I. Vacancies in the cushion are only refilled after the first deal, but
not after any subsequent deal.
II. _No two cards of the same value_ may be used in making each
combination of eighteen.
III. Even when there are three cards on the cushion which make the
required sum, these cards cannot be removed unless the cushion contains
a court card to crown them. They must in that case remain in their
places until a court card appears on the cushion.
IV. Court cards are excluded from the combinations, which must be made
with the pips of minor cards, the court cards crowning each packet.
V. Only the uppermost cards of the cushion are available, but their
removal releases those underneath.
PLAY
Withdraw the eight aces and place them in the form of a cross (see
tableau). Next, deal out twelve cards in two horizontal rows beneath,
but leaving room for the circle to be placed as in tableau. These
twelve cards are called the cushion. The object is to make as many
combinations of the sum of eighteen as possible with cards in the
cushion. Each combination must be composed of three cards (Rule IV) and
no two cards must be of similar value (Rule II). Some of the
combinations, for example, might be 2, 7, 9, or 3, 5, 10, or 2, 6, 10,
and so on.
When any three cards make the required sum, take them up together, and
put any court card that may be in the cushion at the top, and place the
packet thus crowned, face upward, on one of the spaces reserved in the
circle. Should there be no court card, the combination cannot be made
(Rule III). As you withdraw cards to place on the circle, refill the
spaces from the pack in hand.
When no more combinations can be made, you proceed to deal out twelve
more cards, covering those already forming the cushion, and to make
fresh combinations with all available cards (Rule V); but when
vacancies are now made they cannot be refilled. (Rule I.) Cards,
therefore, in this and the subsequent deals may have to be dealt on to
empty spaces from which other cards have been withdrawn.
You continue to deal out fresh rows following the same rules, and must
never make combinations until each deal is complete.
If the game succeeds, the final tableau will show the cross of aces in
the centre, surrounded by a circle of twenty-four court cards.
There is no re-deal.
[Illustration: TWO RINGS.]
TWO RINGS
Two Entire Packs of Cards
RULE
The foundations follow suit.
PLAY
Withdraw from the pack all the sevens and all the sixes, and arrange
them as in tableau. These are the foundations. The sevens ascend to
kings, the sixes descend to aces (Rule).
You next deal out eight cards in a horizontal line. This is called the
bracelet. Take from the bracelet all suitable cards and play them on
the foundations, refilling vacancies in the bracelet, and placing
unsuitable cards on the talon.
If the game succeeds, the "Zwei Ringe" (two rings) will be formed
respectively of kings and aces.
The talon may be taken up and re-dealt once.
[Illustration: THE NATION.]
THE NATION
Two Entire Packs of Cards
RULES
I. The foundations follow suit.
II. In dealing the cards of each column and counting them from one to
eight, a card played on the foundation does not have its _number_
repeated, the next card dealt counting as the _following_ number.
III. Only the lowest card of each column is available until its removal
releases the one above it; no card being available that has another
below it.
PLAY
Withdraw from the pack four aces and four kings of different suits,
placing them above in two horizontal lines. These are the foundations,
the aces ascending in sequence to kings, the kings descending to aces
(Rule I). Underneath the foundations deal out eight cards in a
_perpendicular_ line, beginning on the left-hand side; and on the
right of this column deal eleven other columns, each consisting of
eight cards.
This would result in twelve columns of equal number of cards, as seen
in tableau, _but for the following conditions_: In dealing the first
eight cards, count them as you deal, from one to eight, and when any
card is suitable for a foundation, or to continue a foundation, play
it, counting the next card as the _following number_. For example, if
the card counted as No. 4 were suitable, you play it and count the next
card No. 5; and if No. 7 were likewise suitable, you would play it and
count the next (and last) card as No. 8, although, in fact, the column
would only contain six cards (Rule II). But although suitable cards are
thus played _as they turn up in the deal_, a card once placed in a
column cannot be removed. You should observe the same method in dealing
out all the twelve columns. When the tableau is complete, the lower
card of each column is available (Rule III), and may be played if
suitable; and marriages also may be made, both in ascending and
descending sequences, with available cards from each column.
