations, but the chief family trait in some of them can be traced back to the alpha of cards. Among the oldest of games was Ombre, immortalised by Pope, the only survivor of which is a variation played by the older Germans, under the name of Solo; a game which still faintly resists the exterminating influence of Skat. The ancient and honourable games of ComÈte, Hoc, and Nain Jaune survive to the present day in a large and prosperous family, ranging from Commit to Fan Tan, the latter being to-day quite a favourite among those who like simple and amusing games, free from mental effort. Fan Tan is unfortunately named, as many persons confuse it with the Chinese banking game, and it would be much better under its older name, Play or Pay. Among the many games of which everyone has heard, and which many thousands have been advised to play, is one which, strange to say, is not to be found described in any work on card games, and that is Old Maid. There was a time when the result of this game was supposed to be final and conclusive, and parties of young men have been known to substitute a Jack or King for the discarded Queen, in order to learn what the future had in store for them. Under such circumstances the game became Old Bachelor, of course. For those who believe in the verdict of the cards, there are other sources of information. Fortune telling, whether for the purpose of amusement or self-deception, has undoubtedly interested many persons in all stations of life ever since Eittella first explained the art, away back in the sixteenth century. The meanings attached to the cards individually, and the manner of their arrangement, is all that can be given in a work of this kind. The qualifications for success in foretelling the future do not depend so much on the cards as on good judgment of human nature, unlimited assurance, a glib tongue, and a certain amount of ingenuity Speculation is considered by some persons an excellent training school for the commercial instincts of the younger members of a family, teaching them to form correct estimates as to the value of certain articles offered for sale in a fluctuating market. Authors is a very good game for the family circle, and does not require special cards, the ordinary pack being easily adapted to the distinctions of the game. Patience, or Solitaire, has probably claimed the attention of every card-player at some time or other, and one cannot fail to be impressed by the number and ingenuity of the patience games which have been invented. One of the most expensive works on cards ever published is devoted exclusively to Solitaire. Among all these odd games one should be able to find something to amuse all sorts and conditions of card-players. The only apparatus required in any of them is a pack of cards and a few counters, and for the latter corn or coffee-beans will form an excellent substitute. SOLO.Under the name of Solo, the Germans play a great many variations of card games, of which the following is the best known. Cards. Solo is played with a pack of thirty-two cards, which rank A K Q J 10 9 8 7. One suit is always first preference, or colour, and the suit usually selected is clubs. Any suit may be made the trump, but whatever the suit, the club Queen, Spadilla, is always the best trump; the Seven of the trump suit, Manilla, is always the second-best trump; and the spade Queen, Basta, is always the third-best trump. Players. Solo is played by four persons, who throw round the cards for the first club turned up to deal eight cards to each player; 3-2-3 at a time. Objects. The object of the game is to secure the privilege of naming the trump suit, and of playing, either alone or with a partner, to make five tricks, solo, or eight tricks, tout. If a partner is required, he is selected by the player asking for a certain ace, but the holder of the ace remains unknown until the ace falls, although from the first he must assist the player who has asked for it. If a player asks for an ace while holding it himself, he of course plays without a partner, unknown to the others however, until he plays the ace asked for. Bidding. The players bid against one another for the privilege of naming the trump suit, eldest hand having the first say. When no one will bid any higher, the player who has made the best offer names the game he wishes to play, with or without a partner. Games. The rank of the various games, the amounts bid on them, and the payments made for them, are as follows:—
