Part 12
Many people who play games of patience a good deal are convinced that, if they are able to bring three different forms of patience to a successful conclusion on the same day, they only have to wish for something and the wish will be granted to them.
The particular games they play are known as "Tens," "Demon" and "the Idiot's Delight."
It must be understood that there is no necessity to be successful on the first trial of each of the games. Such a thing is almost impossible. What these devotees do is to go on playing until they bring out, say, the "Tens," and then they turn to either of the other two and work at it. Should they be so lucky as to get out all the three, then they formulate their wish and wait for it to come true.
In case some readers do not know how to play these fascinating games, we will proceed to explain them.
_TENS._--For this, two full packs are required. The cards are well shuffled and then a row of ten cards is dealt out on the table, face down. This done, another row of ten cards is laid out, also face down. Next, a third row is set out, but this time the cards are placed face up.
The player looks at the ten face cards and throws out any aces. Then he builds up suits, as far as he can, by resting a card of opposite color, and of one degree lower in value, on some other card. Thus, a red goes on a black, a black on a red, a queen on a king, a two on a three, and so on. When the shifting of cards causes a file to have no face card in it, then the uppermost non-face card may be turned over, ready for being used.
As soon as all the possible movements have been effected, a fresh set of ten cards is dealt out, one being placed on each file. The movements are recommenced. Note that not only can one suitable card be placed on another, but partial runs of cards may be so moved, as long as there is no broken sequence in them. Thus, a black two, a red three, a black four and a red five may be lifted in one operation on to a black six; but a red three, a black four, a black five may not be put on a red six. It is possible, however, to lift the red three and black four on to a red five, if such a card is available.
Should a file become quite empty, with not even face-down cards in it, then it is possible to fill it with a king and any proper following sequence, should such a one be within reach in any other file. The use of this movement becomes apparent after a few games have been played.
When the second lot of ten face cards has been dealt with, a third ten is set out, and other lots of ten are dealt in the same way, until the double pack, in hand, is exhausted.
The aim of the game is to have no cards left in the lay-out, and this is obtained by building up sequences from "king" to "two" and, as soon as one of these complete sequences is formed, it is removed from the game.
If, when all the two packs have been dealt out and all the possible movements of cards made, there are broken sequences left, then the game has failed and it is finished.
In order to make the explanation absolutely clear, a diagram is given on this and the opposite page. It shows how the cards should be set on the table before any play is commenced. Naturally, the choice of the face cards is arbitrary. This is how the movements will be made:
First, the ace of hearts is thrown aside and the card behind it is turned up. Then, the six of clubs (black) is placed on the seven of diamonds (red) and the five of hearts (red) is put on the six of clubs. The card immediately behind the six and, also, the one behind the five are turned face up. Next, the three of diamonds (red) is put on the four of clubs (black), and the card behind the three is turned up. But the four and the three can go on the five of hearts. So the card below the four is turned. In addition, the cards turned up by the movements of those mentioned may help to continue the sequences.
[Illustration: No. 27.--The "Lay-Out" for Tens.]
[Illustration: No. 28.--See Opposite.]
_DEMON._--For this game, one pack of cards is required. After it has been thoroughly shuffled, four cards are placed in line, face up, and then thirteen cards are dealt, face down, in a stack. Some people call this stack the rubbish heap. Next, one card is turned up: it is known as the formation card.
Before any more is done, the four cards placed in line are examined. Should one of them be of the opposite color to another, and of one degree lower in value, it is put on the higher card. Thus, a red ten goes on a black jack and a black queen on a red king, and so on. If at this point, or at any subsequent time in the game, one of the four files, originally formed by the four cards first set down, becomes vacant, then it is filled by taking a card from the rubbish heap.
Now, let us think of the formation card. Naturally, there are three more of the same value in the pack. Whenever any of these three are discovered, they are placed beside the original formation card. The game is to get out the four formation cards and to build up on them in their proper sequence and in the same suit. Any card uncovered in the play, in building up the alternate sequences on the original files, or turned up from the rubbish heap, may be used for the purpose.
When the lay-out has been arranged, the cards in hand are turned over in threes and used for file sequences or formation building. On reaching the end of the pack in hand, it is picked up and turned over in threes again. And this is continued as often as any cards may be used from the pack. When no more cards can be used, there is no point in turning over the threes any more and the game ceases. If the four formation cards have been found and built up with the twelve subsequent cards following them, the game has been successful; but when this is impossible the game has failed.
