PRICE ONE SHILLIN
*
GAMES
* *
. - ; ilKUMMMtl . 3
*J PATIENCE
2 ^4 SERIES.
IOV1S
IWithlllustpations.
LUPCOTT GILL.I7O STRAND.W, C
Ex Libris
C. K. OGDEN
GAMES OF PATIENCE.
SERIES I.
Introduction ; Sir Tommy ; Picture ; Knaves' Dial ; Roll-Call ;
Puzzler; Travellers'; Grandfather; Push-Pin ; Number Eleven; One
to Six, or, Duchess de Luynes ; Noir et Rouge, or. Blonde and
Brunette ; Square ; Fair Lucy ; Nuniher Fourteen ; Windmill ; Metter-
nich ; Sultan; Congress; Backbone; Legitimist; St. Helena; Q.C. ;
Nivernaise ; Salic Law ; Blockade ; Lady of the Manor ; Fifteen in
a Row ; Conjugal ; Sympathy ; Domino ; Dictation ; Hasty ; Imaginary
Thirteen ; King's ; Number Ten ; Wheat-Ear ; Bezique ; Clock ;
Grabbage.
SERIES III.
Introduction ; Octave ; Cover ; Brigade ; Following ; Problem ;
Colours ; Missing- Link ; Demon ; The Queen and Her Lad ; Block Ten ;
Scotch ; The Burleigh ; Vanbrugh ; Above and Below ; American Toad ;
Halma ; Display; Grand Round ; Wheel-of- Fortune ; Matrimonial;
Triangle; Lady Betty ; Primrose ; Double Pyramid ; Gemini ; Chequers ;
Doublets ; Alternate ; The VVaning-Moon ; Ninety-One ; Court Puzzle ;
Reverse Puzzle ; Ten-to-Five Puzzle.
SERIES IV.
Introduction ; Casket ; The Dog ; Khedive ; Caledonian ; Rosamond's
Bower ; Obstruction ; Blind ; Dowager's ; Maria ; Bisley ; Contending
Knights ; Grandmamma's ; Barton ; Heads-and-Tails ; Cable ; Colonel ;
Triplets ; Giant ; Princess ; Hobbled ; New York ; Somerset ; Pro-
gressive ; Czarina ; Chastleton ; Triple Alliance ; Limited ; Hammer of
Tlior ; S ; Vacuum ; Marriage ; Antipathy ; " Up to the Nines" ; The
General's ; Gateway ; German ; Uncle Walter's.
SERIES V.
Introduction ; Ladies' Battle ; Cripette ; Divorce ; Fairport ; Herring-
Bone ; Stonewall ; Rovers ; Thumb-and-Pouch ; Miss Milligan ; Three-
Up ; Nines ; Word ; Club ; Great Wheel ; Tramp ; Cock-o'-the-North ;
Tribuse ; Ladder ; Right-and-Left ; Indian ; Milton ; Seventh Wonder ;
Drivel ; The Round Dozen ; Jubilee ; Drop ; Rows of Four ; Higgledy-
Piggledy ; Monte Carlo ; Narcotic.
^i
Price Is. each, by post Is. 2d.
The Five Series Bound in One Volume, Cloth Gilt,
Price 6s.; by post 6s. 4d.
London : L. UPCOTT GILL, 170, Strand, W.C.
GAMES OF PATIENCE.
SECOND SERIES.
PATIEN
FOR
OHE OR MORE PLAYERS.
SECOND SERIES.
BY
MISS WHITMORE JONES.
ILLUSTRATED.
LONDON:
L. UPCOTT GILL, 170, STRAND, W.C.
NEW YORK:
CHARLES SCRIBXER'S SONS, 153-157, FIFTH AVENUE.
LONDON :
L. UPCOTT GILL, LONDON AND COUNTY PRINTING WORKS,
IJRUK.Y LANE, w.c.
PREFACE.
[ HE compiler, in introducing this " Second Series of
Patience" to the public, takes the opportunity of
thanking her numerous correspondents, known and
unknown, for their kind assistance and criticisms, which she
trusts they will find turned to good account in the following
pages.
Patience is now very genei-ally played, as the one objection
to it that used to exist that it required so large a space to
lay out the cards has now been removed by the introduction
of miniature packs, which have been specially made for it,
so as to enable the most elaborate game to be displayed in the
compass of about a foot square a great boon to invalids
confined to a couch, for they no longer require a table, but
can set out these games on a tray, or even on a music-book.
As in the " First Series," the games described in this book
are illustrated with examples of hands actually played, so that
even the most intricate may be easily mastered by carefully
following the instructions given.
CONTENTS
I. INTRODUCTION ...
II. DISTRIBUTION PATIENCE
III. ODDS AND EVENS PATIENCE
IV. STAR PATIENCE
V. FORTUNE-TELLING PATIENCE
VI. PAIRS PATIENCE
VII. GRANDFATHER'S CLOCK PATIENCE
VIII. WATCH PATIENCE
IX. HADEN PATIENCE
X. SQUARING THE CIRCLE PATIENCE
XI. FOUR-CORNER PATIENCE
XII. CORNER PATIENCE
XIII. PRISON PATIENCE
XIV. STOP PATIENCE
XV. BLOCK ELEVEN PATIENCE
PAGE-.
1
. 3
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. 9
, 12
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. 15
, 19
. 22
. 24
. 26
. 28
. 30
. 33
36
2000460
Vlll. CONTENTS.
XVI. REVERSI PATIENCE... ... ... ... 38
XYII. PYRAMID PATIENCE ... ... ... 40
XYIII. PIRATE PATIENCE ... ... ... ... 43
XIX. FLOWER-GARDEN PATIENCE... ... ... 46
XX. MUGGINS PATIENCE ... .. ... 49
XXI. QUADRILLE PATIENCE ... ... ... 52
XXII. THE BARONESS PATIENCE ... ... ... 54
XXIII. YORK AND LANCASTER PATIENCE ... ... 55
XXIY. ORACLE PATIENCE ... ... ... ... 58
XX Y. ARITHMETICAL PATIENCE ... ... ... 61
XXYI. BATTLE PATIENCE ... ... ... ... 64
XX YIL HOLIDAY PATIENCE ... ... ... 66
XXYIIL CENTURY PATIENCE ... ... ... 69
XXIX. EMPEROR PATIENCE ... ... ... 72
XXX. WINGS PATIENCE ... ... ... ... 75
XXXI. WHOLESALE AND RETAIL PATIENCE ... 78
XXXII FORT PATIENCE ... ... ... ... 80
XXXIII. SPANISH PATIENCE ... ... ... 82
XXXI Y. FLORENTINE PATIENCE ... ... ... 8-4
XXX Y. RUSSIAN PATIENCE... 56
CHAPTER I.
INTRODUCTION.
