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ROYAL CASINO  is an improvement on the parent game because the court cards play a more important part.  The Aces count 1 or 14 (at the option of the player), the Kings 13, the Queens 12 and the Jacks 11, and they may be used for combining and building.  Thus an 8 and a 4 may be taken with a Queen, a 6 , a 4 and a 3 with a King, and so on.
            Twenty-one points constitute the game.

In DRAW CASINO, after the first round of a deal, the forty undealt cards are placed face downwards on the table to form a stock.  Then each player, after playing, draws  a card from the stock to bring the number of cards in his hand  up to four.   When the stock is exhausted the hands are played out and the count made as in the parent game.

SPADE CASINO maybe played either s royal casino (above) or as the parent game, with the addition that the Ace, Jack and 2 of Spades count 2 points each, and all the other Spades 1 point each.
            Game is 61 points, and it is convenient and customary to keep the sore on a cribbage board( see Plate 11).

Colonel: Colonel is a version of coon-can for two players.  The full pack of fifty-two cards is used, and  each player is dealt ten cards, one at a time.  The rest of the pack is placed face downwards on the table, between the players, and the top card (known as the optional card) is turned face upwards and placed alongside the stock.
            The object of the game is to make sequence of the same suit, threes and fours of a kind, and declare them by placing them face upwards on the table.  The hand ends when one of the players has declared all his cards.  A sequence must be of at least three cards, but once it has been declared either player, in his turn, may add to it.  In the same  way, if three of a kind has been declared, either player in his turn may add the fourth card to it.


The non-dealer plays first.  He takes into his hand either the optional card or the top card of the stock.  He declares any sequences, threes or fours of a kind that he holds, and discards a card from his hand.  The discard is placed on top of the optional card, or in its place if the optional card has been taken up.  The dealer plays next.  He has the choice of taking the card that the non-dealer has discarded or the top card of the stock.

            It will be seen, therefore, that the routine of the play is very simple.  Each player in turn takes into his hand either the top card of the stock or the card his opponent has discarded, he then declares any sequences, three or fours that he holds, or adds to those already declared either by himself or his opponent, and then discards a card from his hand.  In a sequence the Ace is high.  A player is not under compulsion to declare: indeed it is good play to refuse to declare for as long as possible in an attempt to declare one’s hand all at once.  This way one’s opponent has less chance to declare all his cards, but it is to be borne in mind that a player who fails to declare when he can runs the risk that his opponent will go out before him.

            When a player has declared all his cards, his opponent loses points for every card remaining in his hand, the Ace, King, Queen and Jack counting as 10 points each, the remaining cards their pip values.
            If the stock is exhausted before either player has declared all his cards, both players show the cards remaining in their hands and the player with the lower total wins the hand.  He adds to the score the total of his opponent’s hand less that of his own.
            A refinement of the game is that before the stock is exhausted either player may challenge.  If the challenge is rejected by the opponent, the land continues to be played out.  If, however, the challenge is accepted, both players expose their hands and the player with the lower total wins.  He adds to his score the total of his opponent’s hand without deducting his own.  If the right cards to make sequences and threes of a kind are not coming to a player, it is good play for him to fill his hand with low cards and then challenge.

It would be good play to take the 5 ♥ as it gives chances of a set of Fives or a sequence in Hearts.  The K ♠ might be discarded.

Comet : Two 52-card packs, with the same design on their backs, are used alternately.  The packs must be prepared by rejecting all the Aces, putting all the red cards into one pack and all the black cards into another, and interchanging a red and a black 9.
            Eighteen cards are dealt to each player, one at a time, and the remaining twelve cards are put aside; they play no part in the game.  The non-dealer begins the game by playing one of his cards, face upwards, to the centre of the table.  The players then, alternately, build up on it by rank only.  Suits are disregarded.  Any number of cards, provided they are of the prop0er rank, may be played in one turn.  The four 8s, for example, may be built on a 7, the four Jacks on a 10, and so on.  When a player is unable to build it is a stop, and his opponent begins a new sequence by playing any card he chooses.  Obviously a King is always a stop.
            The 9 of the opposite colour is called the comet.  It may represent any card that the holder chooses, but may be played only in turn.  It is a stop, and the player who plays it begins a new sequence.

            The player who is first to get rid of all the cards in his hand is the winner.  He scores the total of pips left in his opponent’s hand, the court cards counting as 10 each.  If both players are stopped and both are left with cards in their hands, both hands are counted.  The lower hand wins and scores the value of his opponent’s hand less the value of his own.  If a player wins the hand while the comet is in the hand of his opponent he scores double.  If a player wins by playing the comet, he doubles his score, and if he wins the hand by playing the comet as a 9 he quadruples his score.

COMMIT is variation of the parent game that is suitable for more than two players.  It is played with the standard pack of fifty-two cards from which the 8 of Diamonds has been removed, and as many other 8s and 7s as may be necessary  for the players to be dealt an equal number of cards.
            The players place an equal number of units into a pool.
            The player on the left of the dealer begins by playing any card to the centre of the table.  The others play cards on it as able, and not necessarily in rotation.  The cards played must follow in sequence.  Only the 6 of Spades may be played on the 5 of Spades, the 8 of Clubs on the 7 of Clubs, and so on.
            The 9 of Diamonds is the comet and may be played either when all the players are stopped or when the holder of it has played regularly and is unable to continue the sequence.  After it has been played, any player in rotation may either continue by playing the 10 of Diamonds on it, or the card next above that for which the comet has been substituted.

            The player who plays the comet receives 2 units from each of the other players, and any player who plays a King receives 1 unit from each of the other players.  The player who is first to get rid of his cards wins the pool, and receives 2 units from a player who has been left with the comet in his hand, and 1 unit for each King.

Competitive Patience

GOLF PATIENCE, like golf itself, is best played by two, but three-ball matches and foursomes are not difficult to arrange. 
            Each player has a pack of fifty-two cards.  He deals the top thirty-five face upwards in five overlapping rows of seven cards each.  This forms the links.

            The remaining seventeen cards are dealt one at a time to a waste heap.  Every time that a card is dealt the bottom card of one of the columns of the links may be packed on it in ascending or descending sequence irrespective of suit and colour.  In the links on Plate 9 if the first card that is dealt to the waste heap is the 7♥, the 8 may be packed on it, the 9 on the 8 , the 10 ♠ on the 9 , the 9 ♥ on the 10 ♠, and so on.  Play continues in this way until the run is brought to an end either by a King or because no further packing can be made.  The next card is dealt to the waste heap, and the game continues until all seventeen cards have been turned.  The number of cards left in the links represents the numbers of strokes for the hole.  Nine or eighteen holes are played. 
            Occasionally a player will clear the links before dealing all seventeen cards to the waste heap.  When this occurs, the number of cards left in hand count as a plus score in the player’s favour, and, at the end of the game, are deducted from his total score.
            The players play each hole simultaneously.


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