* LIBRARY OF CONGRESS, Chap£§Sf Copyright NclcTt UNITED STATES OF AMERICA, Short- Suit Whist BY VAL. W. STARNES 'Individually, every card is more valuable when led up to than when led" 0CT24^S96 BRENTANO'S h NEW YORK CHICAGO WASHINGTON 1896 (All rights reserved) &V/.2-- , Copyright, i8g6 t BY BRENTANO'S TO R. F. FOSTER, WHOSE WRITINGS ON WHIST HAVE ENCOURAGED AND MATERIALLY ASSISTED THE AUTHOR, THIS LITTLE BOOK IS GRATEFULLY DEDICATED. PREFACE. TT it is sincerely hoped that the whist-reading public will receive the following pages in the spirit in which they were written. Merely to add another work to the literature of the game was not the author's purpose in preparing them. Nor was he actuated by any groundless antagonism to established methods as a whole, since the scheme of play recommended is only intended to supplement, and not to supplant. This book is simply the natural outcome of a strong convic- tion of the theoretical soundness of Short-Suit Whist; the author's faith in short-suit doctrines having prompted him to reduce the leading principles to a definite system, so that their practical efficacy might be put to the test. The author found nothing but pleasure in the writing. He will be content if the student derives an equal amount of profit from the reading. CONTENTS. Preface, vii Preliminary Remarks, - 9 Technical Terms, - 21 Tenace, - - ■ 26 Finesse, -------- 52 Cross-Ruffing, - 63 Conventional Leads, - - - - - 70 Short-Suit Leads, ----- 85 Detecting Short-Suit Leads, - - - 92 The Short-Suit Game, - - - - 104 The Lkader, - - - -•--"- - 109 The Third Hand, - - - - 136 Table of Third Hand Play, - - - 142 The Second Hand, - - - 148 Illustrative Games, - - - - - 153 The Bath Coup, - - - - - 168 Opponent of the Short-Suit Player, - 175 Suggestions, - - - 180 Conclusion, - 184 Laws of Whist, 187 Index, - - 197 PRELIMINARY REMARKS. Nowhere, perhaps, is there record of any one game of cards having taken such a hold upon public fancy as Duplicate whist has in America. There was a time, it is true, a century and a half ago, when the playing of Quadrille constituted the serious business, and the making of wars and treaties the lighter occupation of the European courts. But quadrille was limited to the nobility, and I doubt if the game was even known among the middle classes. Duplicate whist, however, has more than doubled the field of fascination, and during the past few years, in which this form of the game has become the rage, it has permeated all circles of society, the Four Hundred and the Four Million alike ; and all sections of the country, from Maine to Matamoras, and from St. Augustine to Seattle. Within our national borders at least, it holds the boards, meta- phorically and literally, and one must play it or fail repeatedly in responding to the demands of social in- tercourse. That extremes are to be avoided in everything is a 10 SHORT-STOT WHIST. platitude as ancient as the first copy book ; but when partaken of in moderation, Duplicate whist offers a pleasant relaxation from the toils and frets of the day, and the American people need not be in the least ashamed of its present universal prevalence. On the contrary, we should rather congratulate ourselves upon having established an intellectual pastime from which the element of chance has been greatly eliminated ; a game attractive for itself alone ; its reward the satisfac- tion of winning a skilfully conducted contest, and not, as is the case with the shilling points of our English cousins and of our own progressive euchre parties, the more or less substantial returns of the gaming-table. But it is not my purpose to enter into an argument in defense of whist, a service that the game does not require from any champion. Their majesties of Hearts, Clubs, Spades, and Diamonds have too many staunch adherents throughout the land to render such pleading necessary; and even if it were, the duty would fall more fitly on some one of the numerous contempora- neous writers whose pens have dealt so ably and ex- haustively with all the elements of the subject — save one. It is the object of this work to call attention to that one, which has been granted such scant considera- tion by others. The whist-players of America may be divided into three classes : The first is limited to the expert old- stagers and champions of the clubs, who are too thor- oughly posted to need any teaching. The second, likewise small, is composed of those who regard the PRELIMINARY REMARKS. II game simply as an adjunct to their social duties, and who do not care about being taught at all. The third embraces the large mass of moderate players, and those who really wish to learn ; the result of the desire being that such of them as are ' ' natural-born whist-players' ' soon become worthy of a place in the first-class. But natural-born whist-players are few ; to the majority there eventually comes a time when the summit of their proficiency is reached, and they find themselves, though with the best intentions in the world, sitting down to the table each evening to play no better than they did a week before. It is chiefly for these that the following pages have been compiled, and if the sug- gestions they contain will enable a few of the number to win, instead of losing, an occasional game, the author will feel that he has not labored in vain. But the reader will naturally wish to know how, otherwise than by becoming an all-round fine whist- player one may attain to this end. I simply answer ; by playing the Short-Suit Game. It is customary with most writers on whist merely to touch upon the original lead from a short suit ; a lead which they regard as being resorted to only under compulsion, as is evidenced by their classification of it as "forced." To take it as an initial step, and to evolve from it a regular scheme of play that can be set down in black and white, seems never to have occurred to them. That they leave for the master players, each after his own fashion, to do for himself. But I can see no reason for conceding such a prerog- 12 SHORT-SUIT WHIST. ative to the experts alone, nor why some one should not undertake for the short-suit game what so many have done for the long ; that is, to disintegrate and analyze its requirements, and to build up therefrom a connected system of play that is to some extent amen- able to rules, so that even an average player, without any excessive expenditure of time and study, could gather enough of its principles to warrant him in attempting to play it. Briefly to carry out this purpose is the writer's aim. Before the advent of ' ' Cavendish ' ' and Pole it was the custom of all writers on whist to lay great stress on the value of tenace suits, and to insist that such suits should not be led from originally, and that suits that became tenaces should be discontinued. They also paid great attention to ruffing', and freely recommended the leads of singletons and two-card suits. Mathews, Major A, Admiral Burney, Cam, and Cselebs all rec- ommended leading strengthening cards, and warned the player against attempting to establish long suits with weak hands. But during the past thirty years all writers on whist, with the exception of " Pembridge " and Foster, have advocated the long-suit game to the exclusion of all other forms of strategy. Procftor, Clay, Drayson, "Cavendish," G. W. P., Ames, Hamilton, Coffin, Work, and Street have based their theories entirely upon those of Dr. Pole, and have insisted that the original lead, except under abnormal or " forced " circumstances, must always be from the longest-strong- PRELIMINARY REMARKS. 1 3 est suit. This doctrine has been so widely spread by writers, and so exclusively followed by teachers that the ordinary player never dreams of following any other system. With him the play of the long suit is synonymous with playing whist. In the face of such weighty and almost unanimous authority in favor of the long-suit game, it is venturing upon a bold assertion for anyone to deny the advis- ability of this orthodox opening. Its general adoption is perhaps the strongest argument in its favor. When called upon, as many of us frequently are, to pair with a different partner in each successive game, the advan- tages of a uniform system are manifest and patent. Its code of original leads are so universally understood that the partners are placed somewhat in touch at once, and so are enabled to play the two hands to a certain extent as one. It must be confessed that the short-suit game does not so readily lend itself to rule of thumb, but it can be systematized to a much greater extent than is generally supposed, and many definite directions can be given which will enable the partners easily to read each others' hands. When both of them have some acquaint- ance with this method of play I very much question the wisdom of the original lead from the long suit under all circumstances. To go to the opposite extreme, and insist upon the universal adoption of the short-suit lead would be tak- ing a still bolder step, and would be almost as great a mistake as the invariable lead from the long suit. But if compelled to make a choice I am not at all sure that 14 SHORT-SUIT WHIST. it would not be the wiser course to select the short-suit lead with a reliable partner. This sounds iconoclastic enough, no doubt, but the following experiment made a great impression on me, and is largely responsible for my opinion. I recently gathered one hundred deals from various sources, taking them just as they came, and throwing out only such as presented no possibility of an original short-suit lead from either side ; short suits being con- sidered those of three cards or less, not headed by either ace or king. These I carefully played over, originally and in duplicate, N-S following the long-suit system in every instance, and B-W the short. Each side was allowed the full advantage of every inference that a player of moderate calibre might be expected to draw from the fall of the cards. The result was in the nature of a surprise, even to one predisposed to the short-suit theory. In twenty-seven cases the result was a tie, neither system gaining a trick. In the remaining seventy- three, the long-suit players, N-S, made a gain of one or more tricks on twenty-four hands, while the short- suit players, B-W, gained one or more tricks on forty- nine hands. The greatest number of tricks gained on any one hand by the long-suit players was four, and by the short-suit players six. The total number of tricks gained by the short-suit play was more than three times the number gained by their opponents. These figures are interesting, and worthy of some consideration, though I make no claim that they are PRELIMINARY REMARKS. 1 5 conclusive. Were I inclined to do so, many arguments might be advanced in support of the probability that the results so obtained were about the true averages of gain. It is a pretty and pleasant performance boldly to lead out and exhaust the trumps, and then to bring in an established long suit, taking trick after trick with fours, threes, and deuces, while aces and kings of other suits fall from the adversaries. But this consummation, though devoutly to be wished, is a much rarer one than the general run of players will admit, and when it fails to come off, the very means adopted for bring- ing it about result not only in no gain, but almost inevitably in direct loss. The average player, in his efforts to bring in his long suit, is apt to consider the trumps held by his opponents as so many impediments l;o the end he has in view, and to devote those in his own and his partner's hand to clearing these obstruc- tions from his path. The short-suit player, on the contrary, regards each of his trumps as a potential trick-maker, and strives to justify his opinion of them by playing them with the same care that he does his plain-suit cards. Add to the gain from these methods the tricks frequently gathered in a few moments by the deadly cross-ruff, and those saved by not leading from a single or double tenace, and most, if not all, the dif- ference in the results of the systems played by N-S and E-W in the experimental hundred hands is ac- counted for. Aces and kings are pretty sure to count for the side to which they are dealt ; but the ad van- 1 6 SHORT-SUIT WHIST. tages of the short-suit system more than offset the occasionally established small cards of the long suits. The chief points of difference between the long and the short-suit game may be stated as follows : The Long-suit game counts on obtaining for cards a trick-making value to which they are not originally entitled, by securing the lead when 3 T our opponents' trumps and their master holdings in the suit have been exhausted. The Short-suit game contemplates the endowment of the intermediate cards of all suits, trumps included, with winning properties, by taking advantage of their position in tenace, by underplay, and by strengthening leads which shall be judiciously finessed by the partner. It also prefers making your own and 3-our partner's trumps separately on the master cards of the enemy, when the opportunity occurs, instead of having them fall together. Each of these schemes of play has at times so much to recommend it that it would seem absolutely absurd to waste words in arguing for or against the pre- emptory adoption of either. I insist that even the moderate player, if he will give the least thought to the matter, is fully capable of discriminating between the two, instead of blindly following cut and dried precepts for no other reason than that the consensus of anthority has hitherto been wholly in that direction. Give me^AKQj2;4AKQJio; A ; + Q J, and I will ignore the short-suit game as utterly as if it had never been thought of 5 although the hand PRELIMINARY REMARKS. 