LIBRARY OF CONGRESS, %qGV.. iiwW :%d2n Shelf.H5.4A- UNITED STATES OF AMERICA. . — — . 1 — . wn&cc>*^»* s* DICK'S HAND-BOOK OF WHIST. ,,-' r CONTAINING POLE'S AND CLAY'S RULES FOR PLAYING THE MODERN SCIENTIFIC GAME, THE CLUB RULES OF WHIST; AND TWO INTERESTING DOUBLE DUMMY PROBLEMS. j^& F «fS!^ Li NEW YOEK: DICK b FITZGERALD, PUBLISHERS. N &1//277 Copyright, 1880, by DICK & FITZGERALD. Copyright, 1884, by DICK & FITZGERALD. DICK'S HAND-BOOK OF WHIST. Lora Whist is played by four persons, with a pack of fifty-two cards. The order and value of the cards is as follows : Ace is highest in play and lowest in cutting. Then follow King, Queen, Knave, Ten, iNine, Eight, Seven, Six, Five, Four, Three, Two, the lowest. The four players divide themselves into two parties, each player sitting opposite his partner. The division is usually determined by cutting the cards, the two highest and the two lowest being partners ; or the partnership may be settled by each player drawing a card from the pack spread out on the table. The holder of the lowest card is the dealer, DEALING. The dealer delivers to each player in rotation, beginning with the player to his left, one card at a time until the whole pack is dealt out ; thus giving to each player thirteen cards. The last card (the tramp card) is turned face upwards on the table, where it remains until it is the turn of dealer to play to the first trick, the dealer should then Cbefora playing) take the trump card into his hand, PLAYING THE HAND. When the deal has been completed, and the players have arranged their cards, the eldest hand leads any card he pleases, each player plays -a card to the lead, and the highest card of the suit led wins the trick. Trumps win all other suits. Each player must follow suit if he can, but if not able, to follow suit, he may play any card he chooses. The win.- 2 WHIST. ner of the trick plays to the next, and so on, nntil the thirteen tricks are played. A second deal then occurs, and so the game proceeds. SCORING. The game consists of ten points. Each trick, above six, connts one point. The Ace, King, Qneen and Knave of trumps are Honors, and are thus reckoned : If a player and his partner, either separately or conjointly, hold — I. The four honors, they score four points. II. Any three honors, they score two points. III. Only two honors, they do not score. Honors mnst be claimed before the trump card of the following hand is turned up, or they cannot be scored. To score honors is not sufficient ; they must be called at the end of the hand ; if so called, they may be scored at any time during the game. "WTien either side is at eight points, that side has the privilege of call- ing and scoring honors before the hand is played; but the honors must be called and shown before the player (who calls) leads or plays, or they cannot be claimed until the play of the hand is completed. A player who holds two honors (at the score of eight) when it is Ms turn to play (but before playing), asks his partner, xc Can you one ? " or, " Have you an honor?" If his partner holds the requisite court card, the honors are then shown, the points scored, and the game ended. The holder of a single honor must not inquire of his partner if he has two. If any one calls after having played, or reminds his partner of calling, after the deal is completed, the adversaries may claim a fresh deal. If any one calls without having two honors, or without being at the score of eight, or shall answer the call without having an honor, the ad- versaries may consult as to a fresh deal, reclaiming their hands if thrown down. If a player whose side is at the score of eight, holds three or four honors in his own hand, he may show and score them, when it is his turn to play, and thus end the game. . At nine points honors do not count. The penalty for a revoke takes precedence of all other scores, tricks score next, and honors last. At the score of eight, however, honors count before tricks, provided they are properly called and shown, but not otherwise. The game is usually marked on th$ table by coins or counters. Many pretty little contrivances have been invented as "Whist>»markexs ; but if WHIST. o coins be used, the following is the simplest way of arranging them in order to denote the score : 1 234 5 678 9 O o o oo ooo o o oo ooo oooo oo ooo ooo It will be seen that the unit when above stands for three, when below for Jive. SHOET WHIST. The works on "Whist by " Cavendish/' Clay, Pole, Bray son, and other accepted modern writers, all treat of Short "Whist. This is the game now universally played in England at the clubs and in fashionable circles ; and no writer of any importance has written about the old ten- point game since the time of Matthews. It is scarcely necessary to ex- pend much time in describing Short Whist, its principles being almost identical with those of the older game. Short Whist is not much played in the United States. Seven-point "Whist is the popular game here, that is, seven points up without scoring honors. This is sometimes improperly called Short Whist. The game of Short Whist is five points with honors, and is often de- cided in one hand. The other points of difference between that and the old game are as follows : I. There is no calling out for honors. II. Single, double and treble games are scored. {See Laws 1 to 12.) III. A rubber is the best two out of three games; and the winners of the rubber gain two points (called rubber points) in addition to the value of their games. It will be seen upon examination of Law 8 that one side might gain two single games of one point each, which would be more than offset if their adversaries were to win a treble, or game of three points. The rubber points are intended to remedy this inequality. The laws which we herewith give are from the English Club code, and are in accordance with the usages of Short Whist. The references in brackets and explanatory foot-notes are by " Cavendish/' THE LAWS OF WHIST. THE ETJBBER. 1. The rubber is the best of three games. If the first two games be won by the same players, the third game is not played. "WHIST. SCOKESTG. 2. A game consists of five points. Each trick, above six, counts one point. 3. Honors, i. e., Ace, King, Queen and Koave of trumps are thus reck- oned: If a player and his partner, either separately or conjointly, hold — I. The four honors, they score four points. II. Any three honors, they score two pGints. III. Only two honors, they do not score. 4. Those players, who, at the commencement of a deal, are at the score of four, cannot score honors. 5. The penalty for a revoke (See Law 72), takes precedence of all other scores. Tricks score next. Honors last. 6. Honors, unless claimed before the trump card of the following deal is turned up, cannot be scored. 7. To score honors is not sufficient ; they must be called at the end of the hand ; if so called, they may be scored at any time during the game. 8. The winners gain — I. A treble, or game of three points, when their adversaries have not scored. II. A double, or game of two points, when their adversaries have scored less than three. III. A single, or game of one point, when then* adversaries have scored three or four. 9. The winners of the rubber gain two points (commonly called the rubber points), in addition to the value of their games. 10. Should the rubber have consisted of three games, the value of the losers' game is deducted from the gross number of points gained by their opponents. 11. If an erroneous score be proved, such mistake can be corrected prior to the conclusion of the game in which it occurred, and such game is not concluded until the trump card of the following deal has been turned up. 1.3. If an erroneous score, affecting the amount of the rubber, 1 be I roved, euch mistake can be rectified at any time during the rubber. CUTTING. 13. The Ace is the lowest card. 14. In all cases, every one must cut from the same pack. 15. Should a player expose more than one card, he must cut again, i e. g. If a single is scored by mistake for a double or treble, or vice versa. WHIST. 5 FORMATION OP TABLE. 16. If there are more than four candidates, the players are selected by cutting ; those first in the room having the preference. The four who cut the lowest cards play first, and again cut to decide on partners ; the two lowest play against the two highest ; the lowest is the dealer, who has choice of cards and seats, and, having once made his selection, must abide by it. 17. When there are more than six candidates, those who cut the two next lowest cards belong to the table, which is complete with six players; on the retirement of one of those six players, the candidate who cut the next lowest card, has a prior right to any aftercomer to enter the table. CUTTING CARDS OF EQUAL VALUE. 18. Two players cutting cards of equal value, 1 unless such cards are the two highest, cut again ; should they be the two lowest, a fresh cut is necessary to decide which of those two deals. 2 19. Three players cutting cards of equal value cut again ; should the fourth (or remaining) card be the highest, the two lowest of the new cut are partners, the lower of those two the dealer ; should the fourth card be the lowest, the two highest are partners, the original lowest the dealer. 3 CUTTING OUT. 20. At the end of a rubber, should admission be claimed "by any one, or by two candidates, he who has, or they who have played a greater number of consecutive rubbers than the others is, or are, out ; but when all have played the same number, they must cut to decide upon the out- goers ; the highest are out. ENTRY AND RE-ENTRY. 21. A candidate wishing to enter a table must declare such intention 1 In cutting for partners. 2 Example. A Three, two Sixes, and a Knave are cut. The two Sixes cut again and the lowest plays with the Three. Suppose at the second cut, the two Sixes cut a King and a Qucjen, the Queen plays with, iho Three. If, at the second cut, a lower card than the Three is cut, the Three still retains its privileges as original low, and has the deal and choice of cards and seats. 3 Example. Three Aces and a Two are cut. The three Aces are cut again. The Two is the original high, and plays with the highest of the next cut. Suppose, at the second cut, two mere Twos and a King are drawn. The King plays with the original two, and the other pair of Twos cut again for deal. Suppose instead, the second cut to consist of an Ace and two Knaves. The two Knaves cut again, and the highest plays with the Two. 6 WHIST. prior to any of the players having cnt a card, either for the purpose of commencing a fresh rubber or of cutting out. 22. In the formation of fresh tables, those candidates who have neither belonged to ncr played at any other table have the prior right of entry; the others decide their right of admission by cutting. 23. Any one quitting a table prior to the conclusion of a rubber may, -with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses Ms right 1 of re-entry into the latter, and takes his chance of cutting in, as if he were a fresh candidate. 2 25. If any one break up a table, the remaining players have the prior right to him of entry into any other, and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their precedence by cutting. SHUFFLING. 26. The pack must neither be shuffled below the table nor so that the face of any card be seen. 27. The pack must not be shuffled during the play of the hand. 28. A pack, having been played with, must neither be shuffled, by dealing it into packets, nor across the table. 29. Each player has a right to shuffle, once only, except as provided by Rule 32, prior to a deal, after a false cut (see Law 34), or when a new deal (see Law 37) has occurred. 30. The dealer's partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack. 31. Each player after shuffling must place the cards, properly collected and face downwards, to the left of the player about to deal. 32. The dealer has always the right to shuffle last ; but should a card or cards be seen during his shuffling or whilst giving the pack to be cut, he may be compelled to re-shuffle. THE DEAL. 33. Each player deals in his turn ; the right of dealing goes to the left. 34. The player on the dealer's right cuts the pack, and in dividing it must not leave fewer than four cards in either packet ; if in cutting, or in replacing one of the two packets on the other, a card be exposed, 3 or if 1 i. e. His prior right. 3 And last in the room (vide Law 16). 8 After the two packets have been re-united, Law 38 comes into operation. WHIST. 7 there be any confusion of the cards, or a doubt as to the exact place in which the pack was divided, there must be a fresh cut. 35. "When a player, whose duty it is to cut, has once separated the pack, he cannot alter his intention; he can neither re-shuffle nor re-cut the cards. 36. "When the pack is cut, should the dealer shuffle the cards, he loses his deal. a :new deal. 37. There must be a new deal 1 — I. If during a deal, or during the play of a hand, the pack be proved incorrect or imperfect. II. If any card, excepting the last, be faced in the pack. 38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal ; a card exposed by either adversary gives that claim to the dealer, provided that his partner has not touched a card; if a new deal does not take place, the exposed card cannot be called. 39. If, during dealing, a player touch any of his cards, the adversa- ries may do the same, without losing their privilege of claiming a new deal, should chance give them such option. 40. If, in dealing, one of the last cards be exposed, and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege. 41. If a player, whilst dealing, look at the trump card his adversaries have a right to see it, and may exact a new deal. 42. If a player take into the hand dealt to him a card belonging to the other pack, the adversaries, on discovery of the error, may decide whether they will have a fresh deal or not. A MISDEAL. 43. A misdeal loses the deal. 2 44. It is a misdeal 3 — I. Unless the cards are dealt into four packets, one at a time in regular rotation, beginning with the player to the dealer's left. II. Should the dealer place the last (i. e. the trump) card, face down- wards, on his own or any other pack. III. Should the trump card not come in its regular order to the dealer ; but he does not lose his deal if the pack be proved imperfect. 1 i. e. The same dealer must deal again. Vide also Laws 47 and 50. 2 Except as provided in Laws 45 and 50, 8 See also Law 36. 8 WHIST. IV. Should a player have fourteen 1 cards, and either of the othe* three less than thirteen. 2 Y. Should the dealer, under an impression that he has made a re- count the card j en the tabic cr the remainder of the pack. VL Should the dealer deal two cards at once, cr two cards to the same 1, and then deal ; hut if, prior t mas third card, tne dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second paragraph of this Law. VII. Should the dealer emit to have the pack cut to him, and the ad- versaries discover the error, prior to the trump card being turned up, and before looking at their cards, but not after having done so. 45. A misdeal does not lose the deal if, during the dealing, either of the adversaries touch the cards prior to the dealer's partner having dene so ; but should the latter have first interfered with the cards, notwith- standing cither or both of the adversaries have subsequently done the same, the deal is lost. 43. Should three players have their right number of cards — the fourth have less than thirteen, and not discover such deficiency until he has played any cf his cards, G the deal stands good ; should he have played, he is as answerable for any revoke he may have made as if the missing card, or cards, had been in his hand; 4 he may search the other pack for it, or them. 47. If a pack, during or after a rubber, be proved incorrect or imper- fect, such proof decs net alter any past score, game, cr rubber : that hand in which the imperfection was detected is null and void ; the dealer deals again. 43. Any one dealing cut cf turn, or with the adversary's cards, may be stopped before the trump card is turned up, after which the game must proceed as if no mistake had been made. 49. A player can neither shuQe, cut, nor deal for his partner, without the permission of his opponents. CO. If the adversaries interrupt a dealer whilst dealing, either by ques- tioning the sccre or asserting that it is not his deal, and fail to establish 'sal occur, he may deal again. 51. or take his partner's deed and misdeal, the latter is - to the 7 Laity, and the adversary next in rotation to the player who ought to have dealt then do. 1 Or more. 2 The pack being perfect. See Law 47. 3 i.e. Until after he has played to the first trick. * Vide also Law 70, and Law 44, paragraph iv. WHIST. 9 THE TRUMP CARD. 52. The dealer, when it is his turn to play to the first trick, should p card into his hand; if left on the table after the first trick I and quitted, it is liable to be called; 1 his partner may at any time remind him of the liability. 53. After the dealer has taken the trump card into his hand, it cannot be asked for; 2 a player naming it at any time during the play of that hand, is liable to have his highest or lowest trump called. 3 54. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table ; should he show a wrong card, this card may be called, as also a second, a third, etc., until the trump card be produced. 55. If the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called at any time during that hand, and unless it cause him to revoke, must be played ; the call may be re- peated, but not changed, i. e. y from highest to lowest, or vice versd, until such card is played. CARDS LIABLE TO BE CALLED. 56. All exposed cards are liable to be called, and must be left 4 on the table ; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following are exposed 5 cards: — I. Two or more cards played at once. 6 II. Any card dropped with its face upwards, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it. 57. If any one play to an imperfect trick the best card on the table, 7 or lead one which is a winning card as against his adversaries, and then lead again, 8 or play several such winning cards, one after the other, without waiting for his partner to play, the latter may be called on to 1 It is not usual to call the trump card if left on the table. may inquire what the trump suit is, at any time. ;.nner described in Law C5. /arils, •ds, (i. e., cards taken out of the hand, but not dropped) are not led unless named; vide Law GO. Ifc is important to distinguish be- I detached cards. 6 1 1 >re cards are played at once, the adversaries have a right to call which they please to the trick in course of play, and afterwards to call the others. 7 And then load without waiting for his partner to play, 8 Without waiting for his partner to play. 10 WHIST. win, if he can, the first or any other of those tricks, and the other cards thns improperly played are exposed cards. 58. If a player, or players, under the impression that the game is lost, or won, or for other reasons, throw his or their cards on the table face upwards, such cards are exposed, and liable to be called, each player's by the adversary; but should one player alone retain his hand, he cannot be forced to abandon it. 59. If all four players throw their cards on the table face upwards, the hands are abandoned; and no one can again take up his cards. Should this general exhibition show that the game might have been saved, or won, neither claim can be entertained, unless a revoke be established. The revoking players are then liable to the following penalties : They cannot under any circumstances win the game by the result of that hand, and the adversaries may add three to their score, or deduct three from that of the revoking players. 60. A card detached from the rest of the hand so as to be named is liable to be called; but should the adversary name a wrong card, he is liable to have a suit called when he or his partner have the lead. 1 61. If a player, who has rendered himself liable to have the highest or lowest of a suit called, fail to play as desired, or if when called on to lead one suit, lead another, having in his hand one or more cards of that suit demanded, he incurs the penalty of a revoke. 62. If any player lead out of turn, his adversaries may either call the card erroneously led ; or may call a suit from him or his partner when it is next the turn of either of them 2 to lead. 63. If any player lead out of turn, and the other three have followed him, the trick is complete, and the error cannot be rectified ; but if only the second, or the second and third have played to the false lead, their cards, on discovery of the mistake, are taken back ; there is no penalty against any one, excepting the original offender, whose card may be called — or he, or his partner, when either of them 3 has next the lead, may be compelled to play any suit demanded by the adversaries. 64. In no case can a player be compelled to play a card which would oblige him to revoke. 1 i. e. The first time that side obtains the lead. 2 i. e. The penalty of calling a suit must be exacted from whichever of them next first obi ains the lead. It follows that if the player who leads out of turn is the partner of the person who ought to have led, and a suit is called, it must be called at once from the right leader. If he is allowed to play as he pleases, the only penalty that remains is to call the card erroneously led. 8 i. e. Whichever of them next first has the lead. WHIST. 11 65. The call of a card may be repeated 1 until such card has been played. 66. If a player called on to lead a suit have none of it, the penalty is paid. CAEDS PLAYED IN EEEOE, OE NOT PLAYED TO A TEICK. 67. If the third hand play before the second, the fourth hand may play before his partner. 68. Should the third hand not have played, and the fourth play before his partner, the latter may be called on to win, or not to win the trick. 69. If any one omit playing to a former trick, and such error be not discovered until he has played to the next, the adversaries may claim a new deal ; should they decide that the deal stand good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein. 70. If any one play two cards to the same trick, or mix his trump, or other card, with a trick to which it does not properly belong, and the mistake be not discovered until the hand is played out, he is answerable for all consequent revokes he may have made. (See also Law 46. ) If, during the play of the hand, the error be detected, the tricks may be counted face downwards, in order to ascertain whether there be among them a card too many ; should this be the case, they may be searched, and the card restored ; the player is, however, liable for all revokes which he may have meanwhile made. THE EEVOKE. 71. Is when a player, holding one or more cards of the suit led, plays a card of a different suit. (See also Law 61.) 72. The penalty for a revoke : I. Is at the option of the adversaries, who at the end of the hand may either take three tricks from the revoking player, 2 or deduct three points from his score, or add three to their own score. JT. Can be claimed for as many revokes as occur during the hand. HI. Is applicable only to the score of the game in which it occurs. * IT. Cannot be divided, i. e. y a player cannot add one or two to his own score and deduct one or two from the revoking player. Y. Takes precedence of every other score, e. g. — The claimants two — ■ their opponents nothing— the former add three to their scare— and thereby 1 At every trick. 8 And add them to their own, 12 WHIST. win a treble game, even should the latter have made thirteen tricks, and held four honors. 73. A revoke is established, if the trick in which it occur be turned quitted, i. c, the hand removed from that trick after it has been turned face- downwards on the table — or if either the revol his partner, whether in his right turn or otherwise, lead following trick. 74. A player may ask his partner whether he has not a card of the suit which he has renounced ; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish the revoke, and the error may be corrected, unless the question be an- swered in the negative, or unless the revoking player or his partner have led or played to the following trick. 75. At the end of the hand, the claimants of a revoke may search all the tricks. {See Law 77.) 78. If a player discover his mistake in time to save a revoke, the adver- saries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or lowest card to that trick, in w. he has renounced ; any player or players who have played after him may withdraw their cards and substitute others ; the cards withdrawn are not liable to be called. 77. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the ace the revoke is established. The mixing of the cards only r< proof of a revoke difficult ; but does not prevent the claim, and possible establishment, of the penalty. 78. A revoke cannot be claimed after the cards have been cut for the following deal. 79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be pL out. 80. If a revoke occur, be claimed and proved, bets on the odd trick, cr on amount of score, must be decided by the actual state cf the la the penalty is paid. 81. Should the players on both sides subject themselves t ralty of one or more revokes, neither can win the game ; each is punished at the discretion of his adversary. 1 82. In whatever way the penalty be enforced, under no circumstances *».an a player win the game by the result of the hand dming which he nas revoked ; he cannot score more than four, ( Vide Rule 61,) 1 In the manner prescribed in Law 72. WHIST. 1J CALLING EOB NEW CAKDS. 83. Any player (on paying for them) before, but not after, the pack be cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer takes his choice. GEKEEAL EXILES. 84. Where a player and his partner have an option of exacting from their adversaries one of two penalties, they should agree who is to make the election, but must not consult with one another which of the two penalties it is advisable to exact; if they do so consult, they lose their right ; 1 and if either of them, with or without consent of his partner, de- mand a penalty to which he is entitled, such decision is final. This rule does not apply in exacting the penalties for a revoke ; partners have then a right to consult. 85. Any one during the play of a trick, or after the four cards are played, and before, but not after they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. 83. If any one, prior to Ms partner playing, should call attention to the trick — either by saying that it is his, or by naming his card, or, without being required so to do, by drawing it towards him — the adver- saries may require that opponent's partner to play the highest or lowest of the suit then led, or to win or lose 2 the trick. 87. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries. 88. If a bystander make any remark which calls the attention of a player or players to an oversight affecting the score, he is liable to be called on, by the players only, to pay the stakes and all bets on that game or rubber. 83. A bystander, by agreement among the players, may decide any question. 90. A card or cards torn or marked, must be either replaced by agree- ment, or new cards called at the expense of the table. 01. Any player may demand to see the last trick turned, and no more. Under no circumstances can more than eight cards be seen curing the play of the hand, viz. : the four cards on the table which have not bee. turned and quitted, and the last trick turned, i To demand any penalty. a i.e. Eefrain from winning. 14 WHIST. ETIQUETTE OF WHIST. ^ The following rules belong to the establisted Etiquette of Whist. They are not called laws, as it is difficult, iu some cases impossible, to apply any penalty to their infraction, and the only remedy is to cease to play with players who habitually disregard them : Two packs of cards are invariably used at Clubs : if possible, this should be adhered to. Any one, having the lead and several winning cards to play, should not draw a second card out of his hand until his partner has played to the first trick, such act being a distinct intimation that the former has played a winning card. No intimation whatever, by word or gesture, should be given by a player as to the state of his hand, or of the game. 1 A player who desires the cards to be placed, or who demands to see the last trick, 2 should do it for his own information only, and not in order to invite the attention of his partner. No player should object to refer to a bystander who professes himself uninterested in the game, and able to decide any disputed question of facts; as to who played any particular card — whether honors were claimed though not scored, or vice versd, etc., etc. It is unfair to revoke purposely ; having made a revoke, a player is not justified in making a second in order to conceal the first. Until the players have made such bets as they wish, bets should not be made with bystanders. Bystanders should make no remark, neither should they by word or gesture give any intimation of the state of the game until concluded and scored, nor should they walk round the table to look at the different hands,, No one should look over the r hand of a player against whom he is betting. TECHNICAL TERMS USED IN THE MODERN SCIENTIFIC GAME. Command. — Tou are said to have the command of a suit when you hold the best cards in it. If you have sufficient of them to be able to draw all those in the other hands (as would probably be the case if you had Ace, King, Queen, and two others), the command is complete; if not, it may be only partial or temporary. Commanding cards are the cards which give you the command. 1 The question, " Who dealt ?" is irregular, and if asked should not be answered a Or who asks what the trump suit is. WHIST. 15 Doubtful Card.— A card of a suit of which your partner may have the best. Establish. — A suit is said to "be established when you held the com- plete command of it. This may sometimes happen to be the case originally, but it is more common to obtain it in the course of the play by " clearing" away the cards that obstructed you, so as to remain with Irhe best in your hand. It is highly desirable to establish your long suit as soon as you can, for which purpose not only your adversaries' hands, but also your partner's, must be cleared from the obstructing cards. Finessing is an attempt, by the third player, to make a lower card answer the purpose of a higher (which it is usually his duty to play) Under the hope that an intermediate card may not lie to his left hand. Thus, having Ace and Queen of your partner's lead, you finesse the Queen, hoping the fourth player may not hold the King. Or, if your partner leads a Knave, and you hold the King, you may finesse or pass the Knave, i. e., play a small card to it, under the hope that it may force the Ace. Forcing means obliging your partner or your adversary to trump a trick, by leading a suit of which they have none. Leading Tnrough or Up To.