Catlin's Historic Origin of the Playing Cards / Their original design and subsequent use
Date: 2015-07-03T00:00:00+00:00
Keywords: Playing cards -- History; Guest (Game)

The Project Gutenberg eBook of Catlin's Historic Origin of the Playing Cards

This ebook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this ebook or online at www.gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook.

Title: Catlin's Historic Origin of the Playing Cards

Author: H. D. Catlin

Release date: July 3, 2015 [eBook #49349]
Most recently updated: October 24, 2024

Language: English

Credits: Produced by Chris Curnow, readbueno and the Online
Distributed Proofreading Team at http://www.pgdp.net (This
file was produced from images generously made available
by The Internet Archive)

*** START OF THE PROJECT GUTENBERG EBOOK CATLIN'S HISTORIC ORIGIN OF THE PLAYING CARDS ***

Front Cover

CATLIN'S

Historic Origin

OF THE

Playing Cards.

Their Original Design and Subsequent Use.

Full and Complete. Reliable and Authentic.

—— AND ——

CATLIN'S

New, Original and Scientific Game of

GUEST,

The Superior Game of the Period, for the Society
and for all Home, Domestic and

Social Entertainments.

The TWO Complete, in Two Parts, in this One Volume.

H. D. CATLIN,

AUTHOR,

No. 817 Maine Street, Quincy, Illinois.

1893.

Entered according to Act of Congress, in the year 1893, by

H. D. CATLIN,
in the office of Librarian of Congress, at Washington.

PREFACE.

(TO PART FIRST.)

The native genius inherent in man has ever been inspired and brought into use by Divine Providence, seemingly, to gratify and encourage man's ambitions to excel and progress in all of the many avenues opened in nature, in art and in science for the development of the same. This genius, guided by the "Law of Progress," knows "no such word as fail;" and it is only a question of time when success will reward the effort.

Man was born with a native love for amusements and pastime recreations, and hence the adage, "All work and no play made Jack a dull boy." All great and durable enterprises have had their beginning with the ordinary ignorance of the ordinary man. And when the right time should come, Providence has always transferred "nature's gift" to the more advanced and better educated man to accomplish and make perfect the work of genius. It is a truth in fact that "necessity is the mother of invention," and that "ignorance is the mother of genius;" and to both man may recognize his "birth-right"—so to speak—to the honors due, for the most, if not all, of the many enterprises which have rewarded his labors in many of the past centuries of the Christian era.

The "playing cards" are the production of an ingenious human device, derived from the divine origin of time; the history of which but little has heretofore been known and understood by the world of card players and the public in general. So far as the author is informed, no like historic record has ever been published, and card players have, seemingly, taken little or no interest to learn and know the historic origin of the greatest enterprise known to the sixteenth century, the period of their advent, so valuable and important to the present generation. A thorough and studied perusal of this work is recommended, and will convey much desirable information worth knowing, and will advance its present popularity and aid its future general publication.

THE AUTHOR.

CATLIN'S

HISTORIC ORIGIN OF THE

PLAYING CARDS.

Their Original Design and Subsequent Use. Full
and Complete. Reliable and Authentic.

The playing cards are of Egyptian origin and an ingenious human device, derived from the divine origin of time. The time is indefinite when Egyptian hieroglyphics were first carved on stone, representing four numbers: the No. 4, No. 12, No. 13, No. 52; in recognition of their Egyptian annual calendar of time. The number "four" representing the four seasons of the year—spring, summer, autumn, winter. The number "twelve" representing the twelve months of the year, January to December, inclusive. The number "thirteen" representing the thirteen weeks in each of the four seasons; and the number "fifty-two" representing the fifty-two weeks composing the full year. The playing cards represent the same identical four numbers, by the "four suits" of the pack, the "twelve face cards" of the pack, the "thirteen cards" in each of the "four suits," and the "fifty-two cards" composing the full pack.

