mm ;^''t LGes :^A G V m- LIBRARY OF CONGRESS. Slielf..B_AS4 UNITED STATES OF AMERICA. T^-m -'tC 1 7 if A Handbook of Whist AND READY REFERENCE MANUAL OF THE MODERN SCIENTIFIC GAME / ^ \ " MAJOR TENACE " N^j::^^,.,,..,^^ S^^ \ NEW YORK AND LONDON G. P. PUTNAM'S SONS @;^c finicKcrbotker ^kss 1885 715 /5V COPYRIGHT BY P. PUTNAM'S SONS Press of G. P. Putnam's Sons New York CONTENTS. Introduction Plan of the Book The suit from which to lead .... Directions for the opening player .... 8 Complete directions for leading . . . . ii The card to lead from the suit chosen . . 26 Table I. Trump leads from suits of five or more . 28 Table II. Comparison of trump leads from suits of four 35 Table III. Plain-suit leads from suits of five or more 37 Table IV. Comparison of leads from suits of five or more in trumps and in plain suits ... 42 Table V. Comparison of leads from suits of four in trumps and in plain suits 44 Trump leads and the inferences therefrom Summary of trump leads and inferences . Conventional leads ...... Plain-suit leads and the inferences therefrom, Summary of plain-suit leads and inferences 29 30 39 48 57 IV CONTENTS. The Play of the Second Hand I. — In plain suits 59 The Signal for trumps ..... 62 The Echo 64 II. — In trumps 67 The Play of the Third Hand . . . .71 Finessing ........ 73 Getting rid of the command in partner's suit . 74 The Play of the Fourth Hand .... 78 The Discard .80 Conclusion 82 THE LAWS OF WHIST . . . . . .87 A HANDBOOK OF WHIST. INTRODUCTION. In this handbook an attempt is made to condense, arrange, and to marshal into a sys- tem all the specific directions for play that could be found in the works of the acknowledged masters of the game of whist. The object is to present these directions, unencumbered by explanation or discussion, in a form convenient for reference. Many topics are omitted, in which a novice would find instruction necessary. To the unscientific player, it may seem a per- plexing mass of details, — of doubtful authority, and challenging a most prodigious effort of the memory. But to the genuine student of whist, who has perused such works as those of Pole and Caven- dish, and strives to apply their principles in his play, this Handbook of Reference is offered, to show him, at a glance, what to do in any given situation, — what to lead, and what to play. 2 INTRODUCTION. That which he is expected to gather from these pages, and to hold in memory, is : 1. The point at which one principle or maxim is modified by another ; and 2. Where one principle, ceasing to be applica- ble, is superseded by another, and prob- ably an opposite one. To him, as the reason of any play, or, under slightly changed conditions, why a modified or opposite play is adopted, will be suggested the fundamental principle of the game — namely, that each hand is not to be played indepen- dently, but in conjunction with the partner^s hand. The directions, tables, and synopses of this little book have been so arranged, that a solu- tion may be quickly found to almost any case of doubt or perplexity that can arise in the mind of a player, during the course of a hand. If he will form the habit of fixing in his mind the doubtful situation, and of looking it up afterward at an early opportunity — say, during the next deal, or later, — he will in a short time greatly improve his play. Moreover, it is believed that these tables are so suggestive of the theory of whist, that any person studying them will find his play rapidly becoming a matter of judgment rather than of INTRODUCTION. X memory. The relief thus afforded will enable a player the more easily to keep his attention fixed on the fall of the cards, and the more accurately to infer the position of the cards unplayed. As a fitting conclusion to this introduction, the compiler would disclaim all credit for origi- nality, except for the design, and for the ar- rangement of the matter herein presented. The authorities on whist are such " house- hold words," and their works so commonly in the possession of players, that it has been deemed unnecesssary to make references to them for the support of each individual state- ment. The author ventures to hope that his meagre outline of the beauties and intricacies of whist will inspire his readers to a further study of the subject in the more extended treatises by the masters of the famous game. THE PLAN OF THIS BOOK. In the arrangement of this handbook, various objects have been kept in view. 1. To treat each topic exhaustively. 2. To show by variations of type the relative importance of each direction. 3. To make the book easy for reference. 4 INTRODUCTION. In treating of the lead, the best, or strongest, play is given at the outset ; the remaining leads follow in the order of their preference. The choice of suits from which to lead is first considered. Two series of directions are given. The first series, consisting of eight directions, presents in one view the principles applicable to the opening player. The second series, which includes the first, is more general, and contains twenty-six directions, arranged in the order of their preference. These are for the guidance of any player, whenever the lead is secured, and apply to the instances, also, in which the lead is obtained the second or third time in the same hand. In the second division of this subject, those leads which, as given in the series, are general in their character, are treated in detail, in order to set forth what particular card of the suit chosen should be selected for leading. The subject of leading is so important that it needs to be studied in all its relations. To provide for this object five synoptical tables have been constructed. Table I. (for trumps) and Table III. (for plain suits) furnish, as it were, a bird's-eye view of the relations which subsist between the strength of a suit and the card which should be led from it. INTRODUCTION. 5 The table for plain suits is comparatively simple, and illustrates clearly the second point (stated on page 2) which a reader is expected to gather from these pages, and to hold . in memory. The remaining tables (II., IV., and V.) are tables of comparison. In IV. and V. are pre- sented, in a graphic manner, the points of difference in leading from trumps and from plain suits. The former relates to suits of five or more ; the latter, to suits of four. Table II. exhibits the many radical differences, as well as numerous similarities, in leading trumps from suits of four, in the two following circum- stances : 1. When led originally. 2. When led in return of partner's lead, and in other similar instances. — See p. 18. A further treatment of the subject of leading, groups together all the possible cases from which the lead of each particular card may arise. Summaries, both for trumps and for plain suits, are also given, showing the proba- ble inference in the case of each card led. The play of the second hand is next con- sidered, and is treated according to the follow- ing scheme : 6 INTRODUCTION. I. — In Plain Suits. In the first round of the suit. A. When an honor is led. B. When the ten, nine, or eight is led. C. When a low card is led. THE SIGNAL FOR TRUMPS, THE ECHO. After the first round. The play of the second hand renouncing. II. — In Trumps. In the first round. A. When an honor is led. B. When a low card is led. THE grand coup. After the first round. The scheme for the treatment of the play of the third hand is as follows : I. In the first round of a suit. II. After the first round. DIRECTIONS FOR FINESSING. GETTING RID OF THE COMMAND IN partner's SUIT. III. The play of the third hand renouncing. Directions for the play of the fourth hand follow ; and, finally, the discard. Even the most perfect familiarity with all the general or minute directions set forth in this book, and the readiest application of them INTRODUCTION. 7 in play, will not be sufficient to constitute a person a player of the highest rank. Whist is such a rare and perfect game, that there will still be left an almost boundless and ever-vary- ing field for ingenious inferences and strategical lines of play. THE LEAD. I. — OF THE OPENING PLAYER. In the opening play the leader has mainly to consider his own hand. In the lead of trumps, however, the turn-up card, if it be Knave, ten, or nine, may affect the lead. Thus : 1. Knave turned up at the right. From A., Q., 10, etc., lead Queen, instead of the nine, or a low card. 2. Ten turned up at the right. From K., Kv., 9, etc., lead Knave, not a low one. From Q., Kv., 9, etc., " Queen, " " 3. Nine turned up at the right. From Kv., 10, 8, etc., lead Knave, not a low one. In one instance given by Cavendish, the opening lead entirely depends on the partner. The leader holds : A., K., Q., 3, of diamonds ; which are trumps. 9, 8, 6, 4, 3, of hearts. A., K., Q., of spades. 8, of clubs. Score : Love-all. His conclusion is that with ninety-nine partners out of a hundred, a heart would be the right lead. But with an " angel " for a partner, one round of trumps (the Queen) as THE OPENING LEAD. 9 a feeler would be right, and then a lead of hearts. By the change of suits the partner should understand that he is not to return the trump lead unless he is very strong in them. DIRECTIONS FOR THE OPENING LEAD. I. — FIRST CHOICE. Lead Trumps from five, or more. — With the requisite number of trumps in hand, this lead is generally considered imperative. And yet when the leader has but five trumps, there are exceptions. 1. When only the odd trick is needed to win or save the game. 2. When the score is safe, and the strength in trumps is not accompanied by good cards in the plain suits. — But see p. 12. II. — NEXT CHOICE. From four trumps, and either commanding or well-protected cards in the three plain suits, lead trumps. Discontinue, however, the trump lead if partner turns out very weak in them, and your good cards in plain suits are only well protected. So, also, with three trumps, including Ace and King, with commanding cards in plain suits, lead trumps. lO THE OPENING LEAD. III. — NEXT CHOICE. Holding four trumps with Ace at the head, a strong head sequence {e.g., A., K., Q., etc.) in one plain suit, and a probable trick {e.g., K., guarded) in another suit, — lead trumps. Do not, however, part with Ace of trumps until the third round of the suit. IV. — NEXT CHOICE. Lead from your strongest plain suit of five, or more. V. — NEXT CHOICE. Lead from your strongest plain suit of four. If headed only by an eight or nine, it would be better to lead from an advantageous weak suit. VI. — NEXT CHOICE. Lead trumps from a good suit of four, if your only other recourse would be to lead from a disadvantageous suit of three. VII.— NEXT CHOICE. Open your most advantageous weak suit. The term " advantageous," as here applied to weak suits, is fully explained in the detailed discussion of Direction XXIII. DIRECTIONS FOR LEADING. II VIII. — LAST RESORT. With a poor hand, and the score being des- perate, lead trumps. II. — COMPLETE DIRECTIONS FOR LEADING. Taking the first series as a basis, we may generaHze still further, and introduce, in their proper order, the leads for succeeding players, dependent somewhat on the score, on the fall of the cards, on the previous play or lead of the partner, and on the inferences drawn from the adversaries' leads or play. Discards are also valuable ''pointers" in determining the lead. Broadly stated, the player should either lead trumps or open his strongest suit. We cannot overlook the necessity of stating that the authori- ties uniformly and emphatically condemn the lead from a sin- gle-card plain suit, in the hope of utilizing low trumps in the succeeding rounds of that suit. The chances are that nothing will be gained thereby ; and much may be lost, by deferring other and better leads to this method of making a trick or two early in the hand. The directions already given for the leads of an opening player will be repeated, for the purpose of numbering all together in a series. We would impress upon the reader that these leads are arranged in the order of their prefer- ence. Evidently but one direction can be fol- 12 DIRECTIONS FOR LEADING. lowed at a time. That one should be chosen, coming earliest in the series, which is applica- ble to the leader's hand, to the state of the game, and especially to the partner's knowl- edge of the game. It would certainly, then, be useless to attempt any fine play, wherein the possible advantage to be derived would be neutralized by the confusion caused in the mind of the partner. Better also for any one to play a simple game that is thoroughly understood, than to attempt to follow a direction, though given early in the series, which is rather beyond his experience in the game. Therefore, as soon as you get the lead : I. Lead trumps from five, or more. — This rule is generally considered imperative. It is neces- sary, however, to modify it somewhat, and to state with more particularity the cases in which the lead of trumps from five only would and would not be the best play. 1. When only the odd trick is needed to win or save the game, it is not well to risk the loss of it by leading trumps. With a strong hand, there would be no necessity for the lead. 2. When the game is young, or the score safe, the lead of trumps from five should DIRECTIONS FOR LEADING. 13 only be ventured when the player has a good hand in plain suits ; for ex- ample : a. Five strong trumps (two honors), with one very good suit, or with fair strength in all the plain suits. b. Five moderate trumps, and excellent cards in all the plain suits. The following is an exception to Direction I., and also to the ordinary lead from the long suit : fo. 6, 4, 3, 2 of trumps. FromJ 7. 2, ) . 1 . I Ace, V in plain suits. La., 8, 6, 3, 2, ) Score : Leader, 3 ; opponents, 2. F. H. Lewis led the three of the long plain suit. — See Proctor's "Whist," p. 159. After partner has had a lead, and shown a strong suit, considerably less strength in the plain suits will be sufficient to warrant a lead from five trumps. 3. When the score is adverse, and the leader's hand is poor outside of trumps ; for instance : a. With five trumps, and general weakness in the plain suits. b. With five small trumps, and 1. Five small cards in one plain suit. 2, Four middling cards in one, and four ba4 cards in another plain suit, — ■ 14 DIRECTIONS FOR LEADING. the best chance to save the game is to lead trumps. Compare XXIV., p. 24. 4. But even in these cases, trumps should not be led if the play of the hand has pro- gressed so far as to show that the leader's partner has no good suit. With six trumps, or five trumps and an established suit, you should trump a certain winning card of an adversary, and then lead trumps. But from five trumps, of which you have used one to get the lead, a trump lead cannot be ventured from the remaining four, unless you have an established suit, or a strong hand (see Direc- tion III.) ; or unless you can infer strength in your partner's hand. And certainly not if either adversary shows strength in trumps. Compare also the play of the second, third, and fourth hands, renouncing. Continuation of the Trump Lead. — Evi- dently the primary object in leading trumps is to exhaust the adversaries ; and, secondarily, to make tricks, either with or without the partner's assistance. The ultimate object of the lead is to defeat the adversaries' high cards, or long suits, by trumping; and by thus getting the lead, to make good your own or partner's high cards and long suits. The defence of the weak side consists in delaying the trump lead by changing suits ; by stopping the lead at any risk ; by forping ; by ruffing freely ; and by retaining the command as |ong as possible in the adyei-saries' suits. DIRECTIONS FOR LEADING. 