US 1484564 A
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R. H. ilr-'FERT 4PAA'GK 0F GAME CARDS.
Filed Nov. 1, 1921 Feb. is 1924.,l
ing how certain of the cards in each suit are marked with stars.
In the pack of cards which I prefer to use, there are flfty-one cards, one of which is called the wild card. This wild card is shown on the drawing at A and has the word wild printed in its four corners.
At the center of the card there is printed 50, and under this there appears a second 50 which is inverted. The other cards have numbers printed in their corners, the numbers in the upper left hand corners o1 the cards corresponding with the numbers in the lower right hand corners, and the numbers in the upper right hand corners oorresponding with the numbers in the lower left hand corners. This arrangement is provided, and the said numbers are shown in the corners in suoh a manner that they may be conveniently read without reference to which ends of the cards are disposed uppermost. The Cards at the numbers in the corners of the Cards are colored and the colors and the numbers on the cards are arranged in the following manner.
In 25 of the cards, the numbers on the upper left hand corners and the numbers on the lower right-hand Corners of the cards are shown on a red background, and the numbers on the upper right hand corners and the same numbers on the lower left hand Corners are shown in a black ring. The numbers on the said Cards are arranged as follows:
Upper left hand and lower right hand.
On the remaining 25 cards the numbers on the upper left hand corners and the.
lower right hand corners of the cards are bers on the upper right hand corners and the lower left hand corners are shown in an orange ring. The numbers ou the said cards are arranged as follows:
Upper left hand and Upper right hand and lower right hand. lower left hand.
By referring to the card B it will be seen that the number in the upper left hand corner and the lower right hand corner is shown on a red background, and the number on the upper right hand corner and at the lower left hand corner is shown in a black circle. By referring to the card C it will be seen that the number in the upper left hand corner and in the lower right hand corner is shown on a green background and the number in the upper right hand corner and in the lower left hand corner is shown in an orange oirole.
In addition to the above mentioned identiioation marks, the following mentioned cards have stars in their corners. These cards are numbered as follows: in the upper left hand and the lower right hand corner, 1 in the upper right hand corner and in the lower left hand Corner; 2 in the upperleft hand corner and in the lower right hand corner, 51 in the upper right hand oorner and the lower left hand corner; 60 in the upper left hand corner and lower right hand corner, 11 in the upper right hand corner and lower left hand corner; 12 in the upper left hand corner and the lower right hand corner, 61 in the upper right hand oorner and the lower left hand corner; 98 in the upper left hand oorner and lower lright hand corner, 49 in the upper right hand corner and lower left hand corner; 40 in the upper left hand corner and lower right hand corner, 89 in the upper right hand corner and lower left hand corner; 88 in the upper left hand corner and lower right hand corner, 39 in the upper right hand corner and lower left hand corner; in the upper left hand corner and lower right hand corner, p99 in the upper right hand corner and lower left hand corner. One of these cards is shown at D, the stars being shown at D.
The following mentioned cards have shields in their upper left and` lower right hand corners as shown in the card E. These cards are identified by the following numbers: 63 in the upper left hand corner and the lower right hand corner, 14 in the upper right hand corner and the lower left handv corner; 86 in the upper lefthand corner and lower right hand corner, 37 in the upper right hand corner and lower left hand corner.
The following cards have shields in their upper right hand and lower left hand corners, the cards being identified by the following numbers: in the upper left hand corner and lower right hand corner, 36 in the upper right hand corner and lower left hand corner; 62 in the upper left hand corner and lower right hand corner, 13 in the upper right hand corner and lower left hand corner.
1t will be seen by a close student of the game the colored backgrounds at the numbers make it possible for a player to learn 'to associate certain colors with particular numbers, which will assist materially in making the desired combinations. rlhis is made possible by an arrangement of certain numbers with certain backgrounds which form calculations of 50, and this'serves as a guide'in making many other plays during the games which will be hereafter described.
The lrules and instructions for playing some of the many games which may be played with the pack of cards are given below:
The pack consists of fifty (50) cards, and a wild card. Each card has a number on each of both corners, at each end of the card.
Corner numbers are the chief factors in playing all of the games of fifty Only corner numbers at one end of the card figure in the play; (the numbers at the other end being duplicates, placed there so that they can be easily read from any position.)
The top, therefore, becomes the bottom when reversed, from any position, and vice versa; therefore,
The rule for reading numbers is never to use numbers at the bottom of cards.
Rcmc of cards-No card ranks higher than any other card in most games of fifty, their value being in the combination that can be made with other cards, to make a calculation of fifty ln games where the rank of cards varies, the rules for the game define the rank.
.The wild card can be added to the regular pack of fifty cards as players desire and agree. Vhen it is used it is the highest rank card in taking tricks; otherwise may represent any number the player desires from 1 to 100, in forming a calculating combination. lUnless specific mention of the wild card is made in the rules for any game, it is understood that players are to use their judgment about using the wild card in any game in which use of it will increase the interest or entertainment.
@clouZatmisf-Addition and subtraction of corner numbers are the basis of calculations, the object being to make a calculation resulting in fifty Singles means, using only one corner number7 (either right or left) on each card figuring in the calculation.
