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It is in the power of adversaries in such cases to demand a new deal.

Finessing.-A term used when a player endeavors to conceal his strength, as when, having the best and third best (as Ace and Queen), he plays the latter, and risks his adversary holding the second best (the King). If he succeed in win. ning with his Queen, he gains a clear trick, because, if his adversary throws away on the Queen, the Ace is certain of making a trick. The term finessing may be literally explained by saying a player chances an inferior card to win a trick with while he holds the King card in his hand. Forcing. This term is employed when the player obliges his adversary or partner to play his trump or pass the trick. As, for instance, when the player holds the last two cards in a suit, and plays one of them.

Hand.-The thirteen cards dealt to each player.

Honors.-Ace, King, Queen, and Knave of trumps, reckoned in the order here given.

Jack.-The Knave of any suit.

King Card.-The highest unplayed card in any suit; the leading or winning card.

Lead, the.-The first player's card, or the card next played by the winner of the last trick.

Long Trumps.-The last trump card in hand, one or more, when the rest are all played. It is important to retain a trump in an otherwise weak hand.

Loose Cards.-A card of no value, which may be thrown way on any trick won by your partner or adversary. Longs.-Long Whist, as opposed to Short.

Lurch-The players who make the double point a said to have lurched their adversaries.

Love.-No points to score. Nothing.

Marking the Game. Making the score apparent, with coins, etc., as before explained.

No Game.-A game at which the players make no score.
Opposition.-Side against side.

Points.-The score obtained by tricks and honors. The wager-
ing or winning periods of the game.
Quarte.-Four cards in sequence.

Quarte Major.-A sequence of Ace, King, Queen, and Knave. Quint.-Five successive cards in a suit; a sequence of five, as King, Queen, Knave, Ten, and Nine.

Renounce.-Possessing no card of the suit led, and playing another which is not a trump.

Revoke-Playing a card different from the suit led, though the player can follow suit. The penalty for the error, whether made purposely or by accident, is the forfeiture of three tricks. (See Laws.)

Rubber.-The best two of three games.

Ruffing-Another term for trumping a suit other than trumps.

Sequence.-Cards following in their natural order, as Ace, King, Queen, Two, Three, Four, etc. There may, therefore, be a sequence of Four, Five, Six, and so on. Single.-Scoring, at Long Whist, ten tricks before your adversaries have scored five.

te-saw.-When each partner trumps a suit. holds no Diamonds, and B no Hearts.

For instance, A When A plays

Hearts, B trumps and returns a Diamond, which A trumps and returns a Heart, and so on.

Score. The points gained in a game or rubber.
Slam.-Winning every trick in a round.
Shorts.-Short Whist as opposed to Long.

Tenace.-Holding the best and third best of any suit led when last player. Holding tenace, as King and Ten of Clubs. When your adversary leads that suit, you win two tricks perforce. [Tenace minor means the second and fourth best of any suit.]

Treble.-Scoring five (at Short Whist) before your adversaries have marked one.

Terce.-A sequence of three cards in any suit.

Terce Major.-Ace, King, and Queen of any suit held in one hand.

Tricks. The four cards played, including the lead.
Trump. The last card in the deal; the turn-up.
Trumps.—Cards of the same suit as the turn-up.
Ties.-Cards of like denomination, as two Kings, Queens, etc.
Cards of the same number of pips.

Trumping Suit.—Playing a trump to any other suit led.
Underplay.-Playing to mislead your adversaries; as by lead.
ing a small card though you hold the King card of the suit.
Younger Hand.-The player to the right of the dealer.

SHORT RULES.

FOR FIRST HAND OR LEAD.

1. Lead from your strong suit, and be cautious how you change suits; and keep a commanding card to bring it in again.

2. Lead through the strong suit and up to the weak, but not in trumps, unless very strong in them.

3. Lead the highest of a sequence; but if you have a quart or quint to a King, lead the lowest.

4. Lead through an honor, particularly if the game be much against you.

5. Lead your best trump, if the adversaries be eight, and you have no honor; but not if you have four trumps, unless you have a sequence.

6. Lead a trump if you have four or five, or a strong hand; but not if weak.

7. Having Ace, King, and two or three smali cards, lead Ace and King, if weak in trumps, but a small one if strong in them.

