Flip Flap Feasel: A Lost Game from 1902 Pasadena
- Newt
- Apr 17
- 9 min read
On November 23, 1902, the Los Angeles Times published a detailed description of a new card game that had been "introduced into Pasadena" and which, according to a "special Contributor," promised to "carry the card-loving world by storm." This game was called Flip Flap Feasel, and despite its "unpromising name," it apparently combined "the good points of many of the familiar games of cards."

The article was authored by one Georgine T. Bates, about whom little else is known. Like many card games of the era, Flip Flap Feasel seems to have enjoyed a brief moment of popularity before fading into obscurity. The Los Angeles Times article appears to be the only published reference to the game, making it a true cultural singularity — appearing briefly and then vanishing, leaving only this single document as evidence of its existence.
Throop Polytechnic Institute: Likely Birthplace
The timing and location of the game's appearance strongly suggest it may have originated at Throop Polytechnic Institute, which was founded in Pasadena in 1891 and would later become the California Institute of Technology (Caltech). Unlike its modern descendant, Throop was co-educational in its early years, with both men and women attending classes in various subjects including manual arts, domestic science, and liberal arts, alongside the sciences and engineering.
Given the game's unique requirement for a chalk line drawn across the table, it seems particularly well-suited to have developed in a dormitory or common room setting, where students would have access to tables that could be temporarily marked. School tables of the era were often designed to be written on with chalk, making them ideal surfaces for this game's distinctive requirement.
The Game
Flip Flap Feasel required two standard decks of playing cards plus a joker. It could be played by two, four, six, or even eight people, though four was considered "the pleasantest number." The game was distinctive in several ways:
A chalk line was drawn through the middle of the table, with partners seated on one side facing their opponents
All aces were removed from the decks and distributed equally among players
The remaining cards (including the joker) were shuffled and dealt out completely
Play followed an unusual pattern, alternating between sides of the chalk line
The gameplay centered around building sequences (aces to kings) and managing "danger cards" (fives, tens, and kings), which triggered a verbal call-and-response pattern that gave the game its name. When a five, ten, or king was played, opponents would call "Flip," and the holder of the joker would respond with "Flap." If opponents failed to notice a danger card, the player would triumphantly call "Flip Flap Feasel" and score points.
Social Context
What makes Flip Flap Feasel particularly interesting is its timing. The early 1900s saw an explosion of parlor games and social card games in America. The game emerged alongside other pattern-matching and sequence-building card games like Pit (1904), Rook (1906), and the slightly earlier Flinch (1901). This was the golden age of card game invention, when companies like Parker Brothers were transforming American leisure time.
Pasadena in 1902 was home to a vibrant educational community centered around Throop Polytechnic Institute. Unlike the later California Institute of Technology that it would eventually become (officially renamed in 1920), Throop was co-educational, with young men and women studying side by side. This environment would have been perfect for the development of new social games that could be played by mixed groups.
The requirement for a chalk line on the table particularly suggests origins in a school environment, where tables might already have had built-in lines or where marking furniture with chalk would have been acceptable. Students in dormitories or common rooms would have had both the time and creative freedom to develop such innovative gameplay mechanics.
Game Mechanics
What makes Flip Flap Feasel fascinating from a game design perspective is its innovative combination of elements:
Partner play - The chalk line division and partnership structure was unusual for sequence-building games
Verbal call-and-response - The "Flip"/"Flap"/"Flip Flap Feasel" system added a social and attentiveness element
The joker mechanic - Using the joker to block piles added strategic depth
The unique turn order - The alternating sides movement pattern was "confusing at first" but created unique gameplay
The article notes that the game was suitable for "boisterous gaiety" (comparing it to six-handed euchre) while also affording "opportunities for the exercise of judgment and discrimination."
Strategic Considerations
The article offers fascinating insight into strategic thinking in early card games:
"If one holds several kings, it is well to build your piles to queens only, reserving your kings until the joker lies with you or your partners, then you stand a chance of completing and turning down several piles without giving your adversaries an opportunity to score."
