<; h /t* POLE ON WHIST. OPINIONS OF THE PRESS. *• Never hare we seen a more attractive little book on the great Ea\> ject of whist than the volume now before us. . . . With only a verj moderate liking for what is really the best game of cards still in vogue, the reader easily gains an amount of very interesting information, con- veyed in a pleasantly colloquial manner, that is like the remarks of a skilful friend at your elbow during the progress of a trial game. It wiL open up the science of the game to those who have previously played hap-hazard, or have failed to appreciate the science that may be in eluded even in a domestic amusement. 1 ' — Illustrated Times. 14 A very interesting and useful essay on the theory of the game. The author prides himself, and we think with justice, on being the first to draw from a single principle the whole theory of the game. There is nothing throughout his argument in which we do not concur, and we strongly advise all whist players to read it with attention. We cannot do better than recommend this little treatise." — Daily News. •'This little work is a praiseworthy attempt to make whist simpler and easier by showing that the rules of the best modern play are not mere arbitrary conventions, but depend on certain definite logical prin- ciples, easily understood and as easily remembered. The author states that the system here laid down, although it corresponds accurately with the best club play, is yet specially adapted for domestic circles, and in particular for teaching the game to the young, who. when they learn in this way, find it easy and attractive. We can vouch for the truth of this statement, and cordially recommend Dr. Pole's little work to all! families who encourage and practise this noble game." — Graphic. 44 We have but little reason for dilating at any length on the nature or excellences of the work; but we can truly say that we have re-read it, not only with pleasure, but we hope with profit. We gladly recommend this new edition of Dr. POLE'S work to our readers, but few of whom, lio matter how well they play the game, we feel convinced will regret having studied it, whilst the majority will return to it again and again for counsel and advice." — ERA. *** Sold by all booksellers, and sent by mail, postage free, on receipt of price, $1.00, by G. W. CARLETON & CO., Publishers* Madison Square. New York. THE THEORY MODEM SCIENTIFIC GAME "WHIST. BY WILLIAM POLE/F.B.S. MUS. DOC. OXON. From the Last London Edition, TO WHICH IS ADDED THE LAWS AND RULES OF WHIST, FKOM "THE POKTLJLXI) CLUB" CODE. •r- NEW YORK: Copyright, 1879, by G. TV. Carleton &* Co., Publishers. LONDON : LONGMAN & CO. M.DCCC.LXXIX. *^*f PREFACE TO THE TENTH EDITION. The increasing demand for this little work warrants the belief that the attempt made therein to elevate the character of Whist, and to facilitate its practice in the best form, has not been without success. It is matter of notoriety that a sound knowledge of the principles of the modern scientific game is much more frequently met with, both among club players and in pri- vate society, than it was ten or twelve years ago. This result is undoubtedly owing to the rise of a new class of Whist literature, explaining the game in a more logical and systematic way ; and the recent extended discussion of the subject in some of our best critical periodicals is sufficient to show that it has acquired an interest, in a literary and philosophical point of view, which it never had before. It is sometimes said that the systematic study of the game, so strongly insisted on in this work, tends to make it a matter of routine, and to discourage the freedom of individual skill. This is a great mistrJke. It is indeed essential that the foundation of all good play should be systematic knowledge ; but it is not pretended that the rules are to be considered as inflexible. In the latter por- tion of Chapter IV. many cases are mentioned in which strict play should be departed from ; and in the present edition it has been thought desiry.ole to enlarge at some length (in Appendix B) on one of the most important of these cases — namely, playing with a bad partner. This condition, although of such frequent occurrence, has been but little noticed hitherto in Whist books, and it is hoped that the remarks now offered will show what an important influence it may exercise on the practice of the game. W. P. Atken^um Cltjb. ; rman March 6 1934 PEEFACE. It is believed that the manner herein adopted of treat- ing the Theory of the game of Whist is, in a great measure, new. Some of the later works published on Whist have been more explanatory than the early ones, but still they have consisted at best of merely practical rules, without reference to their theoretical basis ; and the Author is not aware that the attempt to trace the whole practice of the modern scientific game back to one grand fundamental principle, namely, that of the combi- nation of the hands of the two players, has ever befora been made. It has often indeed been said that each player must endeavor to play his partner's cards as well as his own ; but this has usually been only given as an incidental maxim of practice ; it has not been treated as the main principle of action from which the whole play springs. The nearest approach to this attempt the Editor haa met with is in a little French book, entitled " Genie du Whist, meconnu jusqu'a present. Par le General B. de Vautre. Paris: 4 2 edition, 1847. " This author makes the true genius of Whist consist in what he propounds as the novel principle of the combination of the two hands ; or, as he expresses it, "Tauteur enseigne la maniere de. jouer avec vingt-six cartes, selon son expression, et non pas avec treize, comme tout le monde." But as he waa VI PKEFACE. ignorant of the long-suit system of play, as a necessary means of carrying the combination principle into practice, he was obliged to form an imperfect system of his own, and therefore his explanations do not correspond with out modern game. The Author's experience leads him to believe that an exposition of the fundamental Theory of Whist will not only be satisfactory to accomplished players, by making clearer to them the principles they already act upon, but will be found of still greater advantage for teaching the game in the ordinary domestic circle. The young people of a family, especially, are often re- pelled from Whist by thinking it dull and difficult. Nothing can be more erroneous than such an idea: if learnt on proper principles it soon becomes an attractive amusement, as well as an admirable mental exercise, and to attain moderate proficiency in it is much easier than is usually supposed. But there are many players of more experience who take real pleasure in a domestic rubber, but who are still much in the dark as to the true merits of the game ; and it is desirable to impress on this large class how greatly the interest of their recreation would be increased if they would, by a little study of the principles of Whist, learn to play it in a more rational and systematic manner^ The practical rules and directions here deduced strictly from the Theory, are identical with those sanctioned by the best modern authorities, and adopted by the best modern players. CONTENTS. CHAPTER. PAGl L — Introduction 9 II. — Explanation of Technical Terms usee in the Modern Scientific Game . . 19 in. — Theory of the Game . . . . .28 IT. — Development of the Theory . . .39 Its Influence on the Management of Trumps 39 Management of Plain Suits. — Long Suit Lead 47 Return of the Lead 50 Further Remarks on the Lead . . ,55 Other Applications of Theory . . .58 Communication between the Partners . . 60 On the Degree of Strictness with which Sys- tematic Play should be adhered to • .62 V. — Rules and Directions fob Play . . 67 The Lead 68 Second Hand 72 Third Hand 74 Fourth Hand 76 Management of Trumps . • • .77 General Directions 81 VX— Conclusion 85 V1U CONTENTS. APPE1STDIX A. PAOl Examples of Hands . . . e .95 Example L 96 Example II. ....".. 98 Example IIL ...... 100 Example IV. 102 Example V. 104 APPENDIX B. On Modifications of the Rules, depending on the Style of Play of your Partner . . 106 APPE1STDIX C. Rhyming Rules, Mnemonic Maxims, and Pocket Precepts ... .... 127 The Laws and Rules op Whist. Printed, ver- batim, from " The Portland Club " Code . .129 CHAPTER I. INTRODUCTION. Whist is, without question, the best of all our domestic games. The only other one which could lay claim to such a distinction is Chess ; but this has the disadvantage of containing no element of chance in its composition — which renders it too severe a mental labor, and disqualifies it from being considered a game, in the proper sense of the word. "Whist, on the contrary, while it is equal to chess in its demands on the intellect and skill of the player, involves so much chance as to give relief to the mental energies, and thus to promote, as every good game should, the amusement and relaxation of those engaged. The high intellectual character of Whist becomes evident, if we consider the powers of the mind which its intelligent study and practice may call into action. To investigate thoroughly its funda- mental principles, we must bring to bear upon it, as we shall by and by have occasion to explain, i Basoning of a high order. But, independently of the theory, the practice also involves considerable mental attainments. The observation must be keen, the memory active ; a considerable power of 1* 10 1HEOBY OF WHIST. drawing inferences, and of tracing appearances tt fcheir causes, must be brought into use; and we must exercise boldness, caution, prudence, fore- sight, care against deception, promptness of de- cision, soundness of judgment, fertility of resource, ingenuity of contrivance, and such a general course of thought and action as must, if it is to be suc- cessful, be dictated by competent and well-trained mental powers. Then "Whist has peculiar moral and social rela- tions. It has been called, by those who do not understand it, an unsocial game ; but nothing can be more untrue. It is a perfect microcosm — a complete miniature society in itself. Each player has one friend, to whom he is bound by the strongest ties of mutual interest and sympathy; but he has twice the number of enemies, against whose machinations he is obliged to keep perpetual guard. He must give strict adherence to the established laws and the conventional courtesies of his social circle ; he is called on for candid and ingenuous behavior ; he must exercise moderation in prosperity, patience in adversity, hope in doubt- ful fortune, humility when in error, forbearance to the faults of his friends, self-sacrifice for his allies, equanimity under the success of his adversa- ries, and general good-temper throughout all Ids INTRODUCTION. 11 fransactions. His best efforts will sometimes fail, and fortune will favor his inferiors; but sound principles will triumph in the end. Is there noth- ing in all this analogous to the social conditions of ordinary life ? As an amusement, Whist stands equally high. Consider its immense variety. A hand will last only a few minutes ; we may have a hundred of them in an evening ; and yet, throughout a player's whole life, no two similar ones will ever occur ! Each one will present some novel feature, offering special interest of the most diversified kind. Some- times the interest lies in your own cards, some- times in your partner's, sometimes in those of your adversaries. Sometimes you have almost nothing to do, sometimes everything turns on your play. The mixture of the unknown with the known gives unbounded scope for amusing speculation; the admirable combination of volition and chance affords a still wider field for observant interest : indeed, some philosophical players make the rubber a fertile field for the study of human character, for the disclosure of which it is proverbially favorable. The only objection brought against Whist is that, being played for money, it may promote gam- bling. Apart from the consideration that it is very unfitted for gambling purposes, the objection 12 THEORY OF WHIST. is untrue in fact. Good players, generally, like to play for stakes high enough to define well the interest taken in the game ; but the idea of gain s which is the essential feature of gambling, enters as little into the mind of a Whist as of a Chess player. "We have sometimes heard of what are called " professional " players, who play with this object ; but, we believe, they are generally given a wide berth in good society. Whist has always been a favorite pursuit of great men. The most philosophical novelist of modern times uses it to illustrate his profound speculations; and we have heard an eminent scholar and writer declare he considers it a revela- tion to mankind ! But we have the vox populi also in its favor ; for does not the proverb repre- sent the clever successful man as "playing his cards well " ? Considering the great popularity of Whist in this country, and the extent to which it is played id all classes of society, it is really astonisldng to find how few people take the pains to play it well. It has been remarked, by writers on the subject, that; good players are very seldom to be met with, fine ones scarcely ever. And yet, how amply it repays a little trouble devoted to its acquisition ! How, then, is this strange deficiency to be ao INTRODLCTlOtf. 