It was in an early part of the twelfth century when mongrel Egyptians were first attracted by the same "four numbers," and with their native love for games, sports and amusements, sought to gratify their eager desires and bring them into use as the origin of future pastime recreations and social enjoyment. The ambition to gratify their desire continued and repeated itself through ten succeeding generations without success, as they were wholly unable to cope with so great an undertaking, by reason of their native ignorance, and thus did fail to introduce and apply the science required. A like ambitious desire was subsequently manifested by the more advanced, better learned and more intelligent Egyptians, who struggled with the same four numbers, and for the same gratification of their native love for sports and amusements as a pastime enjoyment. They labored long and perseveringly, beginning with the number 52 as of first importance. They were not long in recognizing a like importance of the number 13 in sequence order. After giving due and proper place to the number 4 in recognition of the four suits required, and by applying the two red suits in recognition of spring and summer and the two black suits in recognition of autumn and winter, they could thus represent, in due and proper contrast, the four seasons of the year. They could now have formulated and played their game in sequence order, by leaving out of use the number 12, and thus to break the complete chain of numbers required to make perfect their "annual calendar of time," in recognition of its divine origin, knowing full well that such omission could never be accepted as a popular and ingenious human device, consistent with the original undertaking of their boasted enterprise. This embarrassment continued long, fatiguing and discouraging to their ambitious enterprise, which, in the past, has ever been the experience of man in many of the progressive enterprises of human genius which now contribute so largely to the growth of greater facilities for a larger volume and better economy in many of the departments of business. Their new and original game could not be made durable and popular without the favorable recognition, sanction and acceptance of their honored "king and queen."

With this important end in view they counseled together, long and patient, without success, until one of their number broke the spell. "I have it." And when explained, they mutually decided to add to each of the four suits the figure-heads of the "King and Queen," and the king's "page" in armor, with helmet, shield and spear, later known to euchre as the "Knave" and now as the "Jack," thus bringing into use the much needed number 12, required to complete and make perfect their game, by making the four "Aces," alike in each of the four suits, the highest commanding card. With this completion, thus perfected, the players practiced long, making perfect their skill in the art and scientific use of their game.

With such complete and perfected practice of their game, the four players made personal application and asked permission to play their game on the floor of the "king's court," for the edification, amusement and enjoyment of their honored king and queen. They were granted the audience they had asked, and played their first initial game—as yet without name—in the early part of the sixteenth century; so still and silent, with no word spoken above the sound of a still small voice, until the full close of the play, when the king pronounced the name "Whist," (a silent "whist of the wind,") which has endured without change until the present time and will ever so continue. So elated with the game, so amused, gratified and entertained were the crowned heads of the king's court that the players were presented with a pecuniary compensation, equal to $1,000 of our money. It must be recognized that the players were the "subjects" of their king and queen, and could not be their "guests." The king and queen could not, would not, be the guests of their players; therefore, the game was the "guest" of the occasion and was so recognized.

The game of Euchre is of German origin, and was introduced to overcome the long, tedious and fatiguing game of Whist, and bring into use a much shorter, more jolly and more social game. The French copied from the Germans, and brought into use the same identical game under their French name of "Ecarte." The French are known to have introduced their game of "Ecarte" into the United States in the early settlement of New Orleans and the gulf coast of the present state of Louisiana. During the Crimean war French soldiers, when held intrenched, as a reserve, and a present safe keeping for future service, amused themselves by playing "Ecarte."

With the present introduction of the author's game of "Guest," the historic origin of playing cards may be accepted as full and complete, by the introduction of the three only original and legitimate games known to the playing cards. All others are but substitutes of a cunning device and without merit.

The game of Whist has been in use nearly four hundred years. The game of Euchre has been in use nearly one hundred years. The game of Guest has been in use nearly two years. It is already crowned as the superior game of the period, and is expressed as "perfection perfected."

Moral: The question of use and abuse? is one man must meet; the solution of and the answer to which man must be individually responsible.

There is nothing from the hand of the Creator which man may make so great, so good, so wise and profitable use as time. And there is nothing from the same divine source which man may make so little, so evil, so unwise and unprofitable use as time. There is nothing from the hand of man which may be made to contribute so much of good, wise and moral social enjoyment as the playing cards; and there is nothing from the same human source which may be made to contribute so much of evil, unwise and immoral social estrangement as the playing cards.

The question of good and evil is one which man must decide and establish as the basis of his individual character. Of the two contending forces in man, the final question is, "Which of the twain shall I release unto myself, and which shall I crucify? If I release the good and crucify the evil, then am I good. If I release the evil and crucify the good, then am I evil."

Consider well. Consider, and elevate the moral standard of human character in the mind and life of the individual man.