Doubles means usingV the added total of both corner numbers (right and left) on each card figuring in the calculation.
Singles and doubles means the privilege of using either first, single corner numbers with single corner numbers; second, the added total of both corner numbers of one or more cards with the added total of both corner numbers of any number of other cards; third, the added total of both corner numbers of one or more cards with the single corner numbers (right or left) of one or more other cards, or vice versa, on each card figuring in the calculation.
Rights means using only the right hand corner number on each card figuring in the calculation.
Left-s means using only the left hand corner number on each card figuring in the calculation,
Determine-ug wher-71m" to use sing/fcc," doablesf etamln some games the rules specify what corners may figure in the cab culations. Where the rules do not specify, players must decide and agree (before starting the game) whether singles7 doubles, singles and doubles, rights7 or lefts are to be used in figuring the calculations to make fifty In playing doubles the calculations are all of subtraction, after additionaddition of both corner numbers on each card first; then subtraction of the added total of one, or more, cards from the added total of one, or more, other cards.
In singles the calculation is either addition, or subtraction; or both.
In singles and doubles the calculations are like those in either singles or doubles, or both.
In rights or lefts addition and subtraction occur as in singlea except that the number of possible calculations are reduced. Of course, rights cannot be played at the same time that lefts are played. it must be either rights or y neas.
Singles and doubles ali'ords the greatest number of calculations.
Doubles is the most diicult to calculate7 and the number of calculations are restricted.
Singles is the most popular.
Rights or lefts are interesting; and in some games compulsory.
VEfcamples of" /fwo Carel calculating.
Isl' aaa/nifl@ (asin/g slnglcs).-Tlie card with 86 left and 37 right is played, which is followed by the card with 85 left and 36 right. Here the calculation, to make fifty subtraction: 86-36:50.
@Wl eamplc (ual-ng slnglcS).-One card has 9G left and 47' right; another has 32 left and 8 right: Here the calculation is addition: 47 plus 3:50.
3rd example (as/ng cl0alc.s-).-Gne card has 94- left-and l5 right; another has 69 left and 20 right. l-lere the calculation is first, addition of both numbers on each card (94 plus 452139, and 69 plus 20:89) 5 then subtraction of the added total of one card from the added total of the other, 13989zz50.
l1/lt ctn/ample (us/ng singles aml l0ales.)-First card has 35 left and 8l right; another has 69 left and'20 right.
Here the calculation is first, addition of both corner numbers on 1st card (85 his 842119); then subtraction of the single from the double, 119-69250.
Y Examples wz''lz, more lha/n two cards.
1st example (using alngles).-F our cards: 2 left, 5l right; 62 left, 13 right; 17 left, 6G right; 67 left, 18 right. Here the Y calculation is straight addition, (2 plus 13 plus 17 plus 18:50). lt will be noticed that a calci'llation, to make fifty, can be figures between two of these cards, (67-l7:50) but please note that in some games a calculation must be formed with a certain number of cards (using all the cards of the hand or play), sometimes four, sometimes live, sometimes six, sometimes more.
Calculations may be oarlcal.
2nd example (using slngle8).-Fivc cards: 98 left, 49 right; 38 left, 87 right; 40 left, 89 right; 2l left, 70 right; 58 left, 9 right. Here we have a mixed calculation: 98-384l0 plus2l plus 9:50. This calculation would not be possible using lefts or rights, four of the numbers figuring in the calculation being lefts and one rights, which illustrates the latitude of singles7 3rd cfvamplc; (asi/ag lefls).-Five cards 100 left, 20 right; 8 left, 57 right; 10 left, 59 right,- 31 left, 80 right; 21 left, 70 right. Here we have this mixed calca lation: 10G-31:09; 8 plus 21-10219; (S9-19:50.
The cards with the stars and shields have certain scoring values.
It will be noticed that there is ample opportunity for the employment of science and judgment in playing fifty yet the calculations are all simple enough for a child in the third public school grade. And every game does not include mixed calculations. Some are very simple. There are, however7 many features in playing the various games of fifty that develop ingenuity, decision, accuracy, alertness and courage; while on the other hand there is lots of entertainment and real fun in the games.
rllhe examples furnished above are sufficient to inform the player, in advance, of the numerous ways to calculate plays. The rules for each gaine will supply any further necessary information.
Shayflfz'ng.-finy and all players may shuie, dealer last, and player at dealers right may cut the cards into two or more stacks, leaving at least live cards in each stack, after which the cards are regathered (in the reverse of the rotation of which they were cut) into the whole pack and dealt.
Decz'cl'lng the calca-To decide which player shall deal lirst, in starting a game, each player should cut the cards and the player cutting the highest right should have choice;- or when the deal is considered a burden, uplayer cutting lowest left should be compelled to deal.
.Dealing/. Deal in rotation, from left to right, as many cards as rules for each game specify, and in the manner prescribed. Player at left of dealer receives first card. Next deal is always by player to left of last dealer.
ilz'sclcallng.lvhen any irregularity occurs in dealing the cards, players may insist upon a new deal, either by same dealer or next player to left. If the deal is considered an advantage, player misdealing should be made to forfeit the deal.` Y
Fifty games of yfly.
