vintage card games
Mother Goose's Attic

 

 

 

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Illustrated Mythology
by
1) by The Fireside Game Co. (The Cincinnati Game Co. successors)
2) by Merrimack Publishing Corp.

RULES FOR PLAY.

Select a score-keeper before beginning play. Any number can play. Deal out all the cards, one at a time, around to the left.

The cards are divided into five groups: Group A—Gods ; Group B -Goddesses ; Group C—Demi­gods, or Chosen Mortals; Group D-Fair Women; Group E—Myths; or beings supernal, of rank less than the Gods, being generally their servants or aids.

The object of the game is to separate (in play) these five groups into their proper rotation.

The player at the dealer's left begins the play by laying on the table either a No. 1 or a No. 10 card of any group. If he can not play a No. 1 or No. 10 card, each of the other players are immediately scored one point. The next player, if the first one has played a No. 1 or No. l0 card, may play a No. 2 on the No. 1 (of the same group), or a No. 9 on the No. 10 card. Or, if he desires, he may play a No-. 1 or No. 10 of another group. The play thus continues around toward the left. A group that has been " started " with a No. 1 card must be built up with the No. 2, No. 3, etc., of that group,until it is completed with the No. 10. A group that is started with a No. 10 card must be built downward with the No.9, No.8,etc.,of that group,until it is completed with the No. 1. Each player has the privilege, when his turn comes, of building on a group already started, or of starting a new group. The player who plays the last card on any group, and thus completes that group, scores five points.

Whenever a player can not play a card in his proper turn, each of the other players score one point, but if a player claims he can not play and it is afterwards found he could have done so, it scores each of the other players five points. In starting the various groups, they should be so placed that Group A will be at the top, Group B next, below it, etc., and they should be arranged in two columns, as shown below, the groups started with No. 1 cards being in the left-hand column and those started with No. 10 cards being in the right-hand column.

In this diagram Groups A, C and D have been started with the No. 1 cards and Groups B and E with the No. 10 cards.

Group
A
No.1




Group
B
No.10
Group
C
No.1

Group
D
No.1


Group
E
No.10

Groups A, C and D must here be built up with the No. 2, 3, 4, 5, 6, 7, 8, 9 and 10 cards of each group.
Groups B and E must be built down with the No. 9, 8, 7, 6, 5, 4. 3, 2 and 1 cards of each group.

In building, cards of one group can never be built onto cards of another group. Thus, cards of Group B can not be built onto the Group A pile of cards, etc., so that when any pile of cards is completed it will contain all ten cards of the group it represents.

The player who first succeeds in playing all the cards from his hand is credited with one point for each card held unplayed by each of the other players. When a player plays the last card from his hand, no more cards can be played, but all cards held at that time must be counted, and one point for each card credited to the player who has played the last card.

The game consists of 25 points.

Note.—In case only two play, the cards should be dealt the same as if three were playing-the third, or extra, hand being laid on the table. Then each time a player can not play, he draws a card from this extra hand. If he draws a card he can play, he is privileged to play It;if not, the other player scores one point.

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For small children, the Game of Authors may be played by using the letters and figures in upper comer of cards. A book consists of the cards of the five series having the same number—thus, five No. Is, etc.

Deal four cards to each player, and lay the pack on the table, face down. Each player, beginning at the dealer's left, calls from any of the other players, by the letter and number of the card wanted, for a card to complete or help complete a book, part of which he holds. If held by the player called upon, it must be given him, and he calls again, as before. If he fails to secure it, he takes one card from the pack, and the call passes to the left. The player securing the most books wins the game. If all the cards are exhausted from a player's hand, he draws one from the pack. When the pack Is exhausted, the players call from each other's hands only.

On each card below the title are many vital references to the figure mentioned.

By playing the game or just reading and studying these legends, one can become acquainted with all the important stories of mythology.