Simple Game is to play for five tricks with a partner holding a designated ace. If the trump is clubs, (in colour,) it is worth double, 4 counters. Solo is five tricks without a partner. With clubs trumps it pays double, 8 counters. Tout is eight tricks, with or without a partner. If alone, the single player wins or loses all; if with a partner he must share his gains or losses. ForcÉe is when no bid is made, and any player holds both Spadilla and Basta. He must play a Solo, or call for an ace. If he calls, the player holding the ace names the trump suit; but the suit so named must not be the suit of the called ace. ForcÉe in clubs is worth double, 8 counters. Playing. The trump named, the eldest hand leads any card he pleases, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick, and trumps win all other suits. The hands are abandoned as soon as the bidder takes five tricks, if he is playing anything but a tout. If he goes on he must win all eight tricks, or lose the value of a tout. Payments. A solo player wins from or loses to each of his adversaries individually the amount of the game in counters. Two partners pay or receive each from one adversary. HEART SOLO is a game for three players, in which the pack is reduced to twenty-four cards by deleting the Eight of hearts, and all the diamonds but the Seven. Diamonds are always colour, and there are only three trumps in that suit; Spadilla, Manilla, and Basta. The only play is for the Solo, and if no one will make a bid, the hands are played in colour, and the winner of the last trick loses the value of a Solo. This game was originally played with cards bearing the names of various authors, and other famous personages, arranged in groups, but the game is much simpler when played with an ordinary pack of fifty-two cards. Any number of persons can play. The cards are shuffled and spread, and the person drawing the lowest card deals the first hand. The ace is low. Each player then deposits a counter in the pool, and the cards are distributed one at a time until the pack is exhausted. If some players have a card more than others it makes no difference. The object of the game is to secure tricks consisting of four cards of the same denomination; such as four 6’s or four K’s, and the player having the most tricks of this kind wins the pool. Ties divide it. The player on the left of the dealer begins by asking for a certain card, which must be of the same denomination as one already in his hand. For instance: He holds the spade Ten. He may ask any one at the table for either of the three other Tens; but he must designate the suit, and must ask a particular player for the card wanted. If the player asked has the card, he must immediately surrender it, and the player to whom it is given can then ask again—any player for any card, always provided that the asker has one of the same denomination in his own hand. If the person asked has not the card demanded, the privilege of asking is transferred to him, and he may ask any person at the table for any card of the same denomination as one already in his own hand. If he has just been asked for a Ten, for instance, and has a Ten, but not of the suit asked for, he might turn upon his questioner and get a Ten from him, if he could guess the right suit. As soon as any player gets together four cards of the same denomination, he lays them face down upon the table in front of him, and they form a trick. A good memory is necessary to play this game well, as it is very important to recall who has asked for certain cards, and which players were unable to supply them. It is a legitimate artifice in the game to ask for a card you already have in your own hand, although you know it will lose your guess, because it may be the only way to prevent another player from drawing several valuable cards from you. For instance: You hold the Fives of diamonds and spades, and have asked for and received the Five of clubs. If you ask for the heart Five, and miss it, the player with that card may draw all yours; but if you ask for the spade Five, and he gets into the ask, he will at once betray the fact that he holds the fourth Five by asking you for the club Five; but he will never SPECULATION.Any number of persons less than ten can play, each contributing an agreed number of counters to the pool, the dealer paying double. The full pack of fifty-two cards is used, and the cards rank from the A K Q down to the 2. In dealing, the cards are distributed from left to right, one at a time, until each player has received three. The next card on the top of the pack is turned up, and the suit to which it belongs is the trump, and forms the basis of speculation for that deal. If the turn-up card is an ace, the dealer takes the pool immediately, and the deal passes to the left. If the turn-up is a K Q or J, the dealer offers it for sale, before a card is looked at, and he may accept or refuse the amount offered. Whether the card is sold or not, all the cards that have been dealt out are turned face up, and the highest card of the turn-up suit wins the pool. If the card is not an honour, the dealer proceeds to sell it before any player is allowed to look at any of the cards dealt. If any one buys the dealer’s turn-up card, the purchaser places it on his own cards, leaving it face up. Whether it is sold or not, the elder hand proceeds to turn up the top card of his three. If this is not a trump, the next player on his left turns up his top card, and so on until a trump is turned that is better than the one already exposed. The player who possesses the original turn-up, does not expose any more of his cards until a better trump is shown. As soon as a better trump appears