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Court Circular -Lewis Carroll's Card Game

  • Writer: Newt
    Newt
  • Apr 17
  • 8 min read

On January 16, 1860, Charles Lutwidge Dodgson—better known by his pen name Lewis Carroll—created a unique card game that he called "Court Circular." This intricate game, devised seven years before the publication of "Alice's Adventures in Wonderland," reflects both Carroll's mathematical mind and his playful approach to logic and language.

His documented rules specified several innovative mechanics, most notable of which was the concept of "Lines"—specific combinations of cards that could be formed during play, bearing names like "Sympathy," "Court," and "Etiquette."

The Creator

Lewis Carroll was not merely a children's author but a mathematician, logician, Anglican deacon, and photographer. Born in 1832, Carroll (then known as Charles Dodgson) was a mathematics lecturer at Christ Church, Oxford. His logical mind was drawn to puzzles, wordplay, and games, which he often created for the entertainment of children—particularly the Liddell sisters, with Alice Liddell becoming the inspiration for his most famous work.

Carroll's fascination with cards and games was well-documented. He invented numerous mathematical puzzles and word games throughout his life, though many remained unpublished or known only to his circle of friends and the children he entertained. Court Circular stands out as one of his few fully documented card games with complete rules.

The Game

Court Circular is a trick-taking game for two or more players that employs a standard 52-card deck. What makes it remarkable is its combination of pattern recognition, strategic card play, and Carroll's signature logical twists.

The basic layout for a two-player game follows this pattern:

First-hand: 


Numbers indicate order of play
Numbers indicate order of play

The game centers around creating "Lines"—specific combinations formed from the cards each player has placed, with or without including the Lead card. These Lines include:

  • Trio: Three of a kind (e.g., three Kings or three Nines)

  • Sequence: Three or four cards in sequence (e.g., 8♠, 9, 10)

  • Sympathy: Three or four Hearts (e.g., 5, J, K)

  • Court: Three or four court cards (if four, it's called "Court Circular")

  • Pair: Two of a kind (e.g., 7♣, 7♠)

  • Valentine: Two Hearts (e.g., 3, Q)

  • Etiquette: Two court cards (e.g., J♠, K)

Players compete to form the highest-ranking Line from their played cards, with the winner taking the trick and choosing the next Lead card. The positioning of cards and the spatial relationship between them adds a dimension rarely seen in card games of the period.

The Victorian Context

Court Circular emerged during the height of the Victorian card game boom. The 1850s and 1860s saw a proliferation of new card games as the middle class expanded and sought respectable leisure activities. This era gave birth to dozens of new games, many of which were variations on older European trick-taking games.

What made Carroll's creation distinctive was its incorporation of mathematical principles. His background as a mathematician at Oxford influenced the game's scoring system and the hierarchical ranking of different card combinations.

The name "Court Circular" itself was a clever play on words. In Victorian England, the Court Circular was an official document recording the activities of the Royal Court. By naming his game after this formal publication, Carroll was making a pun—his game featured court cards (Jacks, Queens, and Kings) arranged in a circular manner.

Variations

Carroll documented two versions of the game. The original 1860 version is the most complete, but he also created an alternative version in 1862 that modified several rules. The key differences include:

  • Changes to the scoring system

  • Modified definitions of valid Lines

  • Introduction of the concepts of "Hit" and "Rubber"

The 1862 variant was potentially influenced by the growing popularity of other trick-taking games like whist, which was evolving into contract bridge during this period.

A Sample Hand

To better understand how Court Circular works, let's examine a hand of play:

  1. The dealer gives 6 cards to each player and turns up the J as the Lead

  2. First-hand plays the 9♣

  3. Dealer plays the K♠

  4. First-hand plays the 8

  5. Dealer plays the 7

  6. First-hand plays the 10

  7. Dealer plays the Q

After all cards are played, players assess their Lines:

First-hand has formed no valid Line.

Dealer has formed a Sympathy Line with 7 + Q + J (Lead).

Dealer wins the trick and chooses a new Lead from the cards on the table.

The Mathematical Mind at Play

Court Circular reflects Carroll's logical thinking in several ways:

  1. The hierarchical ranking of Lines follows clear mathematical principles

  2. The spatial arrangement of cards creates a visual logic to the gameplay

  3. The scoring system employs multiplicative elements rather than simple addition

These characteristics mirror elements found in Carroll's logic puzzles and mathematical writings, demonstrating how his recreational activities were extensions of his professional interests.

Legacy and Rediscovery

Despite Carroll's fame, Court Circular faded into obscurity after his death in 1898. Unlike his literary works, his games received little attention from publishers and historians. The game was preserved primarily in his collected papers and mentioned briefly in his diaries.

It wasn't until the mid-20th century that Carroll scholars began to take serious interest in his games as reflections of his mathematical and logical thinking. Court Circular has since been republished in various collections of historical card games, though it remains relatively unknown compared to contemporaneous games like Bezique or Euchre.

Modern game historians consider Court Circular significant not just as a curiosity from a famous author, but as an innovative design that incorporated spatial relationships and pattern recognition in ways that were ahead of its time.

Playing Today

For modern players interested in experiencing Court Circular, the game requires only a standard deck of cards and can be learned in about 15 minutes. The gameplay combines elements familiar to players of trick-taking games with unique combinations and spatial arrangements that feel surprisingly modern.

The game works best with 2-4 players, though Carroll's rules include accommodations for larger groups. A full game takes approximately 30-45 minutes to play, making it suitable for casual game nights or as an intriguing historical curiosity for Lewis Carroll enthusiasts.