When an entire column has been removed, the vacant space may be filled
by any one available card (Rule III), and cards can be placed in
sequence upon it, as on those of the other columns.
When all available cards have been played or married, the tableau is to
be taken up, beginning with the left-hand column, the cards of each
column being carefully kept in their proper order, the second column
being placed underneath the first, the third underneath the second, and
so on. Thus, when the pack is turned to re-deal, the last column will
be the uppermost, and will be the first of the new columns.
The tableau may be taken up and re-dealt twice.
[Illustration: THE CARPET.]
THE CARPET
Two Entire Packs of Cards
RULES
I. The foundations follow suit.
II. Cards on the carpet (_teppich_) are only available when _one of
the narrow ends is free_ (_i.e._, the top or bottom of the card). No
card is available when _both_ the narrow ends are blocked by other
cards. On the tableau crosses are placed to show the available cards
after the carpet has been dealt.
III. When a card from the carpet is played, it does not free the next
one, because its removal cannot free either of the narrow ends of that
card, yet it helps the game indirectly, and the inner cards become by
degrees available.
IV. When the talon is formed, any available cards from the carpet can
be placed in ascending or descending sequences upon the uppermost card
of the talon, following suit.
PLAY
Withdraw from the pack four aces and four kings of different suits.
These are the foundations, and ascend and descend in the usual
sequences.
Next deal out sixty-four cards exactly in the order and pattern of
those in the tableau. This is called the carpet (_teppich_). Play from
the carpet all available cards (Rules I and II), and then deal out the
remainder, playing suitable ones or placing the unsuitable cards as a
talon. When the talon is formed, examine the carpet before you place
each card of the talon, as you have the privilege of placing cards from
the carpet on to the talon (Rules II and IV), and it is always advisable
to do this when possible, for although at the moment the cards removed
may not release others, it assists the development of the game by
diminishing the number of cards in the carpet. In dealing the cards,
suitable ones need not be played on a foundation, if by placing them on
the talon a greater number can be freed from the carpet. The success of
the game mainly depends on detaching cards from the carpet. Great care
must be taken to carry out strictly Rule II.
No card can possibly be used, either to play on a foundation or to be
placed in sequence on the talon, unless one of the narrow ends is free;
but as other cards are removed, those even in the centre become
available by a clear lane having been opened out, either horizontal or
perpendicular, leading up to one of the narrow ends of each card.
The talon may be taken up, shuffled, and re-dealt twice, but great care
must be taken in the third deal as to the placing of sequences. If one
foundation of any suit is finished, sequences from the carpet should
not be formed on the talon except in _descending_ sequence; but, of
course, if, in dealing the talon, cards should get placed in the wrong
(_ascending_) sequence, there is no remedy, but in that case the game
could not succeed.
There are two re-deals.
[Illustration: THE FISH-BONE.]
THE FISH-BONE
Two Entire Packs of Cards
RULES
I. The foundations follow suit.
II. Kings and queens cannot find their places on the tableau until the
knaves to which they belong have been placed (_i.e._, each foundation
knave should have a king and queen of the same suit on either side, see
tableau). If, therefore, a king or queen should turn up in the deal, it
must be consigned to the talon, unless one of the knaves of the same
suit is already placed to receive it.
PLAY
Deal out six cards on the left-hand side (see tableau). These are
called the gridiron. Cards in the gridiron may marry in ascending
sequence, but _only with cards from the pack or talon_, and not with
each other. The foundation cards are the eight knaves, which descend in
sequence to aces (Rule I), and are to be played as they appear in the
deal, in a perpendicular line (see tableau). You next examine the
gridiron, and if a knave is there, play it, as also any other suitable
cards to continue the foundations, and as kings and queens appear,
place them, in accordance with Rule II. You continue to deal out the
entire pack, playing on the foundations, and marrying in ascending
sequence on the gridiron, from which you play all suitable cards,
refilling vacancies from the pack or talon. Never omit to place the
kings and queens when it can be done (Rule II). The unsuitable cards
form the talon.