The various gaines of fifty are known by separate (sub-title) names, and the rules for each game are set forth in the following pages, under their individual titles; but some of the general'rules printed in the fore going pages appl to each and all of the fifty games. ome games will appeal to certain classes of players more than others, and vice versa. By reading the rules and trying all the games you will soon discover i on your favorites. The titty games of titty are marked in the index to indicate to which class of player they Will appeal.
A great family game that provides lots of un for young and old.
Number of players-two to ten.
Players decide which numbers to use, singles etc.V
DcaZz'n/f-Deal all the cards around, one at a time, even though some players receive more than others.
HmuZSfCa-rds must be lett tace-down on the table, in a stack, before each player, and may not be examined.
Turned-down stack (the handy-Ehe cards dealt tace down and lett before each player, from which he turns up cards, in his turn, one at a time. Y
flamed-up Stada-huilt with the cards each player turns up in play, one at a time, from his turned don-'n stack.
Posz'z'o'a of smoke-One before the other-the turned down stack nearest the player, the turned-up stack nearest the center of table.
Object of game- To exhaust all cards, placing them on the turned-up stacks ot opponents, by Winning calls The player who first exhausts all his cards wins the hand or game. All his cards means both stacks. (Turned up and turned down.)
The Mayr-Player at lett of dealerl starts, by turning up his top card, placing it taceup back ot his turned down stack. Each player in turn, thereafter, turns up the top card from his turned down stack, placing it tace-up on his turned-up stack.
Every time a player Wins a call on his own play, or turn-up, he is entitled to an extra play, or turn-up. No extra play is gained by either player when a player Wins a call on the play, or turn-up ot an opponent.
OcrZcuZatz'0ns.-Made between top cards of turned-up stacks ot two or more players.
Gall/nig yftg/.f-All players are privileged to call titty on any play Whether the turn-up is made by himself or an opponent.
Winning a call-Then on the play, or turn-up, of a card from a players turned down stack, a calculation, to make titty. can be iigured, between the card just turned-up and one or more top (exposed) cards, the player who first calls i titty wins the call or play.
(flair/s for winning colla--llilinner of call disposes of all cards in his turned-up stack, by distributing them equally, face-up, upon the turned-up stacks ot all opponents `whose cards figure in the calculation.
If Winners stack of turned-up cards cannot be divided into equal portions, to correspond with the number otopponents Whose cards figured in the calculation, sullicient cards are taken 'from Winners turned down stack and added to the lesser portions so that each losing opponent will receive the same number ot' cards on his turned-up stack.
It only one opponents card figured in the calculation Winner of call places his entire stack ot turned-up cards on the losing opponents turned-up stack.
Fluke-lf a player calls titty when the calculation does not malte nity he has made a fluke rlhe fluke does not intertere with the regular rotation, and play passes to the lett as usual.
Penalty for a flake-Each player places one of his turned down cards on the turned down stack ot player making the fluke. lf more than one player makes a fluke at the same time the penalty is the same 'for each player making the fluke.
Lost Caravaca- No calculation can be made except With the card that has just been played, or turned-up, and the chance to calculate, or Win a call on any play or turnup, is lost When the next player to the lett has made his play or turn-up.
Time allowfmca-i-`iny player may insist upon an allowance of as many seconds of time to calculate on his play, or turn-up, as tive times the number ot players in trie game. lilith two players, ten seconds; ten players, titty seconds, etc. This can be arranged and agreed upon and any time allowance set, as desired.
Los?? 071mm@ penalty-lt a player calls litt-y on a calculation oiz a lost chance Whether the calculation is correct or a fluke he loses his next play, or turn-up, but does not forfeit his privilege ot calculating' and Winning calls on turn-ups et opponents.
Flojapngf-lllhen a player exhausts his stack of turned down cards. With his turnedup stack still containing cards, it he does not Win a Call before his nexo play, or
turn-up, he must .tlop, which means that he niust turn down his turned-up stack and commence playing from it as before. A. player continues to flop as often as he eX- hausts his turned down stack Without being able to exhaust his turned-up cards before his next turn to play.
Scoring/. The player who lirst exhausts all his cards (both stacks) Wins the hand or game, Each hand dealt may constitute the game, or any number ot points may be played tor. l/hen playing `for points, the player exhausting all his cards first scores one pointor cach and every card lett tacedoufn betere each player. points is the usual gaine.
A good game tor the kiddies Players decide which numbers to use sim gies etc.
Number of playera-Two, three, four or six. Partners; two against two; or three against three.
DeaZz'agf-Deal four cards to each player,
vtwo at a time, in rotation to the left; and two cards to the table, face up, just before dealer serves his own iirst two cards. The remainder of the pack is placed face down on the table, reserved for dealing four more cards to each player, but none to the table, after cards dealt have been played. Dealing continues in this Way until all cards have been dealt.
Object of gama-To capture as many cards as possible, by taking tricks.
Trz'clc.-All the cards on the t-able each time a player lays a card that completes a calculation to make fifty, with other cards already played.