1$ As a general rule, when you lead trumps from strength, continue the lead until an adversary- renounces. Especially continue the lead if your partner renounces, as you thus draw two for one. When an adversary renounces, it is generally best to discontinue, and to endeavor to make your and your partner's trumps fall separately. When, however, one adversary renounces, a trump lead through the adversary who still holds trumps may be ad- vantageous ; especially (i) if, otherwise, you would have to open a disadvantageous weak suit ; or (2) if you wish to place the lead in the adversary's hand, and thus compel him to lead up to your guarded strength in the weak suits. II. Force your partner by leading a suit which he has renounced (or indicated no more of), especially if the adversaries hold the winning card in it : I. If you are strong in trumps. a. Holding five or more. b. Holding four trumps, two being honors. c. With even four weak trumps, if your partner has shown weakness in trumps, or the adversaries strength in them ; or if you and your partner are evidently weak in plain suits. In the latter case (and perhaps in the other two, if you are not strong enough to lead trumps), force your 1 6 DIRECTIONS FOR LEADING. partner with a low card of a suit in which you hold even the best. — See Game VI., Proctor's Whist, p. ii6. 2. When weak in trumps, as follows : a. When the partner, not having indicated strength, asks for a force. b. When the position shows a cross-ruff. c. When the adversaries have signaled. d. To win or save the game, when you are not very sure of making the trick any other way. Except as thus stated, Do not force your partner, if you are WEAK in trumps. Occasions for leading so as to force the partner, though some- what frequent, generally arise after the player has led original- ly ; but since the lead sometimes otherwise occurs, and then takes precedence of other more common ones, it requires to be placed thus early in the series. III. With four trumps, and either commanding or well-protected cards in the three plain suits, lead trumps. Discontinue, however, the trump lead if partner turns out very weak in them, and your good cards in plain suits are only well protected. So, also, with three trumps, including Ace and King, with commanding cards in plain suits, lead trumps. The rule is here limited so as to include the lead of an open- ing player. DIRECTIONS FOR LEADING. 1/ But in similar cases of fair strength in trumps, after partner has shown his strong suit, a suc- ceeding player may lead trumps, if he holds commanding cards in the two other plain suits. Compare X., p. 20. Moreover, a succeeding player, with com- manding cards in the three plain suits, may lead trumps even from three, if he can infer strength in trumps in his partner's hand, or ad- versaries' weakness in them ; as for instance : If one adversary, has led a plain suit, and the pther has not signaled. Furthermore, with one suit, originally long and having become perfectly established, or having been shown to be your partner's suit, and with winning cards in the two other plain suits, — a trump may be led even from two. See Game XIX., Proctor's Whist, p. 142. IV. Holding four trumps with Ace at the head, a strong head sequence {e.g., A., K., Q., etc.) in one plain suit, and a probable trick {e. g., K., guarded) in another suit, — lead trumps. Do not, however, part with Ace of trumps until the third round of the suit. 1 8 DIRECTIONS FOR LEADING. V. Holding but one trump, but having strong cards in the three plain suits, lead the trump singleton, if your partner dealt. With a splendid hand in plain suits, lead the trump even if the adversaries have signaled. If possi- ble, secure the lead on the first round. VI. Lead trumps : — 1. In return of partner's lead of trumps. * ' Sudden illness and default in trumps " are said to be the only excuses for failure in this regard. But this must be taken cum grano salts ; for it is quite possible that the original lead of trumps may be a forced lead. 2. In answer to partner's call for trumps. 3. If he has refused to trump an adversary's certain winning card. 4. If he has refused to overtrump. VII. If the adversaries have developed a cross-ruff against you, i, e,, each trumping a different suit, lead trumps ; and get out two rounds if possi- ble. VIII. You holding the best trump, and the adversa- ries but one other, lead the best trump to bring down that one : DIRECTIONS FOR LEADING. 1 9 1. When you have an established suit. 2. When your partner has an established suit, and you can put the lead into his hand. 3. If the adversary who holds the last trump has also an established suit. Thereupon, lead your established suit, or give your partner the lead. Do not lead the best trump to extract the last trump from an adversary, if he holds a card in his partner's established suit by which he might throw the lead into that partner's hand, and if you are without an established suit. IX. As a general rule, it is seldom right to con- tinue trumps, when led by the opponents. When, however, an adversary is leading trumps, and his partner renounces, or plays a low card third hand, — a trump lead, particularly from the weak-trump hand, through the adversary who originally led trumps, may be advantageous (see Direction XIL). But not if the weak-trump hand has a fair chance to make his short trumps by ruffing ; nor if he can lead winning cards to force the strong-trump hand of the adversary. On the same principle, when the adversaries 20 DIRECTIONS FOR LEADING. are leading trumps, if you, as fourth player, have won the first round with a ten-spot, or cheaper, and still hold Ace, Kv., etc., lead a low one. When the adversaries are leading trumps and your partner renounces, it may be necessary to continue their lead, in order to force the adver- saries* trumps to fall together. Compare p. 15. X. Two rounds of partner's suit being out, — (i) if it is established, or (2) if partner has shown weakness in trumps (either by not forcing you, or otherwise), — lead trumps from four, — even a weak suit, — if you hold good cards in the other two suits. XL Suppose adversaries have led trumps, and your game is desperate, lead from your weak- est suit. Your partner should finesse deeply in it, and should lead his weakest suit. Compare note on page 11. XII. When your right-hand adversary leads a low card from your strong suit, as his original lead, and you win the trick, — the third hand showing no more, — lead trumps, even from three, in DIRECTIONS FOR LEADING. 21 preference to opening a disadvantageous plain suit of three. If he leads a high card in your suit and you win the trick, leaving the best probably in the leader's hand, and you are then obliged to change the suit, the case is more difficult. With only three trumps, lead from your most advantageous suit. XIII. Lead from your strongest plain suit of five or more. XIV. Lead from your strongest plain suit of four, headed at least by an honor. Compare XXI. XV. Your long suit being established, if neither adversary has led or called for trumps, lead trumps from a suit of four. XVI. Return partner's lead in a plain suit. — This is ordinarily a matter of course, if you hold the best card in it (compare Direction XVII.) ; or if you hold only one more and are short in trumps, and especially if you have not a good long suit. 22 DIRECTIONS FOR LEADING. But if partner evidently led from a weak suit, and you have no strength in it, do not return the lead. So, also, if you have won his lead cheaply, the return of the lead will hardly be ad- visable. Direction XVIII., or XXIII., would be preferable. The order of leads in this series illustrates an important general principle of whist, which may here be stated, viz. : First develop your own haftd, except : 1. When your partner has shown strength in trumps ; then you are bound to play his game. 2. When adversaries' strength in trumps and a desperate score compel you to adopt a defensive lead. As a rule, if you have any strength, — trumps, or a long suit, — lead from it, and thus inform your partner, before returning his lead in a plain suit. XVII. Lead the winning card of a plain suit which has been already led once. Follow this direction, especially if you can thereby force the strong trump hand of an adversary. But do not follow it, if it gives the adversary with the strong trumps a chance to discard, and the other a chance to trump ; nor if it gives up unnecessarily the command in an adversary's suit. Holding Ace and Queen only, of a plain suit led by your partner ; if you win with the Queen, follow the direction above stated, and lead Ace DIRECTIONS FOR LEADING. 23 at once. If the suit was led by an adversary, hold the Ace. Compare C, 10, under Play of the Second Hand in Plain Suits. By winning the first round with the Ace, or other best card, and then leading a card which would have taken the trick, you may signify that you hold all the intermediate sequence. XVIII. Lead up to a weak fourth hand ; or lead through a strong second hand ; i. e.y strong or weak as regards only the suit you are about to lead. The first alternative is preferable to the sec- ond, and is often a good lead v/hen you, fourth hand, have won very cheaply a trick in your adversary's suit. This may even call for a trump lead. Compare Direction IX., and see, also, this direction in detail. XIX. Lead a " thirteener," if you have good trumps, but not the command in them. XX. Suppose you have all the remaining trumps ; your partner's suit is established, but you have none of them to lead ; if obliged to open a fresh 24 DIRECTIONS FOR LEADING. suit headed by the King, Queen, or Knave, lead the highest irrespective of the number you hold in the suit. This is called Deschapelle's Coup. It may be defeated if an adversary, holding Ace, reserves it until the second round of the suit. XXI. Lead from a suit of four, not containing an honor. If headed only by an eight or nine, it would be better to lead from an advantageous weak suit. XXII. Lead trumps from a good suit of four, if your only other recourse would be to lead from a rather disadvantageous suit of three, or an especially weak suit of four. XXIII. Open your most advantageous weak suit. The term " advantageous," as here applied to weak suits, is fully explained in the detailed discussion of this Direction. XXIV. With a poor hand, and the score being des- perate, lead trumps. DIRECTIONS FOR LEADING. 25 XXV. Toward the end of a hand, — holding a long suit not yet led, headed by a Queen or Knave, which can only go around twice on account of trumps still out, treat it as a short suit, and lead the highest. XXVI. Where a suit can go around but once, and you have not the winning card, lead your lowest. Use your best judgment, and do not try to follow these directions too literally. THE CARD TO LEAD. DIRECTION I. IN DETAIL. (See pp. 9 and 12,) The lead of trumps from five or more. — The proper card to lead depends on the strength the leader holds in the suit. From the majority of hands a low card is led. A very strong or a very long suit is necessary in order to warrant the lead of a high card. The following synopsis shows, in a general way, the relation of the card to the strength in the suit. A. A high card is led, — either the highest or the lowest of the head sequence, — from any trump suit containing : 1. Three honors. 2. A head sequence of three, beginning with a card not lower than the ten. 3. Ace and King, or King and Queen, with five or more low ones. Also K., Q., 10, etc. 4. Ace and six low ones (not including King). B. An intermediate card is led from : 1. A., Q., 10, 9, etc. (not seven in all). 2. A,, Kv., 10, 9, etc. (not seven in all). 3. K., Kv., 10, with or without others. 26 DIRECTION I. IN DETAIL. 2J C. From all others a low card is led. In trumps, it will be noticed that a more backward game is played than in plain suits. The best card is retained as long as possible, in order to avoid losing the command of the trump suit. This relation, or dependence of the lead upon the strength of the suit, may be more definitely seen by the study of the fol- lowing table. The various combinations of the five or more trumps are there arranged vertically in three classes, according as the suit is headed : 1. By a single card. 2. By two cards in sequence. 3. By three cards in sequence. In strong suits (column 3) the lead varies regularly with the decrease in the strength of the suit. In the first and second columns of the table the regular gradation is interrupted on account of the necessity of taking no risks of losing the command in the trump suit. 28 DIRECTION I. IN DETAIL. TABLE I. TRUMP LEAD FROM FIVE, OR MORE. SINGLE CARD AT HEAD. SEQUENCE OF TWO. SEQUENCE OF THREE. Lead lowest of the sequence. ^° A., K., Kv., etc. A., K., and five low ones. A., K,. p., etc. K., Q., Kv., etc. Lead the Ten, then the Queen. ^T" K., Q., Kv., lo, etc. Ace and six low ones. K., Q., lo, etc. K., ^., and five low ones below the ten. Lead highest, then lowest.-^ A., Q., Kv., and two or more others. Lead highest, then lowest of the under sequence, -.^t Lead highest, then lowest, of the se- quence. 1^" )., Kv., lo, etc. kV., lo, 9, etc. Lead highest, then next. ^ Q., Kv., 9, and three low ones. o, 9, 8, etc. A., p., lo, 9, etc. A., Kv., lo, 9, etc. K., Kv., lo, etc. Lead the lowest of the under se* quence. ..^^ Ace with less than six A., K., and less than five Q,8, 7, etc. low ones, not Q. with low ones. 8,7, 6, etc. Kv., nor Q., xo, 9, nor K., Q., and less than five below 10. Etc ,etc. Kv., 10, 9. K.. etc., without Kv., 10. Q., Kv., 9, and less than Q., etc. Kv., etc. three low ones. p., Kv., and low ones. Kv., 10, etc. Etc., etc. 10, 9, etc. Etc., etc. From these, lead the lowest but one. DIRECTION I. IN DETAIL. 29 There are a few modifications of the original trump lead on account of the turn-up card. 1. Queen turned up at the left. From A., Kv., 10, 9, etc., lead A., then Kv., instead of the lowest of the sequence. 2. Knave turned up at the right. From A., Q., lO, etc., lead Q., instead of the nine or a lower card. 3. Ten turned up at the right. From K., Kv., 9, etc., lead Kv., not a low card. " Q., Kv., 9, etc., " Q., 4. Nine turned up at the right. From Kv., 10, 8, etc., lead Kv., not a low card. For a comparison of the leads from suits of five or more in trumps, and in plain suits, see Table IV., p. 42. TRUMP LEADS AND THE INFERENCES THEREFROM. The directions for leading trumps from long suits will now be presented arranged in groups, showing together all the cases in which each particular card is led. A. 1. Lead Ace, then Knave (or lowest of the sequence), from A., Q., Kv., etc. See also i, supra. From A., Q., Kv.,anci one other below the ten, the Ace is led, then the Queen, then low, if both win. 2. Lead Ace, then the lowest, from Ace and six or more others (not K., nor Q. with Kv.). 