13 counted for ? Simply because people do not gener ally admit that Whist, like other branches of knowledge, requires study. It is commonly sup- posed that, after acquiring the simple construction of the game, practice alone will suffice to make a good player. This is a great mistake, as experience abundantly shows. "We continually meet with persons who have played Whist all their lives ; and yet who, though they may bring to bear on their play great observation, memory, and tact, play on so entirely different a system to that sanctioned and practised by real experts in the game, as scarcely to be fit to sit at the same table with them. We have already alluded to the wonderful variety to be found in the game of Whist ; and we may now add that this variety is manifested, not only in the distribution of the cards — which is the work of chance — but also in the playing of them, which depends on the human will. It is with this latter element that we have now more especially to do. Although the construction of the game is so sim- ple that it might be defined in a few words, and learnt by a child in a few minutes, yet such is the amazing scope it gives for individuality of play, that the same deal, or even the same hand of cards, might be played in an immense number of different ways, according to what the player's notions of 14 THEORY OF WHIST. good and bad play might be. And this variety in volves modes of treatment so different in theii character and principles, as really to merit the name of distinct games. Thus we often hear it said, " Such a man plays a game quite different from mine ; n and we find " the old-fashioned game," u the mod- ern game," " the domestic game," " the club game," Ci the scientific game," and so on, all spoken of as ii they were separate things, agreeing only in the pri- mary features which distinguish Whist from other games at cards. Now it is a very natural inquiry, whether, among so many various modes and systems, differing so widely from each other, there is any one in partic- ular which may be identified and defined as superior to the others, and which consequently ought to be preferred for study ? If so, what is this system ? What is the theory on which it is based ? And on what grounds does its superiority rest ? It is the object of the present essay to endeavor to answer these questions. In the first place, is there any particular mode of playing Whist, which is so distinct from and so superior to all others, as to merit being distin- guished as the best game ? It is very common to hear this denied, particularly by inferior players, who will argue that opinions vary, that they thinlr INTRODUCTION. 15 their own system as good as other people's, and so on. If by this they mean (as some of them do) that they consider the game as chiefly one of chance, and that their amusement is as much promoted by one made of playing as another, we have nothing to say to them, except to suggest that Ct Beggar my neighbor '' or " Pope Joan " would be games better adapted to their capacities. But there are others more worthy of attention, who object to all rules and systems whatever, declaring that the play ought to be de- termined by the player's judgment and will alone ; and the objection is usually backed by the asser- tion, that play on any fixed system is often unsuc- cessful, which is, of course, only the necessary consequence of the large entrance of chance into the game. Self-taught players are extremely confused in their notions on this point. "When they see good play fail to win, they will point out, with amusing ex post facto discrimination, how much more fortu- nate some other course would have been. But when good play does succeed, and especially when some clever master-stroke may have annihilated for them a hand of good cards, they will complain u how cross the cards run," as if the whole were en- tirely due to accident ! The fact is, that, like almost everything else that may be done in different ways, there is a best way 16 THEORY OF WHI8T, of playing Whist ; and, although a very -wide lati- tude may always be left for individual judgment and skill, yet the existence of a system of play, pre- ferable to all others, is sufficiently proved by its acknowledgment by all the best writers and the best players, and by a tolerably near agreement, among all these authorities, as to what this system is. The immortal Hoyle appears to have been the first to perceive, a century and a quarter ago, that Whist was capable of being reduced to a scientific and logical system, of high intellectual merit ; and although his descriptions are somewhat obscure (as might naturally be expected in the first efforts to describe a complicated new discovery), yet careful and persevering examination enables us to trace clearly in them the general nature of the system he founded. This has been adopted in its general form by all succeeding writers and players of emi- nence ; and, as might be expected, the constantly progressive experience of so long a period, and the attention devoted to the game by many powerful minds, have gradually developed the system into a more complete and perfect form, and have added to it modern improvements of much interest and value, tending still further to raise the intellectual charac- ter of the game. It is this general system, therefore, which is laid INTRODUCTION. 17 down by almost all writers of any authority, and practised by almost all players whose example isr worth following; and we need no farther proof that, as far as our knowledge at present extends, it is the best that ingenuity and skill have been able to devise.* It is worthy the appellation of a scien tific system, on account of the elevated reasoning it involves ; and, on this account, combined with the fact that some of its features are of late invention, we shall designate it as "The Modern Scientific Game." This system, as we have already said, essentially requires to be learnt and studied. It has been the result of long combined experience, and careful and intricate deduction, and it is scarcely possible for any one individual to arrive at the knowledge of it by his own practice, however extended, or his own judgment, however shrewd ; and he must therefore be content to be taught it, as studerts in other scientific branches of knowledge are. There has hitherto, however, been a great defect in the manner of teaching thir, system. It has been * From actual trials, extending over a long period, the Author has seen reason to infer that the systematic com- bined game, explained in this treatise, gives an advantage, in tie long run, over unsystematic separate play, of about half a point in each rubber. 18 THEORY OF WHIST. the invariable custom to lay down practical rulu and directions for play, sometimes in their nake J simplicity, and sometimes accompanied with more or less argument or explanation (as done to a cer- tain extent originally by Hoyle and Mathews), but always leaving the student to extract for himself, from this mass of detail, the general principles on which these rules were based. Just as if a student of chemistry were put into a working druggist's shpp, and expected to acquire all his knowledge of the science, by inference, from the operations he was taught to carry on there. In other words, no attempt has ever been made to work out or to explain the fundamental theory of the game / and, believing that the thorough un- derstanding of this is the best possible preparation for using the rules aright, and for acquiring an in- telligent style of play, we propose to state this theory somewhat fully, and to show how it becomes developed in the shape of practical rules. But, before entering on this, it will be advisable to explain the meaning of some of the principal technical terms we shall have to employ. CHAPTER II. EXPLANATION OF TECHNICAL TERMS USED IN THB MODERN SCIENTIFIC GAME. JBring in. See Establish. Command. — You 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. Conventional signals are certain modes of play designed purposely, by common consent, for the object of conveying information to your partner. The principle was sanctioned by Hoyle, and several of them are established and legalized in the mod ern scientific game ; as, for example, the signal for trumps ; the return of the highest from a short suit ; playing the lowest of a sequence ; discarding the highest of a suit of which you have full com mand, and so on. Discwd.— -±:L.e card you throw away when you have none of the suit led, and do not trump it. In the modern game, your first discard should be from n short or weak suit. 2C THEORY OF WHIST. Establish. — A suit is said to be established when you hold the complete 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 the 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. When your suit is once established, if the adver- saries' trumps are out, and you can get the lead, it is obvious you may make a trick with every card of it you hold ; and this is called bringing it in. The establishment and bringing in of long suits form the great distinguishing features of the mod- ern scientific game. False card is a card played contrary to the estab- lished rules or conventions of the game, and which therefore is calculated to deceive your partner as to the state of your hand ; as, for example, follow- ing suit with the highest or middle card of a sequence, or throwing away other than your lowest card. The play of false cards without very good rea- son is characteristic only of hopelessly bad players. Finessing is an attempt, by the third player, to make a lower card answer the purpose of a highei TECHNICAL TEEMS. 21 (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. The word is sometimes applied to cases where it is certain the inferior card will answer the purpose intended ; as, for example, where the left hand has already shown weakness. But this is clearly a misuse of the term, for unless there is a risk of the card being beaten, it is only ordinary play, and can involve no finessing — properly so called. You are said to finesse against the intermediate card, and sometimes also against the person who holds it ; but, as by the nature of the case it should be unknown where the card lies, the latter meaning is apt to create confusion. The person against whom you act is more correctly the fourth player. Forcing means obliging your partner or your adversary to trump a trick, by leading a suit o^ which they have none. Guarded second, or second-best guarded, is the combination of the second-best card for the time being, with a small one to guard it against being 22 THEORY OF WHIST. taken by the best ; as, for example, king and a small one originally, or knave and a small one when the ace and queen have been played. This combination is an important one, having an advantage analogous to that of the tenace ; namely, that if the suit is led by your left-hand adversary, you are certain (bar trumping) to make your sec- ond-best card. Honors are the ace, king, queen, and knave of trumps ; the term, however, is often applied to the same cards in plain suits. The ten and nine are sometimes called semi-honors. Leading through, or up to. — The person who leads is said to lead through his-fe/fc hand adversary, and up to his right hand one, such being the direc- tion in which the play runs. Long cards are cards remaining in one hand when all the rest of that suit have been played. Long suit. — One of which you hold more than three cards. See Strength. Loose card means a card in hand of no value, and consequently the fittest to throw away. Make. — To make a card means simply to win a trick with it. Master card, or best card, means the highest card in at the time. Thus, if the ace and king were out, the master card would be the queen. This is some- TECHNICAL TEEMS. 23 times also called the " king card," a name likely t« cause confusion. Opening, — Term borrowed from chess, to denote the system on which you commence or open your game when you get your first lead. Plain suits are the three suits not trumps. Re-entry. — A card of re-entry is one that will, by winning a trick, bring you the lead at an ad- vanced period of the hand. Renounce. — When a player has none of the suit led he is said to renounce that suit. Hevoke. — If he fails to follow suit when he has any of the suit, he revokes , and incurs a serious penalty. Huffing is another word for trumping a suit of which you have none. Score. — The counting or marking of the progress of the game. Attention to the score, which is very necessary in playing, refers not only to the progress, but also to the prospects of the game, as evidenced by the tricks made and honors held in the current hand. Seesaw, or saw, is when each of two partners ruffs a different suit, so that they may lead alter- nately into each other's hands. Sequence. — Any number of cards in consecutive order, as king, queen, and knave. The ace, queen, and ten would form a sequence if the king and knave were out. 24 THEOBl OP WHIST. A tierce is a sequence of three cards ; a quart of four ; and a quint of five. A head sequence is one standing at the head of the suit in jour hand, even though it may not contain the best card. A subordinate sequence is one standing lower down, and it is an intermediate sequence if you hold cards both higher and lower. Short Suit. — One of which you hold originally not more than three cards. See Strength. Signal for Trumps. — Throwing away, unneces- sarily 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 part- ner to lead trumps the first opportunity — a command which, in the modern scientific game, he is bound to obey, whatever his own hand may be. Singleton. — A French name for one card only of a suit. Strength, Strong Suit, Strong Sand. — These are terms which it is highly essential to ha\ e clearly defined, as their interpretation lies at the root of the theory of the modern scientific game. The cards of any suit contained in your hand may vary in two different ways : as regards num- ber, and as regards rank. As regards number of cards — as tnere are thir- teen cards to divide among four persons, it is deal TECHNICAL TEEMS. 