Note that in a case where the formation card is, say, a six, it is built upon in the following order: seven, eight, nine, ten, jack, queen, king, ace, two, three, four and five.
_THE IDIOT'S DELIGHT._--Here, again, one pack is needed. First, a line of nine cards is laid out, face up; followed by a line of eight cards; then one of seven, and others of six, five, four, three, two and one card. This gives the formation shown in the diagram.
The aim of the player is to get out the four aces and to build upon them, in proper order and the same suits, until the kings are reached. If this is managed, the game is a success: if not, a failure.
At the outset, the only cards that can be moved or used in any way are those shown black in the diagram. They are moved according to the following plan: a black six goes on a red seven, a red queen on a black king, and so on. Any number of cards can be placed one on top of the other, if moved one at a time, but it is not allowable to move a stack of two or more cards, except to place it in one of the top nine spaces, and then only when one of these spaces becomes vacant.
[Illustration: No. 29.--The "Lay-Out" for The Idiot's Delight.]
Two points remain for explanation:
(1) When one of the cards, shown black in the diagram, is moved, the card above it comes into play and can be moved.
(2) The "lay-out" does not take all the fifty-two cards. There are seven over. These can be used for making up sequences as and when desired.
Now, if you can get these three games to work out successfully and do them the same day, not necessarily the first time you try, frame your wish, a reasonable one, of course, and await the issue with confidence.
FORTUNETELLING GAMES
THE ZODIAC WHEEL
The wheel, illustrated on this page, is divided into a dozen sections, and each contains a symbol that stands for a Sign of the Zodiac. These signs greatly influence our lives. We were born under the rule of one of them, and it is the one that rules our own particular birth-date that we must specially note.
[Illustration: No. 30.--The Zodiac Wheel.]
To test _YOUR_ luck on almost any question, cut out the wheel and fix it to a wall or door, by forcing a pin through the center. Do this loosely so that the wheel will revolve freely when spun in the direction of the arrow. If it is desired to keep the book intact, copy the wheel on a sheet of stiff paper. The twelve sections are easily provided with the assistance of a pair of compasses and then the signs must be drawn, as they are done in the illustration.
Before the wheel commences to rotate, blindfold yourself or if you can be sure of playing fairly, merely close your eyes. Then ask the wheel the question about which you desire information, and follow by touching the revolving symbols with some pointed instrument, such as a pencil.
The pencil point will arrest the motion of the wheel and, also, it will touch one of the twelve sections. Be careful to keep the pencil from moving until your eyes are opened. Then, note the section which the pencil indicates.
[Illustration: No. 31.--The Oracle]
Take a long pencil, with a point. Place your hand high up above the oracle. Shut your eyes. Rotate the pencil three times and then bring the point down to the paper. Steady the pencil and keep it still: then open your eyes. If the pencil point rests within a circle, the number gives your age when you will be passing through a very lucky period of your life. If you are more than 20 years of age, add the additional years to the number found in the circle.
This is how the wheel answers your question: The reply is "Yes," if the pencil touches your Zodiacal month sign.
The reply is "Probably yes" if the pencil touches one of the sections on either side of your Zodiacal month sign.
The reply is: There is a fair chance of the answer being "yes" if the pencil touches one of the sections two away from your Zodiacal month sign.
The reply is "No" if the pencil touches the section directly opposite to your Zodiacal month sign. Thus VII is opposite to I, VIII is opposite to II, and so on.
The other sections give no reading at all.
Your Zodiacal month sign can be found from the following table:
I _Aries_ Born between March 21 and April 19. II _Taurus_ " " April 20 and May 20. III _Gemini_ " " May 21 and June 21. IV _Cancer_ " " June 22 and July 22. V _Leo_ " " July 23 and Aug. 21. VI _Virgo_ " " Aug. 22 and Sept. 22. VII _Libra_ " " Sept. 23 and Oct. 23. VIII _Scorpio_ " " Oct. 24 and Nov. 22. IX _Sagittarius_ " " Nov. 23 and Dec. 21. X _Capricorn_ " " Dec. 22 and Jan. 20. XI _Aquarius_ " " Jan. 21 and Feb. 19. XII _Pisces_ " " Feb. 20 and Mar. 20.