8. If you have the last trump, with some winning cards, and one losing card only. lead the losing card.

9. Return your partner's lead, not the adversaries'; and if you have only three originally play the best; but you need not return it immediately, when you win with the King, Queen, or Knave, and have only small ones, or when you have a good sequence, have a strong suit, or have five trumps. 10. Do not lead from Ace Queen, or Ace Knave. 11. Do not lead an Ace, unless you have a King. 12. Do not lead a thirteenth card, unless trumps be out. 13. Do not trump a thirteenth card, unless you be last player, or want the lead.

14. Keep a small card to return your partner's lead.

15. Be cautious in trumping a card when strong in trumps, particularly if you have a strong suit.

16. Having only a few small trumps, make them when you

can.

17. If your partner refuses to trump a suit, of which he knows you have not the best, lead your best trump.

18. When you hold all the remaining trumps play one, and then try to put the lead in your partner's hand.

19. Remember how many of each suit are out, and what is the best card left in each hand.

20. Never force your partner if you are weak in trumps,unless you have a renounce, or want the odd trick.

21. When playing for the odd trick, be cautious of trumping out, especially if your partner be likely to trump a suit; make all the tricks you can early, and avoid finessing.

22. If you take a trick, and have a sequence, win with the lowest.

FOR SECOND HAND.

23. With King, Queen, and small cards, play a small one, when not strong in trumps. But if weak, play the King. With Ace, King, Queen, or Knave, only, and a small card, play the small one.

FOR THIRD HAND.

24. With Ace and Queen, play her Majesty, and, if she wins, return the Ace. In all other cases the third hand should play his best card when his partner has led a low one. It is a safe rule for the third hand to play his highest.

FOR ALL THE PLAYERS.

25. Fail not, when in your power, to make the odd trick. 26. Attend to the game, and play accordingly.

27. Hold the turn-up card as long as possible, and so keep your adversaries from a knowledge of your strength, 28. Retain a high trump as long as you can. 29. When in doubt win the trick

30. PLAY THE GAME FAIRLY AND KEEP YOUR TEMPER.

CUTTING IN

1. The two highest are partners against the two lowest. 2. Less than three cards is not a cut.

[If fewer than three cards be cut off the pack, the player so cutting must replace the cards and cut again.]

3. In cutting, the Ace is lowest.

4 Ties must cut again.

5. After the pack is cut, no fresh cards can be called for in that deal.

6. If a card be exposed, a new cut may be demanded.

7. All cutting-in and cutting-out must be by pairs.

8. The right-hand adversary cuts to the dealer.

SHUFFLING.

9. The cards must be shuffled above the table. 10. Each player has a right to shuffle the cards, the dealer last.

DEALING.

II. The cards must be dealt one at a time, commencing with the player to the left of the dealer.

12. In case of a misdeal, the deal passes to the next player. [The following are misdeals:-A card too many or too few given to either player. An exposed card. Looking to the trump card before it is turned up in the regular order of play. Dealing the cards with the pack not having been cut. The trump card dropped out of turn. A faulty pack. In every case, except the last, the deal is lost if a fresh deal be claimed by opponents. A card faced by any other than the dealer is not subject to penalty.]

13. The dealer must not touch the cards after they have left his hand, but he is allowed to count those remaining undealt if he suspects he has made a misdeal.

14. The trump card must be left on the table, face upwards, till the first trick is turned.

[If it is not then taken up, however, it can be treated as an exposed card, and called at any part of the game, provided that no revoke be made by playing it.]

15. One partner may not deal for another without the consent of opponents

THE GAME,

16. Any card played out of turn can be treated as an exposed card and called, provided no revoke be thereby caused. [Thus, a player who wins a trick plays another card before his partner plays to the trick The second card becomes an exposed card.]

17. If the third player throws down his card before the second, the fourth player has a right also to play before the second; or, if the fourth hand play before the second or third, the cards so played must stand, and the second be compelled to win the trick if he can.

18 No player but he who made the last trick has a right to look at it after it has been turned.

19. A trump card played in error may be recalled before the trick is turned

(But if the playing of such trump cause the next player to expose a card, such last exposed card cannot be called.]

20 If two cards be played, or if the player play twice to the same trick his opponents can elect which of the two shall remain and belong to the trick. Provided, however, that no revoke be caused.

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[But if the trick should happen to be turned with five cards in It, adversaries may claim a fresh deal.]

21 A player before he throws, may require his partner to

draw his card" or he may have each card in the trick

claimed by the players before the trick is completed.

[The proper way is to say. Draw your cards," as then the chance of partner claiming the wrong one is lessened.]

22 If two players answer the lead together, the one whose turn it was to play can call the other card in the next or following trick as an exposed card.

