Class Book ()Kf^ Copyright T^°. COPYRIGHT DEPOSHV SKICKET THE Great American Game PASS IT ON You will like tkis splendid gfame' Pass it on. You will kelp increase its fame- Pass it on. Let it travel down tke years. Till tke end of time appears. It will bring you joy — not tears; Pass it on. BY CHAS. E. PARISH Inventor of the Game and Owner of tke Copyriglit Los Angeles, California Copyrighted 1916 By Chas. E. Parish .S5-T3 @lkicket Tke Most Scientific, Fascinating and Fairest Game of Cards Ever Invented Rules anJ Regulations of tke Gamd as Playec by the Skicket Club of America By Cnas. E. ParisL (all rigkts reserved) PRICE FIFTY CENTS Minnie H. Linton, Secretary 316 Merchants Trusi Building Los Angeles - California Standard Printing: Co, 211 New : M 22 1916 ©Ct.A433478 s^ kicket CIlul) of Qmerica CERTIFICATE OF MEMBERSHIP Wc(x& QI:erttfitat:e txmitx^ upon a life membership in the Skicket Club of America, together with all the privileges pertaining thereto, including the right to use the name Skicket and to apply the rules to a game of cards. It is understood and agreed and is herewith made a part of the consideration for this book of rules and regulations that this certificate is not transferable and that the rules and regula- tions shall not be loaned, sold or given away. To her who in the days that are past yras my most patient reader and most charitable critic, MAUD BELDEN PARISH the wife of my youth, who, after many years of companionship and faithful assistance, has been called to a HIGHER SPHERE OF ACTION this game and this little book of rules and regulations are affectionately dedicated. She loved a fair, honest game and all innocent amusements and did much to enhance the sum of human happiness. @lkicket The best game of cards invented by man, Since time in the Garden of Eden began; And played by our club without hook or crook, Is fully described in this little book. It is destined to live in the annals of fame. As a new and attractive, a wonderful game ; A game that will banish contention and strife And help men to win in the battle of life. FOREWORD The word Skieket originated among the de- scendants of the Pilgrim Fathers along the rock- bound coast of New England and is supposed to be of Indian derivation. It was used to desig- nate any quaint, interesting person, object or game. The name was selected because the game is the fairest, most interesting one ever invented and is unique in its quaint originality. Ever since cards became the pastime, recrea-- tion and amusement of the human race the inge- nuity of mankind has been taxed to evolve a game that would eliminate luck and substitute therefor scientific skill and judgment. This has been accomplished in the game of Skieket to a greater extent than in any other game. The rules of this game eliminate the unequal, arbitrary value of suits, the penalizing of a player for the overbidding, mistakes or lack of skill in a partner and the absurd, illogical and unfair methods of counting practiced in some other games. These defects are recognized by all good players as factors detracting from the popularity of otherwise popular games. The game of Skieket is fascinating in its sim- plicity and the possibility for varied and skillful plays. A player' cannot be handicapped by the acts of his partner to any serious extent. He can profit by the skill and judgment of a partner but cannot lose through a partner's lack of those accomplishments. Unlike any other game a player shares in his partner's success but not in his adversity. The game contains many of the best and most interesting features of all the popular games together with several new and interesting features which has caused it to be pronounced by expert players the best and most scientific game of cards ever invented. When a prize is offered for the best score the superiority of this game becomes most apparent. A player must have a thorough knowledge of the game and must exercise superior skill and judg- ment in order to mn. Among good players it is an interesting contest from start to finish and no one's success or lack of success can be at- tributed to luck. The inelegant saying, ''A fool for luck, ' ' has no place in a Skicket 's vocabulary. It is a game that grows in popularity as its votaries become more and more familiar with its wonderful possibilities. It not only affords an opportunity for social intercourse fraught with keen pleasure, but it teaches judgment, skill and self-reliance, the three chief attributes of suc- cess in every field of human endeavor. After you become thoroughly familiar with the game, after you fully realize its potential qualities, its possibilities for harmless amusement and its power for good in the development of those qualities that make for success in life, we bespeak your enthusiastic and lasting friendship 8 for the game and your active cooperation in its introduction to the amusement loving public. We ask all lovers of the game to induce their friends to become members of the Skicket Club of America and to organize local clubs, as by so doing they become familiar with the possibilities of the game and will add materially to the pleas- ure and amusement of their friends. A certificate of membership in the Skicket Club of America can be obtained by sending