Note.--When the wheel is to be spun, the section that corresponds to the date must be placed in the "twelve o'clock" position.
YOUR MARRIAGE MONTH
Here is a very popular game which tells you in which month you should be married. There are two diagrams. The first is a frame, embellished with the signs of the Zodiac. Cut out the blank part in the center. The second diagram consists of two court cards. Cut them out separately, leaving the signs given on the edges. It will be seen that the two court cards fit into the Zodiacal frame.
The game is based on the fact that the signs of the Zodiac are very powerful in watching over people's destinies.
To play this game, place the Zodiacal frame on the table, close your eyes, and twist the frame round three or four times, or until you have no idea of the position of the signs. Then, take the two court cards and, while your eyes are still shut, shuffle them about on the table until you do not know which is which. Pick up either of them, whichever you prefer, but without seeing them, and then proceed to fit the card of your choice in the frame. You will be able to do this by the sense of touch.
When you have set the card in the frame, open your eyes, and examine what you have done. If any sign on the card is immediately opposite the same sign on the frame, it indicates the month in which you are most likely to be married. When two signs on the card pair off with two signs on the frame, your choice lies between the two months suggested by the signs. On occasions there will be no signs on the card pairing off with the signs on the frame. These are the instances when the Fates are undecided. The belief is, however, that your marriage month is indicated by a sign on the card being duplicated by the same sign, one position to the right, on the frame. In saying "to the right," the intention is that the move be made in the same direction as the motion of the hands of a clock.
[Illustration: No. 32.--Your Marriage Month.--The Frame.]
[Illustration: No. 33.--Your Marriage Month.--The Court Cards.]
THE DISCS OF FATE
This is an excellent device for those who enjoy fortunetelling schemes. There are four discs and they all have to be cut out. While doing this care must be taken to preserve all the projections intact. Note that the white center of each disc must be removed. This is fairly easy to do if a pointed pencil is pushed carefully through the paper.
When the four shapes are ready for use, slip them on to a long pencil, so near together that they are almost touching. See to it that the disc bearing the lucky devices is fitted on last. It will then hide the three others. The game consists in revolving the discs and, while they are turning, there is a likelihood that they will spread out on the pencil-axis. This can be avoided by slipping a rubber band on to the pencil in front of the discs, and another behind them. Leave just enough space for them to revolve comfortably.
How to Consult the Discs
Place the arrow projections, one at 3 o'clock, another at 6 o'clock, the third at 9 o'clock, and the remaining one at 12 o'clock. When all is ready, twirl your finger three or four times round the disc in the same direction as the hands travel round a clock face.
Then, when the discs have come to rest, look at the cut-out space in the disc bearing the lucky symbols. Count up the numbers shown in this space and consult the lists below. Whatever message is attached to your number, so is your fate. It is well to remember that if any part of a projection comes within the disc-space, its particular number counts, whether it can be seen or not. The fact that the projection is visible is what matters.
You can consult the discs on love, marriage or fortune, but you must decide which you are engaging before the discs are rotated.
[Illustration: No. 34.--The Discs of Fate.]
Love Answers
1.--Do not be cold. More affection will help on your cause.
2.--Take no thought of interfering relatives. Make up your own mind.
3.--A proposal is not far distant. Give it very careful consideration.
4.--A quarrel, followed by a speedy reconciliation, is predicted.
5.--A misunderstanding will cause a good deal of dissatisfaction; but all's well that ends well.
6.--A pleasant adventure will be experienced by you within the next twelve months.
7.--You are more successful than, apparently, you imagine.
8.--Make up your mind which one you want. There is danger ahead if you keep more than one hanging to your apron strings.
9.--Whatever is to happen will happen soon. Do not be taken unawares.
10.--What you think of him or her, he or she thinks of you.
Marriage Answers
1.--The right person is the one you think.
2.--Marriage will not come suddenly upon you and it will come late.
3.--Do not let money matters enter into the considerations of your marriage.
4.--There will be certain ups and downs to navigate before the ceremony is arranged.
5.--Your marriage will be influenced by a person with dark eyes and dark hair.
6.--You ought not to hesitate.
7.--There are as good fish in the sea as ever came out of it, so do not worry.
8.--Do not be in any hurry. Time is not precious and nothing is as important as knowing your own mind.