1 7 contains one of its strongest leads. But such a royal assemblage of strong cards seldom falls to the lot of any player. Far more frequently I pick up a problem of this kind : ^?J2; 4*97643; 1084; #J5- There is not a certain trick in this hand; not a certain card of re-en- try, even though the lead and return of a spade should bring down the five outstanding cards superior to the 9. Surely it does not require a great amount of discern- ment to perceive that the best chance lies in leading the ♦ J, and not, as " Cavendish," G. W. P., Ames, Hamilton, and most other writers will tell you, the ♦ 4. Take this pretty fair hand: ^6432; 4Jk 1043; AQ7; ♦ AQ10. Here the conventional lead is the fourth-best trump, the ^ 2. Or if you are not tied down strictly to rule, you might prefer to open the strongest of the three plain suits, the clubs. Do either at Duplicate whist, and take my word for it that if your opponent leads the 4)^ IO on the overplay, you will dis- cover that you have lost on that hand at least three times out of five. Trusting that these preliminary remarks have brought the reader to the point of being willing to add the short- suit weapon to the arms he already carries in the shape of his knowledge of the game, we are prepared to enter into the practical part of the subject more definitely. The reader is in no way called upon to discard estab- lished methods, but simply to lay them aside under certain circumstances, and to take up the less familiar 1 8 SHORT-SUIT WHIST. style of play ; a change from which I can assure him he will reap undoubted benefit. I take it for granted that my readers already know how to play a fair game of the standard long-suit pat- tern, and are conversant with most of the technical terms that comprise the vocabulary of whist. As a matter of convenience, however, some expressions fre- quently used in the following pages may be given: TECHNICAL TERMS. Bring In. — To bring in a suit is to make all the cards of it that you hold, after the adverse trumps have been exhausted. Call. — To call, or ask for trumps, is to play an unnec- essarily high card, and then a lower one of the same suit ; it being evident that you are not trying to win the trick. The discard of any card higher than a 7 is also a call. Command. — You are said to have command of a suit when it is evident that unless some player holds a very unusual number you can take every trick in it, no matter who leads it. You may have com- mand from the start, or may acquire it through the fall of the cards. Conventionality. — Any generally recommended and accepted form of play is conventional. Cover. — To play a card higher than the one put down by the previous player is to cover. Deal. — Each successive play of thirteen tricks is a deal. Established Suit. — A suit is established when it is capable of being brought in, and all the cards you hold in it are trick-winners, bar trumping. Echo. — In response to partner's trump call or signal, you echo by repeating the call when you have four or more trumps, but cannot at once get the 20 SHORT-SUIT WHIST. lead. When you have four or more trumps, and your partner leads them, you echo in the same way if you do not try to take the trick. Many players echo with three trumps. For the plain-suit echo, see " Unblocking." Finesse. — See the chapter on that subject. Follow. — The second hand follows the first ; the third the second, etc. To follow suit is to play a card of the same suit as the one led. Force. — You force an adversary by leading the master card of a suit of which he is void. You force your partner by leading a suit which the adversary will win if he does not trump it. Forced L,ead. — The original lead from a suit of three cards or less is regarded by long-suit players as forced. Great Suit. — A suit of more than four cards, and all of them very strong, is called a great suit. Guarded. — A high card is said to be guarded when you have with it one or more small ones to throw off in case higher cards than your best should be played. Hand. — The thirteen cards dealt to each player con- stitute his hand. High Cards. — The ace, king, queen, jack, ten and nine are reckoned as high cards. Honors. — Since honors are no longer counted in America, the term may be applied to all face cards, which are the AKQ and J. The ten is some- times included. TECHNICAL TERMS. 21 Lead. — The first card played in every trick is the lead* The original lead is the first card played after the cards are dealt. It is sometimes applied to the first lead made by each player. Led Through. — The second hand in every trick is led through by his right-hand adversary. Led Up To. — You are led up to when you are third or fourth player on any trick. Long Suit. — A suit of four or more cards is nominally a long suit, as distinguished from a short suit, which is three cards or less. Master Card. — The highest card remaining in any suit is called the master card. Medium Cards. — Cards between the king and the eight. Opening. — The first lead made by a player is called his opening, or opening lead. Original Play. — At Duplicate whist the first play of each board or deal is called the original play, or simply the original. Overplay. — All subsequent playing of the boards at Duplicate whist is called overplay. Pass. — You pass when you make no effort to win the trick, although you might do so. You pass when you finesse the card led by your partner. Plain Suit. — The three suits which are not trumps in any deal are called plain suits. In the following pages the spades, diamonds, and clubs will always be plain suits. Re-Entry. — A card of Re-entry is a winning card 22 SHORT-SUIT WHIST. which can be utilized to obtain the lead in some suit other than your long one. Renounce. — To renounce is to play a card of a differ- ent suit from the one led. Renege is another name for it, and both are covered by the term "discard- ing." Revoke. — A player revokes when he fails to follow suit, though able to do so, or when he refuses to comply with a performable penalty. The term is generally confined to trumping a suit of which the player still holds one or more cards. Round. — The same as trick. Ruffing. — The same as trumping. Cross-ruffing will be explained in a separate chapter. Sequence. — Two or more cards next in value to each other are said to be in sequence, such as K Q, or Q J 10. Three cards in sequence are called a tierce ; four, a quart. If the highest cards held in a suit are in sequence, they are called a head sequence. Short Suit. — A suit of three cards or less is short. In the following pages a short suit is preferably one of two cards only. Singleton. — The original holding of one card of a suit is called a singleton ; sometimes a " sneak," a term which confounds the card with the act of leading it, which is by some considered ' 'sneaking. ' ' Signal. — The same as calling for trumps. Small Cards. — All cards below the nine are small. Strengthening. — A strengthening lead is the play of TECHNICAL TERMS. 23 a Q J 10 or 9, which is not led from any regular high card combination. The hope is that the fourth hand may be forced to play a much higher card in order to win the trick, and that any inter- mediate or lower cards in the hand of the leader's partner may be strengthened. This strengthen- ing play is one of the principal features of the short-suit game. Strong Suit. — The same as a great suit. Tenace. — A separate chapter will be devoted to this. Throwing the L,EAd. — Playing a card that some other player must win, so that the player who throws the lead may be led up to, instead of leading again himself. Trumping in. — Ruffing a suit in a trick in which you are not last player ; usually applied to second- hand trumping a doubtful trick. Unblocking. — If a player holds exactly four cards in his partner's suit, and does not try to win the trick, he unblocks, or makes a plain-suit echo, by retaining his lowest card, and playing his third- best. On the second round the lowest card is still retained, whether any attempt is made to win the trick or not. This preserves in the third hand a low card, which the original leader can always take if led to him, or which will not block his long suit if he is in the lead himself. If the highest card is kept until the last, it may prevent the original leader from bringing in several smaller cards, which he may have established. The orig- 24 SHORT-SUIT WHIST. inal leader can usually detect the unblocking, and for that reason it is called a plain-suit echo, for it shows him that his partner has four cards of the suit. The echo is usually considered more im- portant than the unblocking. Undkrpi.ay. — Playing a small card, when holding a higher, is usually resorted to when there is some strategic purpose in view, and is called under- playing. Void. — When a player has no card of a suit dealt to him, he is void. When he has played or dis- carded all that were dealt to him, he is exhausted. Permanent Trump Suit. — For the sake of conve- nience all games and diagrams in the following pages will be supposed to be played at Duplicate whist, with the heart suit declared trumps, but no trump card turned up. Signs. — In illustrating various holdings, the plus sign + will be made use of to indicate one or more small cards, the face value of which is unimport- ant. When the exact number, but not the value, is of moment, an ' ' x " will represent each one of such cards. For instance : A K + will mean ace king and any number of small cards. Q x x x will mean queen and exactly three small cards. K x x + will mean king and at least two others, though more than two would make no difference to the point under consideration. We may now turn our attention to the practice of TECHNICAL TERMS. 25 the short-suit game, the principal elements of which are : A strict regard for the value of tenace ; deep finesse; and cross-ruffing. TBNACB. It is really astonishing how universally medium players are lacking in information with regard to the important combination of the cards upon which the name of tenace has been bestowed. A young lady who is conceded to be the best player in her set asked me ingenuously what was meant by tenace, and wherein lay the especial advantage of holding an ace and a ten. To those who are informed, this query may seem ridiculous, since the books tell us that tenace is de- rived from the Latin tenax, tenacious, holding ; mean- ing that you hold back, instead of leading from, the tenace suit. I am by no means satisfied with the cor- rectness of the accepted definition ; it might well be that the term actually originated from ' ' ten ' ' and ' ' ace, ' ' as my fair young friend supposed, for these two cards constitute an excellent tenace when any two of the three remaining honors fall on the first trick. The ten and ace may have been the first representative of the tenace species noticed by whist naturalists ; or perhaps the word may have been coined to indicate the double tenace, first, last, all-embracing, ten-queen-ace. However that may be, a single major tenace consists of the best and third-best of the unplayed cards of any suit ; and the single minor tenace is the second and fourth-best. If the A K Q J and 10 of a suit have TKNACE. 27 been played, the 9 and 7 form the major tenace ; the 8 and 6 the minor ; just as the A Q and the K J formed these ten aces before the suit was opened. In speaking of the major and minor tenaces in the ab- stract, the A Q and the K J are always meant. The double major tenace comprises the first, third, and fifth best of a suit, as A Q 10 ; or the 975, when all the higher cards have been played. The double minor tenace is the K J 9 of an unplayed suit. When one player is said to hold tenace over another, it is understood that his hand contains the major ten- ace; but it must not be supposed that the minor tenace is merely a negative quantity. The same importance that attaches to not leading from a suit containing a major tenace applies with equal force to one containing the minor. The latter is heir- apparent to the elder brother. The moment the master card of a suit is played the minor tenace becomes the major. When you hold a single or double tenace, major or minor, it is very important to avoid leading the suit, if possible ; for it will be much more to your advantage to have it led by some other player, unless you have so many cards of the suit that it is unlikely to go round more than once. For example: If you lead from the single major tenace you are sure of only one trick. If you wait for the lead to come from some other player, you are likely to make two tricks. If the lead comes from your left-hand adversary you are sure of two tricks, bar trumping. If you lead from a double major tenace, you are sure of but one trick. By wait- 28 SHORT-SUIT WHIST. ing you may make three, and if the lead comes twice from your left, nothing but trumping will prevent your so doing. When we consider how often a long suit contains a single or double tenace, it is not difficult to realize the possible loss involved by leading away from it. As nearly as I can calculate the average, the original leader will find his long suit headed by the single major tenace once in every eight deals, and by the double major tenace once in every twenty-two deals. So that once in every eight hands, or twice in every four boards, at least a point may be lost by leading from a suit headed by a tenace. The foregoing may appear simple enough, but when I have attempted to explain the subject to players who were above the average in other respects, I have invar- iably been interrupted by a tossing of the hands, as if in despair, and by protests of hopeless confusion. Especially has this been the case with the gentler sex, and to overcome their difficulties I have endeavored to explain the matter by a simple form of comparative illustration. Let us strive to conceive a game in which you have a handful of marbles, regularly graded in size from the largest to the smallest, and I have a handful of small cups or thimbles, each of which corresponds in its dimensions to one of your marbles. Let us suppose my object is to cover each one of your marbles with a thimble, and that your aim is to prevent my doing so. TKNACE. 