Many people who play games of patience a good deal are convinced
that, if they are able to bring three different forms of patience to
a successful conclusion on the same day, they only have to wish for
something and the wish will be granted to them.
The particular games they play are known as "Tens," "Demon" and "the
Idiot's Delight."
It must be understood that there is no necessity to be successful
on the first trial of each of the games. Such a thing is almost
impossible. What these devotees do is to go on playing until they bring
out, say, the "Tens," and then they turn to either of the other two and
work at it. Should they be so lucky as to get out all the three, then
they formulate their wish and wait for it to come true.
In case some readers do not know how to play these fascinating games,
we will proceed to explain them.
_TENS._--For this, two full packs are required. The cards are well
shuffled and then a row of ten cards is dealt out on the table, face
down. This done, another row of ten cards is laid out, also face down.
Next, a third row is set out, but this time the cards are placed face
up.
The player looks at the ten face cards and throws out any aces. Then he
builds up suits, as far as he can, by resting a card of opposite color,
and of one degree lower in value, on some other card. Thus, a red goes
on a black, a black on a red, a queen on a king, a two on a three, and
so on. When the shifting of cards causes a file to have no face card
in it, then the uppermost non-face card may be turned over, ready for
being used.
As soon as all the possible movements have been effected, a fresh set
of ten cards is dealt out, one being placed on each file. The movements
are recommenced. Note that not only can one suitable card be placed on
another, but partial runs of cards may be so moved, as long as there is
no broken sequence in them. Thus, a black two, a red three, a black
four and a red five may be lifted in one operation on to a black six;
but a red three, a black four, a black five may not be put on a red
six. It is possible, however, to lift the red three and black four on
to a red five, if such a card is available.
Should a file become quite empty, with not even face-down cards in it,
then it is possible to fill it with a king and any proper following
sequence, should such a one be within reach in any other file. The use
of this movement becomes apparent after a few games have been played.
When the second lot of ten face cards has been dealt with, a third ten
is set out, and other lots of ten are dealt in the same way, until the
double pack, in hand, is exhausted.
The aim of the game is to have no cards left in the lay-out, and this
is obtained by building up sequences from "king" to "two" and, as soon
as one of these complete sequences is formed, it is removed from the
game.
If, when all the two packs have been dealt out and all the possible
movements of cards made, there are broken sequences left, then the game
has failed and it is finished.
In order to make the explanation absolutely clear, a diagram is given
on this and the opposite page. It shows how the cards should be set on
the table before any play is commenced. Naturally, the choice of the
face cards is arbitrary. This is how the movements will be made:
First, the ace of hearts is thrown aside and the card behind it is
turned up. Then, the six of clubs (black) is placed on the seven of
diamonds (red) and the five of hearts (red) is put on the six of clubs.
The card immediately behind the six and, also, the one behind the five
are turned face up. Next, the three of diamonds (red) is put on the
four of clubs (black), and the card behind the three is turned up. But
the four and the three can go on the five of hearts. So the card below
the four is turned. In addition, the cards turned up by the movements
of those mentioned may help to continue the sequences.
[Illustration: No. 27.--The "Lay-Out" for Tens.]
[Illustration: No. 28.--See Opposite.]
_DEMON._--For this game, one pack of cards is required. After it has
been thoroughly shuffled, four cards are placed in line, face up, and
then thirteen cards are dealt, face down, in a stack. Some people call
this stack the rubbish heap. Next, one card is turned up: it is known
as the formation card.
Before any more is done, the four cards placed in line are examined.
Should one of them be of the opposite color to another, and of one
degree lower in value, it is put on the higher card. Thus, a red ten
goes on a black jack and a black queen on a red king, and so on. If
at this point, or at any subsequent time in the game, one of the four
files, originally formed by the four cards first set down, becomes
vacant, then it is filled by taking a card from the rubbish heap.
Now, let us think of the formation card. Naturally, there are three
more of the same value in the pack. Whenever any of these three are
discovered, they are placed beside the original formation card. The
game is to get out the four formation cards and to build up on them in
their proper sequence and in the same suit. Any card uncovered in the
play, in building up the alternate sequences on the original files, or
turned up from the rubbish heap, may be used for the purpose.
When the lay-out has been arranged, the cards in hand are turned
over in threes and used for file sequences or formation building. On
reaching the end of the pack in hand, it is picked up and turned over
in threes again. And this is continued as often as any cards may be
used from the pack. When no more cards can be used, there is no point
in turning over the threes any more and the game ceases. If the four
formation cards have been found and built up with the twelve subsequent
cards following them, the game has been successful; but when this is
impossible the game has failed.
Note that in a case where the formation card is, say, a six, it is
built upon in the following order: seven, eight, nine, ten, jack,
queen, king, ace, two, three, four and five.
_THE IDIOT'S DELIGHT._--Here, again, one pack is needed. First, a line
of nine cards is laid out, face up; followed by a line of eight cards;
then one of seven, and others of six, five, four, three, two and one
card. This gives the formation shown in the diagram.
The aim of the player is to get out the four aces and to build upon
them, in proper order and the same suits, until the kings are reached.
If this is managed, the game is a success: if not, a failure.
At the outset, the only cards that can be moved or used in any way
are those shown black in the diagram. They are moved according to the
following plan: a black six goes on a red seven, a red queen on a black
king, and so on. Any number of cards can be placed one on top of the
other, if moved one at a time, but it is not allowable to move a stack
of two or more cards, except to place it in one of the top nine spaces,
and then only when one of these spaces becomes vacant.
[Illustration: No. 29.--The "Lay-Out" for The Idiot's Delight.]
Two points remain for explanation:
(1) When one of the cards, shown black in the diagram, is moved, the
card above it comes into play and can be moved.
(2) The "lay-out" does not take all the fifty-two cards. There are
seven over. These can be used for making up sequences as and when
desired.
Now, if you can get these three games to work out successfully and do
them the same day, not necessarily the first time you try, frame your
wish, a reasonable one, of course, and await the issue with confidence.