This suggests the game involved careful hand management and timing, with players needing to track the location of the joker throughout play.
The Name
The name itself is intriguing. As the article notes, "The derivation of the name, like the origin of the game, is shrouded in mystery." It suggests that "Flip Flap probably comes from the rapidity with which the cards are played," while "Feasel" might derive from "fool" (a term for opponents who miss opportunities) or from "fizzle" (expressing failure).
The rhythmic three-part name is reminiscent of other card games of the era, particularly Snip Snap Snorum, which also featured verbal calls during play. This naming pattern suggests a potential connection to children's games or nursery rhymes that were adapted into adult parlor entertainment.
Revival Possibilities
Recreating Flip Flap Feasel today is entirely possible. The rules as described in the 1902 article are comprehensive enough to play the game as intended. Modern players might consider these adaptations:
Using a piece of string or tape instead of chalk for the table dividing line
Experimenting with a single deck version for two players
Adding a timer element to increase the challenge of spotting danger cards
The game's unique blend of pattern building, attentiveness, and social interaction makes it a candidate for revival among enthusiasts of historical card games.
Historical Significance
Flip Flap Feasel represents a fascinating moment in American leisure history. It emerged during a time when card games were transitioning from gambling tools to social entertainments, and when commercial game companies were beginning to reshape how Americans played.
The game's connection to Throop Polytechnic Institute is particularly interesting. At this time, Throop was evolving from a broader polytechnic school toward the specialized scientific institution it would become as Caltech. The presence of both men and women on campus in 1902 created a social dynamic that would later disappear as the school became predominantly male and focused on science and engineering. Flip Flap Feasel may represent one of the last cultural artifacts from this co-educational period before the institution's dramatic transformation.
The game's brief appearance and subsequent disappearance raises questions: Was it primarily played among Throop students and faculty? Did it spread beyond campus before fading away? Did the changing character of the institution (which would be renamed California Institute of Technology in 1920) contribute to the game's disappearance?
Whatever the case, this single Los Angeles Times article preserves a moment of creative game design that might otherwise have been completely lost to history—a window into student life at a fascinating moment of institutional transition.
You can play Flip Flap Feasel with any French pattern card deck, but you might enjoy using our recreation of the Famous Trophy Whist Pack with its strange forward facing courts. You can buy a deck printed-on-demand at Make Playing Cards here.

A Four-Player Game Simulation
Setup
The players have drawn a chalk line across the center of the table. Alice and Bill sit on one side as partners, while Dorothy and Chester sit opposite them.
Dealer: Alice
Initial setup:
All aces (8 total from two decks) are removed and distributed equally: 2 per player
The remaining cards including one joker are shuffled and dealt out completely
Each player has 24 cards in hand (8 aces removed from 104 cards = 96 cards ÷ 4 players)
Starting Hands (simplified for simulation)
Alice:
Aces: ♠A, ♥A
Notable cards: Several kings (♣K, ♥K), a 5 (♦5), three 10s (♠10, ♦10, ♣10)
Other cards: Various number cards in sequence
Bill:
Aces: ♦A, ♣A
Notable cards: Several queens, a 5 (♥5), the Joker
Other cards: Various number cards in sequence
Dorothy:
Aces: ♠A, ♥A
Notable cards: Several jacks, a 10 (♥10)
Other cards: Various number cards in sequence
Chester:
Aces: ♦A, ♣A
Notable cards: Several kings (♠K, ♦K), several 5s (♠5, ♣5)
Other cards: Various number cards in sequence
Round 1: Beginning Play
The player sitting opposite the dealer (Dorothy) plays first.
Dorothy: Places ♠A in front of her.
Alice: Places ♠A in front of herself. "I'll start my own pile."
Chester: Places ♦A in front of himself.
Bill: Places ♦A in front of himself.
After each player has played their first ace, the game begins in earnest. Play continues with Dorothy.
Dorothy: Places ♠2 on her ♠A.
Alice: "I have a ♠3, but I'll save it for now." Places ♥A in front of herself, starting a second pile.