25 that three cards or less will be under the average, while four cards or more will be over the average due to each person. Again, as to rank, the middle card of a suit is the eight; any cards you hold above this may be considered high cards ; any below, low cards. Now, it has been the habit to use the terms strength and weakness, as applied indiscriminately to either number or rank — a practice which, though no doubt it may be defended analogically, is yet calculated to cause great confusion in the mind of the student, inasmuch as the two things must be very differently regarded in any scientific system of play. If, for example, a strong suit has been spoken of, it might mean either one in which you possess a large number of cards (as, say, the two, three, four, five, six, and seven), or in which you hold only a few very high ones, as, say, ace, king, and queen; the former being numerical strength; the latter strength of rank. This twofold meaning has, however, become so firmly implanted in Whist nomenclature that it would be useless to attempt to eradicate it. All we can do is to endeavor to get a little more per- spicuity by using as much as possible the term long suit to indicate strength in numbers, leaving the word strong to apply chiefly to high ca^ds. 2 26 THEORY OF WHIST. Thus any suit of which you hold four or mor* will be called a long suit, being longer than the average. Any suit of three or less will be called a short suit, being shorter than the average. When we speak of a strong suit, we shall gen erally refer to one containing cards of a higher than average rank, and of a weak suit the contrary. A long suit will naturally have a greater chance of containing high cards than a short one, and this is probably the reason why the confusion of terms has arisen. A strong hand is difficult to define, further than as one likely to make many tricks : a weak one the contrary. The terms are often misused when parts of the hand only are referred to ; as, for example, when you are advised to "lead up to the weak hand," which merely refers to a hand weak in the particular suit you lead. Strengthening play is getting rid of high cards in any suit, the effect of which is to give an im- proved value to the lower cards of that suit still remaining in, and so to strengthen the hand that holds them. Strengthening play is most beneficial to the hand that is longest in the suit. Tenace. — A tenace, in modern Whist,* is under- * The older writers, as Hoyle and Mathews, use thil tword as referring rather to the position than the cards : but the meaning in the text is the more modem one, TECHNICAL TEEMS. 27 stood to mean the combination, in the same hand, of the best and third best card for the time being of any suit; as for example, the ace and queen originally, or the king and ten when the ace and knave have been played. The advantage of this combination is that, if you are fourth player in the suit, you will cer- tainly (bar trumping) make two tricks in it ; and it is therefore much to your interest that the suit should be led by your left-hand adversary. The word has nothing to do with ten and ace/ it probably comes from the Latin tenax, the policy being to hold back the suit containing the tenace rather than to lead it. A minor tenace is the combination of the second and fourth best cards. Underplay usually signifies keeping back best cards, and playing 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 subsequentlj ruffed. Weakness, Weak Suit. See Strength. CHAPTER III. THEORY OF THE GAME. The basis of the theory of the modern scientific game of Whist lies in the relations existing be- tween 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 double combination, two of them being partners against a partnership 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 gen- erally. 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 con- sideration to the partner, but still always making their own hand the chief object ; and among this lat- ter class are often found players of much skill and judgment, and who pass for great adepts in the game. THEORY OF WHIST. 29 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 part- ner, but commands him to treat both in strict con- junction, teaching him, in fact, to play the two hinds combined ', as if they were one. For this ob- ject the two players enter into a system of legalized correspondence established 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 car- ried 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. There are, however, two objections sometimes brought against it which deserve brief notice. First, it is said that you might often play youi own hand to more advantage by treating it in youi own way, and that the combined principle may lead you to sacrifice it. But this objection is merely founded on a misapprehension as to how the prin- ciple is applied ; for a study of the resulting system will show that it is calculated fully to realize anj 30 THEOEY OF WHIST. advantages your own hand may possess, while the cases in which sacrifice is required are only those in which the joint interest is indubitably promoted thereby. Then, secondly, it is objected that all in- dications given to your partner may also be seen by the opponents and turned against you ; and it is sometimes argued that by enlightening in this way two enemies and only one friend you establish a balance to your disadvantage. But this involves a confusion in reasoning; for, if the opponents are equally good players, they will adopt the same sys- tem, and the positions must be equal ; and if they are not good players, they will be incapable ot profiting by the indications you give, and the whole advantage will rest with you. Besides, even good players seldom pay so much heed to their opponents' as to their partner's indications, the attention being always most prominently directed to the partner's play. It would be more logical to put the argu- ment in another form, and to say that, if you play obscurely, you are in constant danger of getting obstruction instead of help from your partner, which would give you three opponents to fight sin- gle-handed.* * One of our best modern players calls it a " golden maxim for Whist," that u it is of more importance to in- form your partner than to deceive your adversary," and adds that "the best Whist player is he who play* the game in the simplest and most intelligible way." THEORY OF WHIST. 31 The fact is, however, that the general adoption of the principle should by no means supersede the ex ercise of judgment in its application. We shall hereafter point out that the individual qualifica- tions of the various players should have an import- ant influence on the mode of play ; and a practised player will soon learn to discriminate cases where it may be more proper to withhold information than to give it. Such cases are of constant oc- currence, but they do not affect the general advan- tage of the combined principle, which is sufficiently established by the fact that it is the result of long experience, is practised by the best players, and is recommended by the first authorities on the game. Now, in order that the two hands may be man- aged 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 dif- ferent one, such cross purposes must render any combination impracticable. It is necessary, there fore, here to explain somewhat fully what the dif- ferent systems are, on which a hand may be treated, and to show which of them is considered the pref erabie one for adoption. Th^ object of play is (f course to make tricks, 32 THEOEY OF WHIST and tricks may be made in four different waysj viz.: 1. By the natural predominance of master cards, as aeos 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 the cards, so as to evade the higher ones, and make smaller ones win: as, foi example, in finessing, and in leading up 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 correction of this predilection requires much deeper study. 4. The fourth method of making tricks is by es- tablishing and bringing in a long suit, every card of which will then make a trick, whatever be its value. This method, though the most scicntiSe, is THEORY OF WHIST. 33 the least obvious, and therefore is the least practised by young players. Now, the first, third, and fourth methods of mak- ing tricks may be said to constitute different sys~ terns, 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, re- ceives the following cards : . Hearts (Trumps) Q. 9, 6, 3. Spades . . .Kg. Kn. 8, 4, 3, 2. Diamonds . . A. Kg. Clubs . . . . Q. 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 Jirst 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. 2* 84 THEORY OF WHIST. 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, 01 what we may call (in analogy with chess) the open ing of the game. For on the combined principle of action, the first lead is by far the most important one in the whole hand, inasmuch as it is the first and most prominent intimation given to your part- ner as to the cards you hold. He will, if he is a good player, observe with great attention 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 infer- ences from it at all. Let us, therefore, consider how the choice be- tween the tnree systems of play is determined. "We may dismiss the first, or master-card system, very briefly. It is evidently not good a b 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 ou? else leads it, and that THEORY OF WHIST. 35 fchey will then serve as " cards of re-entry," to pro* cure yon additional leads at a future period of the hand, which then become peculiarly valuable, ow* ing to the increased information you have obtained. Hence, the master-card system, though often oi great use, must not be the one by which the open* ing 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 systematically, 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 ol chances. But there is a conclusive argument in 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 the hands. The difficulties in the combined use of the trump- ing 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 Buit, 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 giv* 36 THEOEY OF WHIST. 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 must be on some other ground — a complexity which would effectually prevent favor- able combined action. And, thirdly, your plan would be so easily overthrown by the adversaries 5 leading trumps, which, if they knew your system, a very moderate strength would justify them in do- ing, to your utter discomfiture. The long-suit opening is free from all these ob- jections. It is uniformly practicable, as every hand must contain at least one suit of four cards ; you can persevere in your design every time you 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 counter- plans of their own. It is sometimes alleged against the long-suit open- ing, that in many cases it cannot be followed to ita aonclusion, 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 fur THEORY OF WHIST. 37 nishes you always with, the best means of obstructing him, by forcing his hand. And it must be recol lected that its adoption as an opening 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 them- selves ; 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. Thus the long-suit system has not only peculiar benefits of its own, but it permits full advantage being taken of the other systems also, and, used as an opening, is in all cases the safest play. To this we may add that it has characterized the scientific game ever since it was invented ; it has stood the test of long experience ; and is universally adopted by the best authorities we have. At the same time, by the more recondite and scientific character of the play it admits of, it is preferred by all eminent players, as calling into operation the high- est intellectual and reasoning powers, and thereby greatly ennobling the game. Accepting, therefore, this system as the prefer* ble one, we are now able to enunciate the funda 38 THEORY OP WHIST. mental theory of the modern scientific game, whicX is — That the hands of the two partners shall not bs played singly and independently, but shall be com- bined, and treated as one. And that, in order to carry out most effectually this principle ofcombina* tion, each partner shall adopt the long-suit system as the general basis of his play. CHAPTER IV. DEVELOPMENT OF THE THEOKY. We now proceed to explain how this theory if developed into a practical shape ; and this we must divide off under several heads. The most import- ant is Its Influence on the Management of Trumps. The treatment of trumps is a great puzzle to ill- taught players, who generally use them in the wild- est and most unskilful way. To play them in detail to the best advantage always requires much judgment, even in the most educated; but the general principles of their management are easily and clearly determined by our theory, as we shall endeavor to show. Trumps may be used for three distinct purposes, namely : 1. To play as ordinary or plain suits. This use, however, ignores their higher or special value, and ought therefore to be made quite subordinate to the other two. 2. To make tricks by trumping. 