23 No player is allowed to transfer his hand to another without the consent of his adversaries.

24. A hand once abandoned and laid down on the table cannot be taken up again and played.

25. If a player announce that he can win every trick, adversaries may call his cards.

THE REvoke.

26. The penalt for a revoke is the forfeiture of three tricks. If a revok he made the adverse party may add three

to their score by taking them from their opponents, or they may reduce your score by three.

[In order to more fully explain the intent of a revoke: "If a suit is led, and any one of the players, having a card of the same suit, shall play another suit to it-that constitutes a revoke. But if the error be discovered before the trick is quitted, or before the party having so played a wrong suit, or his partner, shall play again, the penalty only amounts to the cards being treated as exposed, and being liable to be called."]

27. If a player revokes, and before the trick is turned discovers his error, adversaries may call on him to play his high. est or lowest card of the suit led, or they may call the card exposed at any time when such call will not le: 1 to another revoke.

28. No revoke can be claimed till the trick is turned and quitted, or the revoker's partner has played again.

29. When a revoke is claimed, the cards must not be mixed, under forfeiture of the game.

30. The player or partners against whom a revoke is established cannot claim the game in that deal.

31. No revoke can be claimed after the cards are cut for the next game.

32. When a revoke has occurred on both sides, there must be a new deal.

33. The proof of a revoke is with the claimants, who may examine each trick on the completion of the round.

CALLING HONORS.

34. Honors cannot be counted unless they are claimed before the next deal. No omission to score them can be rectified after the cards are packed, but an overscore can be deducted. 35. Honors can only be called at eight points, and then only by the player whose turn it is to play.

[It is quite usual to omit calling bonors when the game is pretty certain but the shortest and fairest plan is for the player boiding two honors to ask, "Can you one?" when, if your partner holds one, the game is at an end.]

36. At nine points honors do not count.

37. Four honors in one or both partners' hands count four to the game three honors, two. Two honors on each side are not scored, but are said to be divided.

THE SCORE.

38. If both partners score, and a discrepancy occur between them, adversaries may elect which score to retain. 39. The score cannot be amended after the game is won and the cards packed.

INTIMATIONS BETWEEN PARTNERS.

10. A player may ask his partner, "What are trumps?" or, Can you follow suit?" "Is there not a revoke?" Or he may tell him to draw his card. All other intimations are unfair.

41. Lookers-on must not interfere unless appealed to

BY-LAWS.

These are all the laws of the game of Whist, but there are certain other rules or by-laws with which it is important the finished player should be acquainted. The penalties attached to a disregard of any of the following by-laws differ in differ ent companies, and to some, which partake rather of the nature of maxims, there is no penalty at all.

When the trump is turned, and taken into the player's hand, it cannot be demanded by either of the players. When a card is taken distinctly from the hand to which it belongs, it may be treated as an exposed card.

Taking a trick belonging to your adversaries subjects you to no penalty, but it may be reclaimed at any time during the round.

If a player throws up his hand, and the next player follows his example, the game must be considered at an end, and lost to the first player resigning.

Honors scored improperly are in some companies trans

ferred to adversaries.

Approval or disapproval of a partner's play, or, in fact, any improprieties of speech or gesture, are not allowable.

As soon as the lead is played to, it is complete.

If a player announce that he can win all the remaining tricks, he may be required to face all his cards on the table. His partner's hand may also be so treated, and each card may be called separately.

HINTS AND CAUTIONS FOR AMATEURS.

Place each suit together, in the natural order of the cards, but do not always put the trumps to the left, as thereby your adversary is able to count them as you put them aside. Many good players do not sort their cards at all, but arrange them in the hand just as they fall on the table.

Never dispute the score, unless you are pretty certain you are right; nothing is so ungraceful as a disputatious player. Never hesitate long in playing, but if you have a bad hand, do your best and trust to your partner.

Remember that no points can be marked if you neglect to score before the second trick of the succeeding round is played,

Do not show honors after a trick is turned, as they may be called by your adversaries.

At eight points, the elder hand asks the younger, and not the younger the elder. That is to say, the player with the two honors in hand asks, “Can you one?" Remember the good old maxim, "Second hand throws away, and third hand plays high,"

Always endeavor to retain a leading card or trump to nearly

the end.

Never throw a high card on a lost trick when a low one will suffice.

Follow your partner's lead, and not your adversary's. When you suspect your partner to be strong in trumps, ruff when he leads a small card and return a little trump. When your partner leads from an apparently good hand, do your best to assist him.

Whist is a silent game; therefore do not distract the at tention of the players by idle conversation.

Never interfere needlessly.