2 9 ©Q ©/n ©£ Now, if you first place a marble on the table, say No. 1 in the illustration, all I have to do is to select the corresponding thimble and cover it. When you put down No. 2 and No. 3, I will cover them in the same manner. All your marbles will then be exactly covered, thus : But if I am to play first, and place No. 1 thimble on the table, there is nothing to prevent you from placing under it your very smallest marble, No. 3 for instance. My thimble completely covers your marble, it is true, but advantage has not been taken of its fullest capac- ity. You now hold the advantage, and I must event- ually be forced to put down a thimble which will not cover your remaining marble, and you will win. 30 SHORT-SUIT WHIST. It is easy to see that in a wildly exciting game of this character, the last play would, be everything, and the player who had the choice (as one always has with a tenace suit) , and elected to play first, would be con- sidered very stupid. It should be equally clear that the only resource for the player who was compelled to begin would be for him to play his smallest marble or thimble first. This is tenace in a nutshell ; or, rather, in a thimble. Let us take the A Q 10 of hearts instead of the thimbles, No. i, 2, 3 ; and the K J 9 instead of the marbles. Now, if yon hold the minor tenace and play first, all I have to do is just to cover the card you play, and as long as you continue to play first, I can cover anything you put down. On the other hand, if I be- gin, and put down the ace, you will play your smallest card, just as you put your smallest marble under my largest thimble. The ace wins the trick, it is true, but full advantage has not been taken of its capacity, for though capable of capturing a king, it has been ex- pended on a nine. If we each held six cards of a suit, you having all the odd and I the even cards, you could play the trey on my ace, and after that you could cover every card I put down. It will now readily be seen that any player holding a tenace, and electing to lead from it, commits a blunder. If he is forced to lead it, it should be equally apparent that his best chance would be to play his smallest card first. That this comparison may.be considered common- TENACK. 31 place, or even childish, I am well aware, but it often happens that just such homely illustrations prove the most effective. I realize that the parallel cannot be carried out to the end, but it is sufficiently exact to serve our purpose. Now let us return to the actual cards, and to some of the simpler phases of tenace, premising that to avoid complication in the following illustrations, trumping by partner or opponents will not be taken into consid- eration. Let us assume that you are the original leader, A, and that you hold three indifferent trumps, four small spades, two medium diamonds, and that the clubs are distributed as in this diagram : No. 1. + * * * * * * * * * 4- * 4. 4. 4. 4» 4° 4» 4» 4, 4. * * B * * * * A * * 4» a 4* . 4» 4. ' 4. *** 4. 4. _*_ 32 SHORT-SUIT WHIST. According to the tenets of the long-suit game, you must lead a club. If you do, you are sure to lose a trick, perhaps more, no matter which you lead. You lead the 3 ; Y plays the 4 ; B the 7 ; Z wins with the 9, and opens another suit. When you get into the lead again, if you lead the ace, Y and B play small, and Z drops the 2, leaving him not only in command of the suit with the king, but with tenace over you. If your second lead is not the ace, Z wins whatever you play, and you have lost two tricks ; the ace being your only hope for a trick in the suit. Had you led the higher of your two diamonds, and waited until some other player was forced to open the club suit, you must have won two tricks. If, after winning the first, you continued the diamonds, and waited for clubs to be led again, you might have made three tricks, or even four, in the club suit. Suppose the lead finally comes from Y, who begins with the 6 ; whatever Z plays you win, and then you lead some other suit. Every time clubs are led, you lie tenace over anything Z plays. The result would be the same if any other player opened the suit ; you take every trick, no matter who leads clubs, provided you abstain from leading them yourself. The principle set forth in this illustration applies to all stages of the play, and to any rank of the cards when you can place them with sufficient certainty to know that you lie tenace. Suppose you are. Y on the first trick, and hold these clubs : TKNACE. 33 4. * *** The play on the first two tricks is : Trick K I. B Trick 2. B . * 4.** * * 4* 4* Z Y -_>'\;D,' ,", 4. 4> 4. 4. «8» * * A A If A's second lead is his original fourth-best, you know there are two higher clubs still in his hand, and that they are the J and 8 ; because all others above the seven have been played, or are held by you There- fore you hold tenace over A in clubs, and you should be on the alert to profit by it. Suppose you hold these clubs second hand : *m 4 4. f^'-T'"'' * 4 * III * * 4. 4. 4. 4. The first two tricks are ; — 34 Trick SHORT-SUIT WHIST. Trick 2. * •!• + *** 4. 4. * * * 4. 4. Z Y 4. 4- *M> * * * * * * * mm In this case A's original lead is his fourth-best, and you know he holds three cards higher than the 5. The fall and your own hand tell you these cards are the J 7 6. Therefor your Q 10 are tenace over his J 7. When a tenace is thus established by the fall of the cards, you should be prepared to take advantage of it, but it does not always follow that you can do so. You may get into the lead toward the end of the hand when the trumps are out, but see no hope that your tenace will be led up to. In the illustrations, B and Z are both void of the suit, and A may not get into the lead again. In such circumstances, it might be better to make sure of a trick with the club king in diagram 1 , or the club queen in diagram 2 , instead of running the risk of getting none in the effort to make two. Deci- sions in such cases must be based on the previous fall of the cards, and much must be left to the discretion of the player ; but it can be taken as a pretty safe rule that with a tenace of this description you are not apt to TKNACK. 35 lose in the long run by waiting to have the suit led, instead of leading it yourself. Still, the reader must not forget that a tenace that is only developed on the second round is not so valuable as one in hand before the suit is opened. When there is no hope of getting the tenace led up to, the one trick that the master card assures should be made at once. This point of pausing to consider the position, and to decide between the probabilities for and against leading from this variety of tenace, has been quite overlooked by most of the standard writers on whist. As the cards lie in diagram i , your gain is certain as long as you do not lead the suit yourself. Even if the minor tenace was not in one hand, no matter how the cards composing it were distributed, no possible loss, bar trumping, could result from waiting for some other player to open the suit. Let us suppose the minor tenace in the first illustra- tion to be on your left. This is a very different, and for you, less desirable state of affairs. It is an easy matter to hold tenace over your right-hand adversary; all that is needful being to refrain from leading the suit yourself ; but to hold it effectually over the enemy on your left is beyond }^our individual control. You may refuse to lead the suit yourself, but if your partner or your right-hand adversary does so, you are immediately placed at a disadvantage, and the full possibility of your holding in that suit cannot be realized, for you can only count on one trick with certainty, — the ace. This would be the position : 36 SHORT-SUIT WHIST. No. 2. * **** * * * * 4» * B 4 t * i * * * *** *** * * * * * * *• * * * * If you are A, the only reasonable chance of securing more than one trick in the suit is that Y will open it. This will give you two tricks at least. That you will win all the tricks is out of the question, but with a little patience it is highly probable that you will win two. It is more than probable that Y will lead the suit, as he is the only player with sufficient strength in it to do so. The reader will perceive that in general he is advised to avoid leading suits that contain tenaces, unless the suit is so long, seven or more cards, as to render it unlikely that the minor tenace is against you, as well as probable that the suit will be trumped on the second round. If, for instance, you have major tenace at the TENACK. 37 head of a suit of eight cards, there are only five cards among the three other players, which does not admit of their having two apiece, and makes the odds very much against either of your opponents holding the minor tenace. It is also apparent that the suit will be trumped on the second round at the latest. In such a case I would lead the ace to show partner my suit, with the chance of catching the king and establishing the suit at once. If I was so fortunate, I should lead trumps if I had a card of re-entry in another suit. Your hand may be such that your only available lead is fiom a suit of four, five, or six cards containing a tenace, and for all you know to the contrary, your partner may hold one of the minor tenace cards. With Ihe four-card suit, the conventional play would be the smallest, which is all right ; but with five or six cards you should depart from the established rule, which is to lead the ace, playing your fourth-best instead, so as to avoid promoting the minor tenace if it should chance to lie with the adversary. I have already spoken of the conversion of the minor into the major tenace by playing the master card, and you should be on your guard against so promoting it, not only when you are the original leader, but when the fall of the cards shows that one of your opponents holds the second and fourth- best of the suit. In such a case you win a trick by leading the best card, it is true, but you also exchange positions with your opponent, which may cost you two tricks in the end. Let us suppose you are A in the following diagram : 38 SHORT-SUIT WHIST. No. 3. * 4- +** 4- 4- 4. 4. 4- 4, 4, You lead the 2, Y plays the 4, B the 9, Z the 3. B opens his own suit, and we will suppose you regain the lead. This position is an exception to the conventional rule for playing the best card on the second round if you hold it. If you lead the ace you at once promote the minor tenace, which is marked in Y's hand. B cannot have held either king or jack and played the 9, and Z would not allow the 9 to win if he held either of those cards, so they must both be with Y. If you play ace, Y plays the 6, and his K J becomes major tenace over your Q 10, giving him the last two tricks in the suit. Your second lead should be the 10, which Y will of course win with the jack, but your tenace is pre- served, and if he is compelled to lead the suit you win the last two tricks. TENAC3. 39 Take another case. You are A in this illustration, and have exhausted the trumps, remaining with the lead. No. 4. 4-^* Y B A Z * 4- * L .J ****! * * A' 4«| * * *** +! grffiW-x J -*— -X— -5* *?• * * * i !* 4° + ■"IffiJ You lead the Q, Y plays the 2, B the 8. 4- * Z the 3. You continue with the K, Y plays J, B renounces, Z drops the 5. If you go on with the ace you lose a trick, for you should realize at once that Z holds minor tenace, 10 7 to your A 9. If you play the ace, Z will drop the 6, and lie tenace over you, winning the last two tricks in the suit. But if you lead the 4, Z will be forced to take it, and you will lie tenace over him, win- ning the last two tricks in the suit. This promotion of the minor tenace is a point often overlooked by players who carefully preserve their ten- aces up to a certain point. They avoid leading from 4Q SHORT-SUIT WHIST. tenace suits, but if forced to do so play their highest card, when a low card would be the proper lead. Another point suggests itself that is frequently missed by players of more than average ability, and which none of the standard writers that I have studied have more than touched upon, and that is the location of tenaces by the drop. In diagram 3 we saw how A was able to locate the minor tenace in Y's hand. There are many cases in which the fourth hand is put in possession of informa- tion as to the location of tenaces. Suppose you are Z in this diagram : No. 5. - 4. 4. *.* *** 4. 4. 4. * 4. 4. 4. 1*'.* 4» 4. 4. 4. 4. 4; 4m 4; 4; •I* 4* 4< 4 1 Y B A Z * * * * * > 4. 4, * 4. * *_* 4. 4. 4. 4. 4, 4. * TKNAC3. 4 1 A leads the 2, Y plays the 4, B the 7, you the 10. This situation often arises, but too many players in Z's place, on winning with the 10, content themselves by remarking that it is a cheap trick, and with only a vague impression that B is weak in that suit, turn their attention to opening a fresh suit. A moment's atten- tion to the fall of the cards and his own hand should show Z that the four honors are divided between A and Y, and in the relation of major and minor tenace. This will become evident if the cards are placed. A cannot have ace and king, or he would have led one of them ; nor can he have ace, queen, jack ; or king, queen, jack ; or king and queen. He might have queen and jack, but in that event Y must have ace and king, and would have played one second-hand. If A holds ace, jack and two others, Y must have king and queen, and would have played one of them. If A held ace and three small, Y must have held king, queen, jack, and would have played one of them. All this goes to show that the only honors A can have held when he led the 2, were the ace and queen, or the king and jack ; and whichever combination he held, Y must have held the other, since neither B nor Z hold any card higher than the 10. Most writers on whist discuss this situation so far, and then leave it. Foster, in his usual concise and comprehensive way of stating a rule in easily remem- bered words, says : "If neither third nor fourth hand has an honor in the suit led, the major and minor ten- aces are divided between the first and second players." 42 SHORT-SUIT WHIST. He then gives an example showing that if neither third nor fourth hand has a card above the 9, the 10 is the key to the position of the major tenace, showing A Q 10 must be with the leader, and K J with the second hand. An examination of the position will show that this must be so. If A holds king, jack, ten, deuce, and follows the usual fashion, he will lead the ten, although many players now lead the fourth-best from this com- bination. If he holds king, jack, and two small cards, Y having ace, queen, ten, and another, Y's play is a high card second hand. Y will also play a high card second hand if he holds either king, jack, ten, or ace, queen, jack. So if the fourth hand wins with the 9, the five honors can be distributed only as in the following diagram ; No. 6 ++* 4» 4» 4* 4-4- 4- 4, * * * B Y Z A * * * * * * .j. .j. £> * "?• "J* *i* **• 1 _ I 581111 *_J TENACE. 