The Mayr-Player at left of dealer plays first card. Cards are chosen from the hand and played one at a time, face up, on the table in rotation to left, and all cards played remain on table, face up, until a calculation, to make fifty, can be figured between the card just played and one or more cards already played. (If preferred, each calculation may be limited to two cardsthe last card played and one other card already played.)
Each trick all cards on the table) is taken by player who plays the card that completes the calculation to make fty, but he must call iifty before he plays his card; failure to do so is indication that he did not see the winning combination and he loses his chance to capture all the cards on the table, on that play, which is a lost chance. The card played on a lost chance becomes a part of the trick that may be taken later; but if the lost chance is discovered by any player, such card is turned down, and cannot ligure in a subsequent calculation.
No player may call fifty or,` capture a trick except on his own play.
After a trick is taken, a card is led by player taking trick, and play continues in rotation to left as before, until all cards are dealt and played.
Scorng.-Uncaptured cards left on the table after all cards are dealt and played become void and cannot be counted for any player.
Deals are continued until one player scores enough points to win. Each card captured counts one point. 100 points is the usual game.
Playing pcrzners.-The1e is no difference in the rules for a partnership game, except that on a lost chance a partner may call fifty and thereby win the trick for his side, provided he calls fifty before a player on the opposing side discovers, and calls, lost chance; also before the next card is played.
xl7/amber of playena-Two to six. Partners (see end of rules for colors.)
Description. of ramps cmd Saite-There are four colors, red, black, green and orange. Twenty-iive cards have red and black colors; the other twenty-five cards have green and orange colors. But the two colors on each card are represented in different design. Red and green colors are solids, while black and orange are circles, or rings.
Trump is either one of the four colors; red, green, black or orange7 and trump may be known as red solid; or black circle, or ring; or green solid; or orange circle, or ring. Trump is chosen before the cards are dealt by player at left of dealer.l which affords no player an advantage. No matter which color is chosen there will be twenty five trump cards in the pack (twenty six if the wild card is used.) Each hand consists of two suits, trump and one other suit. Each suit has twenty-five cards. If black is trump, the other suit is orange, both of which are circ-les, or rings. If red is trump, the other suit is green, both of which are solids.
`When a trump color is chosen, the other color on each of the twentyefive trump cards do not figure in the play of that hand; and only one color on each of the twenty-five cards of the other suit are considered in the play, either rings, or solids, as the case might be.
When a solid color is trump1 a solid color will be the other suit; and when a circle or ring color is trump, a circle or ring color will be the other suit. Two of the colors, r-ed and green, both solids, are lefts and the other two colors, black and orange, both rings, are rights The terni rights or lefts7 has nothing to do with the game of colors.
Hrm/a of carda-Highest corner number is highest; and .lowest corner number is lowest, of each suit. Trump suit is higher orn the two suits. Therefore the lowest numbered card of the trump suit is higher than the highest numbered card of the suit that is not trump. )When it is used the `wild card ranks highest in the pack. Since'there is always a left-over pack, players are sometimes in doubt about which cards might be the highest or lowest.
DcaZz'ag.-Deal seven cards to each player, two all around, then three, then two. Remainder of pack is placed face-down on table, and are useless in this hand, but no player is permitted to look at any cards of n the left over pack.
Object of gama-To capture tricks. Player accepting the trump color chosen, or naming a trump must take a majority of the tricks, which may not be less than four; failure to do so results in a blurx The play/. The trump color chosen must be accepted by a player .before play is begun. Dealer hasrst opportunity, if he passes, players to left of dealer, in rotation, may accept or pass. It no player will accept the trump chosen dealer then has the privilege of naming the trump, or againpassing and if he passes the privilege to name the trump is in rotation ,to the left. .It 11o player names a trump the cards are dealt overfby next player to left.
When the trump chosen is accepted or a trump is named by a player, play is begun by the player who either accepted or Vnamed thel trump, `by leading a card tor the irst trick, and each player, in turn to lett, plays a card on the trick.
Each player must follow the suit that is led it he has it, and a high or low card may beplayed, atall times as desired. I'E
aplayer does not have a ,cardot the suit led-he may play a card of the other suit.
Tricks are Vtaken.according to the ranks 'of cards played, highest rank capturing. The winner of each trick leads 4lfor the next trick` The fcards of each trick are gathered in by player vwinning the trick and turned down, and may not be examined until the end of the hand.
MvspZag/-A. card played of a suit that is not led, when the player holds a card of the suit Vcal-led, is a lmisplay,` and subject to `a penalty, unless the player discovers the misplay .before the trick is taken.
After all cards of each hand are played and the scorerecorded, the cards are aga-in dealt, and -play proceeds as above until some player wins the game.
Scoring- The player who accepts or names the trump must capture at least tour tricks or he makes a blur It he captures four tricks he scores` two points; and for -eachtrick.captured over four, .he yscores one additional point. Capturing seven tricks, therefore, would score five points. But if hefails-to capture atleast HJfour tricks, he has blurred. the color, and
`is penalized (setback) two points, without scoring any points for the tricks yhe did capture. It player who accepts on names the trump captures at least four tricks, no other player scores; but if a blur is made, opponents score one point "for each trick captured, respectively.
