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Lady Cadogan's Illustrated Games of Solitaire or Patience Part 15

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_Note._--In the tableau only three rows of the rivers are shown.

[Ill.u.s.tration: THE "LOUIS" PATIENCE.]

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 finis.h.i.+ng 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 finis.h.i.+ng 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.

[Ill.u.s.tration: SLY.]

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 s.p.a.ces, 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.

[Ill.u.s.tration: THE GREAT THIRTEEN.]

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 s.p.a.ce 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 s.p.a.ce 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.

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