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in. or gin rummy, is the first card game in ten years to be come a real craze. Some say the Hollywood movie colony started the ball rolling, but points as distant as Boston and Dallas. Milwaukee and Miami, New York and New Orleans claim to have cradled Amer ica’s newest game boom. But they're really all wrong, for the game is far from new. I’ve played it on and off ever since my hand was big enough to hold ten cards — and my father taught me the game. It has taken hold all over the coun try at this particular time because it exactly fits the public temper of the moment. To begin with, it's a cinch to learn. Practically everybody who plays cards at all knows some form of rummy. And a rummy player can learn gin in thirty seconds flat. But if you've never played cards at all, you can learn the game in two minutes, be an expert in five! You can even stop and listen to a news broadcast without affecting the play in the slightest That must be why the game has A Game Is Reborn caught the public fancy. You can relax completely while you play it. and heaven knows these are times when a way of relaxing is worth its weight in gold. The general idea of the game is to match most or all of your ten cards into sets or sequences. If you’ve never played gin or any other game of the rummy family, take a few minutes off to read the rules. They are printed on Page 19, and there's nothing much to them. * * * Now let's go. If you’re not dealt a hand which is ready for a knock or Good old Rummy, in new dress, is taking the nation by storm by Oswald Jacoby Noted Bridge Expert claim of gin, you must build the hand up. The easiest way to get a sequence is to save "close" cards and reject "wide" cards. The seven and the nine of spades, for example, are close cards; the seven and the king are wide cards. In general, the only card$ to save are cards that actually touch each other, such as the seven and eight of the same suit. Then you sit tight until either the six or the nine comes along to give you a three card se quence The trouble with saving the seven and the nine is that only one card — the eight — will help vou. In trying to form sets, you save any pair you happen to have. Com mon sense tells you that it’s easier to get three jacks if you already have a pair to start with. So the best way to build up your hand is to save pairs and sequences — and to discard unpaired or ‘‘wide’’ cards. And when you have a choice between discards, get rid of the card which counts more points. That re duces the total point-count ol un matched cards in your hand and cuts your loss if your opponent knocks. But don't forget that there’s an ——-1 other player across the table from you — and that you'll probably stand a better chance of beating him if instead i of concentrating solely in building up 1 your own hand in the shortest possible ( time, you take time off to throw a lit tle broken glass in his path In other words, you can play a "blocking game." You try to prevent the other fellow from building up his hand And you can do this simply by not throwing down cards which he needs. How do you know what he needs.1' The clearest tip-off (outside of a fast j peek) comes when he picks up one of your discards. If that card happens j to be, say, the five of hearts, you know he wants either fives or low hearts So if you hold or pick up another five or ) low heart, you don’t discard it — you save it, so he won’t get it Unless you're playing against a real if novice, you can be sure that any pick , from the discard pile completes a set of three or more matched cards. No experienced player picks up a discard i just as a gamble, because a speculative | pick seldom improves a hand, it wastes a pick that might have been produc- / live, and — worst of all — it warns f* the enemy that you’re interested in J certain cards. From then on you will i have to pick all matching cards from the deck; your opponent will hold on to any that he gets. Even if the other fellow doesn’t pick up any discards, you can usually tell k what he has—except at the beginning 1 of a deal. Suppose two kings are dis- J carded; that tells you that the enemy isn't saving kings Get the idea? Look at your own hand and study the discards — and you can tell what the other fellow i; not saving. Then by elimination you can make a pretty good guess at what he does hold. And if you're still in doubt, choose a discard you are sure he cannot use in preference to one that he may be able to use And that brings up the memory feature of the game. According to the original rules, only the last discard was visible; the rest of the discard pile was hidden by the top card. The player i who could remember all the discards had an advantage. He knew what cards were still available for his own matching up, and he had a better idea of what his opponent was likely to hold. But the modem rules eliminate this J memory feature. You’re allowed to look through the discards as often as you like. That’s why it’s possible to look up from the game to talk with a friend or listen to the radio You can then go through the discards and know just where you stood before the I interruption. That’s about all you need think about when you play gin. The rest is a matter of refinements and percentage plays. If you can stand, a bit of ‘’expert’’ advice, here it is: Don’t go for gin (ten matched cards). Go after six or seven matched cards and knock as soon as your unmatched cards count ten or less. One more problem may puzzle you: what to do with the kibitzer. That’s easy. Put him to work. Play the game three-handed. No special rules are I needed for that. You just pick in turn \ until there's a knock or gin. Then the other two players can lay off on any thing in sight What if you have two kibitzers? If you're real gin bugs, you can pair off and play two games of gin. You can even call one player in the other game your partner, winning or losing on your combined score rather than sepa rately. Such a partnership doesn't amount to very much; it’s still two separate games. But the best solution for taking care of two kibitzers is to start a rubber of bridge. It’s still the best game for four players, and it’ll live through this craze just as it has survived back gammon and the rest of them. Th* End 7-27-41 --1 daily supply of Vitamin B, helps convert food into quick energy. warnv 8j as iVATf//?Eprovides if Plus 7 other needed food values of Whole Wheat and milk* Science proves that when Vi tamin B, is lacking tn the system, the appetite lags. It’s a grand thing when such a delicious, easy-to-fix breakfast brings you so much of the things the system needs. In two National Biscuit Shredded Wheat with a cupful of milk you get more than 1/3 to nearly 1/2 the minimum daily requirement of Vitamin Bi. And, as you will see in the chart below, there are, in this one dish, seven other needed food values. When sliced peaches are added, you get even more of these vitamins and minerals. National Biscuit Shredded Wheat is 100 per cent whole wheat. The important wheat germ is retained, _smthortttes ley tbst Vi~ temtn B, is is sent ud to the nomud growth of children. and by unique processes — steaming, pressing into slender strands and watchful baking—this good cereal brings to your breakfast table the delightful nut-like flavor and the wholesome goodness of the whole wheat. It is whole wheat in its most delicious form. Why not give your family the benefits of Vitamin Bi as Nature provides it. At your food store, where this ever-popular cereal is now being featured, it is well to ask for it by the full name—National Biscuit Shredded Wheat. Baked by "NABISCO” NATIONAL BISCUIT COMPANY Se« for yourself what this I Brand breakfast moans to your family Aaalyss show dm loMooiip aWrioals safsrsWy presold hi t Wwtisuai •baud throddid Where wdh • cupfvi of mMi: VITAMIN . Ovre I/S dm daily aduhaam aduH re poire aisat CALCIUM .... Ovre I /S dm daily adahaam adult repaireamat PHOSWtOtUS . . 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