Penalty for dmispZ'ay-.wl-laiicls are abair d oned and 'cards dealt over Ait a misplay is discovered too late to correct the play with- Yout injuring any players chances. lf hands are-abandoned, each opponent -scores two points, and 'player making misplay is set hack two fpoints. It the misplay Vis discovered attertriclgon which -misplay was .made, is taken in, .but in time to correct play -without'injuring any playerls chances, the player-.making -tl-ie-inis-nlais penalized (Set .cards to opponent, last two to dealer.
back) one point, but opponents `do not score on the misplay, andplaying of the hand is continued.
Ifprevious score is less than the amount oit' the set back, the player issaid to be in the hole, which is indicated by drawing a ring around his minus score.
Game.- Fifteen or twenty-one points, as
agreed. Partners may. play colors. Two sides with two or three players on each side;` or three sides .of two players each. Played the same as the individual game, except that each side scores, or is penalized, according` to the Vresults of the combined hands.
Aventure haml--ln a partnership game, it player on a side wishes to venturerplay- .ing the hand without the aid of his partners, he may do so, and if he succeeds in escaping a blur his side scores double; but his side isalso penalized, or set back, double the usual amount for making a blur And Jrhe opposing side scores double for each trick taken by the side, if a blur77 is made.
Yield (for Itwo).
For two players only. Tru/271,7).fl4`1ist dealer names the trump,
player examines his hand.
Dealing/ Deal ten cards to each player, face-down, two at atime, dealing first two Remainder of pack is placed in center of table, face-down, which is called the draw pack.
Object of gama-To obtain calculating combinations of cards, with which to yield `points during progress of the play; also to capture as many cards as possible, in taking tricks, particularly certain counting cards.
Values of yields.
A yield scores three points more than the number of cards in the calculating combination, as follows:
With 2 cards in the combination, the Hyield scores 5 U' 3 H H Il It' (l H H l.' i 6 H 4 l Il H U H l( ll 7 5 ll l H H l H 8 Il G H N (l il Il u it 9 u n 7 u n n u u u n 1U l( 8 lf t( H Il (l I( l H 9 H l! H (l H ll KK i U Il A( H U Il ln' Y l t i Y Scoring wahres.-
Each` card .with the right hand corner number 5, 20, 30, 155, 55, T0, ,'80 and 95 hand that can be added or subtracted, or both added and subtracted, to make fifty. rlhere is no limit to the number of cards in the combination. A yield calculation may be the added total of any number of trump cards, minus the added total of any number of trump cards. Addition and subtraction may be used separately, or may be alternated in any way, but the result, after all additions and subtractions in the combination have been made, must be fifty. l/Vlien a player holds in his hand a combination of two or more trump cards (a yield), which, by addition or subtraction, or both,` will make fifty; to score, he must lay them face-up on the table in front of him. These yield cards remain a part of the players hand, from which cards may be played on tricks during progress of the game; but yield cards must remain exposed on the table, until the draw pack is exhausted, even though the entire hand should be exposed at a time (which would be the case in the event a 'player could lay down all his cards in one or more yields.) A card used in scoring one yield combination cannot be used in scoring another` yield combination. The usual expression when scoring a yield is:,yield live, yield eight, etc.
`The play-Dealers opponent cheeses a card from his hand and leads for the first trick. Subsequent leads are by the player who takes last trick. After each trick is taken each player draws one card from the top of the draw pack (player taking trick drawing first) before leading for next trick. rI ricks taken are turned face-down in front of player, to be counted at finish of hand.
,A yield may be laid down and scored only immediately after the player holding the same hastaken a trick, and before he draws a card from the draw pack. Only one yield can be scored at a time. If a player holds more than one yield in his hand when he takes a trick, he scores one yield and holds the balance until he can score them by taking subsequent tricks. A yield cannot be scored after the draw pack is exhausted.
The hand consists of ten cards during progress of the entire play while the draw pack is not exhausted, the cards drawn from the draw pack maintaining the hand each time cards are played on tricks.
Uien the draw pack is exhausted each player takes up the cards he laid down in scoring yields, when each player will player must play a higher trump card than the one lead, if he has it; if he cannot beat the trump card lead, he may play any card, which might signify that opponent could take all of the remaining tricks.
Sc0rz'ng.-After hands are played out, each players cards are counted, and the points taken in tricks, according to scoring values, are added to the score for yields made during progress of the hand, or game.
Gama-500 points is the usual game.
Dra/w 776/0 0 p.
Number of players-Two to seven.
Dealing-Deal six cards to each player, one at a time, in rotation, from left to right. Cards left over are placed face-down to be used when cards are drawn later.
The Mayr-Each player examines his hand. Player at dealers left has first privilege of opening. lf he passes, the next player to his left has the privilege; this privilege passing, in rotation, to the left, until one player opens, or all pass. If all players pass cards are'dealt over.
When one player opens, all players must either cover or pass. Any player passing after an opening bet is placed, abandonshis hand, discarding it face-down, forfeiting his interest in the pool. Gpening bets may be raised. After all bets and raises are covered, cards are drawn from the left-over pack by players who stayed. Each player must discard the same number of cards he draws before draw cards are dealt. f Dealer deals draw cards first to player at left, self last. From one to six cards may be drawn by each player. No player is compelled to draw cards. He may retain the six cards originally dealt, if he prefers. Cards are drawn in an effort to strengthen the hand.