— If you play first you are said to lead through your left-hand adversary, and up to your right-hand adversary. Master Card, or Best Card. — This means the highest card of the suit in at the time. Thus, if the Ace and King were out, the master card would be the Queen. Bcnounce. — "When a player has none of the suit led he is said to re- nounce that suit. Revoke. — If he fails to follow suit when he lias any of the suit, he revokes and incurs a serious penalty. Seesaw, or sate, is when each of two partners ruffs a different suit, so that they may lead alternately into each other's hands. Signal for Trumps. — Throwing away, unnecessarily and contrary to ordinary play, a high card before a low one, is called the signal for trumps, or asking for trumps ; being a command to your partner to lead trumps the first opportunity — a command which, in the modem scien- tific game, he is bound to obey, whatever his own hand may be. Singleton. — Having one card only in a suit. Strengthening Flay. — This is getting rid of high cards in any suit, the effect of which is to give an improved value to the lower cards of that suit still remaining in, and so to strengthen the hand that holds them. Strengthening play is best for the hand that is longest in the suit. Strong Suit — "Cavendish " says ; "A suit may be strong in two dis- 16 WHIST. tinct ways. 1. It may contain more than its proportion of high cards. For example, it may contain two or more honors, one honor in each suit being the average for each hand. 2. It may consist of more than the average number of cards, in which case it is numerically strong. Thus a suit of four cards has numerical strength; a suit of five cards great numerical strength. On the other hand a suit of three cards is numeri- cally weak. "Suppose, for example, you have five cards headed by, say, a Ten in one suit, and Ace, King, and one other, say the Two, in another suit. If you lead from the Ace, King, Two suit, all your power is exhausted as soon as you have parted with the Ace and King, and you have given the holder of numerical strength a capital chance of establishing the suit. It is true that this fortunate person way be your partner; but it is twice as likely that he is your adversary, since you have two adversaries and only one partner. On the other hand, if you lead from the five suit, though your chance of establishing it is slight, you at all events avoid assisting your adversary to establish his ; the Ace and King of your three suit, still remaining in your hand, enable you to prevent the establishment of that suit, and may procure you the lead at an advanced period of the hand." The best suit of all to lead from is, of course, one which combines both elements of strength. Tenace. — The best and third best card left in any suit, as Ace and Queen, which is the major tenace. If both these cards have already been played, the King and Knave then become the tenace in the suit, and so on. Underplay. — This usually signifies keeping back best cards, and play- ing subordinate ones instead. This is sometimes advantageous in trumps, or in plain suits when strong in trumps, or when trumps are out ; but it requires care and judgment to avoid evil consequences from deceiving your partner ; and from having your best cards subsequently trumped. DEATSO^ ON TEUMPS. Authorities in Whist, such as " Cavendish," Clay and Pole, all agree in the maxim that it is not good policy, when weak in trumps yourself, to force your partner. In a very recent work on this subject, by Col. A. W. Drayson, E. A., this idea is denounced as incorrect, and very plausi- ble reasons adduced in support of his theory. The three following articles on " Trumps ; their Use and Abuse," "Asking for T'^mps," and x The Echo," are extracted from Col. Dray son's work, WHIST. 17 TKUMPS, THEIE USE &NT> ABUSE. It has been stated that the first use of trumps is to extract your adver- saries 1 trumps in order that you may bring in your own or your part- ner's long suit This application of trumps must be good for one side only, viz., that side which possesses long suits. This side wishes to ex- tract the trumps. Then it follows that the other two partners cannot wish trumps to be drawn. If trumps are not drawn, the . long suits will be ruffed. So whilst that side holding the long suits wishes trumps to be drawn, the other side do not and cannot wish it ; for it is impossible in a battle that what is advantageous for one side is also advantageous for the other. If, then, you are not strong enough to extract trumps and establish your own strong suit, it follows as almost certain that the adversaries are strong enough to extract your trumps and establish their strong suit ; consequently the best use you can put your trumps to is to win tricks with them by ruffing the adversaries' winning cards if you are given a chance of doing so. This fact being established, I now come to a prin- ciple which has been laid down by former writers on "Whist, but which seems to have been practically misapplied by many orthodox players. I refer to the heading, "Do not force your partner, if you are weak in frumps." Following this direction, many players will never force their partner if they are weak in trumps, and thus many a trick and many a rubber is J.ost. If I were to enumerate the number of rubbers I have seen lost by me player weak in trumps refusing to force his partner, I should count them by thousands. I have therefore often remarked to such partners, when they have urged that they could not force me, as they were weak in trumps, " Say, you would not allow me to make a trick in trumps, because you were weak in them." Under the heading quoted above, former writers have carefully pointed out when you may force your partner, although you are yourself weak ; viz., when he has shown a desire to be forced, or weakness in trumps ; when you have a cross ruff; when strength in trumps has been declared against you, and when one trick will win or save the game. To refuse to force your partner merely because you are yourself weak, I consider a most dangerous game. You, in the first place, refuse to allow your part- ner to win a trick by trumping. That is, you throw away a trick for some object, and what is this object ? If it be merely to inform your partner and adversaries that you are weak, the information is dearly purchased. If it be because you fear to reduce your partner's strength in trumps, you 18 TVHIST. must have assumed that he is very strong in trumps ; strong enough, if not forced, to extract the adversaries' trumps and establish a long suit. Then comes the inquiry, what right have you to assume such strength in your partner's hand ? If he has neither ashed for trumps nor has dis- carded a card which may be the commencement of an asJcfor trumps, you, by refusing to give him the option of a rmT, practically say, " I vail not give you the chance of making a small trump, because I am weak in them." Immediately the adversaries gain the lead, they extract all your and your partner's trumps, and make the card or cards which your part- ner might otherwise have ruffed. Do not run away with the idea that to refuse to force your partner because you are weak in trumps is a safe game. It is a dangerous game, because you are refusing to make a cer tain trick on the speculation that you may probably win more by so dol- ing; if your speculation is incorrect, you lose by your reticence. If you have any doubt about this question, deal out the cards for a few hands of double dumby, and note in how many instances you would lose a game which you might have saved had you forced your partner. As a simple example of such a hand, take the following. You hold : Knave, Five and Three of Spades (trumps) ; Ace, Queen, Knave, Five and Two of Hearts ; Ace and Two of Clubs ; King, Four and Three of Diamonds. Score, love all. It is your lead, and you commence with the Ace of Hearts, to which your partner plays the Two. You follow with the Knave, on which second player plays King, your partner drops Ten, and third player a small Heart. Your partner, therefore, has not asked for trumps, and he probably holds no more Hearts. Left-hand adversary leads a small Club, partner plays another small Club, third hand plays Knave, you win with Ace, and return Ten of Clubs, which your partner wins with King. Your partner will now fairly conclude that you have no more Clubs, but he is weak in trumps, holding three only, the highest the Ten ; so he leads a Diamond, as he considers he is bound not to force you, because he is weak m trumps. Your King of Diamonds played third in hand is taken by the Ace. Adversaries then make Ace, King, Queen of trumps, Queen, Knave of Diamonds, Queen of Clubs, and thirteenth trump— nine tricks ; that is, three by cards, two by honors, a treble. Under such circumstances, your partner will probably say, "Of course I could not force you in Clubs, as 1 was so weak in trumps/' whereas he should have seen that by your original lead you had yourself shown no strength in trumps, so to make a trick in trumps was all you WHIST. 19 could hopo to do. Also to lead from a suit of Diamonds, in which he had no court card, was rash in the extreme. Yet such is the almost certain play of the individual who is fettered by the idea that he cannot f jrce his partner if weak in trumps. Had he led a Club/ you would have rmTed this, you then lead him a Heart, which he ruffs, and you have made iive tricks and saved the game. Each has forced the other, though weak in trumps. I would, therefore, after carefully weighing all the arguments that have been urged by former writers, and comparing these with the re- sults of my own experience in Whist, be disposed to reverse the direc- tions connected with forcing, and say, Unless your partner has shown great strength in trumps, a wish to get them drawn, or has refused to ruff a doubtful card, give him the option of making a small trump, un- less you have some good reason for not doing so, other than a weak suit of trumps in your own hand. Many players have asked me, how they can possibly tell at the com- mencement of a hand, whether they should, or should not, force me when they are weak in trumps. I have always given the following as that which should guide them: Suppose you hold Ace, King, and three other Hearts, two small trumps, and no other winning cards. You lead King of Hearts ; on this I play the Four. You then lead Ace of Hearts ; on this I throw the Two of Spades. My discard of the Two of Spades shows I am not asking for trumps ; therefore, I do not hold five trumps, nor four trumps, and two honors ; it therefore follows that there are at least seven trumps in the adversaries' hands, if not eight, and as I have by my discard shown no desire that trumps should be led, you would be right to force me. If to your Ace of Hearts I had discarded the Six, Seven, or Eight of Spades, you would have reason to doubt the expediency of forcing me ; for either of these cards might be the commencement of an ask, and you would be right to change the suit and wait for further information before you forced me. If, however, you found that even my discard of the Six was not an ask, you should not hesitate to give me the option of rufhng. I can refuse to ruff if I choose, and at a very trifling expense — viz., dis- carding a worthless card — but to refuse to give me a chance of making a small trump, merely because you are yourself weak in trumps, is, I am convinced, most feeble play, based on a misconception as regards the purpose and play of a hand. To do so implies that your partner is strong enough to extract trumps, and to make his or your long suit, when there is not the slightest evidence that should induce you to come to such a conclusion. &) WHIST. AS'ETN"G FOE TRUMPS, AOT> THE ECHO. During many years there has been a system arranged, termed "asking for trumps/' "the signal/' and "the blue Peter/' which indicates that you are strong in trumps, and that you hold either five trumps, or four trumps and two honors, and that it is most advantage- ous to your hand that your partner lead you trumps at the first oppor- tunity. This "ask" is indicated by your playing an unnecessarily high card, that is, on a trick won by Ace, third in hand, you as fourth player throw the Six, and next round play the Two, or, as second player, play the Four, and then next round, drop the Two or Three. Thus asking for trumps means playing a totally unnecessarily high card, when by subse- quent play you show you could have played a lower card. Tou must be careful to distinguish between a totally unnecessarily high card, and a card played to cover another card, or to protect your partner. If you hold Knave, Ten and Two of a suit, as second player, you play yo^ir Ten, on next round you would play your Two, if this trick was won by a card higher than your Knave. Your partner must not assume, from the fall of the Two, that you have asked for trumps'; you have simply played the proper card. If you wished to ask for trumps, with this hand you should play your Knave on the first card led. But your partner cannot tell until the third round of the suit, whether you have, or have not asked for trumps under the above conditions. Thus the play of the second hand must be watched carefully to note whether the card played is, or is not, a protecting card, and not an "ask." "With fourth player there is less chance of mistake, for if the trick be already won, and he throws a Five or any other higher card, and next round plays the Two or Three, it must be an ask. If the card led by the original leader be a high card, such as King or Ace, then the play of second player is not liable to be misunderstood. No player can ask for trumps by his lead. Third player may win with King when he holds Queen, or with Ace when he holds King, and so indicate his signal. It may often happen that a player with a strong hand of trumps' wishes them to be led to him for two reasons. First, that by the card his partner leads him he may ascertain or estimate his partner's strength; second, because the card turned to his right may enable him to safely finesse. Thus with Ace, Queen, Knave, and one other trump and King turned up to the right, it is advantageous that trumps should be led to this hand through the King, whereas if this hand led trumps, the King must make, unless Ace be led and the King is unguarded. Thus if one partner as> fo? trumps, the other partner should lead him the highest, if WHIST. , 21 he nold three, and the lowest if he hold four trumps, unless his partner hold the Ace, when he should lead Ace, then lowest of the three re- maining. Those players who note carefully the fall of every card will scarcely ever fail to see the call, whether made by their partner or adversaries. Bad players sometimes excuse themselves, when they have omitted to notice the fall of the cards, by saying they were not looking out for it. Such a remark is a confession to the effect that the fall of the cards is not noticed, except probably the fall of Aces, Kings and Queens. To attempt to play Whist when you omit to notice the call for trumps is to play at an immense disadvantage. Nearly every moderate player now understands the call for trumps, so that if one player out of the four does not do so, he is overmatched by those who do. There are certain conditions of a game when one player, judging from the carls in his hand, may see after a few rounds that the only way of saving the game is to obtain a trump lead from his partner. Under such circum- stances he would be justified in asking for trumps, although he may not possess the strength indicated as that justifying an original call. You should therefore note the cards carefully that are played throughout the hand, for your partner may not have called early in the game, but may lo so after half the cards have been played. THE ECHO. As a sequel to the " ask for trumps," another system of play has been for some time adopted, by which, if your partner ask for trumps, you can inform him whether you hold four, or more or less than four trumps ; that is, either to "ask" in trumps when they are led, or ask in some other suit after your partner has asked. This echo is a most powerful aid, as it is almost certain to enable you to win an extra trick. The fol- lowing may serve as an example : Your partner holds Ace, King, Queen, and Ten of trumps ; you hold Nine, Five, Three, and Two. Your partner has asked for trumps, and immediately after leads the Queen. On this you play your Three. He then leads King ; on this you play your Two. He then knows you hold four trumps. He then leads Ace, on which you play your Five, and Knave falls from one adversary. Your partner now holds best trump, and could draw the remaining trump if it were in the adversary's hand ; but you by the echo have told him it is in your hand, so he will not draw it, and you probably make it by ruffing a losing card. Had you not echoed, your partner would draw this trump, as he would conclude it was held by the adversaries. 22 WHIST. Those players who do not play the echo, must play at a disadvantage against those who do play it. It may sometimes occur that when in the first lead you have decided to ask for trumps, the fall of the cards shows that a trump lead is not desirable. For example: King of Hearts is led by your right-hand ad- versary. You hold five trumps, with Ace; Knave, and four small Hearts, and no winning cards ; you, however, commence an ask in trumps. To the King of Hearts your partner plays the Knave ; original leader follows with Ace. Tou now know that your partner can iiold only Queen of Hearts, and may hold no more ; so the whole Heart suit is against you, and your partner's trumps can be well employed in vin- ning tricks on Hearts j also the adversaries will probably lead trumps up to or through you. Instead, therefore, of completing your ask, rou throw a higher card than the one you played originally, and thus con- ceal your original intention. Many very good players are of opinion that the conventional ask for trumps has to a great extent interfered with the high art of Whist. They argue that formerly, when the ask was not adopted, a fine player would almost instinctively know when a trump was desirable, and would act accordingly. Now, say these objectors, the matter is made so plain by the ask that any common observer sees it. There may be some reasons for these objections; but whether or not the objections are sound, yet the system is played, and unless you also adopt it you will play to dis- advantage with those who practise it. It may be urged, however, that some players very often omit to notice the call, and therefore a certain amount of observation is necessary in order never to omit noticing the call, when either your partner or adver- saries give it. If you hold &ve trumps, you may echo with the lowest but two, if this card be a low one, and then play your lowest to next round ; your partner, missing the intermediate card, places five in your hand. POLE'S ETJLES FOR PLAYING THE MODERN SCIENTIFIC GAME. The following theory and rules for playing the Modern Game are derived from "The Theory of the Modern Scientific Game of Whist. " By William Pole, F. R. S. : The basis of the theory of the modern scientific game of Whist lies in the relations existing between the players. It is a fundamental feature of the construction of the game, that the four players are intended to act, not singly and independently, but in a pole's rules. 25 double combination, two of them being partners against a partners.^ of the other two. And it is the full recognition of this fact, carried out into all the ramifications of the play, which characterizes the scientific game, and gives it its superiority over all others. Yet, obvious as this fact is, it is astonishing how imperfectly it is appreciated among players generally. Some ignore the partnership altogether, except in the mere division of the stakes, neither caring to help their partners or be helped by them, but playing as if each had to fight his battle alone. Others will go farther, giving some degree of consideration to the partner, but still always making their own hand the chief object ; and among this latter class are often found players of much skill and judgment, and wno pass for great adepts in the game. The scientific theory, however, goes much farther. It carries out the community of interests to the fullest extent possible. It forbids the player to consider his own hand apart from that of his partner but commands him to treat both in strict conjunction, teaching him, in fact, to play the two hands combined, as if they were one. For this object the two players enter into a system of legalized correspondence estab- lished for the purpose, by which each becomes informed to the fullest extent possible of the contents of his partner's hand, and endeavors to play in such manner as is best for the combination. The advantage of this combined principle is almost self-evident; for suppose it carried to an extreme by each partner seeing the other's cards, no one could doubt the resulting advantage ; and the modern system is as near an approach to this as the rules of the game will permit. In order that the two hands may be managed conjointly to the best advantage, it is requisite that each partner should adopt the same general system of treating his hand. For it is clear that if one player prefer one system, and the other a different one, such cross purposes must render any combination impracticable. It is necessary, therefore, here to explain somewhat fully what the different systems are, on which a hand may be treated, and to show which of them is considered the preferable one for adoption. The object, of course, is to make tricks, and tricks may be made in four different ways, viz. : 1. By the natural predominance of master cards, as Aces and Kings. This forms the leading idea of beginners, whose notions of trick-making do not usually extend beyond the high cards they have happened to receive. But a little more knowledge and experience soon show that this must be made subordinate to more advanced considerations. 2. Tricks may be also made by taking advantage of the position of 22 WHIST. Thirds, so as to evade the higher ones, and make smaller ones win; &£, for example, in finessing, and in leading np to a weak suit. This method is one which, although always kept well in view by good players, is yet only of accidental occurrence, and therefore does not enter into our present discussion of the general systems of treating the hand. 3. Another mode of trick-making is by trumping; a system almost as fascinating to beginners as the realization of master cards ; but the cor- rection of this predilection requires much deeper study. 4. The fourth method of making tricks is by establishing and bringing in a long suit, every card of which will then make a trick, whatever be its value. This method, though the most scientific, is the least obvious, and therefore is the least practiced by young players. Now, the first, third, and fourth methods of making tricks may be said to constitute different systems, according to either of which a player may view his hand and regulate his play. An example will make this quite clear. Suppose the elder hand, having the first lead, receives the following cards : Hearts (Trumps) Queen, Nine, Six, Three. Spades King, Knave, Eight, Four, Three, Two. Diamonds Ace, King. Clubs Queen. He may adopt either of the three above-named views in regard to his hand, and the choice he makes will at once influence his first lead. If badly taught, he will probably adopt the first system, and lead out at once his Ace and King of diamonds. Or, if he peculiarly affect the trumping system, he will lead out the Queen of clubs, in hopes of ruffing the suit when it is led again. But, if he is a more advanced player, he will, at any rate for his first lead, adopt the fourth method; he will lead the smallest of his long suit of spades, knowing that if he can ultimately establish it and bring it in, he must make several tricks in it. The importance of a correct choice between the three systems consists principally in the fact alluded to above, that it directly influences the first lead, or what we may call (in analogy with chess) the opening of the game. For on the combined principle of action, the first lead is by far the most important one in the ichole hand, inasmuch at it is the first and most prominent intimation given to your partner as to the cards you hold. He will, if he is a good player, observe with great atten- POLE'S RULES. 25 tion the card you lead, and will at once draw inferences from it that may perhaps influence the whole of his plans. And hence, the nature of the opening you adopt is of the greatest consequence to your joint welfare. And it is clear that, however your play may vary in the after-part of the hand, you must, as a general principle, adopt always the same opening, or it will be impossible for your partner to draw any inferences from it at all. Let us, therefore, consider how the choice between the three systems of play is determined. We may dismiss the first, or master-card system, very briefly. It ia evidently not good at once to lead out master cards of a suit of which you hold only a few ; for the reason that you can probably make them whenever any one else leads it, and that they will then serve as " cards' of re-entry," to procure you additional leads at a future period of the, hand, which then become peculiarly valuable, owing to the increased information you have obtained. Hence, the master-card system, though often of great use, must not be the one by which the opening of the game is determined. Between the two other systems, however, the choice is not so clear. It is by no means easy to prove which of them, if pursued systemati- cally, would in the long run be the most advantageous as regards the single hand ; to demonstrate this would require the study of almost infinite combinations of chances. But there is a conclusive argument p. favor of the fourth or long-suit system; namely, that, treated as a form of opening, it is the only one which adapts itself favorably and conveniently to the combination of tlie hands. The difficulties in the combined use of the trumping system would be very great. In the first place, it would not often happen that your hand contained a suit of one card only : you might have none of a suit, when you could not lead it ; your minimum might be two, when the policy would be doubtful ; or three, when it would be useless'. Hence there would be no uniformity in your opening; it would be always equivocal, and would consequently give your partner no information. Then, after leading a single card you could not yourself persevere in your system, or do anything more to further it; as your next lead nius£ be on some other ground — a complexity which would effectually pre- vent favorable combined action. And, thirdly, your plan would be so easily overthrown by the adversaries leading trumps, which, if they knew your system, a very moderate strength would justify them in doing, to your utter discomfiture. The long-suit opening is free from all these objections. It is uni- 26 WHIST. formly practicable, as every hand must contain at least one suit of four cards ; you can persevere in your design every time yon get the lead, whether .your partner can help you or not; your indications to your partner are positive and unmistakable; and the adversaries are almost powerless to offer you any direct obstruction — their only resource being to bring forward counterplans of their own. It is sometimes alleged against the long-suit opening, that in many cases it cannot be followed to its conclusion, from the strength of trumps being against you, or from untoward fall of the cards. But even in this case it is still the safest, as, though it may not succeed for yourself, it is the way least likely to help your adversary, and indeed it furnishes you always with the best means of obstructing him, by forc- ing his hand. And it must be recollected that its adoption as an open- ing does not bind you always implicitly to follow it up, or in the least prevent you from making tricks, in the after-part of the hand, by any of the other modes, if you should find it to your interest to do so. Any master-cards you possess will take care of themselves ; and if you are short of a suit, and wish to trump it, you have only to wait till it is led by some one else, and you attain your object without misleading your partner. RULES AND DIRECTIONS FOR PLAY. THE LEAD. Let your first or principal lead be from your best long suit. [If you have two suits, each of more than three cards, you may prefer the one which is strongest in high cards ; but always avoid, if possible, an original lead from a suit of less than four.] Holding in this suit Ace and King, lead King first, then Ace. [This is preferable to beginning with the Ace, as it may sometimes convey useful information. Ko good partner would trump your King led. If you hold Ace, King, Queen, lead King first, then Queen, for the same reason.] Holding King and Queen, lead King. [And. if it wins, a small one, as the Ace ought to be with your partner. Holding King, Queen, Knave, Ten, lead the lowest of the sequence, to induce your partner to put on the Ace, if he has it, and leave you with the command,] Holding Ace, Queen, Knave, lead Ace, then Queen. [So as to obtain the command with the Knave. If your partner holds the King, he ought to put it on the Queen (if he can trust your leading from a loug suit), so as not} to obstruct your establishment of the suit.] Holding Ace and four others (not including King, or Queen "vrith Knave), lead Ace, then a small one. [To prevent the chance of your Ace being trumped second round.] pole's rules. 