it is offered for sale, and after it is sold or refused, the cards are turned up again until a better trump appears, or all the cards have been exposed. The holder of the best trump at the end takes the pool. OLD MAID.Strange to say, this oft-quoted and continually derided game is not mentioned in any work on cards, a singular omission which we hasten to supply. Any number of young ladies may play, and a pack of fifty-one cards is used, the Queen of hearts having been deleted. Any player can deal the cards, which are distributed one at a time until the pack is exhausted; if every player has not the same number it The discarding of pairs complete, the dealer begins by spreading her remaining cards like a fan, and presenting them, face downward, to her left-hand neighbour, who must draw one card at random. The card so drawn is examined, and if it completes a pair, the two cards are discarded. Whether it forms a pair or not, the player’s cards are spread and presented to the next player on the left, to be drawn from in the same manner. This process of drawing, forming pairs, and discarding is continued until it is found that one player remains with one card. This card is of course the odd Queen, and the unfortunate holder of it is the Old Maid; but only for that deal. LIFT SMOKE.The number of players must be limited to six, each of whom deposits a counter in the pool. A full pack of fifty-two cards is used. The cards rank from the ace down to the deuce, as at Whist. If there are four players, six cards are dealt to each, one at a time; if five play, five cards to each, and if six play, four cards to each. The last card that falls to the dealer is turned up for the trump, and the remainder of the pack is placed in the centre of the table as a stock to draw from. The eldest hand leads for the first trick, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick, and trumps win all other suits. The winner of each trick draws the top card from the talon, and leads again. When any player’s cards are exhausted he withdraws from the game, and the others continue. The player who remains to the end, having a card when his adversary has none, wins the pool. If two players remain with a card each, the winner of the trick draws from the stock, and the card so drawn wins the game, his adversary having none. EARL OF COVENTRY.This game is sometimes called Snip Snap Snorem, by those who are not of a poetical turn of mind. Any number of persons may play, and a full pack of cards is dealt out, one at a time. If The fortunate holder of the Earl of Coventry in each round has the privilege of leading a card for the next trick, and the first player to get rid of all his cards wins one counter from the others for every card they hold. The words, “Snip, Snap, Snorem,” may be substituted for the foregoing rhymes if time is short. Jig is a variation of Earl of Coventry in which the next higher in sequence and suit must be played, if the player has it, until four cards are shown. The one who lays down the last of the sequence of four cards starts a fresh sequence, and the winner is the one who can first get rid of all the cards originally dealt him. All the others then pay him a counter for each card they have left. COMMIT.The etymology of this word has been quite overlooked by those who have described the game. The word is from the French, comÉte, a comet; but instead of being an equivalent in English, it is simply a phonetic equivalent; Commit, instead of Comet. Tenac informs us that the game was invented during the appearance of Halley’s comet; and the idea of the game is that of a string of cards forming a tail to the one first played, a feature which is common to quite a number of the older games of cards. Commit is played by any number of persons, with a pack of fifty-one cards, the Eight of diamonds having been deleted. The players draw for positions at the table and for the first deal, and make up a pool. The cards have no value except the order of their sequence in the various suits. The ace is not in sequence with the King, but below the 2. The dealer distributes the cards, one at a time to each player in rotation, as far as they will go, leaving any odd cards on the table face downward, to form what are known as stops. As it is desirable to have a number of these stops, it is usual to give only nine cards to each when there are five players. The eldest hand begins by leading any card he pleases which If a sequence is stopped, which it will be if the card necessary to continue it is in the stock, or if the diamonds are run up to the Seven, the person who plays the last card before the stop is entitled to begin another sequence. Should any player who is unable to continue a sequence in his proper turn, hold the Nine of diamonds, he may play that card, and the player following him is then at liberty to continue the original sequence or to play the Ten of diamonds, following up that sequence. When the Nine of diamonds is played, the holder receives two counters from each player at the table; but if it is not got rid of in play, the holder of it must pay two counters to each of the other players. The first player to get rid of all his cards wins the pool, and the cards remaining in the other hands are then exposed. Any player holding a King must pay a counter for it to each of the other players. MATRIMONY.Any number of persons may play, and a full pack of fifty-two cards is used. Each player should be provided with an equal number of counters, to which a trifling value may be attached. A strip of paper is placed in the centre of the table, marked as follows:—