If the game succeeds, the final tableau will show a line of aces, each
having a king and a queen of the same suit on either side.
The talon may be taken up and re-dealt once, observing the same rules.
[Illustration: THE CONGRESS.]
THE CONGRESS
Two Entire Packs of Cards
RULES
I. The foundations follow suit.
II. Cards from the rivers may marry in descending line with cards on
the helps, but not _vice versâ_.
III. Cards on the help packets may marry in descending line with cards
of each other's packets, and also with cards _from_ the rivers.
IV. The uppermost cards of the help packets are alone available until
their removal releases those beneath.
V. Each row of cards on the rivers blocks the preceding one, but on the
removal of any card the one immediately above it is released, and
becomes available.
PLAY
Withdraw from the pack the eight aces, and place them in two columns on
the right: these are the foundations, which ascend in sequence to kings
(Rule I). Next deal four cards, and place them in a horizontal line
below, leaving plenty of room for the tableau above: these are called
the help cards. Next place at the upper end of the table a horizontal
row of eight cards: this commences what is called the "rivers," and
from the rivers you play any suitable cards on the foundations, or
marry in descending line with the help cards (Rule II), immediately
refilling the vacancies thus caused from the pack. From the helps you
now play on to the foundations, and form marriages in accordance with
Rule III. When all possible cards have been played, proceed to deal out
successive rows of eight cards on the rivers, each row partly covering
the preceding one, and temporarily blocking it (Rule V). In dealing,
you may not play a card from any row until that row is complete. After
dealing each row, pause and examine the tableau, playing and marrying
all suitable cards, and refilling vacancies, both in the rivers and
helps, with cards from the pack. In filling up vacancies in the rivers,
those in the uppermost rows must first be refilled.
After the entire pack is exhausted, the skill of the player will be
required. The four packets of help cards may now be increased to eight.
To effect this, any four available cards may be selected from the
rivers to begin the new packets, which have all the privileges of the
original ones, and should be placed in the same line. The player may
use his own discretion concerning them. He is not obliged to place the
four new helps at once, but only as they are required, and it is best
to keep one or two of the spaces free, so as to receive any card from
the rivers which, in the progress of the game, is found to block a card
much needed. If any of the packets of help cards are played off, the
vacancy may be filled by another card from the rivers, but the packets
must never exceed the number of eight.
There is no re-deal.
_Note._--In the tableau only three rows of the rivers are shown.
[Illustration: THE "LOUIS" PATIENCE.]
THE "LOUIS" PATIENCE
Two Entire Packs of Cards
RULES
I. The foundations follow suit, as do also cards of the alphabet.
II. During the deal each circle of the alphabet absolutely blocks the
preceding one, but, when the entire deal is complete, the removal of
cards from the alphabet releases those on the circles beneath, which
now become available.
PLAY
Withdraw from the pack four aces and four kings of different suits, and
place them as in tableau. The aces ascend in sequence to kings, the
kings descend to aces (Rule I). You next deal twelve cards, forming a
square outside the foundations, each card bearing a letter: this square
is called the alphabet. Begin the deal at letter _a_, and finish it at
letter _m_, and during the deal play any suitable cards as they turn
up. You must now examine the alphabet, and play from it any suitable
cards, but observe that as each circle of the alphabet is dealt it
blocks the previous one, and cards in the lower circles cannot be used,
even if released, until the entire pack has been dealt (Rule II).
You next proceed to deal out a second circle of twelve cards, on the
top of the first one, beginning as before with _a_ and finishing with
_m_; and you continue to deal out successive circles until the pack is
exhausted, observing the same rules with regard to each circle.
When the entire pack has been dealt out, and all available cards have
been played (Rule II), you are allowed to form marriages, both in
ascending and descending line, with the available cards of the
alphabet. When no more cards can be played, or married, take up the
alphabet in succession, beginning with the letter _g_, and ending with
_f_. In this manner the order of the packets is reversed.
Then, without shuffling, deal out all the cards as before, beginning at
_a_, and finishing at _m_, observing the same rules as in the first
deal. If during this second deal a card turns up suitable alike for an
ascending or descending foundation, you can place it on either, and you
may change it from one to the other. If you prefer it, you may even lay
the card aside for the moment, playing it on whichever foundation
appears the most suitable as the game progresses.
