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Part 62

Everybody's Book of Luck · Anonymous — chapter 62 of 91 · ~1,404 words · public domain

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In order to make the explanation absolutely clear, a diagram is given on this and the opposite page. It shows how the cards should be set on the table before any play is commenced. Naturally, the choice of the face cards is arbitrary. This is how the movements will be made:

First, the ace of hearts is thrown aside and the card behind it is turned up. Then, the six of clubs (black) is placed on the seven of diamonds (red) and the five of hearts (red) is put on the six of clubs. The card immediately behind the six and, also, the one behind the five are turned face up. Next, the three of diamonds (red) is put on the four of clubs (black), and the card behind the three is turned up. But the four and the three can go on the five of hearts. So the card below the four is turned. In addition, the cards turned up by the movements of those mentioned may help to continue the sequences.

DEMON.--For this game, one pack of cards is required. After it has been thoroughly shuffled, four cards are placed in line, face up, and then thirteen cards are dealt, face down, in a stack. Some people call this stack the rubbish heap. Next, one card is turned up: it is known as the formation card.

Before any more is done, the four cards placed in line are examined. Should one of them be of the opposite color to another, and of one degree lower in value, it is put on the higher card. Thus, a red ten goes on a black jack and a black queen on a red king, and so on. If at this point, or at any subsequent time in the game, one of the four files, originally formed by the four cards first set down, becomes vacant, then it is filled by taking a card from the rubbish heap.

Now, let us think of the formation card. Naturally, there are three more of the same value in the pack. Whenever any of these three are discovered, they are placed beside the original formation card. The game is to get out the four formation cards and to build up on them in their proper sequence and in the same suit. Any card uncovered in the play, in building up the alternate sequences on the original files, or turned up from the rubbish heap, may be used for the purpose.

When the lay-out has been arranged, the cards in hand are turned over in threes and used for file sequences or formation building. On reaching the end of the pack in hand, it is picked up and turned over in threes again. And this is continued as often as any cards may be used from the pack. When no more cards can be used, there is no point in turning over the threes any more and the game ceases. If the four formation cards have been found and built up with the twelve subsequent cards following them, the game has been successful; but when this is impossible the game has failed.

Note that in a case where the formation card is, say, a six, it is built upon in the following order: seven, eight, nine, ten, jack, queen, king, ace, two, three, four and five.

THE IDIOT'S DELIGHT.--Here, again, one pack is needed. First, a line of nine cards is laid out, face up; followed by a line of eight cards; then one of seven, and others of six, five, four, three, two and one card. This gives the formation shown in the diagram.

The aim of the player is to get out the four aces and to build upon them, in proper order and the same suits, until the kings are reached. If this is managed, the game is a success: if not, a failure.

At the outset, the only cards that can be moved or used in any way are those shown black in the diagram. They are moved according to the following plan: a black six goes on a red seven, a red queen on a black king, and so on. Any number of cards can be placed one on top of the other, if moved one at a time, but it is not allowable to move a stack of two or more cards, except to place it in one of the top nine spaces, and then only when one of these spaces becomes vacant.

Two points remain for explanation:

(1) When one of the cards, shown black in the diagram, is moved, the card above it comes into play and can be moved.

(2) The "lay-out" does not take all the fifty-two cards. There are seven over. These can be used for making up sequences as and when desired.

Now, if you can get these three games to work out successfully and do them the same day, not necessarily the first time you try, frame your wish, a reasonable one, of course, and await the issue with confidence.

FORTUNETELLING GAMES

THE ZODIAC WHEEL

The wheel, illustrated on this page, is divided into a dozen sections, and each contains a symbol that stands for a Sign of the Zodiac. These signs greatly influence our lives. We were born under the rule of one of them, and it is the one that rules our own particular birth-date that we must specially note.

To test YOUR luck on almost any question, cut out the wheel and fix it to a wall or door, by forcing a pin through the center. Do this loosely so that the wheel will revolve freely when spun in the direction of the arrow. If it is desired to keep the book intact, copy the wheel on a sheet of stiff paper. The twelve sections are easily provided with the assistance of a pair of compasses and then the signs must be drawn, as they are done in the illustration.

Before the wheel commences to rotate, blindfold yourself or if you can be sure of playing fairly, merely close your eyes. Then ask the wheel the question about which you desire information, and follow by touching the revolving symbols with some pointed instrument, such as a pencil.

The pencil point will arrest the motion of the wheel and, also, it will touch one of the twelve sections. Be careful to keep the pencil from moving until your eyes are opened. Then, note the section which the pencil indicates.

Take a long pencil, with a point. Place your hand high up above the oracle. Shut your eyes. Rotate the pencil three times and then bring the point down to the paper. Steady the pencil and keep it still: then open your eyes. If the pencil point rests within a circle, the number gives your age when you will be passing through a very lucky period of your life. If you are more than 20 years of age, add the additional years to the number found in the circle.

This is how the wheel answers your question: The reply is "Yes," if the pencil touches your Zodiacal month sign.

The reply is "Probably yes" if the pencil touches one of the sections on either side of your Zodiacal month sign.

The reply is: There is a fair chance of the answer being "yes" if the pencil touches one of the sections two away from your Zodiacal month sign.

The reply is "No" if the pencil touches the section directly opposite to your Zodiacal month sign. Thus VII is opposite to I, VIII is opposite to II, and so on.

The other sections give no reading at all.

Your Zodiacal month sign can be found from the following table:

I Aries Born between March 21 and April 19. II Taurus " " April 20 and May 20. III Gemini " " May 21 and June 21. IV Cancer " " June 22 and July 22. V Leo " " July 23 and Aug. 21. VI Virgo " " Aug. 22 and Sept. 22. VII Libra " " Sept. 23 and Oct. 23. VIII Scorpio " " Oct. 24 and Nov. 22. IX Sagittarius " " Nov. 23 and Dec. 21. X Capricorn " " Dec. 22 and Jan. 20. XI Aquarius " " Jan. 21 and Feb. 19. XII Pisces " " Feb. 20 and Mar. 20.

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