30 DIRECTION I. IN DETAIL. B. 1. Lead Kin^, then change the suit to finesse on the next round, from A., K., Kv., etc But not if Queen was turned up at the left ; nor if essential to get out two rounds at once in order to stop a cross-ruff. See VII., p. i3. 2. Lead King, then Ace, from Ace, K., and five or more others (below the Kv.) ; also from A., K., with Kv., etc , in the cases above excepted (B. i.). 3. Lead King, then lowest, if the King wins, from K., Q., 10, etc., also from K., Q., and five or more (be- low the ten). Also, lead K., then Q., then lowest, if both win from K., Q., Kv., and one other (below the ten). , c. 1. Lead Queen, then King, from A., K., Q., etc. (with- out the Knave). 2. Lead Queen, then lowest of the sequence, from Q., Kv., 10, etc. But lead Q., then Kv., from Q., Kv., 10, and one other (below the nine). 3. Lead Queen, then Knave, from Q., Kv., 9, and three or more others ; or from Q., Kv., 9, etc., if the ten was turned up at the right. 4. Lead Queen from A., Q., 10, etc., if the Knave was turned up at the right. D. 1. Lead Knave, then Ace, from A., K., Q., Kv., with or without others. 2. Lead Knave from K., Q., Kv., etc. (below the ten). From K., Q., Kv., and one other below the ten, the King is led, then the Queen, then the lowest, if both win. DIRECTION I. IN DETAIL. 3 1 3. Lead Knave, then the lowest of the sequence, from Kv., 10, 9, etc. But lead Kv., then the ten, from Kv., lo, 9, and one other below the eight. 4. Lead Knave, from Kv., 10, 8, etc., if the nine was turned up at the right. 5. Lead Knave, from K., Kv,, g, etc., if the ten was turned up at the right. 1. Lead the ten, then Queen, from K., Q., Kv., lo, with or without others. 2. Lead the ten, then the lowest, from K., Kv., 10, etc. (without the nine). 3. Lead the ten, then the next, from 10, 9, 8, etc. F. I. Lead the nine (or lowest of the sequence), from K., Kv., 10, 9, with or without others. A., Q., 10, 9, " " (not seven in all). A., Kv., 10, 9, " " '• " G. In all other cases (of long suits), lead the lowest but one from suits of five or more ; the lowest from suits of four. The cases included in this subdivi- sion may be seen in the table, p. 28. SUMMARY OF LEADS AND INFERENCES. The inferences that can be drawn when trumps are led originally, i. e., from long suits, four or more, may be tabulated as follows : 32 DIRECTION I. IN DETAIL. THE LEAD — IN TRUMPS. THE INFERENCE. Ace, then K. Ace, then Q. Ace, then Kv. . Ace, then ten Ace, then nine . Ace, then eight . Ace, then seven Ace, then six Ace, then five or lower card K., then Ace . K., taken by Ace K., and suit changed K., then Q. K., then Kv. . K., then ten K., then nine . K., then eight, seven, six, or five K., then four or lower card Q., then Ace Q., taken by A. or K. Q.,thenK. Q.,thenKv. Q., then ten Q., then nine Q., then eight or lower card Kv., then Ace . Kv., then K. . Kv., then Q. . Kv., then the ten Kv., then the nine . Kv., then the eight or a lower card . Kv., taken by Ace Kv., taken by King c Queen Ten, then A. or K. , Leader has no more. " " Kv., and one other (below the ten). " " Q., and two or more " " " " Q., Kv., and perhaps others. " Q., Kv., lo. " Q., Kv,, JO, 9. '' " Q., Kv., 10, 9, 8. " " Q., or Kv., and the sequence from the ten down. Leader has five more, perhaps Q. or Kv., not both and perhaps neither. Leader has five others (below Kv.). " " Q. with the ten, etc. " " Kv. and one other. " five or more below the Kv. Leader has A. and Kv. " " Kv., and one other only (below the ten). Not led from four or more. Leader has Q., 10, but no more, " " Q., 10, and perhaps others above the low card led, but none below. Leader has Q., not the Kv., perhaps the ten, etc. If not, then seven in all originally. Not led. (But compare p. 29, 2.) Leader has Kv., etc. " " Ace also, but not Kv. " " the ten, and one other only below the nine, or the nine with three others. Leader has Kv. (not the nine) and two or more others. Leader has Kv., 10, etc. " " Kv., 10, 9, etc., all down to the low card led. Leader has K. and Q. '' '' Q. " " K. See also p. 41, 6. " " the nine, and one other only. " " the ten, and two or more below the eight. Leader has all the sequence down to the low card led. Leader has K. and Q. together, or neither. Leader has no higher honor, but has a sequence below. Not led. (But see p. 41, 5.) DIRECTION III IN DETAIL, 33 THE LEAD — IN TRUMPS. THE INFERENCE. Ten, then Q. . Ten, then Kv. . Ten, then the nine eight or Ten, then the a lower card Ten, taken by the Ace orQ. Ten, taken by K. or Kv. . Nine . Eight or seven . Six, or a lower card Leader has K. and Kv. Not led. Leader may have K. and Kv. If not, a sequence below. Leader has K. and Kv. Leader may have K. and Kv has neither. together. If not, Leader has not Ace or Q. " " Ace, with another honor, also the ten. " " one honor, perhaps two. Leader may have one, two, or no honors. Certainly had four or more originally. DIRECTION III. IN DETAIL. (See pp. 9 and i6.) Trump lead from four. — In general the lead is the same as from a trump suit of five or more, and depends on the same principles. In a few cases however, the application of these principles results in important variations, as fol- lows : 1. From Ace, Q., Kv., and one other below the ten, lead Ace, then Queen, then low, if both win. From a like suit of five or more, the Ace is led, then the low- est of the sequence. 2. From K., Q., Kv., and one more below the ten, lead K., then Q., then low, if both win. From a like suit of five or more, the Kv. is led, to force out the Ace, even if held by the partner. There are other variations which are con- ventional methods of indicating the number of cards held in the suit. See p. 39. 34 DIRECTION VI. IN DETAIL. 3. From Q., Kv., 10, and one other below the nine, lead Queen, then Knave. In a like suit of five or more, the Q, is led, then the lowest of the sequence. 4. From Kv., 10, 9, and one more below the eight, lead Kv., then the ten. In a like suit of five or more, the Kv. is led, then the lowest of the sequence. 5. From suits of four, lead the lowest in those cases in which the lowest but one is led from suits of five or more. All these variations are incorporated as notes to the directions on pp. 29-31, making those pages a complete synopsis of all trump leads from a strong suit. The above directions (for original leads from suits of four) should be carefully distinguished from the directions in detail under VI. See also Table II., p. 35. For a comparison of the leads from suits of four, in trumps and in plain suits, see Table V. Direction IV. is a lead from four trumps, — explained above in detail. Direction V. is the lead of a trump singleton. DIRECTION VI. IN DETAIL. (See p. 18.) The lead of trumps — in return of partner's lead ; in answer to his call ; if he has refused to trump a winning card, or to overtrump. A. With four or more trumps yet remaining. 1. From any three honors, \ '* Ace, etc., >• lead highest. " Q., Kv., 10, etc., ) 2. From any other four trumps, lead lowest. B. Holding less than four. DIRECTION VI. IN DETAIL, 35 Lead highest ; and if it wins, the next. These directions are based on the principle of furnishing to the partner as much assistance as possible ; while in Direction III. the object is to retain the command, and to get as much assistance as possible from the partner. Wherein these purposes result in the same or in different leads, will be shown in the table. TABLE II. COMPARISON OF TRUMP LEADS FROM FOUR. LEAD LEAD AS THE SUIT. AS DIRECTED DIRECTED IN III. IN VI. « A., K., Q., etc. K., Q.,Kv., etc. Q., Kv., lo, etc. Lowest of Sequence. Highest. King:, then Queen. K., then Q. §ts • Highest. Highest. ^It Kv., lo, 9, etc. Highest. Lowest. «s-^ lo, 9, 8, etc. 9, 8, 7, etc. Lowest. Lowest. 8, 7, 6, etc. " o Etc., etc. A., K., Kv., etc. K., and change suit. Highest. p A., K., and two low J- Lowest. Highest. I . K., Q., lo, etc. Highest. Lowest. o g K., Q., and two low ones. j- Lowest. Lowest. 8«^ Q., Kv., 1 or 1 lower 1 and two seq. j low ones. two, J j- Lowest. Lowest. A., Q., Kv., etc. Ace, then Queen. A., then Q. o 2 A., and three low ones. j- Lowest. Highest. 1 " K., Kv., lo, etc. Lowest of Sequence. Lowest. K ^ Other suits of four. Lowest. Lowest. 36 DIRECTIONS VII. AND XIII. IN DETAIL. DIRECTION VII. IN DETAIL. (See p. 18.) Lead of trumps to stop a cross-ruff— getting out two rounds if possible. 1. Holding highest trump, lead it. 2. Holding four or more, follow the direc- tions in detail under I. and HI. 3. Holding three, follow Direction XXHI. 4. Holding two, lead highest. Directions VIII., IX., X., XII. are eithei- specific in their nature, or may be referred to those already given in detail. Direction XI. is a lead from the weakest suit. See XXIII. DIRECTION XIII. IN DETAIL. (See pp. 10 and 21.) Lead from a plain suit of five or more. — The principle of broadest application is to lead the lowest but one — in order to retain the command, and to receive partner's assist- ance, with the ultimate object of establishing the suit, and of making tricks with the long cards in it. Frequently, however, this latter purpose has to be given up, and a defensive game played (see p. 14). This happens when the adversaries show numerical superiority in trumps, or a strong hand. Compare the lead of lowest from a plain suit of four. When the suit is headed by sufficient DIRECTION XI I L IN DETAIL. 37 ^., of strength, an opposite principle obtains ; i, leading the highest (or a high card). The following table presents these principles distinctly, and shows the limits of their appli- cation. TABLE III. PLAIN-SUIT LEADS FROM FIVE OR MORE. SINGLE CARD AT THE HEAD, TWO IN SEQUENCE. THREE IN SEQUENCE. A. and four or more others. K., Kv., lo, etc. A., K., etc. K K., Q., etc. Kv., 9, and three or more others. A., K,0.,etc. . K., p., Kv., etc. g., Kv., lo, etc. v., lo, 9, etc. In the above, lead the highest (or a high card). K., Kv., etc., below the lo. K., etc., below Kv. p., etc., •iv., etc. lo. etc. Etc., etc. Q., Kv., 9, and less than three others. Q., Kv., etc., below 9. 10, 9, etc. Etc., etc. Lead lowest but one. 10, 9, 8, etc. 9. 8, 7, etc. Etc., etc. The directions, generalized in the table, will now be presented in another form, with a defi- nite statement of the card to be led, and with particulars as to the second lead in the suit. A. With sequence of three at the head of the suit. 38 DIRECTION XIII IN DETAIL. 1. From A., K., Q., Kv., etc., lead K., then Kv. 2. " A., K., Q.,etc.,leadK.,thenQ. 3. " K., Q., Kv., 10, etc., lead the ten, then Q. 4. " K., Q., Kv., and two or more (below the ten), lead the Knave. — Compare p. 41, 6, 5. From Q., Kv., 10, 9, etc., ) , , ^ ,. , . , .u 6. " Q., Kv., 10, and two [ ^^"^ ^- '^'J" ^°^^^^ °^ ^^« ^^- or more others, ) quence.-Compare p. 41, 3. :c., ) i two > srs, ) , From Kv., 10, 9, 8, etc., " Kv., 10, Q, and t,.^ ^ ^ ,, I quence.— Compare p. 41, or more others, ) p f •» i lead Kv., then lowest of the se- The lead of the highest from 10, 9, 8, 7, etc., and from 9, 8, 7, 6, etc., is in accordance with the latest theories. B. With sequence of two at the head of the suit. 9. From A., K., etc., lead K., then A.; with Kv., also, lead low (third round) if Queen does not fall. 10. " K., Q., etc., lead the highest, then the lowest. 11. " Q., Kv., 9, and three low ones, lead the highest, then the next. C. Variations of 9. See also i and 2. a. If a leader has previously trumped a suit, he should lead Ace, then King, instead of vice versa. b. From A., K., with Kv., etc., sometimes the suit is changed after leading the King (compare B. i, p. 30). "With good trumps, it is better to continue the suit. D. Ace (alone) at the head, supported by other strength in the suit. lead Ace, then lowest of seq. 12. From A., Q., Kv., etc., \ 13. " A.,Q., 10,9, etc., V 14. " A., Kv., 10, 9, etc., ) 4 15. From A., with four others ; even J. lead Ace, then lowest. »6. " A., Q., and three low ones. CONVENTIONAL LEADS. 39 E. King (alone) at the head, supported by other strength in the suit. 17, From K., Kv., 10, etc., lead 10, or lowest of sequence, then a low card if it wins. F. From all other suits of five or more, lead lowest but one. — This will include : 1. No cases of more \ than two honors. and V Except Kv., 10, 9, etc., and A., with 2. All cases of less J four or more others. 3. With two honors, only the following : K., Kv., etc. \ ... ^ ^, ^ ^\, V without the ten. Q., Kv., etc. j But not Q., Kv., 9, and three others. N. B.— When trumps are all out, and the leader or his partner has cards of re-entry ; also, when all the remaining trumps are held by the leader or his partner, plain suits may be led like trumps. The leads {xov(\ plain suits, in association with the inferences that can be drawn from them, are fully treated on pp. 49-58. CONVENTIONAL LEADS. In suits of five or more, the lowest but one (the penultimate) is led ; from suits of four, the lowest. This important convention should not be neglected. It enables your partner to infer exactly how many you hold, and, after two or three rounds are out, the probable position of the remaining cards in the suit. This informa- tion may easily be worth one or more tricks 40 CONVENTIONAL LEADS. late in the hand, although it may make no difference whatever in the trick in which the low card is played. This conventional manner of leading, — i. e., of choosing between cards which are indifferent so far as trick-making is concerned, — to indicate the number of cards held in the suit, need not be limited to the penultimate. It may be sys- tematically extended, as follows : I. From suits of four or more in which a low card is led, lead always the fourth best. This will be the lowest of four, the lowest but one, of five, the lowest but two, of six. In addition to this, a noted whist-player, Mr. N. B. Trist, of New Orleans, has proposed the following, to reduce the whole subject of leading to a simple system. II. From suits in which the highest is led, followed by a low card — after the high card is led, follow with the (original) fourth best. HI. From suits in which a high card is led, followed by an- other high card, which is one of a sequence, — in the second round, from a suit of ordinary length (four), play the highest of the indifferent cards. From a longer suit, play the next below the highest. For example : A. Distinctions between suits of four, and more. I. From A., Q., Kv., and one other below the ten, lead Ace, then Q. From A., Q., Kv., (with the ten, or) with two or more others below the ten, lead Ace, then Kv. CONVENTIONAL LEADS. 4I 2. From Q., Kv., 10, and one more below the nine, lead Q., then Kv. From Q., Kv., 10, (with the nine, or) with two or more below the nine, lead Q., then the ten. 3. From Kv., 10, 9, and one more below the eight, lead Kv., then the ten. From Kv., 10, 9, (with the eight, or) with two or more below the eight, lead Kv., then the nine. 4. From K., Q., Kv., and one other, below the ten, lead K., then Q. For the lead from K., Q., Kv., with the ten or with more than one below the ten, see 5 and 6 below. 