
Grand Magus |

MATE
by G. Capelen
In Hanover, Germany, in the year 1915 a small booklet
was published entitled "Zwei neue Kriegspiele!" ("Two
New War Games!"). One was FREE CHESS, a variant of
the board game. The other was MATE. Obviously the
time was not right for two make-believe war games
while the reality of World War I occupied center
stage. So, Herr Capellen's booklet never emerged
from obscurity. Through the kindly persistence of a
bookdealer's wife I obtained a copy. (The only other
I have come across is part of the CHESS collection in
the Royal Library at The Hague, the Netherlands.)
MATE is a card game played with only 20 cards, yet
with this limited material an amazing diversity of
playing situations develop. It is almost unique
among card games being completely a game of skill.
following 20:
clubs : A 10 K Q 7
spades : A 10 K Q 7
hearts : A 10 K Q 7
diamonds: A 10 K Q 7
This is known as the "Single Mate Deck." The game,
at the option of the players, can also be played with
the "Double Mate Deck," which is made up from two
ordinary decks as follows (the decks should preferably
have the same backs):
clubs : A 10 K 7 7
spades : A 10 K K 7
hearts : A 10 10 K 7
diamonds: A A 10 K 7
(Until the players are familiar with the game, it is
a good idea to copy the above table on a piece of
paper, or an index card, and keep it handy for
reference.)
In both decks the suits rank in the value as shown,
with clubs the highest and diamonds the lowest.
(This is the same sequence as in Bridge except that
here clubs are placed at the top rather than at the
bottom.) The cards rank in value as shown, with Ace
being the highest and 7 the lowest.
to deal the first hand. He shuffles the cards and
deals ten to each, in groups of five at a time.
X, the dealer, leads any card he wishes. Y, the
opponent, must then play a card of the same suit.
If he has more than one card of that suit, he may
play whichever he chooses. If he lacks a card of the
suit led, he must play a card of the same rank (such
as Ace on Ace, 10 on 10, etc.). The cards, as they
are played, are kept face up in front of each player
instead of being played to the center of the table.
The two cards, one from each player, constitute the
first "move" (in keeping with the fact that MATE has
more in common with board games of skill than with
card games, this term is used rather than "trick").
The player who played the higher card, or the higher
suit when rank is followed, leads for the second
move. When playing with the Double Mate Deck is it
possible for two identical cards to be played on a
move. In this case the first to be played is
considered the higher.
Play continues in this manner until a player leads a
card that his opponent cannot follow, either in suit
or rank. The player leading the card has given
"mate" to his opponent, and play stops. If all ten
moves can be played without a mate, it is a "draw."
considered to have a value as follows:
Ace = 11
10 = 10
King = 4
Queen= 3
7 = 7
The value of the mating card is multiplied by the
number of the move in which the mate is given. For
example, if a player gives mate with a Queen in the
first move he scores 3·1 = 3 points, while if he gives
mate with an Ace in the tenth move, he score 11·10 =
110 points.
In case of a draw neither player scores.
played and scored, the cards are picked up and, without
being reshuffled, exchanged between the players. Y,
who now has the cards X previously held, leads any
card he wishes to start the second game. Two games
constitute a "round" and, since each player has the
opportunity to play each hand, the luck of the deal is
eliminated.
After the first round, Y gathers the cards, shuffles
them, and deals out new hands. A second round in now
played in a similar manner to the first. Two rounds
constitute a "match." The player who has scored the
greater total number of points is the winner of the
match and the measure of his victory is the difference
between the two total scores.
important part of the game, but I have postponed
introducing it until the beginner has had a chance to
familiarize himself with the basic play. Advanced
players can make use of foreplacing to reap the largest
possible score from a particular hand.
Foreplacing allows the players, at the start of each
individual game, to remove a card from their hand, show
it, and then place it face down before them.
A foreplaced card does not enter into the play of that
game. The contestant who will lead to the first move
announces whether he wishes to foreplace a card, after
which the opponent has a similar choice. The opponent,
however, may not foreplace a card of the same suit or
rank as that foreplaced by the first player.
If a player who foreplaces a card succeeds in giving
mate, the multiplying number of the move is increased
by 1. Thus, in this case, a mate given in the seventh
move with a King scores 8·4 = 32 points.
If both players foreplace a card there will be a
maximum of only nine moves in the game. If only one
player foreplaces a card, and the game proceeds that
far, the player with only nine cards uses his ninth
played card also as his tenth. A mate given in this
tenth move is known as an "overmate" and scores double.
Thus, an overmate given with an Ace scores 11·11·2 =
242 points (the maximum possible) for the player who
foreplaced. If the other player gave mate in the tenth
move with an Ace, the score would be 10·11·2 = 220
points.
basic game for a change of pace. The particular
variation to be used must, of course, be agreed on in
advance by the players.
1. Mate with Free Move- Once during and individual
game either player X or player Y (whoever uses
it first) may, even though he has a card of the
same suit as that led, answer the lead with a
card of the same rank, announcing "Free move"
as he does so.
2. Mate with King's Privilege- When a King is led
the opponent must follow with another King if
he has one. If not, he follows with a card of
the same suit.
Figure Privilege is the same as King's
Privilege except that the same rule applies to
Queens as well as Kings.
3. Mate with Free Move and King's (or Figure)
Privilege- This is a combination of variation 1
and variation 2. If the Free Move is taken in
answer to the play of a King (or Queen), it
allows the player to follow in suit even though
he has another King (or Queen) which he could
play.
4. R variation- Play this game with a Pinochle deck.