27 Holding Queen, Knave, Ten; or Knave, Ten, Nine, at the head of you> suit, lead the highest. [It is an old and well-known rule to "lead the highest of a sequence." But like many other rules, when the reason of it is not comprehended, it is often totally mis- understood and misapplied. The obi >et of doing this is to prevent your partner from putting on the next highest, if he has it; but there are many cases where you ought to desire him to put it on, and where, consequently, the lowest ought to be played— as, for example, when you hold a quart to a King, as before directed. In a general way the rule should apply only to a high sequence heading the suit in your own hand, and not to low or subordinate sequences, to lead the highest of which would only de- ceive your partner without doing you any good. See an example in the note to the following rule, and also remarks on the trump lead.] In other cases lead the lowest card of your suit. [If you hold King, Knave, Ten, Nine, and a small one, lead the Nine; if King, Knave, Ten, and others, the Ten. These are exceptional combinations.] If trumps are out before you open your suit, you should lead differ- ently, keeping back your high cards. [See the rules for trump leads, page 30, which apply in a great measure to this case also.] Lead your own long suit, if you have one, before you return your partner's. [Unless you happen to hold the master-card in your partner's suit, which you should part with as early as you can, to get it out of your partner's way, and prevent his imagining it is against him.] In returning your partner's lead, if you held not more than three cards of the suit originally, always return the highest you have left. [To strengthen his hand, and as a conventional signal. If you originally held four, return the lowest, unless you hare the master-card, which play out at once, as hef directed. Also, if you happen to have discarded one of the four, play as if you had held only three.] It is good to lead a suit in which your right-hand, adversary is weah, or your left-hand strong. [That is, lead up to the weak suit, or through the strong one. On this principle avoid, if possible, returning your partner's suit, if you have won his lead cheaply. Indication of strength is given by the lead — of weakness, by the play of third and fourth hand, and by the discard.] If obliged to lead from a suit of less than four cards, the general rule is to lead the highest. [To inform your partner. If you have any reason to know he is long in the suit, the rule admits of no exception ; but if you are doubtful on this point, it may be taken with some reserve. For example, if you hold an honor and two small cards in a suit respecting which no indication lias yet been given, to lead the honor might not only throw away a chance of making it, but strengthen one of your adversaries.] *28 WHIST. Avoid leading a suit which one adversary raffs, and the other dis- cards to. [Unless you are sure of forcing the strong trump hand.] Towards the end of the hand it may often win you an extra trick to avoid leading from a ten ace or a " guarded second/' and to try and induce your left-hand adversary to lead that suit for you. [This is one of the points in which fine play is best shown.] SECOND HAND. The general rule for the second hand is to play your lowest. [For your partner has a good chance of winning the trick ; and the strength being on your right, it is good to reserve your high cards (particularly tenaces, such as Ace and Queen) for the return of the lead, when you will become fourth player. With one honor and one small card the best players adhere to this rule.] The following are some of the most usual exceptions to this rule : Holding Ace and King Put on King. Holding King and Queen .....Put on Queen. Holding Ace, Queen, Knave Put on Knave. Holding Ace, Queen, Ten Put on Queen. Also, if you have two high cards in sequence (as Queen and Knave, or Knave and Ten), with only one other; or if you have three high cards in sequence with any number, it is generally considered right to play the lowest of the sequence second hand. [To help your partner in case of the third hand being weak. There is, however, some danger of this being mistaken for the signal for trumps, and your partnrc must be on his guard.] The second round Of a suit, it is generally right to win the trick, second hand, if you hold the best card. [Great strength in trumps, however, which always warrants a backward game, may sometimes justify you in leaving it to your partner, particularly as you thereby keep the command of the adversary's suit.] If au honor is led, you should generally put a higher honor upon it. [But if you are strong in the suit, you may husband your strength and play a small one.J Do not trump a doubtful trick second hand if strong in trumps 1 Weak, trump fearlessly. THIRD HAND. The general rule for the third hand is to play the highest you have. [In order not only to do your best to win the trick, but to strengthen your partner's long suit, by getting the high cards out of his way. If you have a head sequence, remember to play the lowest of it.] POLE'S rules. 29 This rule is subject, however, to the peculiar attribute of the third hand as regards finessing. [To know how to finesse properly, requires great judgment and experience, but there are a few useful rules of general application : a. The first time round of a suit, if you hold Ace and Queen, you always play the Queen. b. 'With this exception, it is wron^ in principle to finesse in your partner's long suit, as he wants the high cards out of his way. If you see that he leads from weak- ness, or if he leads you strengthening cards in your oivn long suit, you may finesse more freely. c. It is dangerous to finesse the second time round of a suit, as the chances are it will be trumped the third time. d. If, however, you are strong in trumps, you may finesse much more freely, as your trumps may enable you to bring your high cards in. e. With minor tenace it is generally proper to finesse the second round, as the best card must probably be to your left ; and if the third best is there also, both your cards must be lost in any case. /. It is of no use to finesse, if the previous play has shown that the intermediate card, against which you finesse, does not lie to your right ; for in that case it must be either with your partner or your left-hand adversary, in either of which cases finessing is obviously useless. g. The advisableness or not of finessing in certain cases late in the hand is often determined by the fall of the cards or the state of the score ; e.g., when you particu- larly want one trick to win or save the game, or if, from what you know of your partner's or opponents' cards, you see you can only get one, it would be wrong to finesse for the chance of gaining two.] Be careful to watch the fall of the cards from your left-hand neighbor, in order that, if he proves weak in a suit, you may avoid wasting high cards when small ones would suffice to win the trick over him. This is very necessary, as your partner is often likely to lead up to the weak hand. FOURTH HAND. In this you have in most cases little to do but to win the trick as cheaply as you can. [And recollect if you do win it cheaply, it may afford you a good hint for a good lead when you are in want of one.] Cases sometimes arise, however, towards the close of the hand, where it is advisable not to win the trick. [As, for example, when by not doing so you can force your left-hand adversary to lead up to your tenace, or guarded second.] There are also cases in which it is advisable to win a trick already your partner's. [As, for example, to get high obstructing cards out of his way, or to enable you t3 lead up to a weak hand, or otherwise to alter the position of the leatf 30 WHIST. MANAGEMENT OF TRUMPS. If you have five or more trumps always lead them, or signal to your partner to do so. [For the probability is that three, or at most four rounds will exhaust those of the adversaries, and you Trill still have one or two left to bring in your own cr your partner's long suits, and to stop those of the enemy. You must not be deterred from leading them, even if all five should be small ones ; for in this case probably your partner will hold honors, and even if the honors are all against you, you will probably Boon bring down two together.] A trump lead from four may be warranted by strength, either of your own hand or your partner's in other suits, but always requires judgment and care. [But if you have a long suit to bring in, it is generally best, with four trumps, to lead the plain suit first.] A trump lead from three or less is seldom wise, being only justifiable by great strength in all other suits, or by special necessity, such as Stopping a cross ruff, etc. [You must not lead trumps simply because your long suit is trumped, for, if your adversaries are strong in them, you will only be playing their game.] The proper card to lead from your own strong suit of trumps varies a little from that of common suits. [For the latter is influenced by the chance of being ruffed, from which the trump suit is free. For this reason, unless you have commanding strength enough to disarm the ad- versaries at once, you play a more backward game, generally leading your lowest, to give the chance of the first trick to your partner. It is also often very advantageous to reserve a high trump to give you the lead the third time round, as in case of adverse strength of trumps remaining against you, it may enable you to force it with much advantage. If you have Ace, King, Queen, or any other commanding sequence, lead the lowest of them first, and then the next lowest, and so on, to inform your partner. If you have Ace, King, Knave of trumps, it is good to lead the King and then stop, waiting for the return of the lead in order to finesse the Knave.] If your partner asks for trumps, you are bound to lead them, and if he leads them you are bound to return them, the first opportunity. [Remembering in either case, if you had not more than three, to play your highest, in order to strengthen his hand. In inferring that your partner has asked for trumps, recollect that there are cases in which he may have necessarily played the higher card first ; in the trump signal it must be played unnecessarily.] K~ever lead through an honor turned up, unless you otherwise want trumps led. On the other hand, do not hesitate to lead up to an honor, if you are strong in them. pole's rules. 31 Ton may finesse in tramps mnch more deeply than in plain suits. [As master-cards must ultimately make.] Ruff freely when weak in trumps, but not when strong. [See directions for the Second Hand. It may often be advisable when strong in trumps even to refuse to trump a trick which is certainly against you, as your trumps will ultimately make, and you may perhaps discard advantageously. If you see your partner do this, he will probably want trumps led, and you must carefully avoid forcing him.] Do not force your partner if weak in trumps yourself.* J At least, not until you have ascertained it will do him no injury ; for your weak- ness renders it probable he may be strong, when forcing may be the worst injury you could do.] On the other hand, force a strong trump hand of the adversary when- ever you can. [Whenever you are not strong enough to lead trumps, you are weak enough to foroa your adversary.] If, when you or your partner are leading trumps, one adversary re* nounces, you should not generally continue the suit. [As you would be expending two for one drawn. Your proper game is then to try and make your and your partner's trumps separately. It may, however, often be advisable, even under this disadvantage, totally to dis- arm the adversary, if you or your partner have cards or suits to bring in. In this case, the renouncing hand should be led up to, rather than through.] Similarly, if your partner renounces trumps, it is generally advisable to go on. [As you draw two trumps by expending one.] If you are dealer, retain the turn-up card as long as yon can. [To inform your partner; if not, recollect it, and notice when it falls. "When, however, the adversaries are drawing trumps, it may sometimes be advisable to part with it unnecessarily, in order to make them believe you have no more.] GENERAL DIRECTIONS. Son, your cards carefully, both according to suit and rank, and count the number of each suit. [This will greatly assist the memory.] If not leading, always play the lowest of a sequence. [This is one of the modern conventional rules by which information is conveyed to your partner as to the contents of your hand, and if you have an observant and edu- cated partner it must be carefully adhered to.] * One of the best modern players defines " four trumps with one honor " as soffi* cient strength to warrant your forcing your partner. 32 WHIST. Get rid of the commanding cards of your" partner's long snit as soon as possible. Retain those of the adversaries'* suits as long as you con- veniently can. Discard generally from short or weak suits, not from long or strong ones. [For the cards of the former are of very little use, while those of the latter may be very valuable. Besides, your first discard is generally a very important source of information to your partner. It is, however, sometimes worth while to break the rule for the sake of retaining a guard to an honor or second best card, particularly in your adversaries' suits.] When you have the entire command of any suit it is a conventional signal for you to discard (when the opportunity arises) the best card, in order to inform your partner. [Thus, having Ace, King, Queen, and Knave of a suit not led, you would discard the Ace ; for it must be obvious that you would not do this unless you had others equally good behind.] Discarding the second best generally intimates yon have no more of that suit. [You throw it away because it is not likely to make.] Be careful in the management of your small cards. [In order not to mislead your partner. Do not throw away carelessly a three or four it you hold a two.] When your partner first renounces a suit, call his attention to the fact. [As it may save a revoke.] Keep constantly in mind the desirableness of affording information to your partner, of obtaining information as to his hand, and of playing the hands jointly. [This ^eing the essence of the modern game.] Pay attention to the state of the score, which ought often to influence your play. [Hemember that the third trick saves the game when honors are equal ; that the fifth saves it against two by honors, and the seventh against four by honors. Xote also that the odd trick is twice as valuable as any other, as it makes a difference of two to the score. Notice further, when you are near winning the game, how many tricks are wanting for that purpose.* In all these cases it may be expedient to modify the usual play for the sake of getting the tricks you want in preference to speculating for more ; for when you particularly require one trick, it would be folly to risk it (by finessing, for example,) in order to kave the chance of gaining two.] * This cf course relates to Short TVhist. POLE'S EXILES. 33 Consider also the effect of the lead. [It is often desirable to depart from the usual modes of play for the sate of gaining the lead, or of giving it to your partner. And it is also sometimes worth while even to throw away a trick in order to give the lead to one of your adversaries j as, for example, to make them lead up to a ten- ace or guarded second. These two latter rules afford the principal opportunities for fine play.] Do not be discouraged when sound play fails of success, which must often occur. IOTEKESTCES. A good player will draw inferences, from what he sees, as to where certain cards do or do not lie, and generally as to the state of the vari- ous hands. Few players have any idea to what an extent this may be carried by attentive and thoughtful observation. There is not a single card played from which information of some kind may not be inferred : in fact, as a great player expresses it, u Whist is a language, and every card played is an intelligible sentence." The insight good players get into their fellow-players 7 hands appears to the unpracticed almost like second-sight. Great skill in this can, of course, only be attained by great practice and great attention, combined with some special talent ; but every industrious and careful player may do much in the way of inference, and when he has mastered the principles of the game, he ought to give the subject his best study. The following are some examples of the way in which inferences may be drawn from cards played ; LEAD. Play. Inference. (Tn the player's own first lead.) M". 13. When there is an alternative, your own hand, or the fall of the other cards, will often determine it. No account is here taken of the signal for trumps, which will sometimes modify the infer' ence to be drawn. Any plain suit. Is the best in his hand ; he holds four or more of it ; and has not five trumps. King. Holds also either Queen or Ace. Ace, followed by Queen. Holds Knave also. Ace, followed by a small one. Had originally five or more Queen (plain suits). Holds also Knave and Ten, but not Aoe or King. (In returning his Partner's lead.) Does not lead out the master-card. Poes not hold it. 34 WHIST. Plat. Inference, Any card, afterwards dropping a lower Has no more. one. Any card, afterwards dropping a higher Has more. one. {Generally.) Forces his partner. Refrains from doing so. Is strong in tramps. Is weak in them. SECOND PLAYER. Holds Ace also, or no more. Holds King also, or Ace and Ten, or no more. Holds also Queen and King, or Queen and Ace, or Queen and one other only, or no more. Has none lower. Has not more than three trumps. Has more than three. . THIRD PLAYER. Holds neither King nor Queen. FOURTH PLAYER. Has no card higher than the one against him. Has no card between this and the one against him. SECOND, THIRD, OR FOURTH PLAYER. Any card. Has not the one next below it. Refuses to trump a trick certainly against Probably is strong in trumps, and wants King (to small one led). Queen (ditto). Knave (ditto). Any smaller card. Trumps a doubtful trick. Does not trump it. Ace. Cannot win the trick. "Wins it with any card. them led. Is weak in that suit. Has the next best and the full command. Has no more. Signal for trumps. him. Any discard, generally. Discards the best of any suit. Discards the second best. Plays unnecessarily a higher card before a lower. "When it is considered that several of these opportunities for infer- ence will occur in every trick, it will cease to be a matter of wonder what a clear insight skilled and observant players will, after a few tricks, obtain into each other's hands. And lastly, a good player must apply the results of his observation, memory, and inference with judgment in his play. This cannot be taught : it must depend entirely on the individual talent or good sense of the player, and the use he makes of his experience in the game. This will vary immensely in different individuals, and the scope for individual judgment in play is one of the finest features of the game. EHYMING RULES. 35 It sometimes happens that a person who has qualified himself to be called a good player is further specially gifted by nature with the power to make master-strokes of genius and skill, which will then constitute him a fine player, the highest grade to which it is possible to attain. The student must, however, be careful not to aim at this too early j remembering always that before becoming a, fine player he must learn to be a sound one, and that the only way to do this is to be sought in a perfect systematic knowledge of the principles of the game. RHYMING RULES. BEING SHORT MEMORANDA OF THE MODERN SCIENTIFIC GAME OP WHIST. If you the modern game of Whist would know, From this great principle its precepts flow : Treat your own hand as to your partner's joined, And play, not one alone, but both combined. Your first lead makes your partner understand What is the chief component of your hand; And hence there is necessity the strongest That your first lead be from your suit that's longest. In this, with Ace and King, lead King, then Ace; "With King and Queen, King also has first place ; With Ace, Queen, Knave, lead Ace and then the Queen; With Ace, four small ones, Ace should first be seen; With Queen, Knave, Ten, you let the Queen precede ; In other cases you the lowest lead. Ere you return your friend's, your own suit play; But trumps you must return without delay. When you return your partner's lead, take pains To lead him back the best your hand contains, If you received not more than three at first ; If you had more, you may return the worst. But if you hold the master card, you're bound In most cases to plaj^ it second round. Whene'er you want a lead, 'tis seldom wrong To lead ujp to the weak, or through the strong* 36 WHIST. If second hand, your lowest should be played, Unless you mean " trump signal" to be made; Or if you've King and Queen, or Ace and King, Then one of these will be the proper thing. Mind well the rules for trumps — you'll often need tjiem ; "When you hold five, 'tis always eight to lead them; Or if the lead won't come in time to you, Then signal to your partner so to do. "Watch also for your partner's trump request, To which, with less than four, play out your best. To lead through honors turned up is bad play, Unless you want the trump suit cleared away. "When, second hand, a doubtful trick you see, Don't trump it if you hold more trumps than three; But having three or less, trump fearlessly. "When weak in trumps yourself, don't force your friend ; But always force the adverse strong trump hand. For sequences, stern custom has decreed The loioest you must play, if you don't lead. "When you discard, weak suit you ought to choose, For strong ones are too valuable to lose. CLAY'S RULES FOR PLAYING WHIST. The following rules and maxims for playing Whist are quoted from 41 A Treatise on the Game" by James Clay, Esq., M. P., and do not differ materially from those taught by Mr. Pole. Count your cards before playing to the first trick. Carefully study your hand when you take it up, and consider the score of the game, as it is useless to scheme for two or three tricks, if you only require one, or to make the odd trick only at the score of one, or three, if your adversaries probably hold honors which will make them the game. Having done this, keep your eyes constantly on the table, never looking at your hand except when it is your turn to play. Ko one can become even a moderately good whist-player whose atten- tion is not constantly given to the table. Be sure to remember the trump card, however low its value. "When your partner renounces a suit, never fail to ask him whetbfitt CLAY'S RULES. 3? ho is sure he has none of it. If he revokes, and yon have neglected this precaution, the fault is as much yours as it is his. If you have omitted to notice how the cards fell to a trick, ask that they he placed. Endeavor to remember as many of the cards played as you can. They will, in time, all dwell on your memory, but you must begin by at least knowing all the chief cards which have been played, and by whom, in each suit. It is, however, still more important, and will greatly aid your memory, to observe with whom the strength in each suit probably lies ; at this knowledge you may generally arrive thus— in all the first leads of the different suits, but especially in those of your partner, compare the card led with those of the suit which you hold, and those which are played to the first round, in order to ascertain whether the leader has led from a strong, or from a weak suit. To make this calculation you must remember — 1st. That strong suits, with the exception of a King, Knave, Ten suit, are led either from their highest or lowest card, and not from a middle card. From the highest card, unless the Ace, only when the suit is headed by two or more cards of equal value. Secondly. That, with a suit of two or three weak cards, it is right to lead the highest. Bear this in your mind— your partner leads, say, the Six, you have the Seven, Eight, Ten, and Queen. If this is his strong suit, and if con- sequently the Six is the lowest of four cards, his other three cards must be the Nine, Knave, with King or Ace— you finesse your Ten, for if your partner is strong, your Ten, he holding the Knave, is as good as your Queen. If he is weak, you are right to protect your suit as well as you can, and finesse against the Knave. If your Ten is taken by the Knave, all doubt is at an end ; your partner has led from a weak suit. He has not the Knave, therefore the six cannot be the lowest of four cards, and it is, almost to a certainty, the highest of two or three small cards. I say "almost to a certainty," because it is possible that he may have led from Six, Nine, with King or Ace. But I am speaking of an original lead, and such a suit would be so bad a lead, that you would very rarely find it from a good player. In illustration of the meaning of my advice to compare the first card led in a suit, with the cards which you held in it, and the first round played, I have taken a tolerably obvious case, but the habit of this comparison will speedily enable you to distinguish, four times out of five, the weak from the strong lead. Short of some unfailing indication, such as the foregoing, take it for 38 WHIST. granted, if your partner is a good player, that his first lead is from his strongest suit. If your partner refuses to trump a certain winning card, lead him a trump as soon as you get the lead, and, if necessary, run some risk to get it. If, however, you are yourself strong in trumps, bear in mind that he may not improbably have no trump at all, in which case you must make the best of your own hand. If he has refused to trump from strength, you ought to have the game between you. Do not force your partner unless you hold four trumps, one of them being an honor, unless to secure a double ruff, which you have the means of making as obvious to him as it is to yourself. Or to make sure of the tricks required to save or win the game. Or unless he has already been forced, and has not led a trump. Or unless he has asked to be forced by leading from a single card, or two weak cards. Or unless the adversary has led, or asked for trumps. This last exception is the slightest of the justifications for forcing your partner, when you are weak in trumps, but it is in most cases a sufficient apology. It follows from the above that there can be but few whist offences more heinous than forcing your partner, when he has led a trump, and you are yourself not very strong in them. To justify your force, when he has led a trump from strength, you should be able to answer for winning the game, unless this should be the only way in which you can give him the lead. Do not give away a certain trick by refusing to ruff, or otherwise, unless you see a fair chance of making two tricks at least by your for- bearance. Lead through strong suits, and up to the weak suits, the latter being generally the better thing to do. Let the first card you throw away be from your weakest suit. Your partner will take this as if you said to him, " Do not lead this suit unless you have great strength in it yourself. The observance of this is so important that in the great majority of hands, especially when you hold a very strong suit, you should prefer to unguard a King, or a Queen, rather than deceive your partner as to the suit you wish him to lead. It is less dangerous generally to unguard a King than a Queen. Un- less the Ace of the suit is led out, or lies with your left hand adversary — and even in this case, if he leads a small card of the suit — you will make your King without his guard. If, from fear of unguarding your clay's rules. 39 King, you have deceived your partner as to your strong suit, he will of course lead the suit from which you have not thrown away, and, in this case, if the Ace is to your left, your King falls, and the guard, which you unwisely kept, is of no service. In like manner remember that the card first thrown away by your partner is from his weakest suit, and do not lead it, unless it is an advantageous lead for your own hand, even in the event of his having no one strong card in it. He has told you that you must expect nothing from him in this suit, and, should you find him with some little strength in it, you may be pretty sure that he is stronger still in the other suits. This indication should be a most valuable guide to you in the play of the rest of the hand. Never ;play false cards. The habit, to which there are many tempta- tions, of trying to deceive your adversaries as to the state of your hand, deceives your partner as well, and destroys his confidence in you. A golden maxim for Whist is, that it is of more importance to inform your partner, than to deceive your adversary. The best Whist-player is he who plays the game in the simplest and most intelligible way. Keep the commanding card or the second best guarded of your adver- sary's suit, as long as it is safe to do so; but be careful of keeping tho commanding card single of your partner's, lest you should be obliged to stop his suit. With four trumps do not trump an uncertain card, i.e., one which your partner may be able to win. With less than four trumps, and no honor, trump an uncertain card. With a weak hand, seek every opportunity of forcing your adversary. It is a common and fatal mistake to abandon your strong suit, because you see that your adversary will trump it. Above all, if he refuses to trump, make him, if you can, and remember that when you are not strong enough to lead a trump, you are weak enough to force your adversary. Be careful, however, of leading a card of a suit of which neither adversary has one. The weaker will trump, and the stronger will take the opportunity of throwing away a losing card, if he has one. Let your first lead be from your strongest suit. The strongest leads are from suits headed with Ace, King, or King and Queen, or from sequences. In leading from two cards of equal value — say King and Queen, 01 from a sequence — lead the highest; but, when not the leader, take, or try to take, the trick with the lowest. Jf, however, you have five cards in a suit, with a tierce or a quart to 40 WHIST. a King, it is well to lead the lowest of the sequence, in order to get the Ace out of your partner's hand, if he has it, and thus retain yourself the fall command of the suit. It is wrong, though frequently done, to lead the Knave from a tierce to a King, unless you have at least five cards of the suit, as, if either of your adversaries holds the Ten arid three small cards, he will be left with the Ten, the best of the suit after three rounds, if your partner, having the Ace, has played it on your Knave. Return your partner's lead when you have not good suits of jour own. When you return your partner's lead, if you held originally four or more cards in his suit, return to him the lowest of those left to you. If you held originally but three of his suit, return to him the highest. Thus with Ace, Ten, Three, and Deuce, you should take with the Ace, and return the Deuce. "With Ace, Ten, and Deuce only, you take with the Ace, and return to him the Ten.* The foregoing is, of all similar rules, to my mind the most important for the observance of whist-players. It proceeds on the theory that, if you have four cards of a suit you are strong enough in it to husband your own strength ; whereas, if you have but three, you will do best to throw such strength as you have into your partner's hand. But careful attention to this rule has a much more important signifi- cance. It assists your partner to count your hand. You take the first trick in the suit which he leads — say, with the Ace — and you return the Ten. He is sure that you hold either no more, or only one more of the suit, and when to the third round you play a low card, he knows that you have no more. Tou would not have re- turned the Ten, if you had held originally four cards in the suit. Again, if you return to him — say, the Deuce — and to the third round play a higher card, he knows that you have still a card left in his suit, because, if you had originally held only three cards in his suit, you would have returned to him the higher of the two left in your hand, and not the Deuce. The importance of the knowledge, which you have enabled him to acquire, is scarcely to be over-rated. In trumps, for instance, when he holds one, with only one other left against him, he will very frequently know, as surely as if he looked into your hand, whether that other trump is held by you, or by an adversary. It fol- * This rule does not apply to the case in which, after the first round of your part- ner's suL you still hold its commanding card, which, when you return his lead, you are bound to play out, or he must needs believe it to be with his left-hand adversary, and will finesse accordingly. CLAY'S rules. 