3. To aid in making your own or your partner's long suits or high cards. The theory we have enunciated points clearly to #0 THEOEY OF WHIST. the third use of tnimps as the highest and most scientific, and accordingly this application of them is always the most prominent in the scientific game. It is obvious that the chief obstacle to making long suits is their being trumped by the adversary ; and that therefore the advantage will be with that party who, having predominant strength in trumps, can succeed in drawing those of the adversaries. For this reason, whenever you h&vejive trumps, whatever they are, or whatever the other compon- ents of your hand, you should lead them y for the probability is that three, or at most four, rounds will exhaust those of the adversaries, and you will still have one or two left to bring in your own or your partner's long suits, and to stop those of the enemy. And notice, that it is numerical strength of trumps that is most important for this purpose, so that 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 soon bring down two together. And, further, you must recollect that it is no argument against leading trumps from five, that you have no long suit, and that your hand is other- wise weak ; for it is the essence of the combined principle that you work for your partner as well as DEVELOPMENT 41 yourself, and the probability is that if you are weak, he is strong, and will have long suits or good cards to bring in. And if, unfortunately, it should happen that you are both weak, any other plaj would be probably still worse for you. The lead of trumps is considered so important to the science of the modern game that, for many years back, a conventional signal has been intro- duced, by which, when a player wants them to be led, and cannot get the lead himself, he may inti- mate the fact to his partner, and call upon him to lead them. This signal consists simply in throwing away, unnecessarily, a higher card before a lower. Thus, suppose king and ace of ^ome suit are led consecutively, and your two lowest cards are the seven and the three, the usual play is to throw away first the three and next the seven. But if you reverse this order, playing first the seven and then the three, this is a command to your partner to lead trumps immediately. It is called the sig- nal for trumps, or asking for trumps; it is ex- plained in all modern works, and it is become a rec- ognized arrangement in all the best Whist circles. It will also be evident that, as the success of the long-suit system depends so much on the early ex- traction of trumps by the hand strong in them, it is your imperative duty to return trumps immedi 42 THEORY OF WHIST* ately if your partner leads them, or to lead then the first opportunity if he signals for them. You must not consider your own cards ; for if you agree to play the correct game, you are bound to do what is best for the combined hands, and your partner, having the power of conferring so great a mutual benefit, must not be thwarted in his design. It is the understood etiquette for the strong hand in trumps always to take precedence, and a partner who refuses to conform to the rule should be " sent to Coventry " by all good players. It is an old Joe Miller in Whist circles, that there are only two reasons that can justify you in not returning trumps to your partner's lead ; i.e., first, sudden illness ; secondly, having none. There is, however, one case in which you have an option, and that is where your partner, in desperation, leads trumps from weakness j in hopes you are strong; if, there- fore, you are also weak, you can return them or not as you think best for the game. The foregoing remarks apply to the case of great numerical strength in trumps, one hand being sup- posed to hold five. It remains to be considered how trumps should be treated when you hold a less number. With four trumps you are still numerically strong, but you have not, as in the former case, DEVELOPMENT. 43 such overpowering strength as warrants yon in leading trumps at all hazards. Possibly one of the adversaries may also hold four, or even five, in which cases you might be unintentionally playing his game. Hence, with four trumps considerable discretion is required, their lead being only warranted by tole- rable strength, either of yourself or your partner, in other suits, in which case, even if long trumps remain in against you, you may manage to force them out and afterwards bring in your good cards. But if you have to lead before you can ascertain what your partner's hand consists of, and if you have a good plain suit, it is generally best to lead that first. With a short suit of trumps, i.e., with less than four, it is very seldom right to lead them, at the commencement of the hand, for the obvious reason that if the adversaries happen to be strong, you are playing their game. It can only be warranted by very strong cards in all other suits, by which you may, perhaps, be able effectively to force a strong adverse trump hand. Many uneducated players will lead a high trump from weakness, in order, as they say, to strengthen their partner ; but this is founded on imperfect rea soiling. The effect of leading high or strengthening 44 THEORY OF WHIST. cards is to benefit the hand that is longest in thf suit; and if you know this to be your partner's case, the play is right. Bufc to do it in uncertainty is wrong, since it is two to one that the longest hand is not with your partner, but with one of the adversaries, and therefore the chances are that you favor the opponents' game. Many unscientific players will also lead trump3, simply because their long suit is trumped, or is likely to be so. This also is a mistake ; for, as before, if the adversaries are strongest in trumps, you are only playing their game. The proper use to make of trumps when you are numerically weak in them, is to use them, if possi- ble, for ruffing. You cannot, for want of strength, put them to their highest use, and you must, there- fore, fall back upon their lower application. Several corollaries arise out of the foregoing principles of the scientific management of trumps ; for example : It will often happen that, being second player, and having none of the suit led, you may be at a loss to know whether to trump a doubtful trick or to leave it for your partner. This difficulty is ai once solved by the foregoing theory. If you are weak in trumps, holding, say, not more than three, trump without hesitation, as your trumps are of n« DEVELOPMENT. 4& other use, and they may probably .save a command ing card of your partner's, which in the adversaries' suit will be very valuable. But, if you have a long suit of trumps, holding four or more, pass the trick, as they are too valuable to risk wasting. It 'may even be sometimes advisable, in the latter case, to refuse a trick which is certainly against you, as your trumps will ultimately make, and you may perhaps discard advantageously. This rule is addi- tionally useful as an indication to your partner. If he sees you trump freely second-hand, he will know you are weak ; if you abstain, he will infer you are strong, and his knowledge of either fact may be of great value to you both. In the latter case also your discard will give him very useful information. The greatest mischief that can be done to a strong trump hand is to force it to ruff, so depriving it of its preponderating strength. This must be borne in mind if you see your partner renounce a suit, when you must, if you know him to be strong in trumps, carefully avoid forcing him. If you have had no indication of his hand, you must form, as well as you can, a judgment by your own; if you are weak, he may probably be strong : and hence the rule that you must not force your partner when you are weak in trumps yourself until you art Baiiafied that your doing so will not barm him. 46 THEORY OF WHIST, These principles also teach you how best to oppose a strong adverse trump hand, and to seek to diminish the advantages it gives over you. In this case you have first carefully to avoid leading rumps, which is the adversaries' game; and, sec- ondly,. you must force the adverse strong hand to L.iff whenever you can. By this means, if perse- vered in, you may perhaps succeed in neutralizing the opposing strength, and so in making your own good or long cards, although the chances are gener- ally against you. At any rate, you can endeavor to make use of /our trumps for rufhng before they are drawn. Many players, whbxi weak in trumps, will lead through an honor turned up, without any other mo- tive than to give their partner a supposed trifling advantage in making a trick with them. This is a delusion, and is moreover entirely at variance with the principles of the modern game, inasmuch as it debases the trumps to their lowest use. But its worst fault is that it entirely misleads your partner, who, if he plays properly, will imagine you to be strong, and by returning them probably destroy your joint game. Again, if you have great numerical strength in fcrumps you should never hesitate to lead them up to an honor. It is true your partner, toeing obliged DEVELOPMENT. 47 to play his best, may possibly lose a high card, but this will be rather to your advantage than other- wise, as it will strengthen your hand and give you earlier the entire command. If you abstain from leading them, your partner may imagine the strength to be against him, and will play accor dingly, and thus the immense advantage of you strong trumps may be lost. Such are the chief practical principles in regard to trumps, deducible from the scientific modern theory, It will be seen they are a powerul engine for the advantageous working of plain suits, and that they require to be played with great care. In fact, the way in which a player manages his trumps will always form the surest index of the extent of his knowledge of the game. Management of Plain Suits. — Long Suit Lead. We now go on to show the general application of the scientific theory to the play of suits not trumps, or, as they are called, plain suits. Supposing you have first lead, not being very Strong in trumps, but having a long suit in your hand. Adhering to the established mode of " open- ing," yor*. lead from your long suit, thereby at once informing your partner what is the chief compo- nent of your baud. He will recollect this, and a* 48 THEOEY OF WHIST it is his duty to return your lead hereafter, and your interest to persevere in your suit, you will have the opportunity of " making " any good cards in it which the joint hands may contain, and you may probably after three rounds be left with one or two long cards of it in your own hand. These long cards will then become very valuable ; if the trumps can be extracted from the adverse hands, and you can get the lead, either by a trump or a card of re-entry, they will make certain tricks : if any trumps remain against you, the long cards may be made powerful weapons of offence by forcing them out ; so that in either case the system of play will be advantageous for you. Next comes the question, What card should you lead from your long suit ? To answer this fully would involve more detail than we purpose to go into here, but there are some prominent considera- tions that will serve as guides for general practice. As an abstract principle, it is not good to part vrith your high cards at first, as it is very desirable to retain the complete command of the suit at a later period. Suppose, for instance, you hold ace, king, and three small ones : the most advantageous lead (if it were not for a consideration we shall enter into by and by) would be a small one ; for on th« second round you would have the complete com* DEVELOPMENT. 49 mand with your ace and king, being able probably thereby to draw all the others and pursue your suit to the end. When you have such command, your suit is said to be established, and it is evi- dently advantageous for you to get this effected as early as you possibly can. This principle would, therefore, dictate that your first lead should gen- erally be the lowest of your suit. But there is a circumstance which considerably modifies the application of this principle in prac- tice — that is, the risk of the suit being ruffed by the adversaries ; on which account it is advisable to depart in some measure from it for the sake of making your winning cards early. Thus in the above hand of ace, king, and three small ones, if you were to begin with the smallest, reserving your two high cards for the second and third rounds, you would probably have one of them trumped ; for which reason it is good policy to play them out first, at the risk of delaying the establishment of your suit. The first-named principle will, however, always apply for leading trumps, and also for plain suits when trumps are out, as the motive for the depar- ture from it then no longer exists. There is also another kind of exception from be< ginning with the lowest, but which direstly tends 3 50 THEORY OF WHIST, to promote the early establishment of your suit} namely, when you have a high sequence, such as Q. Kn. 10, at the head of your hand. In this case your endeavor should be to force out the highei cards, for which purpose you lead the highest 01 your sequence, say the queen, which will be almost sure to force out either the ace or king ; if the other is also against you, you may, on another round, bring it out with the knave, leaving you then with the best card and probably with the en- tire command. Directions how these principles may be applied in leading from particular combinations of cards, are usually given in the detailed rules of play. Return of the Lead. Hitherto we have only spoken of your own pro- ceedings in leading. But it is now desirable to con- sider your partner's duty, i.e., how he is expected to help you in regard to the play of your long suit. It is not enough that he simply return your lead ; *ue efficiency of his aid will much depend on what cwrds he plays. The key to this lies in the fact that, as you hold more than the average number of cards in the suit, he will probably hold less ; i.e., if it is a long suit with you, it will be a short one with him. If you, DEVELOPMENT. 