Transcription

TUESDAY 5 MARCH 1964 65th day - 301 days to come


Looking at LETTER AUCTION in book PLAYTIME, also my version. Decided on these rules for my version. Use 100 cards, as in the set. Give each player $30 and deal them 2 free cards. After that throw the die and auction the top cards to the number on the die to the highest bidder. Players can sell back words for the total of the card values. Double if word has 7 to 9 letters. Triple if over 10 letters or over. Players can sell back immediately after buying and may use this money to pay for their purchase. When all cards (100 of them) have been auctioned and all words sold most money wins.


(cont. from 3/4) [diagram of circle and holes to right of text] number. Players in turn place a mark in a segment representing a barn. Two or more adjacent marked segments represents a continuous hole. A player who places a mark that joins 2 holes must play again, and so on. The player who places the last mark loses. My suggestion:- Use a quadrille. Marks in orthagonally connected spaces are a continuous hole. an Other rules are the same as before. Either game can be played by any number, varying the number of spaces to suit.

PARIS:- A complete redo of the Amberstones' rummy type game (see small card file). The High Deck is used and 4 play. Each player is dealt 7 cards and the remaining 4 are placed face up in the center of the table. Players sitting op- posite each other are partners & score together but each plays alone. The player dealt to plays first. A play consists of playing one card from the hand to the table in front of the player, then exchanging one hand card for one table card. The first player is the leader for that roun hand and on each round the other 3 players must play a card to their lay down card (not exchange card) of the same suit as his. If they do not have that suit they can play any card. The object in the lay-down is to form melds of 3 or 4 of the same rank; sequences of 3 or 4 of the same suit (house), with no running over from major to minor; or the matching pairs of the same house (i.e. K-V). Cards that are to be melded together must be placed together when played. If placed in separate piles they cannot be joined. It is permissible to place 2 cards down not in sequence - to be joined later (i.e. - K-F with the idea of adding P later.) After all the cards have been played (the last play is just putting down the last remaining card) count the number of cards in completed melds. Other cards have no value. The side with the most melded cards scores 10 points for each melded (cont. on 3/6)