After cards are drawn, betting` proceeds, commencing with player who opened, or player who made last raise7 until a show down is demanded.
For winning hand and deciding ties see general instructions above. Other features may be used in playing this game following the said general instructions.
Use wild card if desired.
Dow-b2c rtm1/i reroy?.
in the pool. Player who made last bet, or
last raise of a bet, has first privilege of making a draw bet. If he passes. the privilege passes to next player to left, in rotation, until one player either places a draw het or all pass. fall players'p'a'ss-the privillO insens.
Y cards, or retain the hand they hold.
Each player, in rotation to left,*has the privilege of raising a draw bet, and each bet and raise must be covered by each player who desires to stay; or he must discard and drop out, orfeiting his interest in the pool.
" lNhen a draw het is made and all bets and raises covered, cards are again drawn, after which the regular form ot' betting is in eii'ect again. Y
The hand ends'when 1st, no player will cover the draw bet, or a subsequent 'bet or raise, of a single player; 2nd, the draw pack is exhausted; or 3rd, a show down is demanded. Hands are then compared and the best hand wins.
Continuous dra/w relcop.
Number of players-Two to seven.
Played the same as double draw rekop, with the Jfollowing exceptions and additions:
When all bett-ing has ceased, after the second draw, all players who have stayed are entitled to draw cards again, except that to do so, some player mustqplace an additional draw bet. VEach additional draw bet may be raised, and of course all bets and raises must be covered.
Each additional draw bet (after the first draw bet) is increased to an amount to equal the last draw bet, plus the amount of the limit agreed upon for regular betting. A player is not entitled to make an additional draw bet unless he is willing to discard and draw, at least one card; but all players who stay may eitherdraw from one to six cards, or retain the hand they hold. After each additional draw bet is made and cards are again drawn, the regular form of betting is in effect again. Any player may makethe draw bet for an additional draw, whether or not he made a preceding draw bet; or whether or not he previouslyy drew cards, except that he must have stayed throughout allV the betting oic the hand up to the time that he makes an additional draw bet. In this'wa-y additional draw bets, discarding and drawing of cards, may continue as long as any player is willing to take th-e chance of bettering his hand by drawing, at least, one card. And any. player may continue to stay with each additional vdraw without drawing any` cards by retaining his hand and covering all bets and raises, until a show down is demanded. f
Otherwise played the same as double draw rekopi The use of rank of values (see special features in general instructions), is recommended in deciding ties when playing continuous draw rekop.
Number of players-Two to six.
Dealing-Deal tive cards to each player, one at a time, in rotation, from left to right. Place remainder of pack face-down in center of table, which becomes the sale pack, from which draw cards are bought, the dealer acting' as the seller.
Abandoned hands and old stock cards are shuiled and added to the sale pack when necessary to provide more draw cards. Discards (placed face-up in the center ot' table remain face-up during entire playing of hand. Do not confuse discards with abandoned hands and old stock cards.
The pZag/r-No entrance bets are made before the deal. Each player takes up his hand. Player at left of dealer has rst privilege of buying cards. Prices for cards may be from one white chip up to any limit agreed upon, the player paying. any price he cares to, within the limit for each card he buys. Dealer does not have the privilege of' buying. He sells the cards, bought by each player, from the sale pack,
When one or more cards are bought by a player, chips to cover the amount he oiered for the card or cards are placed. in front of the player doing the buying. The seller must then place a like amount in front of himself as a guarantee of the cards he sold being worth what was paid Jfor them, And each player who remains in the play, in rotation to the left, must endorse the dealers guarantee by also placing a like amount in front of their places. The chips so placed, in front of each player, becomes the barter pools, each player having his own barter pool.
As each purchase, or sale, is made, the player doing the buying discards, from his hand, as many cards as he desires to purchase, placing them face-up in the center of the table, and receives from the seller, ed the top of the sale pack, the same number of cards as discarded.
The number of cards any player may pur chase at one time is from one to tive, and the price per card may not be over the limit agreed upon.
Privilege to purchase cards rotates to left, in turn. A player who may not care to discard and substitute any newly purchased cards, may at any period of the game purchase an option for a stated sum, from one white chip to an amount to equal live times the limit agreed upon, as the purchase price of each card. He then retains his hand, but pledges the amount otthe purchase price of his option, by placing that lOl) have endorsed every purchase,
number of chips in his barter pool; and each player, including the dealer, must place a like amount in their respective barter pools, to endorse and guarantee the value back of the option.
|The seller (dealer) has privilege of picking` up any of the discards from one to five) at any period of the pla-y, but he must first discard face-down as manycards as he picks up; the discards being kept face-down in a separate pack, known as the old stock pack. Dealer docs not have to buy the cards he picks up from the discards; and he may continue to pick up cards as often as he considers it advisable to do so, toimprove his hand.
Play in this Way continues, from left to right, each'player being privileged to purchase from one to five cards from the seller, as long as there is a stock on hand in the sale pack.