5. From K., Q., Kv., 10, without others, lead the ten, then K. From K., Q., Kv., 10, with others, lead the ten, then Kv. B. Distinction between suits of five and more. 6. From K., Q., Kv., and two below the ten, lead Kv., then K. From K., Q., Kv., and three or more below the ten, lead Kv., then Q. Not all of these fine distinctions can be said to be incorporated into the regular game of whist. A careful comparison with pp. 34 and 43, will show that they are mostly additions to, and, in some respects, slight variations of, the standard game. COMPARISON OF LEADS FROM SUITS OF FIVE IN TRUMPS AND PLAIN SUITS. In the following table are exhibited the dif- ferences in leading from suits of five or more, in trumps and in plain suits. These differences may be explained under three heads. 1. The certainty of making tricks with high trumps. 2. The necessity of making tricks early with high cards in plain suits, and of not risking the loss of them to ad- versaries' trumps. 42 DIRECTION XIV. IN DETAIL. 3. The necessity of keeping the command in trumps, even after two or three rounds, in case one adversary should be found strong in them. TABLE IV. DIFFERENCES OF LEADS FROM SUITS OF FIVE IN TRUMPS AND PLAIN SUITS. THE LEAD IN THE LEAD IN FROM TRUMPS. PLAIN SUITS. A.,K., Q.,Kv., etc. Kv., then A. K., then Kv. A., K.g,etc. A., K.,1cv., etc. Lowest of seq. K., and change K., then Q. K., then A. suit. (but see p. 38.) A., K., and less than five Lowest but one. K., then A. others. A., Q., 10, 9, etc. Lowest of seq. A., then lowest of sequence. Same, with Kv, at right. Queen. A.,Q., and low ones below Kv. Lowest but one. A., then lowest. A., Kv., 10,9, etc. Nine. A., followed by lowest of seq. Same, with Q. at left. A., then Kv. A., with less than six low ones. Lowest but one. A., then lowest. K., Q., and less than five Lowest but one. K., then low, if it others. wins. K., Kv.,9,etc. Lowest but one. Lowest but one, /. e.y same. Same, with 10 at right. Knave. Q.. Kv., 9, and less than three Lowest but one. Lowest but one. others. /. ^., same. Same, with 10 at right. Queen. Lowest but one. Kv., 10, 8, etc. Lowest but one, /. ^., same. Same, with 9 at right. Knave. 10, 9, 8, etc. Highest. Lowest but one. DIRECTION XIV. IN DETAIL. (See pp. 10, 21, and 24.) The lead from a plain suit of four. — In gen- eral the lead is the same as from a plain suit of DIRECTION XIV. IN DETAIL. 43 five or more, and depends on the same princi- ples (see p. 36). In leading a low card, the lowest is led instead of the lov/est but one. See Conventional Leads p. 39. Besides this general variation, there are a few special differences, which are exhibited below, and with which are compared the leads from corresponding cases of five or more. Numbers I, 2, and 3, are important, or fundamental dif- ferences ; the others are conventional varia- tions, for indicating the number of cards held in the suit. 1. From A., Q., Kv., and one other below the ten, lead Ace, * then Q., then low, if both win. From a like suit of five or more, the Ace is led, then the lowest of the sequence. 2. From K., Q., Kv,, and one other below the ten, lead K., then Q., then low if both win. In a like suit of iive or more, the Kv. is led to force out the Ace, even if held by partner. 3. From Ace and any three others (not K., nor Q. with Kv.), lead lowest. In like suits of five or more, the Ace is led. 4. From Q., Kv., 10, and one other below the nine, lead Q., then Kv. From a like suit of five or more, the Q. is led, then the lowest of the sequence. 5. From Kv., 10, 9, and one other below the eight, lead Kv., then the ten. From a like suit of five or more, the Kv. is led, then the lowest of the sequence. Table V. shows the differences in leading from suits of four, in trumps and in plain suits. 44 DIRECTION XVI. IN DETAIL. TABLE V. DIFFERENCES OF LEADS FROM SUITS OF FOUR IN TRUMPS AND IN PLAIN SUITS. THE LEAD IN THE LEAD IN FROM TRUMPS. PLAIN SUITS. A., K., Q., Kv. Kv., then Ace. K., then Kv. A., K., p., etc. A., K., Kv., etc. Lowest of seq. K., then Q. K., and change K., then A. suit. (but see p. 38.) A., K., etc., below Kv. Lowest. K., then A. A., Q., lo, etc. Lowest. Lowest. Same, with Kv. at right. Q. A., Kv., lo, 9. 9- 9- Same, with Q. at left. A., then Kv. K., Q., etc., below 10. K., Kv., 9. etc. Lowest. K., then lowest. Lowest, /. e., same. Same, with 10 at right. Kv. Q., Kv., 9,etc. Same, with 10 at right. Lowest. Lowest, /. e.^ same. Q. Kv., 10, 8, etc. Lowest. Lowest, i. e.^ same. Same, with 9 at right. Kv. 10, 9, 8, etc. Highest. Lowest. DIRECTION XVI. IN DETAIL. (See p. 21.) Return of partner's lead in a plain suit. — It is essential to note the qualifications already- stated (p. 21), before adopting this lead. 1. Holding the best card, return it at once. 2. Holding the second and third best, re- turn the highest. Otherwise — 3. With three or more of the suit, yet re- maining in your hand, return the low- est. It matters not how many cards you may have previously discarded from the suit. DIRECTION XVIII, IN DETAIL. 45 If a sequence of four was originally held, and the lowest of it played on the first round, the highest of it may be returned. 4. With less than three, return the highest. Direction XVII., being specific in its nature, requires no treatment in detail. DIRECTION XVIII. IN DETAIL. (See p. 23.) The lead up to a weak fourth hand, or through a strong second hand. — The first alternative is preferable to the second ; but the leader should be wary of inferring a weak fourth hand merely from his discard. It may be necessary to resort to this lead in the following combination of adverse circum- stances : 1. When you cannot continue your own strong suit on account of partner's weakness in it, or because an adversary has renounced. 2. When you cannot return your partner's lead a. Because he may not yet have led, or because you are out of the suit. b. Because you took the first trick in the part- ner's suit very cheaply. c. Because he evidently led from a short suit and you have no strength in it. d. Because an adversary has renounced. 4.6 FORCED LEADS. 3. When you have not sufficient strength in trumps to lead them, or to force your partner. Under these circumstances, if obh'ged to open a fresh suit, you should, as a rule, lead the high- est. — See also XX., p. 23. Your lead (even if the suit had been led once) would be in the hope or expectation of finding your partner with some strength in it, and would rank in principle with the return of part- ner's lead — i. e., to assist him. Therefore : 1. Holding best card, lead it. 2. " second and third best, lead highest. 3. ** second best guarded, lead low one. 4. In all other cases lead the highest. It may happen that the best lead is to con- tinue a trump lead of your left-hand adversary — i. e.y through the strong hand, and up to the weak hand. For instance : Suppose your left-hand adversary has led trumps, and his partner (weak in trumps) has renounced in yotir partner's suit ; your original lead was from a plain suit of four, and the high cards in it are marked in the adversaries* hands. Then with three trumps remaining, one a high one, it might be better to continue the trump lead of the adversary rather than to open the remaining plain suit, which might be the strong DIRECTION XXIII. IN DETAIL. 47 suit of the weak trump hand. — Compare Direc- tion IX., p. 19. Directions XIX., XX., XXI., XXII. (see pp. 23-24), are either specific in their nature, or may be referred to those already given in detail. DIRECTION XXIII. IN DETAIL. (See p. 24.) The lead from a weak suit. — This being one of the last resorts of the leader, the object should be to do as little harm as possible. The best suits to open are about as follows, — the most advan- tageous ones being given first : I. From Q., Kv., , 10, lead Q. 2. " Q., Kv., . etc., " Q. If it wins, then the next 3. " Kv., 10, 9. " Kv. highest. 4. " Kv., 10, etc., '• Kv. A lead from any one of the above four weak suits would be better than a lead from a four-card plain suit headed by an eight or nine. — See XXI., page 24. 5. From A., K., Q., lead K., then Q. 6. " A., K., etc., " K., " A. 7. " K.,Q.,Kv.,) lead K., then Q. 8. " K., Q., etc., ) ^ 9. " A., Q., Kv., lead A., then Q. At about this point of division, it would be better to lead from four good trumps than to open one of the fol- lowing weak suits of three. — See XXII., p. 24. 48 DIRECTION XXIV. IN DETAIL. In general lead lowest. But if there are prooable in- dications of strength in the suit in partner's hand, lead highest. 10. From A., Kv., etc. 11. " K., Kv., etc. 12. " A., Q., etc. 13. " A., etc. 14. " K., etc. 15. " Q., etc. 16. " Kv., etc., lead Kv. 17. " Etc., etc., " highest. 18. " A., K., only, lead A., then K. N.B. — From K., Kv., 10, after leading the ten, if it wins, change the suit and wait to be led through. A suit of two cards is very disadvantageous to lead from. The play could be justified only as a forced lead. Concerning the lead from a single card in a plain suit, see page 1 1. But compare XL, page 20. DIRECTION XXIV. IN DETAIL. (See p. 24.) The lead of trumps from a very poor hand, when the score is desperate. Lead as explained in VI., /. e., to assist your partner. If he does not happen to hold a good hand, the game is certainly lost. Directions XXV. and XXVI. are fully stated in their place in the series on page 25. LEADS AND INFERENCES IN PLAIN SUITS. Probably the most advantageous method of studying the subject of leads — especially in LEADS AND INFERENCES, 49 plain suits — is in association with the inferences which are indicated by them. In this way a double purpose is served ; for the knowledge thus gained is of service to a player leading, and will also help him, when third hand, to un- derstand his partner's play. The following synopsis, with this object in view, is more general than any other, since it is not limited by the number of cards held in the suit. In separate groups, are shown all the cases in which each particular card is led. Then follows a summary of the more important points with which every ambi- tious whist-player should be thoroughly familiar. A. An Ace is led from 1. Ace, and four or more others (not the King). 2. Ace, Q., Kv., with or without others. 3. Ace and two others (not the King) ; but only as a forced lead, and when there are indications of strength in the suit in partner's hand. 4. Ace and one other ; very rarely, and only as a forced lead. Hardly possible that the one other should be either the King or the Queen. 5. Ace, K., and others ; only when the leader has pre- viously trumped a suit. B. An Ace, followed by King, is not led, except, 1. When the leader has previously trumped a trick. 2. From A., K., without others. An extremely rare 50 LEADS AND INFERENCES. play ; since a lead from a very weak suit of three would be more advantageous. C. An Ace, followed by Queen, is led from 1. Ace, Q., Kv., and one other below the ten. 2. Ace, Q., Kv., and no more. 3. Ace, Q., and one more ; as a forced lead, and only when there are indications of strength in the suit in the partner's hand. 4. Ace, Q. , without others ; very rare even as a forced lead. D. An Ace, followed by Knave, is led from 1. A., Q., Kv., and two more others below the ten. 2. A. , Kv. , and one more ; as a forced lead,, and only when there are indications of strength in the suit in the partner's hand. 3. A., Kv., without others ; only as a forced lead. E. An Ace, followed by the Ten, is led from 1. A., Q., Kv. 10. (without the nine). 2. A., 10, and one more ; as a forced lead, and only when there are indications of strength in the suit in partner's hand. 3. A., 10, and no more (forced lead). F. An Ace, followed by the Nine, is led from 1. A., Q., Kv., 10, 9, with or without others. 2. A., Q., 10, 9, and one or more others below the eight. LEADS AND INFERENCES. 5 1 3. A., Kv., 10, 9, and one or more others below the eight. 4. Ace, nine, and one other ; as a forced lead, but only if there are indications of strength in the suit in partner's hand. 5. Ace, nine, and no more (forced lead). G. An Ace, followed by a low card, is led from 1. Ace, and four or more others (not K., nor Q. with Kv.). 2. Ace, and two others ; as a forced lead, but only if there are indications of strength in the suit in the partner's hand. 3. Ace, and one other (forced lead). II. A. A King is led from. 1. Ace, K., and two or more others (which may include Q., or Kv., or both). 2. K., Q., and two or more others (which may include Kv. and one other below the ten, but not Kv. with the ten, nor Kv. with two or more others). 3. Ace, K., and one other (forced lead). 4. K., Q., and one other (forced lead). 5. K., and one other (forced lead). B. A King is led, and then suit changed, from A., K., Kv., with or without others, and without a good trump suit. 52 LEADS AND INFERENCES. C. A King, followed by Ace, is led from 1. A., K., Kv., with or without others, but with strength in trumps. 2. A., K., and two or more others, below the Kv. 3. A., K., and another (forced lead). D. A King, followed by Queen, is led from 1. A., K., Q., and one or more others, be- low Kv. 2. K., Q., and two or more others ; which may include Kv. and one other below the ten, but not Kv. with the ten, nor Kv. and two others below the ten. 3. A., K., Q., without others. 4. K., Q., and one other (forced lead). 5. K., Q., only (forced lead, and very rare). E. A King, followed by Knave, is led from 1. A., K., Q., Kv., with or without others. 2. K., Kv., and one other below the ten ; forced lead, and only if there are indications of strength in the suit in the partner's hand. 3. K., Kv., without others (forced lead). F. A King, followed by the Ten, is not led, ex- cept from 1. K., 10, and one other ; forced lead, and only if there are indications of strength in the suit in partner's hand. 2. K., 10, and no more (forced lead). LEADS AND INFERENCES. 53 G. A King, followed by the Nine, is led from 1. K., Q., 10, 9, without others. 2. K., 9, and another ; forced lead, and only if there are indications of strength in the suit in partner's hand. 3. K., 9, and no more (forced lead). H. A King, followed by a low card, is led from 1. K., Q., and two or more others (but not Kv.). 2. K. , and two others ; forced lead, and only if there are indications of strength in the suit in partner's hand. 3. K., and another (forced lead). III. A. A Queen is led from 1. Q., Kv., 10, with or without others. 2. Q., Kv., 9, and three or more others. 3. Q., Kv., and one other. 4. Q. , and two others below the Kv. ; forced lead, and only if there are indications of strength in the suit in partner's hand. 5. Q., and one other (forced lead). B. A Queen, followed by the Ace, or King, is never led from plain suits. C. A Queen, followed by Knave, is led from I. Q., Kv., 10, and no more, or with one more below the nine. 54 LEADS AND INFERENCES, 2. Q., Kv., 9, and three or more others. 