Any King and Queen is Matrimony; any Queen and Jack is Intrigue; any King and Jack is Confederacy; any two cards of the same denomination form a Pair, and the diamond ace is always Best. The players draw, and the lowest card deals: ace is low. The dealer then takes any number of counters he chooses, and distributes them as he pleases on the various divisions of the layout. The cards are then cut, and the dealer gives one to each player, face down; and then another, face up. If any of the latter should be the diamond ace, the player to whom it is dealt takes everything on the layout, and the cards are gathered and shuffled again, the deal passing to the left, the new dealer beginning a fresh pool. If the diamond ace is not turned up, each player in turn, beginning with the eldest hand, exposes his down card. The first player to discover Matrimony in his two cards, takes all that has been staked on that division of the layout. The first to discover Intrigue or Confederacy, takes all on that, and the first player to expose a Pair takes that pool. The ace of diamonds is of no value except as one of a pair, if it is one of the cards that were dealt to the players face down. The pool for it remains until the card is dealt to some player face up. Any of the pools which are not won must remain until the following deal, and may be added to. POPE JOAN.This game is a combination of the layout in Matrimony, and the manner of playing in Commit. There are a great many ways of dividing the layout, but the following is the simplest. Five cards are taken from an old pack, and are laid out in the centre of the table, or their names are written on a sheet of paper. ?? ?? "?? "?? ?? The cards are thrown round for the deal, and the first Jack deals. The cards are distributed one at a time, the full pack of fifty-two cards being used. The following table will show the number of cards to be given to each player, and that left in the stock to form stops.
Before the deal, the dealer must dress the layout, by putting one counter upon the Ten, two upon the Jack, three upon the Queen, four upon the King, and five on the Pope, which is the Seven (or the Nine) of diamonds. The eldest hand begins by leading any card he pleases, and if he has those in sequence and suit with it and above it, he continues to play until he fails. He then says “No six,” or whatever the card may be that he stops on. The next player on his left then continues the sequence if he can, or if he cannot, he says, “No six,” also, and it passes to the next player. If no one can continue, the card must be in the stock, which remains on the table face down and unseen. When one sequence is stopped in this manner, the last player has the right to begin another with any card he pleases. The object of the game is twofold; to get rid of all the cards before any other player does so, and to get rid of the cards which appear on the layout. If the duplicate of any of those cards can be played, the holder of the card at once takes all the money staked upon it; but if he fails to get rid of it before some player wins the game by getting rid of all his cards, the player who is found with one of the layout cards in his hand at the end must double the amount staked on that card, to which the next dealer will add the usual contribution. The player who first gets rid of all his cards collects from the other players a counter for every card they hold. These cards must be exposed face up on the table, so that all may see who has to double the various pools. If any of the layout cards are in the stock, the pool simply remains, without doubling. There are a great many variations of Pope Joan. Sometimes a layout very similar to that in Matrimony is used, Pope taking the place of Pair, and Game that of Best. A trump is turned by the dealer, and Matrimony is King and Queen of trumps, Intrigue Queen and Jack of trumps, Confederacy, King and Jack of trumps. The player holding these cards will of course be able to play both of them if he can play one in a sequence, and will take the pool for the combination. If he holds one card and another player holds the other, they divide the pool. If one of the cards is in the stock, the pool remains. In some places it is the custom to remove the Eight of diamonds, as at Commit, to form an extra and known stop. The player first getting rid of his cards takes the pool on NEWMARKET, OR STOPS.This game, which is sometimes called Boodle, is Pope Joan without the pope. The four cards forming the layout are the ?A, ?K, ?Q, ?J; but there is no ?7. The dealer