Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
elaborate version.
Preliminaries Deal twenty-six cards to each of two players from a
wel -shuf led 52-card pack. Deal, each of you, from your own
twenty-six cards, a layout consisting of five face-down piles of cards,
with one card in the first, two in the second, and so on up to five in
the fifth. These are the stock piles. Turn the top card of each stock
pile face up. Hold your other eleven cards face down in one hand.
These eleven are your ‘spit’ cards.
Object The aim is to be the first to get rid of al your cards over as
many deals as necessary. You don’t take turns, just play as fast as
you can simultaneously.
Play When you are both ready, shout ‘Spit!’, turn the top card from
your hand, and place it face up on the table between both players’
stock piles. These two cards form the bases of two piles of cards
cal ed the spit piles. What you are aiming to do is to get al the
cards played from your stock piles to the spit piles.
At each move, you may play the top card of one of your stock
piles to either of the spit piles, provided that it is one rank higher
or lower than the card you play it to. On an Ace you can play either
or lower than the card you play it to. On an Ace you can play either
a King or a Two. Suits don’t mat er. Then turn face up the top card
of the pile you played from. If one of your stock piles gets emptied,
you can fil the space with the top card from another one (but you
can never have more than five stock piles).
Sooner or later you wil both get stuck. At this point you both
shout ‘Spit!’ again and turn the next card from your hand face up on
the spit pile you started before. Then play on as before.
If one player has no spit cards left when play gets stuck, the other
one spits alone. They can choose either pile to spit on, but, having
chosen it, must stick with it every time the same position is
reached.
If neither player has any spit cards when play gets stuck, the
player with fewer cards left in their stock piles spits a card from the
top of a stock pile.
Next deal When one of you gets rid of al your stockpile cards, both
of you slap your hand over one of the spit piles, ideal y the smal er
one. Whoever gets there first takes that pile, leaving the larger one
for the other player. (If you both choose dif erent piles, of course,
there’s no dispute.) Whichever of you stil has stockpile cards left
unplayed shuf les these in with the pile you took. Both of you
shuf le your cards, deal another layout as before, shout ‘Spit!’ when
ready, and play another round.
If one of you has fewer than fifteen cards, you won’t be able to
deal a complete set of stock piles. In this case you deal them into
five piles as far as possible and turn the top card of each. In this
case you won’t be able to spit, so there is only one spit pile, started
by the other player.
End of play When only one spit pile remains, and one player runs
out of stock cards, the other plays on until stuck, then gathers up al
the cards on the table, deals a new layout, and spits again. The
winner is the first player to run out of al spit and stock cards.
Variations Many.
Grabbage(Hasty Patience)
2+ players, 52 cards each
The player who completes a packet with a king must move it from the table; it is generally thrown on the floor, as this game allows no time for small ceremonies.
Mary Whitmore Jones, Games of Patience (c.1890)
This hilarious game, a forerunner of Spit, is guaranteed to draw
complaints from the neighbours if played late at night, and is best
played with worn-out cards, for reasons indicated above.
Cards Each player shuf les a single pack and holds it face down.
Object To be the first to get rid of al your cards.
Play Turn cards rapidly one by one from stock and discard them
face up to a personal wastepile unless they can be built.
Building When you turn an Ace, play it face up to the centre to start
a sequence. Sequences are common property and are each to be
built up to the King regardless of suit. Whoever completes a
sequence with the King turns it face down or throws it away. You
may add to a sequence, if it fits, a card that you turn from the stock
or the current top card of your wastepile. If two try to build
simultaneously to the same sequence, the card that gets there first
stays put. When you run out of stock, turn your wastepile face
down to form a new one.
Variants Whitmore Jones describes Hasty as a two-player game in
which each plays to a single wastepile, and Grabbage as a four-
player game in which each plays freely to any of four wastepiles.
Pirate
2 players, 52 cards each
An even sil ier game than Spit.
Preliminaries Each takes a complete pack shuf led by the other and
cuts it. The lower cut plays to release the Aces as they become
available and build them upwards in suit to the Kings, the higher to
release the Kings and build them downwards in suit to the Aces.
Object Completed suit-sequences are cal ed ships. The aim is to
capture a majority of the eight ships to be built.
Play Both hold their packs face down and play simultaneously.
Turn cards from stock one at a time and build them if possible,
otherwise discard them face up to a personal wastepile. Building
includes put ing down an Ace or King as the ‘keel’ of a new ship.
The top card of the wastepile may be built on a ship when it fits.
Neither may play to the other’s ship. When the two ships of a given
suit meet in the middle, the first to play the connecting card
captures both. For example, if one has built spades up to the Six
and the other spades down to the Eight, the first to play a 7
captures that ship. If both play it simultaneously, the two ships are
sunk and belong to neither player.
When a ship has been captured or sunk, the two players start a
When a ship has been captured or sunk, the two players start a
second ship in the same suit, but running in opposite directions.