9.--More than likely, your own wedding will be influenced by some other wedding.
10.--Don't worry. Everything is progressing satisfactorily.
Answers Regarding Your Fortunes
1.--Money will come to you, but not until you have worked hard to gain it.
2.--Expect some important change of position very soon.
3.--Somebody is about to lend you a helping hand.
4.--A large slice of luck will come your way before two moons have run their course.
5.--Do not be afraid to strike out of the old rut.
6.--You are placing too much faith in friends. Be more self-reliant.
7.--When you are least expecting it, you will get all you deserve, and more.
8.--Do not be too keen on experiments. Be thankful for what you already have.
9.--Avoid anything in the nature of "chance" where money is concerned.
10.--You will go on a journey and much benefit will come of it.
THE LUCKY SQUARE
This is a rattling good game for several players. First, give each person a sheet of paper and a pencil. On the paper, a large square has to be drawn, such as is used for crossword puzzles. Each side of the square is divided into six equal portions, and lines are drawn from side to side and from top to bottom. The figure is now a large square, divided into thirty-six small squares--six along any horizontal or vertical row.
[Illustration: No. 35.--The Square required for this game.]
The next thing is to exhibit a card on which is printed the following signs of the Zodiac:
_ARIES_ _CANCER_ _TAURUS_ _VIRGO_ _PISCES_ _GEMINI_ _LIBRA_
The card is so placed that the players can see the names and refer to them during the game.
When play starts, the first person chooses any letter he likes, but will probably select one which helps to spell one of the words set out above. He calls out the letter and all the players put it in one of the squares on their paper. That done, the next person selects any letter he chooses, and, on calling it out, all the players put it in another of the squares. The third person does similarly, and so do all the other players, until the game is stopped by someone or until all the thirty-six squares are filled.
The aim of each player is to be the first to spell in consecutive squares, either horizontally or vertically, one of the names of the signs, as given on the card. And, naturally, the aim of the other players is to frustrate their opponents. Obviously, it is forbidden for one person to look at the attempt of another.
The first player to complete a word cries "stop," and if he is adjudged correct, he has a wish granted to him.
There is a good deal of skill needed in this game. Suppose the first competitor selects P as his letter. All the others know he is aiming for "Pisces" and player No. 2 then calls V. Clearly, he is trying for "Virgo." So player No. 3 quietly calls A which leaves him free to work on "Aries," "Cancer," "Taurus" or "Libra." Now, suppose No. 3 is working for "Aries," in calling, say I, he helps No. 1 to the I of "Pisces," and so on.
WHEN IS YOUR WEDDING?
Several ways are mentioned in this book of finding out which month is to bring you some particular portion of luck, and here it is proposed to describe a game of dominoes that tells you the month in which you are to be married. Nothing is told you about the year of your nuptials--merely the month, and it is an amusing game for unmarried people only.
Get out the dominoes and ask an unmarried friend to take a hand with you. When you have played to the finish, the result will provide one of you with the name of your marriage month, whichever was previously decided on. Then, it is usual to play a second game, so that the second of you may receive enlightenment on the same point.
The game is played in practically the ordinary way that one takes a hand at dominoes. All the cards from double-six to double-blank are shot on the table, pips down, and shuffled. Then, each player selects five cards at random and examines them. The player who is seeking information lays down any card he or she chooses and then the game consists in matching the two ends with other cards bearing a number that will match. This is done by the two players in turn.
If at any point in the game one of the players while still holding a card cannot match at either end, he or she must draw cards, one by one, from the heap on the table, until it is possible to match, but one card must always be left in the heap.
The game ceases when one player has disposed of all his or her cards, or when the game is shut (i.e., there are no more cards available that will match seeing that they have all been used) or when neither player can "go" and there is only one card left in the heap.
As soon as the game is finished, the pips at the two ends of the formation are added together, and, whatever the addition happens to be, stands for the number of the month. Thus, if there is a five at one end and a two at the other, this gives an addition of seven, and the seventh month is July. It should be remembered that when a "double" card figures at one end, only the single number is reckoned; thus the total can never exceed twelve, as two sixes, one at either end, is the highest possible score.
It will be very quickly appreciated that the thing to avoid is to stop the game with a blank at both ends. What this means will be perceived by all players.
THE GAME OF LUCK