H. D. CATLIN, Author,

No. 817 Maine Street, Quincy, Illinois.

"Oh, time, why thus abused?

And thou cards, why so misused?

Both, for good are given—

To guide man's thought to Heaven."

THE AUTHOR.

Copyright, 1893, by H. D. Catlin.

PREFACE.

(TO PART SECOND.)

At the expense of time and study, of labor and cost, covering a period over-reaching two full years, the author, who is a retired accountant, book-keeper and cashier, of forty years practical experience, is now competent and fully prepared to issue his revised, corrected and perfected game of "Guest," for the purpose of copyright protection to himself, in the use and general publication of same, as hereinafter published and contained. It is now nearly four hundred years since the playing cards were first introduced, and with the exception of material and kind, of finish and design, there has been no change in the first original, fifty-two card pack, and never will be. The first original game of "Whist" could have had no previous history, no previous law and no rule beyond that adopted and practiced by the first original players for the edification, entertainment and amusement of their honored Egyptian king and queen, by whom their game was named, and will so remain, unchanged so long as playing cards continue in use. About one hundred years ago the German game of "Euchre" was introduced to overcome the long, tedious and fatiguing game of "Whist," but in doing so they did but overreach their mark and drifted upon an opposite extreme, making their game too short, too oft repeated and discouragingly monotonous. Like "Whist," they have no history, no law, and only such rules as they adopted and played at pleasure. Many changes have been introduced by the modern players of both games to overcome the two objectionable extremes peculiar to the two original games of "Whist" and "Euchre."

After a thorough study had been made, and a thorough knowledge of the origin of the playing cards had been acquired, the author of the present game of "Guest" was not slow to realize the importance of a third game, which could be introduced on the basis of an exact even divide between the two previous games of "Whist" and "Euchre," in every particular, and thus to meet the required want and supply the much-needed game, which may be best expressed as "perfection perfected." Such is the game of "Guest," and many old-time "Whist" and "Euchre" players have practiced and participated in the use of this new third game, who unanimously pronounce it to be the superior game of the period. When card players have made a study of the game, and also the law and the rule, and have familiarized themselves with the play of the same, they will then recognize the game of "Guest" to be as simple as "A, B, C," and as practical as "two and two make four;" a thoroughly scientific and mathematical game with no complications.

THE AUTHOR.

CATLIN'S

NEW, ORIGINAL AND SCIENTIFIC GAME OF

"GUEST,"

The Superior Game of the Period for the Society
and for all Home, Domestic and
Social Entertainments.

The game of "Guest" is strictly a scientific and mathematical game, and yet it is as simple as "A, B, C," and as practical as "two and two make four." It is void of any and all complications, and therefore it is not fatiguing, but on the contrary resting, giving the needed rest required to overcome the mental and physical fatigue of the day and affording a pleasant and enjoyable pastime, uniting the family and home society in a common, mutual and congenial domestic interest. To this end the game has never been equalled; it can never be excelled; it is "perfection perfected."

There can be only three original and legitimate games:

"Whist; Euchre; Guest;

Good, better, best."

The three most popular games for all home, domestic and social entertainments. The game of "Guest" is the latest and best of the three games. It is played with a selection of thirty-six cards from the original fifty-two card pack, leaving out of use the four 5 spots, the four 4 spots, the four 3 spots, the four 2 spots; and with the introduction of the "Joker" thirty-seven cards are used for the required purpose of having "one odd card," which is, and must be, the defined "trump" with each and every deal of the cards. The deal is made as in "Whist," and the cards are played as in "Euchre."