While some find the scoring system slightly complex at first, the core mechanics are intuitive once players understand the concept of Lines and their relative rankings. The game rewards both tactical play and the ability to spot potential combinations several moves ahead.

You can play Court Circular with any regular pack of cards, but if you would like a period example of a pack that Carroll might have used, here is our Rowley reissue available for purchase Print-on-demand at Make Playing Cards.


Rowley's Symbolic Pack
Rowley's Symbolic Pack

Court Circular Patience

Court Circular Patience adapts Lewis Carroll's trick-taking game into a challenging solitaire experience. The player attempts to create valid "Lines" while working through the deck, with the goal of collecting all cards through successful combinations.

Setup

  1. Shuffle a standard 52-card deck

  2. Deal 6 cards in a row, face up. This is your tableau

  3. Turn one card face up as the Lead card and place it above the tableau

  4. The remaining cards form the stock pile

       [Lead]       [1] [2] [3] [4] [5] [6]

Gameplay

Basic Rules

  1. On each turn, you must try to form a valid "Line" using the Lead card and/or cards from the tableau

  2. A Line consists of 2 or 3 cards from the tableau, with or without the Lead card

  3. If you form a valid Line, remove those cards and replace them with new cards from the stock

  4. Choose one of the removed cards to become the new Lead

  5. If you cannot form a valid Line, draw one card from the stock and add it to the tableau, discarding the leftmost card

  6. The game ends when the stock is exhausted

Valid Lines (In Descending Order)

  1. Lines including the Lead card:

  2. Trio: 3 of a kind (e.g., three Kings or three 7s)

  3. Sequence: 3 or 4 cards in sequence (e.g., 8♠, 9, 10)

  4. Sympathy: 3 or 4 Hearts (e.g., 5, J, K)

  5. Court: 3 or 4 court cards (if 4, it's called "Court Circular")

  6. Lines excluding the Lead card:

  7. Trio: 3 of a kind

  8. Sequence: 3 cards in sequence

  9. Sympathy: 3 Hearts

  10. Court: 3 court cards

  11. Two-card combinations (excluding Lead):

  12. Pair: 2 of a kind (e.g., 7♣, 7♠)

  13. Valentine: 2 Hearts (e.g., 3, Q)

  14. Etiquette: 2 court cards (e.g., J♠, K)

Constraints and Movement

  1. Cards in the tableau can only be used once per turn

  2. You cannot rearrange cards in the tableau

  3. When replacing cards after forming a Line, fill positions from left to right

  4. The Lead card can be included in any valid Line

Special Rules

"Resignation" Option

Once per game, you may "resign" a difficult position by discarding any card from the tableau and drawing a replacement from the stock.

"Wonderland Shuffle"

If you go through 10 turns without forming a valid Line, you may gather all cards (including the Lead and tableau), shuffle them, and restart the game with the same setup. This can only be done once.

Winning the Game

You win if:

  • You successfully collect all cards by forming valid Lines before the stock is exhausted, OR

  • You have no cards remaining in your tableau at the end of the game

You lose if:

  • The stock is exhausted and you still have cards in your tableau that cannot form valid Lines

Scoring

Calculate your score as follows:

  • Each collected card: 1 point

  • Each Trio formed: 3 bonus points

  • Each Sequence formed: 2 bonus points

  • Each Sympathy formed: 2 bonus points

  • Each Court formed: 3 bonus points

  • Each Pair formed: 1 bonus point

  • Each Valentine formed: 1 bonus point

  • Each Etiquette formed: 1 bonus point

  • Using the "Resignation" option: -5 points

  • Using the "Wonderland Shuffle": -10 points

90+ points: "Curiouser and curiouser!" (Excellent)75-89 points: "Off with their heads!" (Very Good)60-74 points: "We're all mad here" (Good)45-59 points: "Down the rabbit hole" (Average)Below 45: "Late for a very important date" (Poor)

Example Turn

Current tableau: 9♠, K, 5, 5, Q♣, 10Lead card: 5♣

The player identifies a valid Line: 5, 5, 5♣ (Lead) forming a Trio.

  1. Remove these three cards

  2. Select 5 as the new Lead

  3. Draw 2 new cards from the stock to replace the removed cards: J, A♠

  4. New tableau: 9♠, K, J, A♠, Q♣, 10

  5. New Lead: 5

Variants

"Looking-Glass Patience"

After forming a Line, you must place the new Lead card in the mirror position of where the previous Lead card was used in the Line. If the Lead wasn't used, place it in the middle position.

"Cheshire Cat Challenge"

Start with only 5 tableau spots. Each time you form a Court Line, you gain an additional tableau spot (up to a maximum of 9).

"Mad Hatter's Tea Party"

The Lead card changes automatically every three turns, whether you've used it or not. The new Lead is always the top card of the stock.

Through the Looking Glass

Court Circular offers a fascinating glimpse into the mind of one of literature's most beloved authors. Just as his stories balance mathematical precision with whimsical creativity, his card game combines structured rules with playful combinations and linguistic flourishes.

For those interested in Victorian games, mathematical recreations, or the lesser-known works of Lewis Carroll, Court Circular remains an accessible window into a brilliant and multifaceted mind—a game where, much like in Wonderland itself, the rules make perfect sense once you embrace their peculiar logic.

"Begin at the beginning," the King said, very gravely, "and go on till you come to the end: then stop." Advice that applies equally well to stories and to games.

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