IN days gone by, before the world lived at the railway speed
it is doing now, the game of Patience was looked upon with
somewhat contemptuous toleration, as a harmless but dull
amusement for idle ladies, and was ironically described as " a
roundabout method of sorting the cards " ; but it has gradually
won for itself a higher place. For now, when the work, and
still more the wori-ies, of life have so enormously increased and
multiplied, the value of a pursuit interesting enough to absorb
the attention without unduly exciting the brain, and so giving
the mind a rest, and, as it were, a breathing-space wherein to
recruit its faculties, is becoming more and more recognised
and appreciated. Patience, therefore, claims to be not only of
negative, but of positive merit; and one charm of the game or,
to speak more correctly, the series of games is the infinite
variety. There are some to suit every taste. The many players
who like a hard nut to crack, and require a game which is
interesting, and difficult of achievement, the successes bearing
B
GAMES OF PATIENCE. SERIES II.
the proportion to the failures of about one in ten; the many
others who do not care to puzzle their brains overmuch, but
like a placid amusement with a " happy ending " each of
these will find games to suit them in this collection. The
solitary student who has pored over his books till he can see
no longer, the lonely lady, the husband and wife tired of
Bezique, the young people home for the holidays who want a
game that will take in several players in short, whether it is
the old or the young, the one or the many, Patience does its
harmless best to please and amuse them all.
CHAPTER II.
DISTRI B UTION PA TIENCE.
THIS game very much resembles Imaginary Thirteen Patience,
described in the First Series, but there are differences of
play which make it rather more interesting. It requires two
packs, which may or may not be shuffled together the point
is immaterial. Lay eight cards in a row they must all be
different, and there must be no king amongst them ; next
count out the remainder of the cards in packets of twelve,
and place them, face upwards, under the primary row. Now
make a third row, underneath the second, by taking any top
card which will double one of the primary ones.
Of course, it is plain sailing up to six, which is doubled
by a queen; after that number the thirteen calculation has
to be made. For instance : in the Diagram three of the
baae cards knave, ten, and nine exceed 13 when doubled.
The knave, which counts 11, requires (as shown) a nine in
the third row, since 22 13 = 9. The ten is waiting for a
seven to appear, for 20 13 = 7 ; under the nine a five is
B ?.
GAMES OF PATIENCE. SERIES II.
placed in the third row, as 18 13 = 5. The top and bottom
cards are now to be added together (still taking out the 13
where the sum exceeds that figure); and if there is a top
card of any of the centre packets available, it must be
taken for the third row. For example : the nine in the
first centre packet must be placed on the six in the
bottom row, since 6 and 3 equal 9. Now, 9 and 3 will equal
12, so the queen may come from the seventh centre packet,
O O
O O
to
DISTRIBUTION PATIENCE.
and cover the nine. * If by taking these cards others are
disclosed available for any of the lower packets, they must
be placed accordingly.
When you have gone as far as you can in doubling the
top row, and adding the two together, and there is no
other card available, you must take up the left-hand packet
and distribute it. Deal the first card into the vacant space,
then on the remainder of the packets in rotation, till you
have dealt out the packet. This discloses a fresh lot of
DISTRIBUTION PATIENCE.
cards, and gives you moie opportunities for continuing your
calculations and adding to the lower piles. As soon as the
top and bottom added together make thirteen, the pile is
crowned with a king, and is finished.
"Whenever you come to a stand, distribute a packet, always
taking the left-hand one ; if, as often happens, there are three
or four single cards on the left hand, gather them up
till you come to a packet with more than one, then deal
round. Continue in this way until you come to the eighth
packet, but there your chance ends ; after distributing this
one, you have no fresh deal. Toil have, indeed, one privi-
lege : you may draw a card from underneath any of the
packets, and you must choose one that will enfranchise the
greatest number ; but unless you succeed in placing all the
kings, you have failed in the game.
CHAPTER III.
ODDS AND EVENS PATIENCE.
SHUFFLE two packs together, then lay on each side sixteen
cards, in rows of four cards each, leaving a space between.
Now choose which of these sets shall be the active, which
the passive, side. You will be guided in the choice by the
way the cards have turned out ; but it will be well to
make the set that has most low cards in it the active one.
The difference between the two is this : From the passive
side you can only take uncovered cards, leaving the vacant
spaces ; but from the active side you may take any card
that is suitable, filling its place up again from the rubbish
heap. If, however, there is the same card in both sets, you
must take it from the passive side if it is available that
is, with no card underneath it. Now, in the space between
the two sets (see Diagram) you place as they come out
tjie four aces and the four deuces, side by side, and you
pile on these alternate cards, following suit i.e., on an ace
you place three, five, seven, nine, knave, king ; and on the
O
o o o
<3 <3 -0
fr
*
O
GAMES OF PATIENCE. SERIES II.
deuce you go up with, the even numbers to the queen.
Now, as the piling still continues with alternate cards, the
order changes, and the ace-packet takes the even, the
deuce the odd, numbers, till they end with the queen
crowning one, the king the other. There is no second turn
allowed for the rubbish heap.
CHAPTER IV.
STAR PATIENCE.
FOR tliis Patience two packs of cards are required. Take
out the aces and kings, place the king of hearts in the
centre (throwing the other seven kings aside), and arrange
the aces round it in the shape of a star, as shown in the
accompanying Diagram. Shuffle the remaining cards together,
and deal a row round the points of the star. If there ia
a deuce in this row, place it on its proper ace, and fill the
vacancy from the pack ; do the same with the three and
following cards. Now deal round a second row, packing on
the aces as before, and filling the vacancies. A third row is
now dealt, and in this outside row you have a further privi-
lege that of forming marriages among any of the outside
cards in the descending line of the same suit. The rest of
the cards are dealt out on a rubbish heap, but you must
lose no opportunity of packing and marrying, for there is no
second turn allowed.
When you can open one of the rays as far as the ace-
STAR PATIENCE.
11
packet, you may fill the space with outside cards from the
other rays, and this often gives an opportunity of freeing a
card that seemed hopelessly blocked. If you succeed (which
will not be very often), you will find that the star has con-
centrated its rays, and presents a picture of a king
surrounded by eight queens.
CHAPTER V.
FORTUNE-TELLING PATIENCE.
THIS is a game for three or more playere, and is a favourite
with young ladies, as being supposed to afford them a glimpse
I
;*
***
*
FORTUNE-TELLING PATIENCE.
of their future destiny. The four aces are laid in the middle
of the board, their significations being : hearts, loved ; diamonds,
FORTTJNE-TFLLING PATIENCE. 13
courted; clubs, married; and spades, single blessedness. The
cards are then dealt round, and the players place them, face
downwards, on the table in front of them. The oldest hand
turns the top card. If it is a deuce, it is placed upon its
proper ace, and the player turns another, which is put, face
upwards, above his own pack, as shown in the Diagram. The
next player then turns a card; the aces are built upon in
their right suits, but you may put cards on the exposed packs
of any of your neighbours, so long as you do so in the de-
scending sequence, without attending to suit. You may continue
to play as long as you can place your cards; when the
sequence breaks, the next player goes on.