43 If Z knows that A holds the major tenace, what use should he make of his knowledge? Obviously, he should at once return the opponent's lead, unless he is Jong in the suit himself. If Z has any doubt as to the location of the major tenace, as in diagram 5, and it should turn out that Y has it, Z is still making the best lead possible for his partner's hand ; while if it is with A, as in diagram 6, the immediate return of the suit brings about the situ- ation discussed some pages back, when it was shown that with the minor tenace on the left, the major was placed at a disadvantage. If Z returns the suit at once, he forces A to give up the ace and the command, or to sacrifice his queen to Y's king. If Z is unable to win the first trick, B capturing it with a 9 or 10, there is no certainty about the division of the tenaces, for B may have played in from a se- quence. But when the fourth hand wins the trick, and holds no card higher than the 10, he knows the ten- aces are divided between first and second players ; and if he holds nothing higher than the 9, and wins the trick, he knows the leader has the double major tenace, and that second hand has king jack. In either case his duty is to return the lead at once, unless he is so long in the suit that B might trump. From the foregoing we gather the following rule : When the fourth player wins the first round of a suit in which he holds no honor, he should return the lead at once. This is an opportunity that frequently presents itself 44 SHORT-SUIT WHIST. to the wide-awake player, and if you will commit this rule to memory and put it in practice when next you play duplicate whist, it will not be the fault of that play if you do not gain on the board. Of course, it is understood that undue precedence should not be given to this return lead if there is some- thing clearly better in your hand. But the position should be noted, and advantage taken of it later in the hand. Unless it is very plain that you have a better game, I should advise the immediate return of the suit, for you must remember that in order to derive the full benefit from the situation, you may have to return the suit a second time. If you do not avail yourself of the first opportunity, you may not be able to get into the lead again ; or your right-hand adversary may discard the suit in the meantime, and trump it when you re- turn it. As an objection to this rule it may be urged that the immediate return of an opponent's suit is often taken by the partner as an invitation to a force. But the tenace in your partner's hand, and the fall of the cards to the first trick should tell him the object of the return, and he will not necessarily force you, unless with the direct object of getting you to over-trump B. If a player avoids leading from suits containing any form of the major or minor ten aces, he should be pre- pared to follow the same course with all suits that contain what might be termed vice-tenaces. These may be defined as combinations of cards that will be- come tenaces if certain cards fall on the first round of TKNACE. 45 the suit. To this family belong all such combinations as A J+, A io+, etc. If the player has a passably good lead in any other suit, such combinations should be avoided. Let us suppose you are A in the following diagram : No. 7. I* ± * * * * * * 4. * B * •5» •?■ 4. * * * iV T* T* + * * * If you lead the 5 from this suit, Y will play the 4, B the 3, and Z the 7. If you lead the A on the second round, you will win the trick, but Z will hold tenace with his K 10 over your J 9. If your partner gets in before you do, and returns the suit, you will have to put up the ace to shut out the queen, leaving Z with tenace over you as before. Qn the other hand, if you wait until Z leads the suit, 4 6 SHORT-SUIT WHIST. he will begin with the 2, and his partner will win with the queen, leaving you with the double major tenaee over the original leader, which must make the three remaining tricks in the suit, bar trumping, no matter who leads it, so that you avoid doing so. Trump tenaces are the most valuable, because if you play properly you are sure of realizing all the advan- tages of such combinations. Suppose trumps to be your only four-card suit, and that you are A in the following diagram : No. 8. B [ 9 *1* * * * * 4. * * * * * The first two tricks were No. 21. 15 CROSS-RUFFING. 67 The fall of the cards marks B with the jack or no more clubs; and Y as void of spades. For the third trick I submit that the singleton diamond is Z's best lead, for in that suit alone is it possible for Y to win a trick, and if he returns a small diamond, the cross-ruff in diamonds and. spades is established. Unfortunately, the player who held my cards on the original play did not remember just how he had played it ; but as he had been taught to eschew ' ' sneak ' ' leads it is almost certain that he led the small club at the third trick. I led the diamond 8, Y won with the ace, the cross-ruff followed as I expected, and. we gained, three tricks on the board. It is only by means of singleton leads that any effort can be made to get a cross-ruff going ; but such leads have been so roundly abused by most of the writers on whist that it would be a rash apprentice who would lift his feeble voice in opposition to the masters. Still I cannot refrain from placing on record a "sneaking " whisper in favor of the singleton lead, when the occa- sion seems to favor its success in establishing a cross- ruff. The usual objections to the singleton are: 1. That it deceives the partner, who cannot tell a singleton from a strong suit. 2. That it exposes your own weakness. 3. That it may establish the suit in the hands of your adversaries. If your partner is a good short-suit pla3^er, and knows you to be one, he will not often be deceived to his hurt. The more the adversaries are deceived the 68 SHORT-SUIT WHIST. better, whatever the modern school of American lead- ers may preach to the contrary, and urge in favor ol publishing general information. Kven if your partner misunderstands your lead and returns it under the im- pression that it is your long-suit, your objecl: is accom- plished, and you get the ruff. The great danger is that he will lead trumps. With regard to exposing your weakness, the adver- saries must be very strong to profit much by the know- ledge of your weakness in a single suit. As to the danger of establishing the suit in the hands of the adversaries, your partner's possibilities reduce this danger one-third, and if the singleton is never led without some trump strength to back it up, there should be no objection to the adversaries having an established suit, provided you are prepared to trump it every time it is led. I do not recommend the original lead of a singleton without some strength in trumps ; but later in the hand the lead of such a card may be the only chance, regardless of the trump strength, as in diagram No 21. If your opponents are very strong in trumps they will probably lead them, whether you have begun with a singleton or not ; but if you can get in a small trump before this happens,. it may gain a point other- wise impossible. After carefully studying the subject from every point of view, I cannot see how the lead of a singleton can work damage in the long run, if it is always accom- panied by moderate strength in trumps, such as four fairly good ones. In making this assertion I do not CROSS-RUFFING. 69 wish to be understood as championing the hap-hazard leading of singletons merely to make one or two little trumps. I urge it only when you have strength in trumps, or see a clear chance for a cross-ruff, or in preference to leading from suits of not more than four cards, headed by a tenace. The lead must be governed by the hand before you at the moment, or by the fall of the cards. When you can make some other lead only by breaking tenace suits, or when you see a probability of a cross-ruff, do not be afraid of leading a singleton, if you have one, simply because anathema maranatha has hitherto been thundered upon its devoted head. Dashing, eccentric play, by itself, is sure to be defeated by orthodox conventionality; but if boldness is sup- ported by a knowledge of the game , it will win against cautious science every time. Place at a table four players of equal theoretical skill, and the bolder, more self-reliant, less hampered-by-rule-when-the-situation- shows-that-to-follow-rule-will-be-ruinous pair of the two will invariably carry off the victory. CONVENTIONAL LEADS. By taking the conventional long-suit leads as a stan- dard we are enabled to detect the short-suit leads by the difference between the two. If, as your partner, I lead a card that by general consent is led only when ac- companied by a certain other card, and you know that I do not hold that other card, you also know that I have not made a conventional lead. This is negative evidence that I have made a short-suit lead. I take it for granted that my readers are more or less familiar with some method of leading from long suits; but the ability to detect short-suit leads is so dependent on thoroughly understanding and following some one system that a brief summary of the leads upon which the inferences in the following pages are based is abso- lutely necessary. A schism exists among whist players on the subject of original leads. One party loyally sustains what are known as the " old-style " leads; while the other pins its faith to the ' ' new, " or ' 'American. ' ' Between these two in the abstract, it is not for me to decide. Which- ever way the weight of published testimony may lean, the more conclusive practical proofs seem to be with the " old-style " men. I believe that whenever the ques- tion has been put to a practical test, they have invari- ably been victorious. CONVENTIONAL LEADS. 7 I The new, or American leads, are at times wonder- fully effective in assisting a player to read his partner's hand; but there are times when they leave him utterly in the dark on the all-important first round, and do not give as much information as the old leads would under the same circumstances. The old system is especially adapted to our purpose on account of the definite nature of the queen lead. Upon this card the short-suit player relies for his most effective lead; but under the " American " system the partner can never tell with certainty from what combi- nation a queen is led. It may be from any one of four widely different holdings: A K Q x x; K Q x x x; Q J 10 -f ; or Q J 10 alone, and it may be im- possible for partner to tell which, on the first round. The same difficulty arises with the jack. In Amer- ican leads this card is lead from AK Q J x; K Q J x x ; and J x x. Foster suggested in Whist for July, 1895, that the queen should be led from the first of these, so that the jack might always deny the ace, and that has since come to be the common practice, so that the jack has the same meaning in both systems of leading. While the short-suit game may be effectively added to the repertoire of those who prefer the American leads, I prefer the old style, on account of its greater simplicity, and in the following pages all discussion and analysis will be based on the use of that system. In "Foster's Whist Manual" these leads will be found set forth in a brief, ingenious and attractive form, 7 2 SHORT-SUIT WHIST. so that they fix themselves in the memory almost with- out effort on the student's part. As a knowledge of these leads is such a necessary preliminary to any ex- position of the short-suit game, I shall give a brief synopsis of them here. The numerals placed under the cards are to show the first and second leads; the latter will merely be indi- cated, without entering into explanations. THE ACM. — Holding Ace and any four, or more, except the King ; that is, at least five cards in all, you lead the Ace. * * * *** * * 4» * * * * * * * * * * * * * * With so many of the suit you cannot run the risk of your adversary winning the first trick with a small card, and your ace being trumped on the second round. The ace led originally may also catch a high card in the enemy's hand. Your second lead is the original fourth-best. If in addition to the Ace, you hold both Queen and Jack, but not the King, you lead the Ace, irrespective of the number of cards in the suit. — * * CONVENTION AI, LEADS. 73 The second lead from this combination is the queen if there are only three or four cards in the suit; the Jack if there are more than four. £V*"'; * * 4. A 4. 4. To the partner, the ace shows at least five cards in the suit, or the presence of both queen and jack. Unless it is trumped, the card following it will show what combination the ace was led from. The lead of an ace always denies the king. THE KING. Holding the King, accom- panied by both the cards next in value above and below, or by either of them, you lead the King. The second lead varies with the combination held. * * 4» «fr 4. 4. 4. 4. 4. 4. 4. 4. * 4. 4. From this the second lead is the ace, in conformity with the rule to play the best card of the suit on the second round, if you hold it. 74 SHORT-SUIT WHIST. 4- * * From this, if the king wins, the fourth-best is led on the second round, as partner may be counted for the ace. * * * From this the second lead is the queen. Partner knows you have the ace if your king wins. From this the Jack is led on the second round, to show partner it is as good as the ace, which he knows you have. Holding three honors other than the ace, but only four cards in suit, the kina: is led. CONVENTIONAL LEADS. 75 If the king wins, it should be followed by the jack if there are four cards in the suit, by the queen if there are only three. Many players assume partner to have ace, and follow the king with a small card. This is condemned by every writer on the game. If the ace wins the king, partner knows you have led from king, queen; or king, queen, jack. The same is true if he has the ace himself when you lead a king. If he has not the ace, the card with which you follow the king will tell him what combination you hold. The king is the most frequently led of the high cards; the ace next. We come now to the leads of the queen and jack, which require particular attention, since it is very im- portant to decide whether they are led from long or short suits. THE Q VEEN. When your suit is headed by the Queen and the two cards next in value below it, the Jack and Ten, you lead the Queen. * * * 7 6 SHORT-SUIT WHIST. 4. ' 4. *** 4. 4. 