There may be three re-deals.
[Illustration: SLY.]
SLY
Two Entire Packs of Cards
RULES
I. The foundations follow suit.
II. Cards dealt on to the promenade need not follow suit, and are not
necessarily placed in sequence.
III. Only the uppermost card of each packet of the promenade is
available until its removal releases the card beneath.
IV. Cards may be played as they turn up in the deal, but a card once
placed on the promenade cannot be played until each deal of twenty
cards is complete.
PLAY
Deal out two horizontal rows, each consisting of ten cards (or you may,
if you prefer it, place four rows of five cards): this is called the
promenade.
The foundations will consist of four aces and four kings of different
suits, the aces ascending in sequence to kings, the kings descending to
aces (Rule I). During the deal, if any foundations appear, place them
at once in their allotted spaces, and also play any other suitable
cards as they turn up, refilling vacancies from the pack. When the
first deal of twenty cards is complete, examine the promenade and play
from it all suitable cards.
When no more can be played, deal out a second row of twenty cards,
always, however, playing suitable ones as they turn up in the deal.
This second row of twenty cards must be placed on the top of (_i.e._,
covering) the first row, but in any manner and on any cards of the
promenade you please. You have the option of heaping several cards on
to one packet, or of merely placing a second row on the top of the
first; but you must carefully count the cards as you place them, as
each deal of twenty cards must be complete before any can be
played--(the cards that have been played _during the deal_ do not count
among the twenty). Continue to deal out in like manner successive
rounds of twenty cards, observing the same rules, until the pack is
exhausted. Between each deal examine the promenade, and play from it
all available cards (Rule III), refilling vacancies from the pack.
The success of the game entirely depends on the skill of the player in
arranging cards on the promenade. It is advantageous to place cards in
sequence, and of the same suit, on the packets of the promenade
(although it is not required, see Rule II), as they are then ready to
be played on the foundations; but the greatest care is required to
avoid placing _two_ ascending or _two_ descending sequences of the same
suit on any packet, as one of the two would necessarily be useless,
cards not being transferable from one packet to another.
There is no re-deal.
[Illustration: THE GREAT THIRTEEN.]
THE GREAT THIRTEEN
Two Entire Packs of Cards
RULES
I. The uppermost card of each of the ground packets is alone available
until its removal releases the card beneath.
II. If in the development of the game a card is released in the ground
packets which is equally suitable for filling a vacancy in the numerals
(caused by the ground packets having failed to produce the desired
sum), or for the process of addition, the preference must be given to
filling the vacancy.
III. In dealing the ground packets in the first instance it is advisable
to count them in order from one to eight, in order to verify their
exact position; for in re-dealing the ground packets at the end of the
game they must be counted from one to eight, and the cards must be
dealt on to them in order, whether there are cards in each space or
whether there is a vacancy, through the packet having been played off.
The packet of cards or the vacancy are to be treated in like manner.
PLAY
This is a very difficult game and requires much attention. Among other
peculiarities it has no foundation cards.
Deal out eight packets in a horizontal line, each containing thirteen
cards dealt together: these are called ground packets. Deal them from
left to right (Rule III). If in this first deal any kings appear on the
surface, slip them underneath the packets to which each belongs; but
this may only be done in the first deal. When the eight ground packets
have been dealt, take the uppermost card of each, and place these eight
cards in a line above: this line is called the balcony. Between the
balcony and the ground packets be careful to leave space for the line
of numerals (see tableau). You now count the value of each card in the
balcony, and double it, the knave counting eleven, the queen twelve,
and the king thirteen, with which card, if the game succeeds, each of
the numeral packets will terminate. If any card on the ground packets
(Rule I) corresponds to the _doubled value_ of any card on the balcony,
you place that (ground-packet) card immediately below the balcony card,
thus beginning the packets called numerals.