41 lows from the above that you should not fail to remark the card in your own lead, which your partner returns to you, and whether that which he plays to the third round is higher or lower than that which he returned. THE LEAD. In leading from two cards, lead the higher. A lead from a Queen or Knave and one small card is not objectionable, if you have a miserably weak hand, or one in which all the other suits are manifestly disadvan- tageous ; your Queen or Knave may be valuable to your partner. But the lead from King and one small card can hardly ever be forced on you, and is only justifiable when your partner has indicated, by the cards he has thrown away, that this is his strong suit ; or when, to save or win the game, it is clear that he must be strong in the suit. The Ace and one small card can also scarcely ever be an advantageous lead, unless under similar circumstances. In leading from three cards, lead the highest. Avoid, however, lead- ing from the King or the Queen with two small cards of the suit. The cases are very rare when either of these leads can be forced on you. "With nothing else to do, and without any indication from your part- ner, you will be right to lead the lowest card; but when he has shown you that this is his strongest suit, you will generally be right in leading the highest. Avoid, also, leading from King, Queen, and one small card. If this suit is led elsewhere, you will generally make both your King and your Queen, unless the Ace is to your left, and sometimes even then. Whereas, if you lead the suit, and the Ace is against you, you can only make one trick. A lead from Queen, Knave, and one small card, or Knave, Ten, and one small card, is not bad when you have no better suit. The lead from Ace and two small cards is rarely advisable. The Ace is better kept to bring in your strong suit. If forced on you, the lead i3 from the lowest card. From King, Queen, with two or more small cards of the suit, not being trumps, lead the King. In trumps, lead the lowest card. From Queen, Knave, and two or more small cards, or from Knave, Ten, and two or more small cards, lead the lowest. Hoyle advises that, when with Queen, Knave, and others, you hold the Mne ; or, with Knave, Ten, and others, the Eight ; or with Ten, Nine, and others, the Seven, &c, you should lead your highest, in order to finesse your Nine, or your Eight, &c, as the case may be, on the return of your lead } and this was the old system. It is now, however, 42 WHIST. generally abandoned as disadvantageous at short whist, and I doubt its being generally right at the long game. If, however, the game is in such a position as to oblige you to win every trick in the suit, your best chance will be, having the suits I have described, to lead the highest card. "With an honor, and three or more small cards, lead the lowest. With four, five, or more small cards, lead the lowest, unless they are headed by a sequence. With any number of cards in a suit, not being trumps, headed by Ace and King, lead your King, and, unless you see cause to change your lead, continue with the Ace. If you are obliged to change your lead, your partner will thus know that, in all probability, you hold the Ace. Had you played the Ace, he would have had no knowledge of the posi- tion of the King. In like manner, with tierce major or quart major of a suit, lead your King, and follow with the Queen, thus always keeping your partner in the knowledge of the position of the Ace. With an Ace, Kiug suit however, if you are strong in trumps, and if the other suits are ex- hausted, or if you have no chance of making tricks in them, you will not unfrequently be right in leading a small card, the more so if your right hand adversary has thrown from the suit. With Ace and three small cards, lead the lowest. With Ace and four small cards, lead the Ace, and follow with the lowest. The lead from King, Knave, Ten, and others is exceptional. It is the only case of leading a middle card, and the practice is to lead the Ten. With so strong a suit you cannot afford to give a trick to any- thing less than the Ace or Queen, and the Ten is chosen, instead of the Knave, as the card to lead, in order to distinguish this from the lead from a Knave Ten suit. With Ace, King, and others in trumps, lead the lowest card, unless you have seven cards of the suit. This will be almost always right when you have not scored, and generally, as the first lead of the hand, at any score. Later in the hand many circumstances may make it right to secure two rounds of trumps. The lead from a single card is very generally condemned as an origi- nal lead ; and as a habit, it is very bad, though not unfrequent. The player who generally leads from a single card, if he happens to have one, is always suspected, and speedily found out. His partner never knows what he is to expect from him, and probably, being strong in trumps, draws the trumps, returns what he has reason to believe to be clay's rules. 4S his partner* strong snit, and finds him with none of it, or it may be, suspecting the usual singleton, he dares not play a trump when he other wis would have done so. This habit is destructive of all confi- dence, frequently helps to establish your adversary's strong suit, and is likely to mislead and sacrifice your partner. SECOND HAND. Playing high cards, when second to play, unless your suit is headed by two or more high cards of equal value, or unless to cover a high card, is to be carefully avoided. With two or three cards of the suit played, cover a high card. Play a King, or a Queen, on a Knave, or Ten, &g. With four cards, or more, of the suit played, do not cover, unless the second best of your suit is also a valuable card. Thus, with a King or Queen, and three or more small cards, do not cover a high card ; but if, along with your King or Queen, you hold the Ten, or even the Nine, cover a Queen or a Knave. With King and another, not being trumps, do not play your King, unless to cover a high card. With Kinrr and another, being trumps, play your King. With Queen and another, whether trumps or not, play your small card, unless to cover. With Knave and one small card, or with Ten and one small card, or with Nine and one small card, play the small card, unless to cover. With two cards of less value than the foregoing, play the smaller. With King, Queen, and one or more small cards, play the Queen, tho suit not being trumps. In trumps, if along with your King and Queen you hold two or more small cards, you may frequently venture to pass the trick, and give to your partner a chance of making it, when you have reason to believe that your adversary has led from strength. If his partner, however, has asked for trumps, or if the card led indicates weakness in the leader, play your Queen. With Queen, Knave, and one small card, play the Knave. With Queen, Knave, and two or more small cards, play the lowest. With Knave, Ten, and one small card, play the Ten. With Knave, Ten, and two or more small cards, play the lowest. With Ten, Nine, and one small card, play the Nine. With Ten, Nine, and two or more small cards, play the lowest. With other cards of lower value than the foregoing play the lowest. With Ace, Queen, and others, play the lowest, when you have reason 44 WHIST. to believe that your adversary has led from his strong suit ; but if it is obvious that he has led the best card of a weak suit, put on your Ace, and, if you wish to establish that suit, at once continue it with your smallest card. Thus, if the card led is the Knave, you are sure that it is the best card which the leader holds in that suit, and if you do not play your Ace, you may lose it by its being trumped. If the card led is the Ten, there is cause for consideration. The Ten may be a singleton, or the highest of two or three small cards, in which case you should play your Ace. But it may also be the recognized card to lead from a King, Knave, Ten suit, in which case of course the Queen is the card to play. A Nine, or even an Eight, if you do not yourself hold the Nine, may expose you to somewhat equal difficulty, as the one may be a legitimate lead from King, Knave, Ten, Nine, and the other from King, Knave, Ten, Nine and Eight. In this difficulty you must calculate as well as you can whether the card led is from a strong or a weak suit, and play accordingly your Ace, your Queen, or your lowest card. Nor will you ever be without some means of forming your calculation. If the leader is a good player, and this his original lead, take it for granted that it is his strong suit, and play your Queen. A good player almost always originally leads his strongest suit. If the leader's partner has thrown from this suit, thereby indicating that it is his weakest, believe it to be the leader's strong suit. He will not have led it, after his partner's indication, unless he is very strong in it, and you may feel pretty sure that his Ten is led from King, Knave, Ten, and others. But if this is a forced lead, and the leader has previously led another suit, and that not one of com- manding strength, you may be almost certain that his new lead is a weak suit, and that he has led his best card in it. If not, and he had held a King, Knave, Ten suit, he would have led it in preference to that which he did lead. Again, if this lead occurs late in the play of the hand, it is probable that you know so many cards which must be in the leader's hand, as to be sure that there is no room left in it for this to be a strong suit. By such considerations as these you must be guided. They will sometimes lead you wrong, more frequently they will be almost unfailing indications, but, however this may be, you must make the best of them, as it is impossible to frame a rule which shall be a sure guide, what card to play, second hand, on a Ten, or a Nine, when you yourself hold Ace, Queen, and others. With Ace, Queen, Ten, alone or with others, play the Queen. If you lose her to the King, you still have the tenace over the original leader. With Ace, Queen, Knave, or with Ace, Queen, Knave, Ten, &c, play the lowest of the equal cards. clay's rules. 45 "With Ace, King, Knave, play the King. The second round in the suit will toil you whether the lead was from strength or weakness, and you will finesse your Knave, or not, accordingly. With Ace, King, and others, not being trumps, play the King. In trumps, unless the leader has led from weakness, you may safely play your lowest card, and give to your partner the chance of making the trick. Nor does a card, led from weakness, bar you from doing this, if other considerations make it advisable. Say that a Nine is led, it is almost certain that this is the leader's best trump ; if his partner holds both Queen and Knave, you probably lose nothing by having passed the Nine. It may be finessed, and your partner may make his Ten. But if he holds an honor, he will, iu all probability, make it, if even it is his only card in the suit. With Ace, Knave, Ten, and others, not being trumps, play your low- est card ; your Ten would be played uselessly, for there is at least one honor behind you, either with the third player, who must play it, or with your partner ; for if the leader had held King and Queen, he would have played the King. In trumps, however, it is frequently right to play the Ten, as in this suit it is not improbable that both the other honors are with the leader. Play an Ace on a Knave. It is generally right to play an Ace on a Queen. If, however, the leader's partner has given you cause to believe that this is his weak suit, either by throwing it away or otherwise; or if your partner, by throwing away from other suits, has given you reason to hope that here he may have some strength, you may with advantage pass the Queen, and give to your partner the chance of holding the King. It is to be presumed that the leader has led from his strong suit, probably from a tierce to a Queen, with another card. By passing the Queen, if your partner has the King, you still hold the Ace behind your adver- sary's strong suit, which is better than that your partner should hold the King to its right hand. For, when the lead is returned, the original leader must play one of the two remaining cards of his tierce, in order to draw your Ace, whereas, had you played your Ace on the Queen in the first round of the suit, on its return your partner must play his King, leaving the original leader with both the Knave and the Ten, if he originally held four cards in the suit. With Ace, Ten, and another, you may safely pass the Queen ; the best which the leader can have is Queen, Knave and a small card, and this is most probably his strength in the suit. If you pass the Queen, and your partner has the King, the leader makes no trick in his suit, as 46 WHIST. you are behind him with Ace, Ten. Your only risk is, that the Queen may be a singleton, or that the leader's partner may hold the King single, nor is this risk great. In the second round of a suit, if you hold the winning card, or third best card of such suit, you must be guided in your play by the indica- tions which the first round will have given you. It will be generally right to take the trick, if you hold the winning card, but you may not unfrequently pass the trick, if you feel pretty sure that your partner holds the second or third best card. Thus, you hold Ace and two small cards in a suit, your right hand adversary leads a small card, you play your lowest, the third player plays the Knave, and your partner takes the trick with the Queen. It is pretty clear that your left hand adversary does not hold the Ten or King; had he held either, he would not have played the Knave. If this suit is led again with a small card, but one which is higher than his first, by the same leader, and you are thus again second hand, you may again with safety play a small card. The leader does not hold King and Ten, for as these have become equal cards, he would have led one of them. It is, therefore, clear that your partner holds either the Ten or the King, and that, whichever he holds, he can win the trick. Again, if you hold in the second round the third best card of the suit, you will be sometimes right to play it, if you have reason to believe that your partner holds the winning card, which you may thus preserve to him. If your suit is a long one, say even four cards, you must bear in mind the danger that your partner's winning card may be single, and that he may be forced to take the trick which is already yours. There is also the further risk that, believing you to have no more of the suit, he may miscalculate your strength, and that of the other players, in the remain- ing suits. The foregoing is, therefore, an experiment which I cannot recommend to young players. THIRD HAND. The third hand is, as a general rule, expected to play his best card to the suit which his partner has led, and which, in the case of an origual lead, is, or, in the vast majority of hands, ought to be, his partner's strongest suit. By playing your best card, therefore, to your partner's lead, if you do not take the trick, you at least assist him to establish his strong suit. With Ace, Queen alone, or with others of the suit, it is advisable to finesse your Queen, for you cannot lose by this mode of play unless in clay's rules. 47 the improbable event of the King being single behind you. If it is to your right, or held by your partner, your Queen is as good as your Ace. If you have reason to believe that your partner's lead is from a weak suit, you may make any other finesse, and protect your own suit, if it is worth protecting, as well as you can. Thus, with a Nine led in a suit of which you hold King, Knave, and others, you may finesse your Knave, or pass the Nine, if not covered by the second player, as the state of the game and of your hand may dictate. Or with Knave, Nine and others of a suit, you may finesse your Nine or pass an Eight, if led and not covered. There are a great number of similar cases, with which practice will make you familiar. There are several considerations which will lead you to judge whether your partner's lead is from a strong or a weak suit. The card he leads, when compared with those of the suit which you hold, may show you that it cannot be the lowest of four, or even of three cards, or that, if it is, the card, against which you would finesse, is in his hand. Or he may have led before, and you have found that his lead was from a suit of but little strength. In this case, as his first lead ought to have been from his strongest suit, it is fair to presume that his second is yet weaker. Or if one suit has been played out, or is plainly the adversary's suit, and you have thrown away a card from a second, it is very likely, when your partner leads a third suit, that he has done so, not because he is strong in it, but to avoid leading the suit which you have shown him to be your weakest. It can hardly ever be right to play the Queen on your partner's Ten, when not covered with the Knave by the second player. Unless he has led from Ten, Knave, King, in which case your Queen can do no good, the Ten is almost to a certainty his best card in the suit, and you are right to finesse against the Knave. In trumps, especially when very strong in them, you may finesse more deeply than in the other suits. Tou may occasionally finesse against two cards; thus with Ace, Knave, Ten, if there is no indication of a strong necessity for securing two rounds, you may play your Ten. If your partner holds no honor, you secure two tricks in the suit, unless the two other honors lie behind you. If he does hold an honor, the finesse is generally as good in your hand as in his. "With an honor turned up to your right, you should finesse your Ten, holding Ace, Knave, and Ten, and almost always your Knave, holding Ace and Knave alone, or with a small card or cards. 48 WHIST. The finesse of Knave, from King, Knave, is rarely right, unless your hand is such that you can almost answer for winning the game, if your partner has led from strength, or unless it is obvious that he has led from weakness. In the second round of a suit you often know that the best card re- maining in it is behind you. Thus, holding King and others, you have led a small card, and your partner has won the trick with the Queen. He returns to you a small card ; you know the Ace to be behind you ; your partner has it not, or he would have played it; your right-hand adversary has it not, or he would not have allowed the Queen to make the trick. In this case, if, along with your King you hold the Ten, you must play it, and finesse against the Knave. If the fourth player holds both the Ace and the Knave, it cannot be helped. He will make both tricks, but you have taken the only chance for your King. The foregoing is equally good in any other combination of the cards, when, on the second round, you find yourself with the second and fourth best of the suit, and a certainty or strong probability that the best lies behind you. Thus, your partner, on your lead, wins the trick with the Ace, and returns to you a small card. Tou hold the Queen and Ten ; you are right to finesse your Ten, for if the second player had held the King he would have played it most probably, the suit not being trumps, and, in trumps, at least as often as not. As third player, you must bear in mind that " to finesse " means to retain in your hand the best card of the suit, playing a lower one not in Sequence with such best card, on the chance that the intermediate card is in the hand of the second player ; in the case of a finesse against two cards, such as the finesse of the Knave, holding Ace, Knave, on the chance that the intermediate cards, one or both of them, are with the second player. There is therefore no finesse against a hand which has none of the suit, or which plainly does not hold the intermediate card or cards, against which you would finesse. This caution equally applies to the second player, who, though not so frequently as the third, has many opportunities of using a finesse to advantage. FOURTH HAND. Of the fourth player there is little to be said here except that it is his business to take the trick if he can, unless it is already his partner's, amd, if he cannot do so, to throw away his lowest card. In this position you should especially bear in mind that it is wrong to give away a trick without a very strong probability, almost a cer- tainty, of making two tricks by your forbearance. Many players, if clay's eules. 49 they hold the Ace, Knave, and others, of a suit of which the adversary leads the King, invariably forbear to take the trick, in the expectation that the leader will continue the suit in which they then hold the per- fect tenace. It is a bad and dangerous practice, which I cannot reccom- niend to you, except you have some special reason for it. Tour partner, believing the Ace to be against him, will tramp the next round, if he can. The leader's partner may have bat one of the suit, which, if it is continued, he will trump, and your Ace will probably never make a trick. Tou give up, for one round at least, the great advantage of getting the lead. The leader, either from suspecting your tactics, or because he has another strong suit to show his partner, changes his lead, and when the suit is next led, it is probably by your right hand adversary, who leads through your tenace, instead of to it. In the meantime you may have upset the general scheme of your partner's game by leading him to believe that the whole of this suit is against him. And what have you gained by your ingenuity ? If you play in the simple way, and take the King with the Ace, you will equally re- main with the Knave the best card of the suit in its third round, if the second round is led by the original leader, or if it is returned to him by his partner, unless he has the opportunity, and avails himself of it, of finessing a Ten. The chance of your partner playing this suit up to its original leader is so small as not to be worth consideration. He will not do so if he has anything else to do, but, such as the chance is, it tells again,st this practice, which is rarely advisable unless you are very strong in trumps. In this case not only is it allowable to run risks which should be otherwise avoided, but also your forbearance may tempt the adversary to lead trumps. This is more especially the case if one strong suit has been previously declared against you. Tour adversary, who then believes that he and his partner hold at least the tierce major in a second suit, will not unfrequently be induced to lead a trump. The foregoing caution is applicable also to the second player, who, however, under the circumstances described, may pass a King with somewhat less risk than is incurred by the fourth player, for, if the suit is continued, he takes the second trick in it with his Knave, and unde- ceives his partner at once. There are occasionally cases in which it becomes plain that the fourth band must not take the trick. I will put the most obvious, reminding you that the case is the same with every similar combination of the cards. As fourth player you have three cards left in your hand, tho King^ 50 WHIST. the Ten, and a small card, of a suit of which the leader has led the Queen, and you know him also to hold the Knave and the Xine. These are the only cards left of the suit, which we will suppose to be trumps, or, which comes to the same thing, that the trumps have all been played. It is clear that, if you take the Queen with your King, you only make one trick with your three cards, as the Knave and Xine will lie behind your Ten and small card. It is equally clear that, if you refuse to win the Queen, and play your small card, you will make two tricks out of the three, as the Knave and Xine must then be led up to your King and Ten. There are also some cases in which the fourth player should take a trick which already belongs to his partner. Here again I will put a very obvious combination, leaving it to practice to show you others of a similar character. You have the Ace and a small card of a suit, and two or three losing- cards, which you know that your partner cannot win. He, as second player, has taken the trick in the suit of which you hold the Ace and a small one. and you know that he can have nothing but that suit to play. If you do not take t hat trick from him, you will be forced to take the next trick with your Ace, and have nothing left for it but to play your losing cards, and to submit to the loss of the remaining tricks. But, if you take his trick with your Ace, and return to him the small card, you give him .the opportunity of a finesse, when you will probably make two, or, it may be, all the tricks in the suit. If he can only make one, you have lost nothing by taking this chance. INTERMEDIATE SEQUENCES. An intermediate sequence is one which is neither at the head, nor at the bottom of a suit. Thus a suit of Ace, Queen, Knave, Ten, and a small card, contains an intermediate sequence. The way to play this suit, as also one containing a tierce to a Knave, has been shown before, but some ingenious players have endeavored to create a system for playing suits containing small intermediate sequences, such as a tierce to a Ten, to a Xine, or to an Eight, &c. Take some such suit as this— King, Xine, Eight, Seven, and Four. They say that it is not right, in such cases as this, to play the lowest of the suit, but the lowest of the sequence, lest the first trick should be made against them by a very small card. They ccmmcnce then with the Seven. On the second round, unless called on to take, or attempt to take the trick, they throw the Four. I cannot give my adhesion to this doctrine, My partner leads the WHIST. 51 Seven, and I or the adversary take the first trick, and continne the suit, -when my partner throws the Four. I can only believe that he has led the best card of a weak suit. I perhaps refrain, in consequence, from leading trumps, which I might otherwise have done, and I miscalculate his hand in many ways. The third round, to which they must of neces- sity play a higher card than that first led, will, they say, undeceive me. But, in the meantime, all the mischief may have been done. I may have led the third round in the hope of forcing my partner, and I have forced the adversary instead ; or I may have changed the whole scheme of my game. But they say, perhaps, that to the second round of the suit they would play the Eight, and not the Four, and this appears to me to be less objectionable. In this way they at least do not deceive me as to their having led from a strong suit. Yet still they have concealed from me one card, the Four, which I shall believe to be in an adversary's hand, and which, not having been played by either adversary, may readily lead me to the conclusion that one of them has asked for a trump. The least evil is that I miscount the hand which I cannot believe to con- tain the Four. These disadvantages, tending as they do to mystify the game, appear to me to more than counterbalance the small advantage of making sure that the first trick is not given away to a very small card. The inter- mediate sequence, however, of Ten, ^ine. and Eight, is of sufficient im- portance to justify this system of play in critical positions, but scarcely as a general rule. The foregoing rules will be found easily intelligible, and not too great a tax on the memory, if the learner will be at the trouble of placing before him the cards named in the different cases given to him. With- out this precaution, the enumeration of a variety of cards confuses the mind, and presents no picture to the eye. "WHIST. THE PRINCIPLES OF MODERN WHIST. The following chapters, taken from a recent work on the ' ' Philosophy of "Whist," by Dr. William Pole, explain so thoroughly the funda- mental principles of the modern game, that they are deemed indispen- sable to those who desire to become proficient players, and are introduced here verbatim : CHAPTER I. THE FUNDAMENTAL PRINCIPLE OP MODERN WHIST PLAY. Our first duty is to explain and illustrate the great principle which underlies the entire structure of modern Whist play, and governs the whole of its rules. The principle is one which, although most obvious and incontestable, has been unaccountably ignored, to a large extent, in Whist practice generally. It is founded on the relations existing between the players. According to the constitution of the game, the four players have not each an independent position — they are combined in pairs, two of them being what are termed partners against the other two, who are similarly combined in their opposition. It follows naturally from this arrange- ment that the interest of any one player is inseparably bound up with that of his partner, any advantages gained by either being common to both. Now, there are two ways in which a partnership may be conducted, as we may see by a reference to the ordinary affairs of life. Take, for example, an ordinary business firm of two partners. Either the two persons may each conduct an entirely separate concern, merely putting their gains together ; or they may both combine in the same establish- ment, each aiding the other in the joint work of carrying it on. There can be little doubt that, except perhaps in some special cases, the latter must for many reasons be the most advantageous, as it is by far the most general plan. Or take another example of co-operation — namely, the alliance of two powers in warfare. They might act separately, each being guided by its own independent judgment; but this would be quite an excep- tional proceeding. The ordinary way is to combine their forces and to act in concert. And no one can doubt that the junction and co-oper- ation of two divisions of an army would give more powerful results than could be obtained by their divided action. It was the policy of THE PRINCIPLES OF MODERN "WHIST. 