to the inventor of the game and owner of the copy- right fifty cents in payment for a copy of this book containing the rules and regulations of the game, if the same cannot be obtained at the local book stores. The contents of this book are fully protected by copyright and all rights are reserved, includ- ing the use of the name and the translation into all foreign languages and publication in all for- eign countries. The Author. Che @kickets The Skickets are jolly good people to know, They treat you so royal wherever you go ; After meeting them you will affirm and declare, Like the game by that name they're all on the square. The Skickets have oodles and gobs of fun, With the very best game under the sun; It doubles their joy and lightens their woe And brings them success wherever they go. @(kicket The Great American Game RULES and REGULATIONS Clubs Spades Hearts Diamonds No Trump No Trick Bids and Score k 1 2 3 4 5 110 6 120 7 130 70 80 90 100 The game is played by four persons. Bids range from one to seven in each suit. The score from 70 to 130, according to the number bid. All suits are of equal value in the score but rank in value of bidding from top to bottom as in their position in the schedule. Clubs are the lowest and no trick the highest. The Deal Deal thirteen cards to each player one at a time, from left to right. Deal passes to the left. Player to the right may cut the cards or pass at his option; any other player has also the right to cut the cards on demand. The player opposite to score keeper has first deal so that the pivoting of the players does not interfere with 11 the deal. The score keeper can always locate the deal by referring to the score sheet. Two packs of cards may be used alternately in order to facilitate the game if the players so desire. The Score Keeper Select one player as score keeper at commence- ment of game. Individual scores are kept and the player having largest score after six hands are played is winner of the game. Bidding Player to left of dealer has first bid, then auc- tion bidding until purchased. Six tricks consti- tute a "book" and each subsequent trick counts one on amount bid. Passing A player who passes cannot bid again unless a subsequent bidder raises or doubles the bid. Doubling and Redoubling A player may double the bid of an adversary but not the bid of a partner. The bidder or his partner may redouble an adversary who has doubled. Redoublers Liability "When partner of purchaser redoubles he as- sumes the roll of successful bidder, plays both 12 hands and assumes all liabilities. Player to left has first lead. Change of Bid When bid is doubled any subsequent bidder may change the bid to some other suit of higher value. When redoubled the bidding is closed. Playing Two Hands Partner of successful bidder lays down his cards face upwards chronologically arranged trumps to the right, alternating red and black suits, after the first lead. The purchaser plays both hands. The Lead Player to left of purchaser has first lead unless the bid has been redoubled, in which event the player to the left of redoubler shall lead. When Bidding Is Closed When bidding is closed the player to the left of the purchaser shall say, ''May I lead?" and upon an affirmative reply ''You may," from the purchaser, shall proceed to lead in accordance with his best judgment and the rules of the game. When Purchaser Scores When the purchaser scores he and his partner are entitled to the amount bid as per schedule and 13 the adversaries to ten points for each trick taken by them. When Purchaser Fails to Score When purchaser fails to score he forfeits the count but his partner is entitled to ten points for each trick taken by the purchaser. The ad- versaries are entitled to ten points for each trick taken by them. When Bid Is Doubled When bid is doubled the winner and his part- ner are entitled to double the amount bid. The loser, whether it be the purchaser or the player who doubled, forfeits the count but his partner is entitled to ten points for each trick taken. When Bid Is Redoubled When bid is redoubled the winning partners are entitled to four times the amount bid. The loser forfeits the count but his partner is entitled to ten points for each trick taken. A No Trick Hand A no trick hand is the reverse of no trump and its value consists in the purchaser's ability to compel the adversaries to take tricks. The player who bids no trick, in order to win must compel the adversaries to take as many tricks more than a book as his bid indicates. 