4, * + _* If the queen wins, partner should have the ace r he may even have both ace and king; but the king may be on your left and the ace beyond. In either case your next lead is the jack if you have only four cards in the suit; the ten if you have five or more. If you follow the queen with a small card, your partner's ace is forced, and if the king is in second hand, it is freed. If the second player held up the ace, and your partner has the king, your second lead makes no difference, but you should follow a uniform system. The lead of the queen shows partner both jack and ten, and denies both ace and king. THE JACK. Holding the Jack, and the next two cards in value above it, the King and Queen, with five or more in suit, you lead the Jack. 4. 4. 4, 4. 4. 4» 4. 4* CONVENTIONAL LEADS. 77 Whether the jack wins or loses, your second lead is the king, if you hold exactly five cards in the suit; the queen if six or more. Thejackisled from this com- bination instead of the king, because its numerical strength is such that it is important that partner should not block the suit. The beginner is apt to find this distinction a little confusing. In Foster's " Whist Manual," my indebtedness to which I gladly acknow- ledge, an ingenious method is given for remembering which card to lead. When you hold this particular combination, king-queen-jack, and just enough cards in the suit to spell the word K-I-N-G, you lead the king. When you hold enough, or more than enough to spell the word K-N- A-V-K you lead the knave. * * * * V E * * * * * * * * * * The lead of the jack shows the partner that you have both king and queen, and at least five cards in the suit. It absolutely denies the ace, which is im- portant, 78 SHORT-SUIT WHIST. THB TBN.— Holding the minor tenace, King, Jack, accompanied by the Ten, you lead the Ten. *4.* 4. * 4. 4. There is so little likelihood of the ten winning, that the second lead must depend on the fall of the cards to the first round. This lead is gradually falling into disuse, the fourth- best being led from this combination. This is owing to the fact that the second hand holding ace, queen, can finesse with certainty, and that the position of the minor tenace is so clearly exposed to the adversaries. The Ten shows partner that the leader holds both king and jack. THB NINE.— The combinations only. Nine is led from two 4. is 4* . 4* 4. * 4» *** 4. 4. «?■ . 4» *** 4. 4> * *jpfi *' +1 *** 4. 4. *** 4. 4. If another card is added to either of these, they be- come ace leads, owinsr to the number in suit. CONVENTIONAL I^ADS. 79 A short-suit player avoids leading from these com- binations, because they contain the major and a vice- tenace. THH FOVRTH-BBST.—AU other leads are usually classed under one head; the lead of the original Fourth- best, when there is no high- card combination in the suit. For instance : — ■ The foregoing constitute the conventional leads in plain suits that are best adapted to our purpose. The system here given is that followed by nine-tenths of the general run of players, as well as by many of the most expert. It is of the greatest importance that anyone about to take up the short-suit game should thoroughly understand this system of leading, and 8o SHORT-SUIT WHIST. should practice it exclusively. Upon this condition depends his partner's ability to detect any departure from it as a short-suit lead. So important is this that I give in groups the vari- ous combinations of high cards, from which certain high cards should be led. The exacft denomination of the small cards is unimportant. From Lead the KING. From 4* 4* * * * * * * + I^ead the ACK. CONVENTIONAL LEADS. 81 From From From Lead the QUEEN. Eead the JACK. Eead the TEN. From \ * | * *** *** "5* 4» rJ \ **tl ♦ ^ A Eead the NINE. From all other combinations lead the FOURTH- BEST. The leads from high-card combinations apply to three-card suits as well as to suits of four or more. If a suit of three cards contains no high-card combination, it is usual to lead the highest card, unless it is an ace, king, or queen. If it contains one of these cards, lead lowest of the suit. Trump J^eads, — Although short-suit leads are never made in trumps, the system of leading trumps should be thoroughly understood, as it varies some- what from plain-suit leads. 82 SHORT-SUIT WHIST. With a winning sequence, the lowest of it is usually led, as it is needless to inform the opponents whether you or your partner holds the higher cards. The second lead is the next higher of the sequence. When you have only the ace and king to lead as winning cards, your lead must be determined by your object. If you want to insure two or three rounds of trumps, begin with the king ; otherwise you may lead your fourth -best, and give your partner a chance to win the first round. It is often an advantage to win the third round 3 T ourself, which you must do if you lead the fourth-best. WTK *** 4.** 4. 4, * 4. * 4. 4. *** 4, 4, 4- 4. 4* * * * *** 4. 4. 4. 4. L,ead the Higher of the two cards, if you must lead the suit. Singletons. — In considering the lead of single cards the ace must be left out of the question, as it is always best to hold it as a card of re-entry, and also because another suit would have to be led immediately, as the ace would almost invariably win the trick. The chance of catching a king or queen by waiting is an- other consideration. The king, as a general rule, I would not lead, for the best chance of winning with a lone king is when some one else leads the suit. This advice, however, is far from being positive, for it must be borne in mind that even when another player leads the suit you are not sure of a trick with the king ; the odds, in fact, being against it. But your hand may be SHORT-SUIT LEADS. 9 1 so constituted that it is better to set the king out of the consideration at once, preferring to lose him and have done with it, rather than break tenaces or lead trumps. A solus, or only once guarded queen, on the other hand, is more likely to win when led than when played in following suit. Hence, having decided that a single- ton is the proper play, you can lead any singleton lower than a king. The whole question hinges upon the advisability of making the lead at all. In de- ciding upon it, some discrimination must be exercised ; but if a singleton is to be led at all, the denomination of it, so that it is lower than a king, does not matter. DETECTING SHORT-SUIT LEADS. Having indicated the various short-suit leads, it re- mains as a final preliminary to the aclual study of the play of the game, to investigate the means by which the partner gathers the extremely important informa- tion that the lead is from a short or weak suit, and not from a long or strong one. In the first place, a thor- ough familiarity with the conventional long-suit leads is indispensable. In order to refresh the memory for this part of the subject they may be briefly repeated here. The ace is led from A Q J with or without smaller cards, and from ace and four or more small cards. The king is led from A KQJ ; AKQ; AK; and K Q, at the head of any number of smaller cards ; and from KQJ and only one small card. The queen is led from Q J 10, with or without small cards. The jack is led from KQJ and at least two small cards. The ten is led from K J 10, with or without small cards. The nine is led only from A Q 10 9, or A J 10 9. The original fourth-best is led in all other cases. DETECTING SHORT-SUIT LEADS. 93 It will be observed that the card led always proclaims the presence in the leader's hand of certain other cards. These will be fonnd in the chapter on Conventional I^eads. When the partner sees that any one of these cards, which should be in the leader's hand, is held by another player, he will know that the lead is irregular, and may safely assume that it is from a short suit. If the partner is familiar with the conventional leads he will derive the evidence of a short-suit lead from the fall of the cards, instinctively, and without conscious effort. A few examples of this may be examined with profit. The ace, as we have seen, is never included in the short-suit leads, and so does not concern us here. The original lead of an ace should always announce a long suit. The king. — This card is the most frequently led from long suits, and the least often from short. Hence, with regard to it we reverse the process of reasoning applied to all other leads, and argue from the short suit to the long. The king is never led from a short suit unless it is accompanied by the queen ; therefore : — If partner leads a king, he has led from a long suit if you hold the queen, or if either of the opponents play it. For example : Partner leads and you hold * * *** * * * * * * * You know at once that the lead is from a long suit. 94 SHORT-SUIT WHIST. When the king is led from a short suit, the second lead is always the queen ; therefore : — ■ If partner leads king, and on its winning follows with any card other than the queen, if you hold the ace, he has led from a long suit. For example : — You hold :- 4- 4- , 4» * V 4- * * 4- 4- 4» 4» 4- 4- The cards to the first two tricks fall :- 4- 4- 4* 4- 4» 4» 4^gr A; 4- 4- 4- * 4* 4* 4- 4» Z Y 4. a 4.' * 4- 4* 4* 4» 4. 4. 4«** 4. 4. 4* 4» * 4. 4. When partner continues with the 5, 3^ou know at once that clubs is his long suit, because he follows the king with the fourth-best, and not with the queen. If you have neither ace nor queen, and the oppo- nents win your partner's king, it may be some time be- fore he gets another lead, and in the meantime you cannot tell whether he led from a long or a short suit. That need not deter you from returning the suit if you wish to do so, for you know he has at least the cjueen. DETECTING SHORT-SUIT LKADS. 95 and can win the trick. Moreover, the instances are very rare in which a king will be led from a short suit. The queen. —The long-suit lead of a queen always proclaims the presence of the jack and ten. (See Con- ventional Leads, the queen.) Therefore : — - If partner leads a queen he has led from a short suit if you hold, or either of your opponents play, the jack or the ten of the same suit. For example : — Partner leads and you hold 4. * You know the minute the queen touches the table that it is a short-suit lead. Again : — Partner leads and you hold 4* • 4* 4* 4* *A* 4» l 4» 4» * 4* 4* 4* 4* 4» 4- 4« 4. * 4- 4» You know the queen is a short-suit lead. If these two cards fall to the first trick 4.* 4-** You know instantly, without looking at your own hand that the queen has been led from a short suit. 9 6 SHORT-SUIT WHIST. T/ie jack. — The long-suit lead of a jack proclaims both king and queen. (See Conventionl I^eads, the j ack . ) Therefore : — If partner leads jack he has led from a short suit if you hold, or your opponents play, either the king or queen. For example : — ■ Partner leads I and you hold You immediately know this to be a short-suit lead. Again : Partner leads I and you hold * * *** 4. 4. 4» 4. * 4. 4. 4* 4» 4» 4. 4. 4. •j» 4* In this case the queen, in your hand, proclaims the jack to be a short-suit lead. The first two cards fall thus : — Without looking at your own hand, you know the jack is a short-suit lead, DETECTING SHORT-SUIT LKADS. 97 You are B and hold A ' A A*A A A A A A * A A The cards to the first trick fall B A A * * AF '■'■"■'■ V" 2Ai The fall of the king marks the lead as from a short suit. The ten. — The long-suit lead of the ten proclaims both king and jack. (See Conventional I^eads, the ten.) Therefore: — ■ If partner leads a ten he has led from a short suit if you hold, or your opponents play, either the king or jack of that suit. For example : — Partner leads A . A A * A*A and you hold A A A A A A A * A A A A Holding the king, you know it is a short-suit lead. 9 8 SHORT-SUIT WHIST. Partner leads 4. v 4« and you hold * * 4«** 4. 4. Here the jack in your hand marks the lead as from a short suit. The first two cards fall thus : — The fall of the king from Y shows that A has led from a short suit : You hold 4. A * 4. 4. 4-4* *** 4. 4. 4. 4. and the cards fall B *4.* 4. 4. 4. 4. 4. 4. *** DETECTING SHORT-SUIT LEADS. 99 If the ten is a long-suit lead, the only card that can take it is the ace, which would also take your queen. If it is a short-suit lead, your best play is to hold your still doubly guarded queen, playing the seven to un- block, in case the suit is long. When Z wins with the jack you know the ten has been led from a short suit, and that, although both ace and king are against you, your partner will probably trump the third round. The Nine. — As the short-suit player is advised never to lead from the double major tenace, or from the vice tenace, ace jack, the lead of a nine may be assumed as invariably from a short suit. Small Cards. — When cards below the nine are led it is sometimes very difficult to detect them as from a short suit. Partner may have tenace in all the other suits ; or he may have no strengthening cards to lead. For such cases there are rules that may assist you in deciding on the nature of the lead, even though the card led is much below a nine. These rules are founded on the fact that you cannot hold three cards higher than the ten ; or three cards lower than the ace and higher than the nine ; or three higher than the nine and exclusive of the queen and jack, without hav- ing a combination from which a conventional high- card lead should be made. Short-suit players are indebted to Dr. Bond Stowe for these rules, which were first published in " Foster's Whist Manual." The third rule, which is the least important, I have ventured to change a little in the wording, although the principle remains the same. TOO SHORT-SUIT WHIST. J. — If you can locate all the cards from the one led to the TUN inclusive, it is a short- suit lead. Example: — Partner leads Again and you hold You are B and hold * * * *** * * * The cards to the first trick fall: — In each of these instances you are able to locate the cards from the one led to the ten inclusive, and know that they are both short-suit leads. 2. — If you can locate all the cards from the one led to the NINB inclusive, and can also account for the ACM, it is a short-suit lead. DETECTING SHORT-SUIT LEADS. IOI Partner leads 4, 4. and you hold * 4. l 4. 4. 4. 4. 4. having in your own hand all the cards from to the nine, inclusive, and also the ace, that the seven must have been led from a Again : — the one led you know short suit. You are B and hold 4. 4* 4. * *4-* 4* 4* 4.^4. 4. 4. 4, 4. 4. 4. and the cards to the first trick fall : — 4*7^ 4» * * W*MA * 4, 4. 4. 4» 4* ♦ * You can detect the five as a short-suit lead. 3. — If yoa can locate all the cards from the one led to the NINE inclusive, and can also account for both queen and jack, it is a short-suit lead. Example : — Partner leads 4» 4. 