53 Napoleon in 1815, according to the maxim divide et impera, to prevent such junction and co-operation, and had he succeeded there would have been no victory for us at Waterloo. Applying this analogy to Whist, there may be two ways of treating the partnership relation. In the first place, each partner may play in- dependently, in the manner which seems most suitable to his own hand — i.e., he may endeavor to make as many tricks as he can by his own cards, leaving his partner to do the same, without reference to any idea of combination. This is the most primitive and simple view of the matter, and it is the one followed by players generally who have not studied in the modern school. But it does not require much consideration to perceive that it is not the best view. In other alliances "Union is Strength; " it is advan- tageous for each partner to aid the other, and the principle is capable of application with most eminent advantage in the play of a Whist hand. Examples of the benefit of this kind of co-operation will easily sug- gest themselves. One partner may have good cards in plain suits, while the other may have good trumps to enable him to make them ; one partner may have several low cards of a long suit, and the other a few high ones to enable him to "establish " it; one partner maybe short of a suit, and the other may be able to lead it to him to ruff; and so on in many ways. In any of these cases the advantage of co-operation over isolated play is clear; but indeed such examples are hardly necessary, the prop- osition is so self-evident; and we may easily conceive that if the principle could be carried out to its full extent by each player seeing his partner's cards, so that the two hands could be combined and played as one, the advantage would be a maximum. But it will be said that the condition of the player seeing his partner's cards cannot be carried out ; and it may be reasonably asked, How, in the absence of this apparently essential condition, can the advantages of the co-operation be attained ? The answer involves the key to the whole philosophy of modern Whist play. It is true, we may say to inquirer ; — at the commencement of the hand you know nothing, or next to nothing, of your partner's cards ; but in the absence of informa- tion, you must play in such a way as is likely to be best adapted to further the interests of the combination when it may become known. And this can be easily done, seeing that philosophical reasoning en- ables us to devise rules expressly for this object. And these rules will have a treble purpose ; they will be adapted not only to enable you to 54 WHIST. help your partner, but also to enable him to help you, and to enable you both to obstruct the opponents. The nature and rationale of these rules will be hereafter explained ; meanwhile it must be fully understood that the first and main principle which determines the precepts and practice of modern Whist is that of the combination of the hands. The modern game aims at carrying out this principle to the furthest extent possible. It forbids the player to consider his own hand apart from that of his partner, commanding him to treat both in strict union, and to make every step conducive to the joint interests of the pair. Simple and obvious as this principle appears, it is only very lately, after a century and a quarter of tentative approximations, that it has become fully recognized. The fact of the community of interests was of course always patent ; but many of the earlier rules were either an- tagonistic to, or at least imperfectly fitted for, efficient combined play ; and the tendency of the latest improvements has been either to abolish or to modify these, so as to make the combination of the hands the ruling principle— the great basis from which the whole play springs. CHAPTER II. THE TENTATIVE STAGE OF PLAY AT THE COMMENCE- MENT OF THE HAND. It will now be shown how the principle enunciated in the last chap- ter is carried out, so as to guide the player in the conduct of the hand. And it is necessary to begin with the condition which has been called the tentative stage — that is, the earliest phase of play, when the player knows little or nothing as to what the other hands contain. Here, therefore, the guidance given him must be in the shape of rules, so framed as to be applicable to the only data he has before him — namely, the cards of his own hand. There are some very common mistakes as to the rules of Whist play, and it is as well to expose these at the outset. A. certain class of per- sons, among whom we often find players of considerable skill, consider that the play of a hand is entirely a matter of individual judgment. It would be so if the player had full data to act upon, and towards the end of a hand, when the positions of the cards may be pretty well known, these persons often play very well. But they forget that during a large portion of the hand no sufficient data exist for judgment, properly so called, to be exercised upon, and what they under such THE PRINCIPLES OF MODERN WHIST. 55 circumstances call judgment mnst be really only caprice or fancy. Hence, at the beginning of a game such players often do things which, though they may sometimes accidently turn out well, are more likely to do great mischief. In the absence of data the proper course is clearly to put all individual fancies aside, and to follow the rules which are dictated by philosophical reasoning as likely to do the most m good or the least harm. Another class are content to accept rules of play, but they treat them as entirely matters of empirical authority. Their only idea of the value of a rule is, either that it has been published in some book, or has been given out by some person considered to be a good player. But there are many writings on Whist which are altogether untrust- worthy and worse than useless, and there are many so-called good players who are but doubtful authorities on matters of theory. And even of the rules emanating from the highest quarters, such as the manuals of " Cavendish " or the dicta of Clay, it should be understood that they owe their chief value, not to the mere opinions of these eminent persons, but to the fact that they admit of being demonstrated by philosophical reasoning. It is quite true that many of the most valuable items of the Whist code have been suggested by long ex- perience, as collected and interpreted by men of acute penetration, and accurately thinking minds ; but this not of itself sufficient to warrant their reception without due inquiry. It is the spirit of the present age to " prove all things," and within the last few years the rules of Whist playing have been submitted, like other branches of knowledge, to the fcest of strict philosophical investigation, and it is only by their passing this test that they can be implicitly relied on. Then there is another class of players, who, in their confident reliance on the rules of play, misunderstand their nature by carrying them too far, and applying them to circumstances for which they are not suita- ble. Such rules, for example, as are based on the want of knowledge of the positions of the cards, obviously lose their applicability when these positions are known ; and there are many other cases where the conditions that have given rise to the rule disappear, and where, there- fore, the rule itself is no longer binding. Hence a good player ought to be aquainted not only with the rules themselves, but also with the rea- soning on which they are founded, in order that he may be able to judge when they are not applicable as well as when they are. It is for this reason that a philosophical investigation of the theory of the game becomes so advantageous, and indeed so essential to the development of really intelligent action. A mere superficial acquaint- 56 WHIST. ance with the verbal rules will, no doubt, be an advantage, as it will in many cases determine sound play ; but it will never give that complete command over the infinitely varying situations of the game which will result from a knowledge of the rationale and the derivation of each formula. Coming now to the deduction of rules for the play of the cards at the commencement of the hand, it will be evident, according to what has been said before, that the canon to direct their construction is — That they must be of such a nature as will, most probably, tend to carry out the grand principle of the combination of the hands of the player and his partner. Now, the way in which your play may further this object is two-fold ; it may either help your partner, or it may give him information as to how he may help you. Either of these is a legitimate object to strive after ; if one cannot be obtained, the other may be, and in many cases both may be combined. Then again, some explanation maybe given as to what is here meant by probability, and how is it to be determined. The most literal refer- ence is to the mathematical determination of the probabilities of certain events happening, according to the " doctrine of chances/ ' and this plays a large part in the formation of Whist rules and the solution of Whist problems, as we shall have occasion to see hereafter. But this is by no means the whole of what is intended here. When we speak of an event being " probable " or of one event being "more probable than another," we also contemplate a mode of determination less technical and elaborate, namely, the exercise of logical reasoning. For there are many cases where mathematical calculation is not wanted, but where a simple logical discussion of the conditions will suffice to lead to the determination in view. It has been a bane of Whist writings that the authors have so frequently been unskilled in logical deduction, substituting for it mere dogmatical assertions of their own, or at most pretended conclusions which have no reasonable justification. In the following investigation, both the mathematical and the logical modes of determining probabilities will be made use of. THE OPEOT^G LEAD. The first rule a player has to learn is that which directs his opening lead. This is a most important step, for it not only materially influ- ences the future fate of his own cards, but it is the step which is re- lied on as conveying the earliest and most comprehensive information to his partner. For this reason the determination of the opening lead THE PRINCIPLES OF MODERN WHIST. 57 ' must be well considered. A great many rules for first leads have been given by Whist writers at different times, varying materially from one another, and the result has been a good deal of confusion on the matter in the minds of imperfectly-taught players. Let us consider a little what a player may do who finds himself obliged to lead, and has no guide but the cards he sees in his own hand. The object of Whist play being to make tricks, an untaught player would be inclined to set about this as quickly as possible, in the most obvious ways ; either by playing out any master cards he might hold, or in another mode very temptiug to beginners, i.e., by playing out a single card of a suit (if he had one) in order to trump the suit when anybody else led it again. But it will be shown hereafter that neither of these methods of proceeding is consistent with the policy of the com- bination principle, and the educated player will accordingly adopt another system, the advantages of which, though less immediate and obvious, are more certain and more comprehensive. We must, for the present, exclude the contingency that the leader's hand may be strong in trumps, as this cuse will be the subject of future discussion. We will accordingly suppose that it contains only one, two or three trumps. It will follow that among the other or " plain " suits there will be at least one of four or five or more cards. Such a suit is called a long suit, from its containing more than the average number of cards, and it has an inherent capability of trick-making which is very striking and important. To illustrate this, let us take an easy example : — Suppose I hold ace, king and five small hearts, each other player having two. If I get the lead, and trumps are out, I can draw all the adversaries , hearts with my ace and king, and then all my five others, however small they are, will make tricks. Or, to vary the case, suppose I hold the knave and six small hearts, and suppose I have led small ones twice, which have brought out the ace, king and queen, leaving, say, the ten in an adversary's hand. My long suit is then said to be " established," and if I can get the lead, I can ' 'bring it in/' as it is called, and may make tricks, not only with the knave, but with the three small ones remaining. It is easy to see from this what a great power a " long suit n may become, and although the cases cited are peculiarly favorable, the principle is the same in all. "With even the least favorable case possible, namely, four small cards, one will not unfrequently make a trick by virtue of the " long suit " capability*. Xow the method of opening, which has by far the greatest probability 58 WHIST. of furthering the combination of the hands, is by leading the long suit, with the ultimate view of establishing it and bringing it in. Hence the rule for plain suits : Let your first lead oe from the most numerous suit in your hand or at least from a suit of not less than four cards. If you have two of the same number, you will naturally choose that consisting of the highest or " strongest " cards. It must not be supposed that this is a mere dictum ; it is the object of the present work to show the philosophical foundation of every rule, and this rule is justifiable on the following grounds : 1. The object aimed at, namely, that of causing small cards to make tricks, is in itself a very advantageous one ; particularly as every trick so made may probably kill trick-making cards of the adversaries. 2. According to this rule, your first lead conveys of itself direct and positive information to your partner as to what is the most important component of your hand ; what is the chief object you are aiming at, and where you want help. And thus, by means of only one card shown, you at once set the combination principle in efficient action. 3. Neither the playing out of master cards from short suits, nor the lead of a single card, could be of any significance in calling for your partner's help ; they could not by any reasonable or proper means be made to convey intelligible information to him which he could usefully act on. 4. Master cards in short suits may be safely allowed to wait. They will be almost sure to make to some one else's lead, and will then bring much more advantage than if led at first by the holder, as they may probably kill high cards of the adversaries, and they will give their holder additional leads at a later period, when such leads may be very valuable. 5. Trumping a short suit, if desired, generally comes about of itself more advantageously than by leading the single card, which of itself is, on in dependent grounds, a disadvantageous lead; it may kill a good card of your partner's without any compensating benefit to him or to you, and it may tend to establish an adversary's suit, which is playing their game. 6. It is urged against the long suit system, that the object aimed at more frequently fails than succeeds. This is true, as success usually requires not only the perfect co-operation of the partner, but also a fortuuate arrangement of the cards. But the argument is worth nothing unless some disadvantage arises from the attempt if unsuccessful. This is quite the reverse of the fact ; for (a) if the attempt fails, it does not THE PRINCIPLES OF MODERN WHIST. 59 stand in the way of the full realization of any other advantages the hand may possess ; and (6) the system is so constituted as to do the least possible harm to either of the players using it, or good to their opponents ; and indeed it offers generally the best means of obstructive tactics against the opposite party. 7. The long suit lead is almost always practicable. Leads on other principles are not. For example, you may have no master cards to lead out at once for trick-making, and no single card to lead out for trumping. Some old authors recommend first leads from sequences, and other writers, more modern, from combinations which will leave tenaces to be led up to. But you may have no such cards in your hand. Hence all these fail in giving any definite information to your partner. "Whereas it very rarely happens that you have not a long plain suit, and consequently your invite, as the French call it, to your partner is uniform and unmistakeable. WHAT CARD OF THE LONG SUIT SHOULD BE LED. Having shown that, as a matter of principle, the first lead in plain suits should be from the most numerous suit, there still remains a very important question, namely, What card of the suit should be led ? This requires some consideration ; but the philosophy of it is very clear, and can be easily explained. The object being to bring in the suit, and so to make the small cards in it, the lead, on general principles, should be regulated with a view to the perfect establishment of the suit as early as possible. It would be easy to give rules with this view, and they would point generally to holding back the high cards. To take an instance : suppose you hold ace, king, ^.ve, four, three, two of hearts ; if you were to play out the ace and king to begin with, there would be a high card still left in against you on the third round. The more proper way to establish it promptly would be to begin with a small card ; it would then be an even chance that your partner might win the first trick, and, even if he did not, you could afford to lose it, seeing that afterwards, by leading your ace and king, you would probably clear everything away ; or, in other words, by that play your suit might become established after the first round. But a further consideration comes in which must not be lost sight of. The above reasoning assumes that you will bring in your long suit ; but you must not forget that your design may fail from the strength in trumps being against you. And if this should happen in the above- mentioned case, the lead of a small card in the first instance would not 60 WHIST. be judicious. It would be oetter to lead out the ace and king at once, and make tricks with them while you can. !N"ow, considering that, as has been already said, the design of bringing in a long suit fails oftener than it succeeds, our philosophy will tell us that, although we are justified in making the attempt, we are nut justified in doing it in such a way as to sacrifice tricks if we fail. Hence we get this rule : In deciding ivhat card to lead from the long suit, regard must he paid not only to the establishment of it, but also to the possibility of making tricks in it early, in case it should not be possible ultimately to bring it in- On this maxim the ordinary rules for first leads in plain suits have been devised. They will be found fully explained in "Cavendish ;" but, at the risk of repetition, it may not be amiss to show briefly the logical basis of each. As the consideration which determines the early lead of high cards is the chance of their being trumped if delayed, a preliminary question has to be philosophically solved, namely, what is the probability of a suit ' ' going round " a certain number of times ? This will vary accord- ing to the number the leader holds. The result is given in the following table : Probable Number of Times in 100 Leads that any Suit will go round, the leader holding a griven number of cards of the Suit.* Number of cards of the suit held by the leader .,,,,,,.,.,,,,,,,,.,,,.. The suit will not go round once It will go round once only " " twice only " " three times Or, in other words, it will go round ) once or more $ Twice or more Three times 4 5 6 7 8 Times in 100 Leads. 4 6 12 20 31 32 37 54 66 69 48 57 34 14 16 100 100 100 100 100 96 94 88 80 69 64 57 34 14 16 N.B.— It must be borne in mind that about once in three times when any player fails, it will be the leader's partner. * These calculations suppose the cards to be perfectly shuffled, but this condition s often absent in practice ; and the effect of insufficient shuffling is to make the uits go round mo re frequently than theory gives. THE PKIKCIPLES OF MODEKN WHIST. 61 This may be easily applied to the most important cases of the first leads from hands containing high cards. {a) Ace and three small ones. — Here there is no sufficient reason why the ace should be at once played put. The probability of its being trumped the second round is not great, and the general principle of holding it back may be safely preferred. (b) Ace and four small ones. — Here the probability of the ace being lost second round is greater, and the general rule is, accordingly, to begin with it. (c) Ace, Icing and two or more small ones. — Here the advisability of leading out the ace and king is so evident as to need no demonstration. (d) King, queen and two or more small ones. — This case is not so clear as the last. Untaught players often lead a small one with the object, as they hope, of getting the ace out of the way. But this is a most illogical fancy. It is two to one that the ace lies with one of the adversaries. If it is with the second player, he ought not to play it if he has another card ; and if it is with the fourth player, he will not play it unless forced to do so by a high card of the third hand. Besides, if it should come out the first round, it is very improbable that king and queen will both pass in the second and third round without being trumped. Philosophy, therefore, dictates a bolder measure, i.e., to play out the king ; if your partner has the ace, as will happen once in three times, cadit quozstio; in the other two cases you will lose the king, but you will be much more certain of making at least one trick in the suit than by any other mode of play. There is a pretty philosophical variation of this if you hold king, queen and knave, with two others. Here, without losing any chance of trick-making, it is to your interest to make an additional effort towards the establishment of the suit. For this purpose you want the ace early out of your way. If your partner holds it, he will not put it on your king led ; and you consequently lead, not the king, but the knave, which may induce him to do so, as, being so strong, you can afford to allow the two honors to fall together. With the same object, if you hold king, queen, knave and ten, you lead the ten. (e) Queen, lenave, ten and one or more small ones. — Here there is no immediate probability of making a trick, and you may consequently adhere to the establishment policy. But there is an argumeut against beginning with a small one, namely, that by such a course, if your partner does not happen to have a good card, then a low card of the adversary's may win the trick, which would be a pity. You, having 62 WHIST. three high cards, can afford to guard against this by leading one of thern (the queen), which is accordingly the usual rule. Your queen ■will force out one of the superior honors, and your knave another (if both are against you), and on the third round your suit will probably be established with the ten at the head. (f) Knave, ten, nine and one or more others. — Same reasoning as the last, though the establishment is somewhat less certain: begin with the knave. (g) King, lcnave, ten and one or more others. — Same reasoning: begin with the ten. (h) Ace, queen, lcnave and a small one. — Here you combine the early trick-making with the establishment policy, by leading first the ace and then the queen. This will draw the king, and your suit is probably then established with the knave at the head. The above are the usual cases of special plain suit leads. In all others, you adhere to your establishment policy by opening with a small card. LEADING TRUMPS. Hitherto we have ignored the trump suit, and treated of plain suits only ; but the trump suit it so exceedingly important, that the philo- sophical principles of its management must now be taken carefully into consideration. And we rind at once a powerful light thrown on this subject by the results we have arrived at in regard to the opening lead. It is explained there that the object to be aimed at in the play of the hand is the bring- ing in of long suits ; but the great obstacle to this is the chance of their being trumped by the enemy ; and it naturally follows that it is the policy of the long suit holder to get, if possible, his adversaries' trumps out of the way. Each party knows this very well, and consequently it often happens that the preliminary battle of the hand is fought on the trump suit, one of the parties endeavoring, by leading trumps, to disarm the other party and so to leave the field clear for the long suits to come in. We have then to inquire, What do the laws of probabilities tell us as to leading trumps? One thing we may take for granted, namely, that in this battle, as in others, fortune favors les gros oataillons: the party who is strongest in trumps will be most likely to prevail, and what we have to inquire is, How can ice estimate the amount of strength which will warrant an attack by a tramp lead ? This question we will proceed to discuss. THE PRINCIPLES OF MODERN" WHIST. 63 In the first place, it does not require much thinking to convince ns that for this purpose numerical predominance in trumps is more efficient than high cards. If, for example, I hold five small trumps and my partner two, one of the adversaries possessing the four honors, four leads from our side will exhaust the enemy, and I shall have one trump left to enahle me to bring in my own or my partner's long suit, which is the object to be attained. Although, therefore, it would be absurd to say that high rank in trumps is no benefit, or is to be ignored, yet for our present purpose it is more material to consider the numerical strength only, and ascertain what amount in this will justify a trump lead. And it must be observed that we must confine attention to the numerical strength in one hand, not in the two jointly ; for the former determines the number of rounds, and consequently the exhausting power. Having given the number of trumps held by one player, * it can be found what is the probability of certain numbers being held by the other players ; and the result is as follows : (1) If one player happen to hold as many trumps as seven or more his predominance is certain, and needs no further discussion. (2) If he hold six, it will be only three or four times in 1000 that one of the opponents will hold an equal number ; and, therefore, the pre- dominance here also may be taken for granted. (3) If he hold five, then in about eighty cases out of 1000 an opponent will hold five or more. Seeing, therefore, that with five trumps the predominance is assured in 920 cases out of 1000, we arrive at the rule that (barring any specially manifested reason to the contrary) — You should lead trumps if you hold five or more. (4) If the player hold four trumps, the probabilities are, that in about 580 cases out of 1000 one of the opponents will hold four trumps or more. So that the predominance will only be secured in about 420 cases in 1000 ; showing the justice of the rule that — A lead of trumps from four must be made with great caution, being only justified by special inducements in regard to other cards. (5) With less than four trumps, you evidently cannot exhaust them ; but a lead of trumps from numerical weakness is sometimes made in the hope that the partner may have a good number. The probability * This player is here for simplicity assumed to be also the dealer ; if the dealer is one of the others, he will hold a certain number somewhat oftener than is here stated. 64 WHIST. of strength in tramps is considerably influenced by the deal. In the long run the dealer will hold five or more trumps 292 times in 1000 deals, whereas a non-dealer will hold them only 137 times. The average number of trumps held by the dealer is 3*82 ; by a non-dealer only 3 06. Supposing that you are numerically weak, this fact also favors the probability that your partner may be numerically strong. Say, for example, you hold only one trump ; if your partner has had the deal, it is nearly an even chance that he will hold five trumps or more, and if you have good plain suits, you may be justified in taking the risk of the trump lead— particularly if your single trump is a toler- ably high one, as it will strengthen your partner, and be in no danger of misleading him. But if your partner has not dealt, or if you have more trumps than one, the table shows that your trump lead would be probably disad- vantageous, or would at least only be warranted by very exceptional circumstances. The element of the deal ought always to be considered in doubt- ful cases, as either favoring a lead of trumps if your partner is the dealer, or deterring from it if the deal has been with the adversaries. It is sometimes urged that since the lead of trumps is intended for the purpose of bringing in long suits, or of protecting high cards, it ought not to be prescribed universally, but only on the condition pre- cedent of the possession, by yourself or your partner, of good plain suits also. This precaution, however, in ordinary play is often im- practicable, for the trump lead, to be efficacious, ought to be prompt, and to delay it till you have found out the contents of your partner's hand might probably defeat its object. But the precaution is, in reality unnecessary. Suppose you have five trumps and no good cards ; you may fairly presume on the probability that your partner will have something good in his hand ; and if he has not, it is doubtful whether any other lead might not be more disadvantageous for you. It is im- possible to reduce the probabilities of this case to mathematical calcu- lation, but general experience, as represented by the opinion of the best authorities, appears to warrant the expediency of a trump lead from five or more, without waiting for the consideration of the other contents of the two hands. At any rate, the cases of disadvantage are so rare that they may be ignored in the expression of the general rule. The question as to what cards should be led from the trump suit is a complicated one, involving too much detail to be explained here. The general maxim, however, regulating it is to endeavor to establish the suit, and so to gain the perfect command of it as early as you can. THE PRINCIPLES OF MODERN WHIST. 65 As a simple general rule, "unless you have at least three very high cards, you begin with a small one. FORCING. It will be shown in Chapter IT that if your partner has manifested strength in trumps, your duty is carefully to avoid forcing him to trump a trick in a suit of which he is void, as this might do him great injury. But a doubtful case often occurs. Suppose you find your partner void of a suit at an early period, before he has been able to give any clear intimation of what his hand consists of; ought you then to force him if you get the lead ? No doubt the temptation to do so is strong ; too strong usually for inconsiderate players to resist. But much harm may be done thereby, and it is necessary to consider what course philosoph- ical reasoning dictates on the point. In the first place, if you are numerically very strong in trumps your- self, it is obviously good to force him, before you lead trumps, and so to allow him to make tricks with his trumps instead of having them drawn. And if you are only moderately strong, say with four, no great harm can be done. Hence — If numerically strong in trumps yourself force your partner. But suppose you are not numerically strong, say you have only three, or two, or one ; then you should consider that the fact of his having renounced one plain suit increases the probability of his being strong in trumps, and as a matter of prudence, it is a general rule not to force your partner under these circumstances, i.e., If numerically weak in trumps yourself, refrain from forcing your partner until you are satisfied that he is not strong , and has no desire to lead them. TRUMPING DOUBTFUL TRICKS. Another question often arises whether, being second player, you ought to ruff what is called a " doubtful trick"— i.e., a trick of which it is uncertain whether your partner holds the best card. Ill-taught players are always much perplexed by this case, and are wont to enter into all sorts of (simply useless) speculations as to where the best card may lie. But our philosophy gives a far better guide. If you are weak in trumps they are only good for trumping, and you may use them unhesitatingly for that purpose. But, if you are numerically strong in trumps, they are so valuable that you ought not to waste one on the chance of its being an unnecessary sacrifice ; in this case, too, your discard from a plain suit may be advantageous to you hereafter, and may give valuable information to your partner. 