14 The Count in No Trick The adversaries to a no trick purchaser who scores are entitled to ten points for each trick not taken by them. The partner of a purchaser or player who doubles or redoubles and fails to score is entitled to ten points for each trick taken by the adversaries. A Lone Hand A purchaser but no other player may declare a lone hand with the following exceptions: Ex- cepting on a no trick bid and when his partner has also bid on the same suit. Declaring a Lone Hand In declaring a lone hand the purchaser shall say, ''I will play it alone," before first lead has been made, whereupon his partner's hand is laid down without being exposed and the cards are not played. His partner becomes for that hand a silent adversary and likci the other adversaries receives the compensation of ten points for each trick taken by them. Lone Hand When Bid Is Doubled When the partner of the purchaser has not bid on the trump suit and his bid is doubled he may declare a lone hand. If he scores the amount bid he is entitled to double the count, his adversary who doubled is entitled to nothing, 15 but his partner and the other adversary are entitled to ten points for each trick taken by the adversaries. If the purchaser fails to score he loses the count, but his partner and the adver- saries are entitled to double the amount as bid. Lone Hand When Bid Is Redoubled When a bid has been redoubled by the pur- chaser whose partner has not bid on the trump suit he may declare a lone hand, and if successful he alone is entitled to four times the score as bid. His partner and the partner of the player who doubles are entitled to ten points for each trick taken by the adversaries. The player who doubled is entitled to nothing. If purchaser who redoubled and plays a lone hand is unsuccessful his adversaries and his partner are entitled to four times the amount bid. What Constitutes a Game Six hands constitute a game. Individual scores are kept and player with largest score is winner of the game. Pivoting Pivot from left of score keeper after each second hand so that each player plays two hands with each of the other players during the game. The score keeper retains his seat throughout the game, the player to his left changes seats with 16 second player to the left after the first two hands and with the third player to the left after the second two hands. Progressive Skicket When there are two or more tables of players the winner at each table goes up one table except- ing at the head table. At the head table the loser goes to the foot at the close of each game. Where there are more than two tables of players four hands should constitute a game, change of partners taking place after first two hands. Taking Every Trick When a purchaser takes every trick he and his partner are entitled to 130 points as per schedule for seven tricks more than a book. In a lone hand play the purchaser alone is entitled to the full score if he takes every trick. In a no trick play the same rule applies to purchaser and his partner when the purchaser succeeds in forcing the adversaries to take every trick. It does not affect the count when bid has been doubled or redoubled. DUPLICATE SKICKET Duplicate Skicket, a game to test the skill of the most expert players, can be played subject to all the foregoing rules. In Duplicate Skicket pivot same as in the original game. After six 17 hands players assume original positions, reverse the boards and finish the game, pivoting after each second hand as before, then compare re- sults, the player with the highest score being declared the winner of the series. ROYAL SKICKET By adding the joker to the pack and using the jacks as bowers the game is converted into Royal Skicket. In that case the last card dealt consti- tutes the ''widow" and belongs to the successful bidder for which one card must be discarded but not exposed. No Trick in Royal Skicket In a no trick play in Royal Skicket the joker is the card of lowest value. The player holding the joker may call for either suit when leading same but must not play it on another player's lead while holding a card of the suit as lead. The jacks lose their value as bowers. The Score in Progressive Skicket For Progressive Skicket it is advisable not to designate the winner by the number of games won, as there is liability of a tie. The winner can better be determined by continuous score. The player with largest score being declared the winner. 18 Playing for a Prize When a prize is given for the best score strict adherence to the rules of the game should be observed. The prize should be designated '^The Skicket Prize." No Information No information shall be given or conveyed from one player to another excepting in the bid- ding, which shall be in the briefest manner pos- sible as ' ' one heart, " ' ' two diamonds, ' ' etc. No Comments When your partner declares a lone hand lay your cards down without exposing them and re- frain from all comments. A Misdeal In case a card is shown face upwards during the deal it shall be deemed a misdeal on demand of any player providing demand is made at time of exposure. The dealer does not forfeit the deal. Revoking If a player revokes and it is discovered before the next trick is taken it shall be corrected. If not discovered until after the next trick is taken it shall be declared a misdeal. The dealer does not forfeit the deal. It shall be the duty of the dummy to watch the play and call attention to any revoke or irregularity in the plays. A player who revokes persistently shall be barred from the game. 19 A FEW DON'TS Don't look at another player's hand. Don 't look at a trick after the cards are turned. Don't look at your cards until the close of the deal. Don't play out of turn or play a card of the wrong suit. Don't make yourself conspicuous or obnoxious to the other players by word or deed. Don't touch a card when you are the dummy unless requested to do so by your partner. Don't indicate by word or gesture your pleas- ure or displeasure with a play, a bid or a double. Don 't leave your seat while you are the dummy or engage in conversation to distract the atten- tion of the other players. Don't remove a card from the table after it has been played on a trick, unless you have revoked and discover your error. Don't comment on the value of your hand, whether good or bad. It is unfair to your ad- versaries and might mislead your partner. Don't wet your fingers with your tongue when dealing or otherwise handling the cards. It is a bad habit, destroys the cards and is dangerous from a sanitary standpoint to all the players. 