The design of this game is recognized as "practical business." The "Guest" furnishes the capital by a system of irregular, alternate deposits in the hands of two contestants, business firms, with each and every deal of the cards. Such is the business capital of the two contestants, to gain and save to the end of the play, with success and defeat ever changing. Nine cards are given by the "Guest" (through the dealer,) to each of the four hands. The "Joker" must be held in one of the four hands and not permitted to be exposed on the table. To this end the two last cards, in hand of the dealer, should be consulted, when, if possible, the dealer takes the first and gives the second to the table as the gift of the "Guest" and decides the trump for each and every deal of the cards. The indicating trump on the table is of no value to the hand to be played, as it is the gift of the "Guest" and counts for nothing in the game. Inasmuch as trumps will always predominate, therefore, in honor of and complimentary to the "Guest," the first lead must be a trump card, if such is possible; otherwise the trump lead must pass to the next player; trump must lead; after which, any card may be led at the option of the next leader, when the three players must follow suit, if such is possible; otherwise trump may be played, at the option of the player, as in "Whist" or "Euchre." It will be observed that the trump suit will always be one card more than one-fourth of all the cards in use, and the three side suits (not trump) will always be one card less than three fourths of all the cards in use—ten trumps and twenty-six suit cards. Thirteen points constitute the full game. The counts are decided by subtracting the less number of tricks taken from the greater number, placing the balance to the credit of the parties showing the greater number of tricks taken in each and every hand played. All counts will, of necessity, be one, three, five, seven, or possibly nine, when a full march is made. The "Joker," with the use of the right and left bowers, are of the same value as in "Euchre;" otherwise all suit cards are played as in "Whist" and "Euchre" and of like value.

There is no trump to be taken up, no trump to be ordered up, no trump to be turned down, no alone hand to be played, no cards out of use, no idle player, and no time to be lost. "Time is money." The foregoing objections are more than overcome and compensated by the use and application of a "lapse" of one or more points, in excess of the thirteen points, and made to apply on the next succeeding game. If the winning partners stand on an even number of points they will "lapse" an even number; if they stand on an odd number of points they will "lapse" an odd number. If the game is correctly kept, and the total number of points to the credit of the two partnerships is correctly footed, then by subtracting the smallest total from the largest total, you may have a credit balance of points, showing a duplicate result of the evening's play and a "trial balance" proof of same.

We have endeavored to cover, as briefly as possible, all the ground required to make clear and concise the method of the game, and give the reasons why, after a period of nearly four hundred years, a new, improved and superior game is now demanded to meet the progress of civilization, and give to the public a more modern and advanced game, more in keeping with the spirit of the times, and more congenial to the social enjoyment of the many modern entertainments of the present day and generation.

The game of "Whist" is too lengthy, too fatiguing and too exhausting. The game of "Euchre" is too short, repeats itself too often, and soon becomes too monotonous and uninteresting. Catlin's game of "Guest" continues with unabated interest, does not fatigue and never exhausts. It is based on an exact even divide between the two games of "Whist" and "Euchre" in every particular. In the original game of "Whist" the full pack of fifty-two cards are used, and in the original game of "Euchre" thirty-two cards are used, just twenty cards less than in "Whist," and with the same number of twenty cards held in the four "Euchre" hands. In the present game of "Guest" thirty-six cards are held in the four hands—sixteen less than in "Whist" and sixteen more than in "Euchre." Twenty-one points constitute the original "Whist" game, thirteen points constitute the present "Guest" game, and five points constitute the original "Euchre" game—a difference of eight points in each of the three games. Thirteen cards are held in each of the four hands in "Whist," nine cards are held in each of the four hands in "Guest," and five cards are held in each of the four hands in "Euchre"—a difference of four cards in each of the three games.

Four is one-half of eight.

Eight is one-half of sixteen.

Sixteen is one-half of thirty-two.

In recognition of the two numbers 20, and in remembrance of the twelve idle cards on the table out of use, unknown and embarrassing to the players of "Euchre," the fifty-two card pack, from which the game of "Whist" derived its origin, may be accounted for with special favor on the side of Catlin's new, ingenious and scientific game of "Guest." It is a very genteel game, a very simple game, a very practical game; strictly mathematical, educating mental culture as an accomplishment.

The law of the game of "Guest" is fixed, arbitrary, abiding and unchangeable; otherwise it could not be the superior, scientific and mathematical game designed by the author, and must of necessity be at the mercy of many devices of many players, and soon would cease to be the only law-abiding game known to the historic origin of the playing cards, and sustained by the law of the game which prompted the basis of its origin. The law is fully defined by the following sections:

First—The name "Guest" is fixed, arbitrary and unchangeable, signifying its origin, as expressed in the published game.

Second—The peculiar selection of the thirty-six cards—from ace to six spot, inclusive—as expressed.

Third—The introduction of the "Joker" as the required odd card and commanding trump, as expressed.

Fourth—The thirteen points required to make and constitute the full game, as expressed.

Fifth—The method of count, by subtracting the less number of tricks from the greater number, giving credit, balance only, to the side of the greater number, as expressed.