When your first packet is finished, and you have only the
exposed one in front of you, you turn that down, and go on
as before. If you finish off all your cards on one of the ace-
packets, it shows what your fate will be; but if your cards
work off on your neighbours' packets, the oracle is veiled,
and youi fortune remains untold.
CHAPTER VI.
PAIRS PATIENCE.
THIS is not a very abstruse game, but will serve to while away
an idle moment or two. Lay nine cards out in tliree rows,
throw out the pairs, and fill the vacant spaces from the pack.
O
O
O
PAIRS PATIENCE.
PAIRS PATIENCE.
15
When you come to a stop, you have the privilege of laying
down one card, which often sets the game going again, and
this you may repeat whenever a stop occurs; but should
this card not find a pair, the game has failed. In the accom-
panying Diagram there are two pairs to be thrown out.
CHAPTER VII.
GRANDFATHER'S CLOCK PATIENCE.
THIS is one of the most difficult and complicated of the
numerous games of Patience, and requires close attention
throughout. Two packs are wanted, which must be well
shuffled together, after the clock-face has been laid out. Thai
is done in the following manner: The five of hearts is put
at the top, in the twelve o'clock place, the six of spades
for one o'clock, seven of diamonds for two, eight of clubs
follows, then nine of hearts, ten of spades, knave of
diamonds, queen of clubs, ace of hearts, two of spades,
three of diamonds, and four of clubs at eleven o'clock, as shown
in Diagram No. 1. Now shuffle the remaining cards, and lay
them out by threes, overlapping one another, outside each of the
clock-cards. This disposition being made, lay the rest of the
pack aside for the present, and form the clock-packets, following
suit, and packing upwards ; but you can only take the top,
or uncovered, cards of the outer packets. When you have
packed on the face as much as you can, you may move
GRANDFATHER'S CLOCK PATIENCE.
17
the uncovered cards from one outside packet to another, still
following suit, but packing downwards. Now resort again to
the pack, and fill up the outside packets, which must never
have less than three cards each, though they may have
GRANDFATHER'S CLOCK PATIENCE (Xo. 1),
as many more as you can put on them. Work off on
to the clock-face at every opportunity, and still continue
filling the outside packets to three at each round. When
you come to a standstill, and can pack no more, you may
c
18
GAMES OF PATIENCE. SERIES II.
form a. rubbish, heap in the centre ; from this you can only
place the cards on the clock, not on the outer packets ; but
still, as you reduce the latter, you may pile them up again
from the pack in your hand. The final result will be
that the cards will all be absorbed in the face of the clock,
and will stand as shown at Diagram No. 2 : The king of
hearts for twelve o'clock, ace of spades, two of diamonds,
GRANDFATHER'S CLOCK PATIENCE (No. 2).
three of clubs, four of heai-ts, five of spades, six of diamonds,
seven of clubs, eight of hearts, nine of spades, ten of
diamonds, and lastly, the knave of clubs at eleven o'clock.
No second turn of the rubbish heap is allowed, and to
bring the game to a satisfactory conclusion much depends
on the way the outer packets are managed. You may pack
them on or not at discretion.
CHAPTER VIII.
WA TCH PA TIENCE.
THIS game is nearly the same as Grandfather's Clock Patience,
but there are one or two points of difference. In the first place,
it is on a smaller scale, only one pack being used. In the
second, a glance at Diagram No. 1 will show that though the
cards begin in their proper places according to a watch (the
queen of clubs standing for twelve o'clock), by the time they
have been thoroughly manipulated they have all got wrong. The
third point of difference is, that instead of a rubbish heap, the
king of hearts is placed in the centre, with three cards above
him as the hands ; these are worked off, but the king remains
stationary.
The mode of play is as follows : Place the cards round .the
watch-face as shown in Diagram No. 1, the king of hearts
being in the middle. Shuffle the rest of the pack well, and
lay out in threes above each card. Now build upwards on the
watch-face, according to suits, and downwards on the upper
cards of the surrounding packets ; you must not, howevc r,
c 2
WATCH PATIENCE (No. 1).
WATCH PATIENCE.
21
build upon the hands, though you may work them off on to
the face of the watch. If you come to a standstill you may
transpose the places of two cards in the surrounding packets
WATCH PATIENCE (No. 2).
either both at once or at separate times. If these method*
fail in attaining the final result (as shown at Diagram No. 2),
shuffle up the cards and try again.
CHAPTER IX.
HA DEN PATIENCE.
SHUFFLE two packs together; lay out twelve packets of eight
cards each as shown in the Diagram, the top cards being
exposed, the others face downwards. The remaining eight cards
are all exposed singly, and form the " dummy " hand. Having
done this, you look at the cards before you for any two
which, when added together, will make eleven as seven and
four, eight and three, &c. These you remove, as also picture
cards when they form a sequence of knave, queen, king. You
then turn up the top cards of the uncovered packets, and
search out the elevens as before. When nc more cards can
be worked off, you may have recourse to the dummy hand,
from which you may take one card that makes eleven with
one on the packets. In the case of a sequence, if there is
only one kind of picture card on the packets, and the
remaining two in the dummy, you may then remove both; but
should there be two sorts on the board, you can only take one
from the dummy. "When there are two exposed cards of the
HA.DEN PATIENCE.
23
same signification, you may look at the card immediately
underneath, to see which would be most advisable to take. The
The Dummy Hand.
* *
HADEN PATIENCE.
longer the dummy hand can be kept intact, the greater will
be the chance of working off the Patience.
CHAPTER X.
SQUARING THE CIRCLE PATIENCE.
THIS is a very difficult game, and at first, until the player
has learnt the order of rotation, a remarkably puzzling one,
since on the same packet the sequences are alternately
ascending and descending, following suit. Two packs are
required. Withdraw from one the four aces, and place them
in a square ; shuffle the remaining cards well together, and
surround this square with a circle of twelve cards, as shown
in the Diagram. If there be a king in the circle, place it on
its proper ace, and fill up the vacancy ; upon the king you
will place a two; as it turns out in its course, on that again
a queen ; then three, knave ; four, ten ; five, nine ; six, eight ;
seven, seven. Now the order changes, and becomes eight, six;
nine, five ; ten, four ; knave, three ; queen, two ; king, ace.
In dealing out the remainder of the cards you may make
four reserve packets; and whenever you create a vacancy in
the circle, fill it up from one of these. You need not deal
on the packets in rotation ; in fact, the success of the game
SQUARING THE CIRCLE PATIENCE.
25
greatly depends upon how you arrange the cards upon them ;
it is best, if possible, to keep one for the kings, aces, anil
queens, and put the medium cards on the other three. You
may gather up these packets, shuffle, and form them once
again ; if by that time the circle is not squared, the game is
a failure.
Reserve Packets.
SQUARING THE CIRCLE PATIENCE.
CHAPTER XL
FOUR-CORNER PATIENCE.
SHUFFLE two packs of cards together, and then place twelve
cards as in the Diagram, beginning with the top corner one on
the left ; then the vertical line of four, the left bottom corner,
the top right corner, the line, and the bottom right corner,
leaving space enough between the lines to put the four kings
and the four aces, two and two, the kings above, the aces
below.