names any number of counters that he is willing to stake, which must be at least four, and each player at the table must stake a similar amount. The counters are placed on the layout to suit the players, either all upon one card, or distributed among the four. The cards are dealt as at Pope Joan, and the same number must be left in the talon. Instead of the player being at liberty to begin a sequence with any card he pleases, he must begin with the lowest card in his hand of the suit which he selects. He is not restricted as to suit, but must play all he has in sequence, and then name the card that he fails on. If a new sequence is opened by any player, he must play the lowest card of the suit in his hand. If, in the course of play, any of the four cards on the layout can be got rid of, the player holding them takes the pool on that card. If he is left with the card in his hand at the end he is not obliged to double the pool, as at Pope Joan, but simply loses his chance to win it, and it remains until the next deal. The first player to get rid of all his cards receives one counter from the other players for each card they hold. SPIN is Newmarket, with one variation. The player holding the diamond ace is allowed to play it in order to get the privilege of stopping one suit and opening another. For instance: The sequence in spades has run to the Nine, and one player holds both spade Ten and diamond ace. If this player saw that another was very likely to win the game at any moment, and he had a pool card to play, he might stop the spade sequence by playing both the Ten and the diamond ace together, announcing Spin. He can then play a pool card, or begin a new sequence with the lowest of the suit in his hand. He cannot play the diamond ace unless he can play to the sequence first. SARATOGA. This varies from Newmarket only in the method of making up the pool. Instead of leaving the players to distribute their stakes at pleasure, each is compelled to place an agreed amount on each of the pool cards, as at Pope Joan. POCHEN.This is a round game for any number of players from three to six, with a thirty-two-card pack. The layout has a centre division for pools and seven other divisions round it, marked, respectively, A, K, Q, J, 10, Marriage, Sequence. Each player dresses the layout by placing a counter in each of the eight divisions. The dealer then gives cards three and then two at a time, as far as they will go equally, turning up the next for the trump. The holders of the five highest trumps show them and take the corresponding pools, Ace of trumps the A pool, etc. If any player holds both K and Q of trumps, he takes the pool for marriage. The player holding the highest and longest sequence in any suit takes the pool for sequence; but the sequence must be at least three cards. Pools not won remain until the next deal. After the pools round the edge are all decided, the players bet for the centre pool, or pochen. Any player with a pair, or three of a kind, wishing to bet on them, puts as many counters as he pleases into the centre pool, and any player willing to bet against him must put in a like amount. There is no raising these bets, and the players in order to the left of the dealer have the first say as to betting, or passing. The higher pair wins. Threes beat pairs, and four of a kind is the best hand possible. This pool settled, the play of the cards follows. Eldest hand leads any card he pleases and each in turn to the left must follow in sequence and suit, playing the 10 on the 9, the J on the 10, etc., until the K is reached. The player who has the King, or the highest card, if the King is in the stock, starts again with any card he pleases. Any player who cannot continue the sequence in his turn must pass that round. As soon as one player gets rid of his last card the game is at an end and every player at the table must pay him a counter for each card held. The deal then passes to the left and the layout is dressed for the next hand. RANTER GO ROUND.This is a round game for any number of players who make up a pool or stake to be played for. A full pack of fifty-two cards is used and each player has three markers. The dealer gives one card to each, face down. This card is examined and if it is not satisfactory it is passed to the player on the left, the object being to avoid holding the lowest card at the table. If the player on the left holds any card but a king, he is obliged to exchange. If the one who is forced to exchange gives an ace When it comes round to the dealer, he cannot exchange; but he may cut the pack and take the top card. All the cards are then turned face up, and the lowest shown loses a counter. The deal passes to the left. When all the players but one have lost all their markers, the survivor takes the pool. FIVE OR NINE.This game, which is sometimes called Domino Whist, is simply Pope Joan or Matrimony without the layout. Any number of persons may play, and the full pack of fifty-two cards is used, the cards being dealt in proportion to the number of players, as at Pope Joan. The eldest hand must