51 for example, hold five, the chances are n.uch against his holding more than three. And it follows from this, that the best thing he can do for the joint ben- efit is to play his cards rather with reference to your hand than his own, i.e., to give you the more im- portant part of the play in reference to the suit in question. And there are two principles deducible at once from our theoiy, which will serve for his guidance in this particular. The first is, that he must get rid of the command of your suit ; for we have already stated it to be eminently desirable you should get this early into your own hand, in order to establish your suit as soon as possible. Thus, whenever he finds he holds the best card in it, he must play it out, in order to get it out of your way. And then, secondly, he must adopt, in this suit, what is called strengthening play. The meaning of this term is often misunderstood, but it is exceed- ingly simple. Whenever a high card is played, its withdrawal promotes (in military parlance) all the lower cards of that suit still existing in the various hands, i.e., it raises each of them a step in rank ; what was formerly the third best becoming now the second best, and so on. And as it is evident that the longest hand will be the most likelv to benefi 1 62 THEORY OF WHI8T. by this proceeding, this hand is said to be strength* tried thereby, so that, when your partner plays out bigh cards of your long suit, even though he may not make tricks with them, their withdrawal will strengthen, and thereby benefit you. This is an im- portant reason for the well-known rule to play higlv* est third hand / you having led from your long suit, your partner plays the highest he has, not only to liis best towards getting the trick, but also, if he loses it, to strengthen your hand by getting high cards out of your way. This last object is entirely lost sight of by those silly people who feel mortified at " having their high cards taken," as well as by those, not much less silly, who, when strong in trumps, object to "lead up to an honor." For this reason also your partner must not jinesst in your long suit, except with ace and queen the first time round, which, provided he gets rid of the ace soon afterwards, is considered allowable. The principle of strengthening play must also guide your partner in returning your lead ; for if he is short in the suit (i.e., if he held not more than three cards originally), it will be very advantageous to you that he should return the highest he has left, and not the lowest ; he may thus either save a high card of yours, or may afford you a good finesse, 01 at all events he will strengthen your hand, and aid DEVELOPMENT. 53 you in establishing your suit. Thus if your partaei originally held king, knave, and a small one, and has played out his king to your first lead, wheu he returns the suit he must lead the knave, and no "• the small one. This duty of returning the highest of a weak suit is so imperative, that it has now, by universal con- sent of the best players, become a conventional tule, by adhering to which your partner may show von the state of his hand. If, for example, he had origin- ally ace, five, and four of your lead, after winning with the ace he must return the Jive and not the four. It matters nothing to him, but it may be all important to you, and violation of the rule may losd the game. It is of course possible that your partner may hold originally more than three of your suit. In this case he is, like you, numerically strong, and this should justify him in so far considering his own hand as to depart from the before-mentioned rule, and to re- turn his loivest. But in any case, if he happens afte* the first round of your long suit still to hold the best or master-card in it, he should play it out at once, to get it out of your way, and to prevent your imagining it is against you. It is by no means necessary that your partner should return your lead immediately (except is 54 THEORY OF WHIST. trumps, trfrich he is bound to return instanter) , oi the contrary, it is highly desirable that the first lead he gets he should lead his own long suit, so as to put you as early as possible in possession of information as to his hand, in return for that he has obtained from you. This will guide you to another lead when your own suit is stopped, and will promote your joint action. After you and your partner have both led your long suits, you will probably have a choice whether to go on with your own suit or with his. This will often be determined by the fall of the cards. If, for example, you win his lead cheaply, you should not return it, as you would be leading through the weak hand, which is contrary to principle, and the lead will come more properly from him. If, on the other hand, your partner has shown himself very weak in your suit, and you are also not very strong, of course it would be disadvantageous to go on with that, and you may probably do better to return your partner's. If your right-hand adversary has shown himself weak in your suit, pursue it by all means, us your partner ought not to return it for you. The foregoing explanations will show the nature of the mutual duties which the modern or combined game enjoins between yourself and your partner; for we need hardly add, that all we have said as to DEVELOPMENT. 55 his duties to you, as aiding you in your suit, equally defines your duties in aiding him. This mutuality cannot be too strongly insisted on ; the want of a proper perception of it is the great fault of manj otherwise good self-taught players, and it is the hardest lesson they have to learn. There are num* bers of people who can play their own hands excel- lently, but who have no idea either of getting help from, or of affording help to, their partners, and who must therefore lose all the benefit derivable from the combined game.* Further Remarks on the Lead. We have hitherto assumed that you lead from the longest suit you hold, which is the safe general rule ; but cases often occur which involve some dif- ficulty of choice. For example, suppose you have five small cards, in one plain suit, and four with honors in another. The theory by no means im- peratively calls on you to lead the former ; for it must be borne in mind that the rank of the cards always deserves consideration, and your leading the four suit (which is still a long suit) would be per- fectly justifiable. * One of our best modern players characterizes playing for your own hand alone as ' ' the worst fault ho knowi Id a Whist player." 56 THEORY OF WHIST. Similarly a question might arise between foui small cards and three good ones ; but here the case is different, for three cards constitute a short suit, to lead which unnecessarily would be a violation of the theory. Such, however, is the infinite variety of Whist, that provision must be made for leading under all sorts of circumstances, and from short suits among others. For example, you may have originally no long suit except trumps,, which you do not feel jus- tified in leading ; . or your own long suit may be trumped, and your partner may not yet have given you any indication what to lead for him. Leads from short suits, being contrary to principle, are called unnatural or forced leads; it is necessary to be prepared for them, and the following hints may be of use : It is good to lead up to the weak adversary, or through the strong one. Therefore you may pretty safely lead a suit in which your right-hand adver- sary has shown himself weak, or your left-hand ad- versary strong. (Indication of strength is given by the lead, of weakness by the play of the third and fourth hand, and by the discard.) Remember, however, that, as a general rule, returning your ad- versary's lead is to be avoided. When you are obliged to lead from a short suit, DEVELOPMENT. 57 the general rule is to play out the highest card yon have, to inform your partner. If you have any rea* son to know that 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. If, for example, you have an honor with two small ones, you may lead the smallest, so as to try and save the honor, in case of the strength lying against you. "When you lead in this way an unnatural or forced lead, your partner ought generally to know it by the card you play, and ought not to return it, unless he happens to be strong in that suit himself, when he may treat it as a lead of his own. If it is injudicious to lead from three cards, it may easily be inferred how much more erroneous it is for your first lead to be from two or one, such being, as we have already explained, contrary to the essential principles of the modern scientific game. It is quite possible that in certain cases such a lead may seem to suit your own hand ; bn fe by adopting it you give up altogether the principle of the combined game : you make up your mind wilfully to mislead your partner, and run a great risk of sacrificing his hand. For a glance at the foregoing rules will amply show how essentially, if he is a well-taught player, his mode of play will depend on the first card he sees fall from you, and 3* 58 THEORY OF WHIST. the inferences he draws therefrom as to the state of your hand. There is an old rule that you should not lead fi'oni a tenace, and this is no doubt good as regards a short suit ; but if your tenace suit is your long* est, th<3 advantage of opening your game correctly is so great as to outweigh the other consideration. When you happen to be left with a tenace towards the end of the hand, the case is different, as you should generally hold it carefully back, and try to get it led up to. Other Applications of Theory. The long-suit system will furnish you with a good principle of guidance in the matter of discardirg \ which should always be done from short or weak suits, not from long ones. The cards of the for- mer are of little use ; those of the latter may be very valuable even to the smallest you have. The discard, practised on this principle, furnishes a very important means of conveying information to your partner as to the state of your hand. For example : Suppose hearts are trumps, and that one of the ad- versaries has shown strength in spades ; you lead a winning club, to which your partner discards a dia- mond ; it is almost certain, if everybody plays prop- erly, that he must be very strong in trumps, and DEVELOPMENT. 59 you may play accordingly. The restrictions to b« observed in discarding on this principle are, not to unnecessarily unguard good cards, and to keep a card of your partner's suit to return his lead. A word or two is necessary as to your course in regard to your adversaries / for it must be recol- lected you have not only to play your own and your partner's game, but you have also to defend it against hostile attacks, and to be able to attack the enemy in turn. The principles dictated by the theory of tho game in this respect are very clear, the golden rule being to do to them what you would not that they should do unto you. For example : if you find a strong hand of trumps declared against you, you must force that hand to ruff, as the best means of destroying its strength, while you must take the earliest opportunity of making your own weak trumps by ruffing before they are drawn, and of en- abling your partner to do the same if he is weak also. You must generally be chary of returning the adversaries' leads, or of doing anything to aid in establishing their suits, of which you should avoid parting with the command — just the reverse of the principle you adopt with your partner. Any- thing, in fact, which the principle of the game rec- ommends in regard to your partner, you must 60 THEORY OF WHIST. avoid with your adversaries; and, on the othel hand, you may adopt, towards them, any kind of play which would do your partner harm. Communication between the Partners. We have already stated that the theory of the scientific or combined game essentially contemplates the interchange of communication between the part- ners to the fullest legal extent, as to the state and contents of each other's hands; and as the giving, obtaining, and making use of such information forma one of the chief characteristics of good play, a few additional words on the point may be useful here In the first place, the system of play itself fur nishes a large source of information ; for by follow- ing carefully the established principles, and by avoid- ing wild and irregular play, you will certainly put your partner in possession of the most material facts as to your hand, while by carefully observing his play you will become possessed of similar infor- mation as to his hand in return, A glance through the foregoing remarks will show this quite clearly. But, independently of this, you must adopt every further means in your power of giving him infor mation, and there are many ways in which this may be done. "We have already mentioned some con- ventional signals which, by common consent, have DEVELOPMENT 61 Decome legalized and adopted for the purpose, suet