That is, the former Ace-up player now plays King-down, and vice
versa. This can result in both players building dif erent suits in
opposite directions at the same time.
If you run out of cards first, cease playing, and watch your
opponent careful y. Whenever he turns a card you need for one of
your own ships, you can claim it and put it in place. When a
capturing card is turned, the first to claim it captures both ships –
which, as before, are sunk if both claim simultaneously.
Note The first to capture five ships wins, or four if one is sunk. It
may be agreed not to sink ships but to keep them in tow, and credit
them to whoever unambiguously captures the next ship.
Conjugal Patience
2 players, 2 × 52 cards
To paraphrase G. B. Shaw, two-player games are popular because
they combine the maximum of temptation with the maximum of
opportunity. Couples may accordingly be assumed to start with
Honeymoon Bridge, progress to Conjugal Patience, and end up with
Spite and Malice. (There’s also a Patience cal ed Divorce, which we
needn’t go into here.)
Preliminaries Each shuf les the other’s pack, then from your own
pack deal six cards face up in front of you as a reserve. Hold the
rest face down as a stock.
Object To be first to get rid of al your cards by building them on to
Object To be first to get rid of al your cards by building them on to
the eight 13-card suit-sequences to be built between you.
Play On your turn, play as many cards as you can from your reserve
to the centre. You can take an Ace to start a sequence, a Two of the
same suit to put on the Ace, and so on, as and when such cards
become available, to extend the sequence upwards to the King.
Having built any such cards from the reserve, refil the vacancies
they leave with cards from the top ofyour stock, and continue
building if possible. Eventual y, when the reserve consists of six
unplayable cards, end your turn by discarding any one of them face
down to a personal wastepile, and fil ing that vacancy from stock.
The space-fil er is not available for building until your next turn.
Ending When no cards remain in stock, turn your wastepile upside
down to form a new one. Players should agree beforehand whether
or not it should be shuf led before use. If not, the last discard wil
be the first stock-card, and al cards wil come out in reverse order
of placing – a point to remember whenever discarding during the
game. What lit le skil there is consists in selecting each discard and
holding back possible builds that might be more helpful to your
opponent than to yourself.
Progressive Patience
2 players, 2 × 52 cards
Preliminaries Shuf le both packs together and take fifty-two cards
each as a stock, which is to be kept face down.
Object To be the first to play of al your cards to the centre.
Play At each turn, face the top card of your stock and play it to the
centre if possible, otherwise discard it face up to any one of four
wastepiles. Playing it entitles you to turn the next card; discarding it
automatical y ends your turn.
Central sequences The first to turn an Ace must play it to the centre
of the table. Cards are then built on it in sequence, regardless of
suit, until it reaches the King. This is fol owed by another Ace, and
the cycle continues until one player runs out of cards. At each turn
you may build as many playable cards from your wastepiles as you
can before turning a card from stock.
Discarding A turned card not playable to the centre is discarded face
up to any one of your wastepiles, regardless of rank or suit. These
piles may be spread out in columns so that al cards are visible.
Obligations It is obligatory to start the centre run as soon as the first
Ace is turned. After that it is not compulsory to play any playable
card. Once a card is turned from stock, it must be immediately built
or discarded. This means you are not al owed to look at the next
turn-up before deciding whether or not to play from the wastepiles.
Turning the wastepiles When you run out of cards, sweep up your
wastepiles and turn them face down as a new stock. (Agree
beforehand whether to gather them up at random and shuf le them,
or whether to pile them on one another from left to right and turn
the newly consolidated stock without disturbing the order of cards.)
When you get down to four or fewer cards, you merely turn them
al face up, from which it wil usual y be obvious who gets to win.
Dictation(Sir Tommy)
2+ players, 52 cards each
Almost any form of Patience can be played by the ‘dictation’
method, one of the most popular being Poker Squares. This lesser-
known game is particularly compulsive.
Preliminaries One player, the dictator, shuf les a 52-card pack, and
the
othersarrangetheirsfaceupinsuchawayastoenablerapididentification
of any cal ed card.
Object Each plays a separate game of the patience cal ed Sir
Tommy (or any other that may be agreed), but al use cards turned
up in the same order. The winner is the player who completes the
greater number of thirteen-card sequences, which are built up from
Ace to King regardless of suit.
Play At each turn the dictator turns the top card of his pack,
announces what it is, and plays it to his own game. Everyone else
selects the same card from their own pack and plays it to their own
game. When al are ready, the dictator turns the next card, and so
on.Whenever an Ace turns up, set it out as the start of a sequence.
You may then, as and when the appropriate cards become
available, build it up in sequence towards the King, regardless of
suit. Unplayable cards are discarded face up to a personal layout
which may contain up to four piles, spread into columns so that al
are visible. Any card may be placed on any pile regardless of rank
or suit, and you are not obliged to start al four piles at once, but
may prefer to hold one or more open until it seems right to start
them. No card may be transferred from one column to another, or