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Mother Goose's Attic

 

 

 

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FLIGHT
by Pepys

THE GAME OF FLIGHT

Description and Object of the Game.

"Flight" is played with a pack of 44 cards made up as follows :—

4 sets of 7 cards, each set representing an Empire Air Route and comprising an Aeroplane card, 5 Route cards numbered 1 to 5, and 1 Safe Landing card. The Aeroplane and Route cards of each route are distinguished by their own colour, but the Safe Landing cards are interchangeable. The Route cards represent the intermediate stops made during the flight, and each one shows an illustration of the place visited.

4 Fog cards, used as "Stop" cards, and 4 Alternative Route cards, used to cancel the Fog cards.

4 Customs cards, also used as "Stop" cards and 4 Passport cards, which are used to cancel them.

The object of the Game is to lay out in line the 4 Routes, starting each one with an Aeroplane card, continuing through the Route cards, and ending with a Safe Landing card.

RULES

1. Deal.

Deal 7 cards to each player and place the remainder of the pack face down, turning up the top card by the side of the pack.

2. Drawing and Discarding.

In turn, starting with the player to the left of the dealer, each player draws either the exposed card or the top card of the pack. He then plays a card or cards on the table as described below, and finally discards one card face up beside the pack. This continues throughout the Game, and a player cannot play the last card in his hand; he must discard it. A Safe Lauding card can be played, however, when it is a player's last card.

3. Play.

Having drawn one card, a player may then play either—

(a) One AEROPLANE card. A player must play an AEROPLANE card if he has one and he may not play any other card on that round ; or

(b) As many ROUTE, FOG, ALTERNATIVE ROUTE, CUSTOMS, PASSPORT or SAFE LANDING cards as he can—provided that a player must play at least one card if able to do so—in accordance with these rules.

4. Route Cards.

ROUTE cards may be played after an AEROPLANE card has been played. They must all bear the same coloured border as the AEROPLANE card since it is this colour which distinguishes the Flight. ROUTE cards must be played in numerical order on the table beside the AEROPLANE card, and so build up the picture of the complete Flight. Players may only play ROUTE cards on one Flight at any one time.

5. Fog and Customs Cards.

The purpose of these cards is to delay the Flight on which they are played. FOG and CUSTOMS cards are laid beside ROUTE cards only. FOG cards cannot be laid beside ROUTE card No. 5.

6. Alternative Route and Passport Cards.

(a) When a FOG or CUSTOMS card has been played, no further ROUTE card may be played on that Flight until these obstacles have been cleared. To cancel a Fog card an Alternative Route card is played on top of it, and a Customs card is cancelled by playing a Passport card on top of it.

(b) There is one important difference between the playing of ALTERNATIVE ROUTE cards and PASSPORT cards. The FOG card signifies that FOG has closed in on the next destination, and the Aeroplane cannot "land" there. The ALTERNATIVE ROUTE card replaces the ROUTE card which is next in numerical order, and after it has been played, further ROUTE cards may be played, omitting the ROUTE card which has been replaced by the Alternative Route card.

If the PASSPORT card has been played, however, the next ROUTE card to be played on that ROUTE continues the Flight in unbroken numerical order.

7. A player may only play one FOG, CUSTOMS, ALTERNATIVE ROUTE, or PASSPORT card in any one turn, but it can be played on any Route. This does not affect his right to play ROUTE cards or SAFE LANDING cards.

8. Safe Landing Cards.

A SAFE LANDING card is played when 5 ROUTE cards, or ROUTE cards 1 to 4 followed by FOG and ALTERNATIVE ROUTE cards have been played. Should a CUSTOMS card be laid after the No. 5 ROUTE card a PASSPORT card must first be played as described in Rule 6.

9. Hand Exhausted.

When a player has exhausted all the cards in his hand, he draws 3 cards from the top of the pack, or two cards from the top of the pack and the uppermost discard, at hia next turn and continues the Game.

10. End of Game.

The Game ends when the first SAFE LANDING card has been played.

11. Scoring.

The first player to dispose of all his cards scores 20 points.

The first player to lay a SAFE LANDING card scores 25 points.

All players other than the player laying the first SAFE LANDING card are penalised the number of points shown on the cards remaining in their hands.

It will thus he seen that the player laying the first SAFE LANDING card is bound to score 25 points. The player who first gets rid of all his cards will score 20 points, but may have to deduct points for cards held in his hand when the first SAFE LANDING card is played.

Should the player who first gets rid of all his cards also succeed in laying the first SAFE LANDING card, he scores a bonus of 5 points, making 50 points in all.

Players may either play an agreed number of hands or play to reach an agreed number of points. 100 points makes a good Game.

Acknowledgments for Photographs

Towns, etc.

AEROFILMS

LTD



Heathrow Airport

Toronto


Karachi

Basra.


Cairo



AIRCRAFT

OPERATING CO.

OF AFRICA (PTY) LTD


Johannesburg

Durban



TOPICAL PRESS AGENCY LTD

Tripoli


NEW YORK

TIMES PHOTOS,

LONDON


Kisumu

Singapore


Khartoum

Bombay


Sydney

Jerusalem


THE ASSOCIATED PRESS LTD

Darwin


CANADIAN PACIFIC PHOTOGRAPH

(Dept. of Public Relations, etc.)

Montreal

Ottawa


B.O.A.C. PHOTOGRAPH


Prestwick Airport

Gander

Planes.

TOPICAL PRESS AGENCY

B.O.A.C. New Halton


AERONAUTICS

Avro Lancastrian

Lockhead Constellation