as the signal for trumps, and returning the highest from a short suit ; and there are one or two others which may be remarked on. The mode of playing sequences furnishes one of these. Suppose, being third player, you hold king and queen ; it is clearly immaterial, as regards the immediate effect, which of these two cards you play ; but, since you have the choice, advantage is taken of the fact to enable you to give your part- ner information, the rule being that you always play the lowest of the sequence ; so that your part- ner, understanding this convention, will at once ac- quire the knowledge that you have not the knave, but may have the king. If you played the king, he would erroneously infer you had not the queen, and this error might cause him to do your joint game much injury. This rule of playing the lowest of a sequence applies whenever you are second, third, or fourth player ; but when you lead differ- ent considerations come in, which require, in many cases, the highest of the sequence to be played. This is, however, perfectly well understood, and causes no confusion. There are also several other lesser means of con- veying information, such as by retaining the turn* up card a 3 long as you can, and bv particular modes 62 THEORY OF WHI8T\ of play in particular oases ; as, for example, if yon found yourself at a certain period of the game with the best and second best cards of trumps, or of a plain suit when trumps were out, you would lead the second best, to show your partner you held the best also ; or, m. discarding from a suit of which you have full command, it is a convention to throw away the highest, which your partner must know you would not do without good reason. Other devices of this kind will often suggest themselves in the course of play. And this consideration should also guide you to be extremely careful against doing anything whipb may mislead your partner, particularly in the man- agement of your small cards ; for example, it would be inexcusable unnecessarily to throw away a three or a four if you held a two. Deceiving your part- ner is a crime which ought to be held in the great- est abhorrence by a Whist player. It is ranked by one of our greatest Whist authorities with want of veracity in common affairs. " In no other position in life," says he, " would you tell me that which ia untrue ; and why should you do it here ? " On the Degree of Strictness with which Systematic, Play should be adhered to. It does not follow that because the modern scien- tific game involves a general system of play, thif DEVELOPMENT. 63 system is to be rigidly and slavishly adhered to ; without judgment or discrimination. On the con trary, one of the characteristics of a fine player is his ability and tact in finding out when and to what extent he may modify or depart from the ordinary rules. It is impossible to teach this, and it is scarcely advisable that the learner should trouble himself much about it ; for it is far preferable to show even too strict an adherence to principle, than to depart from it wildly and unskilfully. When the systematic theory and practice of the scientific game have been fully mastered, practice and obser- vation will soon point out, to the intelligent stu- dent, the modes in which he may advantageously modify his play. The principal cause which justifies what one may call exceptional or irregular play, is the state of the score, which in Short Whist continually requires the most careful attention. The necessity for gaining a certain definite number of tricks, in order to win or to save the game, under peculiar circum- stances of the hands, often gives rise to special problems, out of the usual category, and for which the ordinary system must be entirely thrown aside. If, for example, you score four, and have six tricks already, it is absurd to trouble yourself atjout any 64 THEORY OF WHIST. scientific mode of play, if by any possible means^ ever so irregular and exceptional, you can ensure one trick more. And so if, at love-all, two honors are declared against you, and you have four tricks up, any kind of play will be right that will get you the fiftn trick to save the game. Again, suppose the adversaries are four, and you, with the lead, have a bad hand. The best play is, in defiance of all system, to lead out your best trump ; for, if your partner has not a very good hand, the game is lost ; and if he has, that is the best thing to do. Towards the end of the hand, rules may be often advantageously laid aside and false cards played, for then the great scheme of play cannot be affected by them: it has been settled and carried out long before. There is another justification for departure from strict systematic play : that is, the consideration of the personal capabilities of your partner or your adversaries, and their degree of knowledge of the game. It is an essence' of the scientific game, con sequent on its mutual and combined character, that both partners must understand it, and must play on the same general principles, otherwise the mutu- ality cannot consistently be carried out. And a DEVELOPMENT. 65 question arises from this, which often puzzles stu dents; i.e., What should you do when you have a partner who does not understand, and consequently does not play, the scientific game ? This question is difficult to answer, as so much depends on the extent of his capabilities. It is, however, certain that you must considerably mod- ify your play, as all the features which depend on your partner's appreciation of the combined game would be thrown away. It would be folly, for ex- ample, to give the signal for trumps or any other conventional sign if it was not likely to be under- stood. And the case would be worse if one or both of the adversaries happened to be observant players ; for, in such case, the more information you gave as to your hand, the more facility you would afford for your own defeat. It is impossible to give rules for. such cases: sometimes it might be politic to play for your own hand only ; at others you might partially help your partner (if you could understand his play) though he might not help you ; at other times you might most profitably devote your attention to thwarting your adversaries. All would be a matter of judg- ment at the time. The only thing to be said is, that principles of Dlay which depend essentially on a joint action of 66 THEOEY OF WHIST. the two partners, must not inflexibly be carried Jut when one of their most fundamental conditions is wanting; and that, consequently, what would be very bqj play if you had a good partner, may be perfectly good when you hanre a bad oae. CHAPTER V. BULES iND DIRECTIONS FOB PLAT, The foregoing remarks illustrate what we havt called the Theory of the Scientific or Modern Game. The way in which this theory is usually brought into practical application is by means of Rules or Directions for Play ; indeed, the ordinary plan in teaching Whist, either personally or by books, is to give these rules only, either ignoring the theory altogether, or only allowing it to be inferred by the student as well as he can. Many collections of rules, carried out in con- siderable detail, will be found in the best modern works on Whist ; but it will be useful to give here a short summary of the principal ones, arranged in a convenient form for reference. It must be explained that among such rules are included many which have no direct reference to the theory of the game, but are matters of detail, providing for what we may call the accidents of play 68 THEORY OF WHIST. SUMMARY OP RULES AND DIRECTIONS FOR PLAY. The principles on which most of these rules m are based will be found in the foregoing theoret- ical considerations. Some further explanations, together with notes of exceptions and other useful remarks, are appended in small type. 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. No 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. PRACTICAL RULES. 69 Holding king, queen, knave, ten, lead the low- est of the sequence, to induce your partner tG 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 long suit), so as not to obstruct your establish- ment of the suit. Holding ace and four others (not including king, to queen with knave), lead ace, then a small one. To prevent the chance of your ace being trumped second round. Holding queen, knave, ten, or knave, ten, nine, at the head of your suit, lead the highest. It is an old and well-known rule to c ' lead the highest of a sequence." But like many other rules, when the reason of it is not comprehended, it is often totally misunderstood and misapplied. The object of doing this is to prevent your part- ner 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 direo 70 THEORY OF WHIST. ted. In a general way the rule shoud ajjplj only to a Mgli sequence heading the suit in youi own hand, and not to low or subordinate sequen- ces, 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 oth- ers, the ten. These are exceptional combinations. If trumps are out before you open your suit, you Bhould lead differently, keeping back your high cards. See the rules for trump leads, 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. PRACTICAL RULES. 71 To strengthen his hand, and as a conventional signal. If you originally held four, return tha lowest, unless you have the master-card, which play out at once, as before 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 weak, or your left-hand strong. I.e., lead up to the weak suit, or tJirough 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 rea- son to know he is long in the suit, the rule ad- mits 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 indica- tion has yet been given, to lead the honor might not only throw away a chance of making it, but strengthen one of your adversaries. 72 THEOEY OF WHIST. Avoid leading a suit which one adversary ruff^ and the other discards 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 tenace 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 ii best shown. Second Hand. The general rule for the second hand is to play you? lowest. For your partner has a good chance of win- ning the trick ; and the strength being on your right, it is good to reserve your high cards (par- ticularly 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 flayers adhere to this rule. PBACTTCAL KtTLES. 73 The following are some of the most u^ual excep- tions to this rule : Holding Ace and King, put on King. " King and Queen, " Queen. 11 Ace, Queen, Knave, " Knave. 44 Ace, Queen, Ten, " 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 consid- ered right to play the lowest of .he sequence second hand. To help your partner in ease of the third hand being weak. There is, however, some danger of this being mistaken for the signal for trumps, and your partner 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 Bard. Great strength in trumps, however, which always warrants a backward game, may some- times justify you in leaving it to your partner, particularly as you thereby keep the command of the adversary's suit. 4 74 THEORY OF WHIST. If an honor is led, you should generally put a higher honor upon it. But if you are strong in the suit, you may hus* band your strength and play a small one. Do not trump a doubtful trick second hand if strong in trumps : if weak, trump fearlessly. Third Sand. 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. This rule is subject, however, to the peculiar at- tribute 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 »ce and queen, you always play the queen. b. With this exception, it is wrong in principle PRACTICAL EULE8. 75 to finesse in yonr partner's long suit, as he want! the high cards out of his way. If yon see thai he leads from weakness, or if he leads you strengthening cards in your own 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 ia there also, both your cards must be lost in any /. 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 part- ner 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 particularly 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 finessi for the chance of gaining two. 76 THEORY OF WHIST. 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 to lead up to a PRACTICAL RULES. 77 weak hand, or otherwise to alter the position ol the lead. Management of Trumps. If you have five or more trumps always lead them, or signal to your partner to do so.* As explained in the foregoing theoretical re- marks. A trump lead from four may be warranted by strength, either of your own hand or your partner a 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. * Good players are sometimes more cautious in asking for trumps than in leading them. The rule given by one of the best modern authorities is, not to ask for trumpa unless you hold four with two honors, or five with one honor, tog-ether with good cards in one of the hands. It is simpler, however, for learners to adhere to the rule, always to lead or ask for trumps when they hold five. 78 THEOBY OF WHIST. Yon must not lead trumps simply because yom long suit is trumped, for, if your adversaries ar« strong in them, you will only be playing theii 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 adversaries 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 com- manding 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 PBACT1CAL BULES. 79 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 7iig7iest, 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 necessa/rily played the higher card first ; in the trump signal it must be played un* Never 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. As explained in Chap. IV. You may finesse in trumps much more deeply than in plain suits, As master-cards must ultimately make. Ruff freely when weak in trumps, but not when Btrong. 