20 POINTERS ON BIDDING Be conservative in your bidding so as not to lose the count. Conservative bidding and good playing will help yon to win in this game. When you have a good hand bid its full value in order to play it alone and also to shut out an indica- tion bid by an adversary. When to Raise the Bid Eaise your partner's bid if you have an assist- ing hand and have reason to believe your part- ner has not overbid his hand or change the bid to some other suit of higher value so as to pre- vent a lone hand play. When No Trick Is Bid When both adversaries bid no trick bid your hand beyond its apparent value or assist your partner to a greater extent than when any other suit is bid. A no trick bid from both adver- saries indicates a no trump hand by yourself and partner and vice versa. A No Trick Bid With a no trick hand bid low and do not raise your bid when your partner bids on some other suit unless you have reason to believe his cards are of low value. 21 When to Raise Your Bid First, when you have bid on a certain suit and your partner has raised your bid on another suit, change your bid to his suit if you have a helping hand in order to prevent a lone hand play by your partner, or raise the bid in your own suit. Second, when your bid has been doubled and the probabilities are you will lose the score, change your bid to some other suit of higher value if there is a probability of winning. It is better to lose on a straight bid than on a double or redouble. Skill and Judgment Cultivate judgment in your bidding and skill and judgment in your playing. Remember you are not entitled to a larger count than indicated in your bid, therefore bid to the full value of your hand but not beyond its value for by so doing you benefit the other players and you alone are the loser. You cannot rely on luck to any great extent in this game, skill and judg- ment are the factors that lead to success. The more skillful you become as a player the more certain you are to succeed in all of life's under- takings. 22 THE MYSTERIES OF A PACK OF CARDS The ace should remind us there is but one God. The deuce should remind us that He created the Heavens and the Earth. The tray should remind us that the sun, moon and stars are the visible acme of His creative power. The four-spot should remind us of the four cardinal points of the compass within which the universe spreads its flaming walls. The five-spot should remind us that the Crea- tor endowed us with five senses — sight, smell, hearing, taste and touch — with which to appre- ciate the immensity of His creative powers. The six-spot should remind us that the heavens and the earth were created in six days or cycles of time as we measure eternity. The seven-spot should remind us that on the seventh day or cycle of time God rested from His labors and halowed His great work and that in accord with this great law of creation mankind should rest one day in seven in order to recu- perate their physical powers. 23 The eight-spot should remind us that when the flood came and covered the earth there were only eight persons saved who in their foresight builded the ark which floated upon the waters until the flood subsided. The nine-spot should remind us that in our solar system, which is but a small part of the siderial universe, there are nine planets — Vulcan, Mercury, Venus, the Earth, Mars, Jupiter, Saturn, Uranus and Neptune — accompanying the sun in its endless journey through space. The ten-spot should remind us of the ten com- mandments given to Moses from the summit of Mt. Sinai upon which are based the laws govern- ing human action in all the civilized nations of the earth. The King and Queen should remind us that Kings and Queens will eventually become obso- lete factors in the government of nations. That with a broader enlightenment and universal suf- frage the people will assume the reigns of sov- ereignty and establish governments of the peo- ple, by the people and for the people. The knave should remind us that in order to attain success in life and merit the confidence and respect of mankind we must play the game square or be called a knave by our fellows- men. 24 The four suits should remind us there are four weeks in a month ; the twelve picture cards that there are twelve months in a year, and the fifty- two cards in a pack that there are fifty-two weeks in a year. The endless amusement to be derived from the game of Skicket should remind us that in order to inherit eternal happiness here and in the realm beyond the stars we should cause the golden sun- shine of happiness to rest as a benediction upon our fellow men, which can be accomplished most successfully by playing this fair, interesting, scientific game. 25