If a card is played out of its proper sequence the first one noticing the mistake calls "Code" and shall be entitled to give a card from his hand into that of the player, who must correct the error and cease playing.

When a player has completed his turn, has played all possible cards, or has been stopped, he will place one card face up on the table in front of him as a reserve pile. Each player is entitled to six reserve piles, each lying face up and side by side. When a player cannot make at least one play, he shall draw into his hand from the draw pile until he can play or until the draw pile is exhausted. Each plays in turn until some player has played all the cards from his hand, which entitles him to the game. Any player who completes a series of Code words, puts on the last word of the series of ten, takes away the set and these can be shuffled and added to the draw pile if necessary.

The winner is entitled to one point for each card left in the hands and reserve piles of the other players. The score of the game can be set at any point above 200, and the first reaching this takes the set.

Remembering Errands

After the child has become familiar with the Code List he will be able to use the words in a very practical way in remembering errands and lists of groceries, etc. The objects of the list can easily be recalled in exact sequence, and can now become Mental Hitching Posts to which any errand or runaway idea may be safely hitched for future usefulness. The thing to be remembered can be pictured with the object of the Code list and when wanted it is simply necessary to recall the word of the Code list and it will in turn recall the thing visualized with it.

Let us take a practical example. You are sending the child to the grocery store with an order. The first item is a loaf of Bread. Have him picture this with the first word of the Code list, Tie. Take the Tie and bind the loaf of Bread with it, tying a huge bow with the ends moving in the wind. See this picture clearly, the color of the tie and the shape and details of the loaf of Bread. Of course the Child is to make his own picture wherever possible. A boy would probably use one end of the tie around the loaf and swing the other over his shoulder.

The second item is a package of Matches. See the box lying on the Snow, which is the second word of the Code. Let the box be open and some of the Matches burning, see the black ends of the Matches in contrast with the white snow.

The third item is a box of Raisins. The third code word is Home. See the box open and the Raisins spilling all over the Home.