begin by laying out the Five or Nine of some suit to start the first sequence. If he has neither of those cards he must pass, and the first player on his left who has a Five or a Nine must begin. The next player on the left must then continue the sequence in the same suit if he can, but he may play either up or down, laying the card on the right or left of the starter. If a Five is led, he may play a Four or a Six. Only one card is played at a time by each person in turn. Any person not being able to continue the sequence may start another if he has another Five, but he cannot start one with a Nine unless the first starter in the game was a Nine. He is also at liberty to start a new sequence with a Five or Nine instead of continuing the old, but he must play if he can, one or the other. If he is unable to play, he must pay one counter into the pool, which is won by the first player who gets rid of all his cards. The winner is also paid a counter for every card held by the other players. FAN TAN.This is the simplest form of Stops, and requires no layout. Any number of players can take part, and a full pack of fifty-two cards is used. The players cut for deal and seats, low having the choice. Ace is low. The players are provided with an equal The eldest hand begins by playing any card he pleases, and the next player on his left must either play the card next above it, or put one counter in the pool. Only one card is played at a time, and after the sequence has arrived at the King it must be continued with the ace, and go on until the suit is exhausted. The person who plays the thirteenth card of any suit must start another sequence, in any suit and with any card he pleases. The player who first gets rid of all his cards takes the pool. The great trick in this game is to provide for the last suit to be played, and in order to have the selection of the second suit it is usual for the eldest hand to begin with the higher of two cards next in value to each other, which will make him the last player in that suit. Each suit is turned face down as it is exhausted. SOLITAIRE.All games of Solitaire are played with the full pack of fifty-two cards. The games may be roughly divided into two classes; those in which the result is entirely dependent on chance, and cannot be changed by the player after the cards have been shuffled and cut; and those which present opportunities for judgment and skill, the choice of several ways to the same end being offered to the player at various stages of the game. The first class is of course the simplest, but the least satisfactory, as it is nothing more than a game of chance. Of the many hundreds of patience games, it is possible to give only a few of the best known. TAKE TEN. Shuffle and cut the cards, and deal out thirteen face upward in two rows of five each, and one row of three. Any two cards, the pip value of which equals 10, may be withdrawn from the tableau, and others dealt from the top of the pack in their places. Only two cards may be used to form a 10. The K Q J 10 of each suit must be lifted together, none of these cards being touched until all four of the same suit are on the table together. When no cards can be lifted, the game is lost. The object in most patience games is to arrange the cards in sequences. An ascending sequence is one in which the cards run from A 2 3 up to the King; and a descending sequence is one in which they run down to the ace. Sequences may be formed of one suit or of mixed suits, according to the rules of the game. THE CARPET. Shuffle and cut the pack. Deal out twenty cards in four rows of five cards each, face up. This is the carpet. Any aces found in it are taken out and used to form a fifth row, either at the bottom or the side. The holes made in the carpet by removing the aces are then filled up from the pack. Cards are then taken from the carpet to build upon the aces in ascending sequence, following suit, and the holes in the carpet are continually filled up with fresh cards from the top of the pack. As other aces appear they are laid aside to start the sequence in the suit to which they belong. When you are stopped, deal the cards remaining in the pack in a pile on the table by themselves, face upward. If any card appears which can be used in the ascending sequences, take it, and if this enables you to make more holes in the carpet, do so. But after having been driven to deal this extra pile, holes in the carpet can no longer be filled from the pack; they must be patched up with the top cards on the extra pile until it is exhausted. FOUR OF A KIND. Shuffle and cut the pack, then deal out thirteen cards face down in two rows of five each and one row of three. Deal on the top of these until the pack is exhausted, which will give you four cards in each pile, face down. Imagine that these piles represent respectively the A 2 3 4 5 in the first row; the 6 7 8 9 10 in the second, and the J Q K in the third. Take the top card from the ace pile, turn it face upward, and place it, still face upward, under the pile to which it belongs. If it is a Jack, for