66 WHIST. THE D1SCAKD. When yon renounce a suit and are not inclined to trump the trick, you have to "discard, " and in the modern philosophical game it is im- portant what suit you discard from. The idea of untaught people is that you can best spare a card of your most numerous suit j but the philosophy we are expounding is quite antagonistic to this. The long suit is or may be (after trumps) the most valuable you have, and every card of it, even the smallest, may make a trick. Hence, you must discard on the contrary principle, i.e., from a short or weak suit. This is on the supposition that regulates the whole reasoning in this chapter, namely, that you have no information as to the other hands. When you have such information, the rule may be subject to change, as will be explained in Chapter IT. T*he discard is often of great use in giving yonr partner information as to your hand; suppose, hearts being trumps, your long suit is spades, and that you have not had the opportunity of leading it, and you throw away a club ; your partner will be certain your suit is either spades or diamonds, and he will often be able to decide which, by the fall of other cards, or by his own hand. For this reason the rule ought to be rigidly adhered to. If, however, you have already led your suit, the object as regards the partner is gone, and you may use more latitude in the choice of your discard. PLAY OF THE SECOND HAND. The second hand will often have to play with very little knowledge of any hand except his own ; and our philosophy must accordingly furnish him with some maxims for his guidance. The first is one dictated by a simple consideration of his position in regard to the two players who have to follow him. Suppose a small card led, the thud player must (as will be hereafter shown) put on his best card of the suit, which the fourth hand will beat if he can. Gener- ally speaking, therefore, the second hand is not called on to interfere ; he may safely leave the matter to his partner, and merely let the trick pass, putting on his lowest card, and so saving any strengh he may have. This is the general rule for the play of the second hand. But there are some cases in which this rule may advantageously be departed from. Suppose yon, being second hand, h< !d ace and king of the suit led, you should certainly not lose the opportunity of making them, but put one of them on. THE PRINCIPLES OF MODERN WHIST. 67 Again, if you hold king and queen, by the same reasoning you should play one of them. There are other cases of departure from the ordinary rule for special reasons of expediency, but they hardly involve matters of philosophical principle. The question whether, holding king and one small one, you should put on the king to a small one led, has been much debated. THE LEAD PROM SHORT SUITS. Cases will sometimes occur when you will be unable to make your opening lead from a long suit of four or more, as the combination prin- ciple requires you to do. One of such cases is when you hold four trumps and three plain suits of three cards each, as you must not then lead the long suit of trumps without further justification. And there are some other circumstances under which you may be prevented from leading a long suit if you have one ; as, for example, when one of the adversaries has led it previously. In these cases you may be driven to make an unphilosophical, or, as it is technically called, a forced lead, from a short suit of three cards or less. What card ought you then to lead from such a short suit % Our philosophy will still supply you with an answer. The lead will be of no good to yourself, but you must try not to deceive your partner into believing you are leading from a long suit ; and an effective mode of doing this to reverse the ordinary rule, and lead the highest instead of the lowest of the suit, which your partner if he is observant, will soon discover. This rule is not arbitrary ; it is founded on reason, for your high card will probably enable your partner to finesse, and will save him from losing a high card to no purpose, which he might do if you led the lowest. If having three, the highest is an ace, king or queen, you are justified in leading the lowest in the hope of afterwards making your high card, and to avoid the chance of strengthening the adversary. THE PLAT OF SMALL AND INDIFFERENT CARDS. All the previous cases have had to do with the play of cards which are of importance in regard to trick -making. But cases are continually arising where a card that has to be played is either so small as to be of no consequence in the trick, oris of equal value with others in the hand, so that it is indifferent as regards trick-making which of these small or indifferent cards is played. Such cases must be philosophically provided for, and the rule which OS WHIST. determines them springs from the same main principle as most others. It is this : Although the mode of playing such cards may have no in- fluence on the particular trick, yet it may be of the greatest importance, to the combination of the hands, by the information it may give your 'partner ; and therefore it must be regulated with the view that he may rely on the inference to be drawn therefrom. A few examples will explain the nature of such cases, and the proper mode of dealing with them. Suppose a king is led, and I hold the ten and the four of the suit. It is reasonable and proper that I should throw away the card of least value— i.e., the four, and not the ten, as the latter may be of use here- after. My partner taking it for granted that I play sensibly and care- fully, will probably infer that the card I throw away is the lowest I have. But suppose I hold the five and the four, both of equal value to me, so that it is immaterial, on grounds of general expediency, which I play. "What am I to do ? May I throw away which I please, or should I adopt any rule in the matter ? The answer is dictated by common sense. It would be most expedient that I should have the power of exercising caprice — sometimes doing one thing and sometimes another, which would puzzle my partner and prevent his drawing any trustworthy inference from my play. My natural course is, therefore, to follow the analogy of the former case, when the cards were wider apart— i.e., to throw away the lowest card (the four and not the five), from which my partner will infer as before, and rightly, that I have no card lower than the four in my hand. This practice, therefore, is established as obligatory, and must be followed with great care. The same question arises, and the same principle applies also, in cases where the cards are not losing cards thrown away, but are valu- able ones played for the purpose of winning a trick. Suppose I am fourth player, and hold the king, queen and ten, the eight being in the trick against me. It is, of course, reasonable and proper I should win with the lowest card possible —that is, the ten. But suppose my cards are queen, knave and ten, all three of equal value when in my hand ; which should I play? Here analogy says I must play the ten, from which my partner will rightly draw the same inference, namely, that I have won with the lowest card possible. He will be certain, in both cases, that I cannot hold the nine. Hence it has been established as a general rule that, in playing sequences (except in leading them, when other considerations come in), the lowest card of the sequence must always be played ; and the partner, relying on this, will draw his in- ferences accordingly. THE PRINCIPLES OE MODERN WHIST. 69 In leading from a sequence, the rule is usually reversed, the highest card being led, for an obvious reasou — i.e., to prevent your partner from wasting the next highest card if he holds it. Thus, from queen, knave and ten, you lead the queen to prevent your partner from putting the king on, which he might do if you led the ten. This rule, however, is subject to exceptions ; for it may often happen that you desire your partner to put on the high card, as, for example, when you lead the ten from king, queen, knave and ten, wishing to get the ace out of the way. CHAPTER III THE MEANS OF OBTAINING INFORMATION AS TO THE POSITION OF THE CARDS, AND THE CONTENTS OF THE DIFFERENT HANDS. The maxims laid down in the previous chapter are intended to guide the commencement of the play while the contents of the other hands are unknown. But we have now to consider the gradual dawning of infor- mation by the fall of the cards, and the changes which this information will lead to in the mode of play. And the first step is, to consider and explain by what means the information is gained. This is a branch of Whist play the cultivation of which, to any large extent, is entirely modern. In the old treatises it was occasionally alluded to, the player being directed to do certain things " to inform his partner," and so on. But no great stress was laid on the general com- munication of information from one player to his partner, nor on draw- ing constant inferences from the play ; nor does it seem to have occurred to the early writers what an amazing power lay latent in the full appli- cation of this principle. It is common at present to meet persons, thinking themselves tolerable Whist-players, who have no idea of learning anything from the partner's play as to what cards he holds. The utmost they will do is to remember the suit he leads first, in order to return it to him, and to notice when he renounces a suit, that they may lead it him to trump. If such persons are told that certain cards are known to lie in certain places, they think the knowledge can only have been acquired by looking over the hands ! It was only when the great principle of the combination of the hands became fully appreciated, that the importance of the communication between the partners began to be really understood. It was soon seen that, in order that the combination might be thoroughly carried out, each of the players must, in the first place, give his partner all possible in- 70 WHIST. formation; and, in the second place, must carefully observe and interpret every intimation which his partDer might be able to afford him. With this view, the intercommunication was made systematic and imperative ; and in framing the modern rules this element of play has been specially borne in mind. As a general principle, then, the player is bound to consider the communication of information to his partner as a matter of special importance, and must take every legitimate means of disclosing to him what cards he holds, and what are the chief aims in his play. We say every legitimate means, because, of course, all means of conveying information must be such as are fully established and authorized. !N"ow, there are three well-established and authorized means by which a player can communicate information to his partner. I. The simplest and by far the most comprehensive mode of convey- ing information, to an intelligent partner, is by following carefully the rules of play which are established as most expedient on general grounds ; whether during the tentative stage (Chapter II), or in re- sponse to some indication by the fall of the cards (Chapter IY). These rules are, or ought to be, familiar to all well-instructed Whist-players, and, if they are implicitly adhered to, an attentive partner cannot fall to draw abundant inferences from the play in which they are observed. This will be evident when it is considered that, from the philo- sophical nature of the process of reasoning by which these rules are constructed, it follows that almost every mode of play must have a condition precedent, which specially dictates or calls for it ; and hence, when an intelligent partner sees this mode of play used, he infers, or ought to infer, at once that the condition precedent is there. For example : the first rule for the opening lead, implies the con- dition precedent that the suit led is the most numerous in the leader's hand, or that it consists of at least four cards, so that when my partner's first lead is from a plain suit, I at once infer the existence of this condition. Many examples of this kind of inference will be given hereafter. II. But these rules are sometimes intentionally violated. A player may depart from them for several motives, and, among others, he may play irregularly with the special object of conveying information to his partner. For it is easy to conceive cases where cards played in an un- expected and abnormal way may imply something which it is desirable for the partner to know. The commonest case of this is the modern practice of leading the THE PRINCIPLES OF MODERN WHIST. 71 king first, from ace^and king, instead of the ace. It is an irregularity, the ace being the normal card. But if the king is not taken, and if the player should have occasion to change his suit, his partner infers that he holds the ace also, and that knowledge may be of great value to the joint hands. Another common irregularity is in discarding. If you hold, say, ace, king, queen and knave of an unplayed suit, and have to discard from it, you throw away the ace, contrary to all rule. But your partner, if in- telligent, will at once infer that you would not do so unless you had a sequence of cards of equal value still in your hand. Another case of irregular play is holding up the turn-up card. Sup- pose, for instance, you have turned up the queen, and hold the king also ; if you have to win a trick with one of them, the normal card to play is the queen, but in this case you play the king. This informs your partner you have both, which, of course, he could not know if you played the queen. Several such devices are described by " Cavendish," and others may be imagined and practised, on the spur of the moment, for the purpose of enlightening an observant partner. III. The third mode of communicating information is by conventions. It has been pre-arranged, with the knowledge and full concurrence of all the players, that certain modes of play are intended to have certain significations ; and therefore when your partner sees you adopt any such mode of play, he draws from it the inference intended.* The chief of them is the signal for trumps. In the combined game a player will often find it important to have trumps led promptly ; and, as it may not be in his power to get the lead so soon as he wishes, he intimates his desire to his partner by a pre-arranged signal, which is given in a very simple way, namely, by playing unnecessarily a higher card before a lower, when the usual custom would require the lower one to be played first. Thus, suppose a king and ace are led consecutively, and my two lowest cards of that suit are the seven and the three, the usual custom requires me to throw away first the three and then the seven ; but if I reverse this, and play first the seven and then the three, I am understood to call for trumps or aslc for trumps, and it is my partner's duty to lead them for me as soon as he can get the opportunity. * There is some difference of opinion as to whether the conventions spoken of here constitute an innovation on the game, or are only logical extensions of analog- ical forms of play. But they are now so generally admitted in this country, that they must form part of any description of the game. There can be no question as to their fairness, if agreed to by all the players. (See " Fortnightly Review," ApriL 1879, p. 576.) 72 WHIST. This device was introduced some fifty years ago^and its origin and rationale may be thus explained. It is said to arise from an analogical extention of certain modes of play which may be illustrated by the three following cases : (a) Suppose I have a very strong hand of trumps, which are hearts ; a strong suit of spades, a queen and one small club, and a knave and one small diamond. My adversary leads the king of clubs, to which I throw away the queen, in order to induce him to lead a trump. If he is an inexperienced player, he will very likely be tempted to do this ; but if he is cautious, and does not fall into the trap, he will continue with the ace, to which I must play my small card. Then comes the rdle of my partner : he has, if observant, seen this manoeuvre, and, if he is a good player, he will divine what was my object in playing the high card before the lower one, and will do for me, the first opportunity, that from which my enemy wisely abstained. (b) Suppose it is my right hand adversary's lead, and that he begins by playing a small diamond. I, having knave and a small one, ought, according to the established rule, to play the latter ; but, as I wish to get the lead in order to lead trumps, I depart from this rule and play the knave, hoping that the third player may have no bigger card in his hand. Suppose this does not succeed, the trick being won with the queen. On the next round, my partner seeing my small card fall, will ask himself what could be my motive for playing irregularly ; and, if he is a good player, he can have little difficulty in guessing it, and will lead me a trump as soon as he can. (c) Suppose this time it is my partner's lead, and that he has ace and king of clubs and ace and king of diamonds. He leads his two kings successively, to show me his strength; and to these I throw away the queen of clubs and knave of diamonds, instead of the small cards. He will then reason that my hand must be all— or nearly all— trumps and spades, or at any rate he will conclude (which is the fact) that I wish Mm to think so, and thereby to induce him to lead a trump, as ob- viously the best thing for both players. These methods of play being perfectly justifiable and not uncommon, it appears to have occurred to some one that they might, by having a previous understanding to that effect, be made general, applying to the lowest cards as well as the highest, and so the "signal for trumps " came into use. It is no doubt a great power, and gives great advan- tages to those who use it, but it is by no means certain that, generally speaking, it has improved the game. It is the opinion of many good authorities that it requires somewhat THE PRINCIPLES OF MODERN WHIST. 73 greater strength to justify a call for trumps than an original lead of them. On this point refer to " Cavendish " and Clay. Another conventional device is called the penultimate lead. If, in leading the first card from your long suit, you do not hold any of the combinations which determine a high card lead, the usual custom has been to lead the lowest card you have. This convention dictates that if you hold not more than four cards of the suit, you should adhere to this ; but if you hold five or more, you should begin with theloivest but one, from which your partner will, sooner or later, find out that you have the larger number. This was introduced by "Cavendish " some years ago, and is now much used. A third conventional mode of play is called the echo of the trump call. If your partner leads trumps, or calls for them, and you hold more than three yourself, it is considered so important to convey the knowledge of this strength to your partner, that you are directed to " echo his call " — i.e., to ask for trumps yourself. This device was also introduced by " Cavendish/' and is fully de- scribed in his work. From what has been above stated, it may easily be seen what a very large and copious opportunity of conveying information exists, if it is properly taken advantage of by both player and observer. In Clay's admirable work, the opening passages (Edition 1881, pp. 35-40) are en- tirely occupied with this subject, and may be read with great advan- tage. He begins with the question, " How am I to learn Whist?" and he gives a most interesting account of how he actually put the question in his own case, and of the process by which he was led to the answer. He devotes about three pages to analyzing the first two tricks of an imaginary hand, and pointing out what a large amount of information may be extracted from the fall of the cards in them, when all the avail- able inferences are drawn.* This leads him to make use of the expression — " Whist is a language, and every card played an intelligible sentence. 7 ' The thought is not altogether new, for an old Spanish proverb says, speaking of cards and card playing : ' ' Que liablen cartas, Y callen barbas. ,} (Let the cards discourse, but the tongue be mute.) * We may, however, venture to take exception to all this being called "the way to learn Whist." Such an elaborate process of inference cannot be attempted t)y be- ginners. Whist must be learnt in much simpler ways : we should rather describe Clay's process as "The way to become a finished and fine player." aescrioe 74 WHIST. But the idea is a very happy one, and has, since the introdnction of the modern style of play, come into general nse. It is customary to speak of the "conversation'' between Whist partners with a meaning as definite as if the phrase referred to oral communication. The philosophical bearing of all this on the conduct of the game must be well considered by both player and observer. Each of them has his duties in regard to it. The player is bound to bear constantly in mind that every card he plays conveys a message to his partner as distinctly as if it were written in a letter ; and that if he makes this message untrue by carelessly or unnecessarily violating the ordinary rules of play, even in so small a particular as the throwing away of useless cards, he imperils the joint interests, and renders the great instrument of action (the combination of the hands) of uncertain effect. The necessity of regularity and care in the play is curiously illustrated by the character of truthfulness gen- erally ascribed to it. The player who violates this regularity, by play- ing a card different from that which, as a matter of routine, his partner would expect him to play, is said to play "false," and the card so played is called a " false card." Clay says to such a person, "You have told me, as plainly as Whist language can speak, such and such a fact deducible from your play. In no other position in life would you tell me that which is untrue ; why do you do so here V* He adds: ' ' The best Whist-player is he who plays the game in the simplest way, and who always bears in mind the great maxim, th.&titis of more importance to give information to Ms partner than to deceive his ad- versary. " I value that player the most who never deceives me, and whose unvarying certainty enables me, as it were, to play his cards with almost the same knowledge of them as I have of my own. "I hold in abhorrence the playing false cards. v That is, of course, playing them without a definite motive. False cards may often be played advisedly and properly, as it is explained by 1 ' Cavendish/' But, on the other hand, all this precaution is useless unless the partner, for whose benefit it is taken, is also thoroughly alive to the advantages of the intercommunication. He, too, has his duties . The language is addressed, the message of the card is sent, to him, and he must educate himself to accurate observation and prompt drawing of inferences, in order to be able to observe the message and to appreciate its significa- tion, otherwise he may lose favorable opportunities offered him by his partner of improving their joint position. THE PRINCIPLES OE MODEKtf WHIST. 75 It may be worth while, in order to show what the opportunities and the duties of the observer are, to point out some of the more obvious of the communications that may be made to him, and which he is bound to notice and act upon. (A) Take in the first place your partner's first lead, and see what are the probable messages conveyed to you by this single card. 1. If he leads a trump, he tells you he is strong in trumps, and wants them drawn. 2. If he leads a plain suit he tells you he is not very strong in trumps, but that the suit led is the best in his hand, that he holds four or more cards in it, and wants to establish it, and bring it in. 3. If his first lead in it is the king, he tells you he has either ace or queen also, perhaps both. 4. If it is the ace, followed by a small one, he tells you he has not the king, or queen with knave, but that he had originally five or more. 5. If it is the ace followed by the queen r he tells you he has the knave also. 6. If it is the queen, you infer it is probable he holds also the knave and ten. 7. If it is the knave, you infer it is probable he also holds either king and queen with two others ; or ten and nine, with at least one other. 8. If he leads the ten, you infer he has probably also the king and knave. 9. If he leads a small card, he tells you he has none of the above combinations which require him to lead a high one. 10. If he leads any small cards, afterwards dropping a smaller one, he tells you he had orginally five or more of the suit. (B) Secondly, suppose he is returning your suit. In this he is acting on information given by you (see Chapter IY). Tou will see what his mode of play probably tells you. 1. If he does not lead out the master card, he tells you he does not hold it, and, if not in your own hand, you therefore know it is against you. 2. If he leads any card, afterwards dropping a lower one, he tells you he has then no more of the suit. 3. If he leads any card and afterwards drops a higher one, he tells you he has still another left. 4. If he returns your plain suit at once without showing you 76 WHIST. his own previously, yon may infer he has no good long suit in his hand, but prefers plaining your game. (0) In what may be accidental leads of your partner. 1. If he leads a losing card of a suit of which he knows you have none (you not having yet given him any intimation of your strength), you may infer generally he is strong in trumps him- self. 2. If, when he has the power, he refrains from doing so, he tells you he is weak in trumps. 3. If he leads a card of doubtful significance, such as a knave, ten, or nine, you should consider the possibility of its being a forced or unnatural lead. (D) When your partner is second player. 1. If he trumps a doubtful trick, he tells you he is weak in trumps. 2. If he refrains from doing so, he tells you he has four trumps at least, or else some good ones guarded. 3. If he plays a high card, the rules for the play of the second hand will tell you the object, and will enable you to draw the proper inference. 4. If he plays a low card, he tells you that is the smallest in his hand ; unless he is calling for trumps. (E) If he is third player. You generally infer he has played the highest he has, or at least the lowest of a head sequence ; but this is sometimes modified by finessing. If he plays the ace he tells you he has not either king or queen. (F) If he is fourth player. 1. You know he will win the trick as cheaply as he can, and that he has therefore nothing between the card he plays and the one against him— e.g., if third hand has played the nine, and your partner takes it with the king, he tells you he not either ten, knave, or queen. 2. If he cannot take a moderately high card against him, yon see his weakness, and must provide against it as well as you can. (Gr) Where your partner is in any position except leader. 1. Any card that he plays tells you generally he has not the next below. 2. When he discards, in ordinary circumstances he tells you that the suit he plays is his shortest or weakest. 3. But if strength of trumps has been declared against him, he THE PRINCIPLES OF MODERN WHIST. 77 tells yon that the suit he discards is his longest and best protected, and that he wishes yon to lead it for him. 4. If he plays unnecessarily a higher card before a lower one, he is calling for trumps. 5. If he " echoes'' when you are leading trumps, or calling for them, he originally held more than three. 6. If he refuses to trump a trick that is certainly against him, he either has no trumps, or is strong in them, and wants them led. 7. If he discards the best of any suit, he tells you either that he has only trumps and winning cards left, or that he has the next best of the suit discarded, and the full command. 8. If he discards the second best card of the suit, he has no more of it. A good player will take such advantage of these and other inferences that he will often, when only a few tricks remain to be played, " count the hands " of some or all of the other players, which of course must give him a great advantage. The foregoing considerations have referred solely to the communica- tion between the two partners ; but it is obvious that all the steps that are taken by any player to give information to his partner are equally available for the information of the two adversaries, if they watch closely for them. The "conversation of the cards," or the " language of Whist,'' must be spoken aloud, and may be heard all round the table. A question obviously arises on this, namely, whether the fact that the information is open to the adversaries is of sufficient weight to be an argument against the free communication of it to the partner % Opinions have varied on this point; bat the more authoritative view, as derived from the experience of the best players, is, very decidedly, that the ad- vantage of informing your partner is considerably greater than the at- tendant disadvantage of informing the adversaries, and ought conse- quently to regulate the play. In fact, if the policy were changed to one of universal concealment, everybody trying to deceive and mislead everybody else, it is difficult to conceive how the game could be brought into any rational form at all. At the same time, there are occasions when the difficulty must be borne in mind, and may have a legitimate influence on the play. If, for example, you have a bad, unobservant partner, it is obvious that many of your efforts to inform him may be purely wasted, and may only do you harm by being taken advantage of by clever observant adver- saries. In such a case, or even if a good partner is found so weak as to 78 WHIST. be powerless for good or harm, it would be"mcre expedient to withhold than to give information, and you would be perfectly justified in mod- ifying your tactics. These, however, are purely practical matters of detail, which hardly enter into the scope of this booJi. CHAPTEE V. ACTION ON THE INFORMATION OBTAINED. "We now come to the last phase of the hand— the decending curve of the parabola— when the player has to act, not as at first, blindly or tentatively, on rules dictated by mathematical probability or logical speculation, but to a considerable extent on facts that have been dis- closed to him as to the cards remaining in the various hands. Here comes into play the exercise of personal skill; for the combina- tions of Whist are so varied, that the particular mode of action which will be best adapted to the latter portion of a hand must be left largely to the judgment of the player. There are, however, some situations where the information received dictates certain modes of play. These can be easily defined, and it will be found that in all such cases the line of conduct is consistently founded on the same great principle that has ruled the previous phase of play, namely, the effective combination of the hands of the two partners. PLAY OF THE TKEED HAND. When you have to play third hand your partner has led, and you have, therefore, obtained important information as to the state of his hand. Let us see, therefore, how the application of philosophical principles will guide you. We may ignore exceptional leads, and suppose your partner to have led from his most numerous plain suit. If he leads a high card, you will ; knowing the rules in Chapter II, have no difficulty in understand- ing what to do. If he begins with the ace, you of course throw to it your lowest card ; and the same if he begins with king. In the latter case, if you are void of the suit you must not trump it, because he either holds the ace himself, or wants to get it out of his way to establish his suit, a desire you must not oppose. If he leads the queen, you, of course, will not put on the king, nor must you put on the ace, as this is a "finesse " always prescribed ; THE PRINCIPLES OF MODERN WHIST. 