Now proceed to deal on these cards in the same order
until the two packs are dealt out. Kings and aces are to
be placed at once as soon as they appear; but while the
process of dealing is going on there are restrictions as to
building on them. A suitable card may be taken from either
of the corners, but one from the lines is only available if it
is in the same row as the packet on which it is to be placed.
This restriction, however, ceases as soon as all the cards are dealt.
You may not only take for building any suitable cards that
are on the top of any of the corner or line packets, but you
FOUR-CORNER PATIENCE.
may also pack on these in an ascending or descending
sequence. When you cannot continue your play any longer,
bike up the packets, beginning with the left corner (leaving,
of course, the eight centre ones), and deal round again in the
same manner. The process may be repeated a third time, in
spite of which indulgence the game is often a failure.
FOUR-CORNER PATIENCK
CHAPTER XII.
CORNER PATIENCE.
SHUFFLE a single pack thoroughly, and then lay nine cards on
the table, in three rows of three each, as shown in the Diagram.
You may be some time laying out these cards, for the following
is the method of procedure : The first one turned up is placed
in the top left-hand corner we will suppose it to be a five;
the three other corner places must be left vacant until the
other fives appear. Upon these four base-cards you pack in
an ascending scale through the suit, ending, of course, with a
four; but upon the other cards you pack downwards without
attending to suits. It is not necessary to fill all the spaces
at once; as you deal the cards out you may place them on
the rubbish heap or on the board at discretion.
If fives are the corners, fours and threes are not wanted on
the board at all events as bases as they will not work off
till the last. Of course, the corner packets, being in suits,
cannot be altered, but the cards may be shifted about on the
other packets, in order to make vacancies to be filled from
CORNER PATIENCE.
29
the rubbish heap, or to get at buried ones. For instance, a
ten of diamonds may be wanted for its corner, and it lies
under a nine of spades and eight of hearts, but there is
another nine and ten on the board : one takes off the eight of
hearts, the other the nine of spades, thereby releasing the
diamond ten.
o o
* *
*&*
+**
* *
CORNER PATIENCE.
It will be seen that this is a game in which a good deal of
judgment is required to bring it to a satisfactory conclusion
for, although some players take the privilege of a second turn
of the rubbish heap, those who go in sternly for "the rigour
of the game " do not allow this.
CHAPTER XIII.
PRISON PATIENCE.
THIS game is played with one pack only, but requires consider-
able space to lay it out, all the cards being displayed. The
first that turns up is the base-card ; this is placed on the
board, and the three similar cards are put in a perpendicular
line with it as they turn up. Now, on either side of this line
place four rows, each containing five cards. You will now have
eight cards remaining, which you will place in a narrower row
of four on each side of a vacant space below the base-cards
this is the " prison."
Having laid out the pack thus, you now proceed to build on
the bases, and you may do so in either the ascending or de-
scending scale, according as the cards show the best chances
of success; but you must build on all alike you cannot go up
on one and down on another and you must follow suit. The
only cards available for you to take are the outside ones of
the rows there are only ten, therefore, to work from ; but you
have the privilege of packing on these outside cards and as
32 GAMES OF PATIENCE. SERIES II.
long as you follow suit you may pack up or down as you will.
If you can succeed in emptying any of the rows, you may
move an outside card into the vacant space, and this gives
you an opportunity of unpacking, if desirable.
For instance, in the accompanying Diagram, the seven of
hearts being a base-card, and nine, ten, and knave of hearts
being or becoming outsiders, you are compelled (in order to
get some diamonds and clubs that are wanted) to pack the
reverse way; that is, ten on the nine, and knave on the ten
which of course blocks them all. But if you can absorb all
the cards in one of the rows, you may take the knave from
the top of this packet, and place it in the vacancy by the
bases; thus it again becomes an outsider, and the ten and
nine may pack upon it, to be ready to go on the base when
the eight can be freed. This privilege does not extend to the
two rows by the prison ; they cannot be moved up they can
only be worked off on the bases.
When you have built and packed as far as you can, and
find yourself blocked, you have still another chance : you may
take any single outside card, and place it in the prison, where
it must remain until in due course it works off on its proper
base.
If there are still insuperable obstacles in the way, some
players allow the further privilege of gathering up all the
cards except the base-packets and the prisoner, shuffling, and
laying them out again in rows of five on each side as far as
they will go; but strict players object to this indulgence.
However, with all the chances you can get it is a difficult
game to bring to a satisfactory conclusion.
CHAPTER XIV.
STOP PATIENCE.
THIS is a very interesting game for two players, each having
a well-shuffled pack. They cut for lead, and the higher begins.
He first counts out thirteen cards, which he places on his right
hand, turning up the top one; this is called the stock. He
then lays down four cards in a perpendicular line, as shown
in the Diagram. If there be an ace among them, or the top
card of the stock be an ace, he places it on the board to the
left of his line, and fills up the vacant space with the top card
from the stock. Or if in the line there are two consecutive
cards of the same suit, he places one on the other in the
descending scale, and again fills up from the stock, and turns
the top card. If he can play no longer, he turns one card
from the pack in his hand, and lays it, face upwards, on the
table in front of him; this is the beginning of a rubbish
heap. If this cannot be placed, he turns a second, and lays it
on the first, when his play comes to an end.
The second player now takes up the game, counting out his
GAMES OF PATIENCE. SERIES II.
stock, and placing his line of four cards parallel with that of
his adversary, leaving space enough between for all the aces
as they come out. If he sees an opportunity of packing on his
enemy's line, he may avail himself of it, always following suit,
and in a downward direction ; of course, on the aces the building
goes up. Also a player may pack on his enemy's rubbish heap,
and this he may do both ways as long as it is the same suit;
Rubbish Heap.
2nd Player.
Line.
1st Player.
9
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Stock-
ist Player
o o
o<>0
Q
o o
STOP PATIENCE.
but he can only do this from the stock or the rubbish heap,
not from the line.
Meantime the non-player is carefully watching, and the
moment the player makes any slip or oversight he cries
" Stop ! " on which that side ceases, and the other takes up the
l*ame. The object is to get rid of all the cards ; the first
who does so wins. Often the players will go on for a long
STOP PATIENCE. 36
time, merely alternately each turning a card and putting it on
the rubbish heap ; then, perhaps, will come a run of luck. The
ace-packets must always be built on first, then the line, then
the enemy's rubbish heap. A player may pack on his opponent's
line, but may not create a vacancy in it.
The mistakes which invoke the cry of "Stop!" are the
following :
1. If a player neglects to place a card when he has an
opportunity to do so.
2. If he places it on either line when there is an ace-packet
to receive it.
3. If he packs on his opponent's rubbish heap when he could
do so on the aces or the lines.
4. If in filling a vacancy in the line from the stock he
neglects to at once turn the top card of the latter.
5. If, when taking a card from the stock to fill a vacancy, he
places it on a packet instead, it must be laid down and the
top card turned before he can use it in any other way.
