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The Car Game
by Pepys (Castell Brothers)

 

The CAR Game

An original game of skill for 2 to 5 players.

THE PACK consists of:

12 CAR-CLASS cards, numbered 5, picturing two each of famous examples of the six different classes of cars featured in the game, those classes are RACING, SPORTS, RECORD-BREAKING, LUXURY. TOURING and VINTAGE/VETERAN.

2 BLUEBIRD cards, numbered 4.

30 TRIO cards—each showing (in different order) three of the six classes of car, each class being worth 1, 2 or 3 points as indicated on the cards. Many famous and interesting cars of the six are pictured. The order in which the three classes of cars appear on each TRIO card is shown in the panel at the top-left corners. ("Record-breaking is abbreviated to "Record" and "Vintage/Veteran" to "Vin/Vet"). Sea back page.

OBJECT AND OUTLINE OF THE GAME

The object of the game is to win cards, and to win cards one must win tricks.

Briefly, cards are dealt to the player, further cards are turned up until a CAR-CLASS card appears. Players now choose 3 cards from their hands, which together will give a good points score for that Class of Car. They place their 3 cards face-down and all turn them over together. The set of 3 scoring most points for that Class wins, and the winner take

all the cards from the table which show that Class, and any Bluebird cards. These are set aside and kept by the winner. The cards left on the table are returned to the players' hands.

THE DEAL

Choose a dealer, who shuffles the pack and deals until each player has 7 cards. Place the rest of the pack face-down in the centre of the table.

THE PLAY

Players take their cards into their hands and look at them. The player on the dealer's left turns up the top card of the centre pack. If it is a BLUEBIRD card or a TRIO card, he takes it into his hand. This completes his turn and play passes to the player on his left.

If the top card is a CAR-CLASS card, the player who turned it up places it face-up on the table beside the pack.

PLAY FOR TRICKS

As soon as a CAR-CLASS card is exposed a trick is played, and each player chooses 3 cards from his hand and places them face-down on the table before him.

Choosing the 3 cards

In choosing the 3 cards, each player must consider whether he is likely to win the trick or not.

The most points likely to be scored with 3 cards is 12—one CAR-CLASS (where the picture is the same as the one turned up) 5 points; one BLUEBIRD card, 4 points; one TRIO card (where the Class wanted is the top picture on the card) 3 points. Maximum scoring combination is—the correct CAR-CLASS card and two BLUE-BIRDS—13 points. These combinations will not happen very often, however, and mostly a lower total, having no BLUEBIRD or correct CAR-CLASS card in it, will win, so if a player thinks he has a fair total of points in any 3 of his cards for the Class being played for, then he will include them. Experience is the best guide.

If he feels his total is likely to be beaten by other players, he will choose 3 cards, if possible, which do not show that Car-Class, also he would not then choose a BLUEBIRD card as he would lose it. (CAR-CLASS cards, different from the one being played for count NIL in tricks, and can therefore be returned to the hand after the trick).

All players must lay 3 cards on the table, so long as they have 3 cards in their hands. (Sometimes. especially at the end, players may hold less than 3 cards; then they must lay all they have).

"Showing" the Sets

As soon as each player has placed a set of 3 cards on the table, everyone turns them face-up. They are then compared to see whose set of 3 counts most points for the Class being played for. This player wins the Trick (see further down).

How to Value the Sets

BLUEBIRD cards, count 4 points, whatever the Car-Class.

There are 2 cards of each CAR-CLASS (5 points), so if you have the other one in your hand you can play It in your three cards, when it counts 5 points for you, always provided that it is the same class as the exposed card (which itself is never included).

TRIO cards showing a picture of the same class as the exposed CAR-CLASS card, count 1. 2 or 3 towards your score, according to the number shown on the card. Only the number shown for the correct class counts. Numbers for the other classes on the TRIO cards are not counted. TRIO cards not showing the right class at all score no points.

Winner of the Trick

The player whose set of 3 cards scores the highest points value for the exposed CAR-CLASS card wins the trick.

This player picks up all the BLUEBIRD cards, also the TRIO cards on which appear the same class of car as the CAR-CLASS card. These he has won and he places them aside until the end of the game.

CAR-CLASS cards cannot be won, even if played in a set, although they counted towards a player's score. If a CAR-CLASS card the same as the exposed card has been played in a set it must, after the trick has been won, be placed aside together with the exposed CAR-CLASS card. These "used" CAR-CLASS cards are placed face-down in a separate pile and play no further part in the game.

All players now return to their hands any cards left to them on the table, including CAR-CLASS cards played which were not the same as the exposed one.

Ties

If two players tie for the highest number of points, or if no player has scored any points, all players return their cards to their hands. The exposed CAR-CLASS card however, is put aside.

After a tie, the player to the left of the last trick winner continues the play as follows:

Further play and Tricks

The player to the left of the trick winner continues play by turning up the next card of the centre pack as before, and taking it into his hand if it is not a CAR-CLASS card. Whenever a CAR-CLASS card is turned up a trick is played for.

CENTRE PACK USED UP

When the centre pack has been used up play continues by players, in turn, playing CAR-CLASS cards from their own hands. Players then play a trick for that class.

A player must play a CAR-CLASS card if he has one at his turn to play; if he has none he passes.

A CAR-CLASS card, when so placed on the table from the hand, does not count in the subsequent trick for the player from whose hand it came. All CAR-CLASS cards, after having been played for, or after having been used to score with in tricks, are put aside facedown.

END OF PLAY

Play continues until the last CAR-CLASS card has been played for.

SCORING

Players count up all cards they have won (BLUEBIRD and TRIO cards) counting 1 point per card, and deducting 1 point for each card left in their hands.

THE WINNER

The winner is the first player to score an agreed number of points. For 4 players to reach 50 points will require about 6 or 7 games. For 2 players, 100 points will require about the same number of games,

"VETERAN" and "VINTAGE"

You may be interested to know exactly what these terms mean:

The general term Veteran includes all cars made before 1917, although only cars made before 1905 are accepted for the Veteran Car London to Brighton run.

A Vintage car is one made between January 1st. 1917, and December 31st. 1930

CASTELL BROTHERS LTD.
14 -17 St. Cross Street. Hatton Garden. London. E.C.1.
MANUFACTURED IN GREAT BRITAIN