User:K3vin/Touring


 * RULES FOR PLAYING

 THE GREAT AUTOMOBILE CARD GAME 
 * ”TOURING”


 * Pat. 836,537 


 * A RACE OF 50 MILES

GENERAL OUTLINE

The design of the game is to have the contestants run an automobile race of an  even  fifty miles. Of course, it is understood that the “Mile” cards have been provided for the purpose of indicating by the figure thereon, the number of miles run in the race by the player at the particular time when he plays that card.

The  even  fifty miles of the race are accomplished by starting a different pile for each denomination of “Mile Card”, and having the cards rightly proportioned in these piles so that when the piles are completed according to the following illustration and rules, the sum of all piles will be even fifty miles. For the number of cards necessary to complete piles of different mile denominations, study the following illustration closely, and note the manner of laying the cards to help keep track of the score easily:



EIGHT “1 Mile” cards are necessary to complete the “1 Mile” pile. The fifth card upon this pile is turned upside down to assist in better keeping track of the number of cards in this pile. (Note illustration.)3 Miles

FOUR “3 Miles” cards are necessary to complete the “3 Mile” pile. As soon as either the “1 Mile” or the “3 Miles” pile has been completed, turn it upside down, as a symbol that it is finished. These Two Piles are not attacked by “Delay” cards, as explained later.

TWO “5 Miles” cards are necessary to complete the “5 Miles” pile--but this pile is subject to “Delays” all through the game, as explained under the heading “DELAY CARDS,” and is NOT turned upside down as a symbol of completion as before mentioned piles.

TWO “10 Miles” cards are necessary to complete the “10 Miles” pile--but this pile is also subject to “Delays” all through the game as explained under the heading, “DELAY CARDS,” and is not turned upside down as a symbol of completion.

The side to first complete all the mile piles in accordance with the foregoing instructions, thereby a total of fifty miles, wins the race, or in other words, the game.

RULE 1.
—Any number can play the game—preferably two, four or six. When four or six play, they should play partners, starting but one set of piles for each side, i.e. all the partners playing upon the same piles. When but three wish to play the game, take one each of the “DELAY” Cards out of the pack, and limit the race to thirty miles, by building up the piles as follows: four “1 Mile” Cards in the “1 Mile” pile; two “3 Miles” cards in the “3 Miles” pile; two “5 Miles” cards in the “5 Miles” pile, and one “10 Miles” cards in the “10 Miles” pile.

RULE 2.
SEE THAT THE CARDS ARE THOROUGHLY MIXED, OR SHUFFLED, TO PREVENT TWO OR MORE CARDS OF THE SAME KIND BEING DRAWN OR DEALT TOGETHER. THOROUGHLY MIXING THE CARDS ADDS MUCH TO THE EXCITEMENT OF THE GAME

RULE 3.

 * 1) Five cards are dealt to each player, and not more than five cards can be retained at any time by any player, after making a play. Each player at his time of playing, draws one card from the top of the deck, so that he has in his hands six cards from which to select the one he wishes to play. This card must always be drawn before the play is made, not afterward.
 * 2) Before a player can start building up his “MILE” piles, by playing mile cards, he must first secure the “GO” card and start a pile with the same, as in illustration. This is really the “admittance card” of the game, and no cards, with the exception of “DELAY, COUNTRY AND CITY LIMITS” are effective until the player has first played the “GO” card. In any stage of the game, after an opponent has played a “DELAY” card upon your piles, this “GO” card must again be secured and played before the player “delayed” can go on scoring points again
 * 3) In the six cards which you hold in your hand after drawing one form the top of the deck, if you do not have the “GO” card, or later in the game if you do not possess a card that will further your completion of the piles, or retard the progress of your opponent, discard one. This card is discarded, face downward upon a pile called the “DEADWOOD” pile. All players discard cards of no utility upon the same “DEADWOOD” pile. If you have nothing among the six cards to play, either discard upon the “DEADWOOD” pile the card you drew form the top of the deck, or exchange this one for another in your hand, and then discard that one.

RULE 4.
Each one of the players plays turn about, in the order of from left to right, and play but once in their turn, no matter how much they may have helped their cause. As soon as the deck cards have been used up in this manner, the “DEADWOOD” and the “GO” piles of each side are taken up and thoroughly shuffled together and the same becomes the deck. This is done over and over again, until the game is completed. It might be well when taking up the cards in this manner, to leave the top card of each “GO” pile remain on the table, to indicate the condition the game was in before the shuffle, whether a side was “going” in need of “Gasoline,.” “Hauled In,” etc. Completed Mile piles are not to be included in a second or third shuffling.