3. Q., Kv., and one low one. 4. Q., Kv., without others (forced lead). D. A Queen, followed by the Ten, is led from 1. Q., Kv., 10, and two or more others be- low the nine. 2. Q., 10, and another ; forced lead, and only if there are indications of strength in the suit in the partner's hand. 3. Q., 10, and no more (forced lead). E. A Queen, followed by a Nine, or a lower card, is led from 1. Q., Kv., 10, 9, etc.; i. e.y the whole se- quence included between the two cards led. 2. Q., the low card led, and another ; as a forced lead, and only if there are indications of strength in the suit in partner's hand. 3. Q., and the low card led, but no more (forced lead). IV. A. A Knave is led from 1. K., Q., Kv., and two or more below the ten. 2. Kv., 10, 9, with or without others. 3. Kv., 10, and one low one. 4. Kv., and one or two low ones (forced lead). LEADS AND INFERENCES. 55 B. A Knave, followed by the Ace, is never led from plain suits. C. A Knave, followed by the K., or Q., is only led from K., Q., Kv., and two or more others below the ten. See page 41, 6. D. A Knave, followed by the Ten, is led from 1. Kv., 10, 9, and one or no more (not the eight). 2. Kv., 10, and a low one. 3. Kv., 10, and no more (forced lead). E. A Knave, followed by the Nine, is led from 1. Kv., 10, 9, and two or more others be- low the eight. 2. A short suit containing one or no more. F. A Knave, followed by the Eight, or a lower card, is only led from 1. Kv., 10, 9, 8, etc.; i. ^., the whole se- quence down to the low card led. 2. A short suit containing one or no more. V. A. The Ten is led from 1. K., Q., Kv., 10, with or w^ithout others. 2. K., Kv., 10, 3. Ten, and one or two others. But see p. 38. 56 LEADS AND INFERENCES, B. The Ten, followed by Ace, or King, is not led. But see p. 41, 5. C. The Ten, followed by Queen, is led only from K., Q., Kv., lo, with or without others. D. The Ten followed by Knave is not led. But compare p. 41, 5. E. The Ten followed by a lower card, is not led except from a short suit (but see p. 38), or from K., Kv., lO, etc. F. The Ten is led, and if it wins, the suit changed, from K., Kv., 10, without others. VI. A. The Nine is led from 1. A., Q., 10, 9, without others. 2. A., Kv., 10, 9. 3. K., Kv., 10, 9, with or without others (below the eight). 4. A short suit. But see also p. 38. VII. A. A low card is led from I. A suit of four or more, which may con- tain Ace with Q., or K. with Kv., or SUMMARY OF LEADS AND INFERENCES. 57 Q. with Kv., or only one honor, or no honors. 2. A short suit. A SUMMARY OF LEADS AND INFERENCES IN PLAIN SUITS. This summary ignores the exceptional cases, and assumes the lead to come from a suit of four or more, or from an advantageous short suit. The general inference that can be deduced from the fact that the leader selects a plain suit from which to lead instead of the trump suit, is that he is weak in trumps ; or if moderately or very strong in trumps, that he is weak in plain suits, or at least not strong in more than one plain suit. THE LEAD. THE INFERENCE. Ace, which is lost to a trump Ace, then King Ace, then Queen Ace, then Kv . Ace, then the ten . Ace, then the nine . Ace, then a low card, K., and the suit changed . K., lost to Ace . K., trumped Leader has four or more others ; not K, If the winner lead a trump, he has a strong trump suit ; otherwise, not. Leader has no more, unless he had previously trumped a suit. Leader has Kv., and one more below the ten, or no more. Leader has Q., and two or more below the ten. " " g., Kv. " " the 10 with Q., or K v., or both. " " three more, but not K., nor Q. with Kv. Leader has A., Kv., and is short in trumps. " " Q. and others. " " A., or p., perhaps both. 58 SUMMARY OF LEADS AND INFERENCES. THE LEAD. THE INFERENCE. K., then Ace . Leader has two or more others. If he is short in trumps he may have the Kv. K., then Q. . '. Leader may have Ace ; or he may have Kv one other only. and K., then Q., then a low caid Leader has Kv. only left. K.,thenKv. . " A., and Q. K., then the ten Leader has only one or no more. K., then the nine " " Q. and the ten. K., then a low card . " " Q., and one more above the card led. low Q.,led . . . Leader has not Ace nor King, but has Kv. probably the ten. and Q., lost to Ace in second hand . King lies in third or fourth hand. Q., lost to Ace in fourth hand , King lies in second or third hand. Q., won by K., in second hand . Adversaries have Ace also. Q., won by K., in fourth hand . Position of Ace doubtful. Q., then A. or K. . Bad play. Leader has ten with one other only ; or he Q., then Kv. . may have the nine and three others. Q., then the ten Leader has Kv,, and two or more below the p., then the nine Kv., then the Ace . eight. Leader has the Kv., lo, or a short suit. Bad play. Leader had K., Q., Kv., and two or more b Kv., then K., or Q, . slow the ten. Kv., then the ten . Leader has the nine and one other below the Kv„ then the nine . Leader has the ten and two or more others. Kv., then the eight . Leader has the ten and nine. Ten, then the A., or K Bad play. But see p. 41, 5. Ten, then the Q. Leader has K., Kv., also. Ten, then Kv. Bad play. But see p. 41, 5. Ten, then the nine or a lower card Leader probably has K., Kv. Ten, and if it wins, the suit changed . Leader has K., Kv., without others. Nine .... Leader has the ten, and two honors not in quence, or else a short suit. se- A low card Leader has probably three more, which may in- clude A., Q. ; or K., Kv., or Q., Kv. ; or any single honor. THE SECOND HAND. I. — IN PLAIN SUITS. The play of the second hand, in general, de- pends on the strength (in the suit led) which the player holds in his hand. Next to this, the value of the card led, whether high or low, de- termines the play. Other causes of variation may be mentioned. 1. A special desire' to obtain the lead. 2. Weakness in trumps. See play from A., Q., and three low ones (p. 6i, C, 8). 3. When a suit is opened toward the end of a hand. A. When an honor is led.— The rule once in vogue to cover an honor led is now very much modified. The modern play is to cover the honor led in the following cases : I. With Ace, either with or without other honors in the suit. With A., and Q., play Ace even on Kv. led. (Note that with K., Q., etc., the Kv. should be passed.) 50 6o THE SECOND HAND, — IN PLAIN SUITS. 2. With a fourchette, i. e., the next higher and the next lower, than the honor led. In other cases play a low card. The only- exceptions refer to the play late in the hand. Thus : 1. When a strengthening honor is led, and you hold one higher honor and only one or two low ones, play the honor. 2. With Ace and Q., the play of Q. on Kv. led might be ventured. 3. Do not play A. on Kv., Q., or even K., of a freshly opened suit, led by an adversary who has all the remaining trumps. — See Deschapelle's Coup, p, 24. 4. With Ace and four small ones of a suit not yet led, and holding the last trump, do not put Ace on adversary's K. or Q., even if they are led sepa- rately. N.B. — With Queen and one other, throw the Queen to King led, if you wish to signal for trumps. B. The lead of ten, nine, or eight calls for the same play from the second hand, as a low card led. A few slight variations only : — 1. From Q. and one low one, play Q. on ten (perhaps on nine) led. 2. From Kv., 9, etc. (a fourchette), play Kv. on ten led. 3. From K. and one other, play K. on nine led. 4. From K., 9, without others, play K. on eight led. THE SECOND HAND. — IN PLAIN SUITS. 6 1 c. When a low card is led, the general rule is to PLAY SECOND HAND LOW. The causes, above enumerated, determine the variations. 1. With any head sequence of three, "" containing an honor, 2. With a head sequence of two, be- ginning with A. or K., 3. Withanyotherhead^ with one l "of the sequence of two, V other, down to 10, 9, J From the strong tenaces A., Q., Kv., etc.,- K., Kv., lo, etc., sequence (even from A., K., Kv., etc.). 5. From A., Q., 10, without others, 6. From A., Q., 10, etc., if strong \- play the ten. in trumps, 7. From A., Q., 10, etc., if weak in trumps, j 8. From A., Q., and three low ones, f play Queen. if weak in trumps, I 9. From Ace and four or more small ones, play Ace if the game be critical, and you are weak in trumps, or if you suspect a single- card lead. ID, With one honor, singly guarded, play the honor, if you specially want the lead. From A., Q., only, in the suit led ; also from K., Kv. ; play the highest honor, if you want the lead. II. At the tenth trick, when, in trumps, you hold best and third best, or second best, g^uarded, over your rightrhand adversary, always play your highest 62 THE SECOND HAND.— IN PLAIN SUITS. card of a plain suit led by him. Throw King to Ace led, even when you have another low one. 12. Toward the end of a hand, if a suit led can go round but once, play the Ace second hand. In all other cases, when a low card is led, the second hand should play low, following the general rule. This will include : 1. No cases of more ) and > than two honors. 2. All cases of less ) Except Kv., lo ; or 10,9; with one other. But see, under C. above, 9, 10, ii, and 12. 3. With two honors, the following : a. A., Q., with less than three low ones, below the ten. b. A., Q., with three or more low ones below the ten, and with strength in trumps. (See C, 6.) c. A., Kv., etc. It is useless to play the Knave even if with the ten. d. K., Kv., etc.. ] e. Q., Kv., with two [ or more low ones J The signal for trumps. — When the player, second hand, passes a high card led, or plays low to a low card led, he should ordinarily play his lowest. But when the player has such strength in trumps and in plain suits, either combined or separate, as to be able to play a forward game THE SECOND HAND. — IN PLAIN SUITS. 63 even without his partner's support, if only the partner can bring in trumps, — in such case, he should signal for trumps, i. e., he should play an unnecessarily high card ; which, being fol- lowed in a later round by a lower card, will enable the partner to infer his strength. To trump a trick and thereafter to lead or play a lower trump, is a form of the signal : it indicates at least five originally in the hand. It is very important that the partner should not confound the regular play of the second hand, from Q., Kv., and one other, Kv., 10, " " " 10, 9, «« «' with the signal for trumps. When the low card falls on the second round, it is not a signal for trumps unless the partner can infer that the second hand has not the next higher than the card first played. To signal for trumps the higher card of the sequence should be played in the first round. To warrant a signal for trumps, the player requires-^greater strength than to lead trumps originally, and especially so if the adversaries' score is low. He should hold at least four trumps, two being honors ; or five trumps, one being an honor. Moreover, he should hold one 64 THE SECOND HAND. — IN PLAIN SUITS. very long plain suit, or good cards in all the plain suits. When the player's score is desperate, some- what less strength will warrant the signal. When only one or two tricks are needed to win or save the game, a signal for trumps is especially hazardous, except from commanding strength. But a player (generally third hand) might signal on less strength, if his partner's lead evi- dently shows a strong plain suit. The Echo. — Exactly the same convention as the signal for trumps — i. e., an unnecessarily high card played to a trick, followed by a lower card in a later round — constitutes the echo, if adopted 1. After partner has led, or begun to lead, trumps. 2. After he has signaled. 3. After he has refused to trump or to over- trump. 4. After he has led a card to force you, his partner. (But compare Direction II., 2, page 16.) Four trumps, however small, held origi- nally, are sufficient to warrant the echo. It enables the partner with the long trumps to infer with almost certainty the position of every trump out after the second round. THE SECOND HAND. — IN PLAIN SUITS. 65 THE PLAY OF THE SECOND HAND AFTER THE FIRST ROUND, As a general rule, play the best card of a suit, if you hold it. With great strength in trumps, you might pass the trick and give your partner a chance to take it. Especially may you hold up the best card, when the second lead of your long suit comes from an adversary after trumps are out. In such a case, play the third best, if you hold it. So, also, in any case, play the tihird best, if the second best is probably in the leader's hand. With second best, singly guarded, play the higher card, if the adversaries are showing a strong hand. At the tenth trick (as in C, 11, p. 61), when, in trumps, you hold best and third best, or second best, guarded, over your right-hand adversary, always play your highest card of a plain suit led by him. Throw King to Ace led, even when you have another low one. THE PLAY OF THE SECOND HAND RENOUNCING. The second hand, renouncing, has a choice — often difficult — between two plays, namely : to discard, and to trump the trick. Several things affect the choice : (i) the card led, whether the best in the suit or a low one ; (2) the strength or weakness of the player's hand in trumps ; (3) 66 THE SECOND HAND. — IN PLAIN SUITS. the strength of the player's hand, and some- times of his partner's hand, in plain suits. When a winning card is led, and especially when the adversary leading has complete com- mand in the suit, it is generally right to trump the trick. Note the exception in 4, below. 1. With six trumps, or with five trumps and an estab- lished suit, the second hand should trump in, and then lead trumps. So, also, with five trumps and commanding cards in plain suits. In this case, the player should trump with the lowest but one, so that the partner may infer his strength when the signal is completed. 2. With five trumps, without an established suit or a powerful hand, it is generally best to trump the trick, but not thereafter to lead trumps. 3. When a player and his partner are weak in plain suits, and can only play a defensive game, either should trump then from four and even five trumps, but should not thereafter lead trumps, 4. With four trumps, as a rule, pass a winning card led, unless partner has signaled. Especially pass the trick when you have a good suit hand, or one very strong suit, or an established suit, and your partner has not shown strength in trumps. 5. With three trumps, or less, trump freely. If the third hand can also trump the trick, but partner still holds out in the suit, play a high trump, the Ace, if necessary. When a low card is led, and it is uncer- tain whether your partner can win the trick, THE SECOND HAND. — IN PLAIN SUITS. 6/ the general rule is : With fair strength in plain suits, DO NOT TRUMP A DOUBTFUL CARD UNLESS YOU ARE WEAK IN TRUMPS. Without such strength in plain suits, and especially if partner is also weak in them, only a defensive game can be played, and you may trump freely even from four or five. When weak in trumps, and in two suits not likely to get the lead, but with a splendid suit which is not likely to be led, the second player should trump to get the lead even if he knows his partner can take the trick, especially if his partner's high card is probably sure of a trick in a later round. Also, from great strength in trumps, six in all ; or with five good trumps and an established suit (or, perhaps, with commanding cards if the adversaries have not signaled) ; the second player may trump a doubtful trick and then lead trumps. N.B. — Do not play the last trump on the second round of an adversary's suit. The principles governing the appropriate discard, when the second player, renouncing, adopts this choice instead of trumping, will be found on page 80. 