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Judge, 1923-03-31 · page 20 of 36

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eh ee THE GAME’S THE THING! THIS WEEK'S GAME AUTOMOBILE ast Sunpay I went riding in the | country with a friend, and being one of those city fellers I looked forward to getting out in the great open es with eagerness. The spring weather was beautiful and soon we were outside the city away from the maddening crowd, Ahead of me stretched the open road, but all I could see of it was the back of the cai 1. To the right I got a wonderful v a Simple Six and to the left the wide expanse of a Sedentary Sedan. I looked back and gazed into the hood of a Fallacious Four. The air with its tinge of gasoline and dust was invigorating. Over the tops of the cars I caught lovely glimpses of gayly colored sign boards. Nature had come into its own and out into the country. Then suddenly this quiet pastoral simplicity was disrupted by two loud bangs! Our car bumped the car ahead and the car behind bumped us. From all three cars jumped excited mot looking for injured parts and y each other at the same time. neouraged hy the spectators on each », lawsuits were threatened, even black eyes, and then the taking down of numbers. “I got your number, you big boob!” Hence this gam In “Automobile” cach player has a license plate, or number. T! marked plainly on eardb« and placed in front of each player, facing the center of the table so the others can see them. Each license plate must con- tain four numbers and state sign, which is designated by K, Q, or J, which means kings, queens or The four num- bers can be any from one to ten (ten spot represents O, ace represents 1) but they must not t 3489-K, 2. a If you wish to be real spiffy, cut eight or ten sheets of cardboard into lic plate shapes, paint the letters in white with a blue background, and tie strings to them so they can be hung around the necks of the players. The players can choose their own plates. ists by Norman Anthony HE OBJECT of the game, as you'v probably suspected, is to get other guy's” number, and make him pay damages. The cards are dealt out, five to ach pla and the rest of the pack is placed down in the center of the table, taking the top card, as in Rummy, and pla > up next to the pack. The ed the same as Rummy, each player trying to collect five cards in his hand which will cor- respond with the license plate of one of the other players. As soon as a pla; does this, by drawing and discardi lays down his hand and says to the pl whose license number he has mate “I've got your numbe has to give him ten chips and the game goes on, as before. A player cannot get ther player's number twice in the same ame. Usually, after the pack has been gone through twice, a new game is started. The players can also change signs tween games if they wish. “Automobile is a great test of self-control. When a r bellows at you, “I’ve got your num- simply smile sweetly and hand him the money. If the next player does it, remember the man with the smile wins. If a third player is mean enough to pi on you let your conscience be your guide! HINTS TO THE CHILDREN How to make a homemade Pung Chow set. 18 Judge’s PUNG- CHOW Column’ Also known as MAH JONG arr, the well-known authority on the Chinese game Playing with a Limit I" 1s a curious thing, but playing for stakes in Pung Chow really spoils the game. The Chinese game is the only one we know of which gambling does not improve. When playing for stakes, naturally a limit must be placed, due to the inconsistencies of the scores, as some will run as high as 200,000 points while others won't run higher than fifty points. This changes the con- siderably and makes the play go to Mah Jong as soon as possible there is no object in trying for a high score. Five hundred is usually the limit. The people who play this game, though, argue that with this method of play the games are over much quicker and there is much more action. There seldom “draws,” and the scores will not yerage more than one hundred points a hand, which is not much different than the average bridge game. In playing with a limit the indicators are used and this changes the method of commencing the game. The Chinese y is very formal and rather complicated, so many players use the simple form of shuffling the wind indi- cators face down and then place them in a tow. The dice are then thrown, as in the regular game, and the number on the dice indicates the player, in counter clockwise direction, who selects the first wind indicator. The same procedure follows for the second and third. player drawing cast wind also | the wind box in front of him to indic that wind. This player holds the wir box until he loses a hand. When this occurs he passes his wind box and indi- cator to the player to the right, and that player becomes east wind. The other winds change correspondingly. wind horse-r order | anyhor the pul neutral No Genera his nar trappec It is exponet n-wl notl it is ect Sherloc your ha of the | the pro ig stic eyes gre upon su He di when 1] Reporte nN Cor importa whirlwit A high, merely until wh