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Seven cards, four face downwards and three face upwards, are dealt in a row.  Two more rows are dealt in the same way, and then four rows of face-upwards cards.  For convenience the rows may overlap slightly (see illustration).  The remaining three cards are temporarily set aside.
            Leaving the four Kings within the layout, the object of the game is to build on them descending suit-sequence to the Aces.
            the cards at the bottom of the columns are expo9sed, and they may be packed with the next lower cards in suit-sequence.  To do this a card may be taken from anywhere in the layout, but if a card is not taken from the bottom of a column, all the cards below it in the column must be taken with it.

            In the layout shown, the 3 may be packed on the 4, but the 2♣ must go with it.  In the same way, the 5♠ may be packed on the 6♠, but the 7♠ , 6♥ , A ♣ and 10 must be moved with it.  And so on.  Nothing of course, is packed on an Ace.
            When a face-downwards card is cleared, it is turned face upwards, and when a whole column is cleared the space is filled by a King, together with any cards below it in the column from which it is taken.
            When no further moves can be made, the three cards, temporarily set aside, are now dealt face upwards, one to the foot of each of the three columns at the extreme left of the layout.
            The game is by no means an easy one and calls for some care and forethought if it is to succeed.

            As a start, the layout should be inspected closely.  If there is a reverse sequence, such as Q , J , K in one column the game can never be won; nor can it if there is a criss-cross, such as the 9♠ on the 6 in one column and the 5 on the 10♠ in another.  In such cases as these it is a waste of time not to redeal.
            If the layout offers promise of success, the first move should be an attempt to uncover the face-downwards cards.  In the layout illustrated, for example, it is will be seen that the 4♣, together with the 9 , 3♠, and Q ♣, will free a face-downwards card if the combination is packed on the 5♣.  The first move, therefore, is to pack the 5♠, together with the 7♠, 6♥, A ♣ and 10 , on the 6♠.
            Careful thought should always be given to a situation before a move is made.  Carelessness may well end by the player blocking the game.


            Fourteens is one of several two-pack patience games composed by Mr Charles Jewell.  Forty-eight cards are dealt in the form of an open cross (see Plate 5).  To win the game the table must Queen as 12 and the Kings as 13, any two cards that touch each other, either at the sides, the corners or at top and bottom (either within the same quarter of the cross or, so to speak, across its upright and arms) are discarded if together they have a pip total of fourteen.  There is, however, no compulsion to discard a touching pair. 

When two cards have been discarded, if together they have a pip total of fourteen.  There is, however, no compulsion to discard a touching pair.  When two cards have been discarded, those that remain on the table are closed up towards the centre of the cross, but not across its upright or arms.  When all discards have been made, and the cards that remain on the table have been closed up, the layout is filled with cards from the stock.

            In the layout on Plate 5, the J ♥ and 3 ♠ in the fourth quarter are discarded and the 5♠ and 8 moved to the left.  Now the Q may be moved either upwards or to the left and very clearly it should be moved to the left in order that it may be paired and discarded with the 2.  The 4♣ and 9♠ are moved upwards, the K ♠ and A ♥ are discarded, and the 6♠ is moved upward.  In the second quarter the 3♠ and J are discarded, and the 6♣ and K ♠ moved downwards.  This allows the 6♣ (in the fourth quarter) to be paired and discarded with the 8 (in the fourth quarter) and the K ♠ (in the second quarter) to be moved to the left.  The layout is very favourable to success, because in the first quarter the J ♠ may be discarded with the 3♥, the 6♥ and 3♣ moved to the right, and the 8♥ and 6♠ discarded.  In the second quarter the J ♠ and 3 ♣  may be discarded and the 7 moved downwards.  In the third quarter there is the choice of discarding the 3 either with the J or with the J ♣.  And so on.

            The game calls for considerable foresight, and a watchful eye must be kept on the four cards at the centre of the cross, because unless they can be paired, and discarded, the movement of the layout towards the centre is obstructed.  Very often it is unwise to discard a pair and the better play to keep it in reserve.  Judicious pairing and discarding, coupled with skillful movements in closing up, helps towards getting the right card into position to get rid of a card that is holding up the game at the centre of the cross.  The end game calls for exact play, because it usually contains a number of traps into which it is very easy for the thought-less player to get caught.

Indian Carpet

Indian Carpet, Crazy Quilt, Japanese Rug or Quilt, is a two-pack patience with a very attractive layout (see Plate 6).  An Ace and a King of each suit are played to the centre as foundations.  Below them, sixty-four cards are dealt face upwards in eight rows of eight cards each; they are laid vertically and horizontally in turn.
            The Ace-foundations are built on in ascending suit-sequences to the Kings, and the King-foundations in descending suit-sequences to the Aces.
            Any card in the layout is available for play, provided that either of its shorter sides does not touch another card.  Thus in the layout on Plate 6 the 2 ♠ in the top row may be built on its Ace-foundation, but the 2♥ may not.  The play of the 2♠ leaves the 5 and J ♠ free to be played later.

            Spaces in the layout are not filled, and the cards in the layout are not packed.  The remaining thirty-two cards are turned one at a time, and any card that cannot be built on a foundation is played to a waste heap.  Available cards in the layout may be packed on the top card of the waste heap either in ascending or descending round-up-corner suit-sequences. The waste heap may be redealt once.

Miss Milligan

Miss Milligan is a very popular two-pack patience, and by no means an easy one.     Eight cards are dealt in a row.  Any Aces are played to the centre of the table, to be built on in ascending suit- sequences to the Kings.  The cards in the layout are packed in descending sequences of alternate colour.  A space may be filled only by a King , with or without a sequence.  When all moves have been made in the first row, a further eight cards are dealt, one card to each column, slightly overlapping the cards in the first row, and filling any spaces.  No packing or building of a card on a foundation may be made until all eight cards have been dealt.  Play continues in this way, making moves after each row of eight cards has been dealt, until the pack is exhausted.  Sequences must be moved intact. When the whole pack has been dealt, but not before, if a card at the bottom of a column blocks the run of a se4quence, it may be taken into the hand and held in reserve until further moves enable the player to find a place for it in the layout. This is known as waiving, and though it may be repeated as often as the player wishes, only one card at a time may be waived.








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