11. — IN TRUMPS. THE PLAY OF THE SECOND HAND. On this point the authorities are not so ex- plicit as might be desired. One rule, however, is of prime importance, TO RETAIN THE COM- 68 THE SECOND HAND. — IN TRUMPS. MAND IN TRUMPS AS LONG AS POSSIBLE, either in your own or in your partner's hand. For this reason it is often right to leave the chance of the first trick to your partner. But if you are weak, and your partner evidently so, stop the lead, at considerable hazard, especially if you have strong suits. A. When an honor is led, the ordinary play is much the same as in plain suits. But the two opposite principles of stopping, the lead and retaining the command may conflict to such a degree, as to leave the play a matter of choice. The following, however, may be given as always applicable : 1. With A., K., Q., play lowest of the sequence. 2. With a fourchette, i. e., the next higher and the next lower than the card led, cover the honor led. 3. With K., or Q., as the only honor, pass the trick ; but play the honor on a strengthening honor led. 4. With K., or Q., singly guarded, play the honor if you wish to stop the lead. In other cases, follow the rules given for the play of second hand in plain suits. With four in the suit it is allowable to pass, either to retain the command, or to give partner a chance to take the trick. THE SECOND HAND. — IN TRUMPS. 69 When a low card is led, the general rule is to PLAY SECOND HAND LOW, unless it is essential to stop the lead of trumps. But — T. With three honors, or a sequence of three at the head, play lowest of the sequence. But play Ace, if King is turned up at the left. 2. With two honors and the ten, play the ten. 3. With K., Q., and one other, 1 " Q., Kv., " " " ! Play the lowest of " Kv., 10, " " " I the sequence. " 10, 9, " " " J With A., K., and one or more low ones ; also from K., Q., and two more low ones, play low. 4. With either A., K., or Q., and one low one, play high if you wish to stop the lead of trumps. But with Q. and another, play low if A., or K., be turned up to partner. 5. With Q., singly guarded, play the Q. on ten led. 6. With K., or Q., singly guarded, and superior honor at the right, play high ; but with the honor at the left, play low. 7. With K., or Q., turned up, singly guarded, play the honor. THE GRAND COUP. If you have five trumps, be on the look-out for an opportunity of playing the grand coup ; especially if a trump is led at your right. This consists in getting rid of a useless trump. (i) By trumping a partner's trick, or — (2) By under-trumping a trick already trumped by partner. 70 THE SECOND HAND. — IN TRUMPS. The object of the Coup is to place the lead in your partner's hand at the eleventh trick ; as, for instance, when you will then remain with a major tenace, or second best guarded, in trumps, over your right-hand adversary. Another form of the Grand Coup consists in playing a low trump on a trick already trumped by an adversary, instead of discarding a winning card of a plain suit which must ultimately be led to you by the adversary holding the long trumps. THE PLAY OF THE SECOND HAND IN TRUMPS AFTER THE FIRST ROUND. With best and two or more others, and especially with good cards in plain suits, play low second hand. With third best (and others), play the third best, if led through. In general, play to retain the command as long as possible ; and, if weak in trumps, to as- sist your partner as much as possible. THE THIRD HAND. I. — IN THE FIRST ROUND. In general, PLAY THIRD hand high (or the lowest of a high sequence). But not, of course, if such card be in sequence with the card led. As a rule, do not finesse in partner's suit, and especially not in the first round of trumps led by him. But in the following cases (in plain suits unless otherwise stated), the third hand should play as follows. A. On King led : 1. Late in the hand, with Ace and another of a suit not yet led, and no winning cards, the third hand should play the Ace on partner's King, and re- turn the low one. — See p, 74. B. Play low on Queen led : 2. From Ace and others. But not if one trick only is wanted to win or save the game. C. Play low on Knave led : 3. From A., K., etc., with strength in trumps, and a good hand. 71 72 THE FLA Y OF THE THIRD HAND. 4. From K., as the only honor. 5. From Ace and two or more others in plain suits. 6. From Ace and even one other in trumps. D. Play low on the ten led : 7. From Queen and low ones. 8. From any two honors not in sequence and other low ones. "With A., Q., etc., play Ace if you want the lead, otherwise pass the trick. N.B. — With Ace and low ones, play Ace on the ten led. E. Play low on the nine led : 9. From K., Kv. , etc., if strong in trumps. If you want the lead, play Kv. F. Play low on the eight led : 10. From Kv. , 9, etc. If you want the lead, play the nine. G. Play low on a low card led : 11. From K., as the only honor, in trumps, if you want but one trick to win or save the game. Note also the following special plays, which should not be neglected : 1. With A., Q., etc., play Queen on a low card led. But do not finesse even in this case if but one trick is needed to win or save the game. 2. With A., Kv., etc., in trumps, and an honor turned up at the right, play the Knave, if it covers the play of the second hand. 3. At the tenth trick, — trumps all out, — do not play A., on second player's Q. , this being the first round of the suit. THE PLA V OF THE THIRD HAND. 73 The Signal for trumps. — When you play- low third hand, or are unable to win the trick, play your lowest, unless necessary to play other- wise in order to get out of the way in your part- ner's suit ; or, unless you wish to signal for trumps, or to echo. These subjects are fully considered on p. 74 and on pp. 62 and 64. Note the statement that the third hand may signal from comparatively less strength in trumps, if his partner's lead shows a very strong plain suit. II. — AFTER THE FIRST ROUND. Finessing. — General principles in regard to finessing must be taken with considerable al- lowance. The proper play largely depends on the inferences drawn from the fall of the cards and somewhat on the score and the strength ot the hand. The following, however, may be given. 1. With best and third best, finesse if strong in trumps ; but not if second hand renounces, or if partner won the first trick cheaply, third hand ; nor if one trick wins or saves the game. 2. With second and fourth best, finesse, especially if the winning card be at your left. 3. At the eleventh trick, win it, even over partner's certain winning card, if there are out four trumps, held between your left-hand adversary and partner. 74 THE FLA Y OF THE THIRD HAND. Getting rid of the command in partner's suit. — When the third hand holds four cards in^ his partner's strong suit, it is very important that he should not retain the command in it, so as to block his partner's game ; but that he should get out of his partner's way by at least the third round. Therefore : 1. In the third round (if not before) he should play his highest, even if the trick already belongs to the partner, or if an adversary has trumped it. a. If (of the four) the two highest are in sequence, he should begin to get out of the way in the second round by playing his second best, so that he may play the best in the third round. b. If (of the four) the three highest are in sequence, he should begin to get out of the way in the first round by playing the lowest of the three in sequence. 2. If the third hand holds Ace or King, with one or two others in his partner's strong suit, he should play the Ace or King whenever he is left with but one small card besides ; and he should play thus even if the trick already belongs to partner, or if an adversary has trumped it. Compare C, 4 and 5, p. 72. But before playing in this way, the third hand should THE FLA V OF THE THIRD HAND. 75 be certain that his partner is leading from a strong suit — i. e. : 1. Five or more. 2. Four, with a sequence of three at the head. This will be evident at least by the second or third round : 1. If he leads Ace of a plain suit originally. 2. If he leads a penultimate. 3. If he leads Q., or Kv., of a plain suit originally. When Kv. is led, the direction applies princi- pally to the play of Ace by the third hand. N. B.— This play of the third hand will often enable the leader to count his part- ner's hand. Thus, when the third hand takes his partner's trick with A., or K., or throws the highest of the suit when an adversary has trumped the trick, it will be evident that he holds but one more of the suit. 3. The same principles apply to a leader who leads from four, when the fall of the cards shows that his partner may have five in the suit — i. e. : When you lead a low card from Ace, Q., etc., and the second hand renounces, and partner plays the nine, which brings down K., from the fourth hand. Partner must have Kv., 10, and possibly two more. 4. Late in a hand, with Ace and another in one suit not yet led, and no other winning 'J 6 THE FLA Y OF THE THIRD HAND. cards, the third hand should play Ace on partner's K., and return the low one. THE PLAY OF THE THIRD HAND RENOUNCING. In general, the same principles apply as in the case of the second hand renouncing. 1. With six trumps (if necessary in order to win the trick), you may trump in and then lead trumps. 2. So, also, with five trumps and an established suit. 3. With four trumps, and a strong hand, or a very strong suit, or an established suit, do not trump to win, or over- trump the previous hand, unless your partner is evidently forcing you, or un- less the left-hand adversary is evidently strong in trumps. 4. With four trumps and a weak hand, trump a losing card led by partner. So, with five small trumps and a weak hand, if partner, also, evidently has no good suit. 5. With weakness in trumps (three or less), trump freely, if necessary in order to win the trick. 6. Pass a " thirteener " if your partner is weak in trumps ; if he is strong, play as upon a trump led. 7. Do not trump partner's King (led originally). Let the fourth hand play the Ace, if he holds it. 8. Do not play last trump on second round of an ad- versary's long suit. THE FLA Y OF THE THIRD HAND. 77 g. At the eleventh trick, holding best and fourth-best trumps, do not overtrump a right-hand adver- sary who has trumped with second or third-best trump and still holds the other. One of the first habits of memory to form in whist is to note when a suit goes around three times, and is renounced only by one player on the third round. Evidently two of the suit then remain out. If the higher is led, through the player (second hand) who just renounced, and he declines to trump it, the leader's part- ner (third hand) should not trump the trick : (i) If the suit was originally led by the fourth hand ; nor (2) If the suit was originally led by the partner, and he did not indicate five in his hand. In each of these cases, the fourth hand must hold the thirteenth and lower card of the suit. If the indications plainly show that the leader had five origi- nally, or that the fourth hand has none left, then the third hand should trump high, if at all. Without such indications, the third hand may trump low. But in both cases he may decline to be forced (see 3 above). THE FOURTH HAND. In general, the play of the fourth hand is to win the trick if against him, and to win it as cheaply as possible. By winning with a highest of a sequence and returning the lowest, it can be shown that the player has the re- mainder of the sequence. Sometimes it is necessary to win a trick already belonging to partner, in order to get out of his Avay in a suit in which he holds good cards, or to lead up to a weak fourth hand ; as, for instance : When, late in the hand, a suit is led which is evidently your partner's, and in which you hold King and one small one, play the King even if the trick is already^ your partner's. Then lead the low through the strong second hand, and up to the weak fourth hand. Toward the end of a hand you may refuse to win a trick, in order to get the left-hand adversary to lead up to your tenace, or guarded second. Compare 9, p. 'jj. Refuse to win a trick if by so doing you give up your sole power of re-entry, — ^when by retaining the card of re-entry, 78 THE PLAY OF THE FOURTH HAND. 79 you would have a chance to get the lead after trumps were out, and thus to make two or more tricks. The fourth hand, renouncing, should gener- ally trump the trick. But (compare 3, p. y6) he should refuse to win a trick, and thus to spoil his hand by giving up his strength in trumps, especially if his partner has shown a weak hand. N. B. — Do not play last trump on the second round of an adversary's long suit. - THE DISCARD. In general, discard from your weakest suit. But if trumps are declared against you, either by a lead, or by a call for trumps, discard from your strongest suit, in order to inform your partner. But if your partner neutralizes the adversaries' strength in trumps by a call for trumps, discard from your weakest suit. If trumps are led by an adversary evidently from a weak suit, discard from your weakest suit. Suppose eleven trumps fall to adversaries' lead in three rounds, and it is necessary that your partner should hold the highest in order for you to win or save the game, dis- card from your weakest suit. In discarding from a weak suit do not un- guard an honor, nor blank an ace, especially in an adversary's suit ; moreover, early in the hand, do not discard a singleton, unless your partner is strong in trumps. If your left-hand adversary will have the lead next round, a discard from a suit in which you hold a tenace, may deceive him into lead- ing up to it. 80 CONCLUSION. 8 1 With complete command of a suit, you may- discard the highest, if you wish to inform your partner of the fact. If your discard must be from one of two suits containing the same number of cards, discard from the one in which you will be left best protected. Frequently the most advantageous use that can be made of an opportunity for discarding will be to get rid of the command in the part- ner's suit. See p. 74 CONCLUSION. One last word to characterize as a delusion the idea that any one can learn to play whist from a book. To become a whist-player, one must learn to see what is taking place before his eyes, and to cofnprehend the meaning of it. When facts are seen and understood, no effort is required to remember them. It is utterly useless then, perhaps worse — confusing, — -to attempt to commit to memory any direction herein stated, before one is in the habit of recognizing the situation to which it refers. The beginner in whist will get most advantage from this book by reading it solely for the purpose of getting some idea of what he is to look for in the progress of a game. The author of this compilation has not intended to introduce any thing into it that is not supported by good authority. In the statement of so many general and specific direc- tions, he cannot hope to have escaped errors and omissions. Indulgence is asked for them, 82 CONCLUSION. 