A player may fail (refuse to endorse the purchase of an opponent), but in doing so he abandons his hand and forfaits the amount in his barter pool, placing it in the center of the table. The dealer, however, cannot drop out of the play. l-le must continue in the hand, ready to sell cards, as long as there are tivo opponents remaining, and cards in the sale pack; and he must guarantee every sale and optional purchase.
Play in this manner' continues until lst,
no player Will endorse the last purchase of an opponent, and the dealer, after guaranteeing the sale, calls for an inventory; or 2nd, an inventory is called for by all players endorsing the last purchase of cards, or option; or 3rd, the sale pack is exhausted, purchase of options has ceased, and an inventory is asked for. Y
When an inventory is requested by all players endorsing last purchase of cards, or option, hands are shown, `and the best hand takes all the barter pools, including any forfeited pools in the center of the table. Each player taking part in thel inventory must or sale, throughout the hand (have an amount in his barter pool to equal the maximum amount' in any barter pool).
Dealer does not have privilege of picking up cards from the discards after an inventory has been requested by all players endorsing the last purchase. Dealer cannot request an inventory While there are tivo opponents in the game, but Whenevery player except a single opponent has failed,
or in a tivo handed game, the dealer may call for an inventory any time after he has i guaranteed a sale of cards, or option.
t Should a player call for an inventory that all players would not accede to, the game .continues until all players, except the player making the last purchase agree to demanding an inventory.
, orma@ Number of players. -Tvvo toten.4 Use singles`, rights or letta Dealing-Deal all the cards, one at a time, in rotation from lett to right, even though some players receive more cards than others. y Object of gama-To to make fifty, in addition or subtraction, be-A tween thev card played at one end ofthe chain, and one card at the other end.
The Zay-Each player takes upV his hand. layer at left oct dealer A laying a card face-up, which becomes the first link of the chain. Player at left ol' player making' hrst play then lays a. card end-toend With the iirst card layed.
siding ties see Thereafter la isV in rotation to left one L Yeither end of the chain, but must be played end-to-end with one of the end cards already played, so that only the numbers at the entreme ends of the chain may 'ligure in the calculation.
When a player lays a card that forms a calculation, betweenvhis'ca-rd and the card at the other end of the chain, he completes, or
Wins, the chain, and thereby Wins either the Y hand or game. lf the hand does not constitute the game, Winning of the hand scores one point. Five or ten points may he game.
One calculation tomake fifty Wins the hand, and all playing ceases as soon as the Winning play is made, and cards are dealt over for either neyvgame or another handV of the same game. lf all cards have been played and no player can form a calculation to make fifty, it is a still hand and no player scores. If agreed, player Who dealt may be penalized one point for a still hand. Y
The stars and shields which appear on some of the cards are Vmore specically intended for use inconnection With the gaine entitled American parliament or congress,Y
which is a partnership gaine.v There are three parts to the game, viz: the house game, the senate game, and the conterence game. Each part is played separately, as a separate game; yet allv three parts have a collective interest, the results of the first part bearing on the second part, and the results of the first and second parts bearing on the third part. Playing and completing the three parts, or games, is a supreme test of plays Vrst,
rais/atea the skill of the players, each .part, or game,
being somewhat different from eitherof the The first and second parts may constitute the game if desired.
The feature of the game is legislation, divided into four classifications, half of the cards of the pack being of either of two classifications, and the other half of the pack being of the other two classifications.V The four classificationsare: appropr1a-- tions, foreign relations, ways and means, and rules ASuits are according to classification, depending upon which corner number and color are determined, there being an affirmative andnegative suit in each hand. Classification (trump) suit is the aflirmativesuit.
Authority Garda or part of game, depending on classification.
named. Each ofthe four classifications has a different chief executive card, one of each classification or color. Therefore, the cards bearing shields are not chief executive cards except when they are of the classification (trump) named, so that three (3) shieldbearing cards 1n each hand will have no added value,'but will count the same as an ordinary card of the pack.
Lobbyist-The wud @tra site lobby! ist, which is of considerable value in play, but has no counting value in litself forthe Vside holding it. It is the highest ranking card in taking tricks.
Points for authority cards.
Vfication) suit score higher than those ofthe negative (off) suit.
Cnly one chief executive card scores, that of the affirmative (classification) suit.
Classification (trump) suit.
l chairman ca turedfscores total of 10 2 ce u ce c: u Y15 V3 a :c cc a a fl-Y- [20v Negative suit. Votes. l chairman captured scores total of 5 2 t (C C C( Ct 3 C u C L C C 4 (C t Chairmen score is doubled for side that captures chief executive of affirmative (classification) suit.
Lobbyist card scores five votes for opponents of side holding it.
Chief executive of affirmative (classification) suit scores l0 votes for side capturing it.
The above scoring values for authority cards apply to the house game. Scoring in senate and conference games is similar except that the values are changed; and in the case of the lobbyist in the conference game, the side holding the card scores.
In addition to the above scoring values of authority cards, certain plus and minus s cores are carried from the house and senate Vgames to the conference game.
And of course the calculation of fifty enters into each game.