6. If he takes the cards from his opponent's line.
7. If he packs on the lines in a wrong direction.
8. If he places a card either from the lines or the rubbish
heap when he could take it from the stock.
The rubbish heaps may be turned over and over again. The
game is finished when the cards of one player are all worked
off on the ace-packets
u 2
CHAPTER XV.
BLOCK ELEVEN PATIENCE.
IN this game, as in Corner Patience, a board of nine cards is
laid out in three rows. If in doing so you see two cards
BLOCK ELEVEN PATIENCE.
which make eleven eight and three, six and five, and so on
jou deal a card on each, doing so on every combination tLa
BLOCK ELEVEN PATIENCE.
37
makes eleven. The court cards, of course, do not come into
the calculation ; but when king, queen, and knave, are on the
board together, you deal a card on all three.
If you cannot make up an eleven, and have not the three
court cards, you are blocked. You may then have the privi-
lege of putting one card on the centre packet, which often
opens up fresh combinations. If it does not do so, the block
is complete, and there is nothing for it but shuffling the pack
and laying out the cards again.
In the Diagram given all the cards can be covered.
CHAPTER XVI.
REVERSI PATIENCE.
SHUFFLE two packs together, then lay ont twenty-one cards
in three rows of seven cards each. The cards are to be alter-
REVERSI PATIENCE.
nately open and reversi ; that is, the first wHl be face upwards
REVERSI PATIENCE.
39
(open), the second face downward (reversi), and so on, as shown
in the accompanying Diagram.
As each row begins and ends with an open card, there wil]
be twelve open and nine reversi. Having laid them out, survey
the board, to see if you can find a reversi card between dupli-
cates (i.e., between two kings, two sixes, &c.) ; if there is, the
reversi and the card on its right are thrown out, and the gap
closed up by bringing the rest of the row to the left. Now
deal round on the open cards again, throwing out the reversi
card and its right-hand duplicate packets as soon as it
appears. When a row is reduced to three, both the right- and
left-hand packets are dismissed with their reversi. If you
succeed in clearing the board, you have accomplished the
game, whether you have dealt out all the cards or not.
CHAPTER XVII.
PYRAMID PATIENCE.
Two packs are required: lay out from one of them a pyramid
of nine cards, as shown in the Diagram (No. 1), then shuffle the
remaining cards together. If there should be an ace or a
king as the apex, or in the middle row, there they must
remain until uncovered by the card below them being removed.
If on the bottom row of the pyramid there are consecutive
cards of the same suit, they can be packed either upwards or
downwards, at discretion, their places being filled from the
pack. Now deal out the remaining cards on three rubbish
heaps. As the four aces and kings of the respective suits
come out, they must be placed (in the form of two small
pyramids) the aces on the left, the kings on the right; and
these are built upon in the ascending and descending scales
respectively.
You must lose no opportunity of building on the small
pyramids, but be careful how you pack on the lower row of
the large one, as this is occasionally the cause of the cards
42 GAMES OF PATIENCE. SERIES II.
above being checkered. Whenever a vacancy is made in this
lower row it can be filled by a top card from either of the
rubbish heaps ; but before doing this, see if the uncovered card
above it can be taken for the ace or king packets. All such
vacancies in the body of the pyramid must be filled at once
from the rubbish heaps. When all the cards are dealt out,
gather up the three rubbish heaps, and deal out again on
two heaps; and if still unsuccessful, you may again deal the
remaining cards, but only on one rubbish heap.
If you succeed in the game, the large pyramid will have
disappeared, and there will be a small one on each side,
crowned respectively with kings and aces, as shown in Diagram
No. 2.
CHAPTER XVIII.
PIRATE PATIENCE.
THIS is a game for two players, each with a pack. The
opponents cut; he who cuts lower has to work upwards
from the aces, the other downwards from the kings, following
suit. The players now play as fast as they can, each dealing
out his cards on a rubbish heap in front of him, and placing
his cards on his ace (or king) packets at every opportunity.
These packets must be placed in a row each row of four
in front of its proprietor and are called their ships.
As one is working up and the other down, it follows that
there comes a point where the two packets meet, and which-
ever reaches that point first captures the other ship, placing
it on one side, with the ace or king whichever it may happen
to be crowning it. For instance, one player has built on
the ace of spades as far as the six, the other has come down
to the eight (see Diagram) ; the player who turns the seven
captures that ship.
GAMES OF PATIENCE. SERIES II.
As soon as a ship is taken, the order of that suit is reversed ;
the player who worked from the ace now puts up the king
for the second venture, and vice versa ; and as it is rather
puzzling to be working up on some and down on others,
the second fleet that is fitted out had better be a little apart
Ace Packets Ups.
Rubbish Heap.
King Packets Downs.
Pvk
Rubbish Heap.
PIRATE PATIENCE.
from the first. If one player comes to the end of his pack
before the other, the play now alters a little; he intently
watches his adversary, and if a card turns up suitable for
one of his ships, and not so for his adversary, he may say
"Take," and claim it. If it is at the crucial point where
the packets meet, the player who says "Take" first makes
PIRATE PATIENCE.
45
the capture. "When both speak together, the ship is supposed
to have gone down, and neither has it. The player who makes
moat captures wins the game. If a series of games so many
op is being played, the players shuffle each other's cards
before beginning again.
CHAPTER XIX.
FLOWER-GARDEN PATIENCE.
ONE pack only is required, which must be laid out in six
groups or flower-beds of six cards each, arranged fanwise,
as shown in the accompanying Diagram; nevertheless, it is
only the top card (with the exception afterwards stated) that
is in play ; the remaining sixteen cards are retained in the
hand, and are called the "bouquet." Now take any aces that
may be in the bouquet or on the top of the flower-beds,
place them in a row, and build upon them according to
suit. You may also move the cards from one flower-bed to
another in descending sequence without paying any attention
to suit ; and in doing this you may freely use from the
bouquet any cards that are available.
When you have piled as far as you can, the exception
mentioned above comes to your aid you may move the
whole or part of a sequence from one flower-bed to another,
and this often opens out cards that would otherwise have
* * *
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***
48 GAMES OF PATIENCE. SERIES II.
been hopelessly blocked. Ton cannot, however, move a king
until it can be placed on ite proper ace-packet.
When you come to a standstill, and can neither build on
the aces nor move from one flower-bed to another, lay the
bouquet on one side, shuffle up the flower-garden, and lay it
out again in beds of six cards, adding any cards that may
be over to the bouquet. If this second time you do not suc-
ceed in gathering the respective suits together, you will add
one more to the numerous f allures to which those who play
Patience are liable.
CHAPTER XX.
MUGGINS PATIENCE.
THIS Patience is so called because it is akin to the round game
of Joe Muggins ; but it must be confessed that the relation-
ship is not very close, as there are several points of divergence.
It is rather a puzzling game, and requires close attention; and
though it appears to give the player unlimited facilities for
attaining his object, yet he will find that, with all his care,
success is very apt to elude him at the last.