The following is a brief description of the other cards beside “Mile” cards, which are used in the game:

CITY LIMITS and COUNTRY
a) These cards are practically for the purpose of determining how fast the racers shall travel. After one side has played the card, “CITY LIMITS,” the (both sides) are not allowed to go over five miles per hour, i.e., play any mile card that exceed five miles. Thus it can be easily seen that when the race is in “CITY LIMITS” no “10 Miles” card can be played until someone has played the card “COUNTRY.” The speed limit in the “country” is ten miles per hour, hence, after any side has played the “COUNTRY” card both sides can play any mile they choose, as it will not exceed the speed limit, until some player retards rapid progress by again playing a “WITHIN CITY LIMITS,” etc., etc.

b) At the beginning of a game, the racers are supposed to start from a point within city limits; hence, the card “CITY LIMITS” governs the beginning of the game, without first playing that card, until some plays the card COUNTRY.

c) If any player “exceed the speed limit” by playing a “10 Miles” card while CITY LIMITS governs the game, he is said to have exceeded the speed limit, and as a fine for so doing, forfeits all the mileage cards he may have previously laid down in his piles, and must begin the game anew, first securing the GO card, etc., etc.

The above named cards are based upon the well known fact that an automobile is allowed to run faster out in the country, than upon crowded city thoroughfares. These cards can be played at any time in the game regardless of whether the player be DELAYED, in the need of a GO, etc. Do not forget a City Limits, or a Country card played, effects both sides the same.

DELAY CARDS
The DELAY cards are eight in number, and are provided for the purpose of setting back the score of the opposing side. This is accomplished in the following manner.

Upon each DELAY card is printed the number of hours delay occasioned the racer. If you are racing in CITY LIMITS and you play a DELAY 1 HOUR, you are entitled to take a 5 MILES card from your opponent’s 5 MILES pile, and throw this card in the DEADWOOD, or rather Discard pile. If the DELAY is 2 hours, you are entitled to two 5 MILES cards—one for each hour’s delay; or in preference to two 5 Miles cards, you may take one 10 Miles card at your option, as you are thus entitled to ten miles of his score.

If the race is progressing in COUNTRY and you serve a Delay card upon your opponent, you are entitled to rob his ten Miles pile of one card for each hour’s delay,--or you may take two 5 Miles cards in preference to one 10 Miles.

Remember that only the 5 MILES and the 10 MILES piles can be attacked by DELAY cards. If your opponent has not in these two piles or either of them the number of miles you are entitled to, you take what he has, but he does not go “in the hole” for the remainder.

Do not forget to reach over to your opponent’s piles and take the card or cards you are entitled to after serving a DELAY upon him, and thrown the same face downward upon the DISCARD pile. If you are in CITY LIMITS you delay at the rate of five miles per hour; if in COUNTRY, at a rate of ten miles per hour.

DELAY cards can be served at any time in the game, provided it be a player’s regular turn to play, and the opposing side be nor already delayed. In this last case, the one playing the card must wait until the opponent is again started by playing a GO card, before he can again delay him.

A side does not even have to be started by playing a GO card to delay the other side.

No MILES cards can be played by a side “delayed” until they have “fixed up the delay” and got started again by playing the GO card. The Delays are fixed up in the following manner:

After an opponent has played the Delay card, COLLISION, the side delayed must next play, or draw for the HAULED IN card. After this card has been card. After this card has been secured and played, the GO card must next be secured and played before the player can score miles.

After an opponent has played the Delay card OUT OF GASOLINE, the side delayed must next play, or draw the GASOLINE card. After this card has been secured and played, the GO card must next be secured and played before the player can score miles.

After an opponent has played the Delay card PUNCTURE the side delayed must next play, or draw for the GO card only.

All delay cards are served on an opponent by laying them upon his GO pile. All cards that are not Mile cards are played upon the GO piles, except for City Limits and Country.

PROGRESSIVE TOURING
As a progressive game TOURING may be played different ways. For illustration, we will have four tables (of course, you may have as many tables as desired) and follow the regular Touring rules. You can decide to play for one or two hours or as long as you wish, but a time limit must be set and then each table must start playing at a given signal and play for, say, 10 minutes or so and then when the time is up signal shou*ld be given to stop playing and each player’s score should be recorded: that is, the number of miles each player has before him, and then players should progress to the next table. Players keep progressing this way until a time limit is up and the one having high score or covered the most miles with first prize. Of course you can have a second and third prizes if playing partners said partners should progress together and play together throughout the race.

In progressing, only the players having high score or most number of miles progress, and the players having the least number of miles remain at table to play against players progressing.

If you do not wish to play partners then only two should play at a table or three, preferably two. When three wish to play at a table be sure ands take one of each of the “delay” cards out of the pack and limit the race to thirty miles (see regular rules.)

The Time limit at each table can be set according to players’ ideas. Each table can play for five, ten or fifteen minutes or you can play one or two game s at each table before progressing. However, where a time limit is set it saves time, as every table must stop playing at once.

The Deck 1906
A Touring Deck is composed of 100 cards as follows:


 * 15-Go
 * 8-Hauled In
 * 20-1 Mile
 * 4-City Limits
 * 3-Out of Gasoline
 * 10-3 Mile
 * 5-Country
 * 8-Gasoline
 * 10-5 Mile
 * 3-Collision
 * 2-Puncture
 * 12-10 Mile

PRICE, 75 CENTS 

WALLIE DORR COMPANY,35 Murray St., New York, U.S.A.
BUILDERS OF THE FAMOUS POOL TABLES FOR THE HOMES

This facsimile hand transcribed by Kevin Fillips Photograph of cards 2001® by Kevin Fillips This is released into the public domain, as it is my belief original copyright has expired

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