There enters into all three games or parts, a struggle between the majority side and the minority side to pass the bill presented, which is the classification card named, by scoring the greatest number of votes. The bill must first be voted on in the docket, before being voted on by the main body of house, senate or conference Having thus described my invention what l claim as new and desire to secure by Letters Patent is:
1. In a deck of cards, a plurality of cards with numbers in their corners, the number onthe upper left hand corner of each card `Corresponding with the number on the lower right hand cornerof the said card, and the number on the upper right hand corner of Athe said card being different from the number on the upper left hand corner and corresponding with the number on the lower left hand corner of the said card, the numbers on each card being different from the numbers on the other cards.
2. In a deck of cards, a plurality of cards with numbers in their corners, the number on the upper left hand corner of each card corresponding with the number on the lower right hand corner of the said card, and the number on the upper right hand corner of Vthe said card being different from the number on the upper left hand corner and corresponding with the number on the lower left hand corner of the said card, the numbers on each card being different from the numbers on the other cards, and an additional card distinguishable from the other cards.
3. Ina deck-of cards, a plurality of cards iwithznumbers in their corners, the number lOO llO
on the upper left hand corner of each card corresponding with the number on the lower right hand corner of the said card, and the fat corresponding numbers on the card, and the other identification mark at-the other number on the upper right hand corner of the said card being different from the nume' ber on the upper left hand corner and cor-- responding with the number on thelower left hand corner of the said card, thenum bers on each card being different from the numbers on the other cards, there being insignia at the numbers on the cards to assist in using the numbers on thecards in makingV respondingwith the number on the lower. left hand` corner of the said card, the numbers on each card being diierenty from the numbers on Vthe other cards, therefbeing a series of identiication marks on the cards,
vtwo of the said identification marks being shown on each card, one identification mark corresponding numbers on the card.
Y shown on each card, one identification markY 5. In a deck of cards, a plurality of cards corresponding with the number on the lower right hand corner of the said card, and the number on the upper right hand corner of` the said card being different from the numnumbers on the other cards, there being a' series of identification marks on the cards,
two of the said identiiication marks being at corresponding numbers on the card, and the other identification mark at the other corresponding numbers on the card, and additional identification marks on certain of the cards. n
6. In a deck of cards, a plurality of cards with numbers in their corners, Vthe number h on the upper left hand corner of eachcard corresponding with the number on the lower right hand corner of the 'said card and the number on the upper right hand corner of the said card being different from the number on the upper lei't hand corner and corresponding with the number on the lower fleft hand corner of the said card, thenum bei' on each card being different from the numbers on the other cards, there beingan identification mark on certain of the cards having predetermined numbers .thereon to -making calculations.
Fsign at the other assist in selecting the said 'cards for use in 7. In a deckof cards, a plurality of cards with numbers-in' their corners, the number on the upper left hand: corner of each` card corresponding with the number on the lower right hand corner of the said card and the number on the upper right handcorner ot the saidcardbeingV diiferent from the num ber on the upper left hand corner and corresponding with Vthenumber on the'lower left hand cornerof the said card, the nurnrber on each `card being different from the numbers on the `other cards, there being an identification mark atone set of numbers on "each card of certain ofthe cards, there being another identiiication mark at the other numbers on the said cards, there being another identification mark at one set of numbers of each card of the remaining cards,
and there being still another identification mark at the other members on the last mentioned cards.
8. In a deck of cards, a Vplurality of cards with ynumbersinY Atheir corners, the number on theupper left handcorner of` each card corresponding with the number on the lower right hand corner of the said card and the number on the upperV right hand corner of Y the said card being different from the number on the upper left hand corner and corre- Vsponding with the number on the lowerlet with numbers in their corners, the numberv h on the upper left hand corneroi` each cardv and corner ofthe'said card, the number` on -each lcard being different from the numbers Yon the other cards,
there being a colored sign at oneset of numbers on each card Voit cer# tain of the cards, there being'another colored numbers on the said card, there being vstill another` colored sign at one set of numbers'on each card of the remaining cards, and there being still another colored sign'at the other numbers on thelast mentioned cardsf Y,
9. In a'deck of cards,a plurality of cards withnumbers'intheir corners, the number on the upper left hand corner of each card corresponding with the number on the lower right handv cornerof the saidcard and the number on the upper right .hand corner of vthe said card being dierent from the number on the upper left hand. corner and corresponding with the number on the lower left and corner of the said cardpthe number `on each card being different from the num- 10. In a deck of cards, a plurality of cards, each card having numbers which differ from each other, the numbers on each card being different from the numbers on the other cards.
11. In a deck of cards, a plurality' of cards, each card having numbers which differ from each other, the numbers on each card being different from the numbers on the other cards, and identification marks on certain of the cards.
12. In a deck of cards, a plurality of cards with two numbers 0n each card, one of the numbers on each card being at least twice the value of the other number on the same card.
13. In a deck of cards, a plurality of cards With two numbers on each card, one of the numbers on each card being at least twice the Value of the other number on the same card, and the numbers on each card being dierent from the numbers on the other cards.
RAYMOND IIESSER RIFFER'I.