Shuffle two packs together; then lay out eight cards in a
row; the ninth that turns up is the "base" card. If there
are any base cards in the original row, take them out, and fill
their places from the pack; with this exception, these eight
cards are not to be touched until the end of the game. Of
the base cards, four will be placed under the row, and will
be built on in the ascending scale (no attention being paid to
suits), and the other four above it, and worked downwards.
Suppose the ninth card turns up a six, the base cards will
bo sixes (see Diagram), and the four lower packets will b*
GAMES OP PATIENCE. SERIES II.
crowned with fives, and the upper ones with sevens. The
base cards, as they turn up, are to be placed alternately above
and below. The remainder of the cards are now dealt out
upon the original eight; and here the likeness to Muggins
comes in: As long as the cards do not follow one another in
direct succession they are laid on the packets in rotation, but
wh^n there is a sequence you pile them on the packet you are
playing on as long as that sequence lasts and it may run
either upwards or downwards; as, for instance, you place a
nine on an eight, ten on the nine, then comes another nine,
MUGGINS PATIENCE.
followed by an eight, and so on. Directly the sequence breaks,
the cards are played on the packets in succession as before.
Every opportunity must be taken to build on the bases, and
you may take any exposed card suitable for that purpose,
except one of the original eight. When the cards are all dealt
out, you may (and this again is like Muggins) move the
top cards from one packet of the row to another, as long as
you can do so in any sequence, thus opening up fresh ways
of continuing the upper and lower piles. The eight original
cards, however, are not to be touched until you come entirely
to a standstill, and can neither build nor pack any more ; you
MUGGINS PATIENCE.
51
may then move any of them that are uncovered, and suitable
for placing either above or below.
Considerable judgment is required in the final movement of
the cards backwards and forwards ; it is there that the player
too often gets chockered by finding that he has packed in the
vrong direction.
As each base-pile is finished, it will be well to turn the
last card on its face, as a sign that the packet is done with,
for having to build in different directions at the same time is
apt to be a little confusing.
E 2
CHAPTER XXL
QUADRILLE PATIENCE.
THIS game is sometimes called La Fran^aise Patience, and is
known to have been played in France upwards of 100 years ago.
One pack only is required, which must be thoroughly shuffled.
Deal out the cards on a rubbish heap, and as the aces and
deuces turn up place them on the board, as in Diagram No. 1,
to form the figure of a quadrille. These eight foundations
are to be built upon according to their suits, but in alternate
numbers (as in Odds and Evens Patience) : thus, on the ace
you place first a three, then five, seven, and so on up to the
king ; while on the deuce even numbers are placed, ending with
the queen. The rubbish heap may be turned twice. The final
effect is shown at Diagram No. 2.
Rubbish
Heap.
No. L
No. 2.
QUADRILLE PATIENCE.
CHAPTER XXII.
THE BARONESS PATIENCE.
THIS game is one of the No. 13 combinations, and is, like Quad-
rille Patience, a very old one. The kings are to be discarded, as,
counting thirteen themselves, they combine with no other
number. One pack is required. Deal five cards in a row ; if any
two of them make thirteen when added together, remove them,
and lay them aside. Deal another row of five on the top of the
first row ; again remove the thirteens, and deal out again.
If the thirteens are not all paired by the time the pack is dealt
out, the game has failed.
THE BARONESS PATIENCE.
in the Diagram given it will be seen that there are two
combinations of thirteen (a a and b 6) which can be removed.
CHAPTER XXIII.
YORK AND LANCASTER PATIENCE.
THIS game is played with one pack. It may be made a double
game by two players presiding over the opposing camps, the
pack which must be well shuffled being placed between them
after the withdrawal of a red and a black king the red repre-
senting Lancaster, and the black (to be voted white for the
nonce), York. These two kings having been placed some distance
apart, the top card of the pack is turned ; if red, it is placed at
the side of the Lancastrian king ; if black, by the side of York.
Each succeeding card as taken from the pack should be placed in
its proper camp, one card being on each side the king, three in
the line above him, and three below. When this disposition is
made as shown in the Diagram, the camp is complete. "When
one is thus filled up, any further cards of the same colour that
turn up must be placed in a heap at the side ; this is the
prisoners' camp.
As soon as both camps are completed, the fight begins. The
first card turned then from the pack, if red, can take any black
56
GAMES OF PATIENCE. SERIES II.
card of a like value, or one point lower, from the Yorkist camp,
the captor and prisoner (or prisoners) to be taken to the prisoners'
camp. If, on the other hand, a spade or club is turned, ih* 1
attack will come from the White Rose Any card in the attack-
YORK AND LANCASTER PATIENCE. 57
ing camp may now take prisoner (or prisoners) any card exposed
in the other camp of a like value, or one point lower, the excep-
tion being the two centre kings, which neither capture nor are
captured ; also, the attack ceases when there are only two guards
left by the king.
Once more the cards are turned from the pack, and the camps
are filled up, any supernumeraries retiring to their own prisoners'
camp until the other side is ready, when again the turn of the
card decides the attack. When the pack is exhausted, the cards
are counted : the kings score four points each, queens three,
knaves two, and the remainder one each. The victory rests with
the side that scores the greatest number.
CHAPTER XXIV.
ORACLE PATIENCE.
ONE well-shuffled pack suffices for this game. It is called the
Oracle because it shows which of the four powers in the
world Wisdom, Wealth, Beauty, or Courage will be most
propitious to the player. These powers are represented by the
four queens, under the names of Minerva for Wisdom spades ;
Juno for Wealth diamonds; Yenus for Beauty hearts; and
Bellona for Courage clubs. The queens are placed a short
distance apart, and their courts are formed round them (see
Diagram) as the cards are turned up from the pack. The upper
card in each court is immovable ; the three others can capture
and be captured.
As soon as a court is completed, but not before, that power is
ready to attack, but it cannot do so until a card of its suit turns
up. This may take any card or cards of its own value from the
other courts (always excepting the top one), and the captor and
captured are laid on the heap above the queen. The three lower
cards of the attacking power have also the right of taking any
M Inerva Wisdom.
Juno Wealth
Pack
ORACLE PATIENCE
60
GAMES OF PATIENCE. SERIES IT.
others of their value which are placed underneath them; but
these cards are subject to recapture.
If the turn-up cannot make a capture, it is laid on the top
heap, and another is turned. Continue dealing out, forming up
the courts, and capturing at every opportuni-ty, until the pack is
exhausted. The cards are then counted, and the power that
scores most wins. Aces count four, kings three, knaves two,
and common cards one, each.
CHAPTER XXV.
A RITHMETICAL PA TIENCE.
THIS game has the peculiarity of never being a failure that
is, without great carelessness on the part of the player;
indeed, it might almost be better designated as a card
trick than a game, as the first part, which belongs to the
Imaginary Thirteen tribe, is continued until all the cards are
adjusted. Lay out on the board one, two, three, and four,
in a row ; they may be of mixed suits the point is immaterial.
