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Mother Goose's Attic

 

 

 

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INTERNATIONAL FOOTBALL WHIST
by Pepys (Castell Brothers)

RULES of

INTERNATIONAL FOOTBALL WHIST


The game is played with a Pitch, a Ball and a pack of 44 cards, divided into 4 teams— England, Ireland, Scotland and Wales. Each team consists of reproductions of 11 well known players, numbered 1 to 11. The pitch is marked with 8 positions, each of which bears the national football badge of one of the teams (Lion for Scotland, Leopards for England, Dragon for Wales, and Shamrocks for Ireland). Tracks connect each of these positions and the goals which are marked West and East respectively.

The top left hand and the bottom right hand corners are marked "A."

The opposite corners are marked "B." A disc represents the ball.

The object of the game is to score goals by playing the ball into the opponents' goal squares.

Method of Play.

The players form two pairs of partners "A" and "B." Partners "A" play into the West goal during the first half and into the East goal during the second half of the game.

The cards are shuffled and cut. The player who cuts the highest card is the dealer. In the event of a tie the cards are cut again. The cards are dealt equally to all players and the player on the left of the dealer "kicks off."

To "kick off" the player places the ball on the centre circle and moves it to any one of the adjacent positions by a track leading from the centre circle.

The team whose national badge is thus chosen is the Master team for the first trick. (The Master team is the equivalent of the trump suit in Bridge or ordinary Whist).

The player sitting on the left of the player who took the "kick off" now plays a card and each player in turn plays a card of the same team if possible.

The player whose card shows the highest numerical value of the team led wins the trick, unless a Master team card has been played. When a player cannot play a card of the team originally played he may play a card of any other team but such a card shall not be able to win the trick unless it is of the Master team. A card of the Master team always wins the trick unless it is beaten by another card of the Master team of a higher numerical value.

The winner of each round may move the ball along any track leading from the national badge on which it is lying to another national badge, thus changing the Master team every trick, but need not do so if he wishes the Master team to remain the same.

If the ball is played into the centre circle the next round is played without a Master team.

When the first card played in a round is of the Master team the winner of that round may take a double move, i.e., the ball is moved from one badge to another and then to a third ; each time by means of the tracks.

The player winning a trick plays the first card for the next trick. When a goal is scored the ball is returned to the centre circle and the player on the left of the scorer "kicks off."

When all the cards have been played it is "half time."

The cards are shuffled and re-dealt by the player who "kicked off" at the beginning of the game, and the player on his left "kicks off," the ball having been placed on the centre circle. The player on the left of the player who "kicked off" plays the first card.

The match terminates when the cards dealt at half time have all been played.

The partners scoring the most goals win the game.

 

INTERNATIONAL FOOTBALL WHIST

DRIVE

Each table represents the home ground of a popular football team, and on each table is a flag or board bearing the team's name.

The players are divided into pairs. Each pair represents a team and is given a fixture card similar to the specimen below.

Half the teams are always "Home teams," the other half are always "Away teams."

"Home teams" will never play against each other, as "Away teams" move forward one table after each game in a clock-wise direction, but "Home teams" do not move from the table.

At the conclusion of the Whist Drive each team totals its card.

Two points are given for a win ; one point for a draw; the partners with the highest number of points are the League Champions.

In the event of two teams scoring an equal number of points, goal average will decide the winner.

The Cup novelty may also be introduced as a "Travelling Prize" held by a pair until they are defeated. The team holding the "Trophy" at the conclusion of the Drive would be "Cup Winners."

INTERNATIONAL FOOTBALL WHIST
SCORE CARD
•HOME/AWAY
+TEAM Aston Villa

VERSUS

GOALS

W.

L.

D.

points

TOTAL


for

agst






Charlton

2

1

x

-

-

2


Q. P. Rangers

2

4

-

x

-

-

2

Swansea

4

2

x

-

-

2

4

































































*Delete word not Applicable.
+ To be entered before card is issued


 

 

 

VERSUS

GOALS

W.

L.

D.

points

TOTAL


for

agst






Charlton

2

1

x

-

-

2


Q. P. Rangers

2

4

-

x

-

-

2

Swansea

4

2

x

-

-

2

4