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 80 THEORY OF WHIST. 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.* At least, not until you have ascertained it will do him no injury ; for your weakness 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 whenever you can. Whenever you are not strong enough to lead trumps, you are weak enough to force your ad- versary. If, when you or your partner are leading trumps, one adversary renounces, 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. * One of the best modern play ers defines " fourtrumpa with one honor" as sufficient strength to warrant your forcing your partner. PRACTICAL RULES. 81 It may, however, often be advisable, even nn der this disadvantage, totally to disarm the adversary, if you or your partner have cards o* suits to bring 1 in. In this case, the renouncing hand should be led up to, rather than through. Similarly, if your partner renounces trumps, it ia 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 vou 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. Sort 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 se- quence. This is one of the modern conventional rules by which information is conveyed to your partner as to the contents of your hand, and ic you have an 4* 82 THEORY OF WHIST observant and educated partner it must be care- fully adhered to. Get rid of the commanding cards of your part- ner's long suit as soon as possible. Retain those of the adversaries' suits as long as you conveniently can. As explained in Chap. IV, 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 valua- ble. Besides, your first discard is generally a very important source of information to youx 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 un- less you had others equally gocd behmd. PEACTTCAL BULES. 83 Discarding the second best generally intimates you have no more of that suit. You throw it away because it is not likely ta 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 if 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 being the essence of the modern game. Pay attention to the state of the score, which ought often to influence your play. Eemember 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. Note 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 manj tricks are wanting for that purpose. 64 THEORY OF WHIST. in all these cases it may be expedient to mod ify 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 have the chance of gain- ing two. The state of the score may sometimes influence your whole plan. For example, if the adversa- ries are four, and you have a bad hand, you should lead your best trump, as explained in Chap. IV. Consider also the effect of the lead. It is often desirable to depart from the usual modes of play for the sake 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; as, for example, to make them lead up to a tenace or guarded second. These two latter rules afford the principal opportunities fox fine play. Do not be discouraged when sound play fails of success, which must often occur. CHAPTER VL CONCLUSION. We have now expounded the theory of the modern scientific game, and shown the mode of carrying it out in practice. Any one who has sufficiently mastered the principles here laid down to apply them fluently in his play, may be called a sound player, and will possess by far the most im- portant qualification for proficiency in the game. He will have immense advantages over those who do not play on system : for he will know what he is about, which they never do ; and his game will be intelligible to a good partner, whom he will be in no danger of thwarting, as is so often done by untaught players. Every good player knows too well the annoyance of having a partner who, through want of appreciation of what a good game means, will persist in obstructing and opposing his play, often to their mutual discomfiture. And, it is worthy of remark how much a system 86 THEOEY OF WHIST. atio commencement facilitates the study of the game. Everybody knows how difficult it is to learn Whist in the ordinary unsystematic way. the pupil is led blindly through a course of hetero- geneous rules, of the foundation of which he knows nothing, and which, therefore, have no meaning to him beyond mere empirical dicta. He must grope about for a long time in the dark, and can only enlighten himself by a gradual intuition of what the rules mean. But when the mode of play is shown to be a system, easily explained and as easily compre- hended, it is astonishing in how different a light the game appears. Its acquisition, instead of being laborious and repulsive, becomes easy and pleasant ; the student, instead of being frightened at the diffi- culties, finds them vanish before him; and even those who, having formerly practised without method, take the trouble of learning the system, suddenly see the light break in upon them, and soon find themselves repaid a hundred-fold in the increased enjoyment and satisfaction the game will afford them. It is one of the groat advantages of the modern scientific game, and of this systematic mode of CONCLUSION. 87 teaching it, that it renders Whist attractive to the young. It was formerly almost exclusively prac- tised by those somewhat advanced in life, whc alone were supposed to have acquired sufficient experience and judgment to play it well. But now that the results of experience have been reduced to a systematic form, capable of being presented at once to the mind, and sparing the years of practice formerly necessary for their induction, we find the game taken up as an attractive occupation by young men of high intellectual character, some of whom rank as the finest players. And it is also duo to the other sex to say, that the introduction of the sys- tematic form has been found to take from the game the stigma of being a only fit for old maids," and to render it now as attractive to our daughters and sisters as it used to be to our aunts and grand- mothers. But, great as is the step gained by systematic or sound play, something more is necessary to make a good player ; for here other qualifications enter into requisition, such as observation, memory, infer ence, and judgment. We must devote a few worda ' v these. 88 THEORY OF WHIST. If you aspire to become a good player, you must observe carefully. Look constantly at the board, watch every card as it falls, and notice particularly every honor. When you are practised in this, extend your special notice to the tens and nines, which, from their importance and the different ap- pearance they have from the lower cards, it has been found convenient to call semi-honors. Also let every original lead and renounce, or other sign of strength or weakness shown by each hand, im- press itself upon your mind as it occurs. A good player must also exercise some effort of memory to recollect the fall of the cards, and the indications given of the state of the hands. But the importance of this is vastly overrated by un- taught players. We often hear such expressions as — "Mr. So-and-so is a first-rate player, for he can recollect every card out ; " or, " I shall never play well — I have no memory." These are entirely delusions. Memory is of infinitely less importance than correct play. The best memory in the world will help a player very little if he does not under- stand and practise the principles of the game ; if he does, a very moderate mnemonical power will CONCLUSION. 89 suffice for every practical purpose. Let no one therefore despair on this ground. We will give a few hints, by following which the necessary power may soon be acquired. In the first place avoid all artificial systems, such as placing the trumps in a particular place (which is perfectly childish), or any other contri- vance of the kind, further than by carefully arrang- ing and counting your cards at the beginning of the hand. Trust to the natural memory only, which will soon answer your demands upon it. Then, do not attempt to recollect too much at once — go by degrees. It is totally unnecessary to recollect every card ; not one player in a hundred thousand could do that, or would desire to do it. The theory of the game shows us that there are some things much more important to attend to than others, and we should commence by directing the memory to these. For example : First. Always count the trumps; notice the honors as they fall ; and remember the trump card. Secondly. Direct your attention to your own most important suit, and try to recollect the fall of the honors in it. As soon as you can do this well, trv also to remember the semi-honors. 90 THEORY OF WHIST. Thirdly. Extend this to your partner's suit alscx Go as much further as you like ; but if you can do these, you will have done much to qualify yourself, as far as memory goes, for being a good player. Then a good player will draw inferences, from what he sees, as to where certain cards do or do uot lie, and generally as to the state of the various 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, "Whist is a language, and every card played is an intelligible sentence." The insight good players get into their fellow-players' hands appears to the unpractised almost like second-sight. Great skill in this can of course only be attained by great prac- tice 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 CONCLUSION. 91 in which inferences may be drawn from carda played : Lead. (In the lead.) Plat. flayer's own first Any plain suit. Ring, Ace followed by queen. Ace, followed by a small one. Queen (plain suits). (In returning his Partner's lead.) Does not lead out the mas- ter-card- Any card, afterwards drop- ping a lower one. Any card, afterwards drop- ping a higher one. (Generally ) Forces his partner. Refrains from doing so. Inference. N.B. When there is an al- ternative, 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 some- times modify the inference to be drawn. Is the best in his hand ; he holds four or more of it ; and has not five trumps. Holds also either queen 01 ace. Holds knave also. Had originally five or more. Holds also knave and 10 « but not ace or king. Does not hold it. Has no more. Has more. Is strong in trumps. Is weak in them. 92 THEORY OF WHIST. Second Player. Play. King (to small one led). Queen (ditto). Knave (dittoj. Any smaller card. Trumps a doubtful trick. Does not trump it. Infer encf- 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. Aoe. Holds neither king noi queen. Fourtli Player. Cannot win the trick. Wins it with any card. 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. Refuses to trump a trick ' certainly against him. 4ny discard, generally. Has not the one next below it. Probably is strong in trumps and wants them led. Is weak in that suit. CONCLUSION. 93 Play. Inference. Discards the best of any Has the next best and the suit. full command. Discards the second best. Has no more. Plays unnecessarily a Signal for trumps. higher card before a lower. When it is considered that several of these op- portunities for inference 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 resulta 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 im- mensely in different individuals, and the scope for individual judgment in play is one of the finest features of the game. It sometimes happens that a person who has qual- ified 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 94 THEORY OF WHIST. constitute him &fine player, the highest grade tc which it is possible to attain. The student must, however, be careful not to aim at this too early ; remembering always that be> fore 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. APPENDIX A. EXAMPLES OF HANDS. The following are a few simple hands played through. They are not intended to exemplify skill, for, as in almost all hands, the play might admit of modification according to the capabilities of the several players; — they have merely the object of illustrating the routine practice of some of the more common and important points in the modern game ; — such as the signal for trumps, forcing, the return of a suit, discarding, and so on. A and O are partners against B and D ; the at- tention being chiefly directed to the play of the two former. The reader is supposed to play the elder hand A. The winner of each trick is marked with an asterisk. 96 THEORY OF WHIST. EXAMPLE I. The object }f this example is to illustrate the making of a long plain suit, by the aid of your partner's long suit of trumps ; the trump lead being called for by signal. Hearts. Kg. 8, 6, 4, 2. Spades. 6, 2. Diamonds. 9, 6, 3, 2. Clubs. A. 7. Hearts. A. Q. Kn. Spades. 8, 7, 5. Diamonds. A. 10. Clubs. Q. Kn. 10, 5,3. Hearts Trumps. B D (Dealer) 9 turned up. A Hearts. 9, 5, 3. Spades. Q. Kn. Diamonds. Kg Q. Kn. 8, 7. Clubs. 9, 4, 2. Hearts. 10, 7. Spades. A. Kg. 10, 9, 4, 3. Diamonds. 5, 4. Clubs. Kg. 8, 6. EXAMPLES. 97 Trick. Play. I. *A King of Sp. Bo O 6 Remark. — Having five trumps, O signals to have them led. A not Reemg the 2 fall, will know that some one is asking for trumps, and will therefore carefully watch the next round. D Knave ,, Trick. Plav. V. B Q. of CL *C A. „ D2 „ A 6 „ VI. C 4 of H. A 4 of Di. H. *A Ace of Sp. B 7 *B A. of H. C2 Remark. — Trump signal com- pleted. D Q „ VII B Kn. of CI. 7 „ D4 „ *A Kg. „ III. A 10 of H. Remark. — In obedience to trump ff'gnal. B Kn. „ *C Kg. „ D3 „ VIII. *A 10 of Sp. Remark. — A has now brouglit in his long suit, and pursues it to the end. C discards his diamonds. It is immaterial what the adversaries play. IV. O 2 of H. D5 „ A 7 „ *B Q. „ IX. *A 9 „ X. *A 4 „ XI. *A 3 „ XII. *C 6 of H. XIII. *C 8 ,, The result is that A and O win a treble b\ eards against two by honors, and other considerable ad- verse strength. 