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 
 
 . 6 
 . 9 
 , 12 
 . H 
 . 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 
 
 <? <y 
 
 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
 
 * * * 
 
 <3 <3 
 <3 <3 
 
 <3 <3 
 
 3 <3 
 <3 <3 <3 
 
 > > > 5 
 ***
 
 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 
 
 
 
 
 
 o 
 
 
 * * 
 * * 
 
 
 
 
 *V* 9? 
 
 * * 
 
 %' 
 
 O 
 
 0% 
 
 Rubbish 
 Heap. 
 
 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. 
 
 
 
 
 
 
 
 O 
 
 ** 
 
 00 
 
 ? 4- 
 
 VyV 
 
 ;*.* 
 
 O 
 
 9 9 
 
 9 9 
 
 J' J 
 
 o o 
 
 9? 9 
 
 <yV<y 
 
 A*A 
 
 O 
 
 9? 9 
 
 .: 4>~ 
 
 *** 
 *** 
 
 * * 
 
 
 
 4 
 
 OOOO 
 
 o 
 oooo 
 
 * + 
 * 
 
 * * 
 
 
 
 
 
 O 
 
 4- 4- 
 
 9 9 
 
 
 
 O 
 
 *** 
 
 *** *T* 
 
 9? 9 
 
 
 
 
 ^w^ 
 
 4 
 
 
 
 9? <J> 
 
 I 
 
 
 
 
 4. 4. 
 
 - 
 
 + * 
 
 
 
 * + 
 
 
 
 
 
 
 
 
 
 
 
 
 
 Ace Packets (in progress). 
 
 Pack. 
 
 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 
 
 * 
 
 
 o 
 
 
 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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 No. 2. WHOLESALE. 
 
 O O 
 
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 4, 4, 
 
 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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