Sixth—The first lead must be a trump card when possible; otherwise pass the lead to the next player. Trump must lead.

Seventh—The lapse of all points, one or more, in excess of the thirteen points, to apply on the next succeeding game.

Eighth—The position of the indicating trump on the table must be at the left hand of the present dealer, at the right hand of the one who must deal next, under the eye of the four players, and no question to ask or answer is required.

Finale—The game is sustained by the best and most modern law known to the best and most modern system of "Double Entry Book-keeping," on the basis of defined balances, with each and every business transaction, as proved by the final balance sheet of the evening's play of the game of "Guest."

Rules for the play of the game of "Guest" may be at the option of, and sustained by the judgment of each player, so long as the law of the game is fully understood, applied and sustained, with no deviation whatever.

The author would advise and recommend the lead of the "Joker," when such is possible, for your first trump lead; otherwise lead your smallest trump card, trusting the result to your partner's play.

For your second and subsequent leads play the ace, when such is possible; otherwise play your smallest suit card, trusting the result to your partner's play.

When the leader holds a single card of any one of the three side suits, it is desirable for a second or third lead to reduce suit, and thus to give an added opportunity for the subsequent play of trump, trusting the result to your partner's play.

The three games may all alike be made "progressive," and conform to modern custom, under the three popular names of—

"Drive Whist."

"Progressive Euchre."

"Honored Guest."

The merit due to the game of "Guest" is its practicability, simplicity and perfect harmony, overcoming the two objectionable extremes, alike peculiar to the two games of "Whist" and "Euchre." The strength of this present game is in the close attention and watchful observance of the players, remembering the cards as played and to be played, which may be known alike to each of the four players by a studied application to the play of the game.

H. D. CATLIN, Author,

No. 817 Maine Street, Quincy, Illinois.

Copyright, 1893, by H. D. Catlin.

Entered according to Act of Congress, in the year 1893, by

H. D. CATLIN,
in the office of Librarian of Congress, at Washington.

Transcriber's Notes

1. The printers' error "entertain-tainments" was changed to entertainments on line 382.

*** END OF THE PROJECT GUTENBERG EBOOK CATLIN'S HISTORIC ORIGIN OF THE PLAYING CARDS ***

Updated editions will replace the previous one—the old editions will be renamed.

Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research. Project Gutenberg eBooks may be modified and printed and given away—you may do practically ANYTHING in the United States with eBooks not protected by U.S. copyright law. Redistribution is subject to the trademark license, especially commercial redistribution.

START: FULL LICENSE

THE FULL PROJECT GUTENBERG LICENSE

PLEASE READ THIS BEFORE YOU DISTRIBUTE OR USE THIS WORK

To protect the Project Gutenberg™ mission of promoting the free distribution of electronic works, by using or distributing this work (or any other work associated in any way with the phrase “Project Gutenberg”), you agree to comply with all the terms of the Full Project Gutenberg™ License available with this file or online at www.gutenberg.org/license.

Section 1. General Terms of Use and Redistributing Project Gutenberg™ electronic works

1.A. By reading or using any part of this Project Gutenberg™ electronic work, you indicate that you have read, understand, agree to and accept all the terms of this license and intellectual property (trademark/copyright) agreement. If you do not agree to abide by all the terms of this agreement, you must cease using and return or destroy all copies of Project Gutenberg™ electronic works in your possession. If you paid a fee for obtaining a copy of or access to a Project Gutenberg™ electronic work and you do not agree to be bound by the terms of this agreement, you may obtain a refund from the person or entity to whom you paid the fee as set forth in paragraph 1.E.8.

1.B. “Project Gutenberg” is a registered trademark. It may only be used on or associated in any way with an electronic work by people who agree to be bound by the terms of this agreement. There are a few things that you can do with most Project Gutenberg™ electronic works even without complying with the full terms of this agreement. See paragraph 1.C below. There are a lot of things you can do with Project Gutenberg™ electronic works if you follow the terms of this agreement and help preserve free future access to Project Gutenberg™ electronic works. See paragraph 1.E below.