98 THEORY OF WHIST. EXAMPLE II. In t_iis the elder hand (A) has the same long suit as before, but the strength in trumps is now given to the adversaries. The example .is intended to il- lustrate how a long suit, though it may not be brought in, may be made useful in forcing the strong adverse trump hand. Hearts. Q. Kn. 5. Spades. 6. Diamonds. A. 8, 7, 3. Clubs. A. Q. Kn. 7, 2. Hearts. A. 9, 8. Spades. 8,7,5,2. Diamonds. 9, 6, 2. Clubs. 10, 4, 3. C Hearts Trumps. B D (Dealer) King turned up. A Hearts. Kg. 10, 6, 4,2. Spades. Q. Kn. Diamonds. Kg. Q Kn. 10. Clubs. 9, 5. Hearts. 7, 3. Spades. A. Kg. 10, 9, 4, 3. Diamonds. 5, 4. Slubs. Kg. 8, 6. EXAMPLES. 99 Trick. Play. 1. *A King of Sp. B2 C 6 D Q. Remark. — Commencement of sig- nal for trumps. II *A A. of Sp. Remark. — Better to go on with, spades at the risk of being trumped than to open a new weak suit. B5 „ C 3 of Di. D Kn. of Sp. Remark. — Signal completed. III. A 10 of Sp. Remark. — To force the adverse hand which has, by asking for trumps, declared itself strong in them. B7 „ C 7 of Di, *D 2 of H. IV. D 4 of H. A3,, 'B A. „ C5 ,. V. B 9 of H. C Kn.,, *» Kg.,, A 7 „ VI. D 6 of H. A 4 of Di B 8 of H. *C Q. „ Trick. Play. VIL *0 A. of CL ?2 » A 6 „ B3 „ viii. o q. of a *A Kg. „ Remark.— To get rid of the com- mand. B4 „ IX. A 9 of Sp. Remark. — Repeating the form to extract the last trump. B 8 " C 8 of Di. *D 10 of H. X. D 10 of Di. A 5 „ * 3 „ *C A „ XI. *C Kn. of CI. Remark. — The adverse trumps being now all forced out, O, having gained the lead by a card of re- entry, brings in his cluba, antf makes them all. XII. *C 7 „ XIII. *C 2 „ A and O gain 3 by cards. IOC THEORY OF WHIST. EXAMPLE III. The object of this is to illustrate the value of the discard, as a means of communicating information. Hearts. A. 9, 7, 6. Spades. 6, 2. Diamonds. Q. Kn. 10, 9, 4. Clubs. 8, 3. Hearts. Q. 8, 5. Spades. Kn. 10, 4. Diamonds. A. 3. Clubs. A. Q. 9, 7, C Hearts Trumps. B D (Dealer) 10 turned up. A Hearts. Kn. 10, 3. Spades. 9, 8, 7. Diamonds. 8, 7 6, 2. Clubs. Kn. 10, 4 Hearts. Kg. 4, 2. Spades. A. Kg. Q. 5, 3. Diamonds. Kg. 5. Clubs. Kg. 6, 5. EXAMPLES. 101 Trick. Play. I. *A Kg. of Sp. B4 „ D7 II. *A Q. of Sp. B 10 C 6 > • D 8 j» Trick. Play. VI. B 2 of CI. C Q. of Di. Remark. — This second discard completes the full information as to B's hand. In the first place, having passed a doubtful trick, he has more than three trumps, and, as we navo seen, he has not five, he must hava four with three diamonds. Second- ly, his discarding the best diamond shows he has perfect command of the suit remaining behind. D 10 of CI. *A Kg. „ III. *A A. of Sp. B Kn. „ C 3 of CI. Remark. — This discard at once gives great insight into C's hand. He discards from hisweak suit, and therefore he ought to be strong in trumps and diamonds. But he has not 5 trumps or he would have sig- nalled for them, and hence, in all probability, he has at least 4 or 5 diamonds. D 9 of Sp. VII. *A Kg. of H. Remark. — Strengthening trump lead, justified by the knowledge gained in the last trick. B5 „ 6 „ r>3 „ IV. A Kg of Di. Remark. — The spade lead being now unadvisable, A is justified in acting on the information gained by his partner's discard, and leads a strengthening diamond. *B A. C 4 D 2 >> V. *B A. of CL C 8 9) D 4 A5 J» VIII. A 4 of H. B 8 „ *c A. „ D 10 „ IX. C 7 of H. D Kn. „ A 2 „ *B Q. ,, X. B Q. of CI. *C 9 of H. Remark. — Uses the last tru&ip to bring in his diamonds. D Kn. of CI A 6 XI. *C 9 of Di XII. *C 10 „ XIII. *C Kn. „ A and C win 4 by cards. 102 THEORY OF WHIST. EXAMPLE IV, The object of this is to illustrate the advantage of returning the proper card of your partner's lead, us a means of conveying information. Hearts. A. 9, 3, 2. Spades. A. Q. 6, 2. Diamonds. Kg. 5, 4 Clubs. 6, 3. C Hearts. 8, 5, 4. Hearts Trumps. Spades. Kn. 5. B D Diamonds A. Q. Kn. 8, 3. (Dealer) Clubs. A. Kg. 4, 6 turned up. A Hearts. Kn. 6. Spades. 10, 9, 8, 7 Diamonds. 9, 6. Clubs. Q. 10, 9 5,2. Hearts. Kg. Q. 10, 7 Spades. Kg. 4, 3. Diamonds. 10, 7, 2. Clubs. Kn. 8, 7. EXAMPLES. 103 Trick. Play. I. A 7 of H. Remark. — In this hand every plain suit is so bad to lead that the trump lead with such strength is quite justifiable. B4 „ *C A. „ D6 „ II C 2 of H. Remark. — From this card return- ed, O must either have four or no more. DKn„ *A Q. „ B 5 „ III. *A 10 of H. Remark. — It is justifiable to take out another round of trumps, though two may fall for one : partly to see how they lie, and partly to get a discard from some one as a guide for the next lead. Leading the 10 instead of the King is an additional assurance to your partner that you have still one left. B8 „ C3 „ Remark. — This card shows that O, having returned his lowest in the last trick, had four at first, and has consequently now one remain- ing, which therefore you are care- ful not to draw, as the game will depend on the two being made separately. D 6 of Di. Trick, Play. IV. A 10 of Di. Remark. — For want of a better lead, you lead up to the suit thai has been declared weak. BKn. „ *C Kg. „ r> 9 „ O 2 of Sp. D7 „ *A Kg. „ B5 „ VI. A 4 of Sp. Remark. — See remark, next trick. BKn.,, *C Q. „ D8 „ vn. *c a. of sp. D9 „ A3 „ Remark.— This shows that you (A) having returned your highest, had not more than three spades originally, and consequently have no more left. Your partner (O) therefore, observing this, sees that by leading the losing spade, he will enable you to make your trump separately from his, which will win the game. B 4 of CI. VIII. C 6 of Sp. D 10 „ *A Kg. of H. Remark. — You trump without hesitation, knowing your partner to hold the other trump. B 3 of Di. C makes the last trump, and A and C make 3 bj cards and 2 by honors, winning a treble. 104 THEORY OF WHIST. EXAMPLE V. This example is given to show how singularly, under extreme circumstances, the bringing in of a long suit may annihilate the most magnificent cards. The hand is a very remarkable Whist curiosity : A and C hold all the honors in every plain suit, and two honors in trumps, and yet do not make a single trick ! Spades. Q. Kn. Diamonds. Kn. 10, 9, 8, 7, 6. Clubs. 10, 9, 8, 7, 6. Hearts. A. Q. 10, 8. Bpades. 10, 9, 8, 7, 6, 5, 4, 5, 2. Hearts trumps. B D (Dealer) 2 turned up. A Hearts. 6, 5, 4, 3, 2. Diamonds. 5 ; 4, 3,2. Clubs. 5, 4, i 2. Hearts. Kg. Kn. 9, 7. Spades. A. Kg. Diamonds. A. Kg. Q. Clubs. A. Kg. Q. Kn. EXAMPLE. 105 Trick. Play. Trick. Play. I A 7 of H. IV. B 3 of Sp. Kemarks. — There can be no *D 5 of H. doubt about this being the proper lead. *B 8 „ A A. of Sp. C 6 of CI. D 2 of H. v. D 6 of H. II B 2 of Sp. A Kn „ C Kn. „ *B Q. „ *D 3 of H. C 8 of CI. A Kg. of Sp. YI. *B A. of H. III. D 4 of H. Remarks. — The propriety of this A Kg. „ lead is often questioned ; but it is de- fended by the impolicy of leading either of the extremely weak plain suits, and by the lead of trumps be- ing up to a renouncing hand, and therefore the most favorable pos- VII. *B 10 of Sp sible. Also, by giving B the lead • VIII. *B 9 „ again, it enables him to continue IX *B 8 „ the spade, for D to make his small trumps upon. X. *B 7 „ A 9 „ XI. *B G „ *B 10 „ XII. *B 5 „ C 7 of CL XIII. *B 4 „ B and D win every trick, 5* APPENDIX B. ON MODIFICATIONS OF THE RULES, DEPENDING ON THE STYLE OF PLAY OF YOUR PARTNER. It has been the principal object of this work to show that the modern scientific game of Whist im plies a combination of the hands of the two part- ners ; and it is of course essential to this combina- tion, that each of the two partners must concur in adopting such a mode of play as will efficiently carry it out. Is is not necessary that each should be equally skilful, or should bring an equal amount of judgment to bear, but it is essential that each should understand the game in the same way; should be guided by the same main principles, and should adopt the same system in the general treat- ment of his hand. Now, unfortunately, it happens that among the im- mense numbers of persons who play Whist, or who pretend to play it, only a small minority at present — - ON MODIFICATIONS OF THE RULES. 107 do understand or follow the system of the combined game. Hence it continually happens, as every ex- perienced Whist-players knows, that you may sit down opposite a partner whose ideas of the game so little agree with your own, that any attempts you may make to bring about a combination of the hands are abortive. It becomes an interesting question, therefore, what is the best course for you to follow under such cir- cumstances ? How far will it be prudent to adhere to the usual system ? and in what particulars should it be departed from ? It is impossible to give any complete answer to these questions ; there may be such infinite variety in your partner's style of play, that no prescribed plan would meet all cases. You may find almost infinite gradations — from the mere blunderer, ignorant of any kind of principle or rule, to the clever, shrewd, observant player of the old school, who will make the most skilful efforts to win the game, but will still refuse to adopt the proper means to show you his hand, or to under- stand and act on the indications you may give him of yours. The following extract from an article on c Modern Whist,' in the c Quarterly Review' for January 1871, contains the only attempt we know of to classify Whist-placers according to their mode of play : — 108 THEORY OF WHIST. EXTRACT. " It would be vain to attempt to descrit e all the infinite varieties of bad play ; but it may be useful to give a few of its most salient characteristics, and this we may do by dividing whist-players into four classes, with, however, the proviso that such a clas- sification must be only approximate, and far from exhaustive in the lower grades. Beginning with the worst, the fourth class appear to have derived their ideas of playing from certain ora, traditions, which, though widely spread, and doubt- less of great antiquity, it is difficult to trace to any definite origin. Probably they may be the handing- down of the rudest practice in the infancy of the game. "We have, as a matter of curiosity, paid some attention to the habits of this class, and the following may be taken as a summary of their chief rules, which, we believe, now appear in print for the first time : — ' If you have an ace and king of any plain suit, lead them out at once. If not, lead from the best card you hold, in the hope of making it some time • or lead a single card for ruffing. 6 But if fortunately your partner has led before you, you have only to return his lead, and need not take the trouble of scheming a lead of your own* ON MODIFICATIONS OF THE RULES. 109 ' Never lead trumps, even if led first by your part- ner ; It is wasting them, as they might make tricks by trumping. c In all other cases do the best you can.' The only idea of skill possessed by these players, is in recollecting the high cards that are out, and in discovering when the partner is likely to be short of a suit, that they may force him to trump ; they are quite indifferent as to the play of sequences and small cards, and w r onder at anybody attaching im- portance to such trifles. This class forms the great mass of domestic players ; they are generally very fond of the game, and practise it a great deal ; but their improvement is almost hopeless, as it is so hard to get them to take the first step, i.e. to unlearn everything they already know. The third class are more deserving of respect. They have probably belonged originally to the fourth class, but by reading Hoyle or Matthews, or some of the old books, aided by careful attention, practice, and natural ability, they have risen much above it, and have acquired, in domestic circles, the reputa- tion of being superior players They are very ob- servant, recollect and calculate well, draw shrewd inferences as to how the cards lie, and generally are adepts in all the accidental features of good play. Their management of trumps is diametrically op 110 THEOEY OF WHIST. posed to that of the fourth class, as they have a great penchant for leading them, a course almost always advantageous for them with inferior adversaries. But skilful as these players are, they commit, as Deschapelles says, * one long and continual fault which they do not see ;' they are i forts joueurs qui sont de detestables partenaires.' They do not play upon system; they will not conform to the conven- tional language of the game ; and hence they lose the great advantage of the combination of their own with their partner's hands. They, indeed, usually object to system altogether, arguing that the play should be dictated by their own judgment. A play- er of this class wdll often lead from short suits, or will lead trumps when weak, or abstain from lead- ing them when strong, or will even refuse to return his partner's lead in them ; or, in fact, will adopt any other mode of playing for his own hand alone : 1 the worst fault,' says Mr. Clay, c which I know in a whist player.' If players of this class knew how easily they might step into the rank of first-class adepts, by simply adopting the orthodox system, they might be induced to devote a few hours to its acquisition ; but the great obstacle to their improvement is the pride they take in their own skill, which they object to make subservient to a set of rules, and, perhaps, in some ,.-':.-;.