Tensor |

MATE
by G. CapelenIn Hanover, Germany, in the year 1915 a small booklet
was published entitled "Zwei neue Kriegspiele!" ("Two
New War Games!"). One was FREE CHESS, a variant of
the board game. The other was MATE. Obviously the
time was not right for two make-believe war games
while the reality of World War I occupied center
stage. So, Herr Capellen's booklet never emerged
from obscurity. Through the kindly persistence of a
bookdealer's wife I obtained a copy. (The only other
I have come across is part of the CHESS collection in
the Royal Library at The Hague, the Netherlands.)MATE is a card game played with only 20 cards, yet
with this limited material an amazing diversity of
playing situations develop. It is almost unique
among card games being completely a game of skill.Number of Players: Two.
The deck: From a standard deck of cards use the
following 20:clubs : A 10 K Q 7
spades : A 10 K Q 7
hearts : A 10 K Q 7
diamonds: A 10 K Q 7This is known as the "Single Mate Deck." The game,
at the option of the players, can also be played with
the "Double Mate Deck," which is made up from two
ordinary decks as follows (the decks should preferably
have the same backs):clubs : A 10 K 7 7
spades : A 10 K K 7
hearts : A 10 10 K 7
diamonds: A A 10 K 7(Until the players are familiar with the game, it is
a good idea to copy the above table on a piece of
paper, or an index card, and keep it handy for
reference.)In both decks the suits rank in the value as shown,
with clubs the highest and diamonds the lowest.
(This is the same sequence as in Bridge except that
here clubs are placed at the top rather than at the
bottom.) The cards rank in value as shown, with Ace
being the highest and 7 the lowest.The Play: One player, whom we will call X, is chosen
to deal the first hand. He shuffles the cards and
deals ten to each, in groups of five at a time.X, the dealer, leads any card he wishes. Y, the
opponent, must then play a card of the same suit.
If he has more than one card of that suit, he may
play whichever he chooses. If he lacks a card of the
suit led, he must play a card of the same rank (such
as Ace on Ace, 10 on 10, etc.). The cards, as they
are played, are kept face up in front of each player
instead of being played to the center of the table.The two cards, one from each player, constitute the
first "move" (in keeping with the fact that MATE has
more in common with board games of skill than with
card games, this term is used rather than "trick").
The player who played the higher card, or the higher
suit when rank is followed, leads for the second
move. When playing with the Double Mate Deck is it
possible for two identical cards to be played on a
move. In this case the first to be played is
considered the higher.Play continues in this manner until a player leads a
card that his opponent cannot follow, either in suit
or rank. The player leading the card has given
"mate" to his opponent, and play stops. If all ten
moves can be played without a mate, it is a "draw."Scoring: For purposes of scoring a mate, each card is
considered to have a value as follows:Ace = 11
10 = 10
King = 4
Queen= 3
7 = 7The value of the mating card is multiplied by the
number of the move in which the mate is given. For
example, if a player gives mate with a Queen in the
first move he scores 3·1 = 3 points, while if he gives
mate with an Ace in the tenth move, he score 11·10 =
110 points.In case of a draw neither player scores.
Rounds and Matches: After the first game has been