1.C. The Project Gutenberg Literary Archive Foundation (“the Foundation” or PGLAF), owns a compilation copyright in the collection of Project Gutenberg™ electronic works. Nearly all the individual works in the collection are in the public domain in the United States. If an individual work is unprotected by copyright law in the United States and you are located in the United States, we do not claim a right to prevent you from copying, distributing, performing, displaying or creating derivative works based on the work as long as all references to Project Gutenberg are removed. Of course, we hope that you will support the Project Gutenberg™ mission of promoting free access to electronic works by freely sharing Project Gutenberg™ works in compliance with the terms of this agreement for keeping the Project Gutenberg™ name associated with the work. You can easily comply with the terms of this agreement by keeping this work in the same format with its attached full Project Gutenberg™ License when you share it without charge with others.

1.D. The copyright laws of the place where you are located also govern what you can do with this work. Copyright laws in most countries are in a constant state of change. If you are outside the United States, check the laws of your country in addition to the terms of this agreement before downloading, copying, displaying, performing, distributing or creating derivative works based on this work or any other Project Gutenberg™ work. The Foundation makes no representations concerning the copyright status of any work in any country other than the United States.

1.E. Unless you have removed all references to Project Gutenberg:

1.E.1. The following sentence, with active links to, or other immediate access to, the full Project Gutenberg™ License must appear prominently whenever any copy of a Project Gutenberg™ work (any work on which the phrase “Project Gutenberg” appears, or with which the phrase “Project Gutenberg” is associated) is accessed, displayed, performed, viewed, copied or distributed:

This eBook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this eBook or online at www.gutenberg.org. If you are not located in the United States, you will have to check the laws of the country where you are located before using this eBook.

1.E.2. If an individual Project Gutenberg™ electronic work is derived from texts not protected by U.S. copyright law (does not contain a notice indicating that it is posted with permission of the copyright holder), the work can be copied and distributed to anyone in the United States without paying any fees or charges. If you are redistributing or providing access to a work with the phrase “Project Gutenberg” associated with or appearing on the work, you must comply either with the requirements of paragraphs 1.E.1 through 1.E.7 or obtain permission for the use of the work and the Project Gutenberg™ trademark as set forth in paragraphs 1.E.8 or 1.E.9.

1.E.3. If an individual Project Gutenberg™ electronic work is posted with the permission of the copyright holder, your use and distribution must comply with both paragraphs 1.E.1 through 1.E.7 and any additional terms imposed by the copyright holder. Additional terms will be linked to the Project Gutenberg™ License for all works posted with the permission of the copyright holder found at the beginning of this work.

1.E.4. Do not unlink or detach or remove the full Project Gutenberg™ License terms from this work, or any files containing a part of this work or any other work associated with Project Gutenberg™.

1.E.5. Do not copy, display, perform, distribute or redistribute this electronic work, or any part of this electronic work, without prominently displaying the sentence set forth in paragraph 1.E.1 with active links or immediate access to the full terms of the Project Gutenberg™ License.

1.E.6. You may convert to and distribute this work in any binary, compressed, marked up, nonproprietary or proprietary form, including any word processing or hypertext form. However, if you provide access to or distribute copies of a Project Gutenberg™ work in a format other than “Plain Vanilla ASCII” or other format used in the official version posted on the official Project Gutenberg™ website (www.gutenberg.org), you must, at no additional cost, fee or expense to the user, provide a copy, a means of exporting a copy, or a means of obtaining a copy upon request, of the work in its original “Plain Vanilla ASCII” or other form. Any alternate format must include the full Project Gutenberg™ License as specified in paragraph 1.E.1.

1.E.7. Do not charge a fee for access to, viewing, displaying, performing, copying or distributing any Project Gutenberg™ works unless you comply with paragraph 1.E.8 or 1.E.9.

1.E.8. You may charge a reasonable fee for copies of or providing access to or distributing Project Gutenberg™ electronic works provided that:

- • You pay a royalty fee of 20% of the gross profits you derive from the use of Project Gutenberg™ works calculated using the method you already use to calculate your applicable taxes. The fee is owed to the owner of the Project Gutenberg™ trademark, but he has agreed to donate royalties under this paragraph to the Project Gutenberg Literary Archive Foundation. Royalty payments must be paid within 60 days following each date on which you prepare (or are legally required to prepare) your periodic tax returns. Royalty payments should be clearly marked as such and sent to the Project Gutenberg Literary Archive Foundation at the address specified in Section 4, “Information about donations to the Project Gutenberg Literary Archive Foundation.”

