Lady Cadogan S Illustrated Games Of Solitaire Or Patience New R

Chapter 4

Chapter 44,189 wordsPublic domain

When the Square is complete, play from it any suitable cards, and marry both in ascending and descending line with cards on the Square, immediately refilling spaces from the pack or talon. Continue to deal out the whole pack, playing first in ascending, then in descending sequence (Rule II), marrying, and refilling spaces; the unsuitable cards forming the talon. The sequences on the Square can be reversed from one packet to another, thus if on one packet there were a sequence of which the top card was a nine, and on another a sequence of which the top card was either an eight or a ten (of course of the same suit), either of these could be placed on the nine and the whole sequence reversed, but great care must be taken in reversing sequences, lest cards should hopelessly block each other. Much practice is required in order to avoid this danger.

If the game succeeds, the double series of sequences which began with four aces, will likewise finish with four aces.

There is no re-deal.

MARGARETHE

One Entire Pack of Cards

RULES

I. The foundations follow suit.

II. The king foundations descend from ten to eight; the knaves, from seven to five; the queens, from four to two.

PLAY

Withdraw from the pack all the court cards and place them in the form of an M, as in tableau. These twelve cards are the foundations. All the aces as they appear are to be placed in one packet in the M underneath the knaves. You next deal nine cards and place them in the form of an A (see tableau).

These are the help cards, and from them you play any that are suitable on to the foundations, the first played on a king being a ten, on a knave a seven, and on a queen a four (Rules I and II), filling the spaces from the pack in hand. You next proceed to deal out the whole pack, playing on the foundations, placing aces in the reserved space in the M, refilling vacancies in the A, and placing unsuitable cards in the talon.

If the game succeeds, the final tableau will form an M composed of the eights, the fives and the twos, the four aces being placed crossways in the centre.

The talon may be re-dealt once.

MOUNT OLYMPUS

Two Entire Packs of Cards

RULES

I. The foundations and the battery follow suit.

II. The foundations ascend in alternate sequences; the aces, in odd numbers, 3, 5, 7, etc., till they finish with kings; the twos, in even numbers, 4, 6, 8, etc., till they finish with queens. (Knaves count eleven; queens, twelve.)

III. Cards may be placed on the battery in alternate descending sequence; thus, on a nine place a seven, on the seven, a five, on a queen place a ten, then an eight, and so on.

IV. The uppermost cards of the battery are alone available, until their removal releases those beneath.

PLAY

Withdraw from the pack the eight aces and the eight twos, and place them in the form of a pyramid, as in tableau; these are the foundations which ascend in alternate sequence, till they end respectively with kings and queens. (Rules I and II.)

Next deal out nine cards as in tableau, this is called the battery. Suitable cards of the battery may be played on the foundations, and may also be placed on each other in alternate descending sequence. (Rules I, III, and IV.) The unsuitable cards form the talon. Continue to deal out the entire pack, playing on the pyramid, placing cards on the battery, and refilling spaces from pack or talon.

If the game succeeds, the pyramid will be formed of alternate kings and queens.

The talon may be taken up and re-dealt once.

THE WHEEL

Two Entire Packs of Cards

RULES

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.

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.

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.

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.

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.

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.

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.

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.

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_.