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Flags (No. 1111.)

by THE FIRESIDE GAME Co., THE CINCINNATI GAME Co., .Successors, Cincinnati, U.S.A.

DIRECTIONS FOR PLAY.

Game of "Flags." (No. 1111.)

Copyrighted,1896 by THE FIRESIDE GAME Co., THE CINCINNATI GAME Co., .Successors, Cincinnati, U.S.A.

Each four cards having the same index letter, as the four “A's," constitute a book. The winner of the game is the player having the most books at the end of the play.

Deal five cards to each player and lay the surplus pack, face downward, in the center of the table.

The player at the left of the dealer then begins the play by calling from any other player (by letter and the name of the country whose flag is desired) for a card needed to help complete a book, part of which he holds in his hand. If this card is held by the player called upon, he must surrender it to the caller, who calls again as before. When the caller fails to get card he calls for, he draws one card from the top of the pack, and the call passes to the left.

As soon as a player gets a complete book he lays it on the table, face up.

Any player having three cards of a book in his hand and holding or drawing the CROWN card may ''secure'' such book—that is, he can lay the three cards and the CROWN card on the table the same as if it were a completed book, and these cards can not be thereafter called from him. Any player holding or drawing the fourth card of that book must immediately give it to the holder of the CROWN card, who completes 'his book with it and takes the CROWN card into his hand to be used as before.

The CROWN card can not be called from a player.

If the surplus pack is exhausted the players complete the play by calling from each others' hands only.

In case all the cards are exhausted from a player's hand he is entitled to draw two cards from the pack.

Children from six to ten years of age, who can not read the names of the cards, can play the game by calling for the numeral and letter of the alphabet on each card (thus, Al. A2 etc.) and omitting the CROWN card.