- • You provide a full refund of any money paid by a user who notifies you in writing (or by e-mail) within 30 days of receipt that s/he does not agree to the terms of the full Project Gutenberg™ License. You must require such a user to return or destroy all copies of the works possessed in a physical medium and discontinue all use of and all access to other copies of Project Gutenberg™ works.

- • You provide, in accordance with paragraph 1.F.3, a full refund of any money paid for a work or a replacement copy, if a defect in the electronic work is discovered and reported to you within 90 days of receipt of the work.

- • You comply with all other terms of this agreement for free distribution of Project Gutenberg™ works.

1.E.9. If you wish to charge a fee or distribute a Project Gutenberg™ electronic work or group of works on different terms than are set forth in this agreement, you must obtain permission in writing from the Project Gutenberg Literary Archive Foundation, the manager of the Project Gutenberg™ trademark. Contact the Foundation as set forth in Section 3 below.

1.F.

1.F.1. Project Gutenberg volunteers and employees expend considerable effort to identify, do copyright research on, transcribe and proofread works not protected by U.S. copyright law in creating the Project Gutenberg™ collection. Despite these efforts, Project Gutenberg™ electronic works, and the medium on which they may be stored, may contain “Defects,” such as, but not limited to, incomplete, inaccurate or corrupt data, transcription errors, a copyright or other intellectual property infringement, a defective or damaged disk or other medium, a computer virus, or computer codes that damage or cannot be read by your equipment.

1.F.2. LIMITED WARRANTY, DISCLAIMER OF DAMAGES - Except for the “Right of Replacement or Refund” described in paragraph 1.F.3, the Project Gutenberg Literary Archive Foundation, the owner of the Project Gutenberg™ trademark, and any other party distributing a Project Gutenberg™ electronic work under this agreement, disclaim all liability to you for damages, costs and expenses, including legal fees. YOU AGREE THAT YOU HAVE NO REMEDIES FOR NEGLIGENCE, STRICT LIABILITY, BREACH OF WARRANTY OR BREACH OF CONTRACT EXCEPT THOSE PROVIDED IN PARAGRAPH 1.F.3. YOU AGREE THAT THE FOUNDATION, THE TRADEMARK OWNER, AND ANY DISTRIBUTOR UNDER THIS AGREEMENT WILL NOT BE LIABLE TO YOU FOR ACTUAL, DIRECT, INDIRECT, CONSEQUENTIAL, PUNITIVE OR INCIDENTAL DAMAGES EVEN IF YOU GIVE NOTICE OF THE POSSIBILITY OF SUCH DAMAGE.

1.F.3. LIMITED RIGHT OF REPLACEMENT OR REFUND - If you discover a defect in this electronic work within 90 days of receiving it, you can receive a refund of the money (if any) you paid for it by sending a written explanation to the person you received the work from. If you received the work on a physical medium, you must return the medium with your written explanation. The person or entity that provided you with the defective work may elect to provide a replacement copy in lieu of a refund. If you received the work electronically, the person or entity providing it to you may choose to give you a second opportunity to receive the work electronically in lieu of a refund. If the second copy is also defective, you may demand a refund in writing without further opportunities to fix the problem.

1.F.4. Except for the limited right of replacement or refund set forth in paragraph 1.F.3, this work is provided to you ‘AS-IS’, WITH NO OTHER WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PURPOSE.

1.F.5. Some states do not allow disclaimers of certain implied warranties or the exclusion or limitation of certain types of damages. If any disclaimer or limitation set forth in this agreement violates the law of the state applicable to this agreement, the agreement shall be interpreted to make the maximum disclaimer or limitation permitted by the applicable state law. The invalidity or unenforceability of any provision of this agreement shall not void the remaining provisions.

1.F.6. INDEMNITY - You agree to indemnify and hold the Foundation, the trademark owner, any agent or employee of the Foundation, anyone providing copies of Project Gutenberg™ electronic works in accordance with this agreement, and any volunteers associated with the production, promotion and distribution of Project Gutenberg™ electronic works, harmless from all liability, costs and expenses, including legal fees, that arise directly or indirectly from any of the following which you do or cause to occur: (a) distribution of this or any Project Gutenberg™ work, (b) alteration, modification, or additions or deletions to any Project Gutenberg™ work, and (c) any Defect you cause.