played and scored, the cards are picked up and, without
being reshuffled, exchanged between the players. Y,
who now has the cards X previously held, leads any
card he wishes to start the second game. Two games
constitute a "round" and, since each player has the
opportunity to play each hand, the luck of the deal is
eliminated.After the first round, Y gathers the cards, shuffles
them, and deals out new hands. A second round in now
played in a similar manner to the first. Two rounds
constitute a "match." The player who has scored the
greater total number of points is the winner of the
match and the measure of his victory is the difference
between the two total scores.Foreplacing and Overmate: "Foreplacing" of cards is an
important part of the game, but I have postponed
introducing it until the beginner has had a chance to
familiarize himself with the basic play. Advanced
players can make use of foreplacing to reap the largest
possible score from a particular hand.Foreplacing allows the players, at the start of each
individual game, to remove a card from their hand, show
it, and then place it face down before them.
A foreplaced card does not enter into the play of that
game. The contestant who will lead to the first move
announces whether he wishes to foreplace a card, after
which the opponent has a similar choice. The opponent,
however, may not foreplace a card of the same suit or
rank as that foreplaced by the first player.If a player who foreplaces a card succeeds in giving
mate, the multiplying number of the move is increased
by 1. Thus, in this case, a mate given in the seventh
move with a King scores 8·4 = 32 points.If both players foreplace a card there will be a
maximum of only nine moves in the game. If only one
player foreplaces a card, and the game proceeds that
far, the player with only nine cards uses his ninth
played card also as his tenth. A mate given in this
tenth move is known as an "overmate" and scores double.
Thus, an overmate given with an Ace scores 11·11·2 =
242 points (the maximum possible) for the player who
foreplaced. If the other player gave mate in the tenth
move with an Ace, the score would be 10·11·2 = 220
points.Variations: The following rules can be added to the
basic game for a change of pace. The particular
variation to be used must, of course, be agreed on in
advance by the players.1. Mate with Free Move- Once during and individual
game either player X or player Y (whoever uses
it first) may, even though he has a card of the
same suit as that led, answer the lead with a
card of the same rank, announcing "Free move"
as he does so.
2. Mate with King's Privilege- When a King is led
the opponent must follow with another King if
he has one. If not, he follows with a card of
the same suit.
Figure Privilege is the same as King's
Privilege except that the same rule applies to
Queens as well as Kings.
3. Mate with Free Move and King's (or Figure)
Privilege- This is a combination of variation 1
and variation 2. If the Free Move is taken in
answer to the play of a King (or Queen), it
allows the player to follow in suit even though
he has another King (or Queen) which he could
play.
4. R variation- Play this game with a Pinochle deck.
i DON'T get it

vikking |

YAAR! I BE A PIRATE! wrote:YAAR, pirates arr better than vikings or squids, so I be the winner.If that's true, why are you all afraid of the Kraken?
We Vikings do not fear some silly Greek squid monster. Now Ragnarok, that's different....lol
and the Viking sneaks in and takes the lead.....winning....:)