SNAP.

The game of Snap may either be played with the ordinary Whist cards or with special cards prepared for the purpose, though perhaps when the former are used it is for the simple reason that there are no real Snap cards at hand. The latter are certainly less bewildering and more interesting.

Since the first introduction of Snap, the original figures have been varied and improved upon in many ways, though the rules for playing the game continue the same. Among the later additions, the Floral Snap (if not quite so laughable as some of its predecessors) is at any rate as interesting and artistic.

Each pack consists of about fifty cards, on four, five, or six of which are represented the same object. A similar number of cards depict another object, a similar number again another object, and so on with the whole pack. Thus on four cards may be a rose, on other four a yellow lily, on other four a geranium, on four more a pansy, and on the rest of the cards other flowers.

The whole pack is dealt round, face downwards, to any number of players, who must each place his own cards before him without looking at them. The first player begins by turning up the top card of the pile, the next does the same, and so on, but as soon as any one turns up a card resembling one that has already been exposed, he calls Snap, at the same time winning all the cards that happen to have been turned up by the owner of the card resembling his own. If, however, the owner of the card is fortunate enough to call Snap first, the tables are turned, the first Snapper becoming possessor of the other's cards.

The utmost vigilance is required to play the game at all successfully; every one must be on the strict look-out in order to let no opportunity pass that would entitle him to call Snap, because, as will very soon be discovered, those who do not call Snap frequently will very soon be out, and will only be able to sit by as spectators of the merriment. The quickest of players will, however, in course of time be obliged to retire from the scene of action; one by one they will find themselves destitute of cards, until at last the contest remains to be fought out by two players only.

At this crisis the excitement has generally reached its highest pitch, and the fortunate one of these two players left with the cards in his hand is the winner of the game.


ZETEMA.

In some points Zetema resembles both Cribbage and Bézique; still, in reality, as will be found after a little experience by the player, it is like neither; and, although it may not in the estimation of most card-players be exactly superior to those games, it is quite as interesting and as exciting.