83 in the hope that the work may challenge such friendly criticism among lovers of whist, that they may be pointed out and corrected in a later edition. THE LAWS OF WHIST. 85 THE LAWS OF WHIST. VERBATIM FROM THE CLUB CODE. THE RUBBER. 1. The rubber is the best of three games. If the first two games be won by the same players the third game is not played. SCORING. 2. A game consists of five points. Each trick, above six, counts one point. 3. Honors, /, ^., Ace, King, Queen, and Knave of trumps, are thus reckoned : If a player and his partner, either separately or conjointly, hold — I. The four honors, they score four points. II. Any three honors, they score two points. III. Only two honors, they do not score. 4. Those players, who, at the commencement of a deal, are at the score of four, cannot score honors. 5. The penalty for a revoke^ takes prece- * Vide Law 72. 87 88 THE LAWS OF WHIST. dence of all other scores. Tricks score next. Honors last. 6. Honors, unless claimed before the trump card of the following deal is turned up, cannot be scored, 7. To score honors is not sufficient ; they must be called at the end of the hand ; if so called, they may be scored at any time during the game. 8. The winners gain — I. A treble, or game of three points, when their adver- saries have not scored. II. A double, or game of two points, when their adver- saries have scored less than three. III. A single, or game of one point, when their adver- saries have scored three, or four. 9. The winners of the rubber gain two points (commonly called the rubber points), in addition to the value of their games. 10. Should the rubber have consisted of three games, the value of the losers* game is deducted from the gross number of points gained by their opponents. 11. If an erroneous score be proved, such mistake can be corrected prior to the conclusion of the game in which it occurred, and such game is not concluded until the trump card of the following deal has been turned up. THE LAWS OF WHIST. 89 12. If an erroneous score, affecting the amount of the rubber,* be proved, such mistake can be rectified at any time during the rubber. CUTTING. 13. The ace is the lowest card. 14. In all cases, every one must cut from the same pack. 15. Should a player expose more than one card, he must cut again. FORMATION OF TABLE. 16. If there are more than four candidates, the players are selected by cutting ; those first in the room having the preference. The four who cut the lowest cards play first, and again cut to decide on partners ; the two lowest play against the two highest ; the lowest is the deal- er, who has choice of cards and seats, and, hav- ing once made his selection, must abide by it. 17. When there are more than six candidates, those who cut the two next lowest cards belong to the table, which is complete with six players ; on the retirement of one of those six players, the candidate who cut the next lowest card has a prior right to any after-comer to enter the table. * E. g. if a single is scored by mistake for a double or treble or vice versd. 90 THE LAWS OF WHIST. CUTTING CARDS OF EQUAL VALUE. 1 8. Two players cutting cards of equal value,* unless such cards are the two highest, cut again ; should they be the two lowest, a fresh cut is necessary to decide which of those two deals.f 19. Three players cutting cards of equal value cut again ; should the fourth (or remaining) card be the highest, the two lowest of the new cut are partners, the lower of those two the dealer ; should the fourth card be the lowest, the two highest are partners, the original lowest the dealer.if * In cutting for partners. f Example : A three, two sixes, and a knave are cut. The two sixes cut again, and the lowest plays with the three. Suppose at the second cut, the two sixes cut a king and a queen, the queen plays with the three. If at the second cut a lower card than the three is cut, the three still retains its privileges as original low, and has the deal and choice of cards and seats. \ Example : Three aces and a two are cut. The three aces cut again. The two is the original high, and plays with the highest of the next cut. Suppose at the second cut, two more twos and a king are drawn. The king plays with the original two, and the other pair of twos cut again for deal. Suppose instead, the second cut to consist of an ace and two knaves. The two knaves cut again and the highest plays with the two. THE LAWS OF WHIST. 9 1 CUTTING OUT. 20. At the end of a rubber, should admission be claimed by any one, or by two candidates, he who has, or they who have, played a greater number of consecutive rubbers than the others is, or are, out ; but when all have played the same number, they must cut to decide upon the out-goers ; the highest are out. ENTRY AND RE-ENTRY. 21. A candidate wishing to enter a table must declare such intention prior to any of the players having cut a card, either for the purpose of commencing a fresh rubber, or of cutting out. 22. In the formation of fresh tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry ; the others decide their right of ad- mission by cutting. 23. Any one quitting a table prior to the conclusion of a rubber, may, with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses his right * of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate.f */. .?., his prior right. f And last in the room {vide Law 16). 92 THE LA WS OF WHIST. 25. If any one break up a table, the remain- ing players have the prior right to him of entry into any other, and should there not be suffi- cient vacancies at such other table to admit all those candidates, they settle their precedence by cutting. SHUFFLING. 26. The pack must neither be shufifled below the table nor so that the face of any card be seen. 27. The pack must not be shufBed during the play of the hand. 28. A pack, having been played with, must neither be shuffled, by dealing it into packets, nor across the table. 29. Each player has a right to shufBe, once only, except as provided by Rule 32, prior to a deal, after a false cut,''^ or when a new deal f has occurred. 30. The dealer's partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack. 31. Each player, after shuffling, must place the cards, properly collected, and face down- ward, to the left of the player about to deal. 32. The. dealer has always the right to shuffle * Vide Law 34, f Vide Law 37. THE LAWS OF WHIST. 93 last ; but should a card or cards be seen during his shuffling or whilst giving the pack to be cut, he may be compelled to re-shuffle. THE DEAL. 33. Each player deals in his turn ; the right of dealing goes to the left. 34. The player on the dealer's right cuts the pack, and in dividing it, must not leave fewer than four cards in either packet ; if in cutting, or in replacing one of the two packets on the other, a card be exposed, * or if there be any confusion of the cards, or a doubt as to the exact place in which the pack was divided, there must be a fresh cut. 35. When a player, whose duty it is to cut, has once separated the pack, he cannot alter his intention ; he can neither re-shuffle nor re-cut the cards. 36. When the pack is cut, should the dealer shuffle the cards, he loses his deal. A NEW DEAL. 37. There must be a new deal f — * After the two packets have been re-united, Law 38 comes into operation. \ I. e., the same dealer must deal again. Vide also Laws 47, 50, and 6g. 94 THE LA WS OF WHIST, I. If, during a deal, or during the play of a hand, the pack be proved incorrect or imperfect. II. If any card, excepting the last, be faced in the pack. 38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal ; a card exposed by either adversary gives that claim to the dealer, pro- vided that his partner has not touched a card ; if a new deal does not take place, the exposed card cannot be called. 39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their privilege of claiming a new deal, should chance give them such option. 40. If, in dealing, one of the last cards be ex- posed, and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege. 41. If a player, whilst dealing, look at the trump card, his adversaries have a right to see it, and may exact a new deal. 42. If a player take into the hand dealt to him a card belonging to the other pack, the adversaries, on discovery of the error, may decide whether they will haye a fresh deal or not. THE LA WS OF WHIST. 95 A MISDEAL. 43. A misdeal loses the deal.* 44. It is a misdeal f — I. Unless the cards are dealt into four packets, one at a time in regular rotation, beginning with the player to the dealer's left. II. Should the dealer place the last {i. e., the trump) card, face downwards, on his own, or any other pack. III. Should the trump card not come in its regular order to the dealer; but he does not lose his deal if the pack be proved imperfect. IV. Should a player have fourteen | cards, and either of the other three less than thirteen. § V. Should the dealer, under an impression that he has made a mistake, either count the cards on the table, or the remainder of the pack. VI. Should the dealer deal two cards at once, or two cards to the same hand, and then deal a third ; but, if prior to dealing that third card, the dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second paragraph of this Law. VII. Should the dealer omit to have the pack cut to him, and the adversaries discover the error, prior to the trump card being turned up, and before look- ing at their cards, but not after having done so. 45. A misdeal does not lose the deal if, dur- * Except as provided in Laws 45 and 50. f Vide also Law 36. X Or more. § The pack being perfect. Vide Law 47. 96 THE LA WS OF WHIST. ing the dealing, either of the adversaries touch the cards prior to the dealer's partner having done so, but should the latter have first inter- fered with the cards, notwithstanding either or both of the adversaries have subsequently done the same, the deal is lost. 46. Should three players have their right number of cards — the fourth have less than thirteen, and not discover such deficiency until he has played any of his cards,"^ the deal stands good ; should he have played, he is as answera- ble for any revoke he may have made as if the missing card, or cards, had been in his hand f ; he may search the other pack for it, or them. 47. If a pack, during or after a rubber, be proved incorrect or imperfect, such proof does not alter any past score, game, or rubber ; that hand in which the imperfection was detected is null and void ; the dealer deals again. 48. Any one dealing out of turn, or with the adversary's cards, may be stopped before the trump card is turned up, after which the game must proceed as if no mistake had been made. 49. A player can neither shuffle, cut, nor deal for his partner, without the permission of his opponents. * /. e., until after he has played to the first trick, f Vide also Law 70, and Law 44, paragraph iv. THE LA WS OF WHIST. 97 50. If the adversaries interrupt a dealer whilst dealing, either by questioning the score or asserting that it is not his deal, and fail to establish such claim, should a misdeal occur, he may deal again. 51. Should a player take his partner's deal, and misdeal, the latter is liable to the usual penalty, and the adversary next in rotation to the player who ought to have dealt then deals. THE TRUMP CARD. 52. The dealer, when it is his turn to play to the first trick, should take the trump card into his hand ; if left on the table after the first trick be turned and quitted, it is liable to be called * ; his partner may at any time remind him of the liability. 53. After the dealer has taken the trump card into his hand, it cannot be asked for f ; a player naming it at any time during the play of that hand, is liable to have his highest or lowest trump called. 54. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table ; should he show a wrong card, this card may be called, as also a * It is not usual to call the trump card if left on the table, f Any one may inquire what the trump suit is, at any time. 95 THE LA WS OF WHIST. second, a third, etc., until the trump card can be produced. 55. If the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called at any time during that hand, and, unless it cause him to revoke, must be played ; the call may be repeated, but not changed, i. e., from highest to lowest, or vice versa, until such card is played. CARDS LIABLE TO BE CALLED.* 56. All exposed f cards are liable to be called, and must be left % on the table ; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following are exposed § cards : I. Two or more cards played at once. || II. Any card dropped with its face upwards, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it. * See also Laws 38, 52, 53, 54, 55, 76, 86. f Cards exposed during the cut, shuffle, or deal, are referred to in Laws 26, 32, 34, 38, 40, and 41. X Face upwards. § Detached cards {i, e., cards taken out of the hand but not dropped) are not liable to be called unless named ; vide Law 60. It is important to distinguish between exposed and de- ached cards. II If two or more cards are played at once, the adversaries have a right to call which they please to the trick in course of play, and afterwards to call the others. THE LA WS OF WHIST. 99 57. If any one play to an imperfect trick the best card on the table, ^'' or lead one which is a winning card as against his adversaries, and then lead again, f or play several such winning cards one after the other, without waiting for his partner to play, the latter may be called on to, win, if he can, the first or any other of those tricks, and the other cards thus improperly played are exposed cards. 58. If a player, or players, under the impres- sion that the game is lost — or won — or for other reasons, — throw his or their cards on the table face upwards, such cards are exposed, and liable to be called, each player's by the adver- sary ; but should one player alone retain his hand, he cannot be forced to abandon it. 59. If all four players throw their cards on the table face upwards, the hands are aban- doned ; and no one can again take up his cards. Should this general exhibition show that the game might have been saved or won, neither claim can be entertained, unless a revoke be established. The revoking players are then liable to the following penalties : they cannot under any circumstances win the game by the result of that hand, and the adversaries may * And then lead without waiting for his partner to play. f Without waiting for his partner to play. lOO THE LAWS OF WHIST. add three to their score, or deduct three from that of the revoking players. 60. A card detached from the rest of the hand so as to be named, is Hable to be called ; but should the adversary name a wrong card, he is liable to have a suit called when he or his partner have the lead.^ 61. If a player, who has rendered himself liable to have the highest or lowest of a suit called, fail to play as desired, or if when called on to lead one suit, lead another, having in his hand one or more cards of that suit demanded, he incurs the penalty of a revoke. 