_Example_ (see tableau).--On the blank cards, the numeral 6 is placed
under a three, the 4 under a two; but if in doubling, the value of any
balcony card exceeds thirteen, the excess over thirteen constitutes the
value of the card to be placed underneath.
_Example._--An ace (numerals) is placed under a seven, the double of
seven being fourteen, _which is one in excess of thirteen_. A knave
(_Bube_) is placed under a queen; the double of twelve being
twenty-four, _which is eleven in excess of thirteen_. A three under an
eight; the double of eight being sixteen, _which is three in excess of
thirteen_.
If the ground packets fail to produce suitable cards for numerals
according to the calculations just named, vacant spaces must of
necessity remain in the line of numerals, which will be filled as the
game develops (Rule II).
When all suitable cards have been transferred from the ground packets
to the numerals, the next process is that of _addition_. The value of
each card on the numeral line must be _added_ to that of the card on
the balcony immediately above it, and you must again transfer from the
ground packets to the numeral line any cards whose value corresponds
with the addition thus made, it being understood that any card taken
from the ground packet must always be placed on the numeral which is
exactly underneath the balcony card to whose value it is added.
Thus, in continuing the game by _addition_, on the numeral ace would be
placed an eight, on the _Bube_ (knave) would be placed a ten; because
in the former case one and seven make eight, in the latter, eleven
(knave) and twelve (queen) make twenty-three, _which is ten in excess
of thirteen_.
If in this stage of the game cards are released in the ground packets
suitable either for filling vacancies or for continuing the packets of
addition in the numeral line, the refilling of the vacancies must be
the first object (Rule II). When two or more cards of the ground
packets are equally suitable, select which you please (Rule I), and you
may examine the underneath cards to assist you in your choice.
When further progress is impossible, the third and last process is as
follows: Take up the first of the ground packets counting from the left
(Rule III). If No. 1 has been played off, you take No. 2, and so on.
Turn the packet face downward, and deal the cards on to the other
ground packets face upward, beginning with the packet next on your
right (if you are dealing No. 1, begin to deal on No. 2), and in doing
this follow _very accurately_ the method prescribed by Rule III. After
you have dealt as far as No. 8, begin again at No. 1, and continue
dealing (Rule III) till the packet you hold is exhausted. You then take
up the next packet, and deal it out in the same manner, beginning on
your right (if you are dealing No. 3, deal the first card on No. 4),
and continue to deal out each packet till all are exhausted, _pausing
between each deal to examine the packets and to make further
combinations, and placing on the numerals any suitable cards that may
have been produced by the fresh deal_, but the re-deal of each ground
packet must be complete before placing cards on the numerals.
If after re-dealing all the ground packets, the packets of numerals do
not all end with kings (thirteen), the game has failed.
[Illustration: CANFIELD OR KLONDIKE.]
CANFIELD OR KLONDIKE
One Entire Pack of Cards
From "The Official Rules of Card Games," copyright 1897, 1898, 1899,
1900, 1904, 1907, 1911, 1912, 1913, by The U. S. Playing Card Co.,
Cincinnati, Ohio.
PLAY
The player pays 52 counters for the pack and he is paid 5 counters for
every card he gets down in the top foundations. The cards being
shuffled and cut, the first is turned face up and laid on the table. To
the right of this card, but face down, are placed six more cards in a
row. Immediately below the left-hand card of this row that is face down
another card is placed face up, and five to the right of it face down.
Another card face up below and four to the right face down, and so on
until there are seven cards face up and twenty-eight in the layout.
Any aces showing are picked out and placed by themselves above the
layout for foundations. These aces are built on in sequence and suit up
to kings. The moment any card in the layout is uncovered by playing
away the bottom of the row, the next card in that vertical row is
turned face up. Cards in the layout are built upon in descending
sequence--K, Q, J, down to 4, 3, 2--and must alternate in color; red on
black, black on red. If there be more than one card at the bottom of a
row, all must be moved together or not at all. Spaces are filled with
kings only.
The stock is run through one card at a time and any card showing can be
used, either on the layout or foundations. When the pack has been run
through once that ends it.
[Illustration: ANNA.]
ANNA
Two Entire Packs of Cards
RULES