Now deal out on a rubbish heap, and as cards doubling the
first four in value appear, place them in a second row
underneath i.e., below the ace you place two, below the
deuce four, six under the three, and eight under the four,
as shown at Diagram No. 1.
All succeeding cards which are placed on the second row
must be of the value of the top and bottom added together
thus, the second set of cards to be played on the lower
packets will be three, six, nine, queen. The next set to be
placed will be four, eight, queen, and three, for in thif
GAMES OF PATIENCE. SERIES II.
last the Imaginary Thirteen calculation comes into play the
queen (which counts twelve) and four making sixteen, deduct
thirteen, and it leaves three to place on the queen. This
calculation is made whenever the value of either of the
original top cards, added to the exposed one beneath it.
4
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NO. 1.
* *
NO. 2.
ARITHMETICAL PATIENCE.
exceeds thirteen; that number is deducted, and the
remainder is the card to place on the lower packet. As
soon as you reach the actual number of thirteen, you place
a king on that packet, which is finished. Continue turning
the rubbish heap until all the lower packets are crowned
with kings, as shown at Diagram No. 2.
ARITHMETICAL PATIENCE. 63
The second part of the game now commences : Place each
packet upon the card above it the first on the ace, the
second on the two, and so on. Having done this, gather
the cards into one packet, by laying the last one on the
third, both together on the second, and all three npon the
first. The cards must be gathered up in this particular
way without shuffling or disturbing the order in which they
have been played, or the next process will not come right.
Now, holding the cards with their backs to you, deal out,
face downwards, as follows : (1) Deal thirteen single cards in
a row. (2) Deal on every other card, beginning on the
second, until you end on the thirteenth; you will find that
you have to go along the row twice. (3) Begin at the third
card, and deal on every third; you will have to do this three
times in order to end on the last card. Finally, begin at the
fourth card, and deal on every fourth till you have finished.
Then take the cards carefully up in their proper order, from
the first packet to the thirteenth.
Now begin to spell out the numbers, laying a card down, face
downwards, for each letter except the last; turn that card up,
and it will be found to correspond with the number. When
you come to the knave, you must spell it Jack, otherwise
there will not be cards enough. The following is the order:
0-n-e (this card will be an ace), T-w-o (2), T-h-r-e-e (3), F-o-u-r
(4), F-i-v-e (5), S-i-as (6), S-e-v-e-n (7), E-i-g-h-< (8), N-i-n-e (9),
T-e- (10), J-a-c-fe (knave), Q-u-e-e-n (queen), K-i-n-0 (king).
CHAPTER XXVI.
BATTLE PATIENCE.
THIS is a game for two players each with a pack and victory
depends on the amount scored in four deals.
Each player deals out thirteen packets (as shown in the
Diagram) till his cards are exhausted. Whenever in doing
so a card falls in its right place i.e., a four on the fourth
packet, a king on the last one, and so on it is set on one
side, and another card played on that packet. At the end of
the round the cards set aside are scored according to their
pips: a knave counts eleven, queen twelve, and king thirteen.
Gather the cards up, shuffle them well, and deal out again
At the end of the fourth round add up the score; tle higher
wins.
CHAPTER XXVII.
HOLIDAY PATIENCE.
THIS is a good family game. There should not be less than
three players, but any further number may join. The cards
are dealt round, and the last is turned up and placed on the
board to form the beginning of a line ; the others remain in
packets, face downwards, before the players. The first playel
turns his top card ; if he can place it on the board, he does
so, and turns another. Suppose the beginning card on the
board is ten, and the player turns a knave, he places it by
the side of the ten; if he then turns a queen, that goes by
the knave; or if another ten, it is placed below the first, as
shown in the Diagram. When he can no longer play on the
board, he puts down his card to commence a rubbish heap.
The second player now takes up the game. If he can play
to the board, he must do so (always in upward sequence) ;
when he cannot, he may put his card upon hi neighbour's
rubbish heap, provided it follows in sequence, either up or down.
Thus, if the first player has a three exposed on his rubbish
F li
63 GAMES OP PATIENCE. SERIFS II.
heap, the second may put either a two or a four upon it. The
game goes round in this way, each player continuing as long
as he can place cards ; but if he makes a mistake as, for
instance, playing on an opponent's rubbish heap when he
ought to put his card on the board his turn stops, and the
next player goes on. The concluding card of a line should
be turned face down, to show that it is finished. The rubbish
heaps are turned, and the play proceeds till one player baa
got rid of all his cards, thereby winning the game.
CHAPTER XXVIII.
CENTURY PATIENCE.
THIS is a game for four players. The aces are taken out,
and one is put before each player; the cards are then dealt
round, but must not be taken up they remain in packets, face
downwards. The first player looks at his top card ; if it is
the same suit as his ace, he displays it on the board; if not,
be turns it down again; the three other players do likewise
in turn. When all the cards have been thus looked at, each
person passes his packet to his neighbour, and the same process
is gone through, the cards belonging to their aces being put
by them on the board, the others rejected. At the end of
this second round the displayed cards (see Diagram) are scored
according to the number of the pips : knaves, queens, and
kings, counting respectively eleven, twelve, and thirteen. The
player who has the greatest number of cards scores an extra
six; if two or more have an equal highest number they score
three each.
CENTURY PATIENCE. 71
The cards are now gathered up, thoroughly shuffled, and
dealt out again, the aces being left out as before. The game
is 100 up, but when more than one person exceeds the century,
the highest score wins.
This game will do for three players, provided one whole suit
is taken from the pack.
CHAPTER XXLX.
EMPEROR PATIENCE.
THIS game may fairly be described as the best of all the varicms
games of Patience. Its superiority to the common run consists
in its affording so much scop3 for play in making all the
various combinations and re-combinations which are called for
to bring it to a successful issue. Two packs are required.
Lay on the board, face down wards, ten packets, of three
cards each these are called sealed packets ; below them
place a row of single cards, face up. Take out aces whenever
they appear, to form foundations, and put them a little distance
below. Aces are built upon in their proper suits ; but on the
exposed cards in the second row you pack in downward
sequence, but always alternating the colour a red six on a black
seven, then a black five, followed by a red four, and so on,
as shown in the Diagram.
When you open up a sealed packet by making a vacancy
beneath it, turn the top card, and lay it in this space. Aa
soon as the whole of a sealed packet is got rid of in this manner
Sealed Packets.
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Rubbish Heap.
EMPEROR PATIENCE.
74 GAMES OP PATIENCE. SERIES II.
any exposed card may be placed in the vacancy, and such card
can become the head of a column or perpendicular line. Deal
out on the rubbish heap to the end of the second pack, build-
ing up on the aces, and forming columns at every
opportunity.
It is allowable at any time to move any exposed card from
one column to another; it is even allowable to put back cards
from the ace-packets to the columns when by so doing fresh
and advantageous combinations can be made. This privilege,
which is quite unique, is called " worrying back," and it is
generally found necessary to resort to it several times. When
the second pack is finished, take up the rubbish heap, and turn
the first card; if it can be placed, turn the next, and so continue
as long as you can play; but when a card appears for which
no amount of worrying back or altering the columns can find
a place, the game has failed. A successful termination shows
the ace-packets crowned with their respective kings.