4. and you hold 4. 4. 4. 4. [02 SHORT SUIT WHIST Here you have in your own hand all the cards from the one led t*> thf nine, and also tlu- (|uecu and jack, s«> tli.it the s must have been led from a short suit. Again : — MM You are B and hold | "Ki\ || fill V J,* A -i- -:- •I- * A A A A A A The cards to the first trick Fall:— A A *A* A ' -T« A r> u A A A A A Si / it All the cards from the seven to the nine, as well as the queen and jack are accounted for ; so you know the Seven is a short-suit had. I introduce these rules for detecting the short suit lead of small cards as a matter of couisc, since they be long to the subject under discussion; but the player must, be wide awake to employ them to advantage. The difficulty increases as the face value of the card led decreases, For instance: Yon will frequently be able to recognize the 8 as short, while, except under DETECTING SHORT SUIT i,KAi>S. i<>^ the most unusual circumstances, it will be impossible to read correctly the Lead of a .| or 3 from a short suit. i.c.uii the rules nevertheless, and always be prepared to use them. The positive knowledge that partner's Original lead of a six or n seven is from a short suit may, on occasion, prove the salvation of your com- bined hands, and result in ;i great game ; 1 1 1 < I ovei whelming triumph, THE SHORT- SUIT GAME. The long-suit whist player endeavors to bring about the most effective of trick-taking situations by getting out of his way all cards superior to those that he holds in his longest suit, exhausting trumps, and then se- curing the lead. He usually sacrifices everything to this laudable end, without discrimination. With it in view he commits himself to the lead of his strongest suit, regardless of its tenace possibilities ; to the lead of his longest suit, though it may be utterly lacking in strength ; and to the blind leading of trumps, when holding a given number, in the vague hope of finding his partner with a long-suit which may eventually be established and brought in. When he succeeds the reward is ample ; but in the majority of cases I think it will be found that he does not succeed, and failure means more than the mere want of success ; it means disaster. There are fifty-two cards in the pack, dis- tributed among the players, and when one of these players has removed the trumps and made the road smooth and straight for the conquering march of estab- lished plain suit cards, he may discover that his own are not so established, and that he has simply placed his opponents in the position that he hoped to occupy himself. THE SHORT-SUIT GAME. IO5 The short-suit player, however, declines to be tied down to one line of play. He fully realizes the value of establishing a long suit, but does not vainly strive for its accomplishment when there is little likelihood of success. He preserves and profits by his tenaces, both in plain suits and in trumps ; which, while recognizing the special features of the trumps, enables him to util- ize their trick-taking possibilities to the utmost, instead of regarding them merely as ambushed highwaymen, or devoting them to a sort of Kilkenny cat mutual ex- termination!. Not that the short- suit player is opposed to leading trumps when the occasion calls for it; for the natural tendency of his game is to establish medium cards that at the outset were comparatively valueless ; and when such establishment has taken place, he is quick enough to lead trumps, though from only one or two. The fundamental principle and ruling motive of the short-suit game can be given in one sentence. I do not find this principle embodied in any of the works on whist that I have read, although it is the essence of all whist. Mvery card, individually, is more valu- able when led up to than when led. Ninety-nine times out of a hundred you get more for your money by keeping this principle in view. When you lead an ace, you gather in a crop of deuces and treys ; when you play it fourth hand, you capture a king or a queen. Of course there are occasions when you have a group or sequence of high cards, and their io6 SHORT-SUIT WHIST. value lies in their being led ; but in such cases each card partakes of the importance of the whole combina- tion, which gives it an advantage not possessed by it individually. With isolated high cards the above maxim is strictly true, and if the reader will resolve always to. bear it in mind, he will at once strengthen his game at least ten per cent. The long-suit player recognizes this principle as far as tenace is concerned, perhaps ; but there he lets the matter drop. The short-suit player applies it to all phases of the game c Let us take a simple illustration : — * * *** * * * Strictly speaking, this is a long suit, and contains a conventional high-card lead. But the short-suit player argues after this fashion : If I lead the king and force the ace, I can afterwards lead the queen with the cer- tainty of a trick, bar trumping. But that will be the only trick I can count on, for the opponents may hold jack and ten, in which case my nine and deuce will be worthless. On the other hand, if I wait, and the player on my left leads the suit, I am sure of two tricks, bar trumping ; and if I continue to wait, and others lead the suit, I may make my nine good by catching the jack and ten ; making three tricks in the suit, instead of one. THH SHORT-SUIT GAME. 107 The same reasoning may be applied to another high- card long-suit lead. *** * * If the ten is led, it may fall a victim to the queen, lendering the lead of the jack or king necessary to force* out the ace on the next round, leaving the leader but one probable trick in the suit. If some other player leads the suit, and the ace appears, the four can be pla} r ed to the trick. The king may afterwards catch the queen, leaving the jack and ten established. It has lately become the practice among long-suit players to lead the fourth-best from this combination, on the chance that partner has an honor, and can win the first trick, or establish the suit. While it will be only once in three times that the lead will come from your left-hand opponent, your chances are still improved by not leading the suit at all ; for whether your partner or your right-hand ad- versary leads it, only one adversary plays after you, and that makes your chances twice as good as when both follow you. These dilatory tactics must not be carried so far that you may lose the opportunity to make one trick by waiting to make three. Everything depends on the hand, and the player must use his discretion. In the beginning of the hand we may assume that the short- 108 SHORT-SUIT WHIST. suit player's policy, with only moderate strength, is to wait, which he does by leading from his weakest suit. This will either win a trick with a medium card, or will throw the lead. The cards that should be led from such weak suits have already been indicated. Our next step will be the consideration of the condi- tions under which it is best to make these short-suit leads, and I know of no better way than the discussion of illustrated hands. THE LEADER. Let us take a number of hands, casually selected from a thousand or more recorded for the purpose, and analyse them from the original leader's point of view. Hearts are trumps in every instance. No. 23. s? V ~ 9 I [*^~* |f~* |*~* JHS1 ±z* k il » » * * * Here you have two technically long suits, neither of them intrinsically or numerically strong. One of them contains the minor tenace, which we know is best led up to. The long-suit lead would be the spade 6 or the club 2 ; but I think there can be no question that the diamond Q is better than either. the leader. in No. 25. 9? V 9 9? 9? 9? If 4. 4. *** *** 4. * * With this hand I would adopt the long-suit game, leading the spade J to force the ace, and to show part- ner the suit. On getting into the lead again, or if the jack wins, the trump should be led. No. 26. *** V * * a 4 ♦ * * ♦ * i 112 SHORT-SUIT WHIST. Here the diamond suit is not very strong, but by leading it you avoid any waste of medium cards in the uncertain effort to increase the value of low ones, and you give partner a chance to signal, if he wishes to do so. If the ace and king both win, you can lead the short suit if nothing better offers, thus utilizing both systems. No. 27. In the chapter on " Finesse," reference was made to the A K J finesse. This hand offers an opportunity to try it, making both the long and short-suit leads at the same time. ' Lead the spade king, and follow it with the diamond ten. The change of suit will show partner that you have a finesse in spaides, and he will lead the queen if he has it, or will lead trumps to defend the established suit. If he returns a small spade, the finesse is left to your judgment. The long- THK LKADKR. 113 suit plaj^er would begin with the small club, keeping the spade suit for re-entry ; but the short-suiter would prefer the line of play indicated, because the club suit contains a vice tenace, which is better led up to. The standard works on whist advise beginners always to lead trumps from five or more ; but I can- not subscribe to this, for I am convinced that such a course brings about more loss than gain. I cannot see why even a beginner should not give himself more latitude, and say : " When I hold six or more trumps, I will always lead them; but with five or less I will try to exercise a little discretion, as I do with every card I play." I quite appreciate the force of the argument that partner must be considered, and that the fact that you are weak in plain suits renders it likely that he is strong ; but still I maintain that it is best to wait for some indication from him that he is strong, instead of taking it on trust. As the old darkey said of the white folks, whist" is mighty unsartin," and it seems to me that some discrimination might be allowed in leading trumps from five. With six trumps, I think a player is strong enough to lead them, regardless of partner's holding in the plain suits. The short-suit player fully recognizes the special value of trumps, both for ruffing and for defending long suits ; but in addition he tries to play them with a view to taking as many tricks as possible in the trump suit itself, instead of using the trumps merely as so many corkscrews to draw their fellows, no matter how, so that they are all taken out. ii 4 SHORT-SUIT WHIST. The A K J finesse in the trump suit is a case in point, which is illustrated in the following diagram : — No. 28. 9 9? 0^0 4. * 4. *** *** 4. 4. 4. 4. 4, 4. 4. 4. 4, 4, With this hand, to lead trumps for the sole purpose of exhausting them could only result in loss as far as the leader is concerned. It is true that partner may be strong in the plain suits ; but you don't know that he is ; and until assured of the fadl it might be better to lead the short spade suit, even with no other object than the probable ruff on the third round. But the opportunity to gain an extra trick in the trump suit itself is too promising to be ignored, and if you follow the lead of the heart king by that of the spade 9, your *fHK LKADKR. 115 partner will know that ) t ou have a finesse in the trump suit. The long-suit player would probably blaze away with the aee and king of trumps, and after losing a trick to the queen find that he has exhausted trumps for the benefit of a powerful spade suit in the hands of the adversaries. No. 29. 0° 0% * 4. 4. * * *_ Here your long suit contains a quadruple tenace, but you have no other strength in the hand, and are offered a good short-suit lead with the spade jack. Nevertheless, the diamond suit is so long that there is n6 SHORT-SUIT WHIST. little chance of your deriving any benefit from its tenaces, as the suit may not go round more than once. The best play is to lead the diamond ace, and if it is not trumped, to follow it with the fourth-best. No. 30. 9 V 4 * * * * ♦ * 0°0 °0° This is another simple hand. Neither of the four- card suits can be called strong, although one contains a minor and the other a vice tenace ; both of which are combinations which are best led up to. The club 9 is the best lead. If either adversary should hold K, Q, and others in diamonds, and lead the suit, you will THE LEADER. 117 have an opportunity to play the Bath Coup, which will be discussed later on. No. 3: I have said that the short-suit player should have some additional reason for leading trumps from five than the mere fact of holding them. He should lead them boldly when the occasion calls for it, even if he has only two or three. With such a strong hand as the above it is best to exhaust the trumps as rapidly as possible. Some players would lead the small trump, n8 SHORT-SUIT WHIST. so as to win the third round ; while others would he- gin with the queen, hoping clubs or spades would be led up to them. Now, let us be independent enough to make the ac- quaintance of the ostracised singleton lead. No. 32. 9? 5> 0 Quite a different reason prompts the singleton lead from this hand. In the foregoing examples you were so weak that the play for the ruff seemed your only chance. Here your strength lies in the suits that you want led up to, and the best chance to throw the lead is to play the singleton. I have already stated that short-suit leads do not apply to trumps, because one of the principle reasons for leading two-card suits, the hope of a ruff, cannot 122 SHORT-SUIT WHIST. exist. But a short trump suit may be used for the same purpose as the singleton in the last example, to throw the lead when all the plain suits are better led up to. For example: — No. 36. 9 *** *** 1*1* 4. 4, 4. 4. With this hand it is better to lead a trump than to break into the tenace suits. Under similar circum- stances a trump singleton should be led, regardless of its value, although the books say the ace is the only permissible singleton lead in trumps. There are other occasions in which a singleton trump is the best lead, THE LEADER. 123 but their discussion will be reserved for our chapter on " Suggestions." Some players urge that three tenace suits cannot all be made, which is quite true ; but it is better not to guess at the one to break, if it can be avoided. No. 37. [90 9 1 ft ft 4 Here the spade suit is not strong, and the club suit would be better led up to, but the diamonds are too small for partner to understand such a lead. It is practically a long-suit hand, and I would lead the ace of spades, following with the fourth-best. 124 SHORT-SUIT WHIST. No. 38. 