62. If any player lead out of turn, his adver- saries may either call the card erroneously led, or may call a suit from him or his partner when it is next the turn of either of them f to lead. 63. If any player lead out of turn, and the other three have followed him, the trick is com- plete, and the error cannot be rectified ; but if * /. e.^ the first time that side obtains the lead. f /. e., the penalty of calling a suit must be exacted from whichever of them next first obtains the lead. It follows that if the player who leads out of turn is the partner of the person who ought to have led, and a suit is called, it must be called at once from the right leader. If he is allowed to play as he pleases, the only penalty that remains is to call the card erroneously led. THE LA WS OF WHIST. 10 1 only the second, or the second and third, have played to the false lead, their cards, on dis- covery of the mistake, are taken back ; there is no penalty against any one, excepting the origi- nal offender, whose card may be called, or he, or his partner, when either of them ''^ has next the lead, may be compelled to play any suit de- manded by the adversaries. 64. In no case can a player be compelled to play a card which would oblige him to revoke. 65. The call of a card may be repeated f until such card has been played. 66. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK. 6j. If the third hand play before the second, the fourth hand may play before his partner. 68. Should the third hand not have played, and the fourth play before his partner, the latter may be called on to win, or not to win the trick. 69. If any one omit playing to a former trick, and such error be not discovered until he has played to the next, the adversaries may claim a * /. (?., whichever of them next first has the lead, f At every trick. I02 THE LA WS OF WHIST, new deal ; should they decide that the deal stand good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitue a revoke therein. 70. If any one play two cards to the same trick, or mix his trump, or other card, with a trick to which it does not properly belong, and the mistake be not discovered until the hand is played out, he is answerable for all consequent revokes he may have made.* If, during the play of the hand, the error be detected, the tricks may be counted face downwards, in order to ascertain whether there be among them a card too many : should this be the case; they may be searched, and the card restored; the player is, however, liable for all revokes which he may have meanwhile made. THE REVOKE. 71. Is when a player, holding one or more cards of the suit led, plays a card of a different suit, t 72. The penalty for a revoke — I. Is at the option of the adversaries, who, at the end of the hand, may either take three tricks from * Vide also Law 46. f Vide also Laws 5, 46, 59, 61, 64, 69, 70, and 84. THE LAWS OF WHIST. IO3 the revoking player, * or deduct three points from his score, or add three to their own score ; II. Can be claimed for as many revokes as occur dur- ing the hand ; III. Is applicable only to the score of the game in which it occurs ; IV. Cannot be divided, i. e., a player cannot add one or two to his own score and deduct one or two from the revoking player ; V. Takes precedence of every other score, e. g., the claimants two, their opponents nothing, the former add three to their score, and thereby win a treble game, even should the latter have made thirteen tricks, and held four honors. 73. A revoke is established, if the trick in which it occur be turned and quitted, i. e., the hand removed from that trick after it has been turned face downwards on the table ; or if either the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick. 74. A player may ask his partner whether he has not a card of the suit which he has re- nounced ; should the question be asked before the trick is turned and quitted, subsequent turn- ing and quitting does not estabhsh the revoke, and the error may be corrected, unless the ques- tion be answered in the negative, or unless the revoking player or his partner have led or played to the following trick. * And add them to their own. 104 ^^-^ LAWS OF WHIST. 75. At the end of the hand, the claimants of a revoke may search all the tricks."^ "jG. If a player discover his mistake in time to save a revoke, the adversaries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or low- est card to that trick in which he has re- nounced ; any player or players who have played after him may withdraw their cards and substitute others : the cards withdrawn are not liable to be called. 77. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversa- ries, the revoke is established. The mixing of the cards only renders the proof of a revoke difficult, but does not prevent the claim, and possible establishment, of the penalty. 78. A revoke cannot be claimed after the cards have been cut for the following deal. 79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be played out. 80. If a revoke occur, be claimed and proved, bets on the odd trick, or on amount of score, must be decided by the actual state of the lat- ter, after the penalty is paid. * Vide Law 77. THE LAWS OF WHIST. I05 81. Should the players on both sides subject themselves to the penalty of one or more re- vokes, neither can win the game ; each is pun- ished at the discretion of his adversary,* 82. In whatever way the penalty be enforced, under no circumstances can a player win the game by the result of the hand during which he has revoked ; he cannot score more than four. (F^^^ Rule 61.) CALLING FOR NEW CARDS. 83. Any player (on paying for them) before, but not after, the pack be cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer takes his choice. GENERAL RULES. 84. Where a player and his partner have an option of exacting from their adversaries one of two penalties, f they should agree who is to make the election, but must not consult with one an- other which of the two penalties it is advisable to exact ; if they do so consult they lose their right X \ ^rid if either of them, with or without * In the manner prescribed in Law 72. f For the various cases see 53, 55, 56 ||, 60, 62, 63, 68, 76, and 86. \ To demand any penalty. I06 THE LA WS OF WHIST, consent of his partner, demand a penalty to which he is entitled, such decision is final. This rule does not apply in exacting the penalties for a revoke partners have then a right to consult. 85. Any one during the play of a trick, or after the four cards are played, and before, but not after, they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. 86. If any one, prior to his partner playing, should call attention to the trick — either by say- ing that it is his, or by naming his card, or, with- out being required so to do, by drawing it tow- ards him, — the adversaries may require that opponent's partner to play the highest *'^ or low- est of the suit then led, or to win or losef the trick. 87. In all cases where a penalty has been in- curred, the offender is bound to give reasonable time for the decision of his adversaries. 88. If a bystander make any remark which calls the attention of a player or players to an oversight affecting the score, he is liable to be called on, by the players only, to pay the stake, and all bets on that game or rubber. *See also Laws 53, 55, 57, 61, 68, 76 and 86. f /. e., refrain from winning. THE LA WS OF WHIST. loy 89. A bystander, by agreement among the players, may decide any question. 90. A card or cards torn or marked must be either replaced by agreement, or new cards called at the expense of the table. 91. Any player may demand to see the last trick turned, and no more. Under no circum- stances can more than eight cards be seen dur- ing the play of the hand, viz.: the four cards on the table which have not been turned and quit- ted, and the last trick turned. ETIQUETTE OF WHIST. The following rules belong to the established Etiquette of Whist. They are not called laws, as it is difficult — in some cases impossible — to apply any penalty to their infraction, and the only remedy is to cease to play with players who habitually disregard them. Two packs of cards are invariably used at Clubs ; if possible, this should be adhered to. Any one, having the lead and several winning cards to play, should not draw a second card out of his hand until his partner has played to the first trick, such act being a distinct inti- mation that the former has played a winning card. No intimation whatever, by word or gesture, should be given by a player as to the state of his hand, or of the game."^ A player who desires the cards to be placed, or who demands to see the last trick,t should * The question "Who dealt?" is irregular, and if asked should not be answered. f Or who asks what the trump suit is. io8 ETIQUETTE OF WHIST. 10^ do it for his own information only, and not in order to invite the attention of his partner. No player should object to refer to a by- stander who professes himself uninterested in the game, and able to decide, any disputed question of facts as to who played any par- ticular card, whether honors were claimed though not scored, or vice, versa, etc., etc. It is unfair to revoke purposely ; having made a revoke, a player is not justified in making a second in order to conceal the first. Until the players have made such bets as they wish, bets should not be made with by- standers. Bystanders should make no remark, neither should they by word or gesture give any inti- mation of the state of the game until concluded and scored, nor should they walk round the table to look at the different hands. No one should look over the hand of a player against whom he is betting. DUMMY Is played by three players. One hand, called Dummy's, lies exposed on the table. The laws are the same as those of Whist, with the following exceptions : no ETIQUETTE OF WHIST. I. Dummy deals at the commencement of each rubber. II. Dummy is not liable to the penally for a revoke, as his adversaries see his cards ; should he * revoke and the error not be discovered until the trick is turned and quitted, it stands good.f III. Dummy being blind and deaf, his partner is not liable to any penalty for an error whence he can gain no advantage. Thus, he may expose some or all of his cards, or may declare that he has the game or trick, etc., without incurring any pen- alty ; if, however, he lead from Dummy's hand when he should lead from his own, or vice versa, a suit may be called from the hand which ought to have led. DOUBLE DUMMY Is played by two players, each having a Dummy, or exposed hand, for his partner. The laws of the game do not differ from Dummy Whist, except in the following special law : There is no misdeal, as the deal is a disadvantage. * /. ^., Dummy's hand. If Dummy's partner revokes, he is liable to the usual penalties. •j- And the hand proceeds as though the revoke had not been discovered. THE LITERARY LIFE. Edited by WILLIAM SHEPARD. EXTRA CLOTH, GILT TOP, $1 25 PER VOLUME. I. AUTHORS AND AUTHORSHIP. " An eminentlv readable little volume, setting forth with an interest some- times amusing, sometimes pathetic, but never deficient, the peculiarities, advan- tages, and drawbacks of the literary profession. To all who have not yet committed themselves to a literary career it may be earnestly commended ; and to the world at large it will need no other commendation than the bright- ness 01 its style and the character of its facts and anecdotes." — London Satur- day Review. " A delightful little book, bright, gossipy, and instructive. It quotes from a host of authors and gives their views on the various aspects of the literary life. It is personal without being at all inquisitive, and is thoroughly enter- taining throughout." — Hartford Courant. IL PEN PICTURES OF MODERN AUTHORS. Containing Sketches, Anecdotes, and Personal Reminiscences of Carlyle, George Eliot, Ruskin, Cardinal Newman, Tennyson, Whittier, Longfellow, Holmes, Lowell, Walt Whitman, Swinburne, Oscar Wilde, Emerson, Haw- thorne, the Brownings, Dickens, Thackeray, Wm. Black, Ouida, Jean Inije- low, etc. " The presentation of such particulars as the reader wishes and has a right to know could not be accomplished with more delicacy, spirit, and intelligence than in the present little volume. — Boston Courier. " An exceedingly entertaining little book." — Boston Advertiser. " A repository of pleasant gossip."— iV. Y. World. III. PEN PICTURES OF EARLIER VICTORIAN AUTHORS. Containing Sketches, Anecdotes, and Personal Reminiscences of Bulw^e-r, Disraeli, Macaulay. Charlotte Bronte, Washington Irving, Poe, Harriet Mar- tineau, etc. MISS BIRD'S TRAVELS. Unbeaten Tracks in Japan. An account of Travels on Horse- back in the Interior. By Isabella L. Bird. 2 vols. 8vo. Illustrations and maps . . . . . . . . .r . . $5 00 The same. Popular edition, i vol. 8vo . . . $30 " Miss Bird is one of tlie most remarkable travellers of our day. Penetrating into regions wholly unknown by the outside world, she has accomplished by the force of an indomitable will, aided by great tact and shrewdness, a task to which few men would have been found equal ; and she has brought away from the scene of her re- searches not only a lively tale of adventure, but a great store of fresh and interesting information about the character and habits of a people now undergoing one of the strangest transformations the world has ever seen. We doubt whether the inner life of Japan has ever been better described than in the pregnant pages of this pertina- cious Englishwoman." — N. Y. Daily Tribune. A Lady's Life in the Rocky Mountains. By Isabella L. Bird, author of "Unbeaten Tracks in Japan," etc. Octavo, illus- trated $1 75 ''Of the bold dragoons who have recently figured in military life, bewitching the world with feats of noble horsemanship, the fair Amazon who rides like a Centaur over the roughest passes of the Rocky Mountains will certainly bear away the palm."— AVw York Tribune. " Told with a gracefulness and an enthusiasm that render her work more en- tertaining and thrilling than any- fictitious story of adventure." — New England Farmer. SiK Months among the Palm Groves, Coral Reefs, and Volcanoes of the Sandwich Islands. Fourth edition, with illus- trations, ismd, cloth . ^2 50 " Miss Bird is the ideal traveller." — London Spectator. The Golden Chersonese atid the Way Thither. Octavo, cloth, with 24 illustrations, and 2 maps ...... $2 25 Sketches of travel in the Malayan Peninsula. "There never was a more perfect traveller than Miss Bird. * * * Interesting extracts could be made from every page of the book * * * one of the cleverest books of travel of the year."— A^^w York Times. \ " For practical common-sense, womanly dignity, purpose, and, as we Americans say, clear 'grit,' recommend us to Miss Bird." — New York Churchinan. " It is impossible here to give any fair idea of the charm of this book, it is redolent of the tropics. "—TiSaw Francisco Chronicle. . G. P, PUTNAM'S SONS, 27 & 29 West 23d St., New York, 18 Henrietta Street, Covent Garden, London. \ ±4>^ LIBRARY OF CONGRESS W'^^^^ III 10 020 237 385 9