79 understanding, however, that you play the ace afterwards as soon as you can to get it out of your partner's way. The leads of knave, ten or nine, you holding higher cards, lead to some rather complicated considerations, which will be found explained in more detailed works ; they are ruled on the same principles. But it will more frequently happen that your partner's first lead will be a small card, and here you have a greater range of choice as to your play. The principles will clearly point out your duty. You know that your partner has, in all probability, led from a long suit, and you must take it for granted he wants you to help him to establish it and bring it in. When he led a high card, he was taking the initiative in the establishment of his suit ; when he leads a small one, he asks you to take the initiative, and your course is, therefore, more important to him. The French call this lead V invite ; your partner inviting you to show what you can do to aid him. How, then, can you best do this ? The answer is easy. You must recollect that his lead of a small card shows he has not already the full command of the suit, to obtain which he wants to get certain high cards out of the way. The mode, therefore, in which you can best help him is, by playing the highest card you have. If it wins the trick, all well and good ; if it is taken by the fourth hand, there is still a valu- able result obtained, for two high cards (if you have been able to play a high one) are thus got out of your partner's way at once. Suppose, for instance, he leads from king, knave, and small ones, and that you put on the queen, which is taken by the ace ; your partner's suit is thus established in one round only, a result that may be very profitable to him. If you happen to hold queen and ace, you are at liberty to finesse the queen, playing out the ace afterwards as above stated ; but gener- ally you must comply with the principle by putting on the highest card you have. RETURN OF THE LEAD. But you have a further duty to perform — in regard to what you now know to be your partner's long suit— i.e., when a suitable opportunity arises, you have to help him further in regard to it, by leading it again for him, or, as it is called, returning it. This is not only a benefit to him, but it is also a considerable advantage to you, as supplying you with a useful object for a lead. STow you must apply to our philosophical theory to guide you how to return your partner's lead with the best advantage to the combined hands. 80 WHIST. The key to the problem is the consideration of what yonr partner desires, namely, to establish his suit. Suppose you had originally three cards of it, say the ace, knave and four ; your partner having led a small one you win with the ace — which of the two others, the knave or the four, ought you to lead in returning ? You must recollect that, to carry out your partner's object of establishing the suit, the high cards have to be got out of his way as early as possible ; and you will facili- tate this object much better by returning the knave than the four. The knave will probably be sacrificed, but this will be for your partner's benefit. His best card may be the queen, when your knave will force out the king, and leave the suit established with the queen as master card. Whereas, if you led the four, your partner's queen might be taken by the king, and then your partner's suit would not be established, as your knave (then the best card) would stand, in his way, or " block his suit, " as it is termed. It is a general rule, of which the above is an example, that if you are short in your partner's long suit, the best use you can make of your high cards is to sacrifice them, if necessary for him. This is called " strengthening" play, and the import of the term will be evident when it is considered that the removal of every high card out of the way in- creases^ the value of those below it, by promoting their rank — a process tending directly towards the prompt establishment of the long suit, which is the object desired. Now, suppose you have ace, knave and two small ones— say four and three. After winning your partner's lead of the small card with the ace, which ought you to return ? Here you have a right to consider yourown hand, as you are fairly strong in the suit yourself, and you should return the three ; for the sacrifice of the knave is not required, and it cannot block your partner's suit, as you have still a small one left to give him after you have played the knave to the third round. Hence, the rales have been laid down — In returning your partner's suit, if you have only tivo left, return the highest ; if more than two, the lowest. This rule is also very valuable as giving information to your partner, who is of course much interested to know where the cards of his suit lie. If after you return the knave he sees you drop the four he will know you have no other. But if after you return the three he sees you play the four, he will know you have still at least one of the suit left. For this reason philosophy requires you as a matter of principle and uniformity, to adhere to the rule even though the original object THE PKINCIPLES OF MODEKN WHIST. 81 dependent on the value of the cards, may no longer exist. Suppose, for example, you held originally ace, five and four, after winning with the ace you must return the five ; if you held ace, ^ve^ four and three, you must return the three. It is generally advisable that before returning your partner's lead you should open your own suit, if you have a moderately good one, in order to inform your partner ; for otherwise, when he has the lead again, if he cannot go on with his own suit, he may be obliged to lead at random, which is often the bane of Whist play. The rules for the return of the lead imply, of course, that the lead has been a normal one, from a long suit; if you have reason to think it has been a " forced " lead, it must not be returned, or at least not in the same way. COMMAND OF THE LONG SUIT. There is a rule intimately connected with the preceding, but in a more general form, namely : Bo not retain the best card of your partner's long suit The reason is obvious ; the establishment of the suit, which he aims at, means, in other words, obtaining the full command, which, if you keep the best card, he cannot do. The converse rule : Keep the command of an adversary's suit as long as you conven- iently can, only requires enunciation as a matter of form. You have, however, to consider that if you hold a master card too long, it may be lost by trumping ; and for this reason it is usual, under ordinary con- ditions, not to hold it up beyond the second round. It may be added that " getting out of your partner's way " in com- plicated cases becomes almost a special art, and full directions on it will be found in ' ' Cavendish . " , MANAGEMENT OF TKTJMPS. So soon as you have acquired information as to the position and in- tentions of any of the players in regard to trumps, your duties become very important, and must be carefully regulated by philosophical considerations, or you may not only lose the chance of doing much good, but may do a great deal of positive mischief. In the first place, suppose your partner leads trumps. You then infer, by the considerations in Chapter II, that he wants to get them out ; and it is your duty to help him in this object. Hence it is clear that, if you win the first trick in them, or if, losing it, you get the lead again 82 WHIST. anyhow before your partner, you are bound to return trumps imme- diately. This is perhaps the most imperative of all Whist rnles. The card to return is determined by the considerations already given. Again, your partner not having the opportunity of leading, may call for trumps ; and as will be clear from what has been said, you are bound to lead trumps in answer to the call the first opportunity. The answer to the call is considered as equivalent to a return lead, and the cards to play are determined on the same principle. If you have less than four, you begin with the highest ; if four or more, with the lowest ; unless you hold the ace, when, for the sake of getting two rounds certain, you play it out, even at the risk of misleading your partner as to the number you hold. # But the knowledge that your partner is strong in trumps brings other duties upon you, as the philosophical theory will easily explain. The importance of numerical strength in trumps has been made so evident in Chapter II, that it will readily be understood what a disad- vantage a loss of one of them must be. Hence, under the above condi- tion, it would be most improper to damage your partner's prospects and intentions by " forcing " him to trump a trick when he is short of a suit, and you must carefully avoid the risk of doing so. On the other hand, conversely, when one of your adversaries has de- clared strength in trumos, your policy is, of course, to force him when- ever you can. THE DISCAED. . Chapter II contains the philosophical principle regulating the discard so long as you are in ignorance of the contents of the hands, in which case you are directed to discard from your shortest or weakest suit. But when you obtain information, this rule may possibly be influenced thereby, the case turning on where the strength of trumps may be de- clared to lie. If the strength is on your side, then the above rule still remains good. But if the strength of trumps is declared to be with the adversaries, then the following reasoning comes in : The object of the original rule was to preserve your long suit, in case it might be brought in ; but if the strength of trumps is against you, this object may be given up as impracticable, and you must change your tactics to a de- fensive policy. Xow, it often happens that in your short suits you may have, say, a king guarded, or a queen or knave doubly guarded ; and it would be a pity to destroy the guard to one of them for the sake of an unattainable object, as it might make a trick and perhaps save the game, or it might be still more useful to obstruct the long suit of one THE PRINCIPLES OF MODERN WHIST. 83 of the adversaries. It would be less disadvantageous to throw away a small card of your long suit, as you would even then have probably more left than would be of use to you. But the discard is of so much importance as a means of information to your partner, that if you adopt this policy you must be consistent, and adopt it in all cases of adverse strength in trumps, whether or not you have the guarded cards that rendered it necessary ; and hence it has, in modern play, become a rule, and a very proper one : Whenever the strength in trumps is clearly shown to lie with your adversaries, you must reverse the ordinary ride in regard to your first discard, which must in this case be from your longest and best protected suit, or at least from the s,uit which you wish your partner to lead you. In ordinary cases a lead of trumps, or a call for trumps on the part of the adversaries, may be sufficient to determine the question of strength ; but it is not always so, for it may happen that your own side may turn out the stronger, in which case the ordinary rule should be adhered to. LEADING TO YOUR PARTNER'S DISCARD. It has been shown, in this Chapter and in Chapter II, how your part- ner may, before leading, communicate to you the knowledge of what is his suit, by the medium of the discard, and it may often happen that you get the opportunity in this way of leading his suit for him before he can open it himself. In this case you mast treat your play as a return of the lead, although it is really anticipatory of it, i e., you must adopt strengthening play, leading him out your highest if you have not more than three. It is, in fact, the same case as a response to a call for trumps ; your partner " calls " for a certain plain suit, and you must lead it to him as you would answer a trump signal. QUESTIONS OF POSITION. Another obvious use to be made of information obtained is, to take advantage of any disclosures that have been made, as to certain posi- tions of cards that appear to open opportunities of making tricks with comparatively low cards. Suppose, for example, your right-hand adversary has shown, in a previous trick, that he has no high hearts; if you lead a heart it affords your partner the opportunity of winning the trick with a comparitively small card. Hence the rule, that it is good to lead up to a weak hand. If, on the contrary, the indications have shown that any player is strong in a suit, it is obviously not good to lead up to him, for you may thereby sacrifice good cards of your partner's ; therefore — 84 WHIST. Avoid leading up to a strong hand. The converse rule — It is good to lead through a strong hand, and bad to had through a wealc one, is generally well-founded, but is not capable of such defi- nite proof as the others. In fact, we begin here to approach[the boundary of the region of personal skill and judgment, in regard to which it is impossible to give definite rules CHAPTEE VI. CONCLUSION.— ADVICE TO STUDENTS. From what has been said in the foregoing chapters, an idea may now be formed of what qualifications are necessary to constitute a really good Whist Player. In the first place, he must have a competent understanding and ap- preciation of the general philosophical system which forms the basis of Modern Whist Play. He must have a fair knowledge of the applica- tion thereto of the calculations of probabilities, and must intelligently enter into* the nature of the logical reasoning by which the various problems of the case are determined and solved. Secondly, he must have a thorough acquaintance with the codes of rules which have been drawn up for practical use, and such a familiarity with them as shall ensure their prompt application. It is not sufficient that he should know these as mere forms ; he must understand their origin, derivation, and objects, in order to be able to distinguish the cases where they are strictly applicable from those where they may fail, or may be of doubtful propriety. And his knowledge must extend, not merely to the important rules themselves, but to all the shades of detailed modification in their practice which have been dictated by acute reasoning, or by extended and careful observation and experience. Thus much may be called " Book-learning, " which, though not suf- ficient of itself to make a good player, is absolutely necessary to enable any one to merit that title. Beyond this, personal qualifica- tions come into play. Thirdly, the player, if he is to take high rank, must be able to give the most careful attention to the cards as they fall, and must possess the faculty of drawing rapid and accurate inferences as to the facts de- ducible therefrom. And he must devote particular attention, in this way, to the intercommunications between himself and his partner, so as to carry out, to the fullest extent, the combination of the hands. THE PRINCIPLES OF MODERN WHIST. 85 And lastly, he must bring to bear on the game, at every stage, a sound and clear judgment, so as to take the best advantage of its ever- changing positions and accidents. He must extend this judgment even to the personalities of his partner and his opponents, taking the meas- ure of their knowledge and skill, and adapting his play accordingly. He must be able to perceive when critical positions arise, and to meet them by exceptional or irregular piay ; and he must have the ability by an occasional dexterous " coup n to effect some desired result which, to an ordinary player, would have been quite unattainable. To do all this perfectly is no light matter, and it is no wonder that the effort to do it, in a more or less perfect degree, should present a power- ful attraction for intelligent minds. There is, probably, no intellectual recreation, the exercise of which so well repays in interest the trouble spent upon it; and there is certainly none in which the degree of per- fection attained famishes a better test of the mental powers. An emi- nent statesman once said that he would be content to choose a prime minister by his Whist- playing. But large as is the demand that Whist, when finely played, may make on the ability and talent of the player, it must not be supposed that its acquisition, to a more moderate extent, involves any great diffi- culty ; for it is one of the peculiar attributes of the philosophical game that, from its systematic structure, a moderate proficiency in it is very easy to acquire. It is infinitely easier than the groping in the dark which untaught persons are accustomed to use, and which is neither intelligible nor teachable. So easy are the first principles of the art, that we have known an intelligent child, of seven years of age who (being properly taught) could go through the formalities of the game with tolerable correctness, and who made a very good and satisfactory partner. It is one of the objects of this work to aid those who earnestly aspire to a knowledge of the game in its best form, and we cannot do better than conclude by offering a few words of guidance to them. First, then, we say to the student you must be convinced that you have something to learn. It is the want of appreciation of this truth that accounts for such a general prevalence of bad play. People fancy they can become good players by mere practice, which is a great mistake ; they only move on in one eternal blundering round. The philosophical game has been the result of years upon years of elaborate thought and incessant experiment, and you can no more arrive at it by your own limited experience than you could become acquainted with modern scientific astronomy by watching for a few weeks the apparent motion 86 WHIST. of the stars. And, further, if you have already learnt and practised Whist on the erroneous principle of considering merely your own hand, you must wipe out all that, and make a tabula rasa, on which true knowledge can be inscribed. Your mind being thus clear from any of the false notions that pre- vail among untaught players, will easily be impressed with the import- ance of the great fundamental principle of the combination of the bauds, which, through the entire study of the game is always to be kept stead- fastly in view. And you will, of course, begin by making yourself familiar with the rules founded on it. But in doing this, it is highly desirable to confine your attention, in the first instance, to the simplest and broadest precepts, and not to distract the mind at the outset by too much detail. To aid in this, it may be useful here to put down a few simple Elementary Eules which are of the most importance to begin- ners. They do not pretend to be anything like a complete code, but if fully mastered for ready application in practice, they will at once enable their possessor to make a fair beginning as a "Whist player on the proper system. SIMPLE ELEMENTARY RULES CHARACTERIZING THE PHILOSOPHICAL GAME OF WHIST. GENEKAL PRINCIPLES. Remember that the great fundamental principle of Philosophical "Whist is the combination of the hands of the two partners. For which reason it is of the highest importance that yon should watch, and draw inferences from, the fall of your partner's cards, with the view of gaining information as to his hand; and that yon should play yonr own cards very carefully, in order to give him information as to yours. THE OPENING. Let your first plain -suit lead be from your longest suit, which gives your partner the most ample and positive information. THE PRINCIPLES OF MODERN WHIST. 87 In this suit — IF YOU HOLD ' LEAD Ace and king. King, then ace. King and queen King. Ace, queen, knave Ace, then qneen. Queen, knave, ten Queen. Knave, ten, nine Knave. King, knave, ten Ten. Ace and four or more small ones . . Ace. In other cases, lead the lowest; or, if you hold five or more cards, the lowest but one. RETURN OF YOUR PARTNER'S SUIT. If you have not more than two left, return the highest ; if more, the lowest. But in any case get rid of the commanding card. MANAGEMENT OF TRUMPS. If you hold five trumps, lead them ; and if they contain an honour, call for them. If your partner leads trumps, it is imperative that you return them the first opportunity. If he calls for them, you must lead them for him as early as you can ; if you hold three or less, play out your best ; if more than three your lowest. Do not force your partner if he has shown strength in trumps, or if (being in ignorance of this) you are weak in them yourself. But force a strong adverse trump hand whenever you can. Do not trump a doubtful trick second hand if you have four or more trumps ; if you have less do so. SECOND HAND. Generally play your lowest card. But if you hold ace and king, or king and queen, play the lowest of them. THIRD HAND. Generally play your highest. But with ace and queen you should finesse the queen, playing out the ace afterwards. SECOND; THIRD, OR FOURTH HAND. Always play the lowest card of a sequence. 88 WHIST. DISCARDING. As a general rule discard from your shortest suit. But if strength of trumps is declared against you, reverse the rule and discard from your most numerous one. LN ALL POSITIONS. Avcid playing "false " cards, and be very careful in playing even the smallest cards, lest you may deceive your partner. These rules, simple and short as they are will, when firmly impressed on the mind, so as to be ready for prompt use, put you in possession of the main points of the modern system, and when their spirit is once acquired and appreciated, the great portion of the learning is done. You will then be surprised to find how different the game has become from that of the uninitiated ; how much more intellectual, how much more interesting, and how much more simple and easy. All the blind- fold hap-hazard stumbling has disappeared ; everything you do has now a clear meaning and object, and you are enabled to appreciate the play of a hand as no longer a mere jumble of chance events, but as a connected series of combinations guided by intelligence and design. Practise as much as possible with good players ; but do not be turned aside from correct play by unsound criticism, or by unfavorable results, both of which you will have to encounter. Neither be discouraged by finding you have made mistakes and played badly, for even good players are liable to this at times. Clay, who associated with far better players than you will be at this stage, used to say that he won more by his ad- versaries' mistakes than by his own skill. It is very essential to draw a proper distinction between errors of different kinds. This is very seldom done in the wranglings and disputes one hears after the play of a hand, when an unfortunate partner is re- proached for bad play with no kind of qualification. There are three clearly distinct kinds of errors which may be (and constantly are) made, namely, errors of form ; errors from want of attention; and errors from mistaken judgment. By errors of form are meant contraventions of the established book rules, such as playing false* cards, leading wrongly, returning the wrong cards, not returning trumps, forcing the partner improperly, and so on ; these errors are the least excusable, whether they arise from ignorance, which ought to be corrected, or perversity, which ought to be reproved . Errors from want of attention, such as trumping your partner's best card, or omitting to take advantage of any sort of intimation that has been clearly given by the fall of the cards, THE PRINCIPLES OF MODERN WHIST. 89 should be viewed more leniently, as the power to keep up the attention varies very much in different persons, and even in the same person at different times. Errors in judgment, which consist in not doing the best thing possible in difficult or doubtful situations, are the most ex- cusable of all, seeing that there is generally room in these cases for difference of opinion, and that it often requires a fine player to see at the right moment what is the best thing to be done. Do not abuse the statement made in all good Whist-books, that rules ought sometimes to be departed from. This is true ; but to judge cor- rectly when and how such departure should be made is one of the attributes of the very best players. There is no greater nuisance at a "Whist-table than a young player who, though he knows what the rules of good play are, is coustantly breaking them because he thinks he can do something better. And, conversely, there is no more satisfactory partner than one who, even with a little self-denial to his own inclina- tions, keeps his play within the accustomed bounds, and so renders it fully trustworthy. At an early stage of practice your attention will naturally be directed to the question to the question of memory. In regard to this subject there is a vast amount of misunderstanding among the public in general. Most people who do not play Whist, and do not care to take the trouble of learning, excuse themselves by saying u they have no mem- ory for it." They imagine that the great art in playing consists in remembering every card that falls ; and it is not uncommon to hear somebody spoken of as a very fine player because he can tell the four cards left in the hands before the last trick. All this is pure delusion. The necessity of remembering all the cards that fall is a fiction : no one attemps to do it, or needs to do it. The effort of memory required for fairly good playing is very moderate indeed, and such as no one need despair of being able to apply, when the game is learnt systematically. For it is one of the best features ofphilosophical play, that it immensely simplifies the exercise and application of the mnemonic faculty, by showing to wlmt points it is most important to direct attention. This may be easily gathered from the explanations given in previous chapters, which suggest the following hints: 1. In the modern game the trumps occupy the most prominent place, and your first effort of memory must, therefore, be directed to these ; begin by counting them, quite positively and distinctly, as they fall, and you will soon take a special pleasure in finding your mental "thirteen" corresponding with the fall of the last trump upon the table. 90 WHIST. 2. The next thing to attend to is to notice and recollect the fall of the high trumps. Try always to remember the play of the four honors and if you then extend your memory to the ten and the nine, you will go as far as the general run of moderate players pretend to. 3. After the trump suit the most important thing to you is your own long suit. Let this, therefore, have your next attention. It is better, at first, not to attempt actually to count the cards falling of any suit except trumps; but you will find that the counting may be done almost instinctively, by certain indications that you will soon be familiar with. For example : suppose you have four cards of your suit ; if it goes round three times, you will at once know you hold the thirteenth ; if one player fails the third time, then some one besides yourself has one left for the fourth round; and so on. Again, suppose you hold five cards, and the suit having gone round twice, three cards fall the third time; then you should know that you hold the only two left ; if two only fall the third round, there is still one besides your own to fall on the fourth round ; and so on. 4. Then you must try to remember the fall of the highest cards in your suit, in order to know whether you possess the full command, or whether there may be a master card still in your way. 5. After this, the next thing in importance is your partner's long suit, which you note by his first lead, and have to return to him. These things do not require any extraordinary memory, and if you accomplish them you will do very well. Any surplus power you have may be then employed on the general observation of the fall of the cards, and the meaning of the inferences to be drawn from them. You should bear in mind that a habit of observation is much more important than memory ; for when people complain that they do not recollect the fall of certain cards, they imply that they did not atten- tively observe them when they fell. If a player really observes that the queen of hearts is played to a trick, he is hardly likely to forget it a minute later. The books tell you to "keep your eyes on the table,' ' and not on your own cards ; but that is not enough. Tou must pay at- tention to the cards as they fall ; and if you do this, your memory will repay you for your trouble. It is best to trust to your natural memory only, and not to adopt any artificial contrivances for aiding it, such as putting certain cards in par- ticular places, and so on. All snch mnemonic arrangements do mis- chief; even the plan — so common with inferior players— of placing the trumps always in the same part of the hand, is simply childish; for a player who cannot recollect what is the trump suit, merely shows he is THE PKHtfCIPLES OE MODEKN WHIST. 