We have endeavored to cover, as briefly as possible, all the ground required to make clear and concise the method of the game, and give the reasons why, after a period of nearly four hundred years, a new, improved and superior game is now demanded to meet the progress of civilization, and give to the public a more modern and advanced game, more in keeping with the spirit of the times, and more congenial to the social enjoyment of the many modern entertainments of the present day and generation.

The game of "Whist" is too lengthy, too fatiguing and too exhausting. The game of "Euchre" is too short, repeats itself too often, and soon becomes too monotonous and uninteresting. Catlin's game of "Guest" continues with unabated interest, does not fatigue and never exhausts. It is based on an exact even divide between the two games of "Whist" and "Euchre" in every particular. In the original game of "Whist" the full pack of fifty-two cards are used, and in the original game of "Euchre" thirty-two cards are used, just twenty cards less than in "Whist," and with the same number of twenty cards held in the four "Euchre" hands. In the present game of "Guest" thirty-six cards are held in the four hands—sixteen less than in "Whist" and sixteen more than in "Euchre." Twenty-one points constitute the original "Whist" game, thirteen points constitute the present "Guest" game, and five points constitute the original "Euchre" game—a difference of eight points in each of the three games. Thirteen cards are held in each of the four hands in "Whist," nine cards are held in each of the four hands in "Guest," and five cards are held in each of the four hands in "Euchre"—a difference of four cards in each of the three games.

Four is one-half of eight.

Eight is one-half of sixteen.

Sixteen is one-half of thirty-two.

In recognition of the two numbers 20, and in remembrance of the twelve idle cards on the table out of use, unknown and embarrassing to the players of "Euchre," the fifty-two card pack, from which the game of "Whist" derived its origin, may be accounted for with special favor on the side of Catlin's new, ingenious and scientific game of "Guest." It is a very genteel game, a very simple game, a very practical game; strictly mathematical, educating mental culture as an accomplishment.

The law of the game of "Guest" is fixed, arbitrary, abiding and unchangeable; otherwise it could not be the superior, scientific and mathematical game designed by the author, and must of necessity be at the mercy of many devices of many players, and soon would cease to be the only law-abiding game known to the historic origin of the playing cards, and sustained by the law of the game which prompted the basis of its origin. The law is fully defined by the following sections:

First—The name "Guest" is fixed, arbitrary and unchangeable, signifying its origin, as expressed in the published game.

Second—The peculiar selection of the thirty-six cards—from ace to six spot, inclusive—as expressed.

Third—The introduction of the "Joker" as the required odd card and commanding trump, as expressed.