9? „ [o_<>] 4. . A n* 4. 4 4. *** 4- In this band the short suit would be difficult for partner to understand as such, but both the other plain suits should be led up to, and you have trumps enough to risk the spade lead. No. 39. 9 o^ s? s? 9 0% o\ 0"0 " o| Wk *iBtt 4. ' + ffl Ira *** the deader. 125 In this hand the longest suit is hopeless, and the doubly guaided queen stands a better chance if some other player leads the suit. The hand offers a good high-card lead with the club 10. If there was another card in the suit it would be better led up to, but with three only you have no small card to throw off on the ace, and as you must lose the ten, you might as well lead it. But we cannot go on indefinitely giving examples. It is equally impossible to settle upon a positive stand- ard by which every hand may be judged. In the prescription for the short-suit game; " Brains, quan- tum suf." must replace the usual, " Rule of thumb, ad lib." which is the principal ingredient in long-suit whist. The following may be called recommenda- tions, instead of rules, for the guidance of the short- suit player. First. — If you have a good short-suit lead, such as a two-card suit headed by a Q, J, 10, or 9, you should lead it unless your strongest suit is one of four cards exactly, and contains both ace and king ; or king, queen, jack ; or queen, jack, ten, nine ; and is accompanied by a card of re-entry in another suit. This card of re-entry is imperative in every in- stance. Second.— Lead your short suit if you have one, unless your strong suit is one of five cards exactly, and contains at least the ace, or some combination of two 126 SHORT-SUIT WHIST. honors, counting the ten as one; in either case with a card of re-entry in another suit. Third. — Never lead from a suit of four cards or less if it contains the major or the minor tenace. Fourth. — Never lead from a suit of five cards if it contains the double major tenace. If it contains the single major tenace do not lead it if you have any good short-suit lead. Fifth.- — From any suit of six or more cards, make the long-suit lead. Sixth. — Do not lead from five trumps just because you have so many; but lead from any number, even a singleton, if j^ou have a reason for it; such as tenaces or good cards in all the plain suits. With the exception of the last, I do not pretend to present these as imperative. They simply represent an effort to aid the beginner in deciding between the two schemes of play that are dependent on the original lead. They are by no means radical, as they lean rather to the long-suit game than to the short. Many bold short-suit players would demand in almost every instance greater strength than I have given as the minimum before they would undertake to establish a long suit. Now let us see if the foregoing principles are of any assistance in determining the proper lead from a few hands dealt at random. No. 40. THE LEADER. 127 * * ♦ 4 * *** 0^0 *** The long suit does not come up to the standard, the ace, or two honors ; so you selecl: the short suit, and lead the club queen. (See Rule 2.) No. 41. *** * fib (PHI* Hi 4,~4. 4. 4. 4, 4. 4. 4. *_4 128 SHORT-SUIT WHIST. According to Rule 3, the diamonds are out of the question, as they contain the major tenace. The spade 9 is a good short-suit lead. No. 42. 9?

0 o<>o o o * Neither of the four-card suits comes up to the pro- visions of Rule 1 ; but the hand offers a good short-suit lead in the diamond jack. No. 44. A 0^0 o o o o *** *** 4. 4. •5* 4* * 0^0 o o o 0*0 ISO SHORT-SUIT WHIST. This hand comes under rule 5. There are six cards in the long suit, with a card of re-entry in spades, and no good short-suit lead. The fourth-best diamond is the best opening lead. No. 45. m 4. *** *** 4- * * * The long suit, four cards, does not fulfil the condi- tions of Rule 1 , and there is no card of re-entry ; while the spade j ack offers a good short-suit lead. TH£ LKADKR. I3 1 No. 46. The club suit fulfils the conditions of Rule 1, and there are cards of re-entry in both the other plain suits. Lead the club king. No. 47. s? n V *--* A A 4. * * * A * *** A** A A * * A A + * 132 short-suit whist. This hand is an instance of choosing the lesser of two evils. The spades do not come up to the require- ments of Rule 2 , as they do not contain either the ace or two honors; but there is a good card of re-entry, and there is not a good short-suit lead. These consid- erations point to the lead of the fourth-best spade as the best play. I am well aware that these recommendations or rules are far from per feci:, for it is impossible in a few words to lay down definite directions that will cover every hand. The foregoing are simply an effort to formulate some sort of standard which will enable a player to de- cide between the long and the short-suit systems in the opening leads, which is something that no other writer, to my knowledge, has ever attempted. At the first glance these rules may appear somewhat inconsistent in requiring so much more from suits of four cards than from those of five. In reality such is not the case, for the addition of the fifth card, however small, makes the suit much more valuable. With a four-card suit, the most favorable condition is to have the suit go round three times ; but this leaves only one established card in the leader's hand. With a five-card suit, there is a good chance to establish two cards, which is no small matter in a close game. Therefore it naturally requires less intrinsic strength to place a five-card suit on a par with a four-card suit. So far we have discussed the question of the lead only from the leader's point of view. But we must not lose sight of the facl: that when you are not the THE LEADER. 133 original leader the fall of the cards before your first lead may change the aspect of affairs to such an extent that a hand which would have called for a long-suit lead originally may no longer do so when you get into the lead, later in the hand. Two illustrations will suf- fice for this point. No. 48. * * 4 * 4 * You are Y, and hold these cards. If it were your original lead you would play the long suit, because you have a five-card suit with three honors in it, and a card of re-entry in diamonds. But A leads spade 8. If this is his fourth-best your ten will win the trick, see Foster's Eleven Rule. Your spade suit is not so good as it was, for tenace is held over you on your 134 SHORT-SUIT WHIST. right, and 3^011 cannot lead the suit. Trumps are out of the question, and the singly guarded king must be led up to. The best lead is the smallest diamond. No. 49. *1 5? I4j§f j*** * A K* ♦ * o o o 0" "0 4. 4. 4. * * In this example you are Z. If you were the original leader you should begin with the long suit, which comes within our first qualification, and is accompanied by the card of re-entry in spades ; besides which there is no good short-suit lead. But A leads diamond 5; Y, plays 2 ; B, the Q, and you win with the K. Y cannot be signalling. If that were probable you might return the ace to allow him to complete a call ; but in this case it is better to retain the command of the ad- verse suit as long as possible. The spade 8 is your best lead, unless you have a very good partner, who THK LKADER. 135 can be trusted not to read such a card as the club 7 as led from strength. In continuing short-suit leads, it is always desirable to follow up a strengthening card w T ith another card of the same suit. If you lead a queen, and it w T ins, go on with the suit: so also if you lead a jack. But if you lead a ten or a nine, and it wins, you should consider the propriety of leading trumps, as your partner must be very strong in the suit you originally lead. Four trumps with an honor, or three with two honors should be led under such circumstances. When you originally lead a short-suit you will fre- quently lose the trick; but the oponent will often have to play a disproportionately high card to win it, which will promote any intermediate cards in your partner's hand. When 3 T our partner gets in, he will estimate his hand on the same principles that guide you ; and if he leads you a short suit, you must finesse it judiciously, trust- ing that fourth hand will have to play some card that will promote those remaining in your hand. This brings up the question of what constitutes judicious finessing by the third hand. To ascertain this we must first consider the play of the third hand on each lead that his partner might make, and then present the whole in tabulated form. THE THIRD HAND. Ace I/ed. — You can only play your smallest ; un- less you have four exactly ; when you play third-best and keep the lowest. King I/ed. — Play the next to the smallest when you have four exactly ; the smallest with any other number. There are two exceptions with high cards: When you hold A J only, the play is the ace, for part- ner must have the queen, and the ace would block his suit, the jack will not. He can win the jack with the queen if he has the ten, otherwise he may pass it. The other exception is when you have only ace and one small; or ace and a number of others, and a very strong trump hand. It is best to win the king and exhaust the trumps, if you can trust your partner for a long suit. Queen I/ed. — We have already seen that if you hold A Q yourself, your play is to finesse the queen. If the queen is led, and you hold ace third hand, your play is to finesse the queen if second hand does not cover it. Holding A K and others your play is a small card unless you have only one. If this small card, or the one played second hand, is such that you know the queen is a short-suit lead; you should pass ; but otherwise you should play the king and return the THE THIRD HAND. 1 37 ace, so as not to block a long suit headed by J 10. Some judgment must be exercised in cases in which you are strong enough to win the trick and lead trumps. Holding king and others, nothing can be gained by playing king on queen, unless the lead is from a long suit and you have only one small card with the king. If second hand held the ace, he would play it on the queen, and as it must be in fourth hand, there is only one situation in which you can lose by giving up the king if you have only one small card with it, and that is when the queen is a short-suit lead. The mere fact of 3^our holding only two cards in the suit renders it unlikely that partner held but two also. With the exceptions mentioned, it may be stated as a general rule that you should always pass a partner's queen, unless second hand covers, and you have ace. Jack Led. — The long-suit lead of the jack is from K Q J and at least two others. (See Conventional Leads, the Jack.) If you have the ace and two or more small cards }^ou should pass the jack. If it is from a long suit it will win. If not, it will force an honor, and still leave you in command of the suit. Holding ace and only one small, you should play the ace, so as not to block a possible long suit. Holding A K, or A Q, you should pass the jack, as you know it is a short-suit lead, and the finesse is against one card only. Holding king and one or more small, you know the jack is from a short suit, and pass it. Although the finesse is against two cards it is your best chance, for the ace may be in fourth hand and the queen on your 138 SHORT-SUIT WHIST. right. If both are on your left you will lose, no mat- ter what you play. If queen is on your left and ace on your right, your king should be good for the third round. If second hand covers you must cover him with your K. Ten I^ed, — The long-suit lead of the ten is from K J 10 and others. (See Conventional Iyeads, the Ten.) If you hold ace and others, the conventional play is the ace, leaving the finesse to the original leader on the return. Holding A K and one small the ten must be a short-suit lead, and you must play the king to save a trick that would otherwise certainly be lost. With A Q and others the lead may be taken for a long suit, and passed ; but with A Q alone the ace must be played, so as not to block the suit. With A Q and only one other, the ace must be played on the second round for the same reason. If the ten turns out to be a short-suit lead, nothing is lost by passing it, as you remain in command with the two best cards if the king falls ; if the jack wins it, you have tenace over the king. With A J you should pass the ten, although you know it is a short-suit lead, for you will be left with the major tenace. With king and others, or K O and others, you should finesse the ten. As a general rule, you should never cover a high card led by your partner with a card only one remove above it ; such as ace on queen, king on jack, or queen on ten. With such a combination as K J x, the king is only one remove above the ten, and you should pass. TlllC THIRD II AN I). 139 I Ioldim; be led from a long suit, :me treated as a small card, and the jack finessed Similarly with A o. With A J 10 you can afford to pass the nine. With king and only one othci card, you should play the king. With k Q play the queen, which will either win the trick or force the ace. Willi k J and others, finesse the jack av.aiust A Q being both on your left. For the same reason, pass with k J i<>. Holding queen and others, pass the nine; but with queen and only one other, il must be covered. With O J and others you should pass. With jack and ot hers the nine six >u Id be passed ; with jack and only one ot hei it 111 11:. I becoveied. Sm.'ifl Curds l,al. Ef anything smaller than a nine i:. led, you should play to win the trick, being guided by the principles <>l finesse whenever opportu nity oilers. II the finesse is againstone card only, it should gen 140 SHORT-SUIT WHIST. erally be made. Holding A Q + play the queen; with AKJ + orAOJ + play the jack. If the finesse is against two intermediate honors, it should be made, for partner may be credited with one honor in the suit from which he leads, if it is a long suit. If you hold A J +, and cannot detect partner's lead of a small card as from a short suit, you should finesse the jack. If your partner has an honor in the suit the finesse is against one card only; if he has not, you are left with tenace in the suit. Finessing by the eleven rule is another instance of a finesse against one card only. The following cases may serve as examples. Eight led. Holding queen and any other card higher than the eight, pass it. Seven led. Holding queen and two others higher, pass it. Six led. Holding queen and three others higher, pass it. This finesse is based on the principle that partner cannot have both ace and king, and that one of those cards must be the only one against him, so your queen will not be of any use if either ace or king is behind you in fourth hand. In these directions for the play of the third hand, I have taken it for granted that the reader understands ' ( passing ' ' to mean playing a smaller card than the one led. When you hold four of the suit exactly, and do not attempt to win the trick, you should play your third-best, and on the next round your second-best, Tine third hand. 141 keeping 1 your smallest card until the last, so as not to risk blocking a long suit. The subjoined table will assist in impressing the foregoing chapter on the mind, and may be found use- ful as a table of reference when any doubt arises as to the proper play for the third hand. Combinations of all cards higher than the one led are omitted ; so are those in which you can well afford to win partner's card. Such situations require no direction, no question of finesse being involved. The x represents any card smaller than a 9; and the plus sign, +, one or more such cards. 