Chester: Places ♣2 on Bill's ♦A pile. "Building on my opponent's pile."
Bill: "Thanks for that, Chester." Places ♦3 on his now-growing pile (♦A-♦2-♦3).
Dorothy: Places ♥A in front of herself.
Alice: Places ♠3 on Dorothy's ♠A-♠2 pile. "Building on your pile, Dorothy."
Chester: Places ♣A in front of himself.
Bill: Places ♣A in front of himself.
Round 2: First Danger Card
Play continues with several more cards being played, building various piles. We join the action several plays later as Alice is about to play a danger card.
Alice: Places ♦5 on Chester's ♦A-♦2-♦3-♦4 pile.
Silence for a moment...
Dorothy: "Flip!"
Bill: "Flap!" Bill reveals he has the joker
Alice: "Oh no, I was hoping no one would notice!"
Bill: "I'll keep the joker for now rather than blocking the pile."
Chester: "I have the ♦6, but I'll save it since that pile is getting dangerous." Places ♣3 on his own ♣A-♣2 pile.
Bill: Places ♣4 on Chester's ♣A-♣2-♣3 pile.
Dorothy: Places ♥2 on her own ♥A pile.
Round 3: Missed Danger Card
Several more plays occur...
Chester: Places ♠5 on Dorothy's ♠A-♠2-♠3-♠4 pile.
No one says anything as Alice contemplates her move...
Alice: Places ♠6 on the pile. "Flip Flap Feasel!"
Dorothy: "Darn it! I missed the five!"
Alice: "That's 5 points for our side, and I get to continue the sequence."
Alice and Bill mark 5 points on their score sheet.
Chester: "I need to pay closer attention to your plays, Dorothy."
Round 4: Joker Play
The game continues with players building piles and occasionally calling "Flip" when danger cards are played. We join as Chester is about to play a danger card.
Chester: Places ♥10 on Alice's ♥A-♥2-...♥9 pile.
Dorothy: "Flip!"
Bill: "Flap!"
Alice: "Are you going to block my pile, Bill?"
Bill: "No, partner. I'll hold onto the joker for now."
Alice: "Thanks!" Places ♥J on her ♥ pile.
Several more plays occur, with various piles growing.
Dorothy: Places ♣10 on a pile.
Chester: "Flip!"
Silence...
Alice: "The joker is with our side. Bill, say 'Flap'!"
Bill: "Flap! Sorry, I was distracted."
Dorothy and Chester exchange glances, relieved that they don't lose points.
Round 5: Joker Block
The game continues with more cards being played. Bill has been saving kings to play when he and Alice control the joker.
Alice: Places ♣K on a nearly complete ♣ sequence (♣A through ♣Q).
Dorothy: "Flip!"
Chester: "I have the joker now! Flap!" Places the joker on the ♣K
Chester: "That's 5 points for our side, and your pile is now blocked!"
Dorothy and Chester mark 5 points on their score sheet.
Bill: "I was hoping to turn that pile down."
Alice: "We'll get the next one."
Round 6: Completing a Pile
More plays occur as piles grow higher.
Bill: Places ♠K on a complete ♠ sequence (♠A through ♠Q).
Dorothy: "Flip!"
Silence...
Bill: "No one has the joker? Then I'll turn this pile face down!" Turns the completed ♠ sequence face down
Alice: "Nice work, partner!"
Final Scoring (after several more rounds)
After many more plays, all cards have been played and all piles on Alice and Bill's side are turned down.
Alice & Bill:
15 points from successful "Flip Flap Feasel" calls (3 × 5 points)
8 points from opponents being unable to play
Total: 23 points
Dorothy & Chester:
10 points from joker blocks (2 × 5 points)
4 points from opponents being unable to play
Total: 14 points
Alice: "That's one hand complete. We're up by 9 points, but remember we need 500 to win the game."
Dorothy: "Let's cut for the next deal."
The players cut cards - Chester gets the lowest card and becomes the new dealer.
Chester: Shuffling the cards "I need to be more vigilant about those danger cards this time!"
And so the game of Flip Flap Feasel continues...
Comments