instance, it will go face up under the first pile in the third row. Then take the top card from the second pile, and so on, keeping the left hand as a marker on the pile last drawn from. When you come to a pile which is complete, all the cards being face up, you can skip it, and go on to the next. If at the end you find that the last card to be turned up lies on its proper pile, and needs turning over only, you win; but if you have to remove it to another pile, you lose. TRY AGAIN. Shuffle and cut the pack, and deal the cards face upward into four heaps. You are not obliged to deal to each pile in succession, but may place the cards on any of the four piles, according to your judgment or pleasure. In dealing out in this manner it is not good policy to cover one card with a higher, unless you are compelled to do so. Every time you come to an ace, separate it from the others, placing it in a new row, as a foundation for an ascending sequence, which may be continued regardless of the suit of the cards used. The top cards of the four piles are used to build up the sequence. After an ace has appeared, the player may examine the cards in any or all of the piles, but their order must not be disturbed. The object in looking at the cards is to select the pile which is least likely to stop you, or the one having the fewest cards in it. TAKE FOURTEEN. Shuffle and cut the pack, and deal the cards one at a time, face upward, into twelve piles, and continue dealing on the top of these twelve until the pack is exhausted. This will give you four piles which contain one card more than the others. Then take off any two of the top cards which will make 14, reckoning the Jack as 11, the Queen as 12 and the King as 13, all the others at their face value. Only two cards must be used to make 14. If you succeed in taking off all the cards in this manner, you win. You are at liberty to look at the underneath cards in the various piles, but you must not disturb their positions. HELP YOUR NEIGHBOUR. Take from the pack the four aces, and lay them face upward on the table in a row. These are to be built upon in ascending sequences, following suit. Shuffle and cut the remaining forty-eight cards, and deal off four starters in a row, below the aces. These cards are to be built down on, in descending sequence, regardless of suit. The remainder of the pack is then taken in the left hand, and the cards turned up one by one from the top. Any card which can be used to build up on the ace row, or down on the second row, is placed on its proper pile at once. If the card is unavailable for either purpose, it must be placed in a separate and ninth pile, known as the talon, or deadwood. The ascending sequences may be built up from any of the three sources; cards from the top of the pack, those on the top of the various descending sequences, or those on the top of the deadwood. The top card in any descending sequence may be moved from one pile to another, or a card may be taken from an ascending sequence and placed on a descending, always provided that such a card continues the sequence in the pile to which it is removed. If any of the piles occupied by the descending sequences are exhausted, new cards may be placed there at any time the player thinks fit. Such new piles may be started from the pack, from the deadwood, or from any other pile. KLONDIKE.This game is sometimes mistakenly called “Canfield”, but that is a distinct game, described elsewhere, in which there are separate piles for stock and foundations. Shuffle the full pack of fifty-two cards, cut and turn up the top card. Lay six more cards in a row to the right of the first card, but all face down. Upon the second card of this row place another Take out any aces showing, and place them in a row by themselves for “foundations.” Build up on these aces in sequence and suit to kings. On the layout, build in descending sequence, red on black, black on red, turning up the top card when any pile is left without a faced card upon it. If there is more than one card face up on any pile, they must be removed together or not at all. Spaces may be filled only with kings. The stock is run off three cards at a time, and any card showing can be used. The pack can be run through in this manner until no cards showing can be used, but there must be no shuffling or rearrangement of the cards. Sometimes it is the rule to run through the pack once only, turning up one card at a time. The object of the game is to see how many cards can be built on the ace row. A better average can usually be obtained when the pack is run off three at a time with the privilege of running through again and again as long as any card can be used. FORTUNE TELLING.Whatever the arrangement employed for laying out the tableau in fortune telling, the result of the reading will always be dependent on the person’s ability to string together in a connected story the meanings which are attached to the various cards. According to Eittella, the father of all fortune telling, only 32 cards should be used, and it is essential that they should be single heads, because