CHAPTER XXX.
WINGS PATIENCE.
THIS game is played with one pack, and is laid out thus :
Place a card on your left; at a little distance from it form
two perpendicular lines of four cards each, with space between
them to take the aces as they appear ; finally, one card on your
right. Continue to di al out in this way till the pack is exhausted,
slightly overlapping the cards to economise space. The acee
are to be built upon in their proper suits.
During the process of dealing you may take an exposed card
from either of the wings for the ace-packets, or from the sides,
provided the card is in the same row as the ace which requires
it. When any card is thus taken, the vacancy must be at once
filled from the pack. When you have finished dealing out, you
may pack outside cards on one another, either in the ascending
or descending lines, but following suit.
The success of the game depends greatly on the way this
packing is managed. If you can succeed in entirely opening
one row, you can put any exposed card into the vacancy, fol-
o o o
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S 1
E>
WINGS PATIENCE. 77
lowing on with the same suit, if in sequence. For instance,
the exigencies of the game may have compelled you to pack
the diamonds reverse way, from the four to the seven; but by
judicious distribution you have disposed of all the cards in
another row. Now place the seven of diamonds in this vacancy,
and bring the six, five, and four, alongside in their due order,
ready for the ace-packet, when you have freed the two and
three.
Do not be in any hurry to pack at the beginning, but survey
the board well, to see what the chances are; it is necessary to
let none slip, for there is no second deal. The Diagram given
illustrates a pack just laid out on the table.
CHAPTER XXXI.
WHOLESALE AND RETAIL PATIENCE.
ONE pack only is required; remove from it the aces, and
place them in pairs hearts and clubs, diamonds and
spades. These are built upon in alternate colours black on
red, and vice versa but they must keep to their own pairs,
as shown in Diagram No. 1.
The aces are the retail establishments; for the wholesale,
lay out on the board three rows of five cards each, as shown
in Diagram No. 2. Below these you may make four packets,
or rubbish heaps, and in arranging them it is well to keep one
specially for kings and queens. The exposed cards on the
board may be built upon in downward sequence, following suit ;
but the player should be very careful in doing this, for as
these cards cannot be moved until they work off on to the
aces, they are apt to checker those above them. When the
pack is exhausted, gather up all the cards that have not
been placed on these aces, shuffle, and lay out the wholesale
board again, forming your rubbish heaps as before. This is
a very difficult game to accomplish.
No. L RETAIL.
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Rubbish Heaps.
WHOLESALE AND RETAIL PATIENCE.
CHAPTER XXXIL
FORT PATIENCE.
FOR this game two packs of cards are required. Take the
aces and kings from the first pack, and place the aces on the
left, the kings on the right ; these are to be built upon
the former in upward, the latter in downward, sequence,
following suit. Now shuffle the two packs together. Place
two parallel lines of four cards each, to form the fort, as
shown in the Diagram ; lay two cards along the top, and two
along the bottom these are the gates ; in the centre place
twenty-one (the garrison), the cards overlapping one another.
Deal the rest of the cards on a rubbish heap, building the
while on the kings and aces.
When cards are taken from the fort, the vacancies are filled
from the rubbish heap ; but when from either of the
gates, they are replenished from the garrison. As the fort
cannot be taken until the defenders have all disappeared, if
there should be duplicate cards in the wall and the gate,
choose from the latter in preference.
The rubbish heap may be turned twice ; indeed, this game is
so difficult to bring to a satisfactory termination that some
players turn the heap three times
Gates
Garrison.
Gates.
FORT PATIENCE.
CHAPTER X X X 1 1 1 .
SPANISH PATIENCE.
LAY out thirteen packets of four cards each, face upwards, as
shown in the Diagram given. If there should be an exposed
SPANISH PATIENCK.
ace, take it for the base of a sequence. Suit is not followed
in this game, the numerical order only being attended to
SPANISH PATIENCE.
83
Now pack on the exposed cards in downward sequence, so as
to free as many cards as possible. Some judgment is required
in this packing; every effort should be devoted to freeing the
aces and their following numbers.
When you come to a standstill, gather up the packets in
any order, but without shuffling, and once more lay them out
in packets of four; this process may be repeated again, and
if by that time you have not got the ace-packets completed
in sequence, you have failed in the game.
CHAPTER XXXIV.
FLORENTINE PATIENCE.
THIS game requires one pack only. Lay out five cards in
the f orm of a cross ; the next that turns up is the base-card.
Place this and the three others of the same signification, as
they turn up, in the corners, but at a little distance, as shown
in the Diagram. These are to be built on in suits in ascending
sequence; the four outer cards on the board may be packed in
downward sequence without any attention to suit. When you
remove one of these cards, either on a base or in packing, you
may fill the vacancy from the rubbish heap; or you may, if
you prefer it, move the centre card into the space, and put
the rubbish card into the middle; while it remains there it is
not to be packed upon. The rubbish heap may be turned
once.
* *
* *
Rubbish Heap.
4. .5.
Florentine Patience completed.
FLORENTINE PATIENCE.
CHAPTER XXXV.
RUSSIAN PATIENCE.
THIS is an extremely difficult Patience to accomplish. It
requires undivided attention, and great care in the packing,
especially at last. The whole of two packs must be laid
out in the following manner, first shuffled well together
Place twelve cards in a row; if there are any kings or aces
in it, take them out, and place them below, to be built upon
the aces upward, the kings downward, in their pi-oper suits.
Duplicates must not be taken only the four belonging to the
suits. If, also, in the first row there are any queens or twos, and
any other cards following in sequence, they can be at once
placed on their packets, the spaces being filled from the pack.
This privilege is only allowed to the first row ; in the succeed-
ing rows the only available cards, except kings and aces, are
the two outside ones. When these are taken, if the card above
(which then becomes exposed) is available, it may be used,
and the place filled from the pack. This restriction ceases
when all the cards are dealt out.
RUSSIAN PATIENCK.
GAMES OF PATIENCE. SERIES II.
There will be eight rows in all, as shown in the Diagram.
Some very strict players do not allow the kings and aces to
be taken urfless they come in the top row, or as outside cards;
but this adds an extra difficulty to a game already so difficult,
that most players prefer to take the aces and kings at once
as they appear. The board being thus laid out, packing in
suits may be carried on to any extent on exposed cards,
either upwards or downwards, the aces and kings being care-
fully built up the while. When you come to a stand, and
can neither pack nor build any more, gather the cards up in
perpendicular rows, beginning at the right-hand first, and
placing one on another without shuffling ; then lay them out
again, proceeding exactly as at first. A third deal is allowed
When a vacancy is made in the top row, any exposed card may
be moved up into it, which often is the means of freeing im-
portant ones ; it is therefore a great object to dispose of all the
cards in a perpendicular row, by packing or building. When the
board is laid out for the last time, the player must use great
caution, in packing his cards, that the upper ones should nut
get checkered hopelessly.
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