Watch the style of your adversaries' play, and act in accordance with your own judgment.

Make tricks when you can without injury to your partner's

hand.

Accustom yourself to remember the cards that are played A good memory is a wonderful assistant at Whist.

GENERAL RULES.

Be cautious how you change suits, and allow no artifice of your adversaries to induce you to do so, without your own hand warrants it.

Keep a commanding card, to bring in your own strong suit when trumps are out, if your hand will permit.

Never keep back your partner's suit in trumps, but return them at the first opportunity.

With a strong suit and but few trumps, rather force your adversaries than lead trumps-unless it happens that you are strong in at least one other suit.

Never neglect to make the odd trick when you have a chance.

Look well to your own and your opponents' score, and shape your play by reference to them.

In a backward game, it is sometimes wise to risk one trick in order to secure two, but in a forward game, be more cautious.

If you hold three cards of the suit led by your partner, return his lead with your best.

Remember what cards drop from each hand, how many of each suit are out, and the best remaining card in each.

Seldom lead from Ace and Queen, Ace and Knave, or King and Knave, if you hold another moderate suit.

If neither of your adversaries will lead from the above suits, you must do it yourself with a small card.

You are strong in trumps with five small ones, or three small ones and one honor.

Do not trump a card when you are strong in trumps, more especially if you hold any other strong suit.

If you hold only a few small trumps, make them when you

can.

If your partner refuses to trump a suit of which he knows you have not the best, lead him your best trump as soon as you can.

If your partner has trumped a suit, and refuses to play trumps, lead him that suit again.

Never force your partner but when you are strong in trumps, unless you have a renounce yourself, or want only the odd trick.

If the adversaries trump out, and your partner has a renounce, give him that suit when you get the lead, if you think he has a small trump left.

Lead not from an Ace suit originally, if you hold four in number of another suit.

When trumps are either returned by your partner, or led by your adversaries, you may finesse deeply in them; keeping the command as long as you can in your own hand.

If you lead the King of any suit, and make it, you must not thence conclude that your partner holds the Ace.

It is sometimes proper to lead a thirteenth card, in order to force the adversary, and give your partner a chance of making a trick as last player.

If weak in trumps, make your tricks soon; but when strong in them, you may play a more backward game.

With five small trumps and a good hand, lead trumps, and 60 exhaust the suit.

With the lead, and three small trumps and the Ace, it is

sometimes judicious to allow your adversaries to make two tricks in trumps with King and Queen, and on the third round play your Ace. You then secure the last trick with your little trump.

With one strong suit, a moderate one, and a single card, it is good play to lead out one round from your strong suit, and then play your single card.

Keep a small card of your partner's first lead, if possible, in order to return it when the trumps are out,

Never force your adversary with your best card of a suit unless you have the second best also.

In your partner's lead, endeavor to keep the command in his hand, rather than in your own.

If you have see-saw, it is generally better to pursue it than to trump out, although you should be strong in trumps with a good suit.

Keep the trump you turn up, as long as you properly can. When you hold all the remaining trumps, play one of them, to inform your partner; and then put the lead into his hand. It is better to lead from Ace and Nine than from Ace and Ten.

It is better to lead trumps through an Ace or King than through, a Queen or Knave.

If you hold the last trump, some winning cards, and one losing card only, lead the losing card.

When only your partner has trumps remaining, and leads a suit of which you hold none, if you have a good sequence of four, throw away the highest of it.

If you have an Ace, with one small card of any suit, and several winning cards in other suits, rather throw away some winning card than that small one.

If you hold only one honor with a small trump, and wish the trumps out, lead the honor first.

If trumps have been led thrice, and there be two remaining in your adversaries' hands, endeavor to force them out. Never play the best card of your adversaries' lead at second hand, unless your partner has none of that suit.

If you have four trumps, and the command of a suit whereof your partner has none, lead a small card, in order that he may trump it.

With these general directions we may now proceed to consider each hand as analyzed by Hoyle and improved by modern players. The following are from the last and best edition of Hoyle; the maxims have been adopted by Payne, Trebor, Carleton, Colebs, Captain Crawley, and all the other writers on the game.

THE LEAD-FIRST HAND.

Begin with the suit of which you have the greatest number; for, when trumps are out, you will probably make tricks in it. If you hold equal numbers in different suits, begin with the strongest; it is the least liable to injure your partner. Sequences are always eligible leads; they support your partner's hand without injuring your own.

Lead from King or Queen rather than from a single Ace

for, since your opponents will lead from contrary suits, your Ace will be powerful against them.