a court card standing firmly on its feet is a very different thing from one standing on its head. If single-head cards are not at hand, the lower part of the double-head cards must be cancelled in some manner. The following are the interpretations of the various cards, the initial R meaning that the card is reversed, or standing on its head. HEARTS. Ace. The house, or home. King. A benefactor. R. He will not be able to do you much good, although he means well. Queen. Everything that is lovely in woman. R. You will have to wait awhile for the realization of your hopes. Jack. A person who may be useful to you. R. He will not prove of much account. Ten. A pleasant surprise. Nine. Reconciliation. Eight. Children. Seven. A good marriage. R. Fair to middling. CLUBS. Ace. Profits from business or gambling. King. A just man, who has taken a fancy to you. R. Something will interfere with his good intentions. Queen. Your best girl. R. She is jealous. Jack. A probable marriage. R. It may have to be postponed. Ten. Success in business. If followed by ? 9, the note will not be paid when it is due; if followed by the ? 9 you will lose the entire account. Nine. Success in love. Eight. Great anticipations. Seven. Trifling love affairs. R. They will get you into trouble. DIAMONDS. Ace. A letter, or a written notice. King. A person to beware of. R. Will annoy you in any case. Queen. A shrew or gossip. R. She will make you tired. Jack. A bearer of bad news. R. Worse than you expected. Ten. An unexpected journey. Nine. That expected money will not come to hand. Eight. Some surprising actions on the part of a young man. Seven. Success in lotteries, gambling or speculation. R. The amount will be very small. SPADES. Ace. Love affairs. King. Police or sheriffs. R. Loss of a lawsuit. Queen. A gay and deceptive widow. R. She’s fooling thee. Jack. Disagreeable young man. R. He will do you an injury or injustice of some kind. Ten. Prison. Nine. Vexatious delays in business matters. Eight. Bad news. If followed by the ? 7, quarrels. Seven. Quarrels which will be lasting unless the card is followed by some hearts. R. Family rows. COMBINATIONS. 4 aces, death; 3 aces, dissipation; 2 aces, enmity. 4 Kings, honours; 3 Kings, success in business; 2 Kings, good advice. 4 Queens, scandal; 3 Queens, dissipation; 2 Queens, friendship. 4 Jacks, contagious diseases; 3 Jacks, idleness; 2 Jacks, quarrels. 4 Tens, disagreeable events; 3 Tens, change of residence; 2 Tens, loss. 4 Nines, good actions; 3 Nines, imprudence; 2 Nines, money. 4 Eights, reverses in business or love; 3 Eights, marriage; 2 Eights, trouble. 4 Sevens, intrigues; 3 Sevens, pleasure; 2 Sevens, small affairs and gossip. THE CONSULTATION. There are several ways of telling fortunes, but one example will suffice. The most important thing is to know what your client wants to be told, and the next is to be sure that she cuts the cards with her left hand. The cards are shuffled, presented to be cut, and then counted off into sevens, every seventh card being laid face up on the table, the six intermediates being placed on the bottom of the pack each time. When twelve cards have been obtained in this manner, they are laid out in a row, and examined to see if the card representing the questioner is among them. If not, they must be gathered, shuffled, cut, and dealt again. A married man with light hair would be the ? K, with dark hair, the ? K. If he claims to be single, the ? J. If your client is a woman, the ? Q will do for blondes, the ? Q for brunettes. Do not ask if she is married, and take no notice of rings. Having obtained the necessary twelve cards, the more you know about the consultant’s history, hopes, and prospects, and the better you can judge her character, the less attention you need pay to the cards, and the more satisfactory the result of the consultation will be. It is not necessary to stick too closely to the meanings of the cards, nor to their combinations; the great thing is to tell your client what she wants to hear. In order to confirm the truth of the pleasing story you have built upon the twelve cards, they must be gathered together, shuffled, presented to be cut with the left hand, and then divided into four packets of three cards each. The first packet is for the Person, the second for the House, the third for the Future, and the fourth for the Surprise. Each packet is successively turned up, and its contents interpreted in connection with the part of the questioner’s life which it represents. In case there should be nothing very surprising in the last pack, it is well to have a few generalities on hand, which will be true of a person’s future six times out of ten. The expert at fortune telling has a stock of vague suggestions, supposed to be given by the cards, which are so framed as to draw from the client the drift of her hopes and fears. The scent once found, most of the fortune telling is in the nature of confirming the client’s own views of the situation. Nevertheless, when well done, by a good talker, fortune telling is very amusing, especially in a small company. |