Section 2. Information about the Mission of Project Gutenberg™

Project Gutenberg™ is synonymous with the free distribution of electronic works in formats readable by the widest variety of computers including obsolete, old, middle-aged and new computers. It exists because of the efforts of hundreds of volunteers and donations from people in all walks of life.

Volunteers and financial support to provide volunteers with the assistance they need are critical to reaching Project Gutenberg™’s goals and ensuring that the Project Gutenberg™ collection will remain freely available for generations to come. In 2001, the Project Gutenberg Literary Archive Foundation was created to provide a secure and permanent future for Project Gutenberg™ and future generations. To learn more about the Project Gutenberg Literary Archive Foundation and how your efforts and donations can help, see Sections 3 and 4 and the Foundation information page at www.gutenberg.org.

Section 3. Information about the Project Gutenberg Literary Archive Foundation

The Project Gutenberg Literary Archive Foundation is a non-profit 501(c)(3) educational corporation organized under the laws of the state of Mississippi and granted tax exempt status by the Internal Revenue Service. The Foundation’s EIN or federal tax identification number is 64-6221541. Contributions to the Project Gutenberg Literary Archive Foundation are tax deductible to the full extent permitted by U.S. federal laws and your state’s laws.

The Foundation’s business office is located at 809 North 1500 West, Salt Lake City, UT 84116, (801) 596-1887. Email contact links and up to date contact information can be found at the Foundation’s website and official page at www.gutenberg.org/contact

Section 4. Information about Donations to the Project Gutenberg Literary Archive Foundation

Project Gutenberg™ depends upon and cannot survive without widespread public support and donations to carry out its mission of increasing the number of public domain and licensed works that can be freely distributed in machine-readable form accessible by the widest array of equipment including outdated equipment. Many small donations ($1 to $5,000) are particularly important to maintaining tax exempt status with the IRS.

The Foundation is committed to complying with the laws regulating charities and charitable donations in all 50 states of the United States. Compliance requirements are not uniform and it takes a considerable effort, much paperwork and many fees to meet and keep up with these requirements. We do not solicit donations in locations where we have not received written confirmation of compliance. To SEND DONATIONS or determine the status of compliance for any particular state visit www.gutenberg.org/donate.

While we cannot and do not solicit contributions from states where we have not met the solicitation requirements, we know of no prohibition against accepting unsolicited donations from donors in such states who approach us with offers to donate.

International donations are gratefully accepted, but we cannot make any statements concerning tax treatment of donations received from outside the United States. U.S. laws alone swamp our small staff.

Please check the Project Gutenberg web pages for current donation methods and addresses. Donations are accepted in a number of other ways including checks, online payments and credit card donations. To donate, please visit: www.gutenberg.org/donate.

Section 5. General Information About Project Gutenberg™ electronic works

Professor Michael S. Hart was the originator of the Project Gutenberg™ concept of a library of electronic works that could be freely shared with anyone. For forty years, he produced and distributed Project Gutenberg™ eBooks with only a loose network of volunteer support.

Project Gutenberg™ eBooks are often created from several printed editions, all of which are confirmed as not protected by copyright in the U.S. unless a copyright notice is included. Thus, we do not necessarily keep eBooks in compliance with any particular paper edition.

Most people start at our website which has the main PG search facility: www.gutenberg.org.

This website includes information about Project Gutenberg™, including how to make donations to the Project Gutenberg Literary Archive Foundation, how to help produce our new eBooks, and how to subscribe to our email newsletter to hear about new eBooks.

Table of Contents

- CATLIN'S Historic Origin OF THE Playing Cards. Their Original Design and Subsequent Use. Full and Complete. Reliable and Authentic. —— AND —— CATLIN'S New, Original and Scientific Game of GUEST,

- PREFACE. (TO PART FIRST.)

- CATLIN'S HISTORIC ORIGIN OF THE PLAYING CARDS. Their Original Design and Subsequent Use. Full and Complete. Reliable and Authentic.

- PREFACE. (TO PART SECOND.)

- CATLIN'S NEW, ORIGINAL AND SCIENTIFIC GAME OF "GUEST," The Superior Game of the Period for the Society and for all Home, Domestic and Social Entertainments.

- THE FULL PROJECT GUTENBERG LICENSE