A TWO CARD TRICK My parents have just dug up some old notebook of mine, and some of the contents were quite interesting. Various attempts at designing the ideal amusement arcade (with a predictably complex, but generous, payment scheme), a goodly number of video game reviews, each of which have thirteen different percentage marks representing crucial facts like how convenient the control system is, how extensive the high-score tables are and how enjoyable the game is to watch, and several of my early attempts at designing card games. Also included were predictions for the '87/'88 football season (Liverpool to do the double and Man U to win the "Littlewoods" Cup) and the note "4A Latin homework: write up trip for May 3". This roughly places me at being twelve or so years of age at the time, probably less. It is depressing to note how little my handwriting has improved since then. Forgive me a little indulgence in reprinting verbatim a card game of my own invention from perhaps ten years ago. It's got some interesting features for a design by one so young, even though I do say so myself. > "Each player gets 13 cards and plays two down. The highest pair, > if one is played, wins the trick, otherwise the highest rank player wins > (aces high). If two draw, the one who has the higher second-card wins. > If two sets of identical ranks are played, the suits decide, on this > scale: (best) 1 HH, 2 DD, 3 SS, 4 HD, 5 CS, 6 CC, 7 HS, 8 DS, 9 HC, 10 CD. > The winner of the trick takes all the sets of two and places them in front > of him in one pile. 5 more tricks are played like so, with the trick winner > adding to his pile each time. All players place their 13th card face up, > and any two which match incur a five-card fine; paid to anyone who is not > in this pair; (the 13th card is paid as part of the fine, with 4 others)." After this comes an illustration of how a hand of this game (called "Two Card Trick" - a name good enough for an article title) might run. The four players, A, B, C and D take 8, 0, 16 and 24 cards respectively after the six tricks, but B and D both have Jacks left and so pay the fine. Alas, B has only that thirteenth card to pay, so the final scores are 12-0-20-20; the technique of showing what happens in that exceptional circumstance by means of an illustration is an unusual one. Another young Dickson original borrows from the concepts of stud and "spit in the ocean" poker; players have their own face-up and face-down cards as well as communal face-up cards forming part of all players' hands, and predict what they think the highest poker hand is that can be made using all the cards in the game when they are revealed. Ten variants as to how many cards are face up, face down and communal then follow, a couple of which have some reasonably curious twists, and an earnest attempt to calculate the probabilities of what the best hand available might be for any given number of cards is used for the basis of a patience-style solo game along the same lines. After that, a Yahtzee tribute using cards to form poker hands. I wonder if, at the time, I would have been pleased to know that ten years later I'd still be interested in my creations and proud enough of them to publish them in a magazine lacking neither circulation nor reputation? If memory serves, even then I was interested in the process of reading and writing fanzines (a prospective contents page for the first issue of "Super Cool" is still knocking around), and as a family we've always been on the keen side on card and board games. An odd disadvantage of being an only child is that our family of three was always one too small for bridge - which is, after all, how my parents got in contact. Also it sticks in my mind that I was a very poor loser in games played within the family circle (yer Monopoly and yer Game Of Life being two popular culprits); I can remember being very disappointed that I could not break my Monopoly record, set one Christmas at the age of six, at an attempt five years later to the day, and an attempt to play Hotel against a friend more recently still proved abortive on my part when said friend dared to build luxury facilities on the tallest skyscraper. I can laugh about it now, though. Oh yes. Incidentally, it can't have been all that long after I invented "Two Card Trick" that I first ventured into the world of PBM, the pro game "It's A Crime" being my highly suitable starting point. Now suppose my family was not one of three, but one of seven. Who knows, this might not have been issue eight that you're reading but issue seventy-eight or more! Innovative card games invented at the age of eleven, hangman and "guess the name of the panda" ten years down the line. Is this really progress? It doesn't bode too well for what I'll consider state of the art in ten more years time, does it?