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Mother Goose's Attic

 

 

 

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CONVOY
by Tree Brand

A New and Exciting Game for Four or more Players

Each pack consists of 49 Cards:-

6 Merchantmen

6 Destroyers.

4 Cruisers

2 Battle Cruisers

4 Seaplanes.

4 Airplanes

2 Submarines

1 Aircraft Carrier

1 Q Boat

2 A.A. Guns

2 Big Guns

2 Torpedoes

2 Mines. 2 Bombs

2 Depth Charges

1 Compass Card.

4 Score Cards

1 " HOME " Card

1 " DOUBLE " Card

INSTRUCTIONS for PLAYING

Cut for deal. The first player to turn up a " Merchantman " deals.

Deal 7 cards each (3.1. 3). If more than 4 players two packs must be used but take out I "HOME" and 1 "DOUBLE " Card before commencing to play.

After dealing, stack remaining cards in centre of table, face downwards.

Then spin Compass Card on table between the players to find partners.

Player at " N " is partner to the player at "S" opposite, and their object is to get a CONVOY
(4 "Merchantmen" numbered in sequence I to 4, 2 to 5, or 3 to 6, plus "HOME" card) into "N's" hand.

Other players are against them, yet playing "solo" hands for their individual benefit.

Players examine their cards, the one on left of dealer leading off by taking top card from centre pack, and placing one of his own face upwards alongside the pack. If, however, the picked card does not suit his purpose he puts that down instead (face upwards) and passes.

As the game proceeds, players may, in their turn pick from either pack or may exchange a card face downwards with the player at the opposite point of the compass but the latter is not compelled to accept.

Thus, if "S" finds himself with a "Merchantman" in his hand he naturally passes same to

"N," endeavouring himself to obtain a complete set of escorting craft of highest value.

It is important to note that "N" is the ONLY HAND in which "Merchantman" and "HOME" Cards are of value. In other hands they incur Penalties (see Score Card).

After the last card of the centre pack has been picked, the dealer re-shuffles the stacked cards, and replaces them in one pile face downwards, the game continuing, as before.

At the end of this SECOND round, all scores must be taken as the hands stand.

A round can only be brought to a premature close by three calls, i.e., "CONVOY", "HEAVE TO," or "COMPLETE DECLARATION " (all 7 cards "Declared" at one time).

After taking scores, cut for deal and spin Compass Card for new partners before proceeding with the game. This is done whenever scores are taken until game is finished. Thus the position of " N," " S," and all other players is constantly changing.

The Winner is the first player to score 1,000 points (after deduction of all Penalties).

Points con be scored in 4 ways:—

(I) "Declarations of Scoring Cards" during play.
A " Declaration " can be made by ANY player (except " N ") at time of picking up. These "Declarations" must consist of a minimum of THREE cards (see Score Card for points, etc.)

thus:—Q Boat and 2 plus cards (3 cards);
2 scoring cards and 2 plus cards (4 cards);
Aircraft Carrier and 4 plus cards (5 cards);
3 scoring and 3 plus cards (6 cards); etc.

Scoring cards ALONE cannot be " Declared." Cards thus declared must afterwards remain face upwards on table in front of the player for all to see. Such cards cannot be used again for exchange purposes.

Should a player have "declared" ALL his cards (but not a COMPLETE DECLARATION) before the end of the second round he is out of the game until new partners are chosen.

(2) Scores taken at end of every second round (see Score Card for Points, etc.).

(3) By "N" calling "CONVOY."
Possession by " N " of a sequence of 4 " Merchantmen " (1 to 4, 2 to 5, or 3 to 6) plus " HOME " card (see Score Card for Points, etc.). All other players have to show their hands, good or bad, and take scores.

(4) Any Player (except " N ") calling " HEAVE TO."

Possession by any player of 2 " Submarines," 2 " Torpedoes," and
2 " Mines " together scores 200 points, provided that no one else holds cards registering a higher score. !f any one player does, then the caller loses his own points, but all the other players count their scores.

Possession of " DOUBLE " card doubles all scoring cards but not Penalty cards.

" N " and " S " pool scores and divide points between them. Other players do not.

 

SCORE CARD


Points

IF PLUS

Points

Each Battle Cruiser

30

Big or A.A. Gun

50

Each Cruiser

20

Big or A.A. Gun

40

Each Destroyer

20

Depth Charge

30

Each Submarine

10

Torpedo or Mine Bomb

30

Each Seaplane

10

Bomb

30

Each Airplane

10

Bomb

30

Aircraft Carrier

20

4 Airplanes

150

Q Boat

10

2 Big or A.A. Guns or 2 Depth Charges

50

Each Merchantman

20

Sequence of 4

150

" CONVOY " (obtainable only by " N ") consisting of 4 Merchantmen in sequence (1 - 4,

2-5, or 3-6) plus "HOME" Card 500

" HEAVE TO " (obtainable by any player except " N ") consisting of 2 Submarines, 2 Torpedoes and 2 Mines together PROVIDED that no one else holds cards registering a higher score. If any one player does, then the CALLER LOSES his own points, but all the other players count theirs. 200

Possession of "DOUBLE" Card doubles a player's score but NOT Penalties for that round.

PENALTIES

When scores are taken (either at end of second round or through a call) a Penalty is imposed for the following cards STILL IN HAND (not those already Declared):—

Big Gun; A.A. Gun; Torpedo;

Mine; Bomb; Depth Charge

for every card held

10

Possession of "Merchantmen"

by any player other than " N "

for every card held

50

Possession of " HOME " Card"

by any player other than " N "

for every card held

50