Lead from King rather than Queen, and from Queen rather than Knave; for the stronger the suit, the less is your partner endangered.

Do not lead from Ace Queen, or Ace Knave, till you are obliged; for, if that suit be led by your opponents, you have good chance of making two tricks in it.

In sequences to a Queen, Knave, or Ten, begin with the highest, and so distress your left-hand adversary.

With Ace, King, and Knave, lead the King; if strong in trumps, you may wait the return of this suit, and finesse the Knave.

With Ace. Queen, and one small card, lead the small one; by this lead, your partner has a chance of making the Knave. With Ace, King, and two or three small cards, play Ace and King if weak, but a small card if strong, in trumps; when strong in trumps, you may give your partner the chance of making the first trick.

With King, Queen, and one small card, play the small one; for your partner has an equal chance to win, and there is little fear of your making King or Queen.

With King, Queen, and two or three small cards, lead a Small card if strong, and the King if weak, in trumps; strength in trumps entitles you to play a backward game, and to give your partner a chance of winning the first trick. But if weak in trumps, lead the King and Queen, to secure a trick in that suit.

With Ace, with four small cards, and no other good suit, play a small one if strong in trumps, and the Ace if weak; strength in trumps may enable you to make one or two of the small cards, although your partner cannot support your lead.

With King, Knave, and Ten, lead the Ten; if your part. ner has the Ace, you may probably make three tricks, whether he pass the Ten or not.

With King, Queen, and Ten, lead the King; for, if it fail, by putting on the Ten, upon the return of the suit from your partner, you may make two tricks.

With Queen, Knave, and Nine, lead the Queen; upon the return of that suit from your partner, by putting on the Nine, you make the Knave.

SECOND HAND.

With Ace, King, and small ones, play a small card if strong in trumps, but the King if weak. Otherwise your Ace or King might be trumped in the latter case. Except in critical cases no hazard should be run with few trumps.

W th Ace, Queen, and small cards, play a small one; upon the return of that suit you may make two tricks.

With Ace, Knave, and small cards, play a small one; upon the return of that suit you may make two tricks.

With Ten or Nine, with small cards, play a small one. By this plan you may make two tricks in the suit

With King, Queen, Ten, and small cards, play the Queen. By playing the Ten on the return of the suit, you stand a good chance of making two tricks.

With King, Queen, and small cards, play a small card if prong in trumps, but the Queen if weak in them; for strength

in trumps warrants a backward game. It is advantageous to keep back your adversaries' suit.

With a sequence to your highest card in the suit, play the lowest of it, for by this means your partner is informed of your strength.

With Queen, Knave, and small ones, play the Knave, because you will probably secure a trick.

With Queen, Ten, and small ones, play a small one, for your partner has an equal chance to win.

With either Ace, King, Queen, or Knave, with small cards, play a small one; your partner has an equal chance to win the trick.

With either Ace, King, Queen, or Knave, with one small card only, play the small one, for oherwise your adversary will finesse upon you.

If a Queen of trumps be led, and you hold the King, put that on; if your partner hold the Ace, you do no harm; and if the King be taken, the adversaries have played two honors

to one.

If a Knave of trumps be led, and you hold the Queen, put it on; for, at the worst, you bring down two honors for one. If a King be led, and you hold Ace, Knave, and small ones, play the Ace, which can only make one trick.

THIRD HAND,

The third hand plays high.

With Ace and King, play the Ace and immediately return the King. It is not necessary that you should keep the com. mand of your partner's hand.

With Ace and Queen, play the Ace and return the Queen. By this means you make a certain trick, though it is sometimes policy to play the Queen. Your partner is, however, best supported by the old-fashioned method.

With Ace and Knave, play the Ace and return the Knave. in order to strengthen your partner's hand.

With King and Knave, play the King; and if it win, return the Knave.

Play the best when your partner leads a small card, as it best supports him.

If you hold Ace and one small card only, and your partner lead the King, put on the Ace, and return the small one; for, otherwise, your Ace may be an obstruction to his

suit.

If you hold King and only one small card, and your part. ner lead the Ace, when the trumps are out, play the King; for, by putting on the King, there will be no obstruction to the suit.

FOURTH HAND.

If a King be led, and you hold Ace, Knave, and a small card, play the small one; for supposing the Queen to follow you will probably make both Ace and Knave.

When the third hand is weak in his partner's lead, you may often return that suit to great advantage; but this rule must not be applied to trumps, unless you are very strong indeed.

Never neglect to secure the trick if there is any doubt about the game.

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