GO FISH
In all of these games tile object is to match cards in pairs or sets
of four of a kind. A good memory will help you in some of the games, but you can
have a hilarious time even if you can hardly remember your own name!
GO FISH
NUMBER OF PLAYERS: TWO to 5.
THE DEAL: If only 2 play, deal 7 cards to each; if 4 or 5 play, deal 5 cards to
each. The rest of the pack is put face down on the table, forming the stock.
OBJECT: TO form more "books" than any other player. A book is 4 of a kind, such
as 4 Kings, 4 Queens, etc.
THE PLAY: The player at the dealer's left begins by saying to some other player,
"(Jane), give me your 9's." He must mention the name of the player he is
speaking to, and he must mention the exact rank that he wants (Aces, Kings,
Queens, etc.), and he must have at least 1 card of the rank that he is asking
for.
The player who is addressed must hand over all the cards he has in the named
rank, but if he has none, he says, "Go fish!"
When told to "go fish," a player must draw the top card of the stock.
The turn to ask then passes to the player at his left.
If a player succeeds in getting some cards when he asks for them, he keeps his
turn and may ask again. He may ask the same player or some different player, and
he may ask for any rank in his new question. If a player who has been told to
"go fish" picks a card of the rank he has asked for, he shows this card
immediately without putting it into his hand, and his turn continues. (In some
very strict games, a player's turn continues in such a situation only if the
card he fishes for completes a book for him.)
Upon getting the fourth card of a book, the player shows all 4, places them on
the table in front of him, and continues his turn.
If a player is left without cards, he may draw from the stock at his turn and
ask for cards of the same rank as the card that he has drawn. After the stock
has been used up, a player who has no cards is out of the game.
The game ends when all 13 books have been assembled. The player with most books
wins.
FISH FOR MINNOWS
This is a simpler way of playing Go Fish, and it is especially good for very
young players. Deal out all the cards, not bothering if they don't happen to
come out even. At his turn, a player asks for a rank, and the player who has
been asked must hand 1 such card over if he has one. The object is to form pairs
instead of books of 4, and as soon as a player gets a pair, he puts them face
down in front of him. The player who accumulates most pairs, wins the game.
AUTHORS
This game is very much like Go Fish, but can be played very seriously and
with great skill.
All 52 cards are dealt out, even though they may not come out even. At his turn,
a player asks for a single card by naming both its rank and its suit. For
example, a player may say, "Bill, give me the Jack of Spades." A player's turn
continues if he gets the card asked for, but the turn passes to the left as soon
as he asks for a card that the player doesn't hold.
SKILLFUL PLAYING: When a player asks for cards and gets them but does not put
down a completed book, you can tell that he has either 2 or 3 of that rank. For
example, suppose John asks for Queens and gets 1 Queen from the player that he
has addressed. John does not put down a book of Queens, but asks some new
question and is told to "go fish." You now know that John held at least 1 Queen
to give him the right to ask for Queens. He has received a Queen, which gives
him a total of either 2 or 3 Queens.
In the same way, you know something about a player's hand, even when he asks for
a card and gets nothing at all. For example, suppose Bill asks somebody for 9's
and is told to "go fish" at once. You know that Bill must have at least one 9 in
his hand.
Little by little, you can build up information about the cards the other players
must hold. If you know that another player has Queens, but you have no Queens
yourself, the information does you no good. If you have a Queen yourself,
however, you are then allowed to ask for Queens, and if you ask the right person
because of the information you have, you may get an entire book and put it down
in front of you.
OLD MAID
NUMBER OF PLAYERS: TWO or more, each playing for himself.
THE DEAL: One card at a time to each player, as far as the cards will go. It
doesn't matter if the cards don't come out even.
THE CARDS: Fifty-one cards, including only 3 of the 4 Queens. (Remove 1 Queen
from the normal deck before beginning the game.)
OBJECT: TO avoid being "stuck" with the last unpaired card.
THE PLAY: Each player assorts his cards and puts aside, face down, all cards
that he can pair—two by two. For example, he would put aside 2 Kings, 2 Queens,
2 Jacks, and so on. If he had 3 Queens, 3 Jacks, he would be allowed to put two
of them aside, but the third Jack would stay in his hand.
After each player has discarded his paired cards, the dealer presents his cards,
fanned out but face down, to the player at his left. The player at the left
selects 1 card (blindly, since the hand is presented face down) and quickly
examines it to see if it pairs some card still in his hand. If so, he discards
the pair. In any case, this player now fans his hand out and presents it face
down to the next player at the left.
This process continues, each player presenting his hand, fanned out and face
down, to the player at his left, in turn. Eventually, every card will be paired
except one of the 3 Queens. The player who is left with the odd Queen at the end
of the hand is the "Old Maid."
Whenever a player's last card is taken, he drops out. He can no longer be the
"Old Maid."
SKILLFUL PLAYING: There is nothing to the playing of Old Maid, since it can be
learned in about one minute and since there is nothing you can do to improve
your chance of winning. The player who is stuck with an odd Queen during the
middle of the play usually looks worried and will squeal with delight if the
player at his left selects the Queen. If you keep alert, you can usually tell
which player at the table has an odd Queen as the play is still going on.
If you have an odd Queen in your hand, put it somewhere in the middle of your
hand when you present it to the player at your left for a choice. Most players
tend to pick a card from the middle rather than select an end card.
Make use of this same principle to defend yourself if you think that the player
at your right has the odd Queen when he presents his hand for you to make your
choice. He will usually put the Queen in the middle somewhere, and you can
usually avoid choosing it by taking one of the two end cards instead of a middle
card.
It isn't bad to get an odd Queen towards the beginning of the play, for you will
have many chances to get rid of it, and it will then probably stay in some other
player's hand or move only part of the way around the table.

If you like to cause a little confusion, act worried when you
don't really have a Queen in your hand. Another good idea is to squeal with
delight when the player at your left picks some perfectly harmless card. This
will make the other players in the game believe that he has taken an odd Queen
from you. You, yourself, will usually know where the odd Queen really is, but
the other players may be in considerable doubt.
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