CATLIN'S
NEW, ORIGINAL AND SCIENTIFIC GAME OF
"GUEST,"
The Superior Game of the Period for the Society
and for all Home, Domestic and
Social Entertainments.
The game of "Guest" is strictly a scientific and mathematical game, and yet it is as simple as "A, B, C," and as practical as "two and two make four." It is void of any and all complications, and therefore it is not fatiguing, but on the contrary resting, giving the needed rest required to overcome the mental and physical fatigue of the day and affording a pleasant and enjoyable pastime, uniting the family and home society in a common, mutual and congenial domestic interest. To this end the game has never been equalled; it can never be excelled; it is "perfection perfected."
There can be only three original and legitimate games:
"Whist; Euchre; Guest;
Good, better, best."
The three most popular games for all home, domestic and social entertainments. The game of "Guest" is the latest and best of the three games. It is played with a selection of thirty-six cards from the original fifty-two card pack, leaving out of use the four 5 spots, the four 4 spots, the four 3 spots, the four 2 spots; and with the introduction of the "Joker" thirty-seven cards are used for the required purpose of having "one odd card," which is, and must be, the defined "trump" with each and every deal of the cards. The deal is made as in "Whist," and the cards are played as in "Euchre."
The design of this game is recognized as "practical business." The "Guest" furnishes the capital by a system of irregular, alternate deposits in the hands of two contestants, business firms, with each and every deal of the cards. Such is the business capital of the two contestants, to gain and save to the end of the play, with success and defeat ever changing. Nine cards are given by the "Guest" (through the dealer,) to each of the four hands. The "Joker" must be held in one of the four hands and not permitted to be exposed on the table. To this end the two last cards, in hand of the dealer, should be consulted, when, if possible, the dealer takes the first and gives the second to the table as the gift of the "Guest" and decides the trump for each and every deal of the cards. The indicating trump on the table is of no value to the hand to be played, as it is the gift of the "Guest" and counts for nothing in the game. Inasmuch as trumps will always predominate, therefore, in honor of and complimentary to the "Guest," the first lead must be a trump card, if such is possible; otherwise the trump lead must pass to the next player; trump must lead; after which, any card may be led at the option of the next leader, when the three players must follow suit, if such is possible; otherwise trump may be played, at the option of the player, as in "Whist" or "Euchre." It will be observed that the trump suit will always be one card more than one-fourth of all the cards in use, and the three side suits (not trump) will always be one card less than three fourths of all the cards in use—ten trumps and twenty-six suit cards. Thirteen points constitute the full game. The counts are decided by subtracting the less number of tricks taken from the greater number, placing the balance to the credit of the parties showing the greater number of tricks taken in each and every hand played. All counts will, of necessity, be one, three, five, seven, or possibly nine, when a full march is made. The "Joker," with the use of the right and left bowers, are of the same value as in "Euchre;" otherwise all suit cards are played as in "Whist" and "Euchre" and of like value.
There is no trump to be taken up, no trump to be ordered up, no trump to be turned down, no alone hand to be played, no cards out of use, no idle player, and no time to be lost. "Time is money." The foregoing objections are more than overcome and compensated by the use and application of a "lapse" of one or more points, in excess of the thirteen points, and made to apply on the next succeeding game. If the winning partners stand on an even number of points they will "lapse" an even number; if they stand on an odd number of points they will "lapse" an odd number. If the game is correctly kept, and the total number of points to the credit of the two partnerships is correctly footed, then by subtracting the smallest total from the largest total, you may have a credit balance of points, showing a duplicate result of the evening's play and a "trial balance" proof of same.