91 taking no interest in the game. The only kind of arrangement really to be recommended is the careful sorting and counting of your cards at the beginning of the hand: this not only facilitates correct play, but may also aid your recollection of how the suits have gone. In practising the simple rules above laid down, you will gradually discover that they admit of a good deal of amplification and extension in points of detail, which, after a time, you must make yourself ac- quainted with. For this purpose you must consult the works of " Cav- endish " and Clay, where all details are fully and carefully explained, and your mastering these will advance you another and a very great step in sound play. You may then be supposed to have become thoroughly familiar with the philosophical system j you will speak the language of the game with fluency and correctness ; and, if you have cultivated your habits of ob- servation and inference, you may be credited with a facile interpretation of it when it is spoken to you. You may then turn your attention to the accidents of play, which have the object of taking advantage of particular situations. You will find plenty of examples of these in "Cavendish's" published " Hands," and many others in Hoy le and Matthews, which you may at this period study with advantage. And here you will find the field gradually opening for your personal skill ; your knowledge of system has already made you a sound trustworthy player, and you have then to advance into the first rank, and mount as high in it as your ability and your genius will allow you. You must not expect to get on too fast, as you may be years before you really excel ; but do not be discouraged, as you are in the right way, and with reasonable effort you cannot help improving. This fact is one of the most remarkable characteristics of the philo- sophical game. The old unscientific mode of play admits of no pro- gress. Even a man of superior ability, after playing by it for years, finds his skill limited to the mere practice now and then of a few clever strokes in an accidental way, and has no more general power over the management of a hand than he had when he first began. But when the play is founded on system, every year's practice must make its work- ing more perfect and more comprehensive, and must open a surer way for the attainment of the highest aims. WHIST. POLE'S PROBABILITIES AT WHIST. The application of philosophical principles to the theory and practice of Whist is a study which not only inclndes much that is interesting, but also possesses positive and practical value. Dr. William Pole, in his recently published work on " The Philoso- phy of Whist, " furnishes with elaborate research and mathematical precision the probabilities which occur in various phases and stages of the game, founded upon and deduced from actual experiment and carefully recorded results. Experienced players have long been aware that the common odds or 5 to 2 on the winners of the first game taking the rubber are not long enough, and that the betting should be, instead, three to one, to be in- creased if both deal and skill are in favor, but diminished in the contrary case. Mr. Perceval's record of 16,000 rubbers shows the following results : "The 16,000 rubbers consisted of 39,974 games, and counted 86,687 points, being an average of 5.411 points per rubber. "8,026 rubbers were won in two games, 7,974 rubbers required three. " In 12,080 cases the winners of the first game won the rubber; in 3,920 they lost it. " Out of the 39,974 games 21,004 were trebles ; 9,522 were doubles ; and 9,448 were single games. 1 ' In cutting for the first deal of the rubber it was won by S. P. or his partner 7,934 times, and lost by them 8,066 times; the difference against them being thus 132, or about 0.825 per cent, on the whole number of cuts. "In the separate games, the first deal fell to S. P. or his partner 19,- 543 times, and to the adversaries 20,431 times, giving an adverse differ- ence of 888. This difference seems very large, and difficult to account for." Upon this record Dr. Pole has based several interesting calculations concerning the value of personal skill, one of whicli deserves to be re- produced. The reader will understand that .500 represents an even chance. PROBABILITIES AT MODERN "WHIST. 93 PROBABILITY OF WINNING A SINGLE GAME. With deal and skill 0.534 "With deal, skill being even.. 0.523 With deal, against skill 0.512 Ignoring both deal and skill 0. 500 With skill, ignoring deal 0.511 With skill, against the deal . .0.488 Against both deal and skill 0.466 Or, to present the matter still more briefly, the advantage of the deal is about 11 to 10, and of skill about 21 to 20. The probability of a given player holding any given number of cards of a particular suit, named before the deal is concluded, has been calcu- lated by Dr. Pole as follows : NUMBER OE CARDS WHICH WILL BE HELD. of a suit once in 80 deals. 1 of a suit 80 times in 1,000 deals. 2 of a suit 206 times in 1,000 deals. 3 of a suit 287 times in 1,000 deals. 4 of a suit 239 times in , 1,000 deals. 5 of a suit 125 times in 1,000 deals. 6 of a suit once in 24 deals. 7 of a suit once in 114 deals. 8 of a suit once in 860 deals. 9 of a suit once in 12.100 deals. 10 of a suit once in 243,000 deals. 11 of a suit once in 11,000,000 deals. 12 of a suit once in 1,250,000,000 deals. 13 of a suit once in 635,000,000,000 deals. When dwelling upon these figures it may be well to say that the number of different hands which any single player at Whist may ob- tain from a pack of 52 cards, without ever repeating the same combina- tion of cards, is 635,013,559,600, and that the 52 cards maybe distrib- uted among four players in 53,644,737,765,488,792,839,237,440,000 different ways. These immense figures show that if the entire population of the earth were to play at Whist all day and during their whole lives, they could not exhaust all possible hands. 94 WHIST. PROBABLE NUMBER OF TRUMPS HELD BY A DEALER OR NON- DEALER IN 1 ; 000 DEALS. Trumps. Dealer. Non-Dealer. 17 1 or more. 1,000 983 2 or more. 975 885 3 or more. 846 951 4 or more. 585 375 5 or more. 292 137 6 or more. 100 35 7 or more. 23 5 8 or more. 4 — 9 or more. 1 — Or, to present the conclusion in a form easily to be remembered, the average number of trumps held by the dealer is 3.82, and by the non- dealer 3.06. From Dr. Pole's table one important deduction is to be made ; if the dealer's partner holds only one trump, the chances are 48 iu 100 (or nearly even) that the dealer holds five trumps, or more, so that there is justification for the well-known instinct of good players to lead a single trump if it is a tolerably high one and they have otherwise good cards. But if the dealer holds only one trump, the chances of his partner holding five or over are only 35 in 100 ; and if the deal is with the adversary they are reduced to 28 — an effect often under-rated, or completely overlooked. Dr. Pole elaborates a series of calculations of no little importance exhibiting the number of times that a suit will probably go around when one player holds a given number of cards of that suit. The most practical table is as follows : PROBABLE NUMBER OE TIMES A GIYEN SUIT WILL GO AROUND IN 1,000 DEALS. Cards held by leader 4 5 6 7 8 Suit will go around : Once or more 956 937 878 800 685 Twice or more 642 570 341 143 Thrice 158 Imperfect shuffling, it should be added, will cause the suits to go around oftener. PROBABILITIES AT MODERN WHIST. 95 PROBABILITIES AFFECTING THE LEAD OF THE ACE FROM ACE AND FOUR SMALL CARDS. Dr. Pole also discusses the probabilities affecting the lead of the ace from ace and four small ones in plain suits, a lead the propriety of which has at times been called in question. The usual rule, as every one knows, is to begin with the ace, lest the suit should be trumped on the second round. The probability of making the ace on the first round is 958 in 1,000 — in other words, the chances are 24 to 1, while if a small card is led, the leader will probably make one trick in the suit 836 times in 1,000 deals. The odds in favor of opening with the ace, are, therefore, about 8 to 7, but it may very fairly be doubted whether this difference is so great as to be absolutely conclusive. As to the information afforded to the partner by the lead of the ace, followed by a small one, as much would certainly be given by begin- ning with the penultimate ; and those who believe with Hoyle that " by passing the ace twice " three tricks may be made by one's own hand alone have at least a reasonable ground for their faith and practice. PROBABILITIES AFFECTING THE PLAY OF THE KING AND A SMALL CARD, SECOND HAND. Dr. Pole has made some excellent calculations concerning the play of the king and a small card second hand, a small one being led. This curious problem has furnished a never-ending topic for discus- sion ever since Whist was invented, and it appears likely to continue to do so as long as Whist survives in its present form. There is now a tolerably concurrent opinion as to what it is best to do ;' bat in none of the discussions that have taken place has there been any serious at- tempt to apply to the case the laws of probabilities, which are in mod- ern days so well understood as bearing on Whist problems. It has been customary to assume that when a small card was led the ace was equally likely to be in the hand of the leader, or of the third or fourth player, the fact being overlooked that 40 times out of 100 the lead of a small card indicates the non-possession of the ace. We have not room to follow, or even to summarize, the computations, but their result may be given as follows : If a player holds king and a small card second hand, and a small one is led on the right, it is probable that the ace will lie with the leader 180 times in 1,000, with the third hand 410 times, and with the fourth hand 410. 96 WHIST. Dismissing the fourth hand as immaterial, since that player will not* put the ace on his partner's king unless he is compelled to do so— a contingency not worth considering— it appears that the king put on will win the trick 590 times in 1,000, or about six times in ten. This is with reference to plain suits. In trumps the case is different. The leader has probably more trumps than any one else, and is more likely than he would be in plain suits to keep up the ace ; in fact, when second hand holds king and a small trump is led to the right, it is probable that the ace will lie with the leader 400 times in 1,000, with the third hand 300, with the fourth also 300, so that putting on the king would win the trick seven times out of ten. The difference between the practice in plain suits and in trumps commended itself to Clay, though the reason which he gives shows that he was guided by experience, not by any study of the philosophy of the subject. But there are several other considerations affecting the problem, so that it will perhaps be well to give the summing up of Dr. Pole's in- vestigations in his own words : " In plain suits the advantage, on the ground of the strict probabili- ties, is with the play of the small card in the first round, and this is in some degree enhanced by the exposure of the hand consequent upon the play of the king. In trumps there appears, on the ground of the strict probabilities, a slight advantage for the play of the king, but this is largely outweighed by the increased disadvantage of the exposure and the greater opportunity of adverse finessing. " If it be desired to win the first trick, the king put on will win it, on the average, in trumps seven times out of ten ; in plain suits, rather less than six times out often. " If it be desired to win at least one trick in the suit, there appears a little advantage in playing the king in trumps and the small card in plain suits ; but tbe difference is not great either way." DUMMY WHIST. This is played by three players. One hand, called Dummy's, lies exposed on the table. The laws are the same as those of Whist, with these exceptions ; I. Dummy deals at the commencement of each rubber. II. Dummy is not liable to the penalty for a revoke, as his adversaries see his cards ; should he *revoke and the error not be discovered until the * That is — Dummy's hand. If Dummy's partner revokes, he is liable to the usual penalties. WHIST. 97 trick is turned and quitted, it stands good, and the hand proceeds as though the revoke had not been discovered, III. Dummy being blind and deaf, his partner is not liable to any pen- alty for an error whence he can gain no advantage. Thus, he may ex- pose some, or all of his cards — or may declare that he has the game, cr trick, etc., without incurring any penalty; if, however, he lead from .Dummy's hand when he should lead from his own, or vice versd, a suit may be called from the hand which ought to have led. Mr. Clay gives a method of playing Dummy, which he considers vastly superior to the old-fashioned game. He describes it thus: "Single games are played and not rubbers, and each player plays one in his turn. Honors are not counted, but each trick counts for one, and the winning of the game for four. Thus, if twelve tricks out of the thir- teen are made, the value of the game is fifteen points, viz., eleven for tricks and four for the game. And if all thirteen tricks are made, which is commonly called the grand slum, the winner receives seventeen points froni each adversary, viz., thirteen for the tricks and four for the game points. But this hand does not count towards the game in which it has occurred, and that game proceeds as if no grand slam had been made. ** When Dummy Whist is played in this way, no hands are thrown up, as every trick is of value, and a nice calculation frequently occurs whether it may not be right to jeopardize even the winning of the game, in order to take the chance of making a very large score." This is a game from which whist-players may learn much that had previously escaped their attention. DOUBLE DUMMY Is played by two players, each having a Dummy or exposed hand for his partner. The laws of the game do not differ from Dummy Whist, ex- cept in the following special Law : — There is no misdeal, as the deal is a disadvantage. Mr. Clay gives the following remarkable hand at Double Dummy : The most celebrated player in Vienna had to play the hands Nos. 1 and 3. As soon as the cards were exposed, he exclaimed, " Why, I shall make all thirteen tricks !" This appeared impossible to the by- standers, for, although his hands were, between them, of commanding strength, still his adversary's hands, between them, held every suit guarded, except the trump. Large bets were made against the accom- 98 WHIST, plisliment of the feat, which was, however, performed ; and it became evident that, if hands 1 and 3 are rightly played, hands 2 and 4 are utterly helpless, and in spite of three guarded suits, must lose all thirteen tricks. I give the four hands below." GREAT VIENNA COUP AT DOUBLE DUMMY. HEARTS. CLUBS. No 1—4. No, 1.— Ace, King, Queen, 3. No. 2.— 10, 9, 2, 5, 6. No. 2.-2, 4, 5. No. 3.— Ace, King, Queen, Jack, 3. No. 3. — 6, 7, 8. No. 4.-7, 8. No. 4.— Jack, 10, 9. DIAMONDS. SPADES. No. 1. — Ace, Queen, 2, 4, 5, 6. No. 1. — Ace, Queen. No. 2.— Jack, 10, 3. No. 2.— King, 4. No. 3.-7, 8. No. 3.— Jack, 10, 3. No. 4.— King, 9. No. 4.-9, 8, 7, 6, 5, 2. Clubs are trumps. No. 1 leads, and makes all thirteen tricks. SOLUTION OF THE GREAT VIENNA COUP. This game is won by No. 1 and his dummy partner, by forcing No. 2 to discard, and thereby to lose the command that he seems to possess in . Diamonds and Spades, the only two suits that can cause any trouble and is effected as follows : No. 1 commences by leading his three highest trumps in succession, thus exhausting the trumps in all hands except his own ; he then leads his last trump, to which the others must discard. If No. 2 discards a Heart or a Diamond, No. 1 must lead, for the 5th trick, his Ace of Spades ; and, for the 6th trick, his small Heart, which is taken by No. 3 with the Ace. No. 3 now leads his King, Queen, and Knave of Hearts in succession, No. 1 being careful to discard his Queen of Spades in one of these rounds of Hearts. The lead by No. 3 for the 11th round is a critical one, and must de- pend on the discard of No. 2 in the 10th round. If No. 2 discarded a Spade, No. 3 must lead a Spade. If No. 2 discarded a Diamond, No. 3 must lead a Diamond ; and the rest of the game is simple. But if, at the 4th trick, No. 2 discards a Spade, No. 1 must lead, for the 5th round, the Ace of Spades ; and, for the 6th, his Queen of Spades ; "WHIST. 99 then, for the 7th, his small Heart, which throws the lead into No. 3's hand, who follows with his King, Queen, and Knave of Hearts; and for the 11th round, his Spade, which compels No. 2 to discard one of his Diamonds, and thus destroys the command he held in that suit The rest of the game is plain. THE BOSTON DOUBLE DUMMY PROBLEM. This Problem is an exceedingly ingenious one ; and, like the famous "Vienna Coup," depends for its success on forcing the opposing hands to discard and thus destroying the force of their apparently commanding cards. The hands are pre-arranged as follows ; HEARTS. CLUBS. No. 1. -Ace, King, 10, 9. No. 1.— 5, 6. No. 2.— Queen, Jack. No. 2.— King, 10, 9, 8. No. 3.-2, 3, 4. No. 3.— Ace, Queen, Jack, 3, 2. No. 4.- 5, 6, 7, 8. No. 4.-4, 7, DIAMONDS. SPADES. No. 1.— Ace, King, Jack, 3, 2. No. 1.— Ace, 6. No. 2.— Queen, 7. No. 2.— King, 10, 9, 8, 7. No. 3—4. No. 3.-2, 3, 4, 5. No. 4.-5, 6, 8, 9, 10. No. 4. —Queen, Jack. Hearts are trumps. No. 1 to lead ; and, with his partner, No. 3, to win all the trieks. The solution of this apparent impossibility is as follows : No. 1 leads club ; No. 3 takes it with the Jack. No. 3 leads diamond ; No. 1 takes it with the Ace. No. 1 leads small diamond ; No. 3 takes it with a trump. No. 3 leads trump ; No. 1 takes it with the Ace. No. 1 leads King of trumps, which secures the trick. No. 1 leads King of Diamonds. If No. 2 should now discard a club, No. 3 would then take the necessary tricks with clubs. No. 2, therefore, discards a spade, and No. 3 plays a spade. No. 1 leads Jack of Diamonds ; No. 2 discards a spade (for the same reason as before) ; No. 3 plays spade. No; 1 leads trump ; No. 2 must discard spade ; No. 3 plays a spade. 100 WHIST. No. 1 again leads trump ; No. 2 must discard a spade ; No. 3 plays a small club (keeping spade to give lead to No. 1) No. 1 leads clnb ; No. 3 takes it with his Queen. No. 3 leads Ace of clubs. If No. 4 discards a diamond, No. 1 will then play a small spade, and make with his diamond ; No. 4, therefore, discards a spade, and No. 1 plays a diamond. No. 3 leads spade ; No. 1 takes it with the Ace. No. 1 secures the remaining trick with his small spade. ANOTHER SOLUTION OF THE " BOSTON PROBLEM. 77 An equally ingenious solution of the " Boston Problem " has been sug- gested, and secures success in the following manner : No. 1 leads King of diamonds ; Nos. 2, 3 and 4 follow suit with their lowest cards. No. 1 leads Two of diamonds ; No. 2 plays his Queen ; No. 3 trumps it with Two of hearts; No. 4 plays Six of diamonds. No. 3 leads Three of trumps ; No. 4 plays Five of trumps ; No. 1, King; and No. 2, Jack. No. 1 leads Five of clubs; No. 2 follows suit with the Eight; No. 3 takes it with Jack ; No. 4 follows suit. No. 3 leads Four of trumps ; No. 4 follows suit ; No. 1 takes it with the Ace ; No. 4 plays his Queen. Up to this point each player has followed suit, except the trump played to the second trick. No. 1 now leads successively the Ten of trumps. Nine of trumps, Ace of diamonds and Jack of diamonds. These cards take all the four tricks. To each of these four leads No. 4 follows suit, and No. 2 must discard from his clubs and spades. The play now depends on the cards dis- carded by No. 2. First. — If No. 2 discards four spades, he retains the King of spades, and the King, Ten and Nine of clubs ; and No. 3 discards three spades and the Two of clubs, retaining the Ace, Queen, and Three of clubs, and the Five of spades. No. 4 retains the Queen and Jack of spades, the Seven of clubs, and the Ten of diamonds. No. 1 next leads the Six of clubs ; No. 2, the Nine; No. 3, the Queen; No. 4, the Seven. No. 3 leads Ace of clubs ; Now, if No. 4 discards the Ten of diamonds, No. 1 plays Six of spades ; No. 2, Ten of clubs. Then, No. 3 leads Five of spades ; and No. 1 makes the two tricks with his Ace of spades and Three of diamonds. WHIST. 101 But if, to No. 3's lead of Ace of clubs, No. 4 discards his Jack of spades, then No. 1 plays the Three of diamonds. No. 3 next leads Five of spades, and No. 1 takes the remaining trick with his Ace and Six of spades. Second.— If, to the sixth, seventh, eighth and ninth tricks, No. 2 dis- cards one or more clubs, then No. 1 must lead the tenth tricky with Ace of spades, to which all follow suit. No. 1 then leads Six of clubs ; and No. 3 wins the remaining tricks with his Queen, Ace and Three of clubs. STILL ANOTHER SOLUTION. No. 1 leads Ace of hearts ; No. 2 plays Jack of hearts ; No. 3, Two of hearts ; and No. 4, Five of hearts. No. 1 leads King of hearts ; No. 2 plays Queen of hearts ; No. 3, Three of hearts; and No. 4, Six of hearts. No. 1 leads Ace of diamonds; No. 2 plays Seven of diamonds; No. 3, Four of diamonds ; and No. 4, Five of diamonds. No. t leads King of diamonds ; No. 2 plays Queen of diamonds ; No. 3, Two of spades ; and No. 4, Six of diamonds. No. 1 leads Jack of diamonds ; No. 2 plays Seven of spades ; No. 3, Three of spades ; and No. 4, Eight of diamonds. No. 1 leads Three of diamonds ; No. 2 plays Eight of spades; No. 3, Four of hearts ; and No. 4, Nine of diamonds. No. 3 leads Four of spades ; No. 4 plays Jack of spades ; No. 1, Ace of spades ; and No. 2, Nine of spades. No. 1 leads Ten of hearts ; No. 2 plays Eight of clubs ; No. 3, Five of spades ; and No. 4, Seven of hearts. No. 1 leads Nine of hearts; No. 2 plays Nine of clubs; No, 3, Two of clubs ; and No. 4, Eight of hearts. No. 1 leads Five of clubs ; No. 2 plays Ten of clubs ; No. 3, Queen of clubs ; and No. 4, Four of clubs. 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It contains also a full Catalogue of the celebrated "Art Exhibition"; and a practical treatise on the wonderful Science of Second-Sight, by the aid of which all the start- ling effects and achievements of second-sight may be performed by any one possess- ing a tolerably retentive memory. This work i3 thoroughly practical, and gives the fullest instructions for preparing and lighting the stage, the construction of the Frames for Living Portraits, and shows how each performance can be presented with complete success. It is illustrated with numerous engravings explaining the text. 150 pages, paper cover SO CtS. Bound in boards, cloth back 50 CtS. Worcester's Letter- Writer and Book of Business Forms, for Ladies and Gentlemen. Containing Accurate Directions for Conducting Epistolary Cor- erspondence, with 270 Specimen Letters, adapted to every Age and Situation in Life, and to Business Pursuits in General; with an Appendix comprising Forms for Wills, Petitions, Bills, Receipts, Drafts, Bills of Exchange, Promissory Notes, Executors' and Administrators' Accounts, etc., etc. This work is divided into two parts, the portion applicable to Ladies being kept distinct from the rest of the book, in order to provide better facilities for ready reference. The Orthography of the entire work is based on Worcester's method, which is coming more and more into general use, from tlie fact that it presents less ambiguity in spelling. 216 pages. Bound in boards, cloth back 50 cts. Dick's One Hundred Amusements for Evening Parties, Picnics and Social Ga herings. This book is full of Original Novelties. It contains: New and A I tractive Games, clear// illusira- t d iff means cf Witty Eximples, shotv- ing Jioiu each may be most successfully plat/ed. Surprising Tricks, easy of performance. Music d end other innocent sells. A variety cfnno and ingenious puzrles. Comical illusions, .fully described. These surprising and grotesque illusions are vry startlinn in th *. 15 CtS. Popular Books sent Free of Postage at the Prices annexed. Rarey & Knowlson's Complete Horse Tamer and Farrier. A New and Improved Edition, containing : Mr. Rarey's Whole Secret of subduing and Break- ing Vicious Horses ; His Improved Plan of Managing Young Colts, and Breaking them to the Saddle, to Harness and the Sulky. Rules for Selecting a Good Horse, and for Feeding Horses. Also the Complete Farrier or Horse Doctor, being the result of fifty years' extensive practice of the author, John C. Knowlson, during his life an English Farrier of high popularity; containing the latest discoveries in the cure of Spavin. Illustrated with descriptive engravings. Bound in boards ...50 CtS. How to Amuse an Evening Party. A. complete collection of Home Recreations. Profusely Illustrated with over Two Hundred fine wood-cuts contain- ing Round (James and Forfeit Games, Parlor Magic and Curious Puzzles, Comic Diversions and Parlor Tricks, Scientific Recreations and Evening Amusements. A young man with thi3 volume may render himself the beau ideal of a delightful com- panion at every party, and win the hearts of all the ladies, by his powers of enter- tainment. Bound in ornamental paper covers 30 CtS. Bound in boards, with cloth back 50 cts. Frost's Laws and By-Laws of American Society. A Complete Trea- tise on Etiquette. Containing Plain and Reliable Directions for Deportment in every Situation in Life, by S. A. Frost, author of "Frost's Letter- Writer," etc. This is a book of ready reference on the usages of Society at all times and on all occasions, and also a reliable guide in the details of deportment and polite behavior. Paper covers 30 ctS. Bound in Boards, with cloth back ...50 CtS, Frost's Original Letter- Writer. A complete collection of Original Letters and Notes, upon every imaginable subject of Every-Day Life, with plain direc- tions about everything connected with writing a letter. By S. A. Frost. To which is added a comprehensive Table of Synonyms, alone worth double the price asked for the book. We assure our readers that it is the best collection of letters ever published in this country; they are written in plain and natural language, and elegant in style without being high-flown. Bound in boards, cloth back, < .... 50 CtS. The Amateur Trapper and Trap-Maker's Guide. A complete and carefully prepared treatise on the art of Trapping, Snaring and Netting. This comprehensive work is embellished with fifty engraved illustrations ; and these> together with the clear explanations which accompany them, will enable any- body of moderate comprehension to make and set any of the traps described. It also gives the baits usually employed by the most successful Hunters and Trappers, and exposes their secret methods of attracting and catching animals, birds, etc., with scarcely a possibility of failure. Large 16mo, paper covers 50 cts. Bound in boards, cloth back 75 cts. How to Write a Composition. The use of this excellent hand-book will save the student the many hours of labor too often wasted in trying to write a plain composition. It affords a perfect skeleton of one hundred and seven- teen different subjects, with their headings or divisions clearly defined, and each heading filled in with the ideas which the subject suggests ; so that all the writer has to do, in order to produce a good composition, is to enlarge on them to suit his taste and inclination. 178 pages, paper covers 30 cts. Bound in boards, cloth back 50 cts. Lander's Revised Work of Odd-Fellowship. Containing all the Lec- tures, complete, with Regulations for Opening, Conducting and Closing a Lodge ; together with Forms of Initiation, Charges of the Various Officers, etc., with the Complete work in the following Degrees : Initiation ; First, or rink Degree ; Second. or Royal Blue Degree ; Third, or Scarlet Degree. By Edwin F. Lander. This hand- book of the Revised Work of the Independent Order of Odd- Fellowship has been pre- pared in conformity with the amendments and alterations adopted by the Sovereign Grand Lodgo of Canada in September, 1880, 16mo, paper cover 25 Cts. Live and Le^rn. A guide for all those who wish to speak and write correctly; particularly intended as a Book of Reference for the solution of difficulties connected with Grammar, Composition, Punctuation, 216 pages .30 ctg. Popular Books sent Free of Postage at the Prices annexed. Dick's Quadrille Call-Book and Bali-Room Prompter. Containing clear directions how to call out the figures of every dance, with the quantity of music necessary for each figure, and simple explanations of all the figures which occur in Plain and Fancy Quadrilles. This book gives plain and comprehensive instruc- tions how to dance all the new and popular dances, fully describing March and Cheat Quadrilles, The Opening March or Polonaise, Various Plain and Fancy Quadrilles, Waltz and Glide Quadrilles, Plain Lancers and Caledonians, Glide Lancers and Caledonians, Saratoga Lancers, The Parisian Varieties, The Prince Imperial Set, Social and Basket Quadrilles, Nine-Pin and Slar Quadrilles, Gavotte and Minuet Quadrilles, Favorite Jigs and Contra-Dances, Polka and Polka Redowa, Redowa and Redowa Waltz, Polka Mazourka and Old Style Waltz, Modern Plain Waltz and Glide, Boston Dip and Hop Waltz, Five-Step Waltz and Schottische, Varsovienne and Zulma L'Orientale, Galop and Deux Temps, Esmeralda, Sicilienne, Danish Dan~e. AND OVEB ONE HTINDBED FIGURES FOR THE " GERMAN." To which is added a Sensible Guide to Etiquette and Proper Deportment in tne Ball and Assembly Room, besides seventy pages of dance music for the piano. Paper covers 50 OtS- Bound in boards , 75 CtS. The American Hoyle ; or, Gentleman's Hand-Book of Games. Con- taining all the games played in the United States, with rules, descriptions and techni- calities, adapted to the American methods of playing. By Trumps. Thirteenth edition; illustrated with numerous diagrams and engravings. This work is designed and acknowledged as an authority on all games as played in America, and an arbiter on all disputed points. In each of the previous editions, the work was subjected to careful revision and correction; but this, the Thirteenth Edition, is Entirely New, and re -written from the latest reliable sources. It includes an exhaustive treatise on Whist, with the latest essays on the modern game by Clay, Pole, Drayson, &c, &c. Also a lucid description of all the games now in vogue in America, with the laws that govern them, revised and corrected to conform to present usages, and embraces an elaborate and practical analysis of the Doctrine of Chances. 12mo, cloth, 536 pages $2.00 The Amateur Printer ; or, Type-Setting at Home. A thorough and com- plete instructor for the amateur in all the details of the Printers' Art, giving practical information in regard to type ink, paper and all the implements requisite, with illustrated directions for using them in a proper manner. It teaches how to set type in the stick, transfer the matter to the galley and make it up in forms; also how to take proofs and correct them, showing all the signs used by practical proof-readers in correcting proofs; it illustrates the plan of the type-case, showing the relative posi- tions of the compartments alloted to the type of each letter, etc., and the correct manner of replacing or distributing type in the case. The practical instructions given in this work are complete and so plainly described that any amateur can become a good printer by studying and applying the information it contains. Paper covers 25 CtS. The Modern Pocket Hoyle. By "Thumps." Containing all the games of skill and chance, as played in | this country at the present time, being an "authority on all disputed points." This valuable manual is all original, or thoroughly revised from the best and latest authorities, and includes the laws and complete directions for playing one hundred and eleven different games. 388 pages, paper covers 50 CtS. Bound in boards, with cloth back 75 CtS. Bound in cloth, gilt side and back $1.25* The Bartender's Guide ; or How to Mix all Kinds of Fancy Drinks. Containing clear and reliable directions for mixing all the beverages used in the United States. Embracing Punches, Juleps, Cobblers, Cocktails, etc., etc., in endless Variety. By Jerry Thomas. Illuminated Paper Covers. 50 CtS. Bound in full cloth 75 CtS. Spayth's Draughts or Checkers for Beginners. This treatise was writ ten by Henry Spayth, the celebrated player, and is by far the most complete and instructive elementary work on Draughts ever published. Cloth, gilt side 75 &