142 SHORT-SUIT WHIST. TABLB OF THIRD-HAND PLAY or Partner's Original Lead. When Partner Leads If You Hold You Should Play Queen A, K, + K. Queen A, K, x, + X. Queen A, x, + X. Queen K, x, K. Queen K, x, + X. Jack A, x, A. Jack A, x, + X. Jack A, K, + X. Jack A,Q, + X. Jack K, + X. IO A, + A. IO A, K, + K. IO A, Q, A. IO A, Q, + X.* IO A, J, + X. IO K, Q, + X. IO K,J, + X. IO K, + X. IO Q,x, Q. IO Q>x, + X. * Play ace on second round, so as not to block the suit if you have only one small. THE THIRD HAND. 143 TABLE OF THIRD-HAND PLAY.— Continued. When Partner Leads If You Hold You Should Play 9 A,+ A. 9 A, K, + K. 9 A, Q, + Q. 9 A, J, + A. 9 •A,K,J, + J-t 9 A,Q,J, + J. 9 A, Q,J, 10, + X. 9 A, J, 10, + X. 9 K, + K, 9 K, 10, + K. 9 K,Q, + Q. 9 K,J, + J. 9 K, J, 10, + X. 9 Q>x, Q- 9 Q>x, + X. 9 Q.L + X. 9 J, x, J. 9 J, x, + X, X A, Q, + Q. X A, K, J, + J. X A, Q, J, + J4 X A, J, + J. X A, J, 10, + 10. f If strong in trumps ; otherwise play the king. I If you read partner's lead as from a long suit, play the ace. 144 SHORT-SUIT WHIST. Writers on whist usually advise deeper finesse in trumps than in plain suits, and you should bear this in mind when playing with a partner who strictly follows the long-suit system. You must finesse boldly in trumps when }^ou have for a partner a player who leads trumps just because he has five, or because they are his only four-card suit. . When a short-suit partner leads trumps he either wants them out at once, or is throwing the lead to get his plain suits led up to. If you think the latter is the case, finesse in trumps to your heart's content; but if in doubt, do not finesse, not even with A, Q, but win the trick with the ace, and make sure of another round. Even if partner is only throwing the lead, he is strong enough in plain suits to have trumps come out. If you have not the trump ace, finesse without hesi- tation. Play jack from K, J, +, or 10 from Q, 10 +. This applies to the original lead only. The fall of the cards and the consideration of " Obligatory finesse," govern cases that arise later in the hand. We have seen that the short-suit player usually be- gins with the highest card of his weak suit, other than the ace or king. If you pass,- and the card led wins, he goes on with the same suit, or leads trumps. On this second round you can play your best card, or finesse, as you think best. If you win the trick, or get into the lead later on, your own hand and the fall of the cards must determine your course. Your partner's original lead of a short suit by no means obliges you to lead another short suit in return, If your hand and the. fall the third hand. 145 of the cards are favorable to a long-suit lead, why make it by all means ; for your partner is supposed to be as alert as you are, and will recognize your lead for what it is, and will presumably lend himself cheerfully to making the most of your cards. If you conclude that the short-suit game is the best for your hand also, you will lead the highest of your weak suit, other than an ace or king. If your partner passes it, and it wins, you should go on with the next higher card of the same suit, and he will either win the trick or finesse, as he thinks best. When each of you have made a short-suit lead you will frequently find that you and your partner hold certain cards of medium value in each other's suits that have been sensibly promoted, and which are much nearer to being the best of the suit than they were be- fore the original lead, or than they usually would be after the same number of rounds in the long-suit game. This last point is worthy of particular attention. If the fall of the cards should establish several of these intermediate cards, }^ou can lead trumps with some assurance of successfully defending them if you have husbanded your strength in the other suits. In addition to the advantage of preserving tenaces, this promotion and establishment of intermediate cards is one of the great advantages of the short-suit game, and the aim of the player should be to combine the one with the other. Instead of leading from four or five- card suits containing tenaces or vice-tenaces, or regu- lation long-suit leads with nothing to back them up, 146 SHORT-SUIT WHIST. the short-suit player leads from his weakest suit. If this suit is headed by a Q, J, or 10, the chances are that the lead of the highest card will increase the value of all partner's cards in that suit. When he gets into the lead, he will promote your cards in some other suit in the same manner. If either of you have a card of re- entry in the third suit, with which to bring in these pro- moted cards, a lead of trumps may prove very effective. The following diagram will illustrate the value of this method of leading strengthening cards. No. 50. * * ♦ * <0 O ♦ 1* ♦ ♦! O , ♦ O O !♦ « 4-1 OOOO !♦ <* ♦ O <* •* OOOO !♦ ♦ ♦ ♦ ♦ I B OOO O O o| e OOO OOO O] 1 ** j o\ ♦ •* >i ! 1 o\ 1', THE THIRD HAND. I47 Let us first suppose A and B to be long-suit players. The lead of the spade king will force the ace, and the queen will be good for the next trick; but after that Y will command the suit with the ten, unless B has a chance to lead the jack on the second round. If B leads a diamond, Y will kill A's queen, making a trick in the suit. If A and B are short-suiters, A will lead the diamond queen, which Y must pass, allowing it to win the trick. A continues the suit, and B finesses the 10, winning every trick in diamonds by catching the king with his ace. B will then lead the spade jack. If Z passes, it wins the trick ; if he covers, he establishes the entire spade suit in A's hand. The reader must not expect to find such opportuni- ties as this in every hand ; but they are more frequent than would be imagined, and some cases offer even greater chances for gain than the example. The gist of the whole matter lies in our golden first principle ; that all cards are more valuable when led up to than when led away from, or led through. The short- suit player holds back the suits of moderate strength, waiting to have them led up to; leading from his weakest suits, in which he has nothing to hope for. THE SECOND HAND. It is presumed that the reader is familiar with the general principles of second-hand play in the long-suit game ; but they may be briefly summed up here for purposes of comparison. When no attempt is made to win the trick the rule is to play the lowest card, unless the second hand wishes to signal for trumps. But when certain com- binations of high cards are held, one of them must be played. With any three high cards in sequence, A K Q, K Q J, or Q J 10, the lowest of the sequence should be played. From A K or K Q and others, the lower of the high cards should be played second hand. From A Q J, or A J 10, the lowest of the high cards is played. From A Q io, the 10 is alwa}^ played in trumps, and in plain suits when strong in trumps ; but the queen is the rule if weak in trumps. With short suits containing two high cards, such as Q J x, or J io x, the rule is to play the lower of the high cards second hand. With any three cards lower than the jack, the rule is to pass ; but in the short-suit game you cover, if you can, whatever card is led. With any two cards immediately above and below the one led, which form what is called a fourchette, the card led must be covered, if it is higher than ay. If you hold THE SECOND HAND. 149 J 9, and the 10 is led, play the J. With 108, play the 10 on a 9 led. The short-suit player will find second-hand play a very important feature of the game. He must protect his partner in suits in which he knows the latter is weak, if the suit is led up to the weak hand, even though there is little or no chance to win the trick. The short-suit player must also cover supporting cards, even without fourchette, if there is any chance to pro- mote medium cards by so doing. No. 51. .j- »j- «j- »t- 4. * B 4* * * JHS 1* 1+ * * 1 * * Let us suppose that A leads the club 10; Y covers with the king, and every one at the table knows the 10 is a short-suit lead. If Y is new foolish enough to 150 SHORT-SUIT WHIST. attempt to underplay you, who are B, by leading the 9 to A's declared weakness, you at once play in the jack from your fourchette, J 8, which are the cards immediately above and below the one led, the 10 being' played. This will prevent Z from finessing the 9, and will make your 8 good for the last round of the suit. You are B and hold these cards : 4- * * * 4. 4. The first trick the cards fall:- Y cannot hold the ace, or he would have covered the jack. Holding queen, you know the jack is from a short suit, and any attempt to unblock would be to play the adversaries' game. Should Y get into the lead later on, and play the club suit through you, you should pass any card but the ten; for Z will have to play his ace to shut out the possible ten in A's hand. THE SECOND HAND. 15I If Y leads the ten you must cover it, to make your eight the second best, and to prevent Z from finessing. If the short suit is usually one of two cards only, it will not be often that the adversaries can profit by under-play, or by leading up to weakness, as the third round of the suit will be trumped ; but if they resort to such tactics after the trumps are exhausted, you must be on the alert to protect yourself. The general theory of the short-suit game having been explained, the reader may, with advantage, turn his attention to one of the best methods imaginable for impressing on the mind its principles by the illustration of their use in the progress of an actual game. ILLUSTRATIVE GAMES. The first game I have selected is for the purpose of showing the variation in the score possible at duplicate whist when a hand is opened with different original leads, such as those of the long and the short-suit sys- tems. It is also a good example of what I maintain to be the fallacy of leading from five trumps for no better reason than that the leader holds that number. The game is number 5 1 of the hundred that I have already mentioned as having tested. I cannot say what the result was in the original play, but as all the contestants were long-suit players, I have no doubt that they came out even, or with a difference of only a trick either way. Although there is nothing striking about the hand at the first glance, I soon realized its possi- bilities if played by two good short-suit partners against two of the long-suit persuasion. I^et us first examine it on the supposition that A and B are long-suit players, while their adversaries, Y and Z, follow the short-suit method. 154 SHORT-SUIT WHIST. Hearts are declared trumps. A is the original leader. The underlined card wins the trick, and the card under it is the next one led. Game No. i. — Original. TRICK. A Y B z I y 6 V 5 V 3 2 11 9* *Q * 6 ^10 12 V 8 90 * 7 *J 13 3* *A 4k 10 4» 9 The short-suit opening makes 7 tricks. Trick 1. — Having no reason to lead trumps, even with five, and not having three honors in his long suit, A prefers the good short-suit lead in diamonds. Although Y has not the fourchette, the cards he holds ILLUSTRATIVE GAMES. 1 57 below the king are strong enough to warrant him in forcing A-B to play two honors to win this trick. The fall of the cards leaves the jack the only card out against Y's diamonds. Trick 2. — B returns the supporting spade, which A finesses. Trick 3. — Y, being a long-suit player, proceeds to establish the diamond suit by leading one of the second and third-best. Z wins this trick in order to lead trumps, as he knows diamonds must be Y's suit and he has four good trumps and a card of re-entry in clubs. Trick 6. — Y leads a small club as the best chance to get his partner into the lead again to continue the trumps. Being a long-suit player, Z does not finesse the club jack. Trick 7. — Z cannot risk the continuation of the trumps, but prefers to force with the diamond suit. Trick 8. — A draws one of Z's trumps, and forces the other with the established spade suit. The rest of the hand plays itself. The result is a distinct gain of three tricks, which are made in the face of the best defensive play possible for Y-Z. A very little carelessness on the part of the long-suit players would have lost them three more tricks, mak- ing the gain of the short-suit play six tricks instead of three. For instance : On the original A might have 158 SHORT-SUIT WHIST. played the king of trumps on the return of the suit, which would have made it possible for Z to draw both his trumps after one had been forced out by Y's dia- monds. This would have lost two tricks. Another would have been lost if Y had not covered the diamond queen on the overplay. I particularly wish to call the readers attention to the strengthening nature of the short-suit leads in this example. In the original, Z's short-suit lead of the diamond jack enables his partner to win two tricks in the suit; while the long-suit player with the same cards got none. In the overplay B's short-suit lead of spade jack enabled his partner to take three tricks in spades ; but in the original the player who led this suit got only one. In the trump suit, the short-suit player made three tricks by not leading them; while the player who lead them got two only. The next illustration furnishes us with another good example of hands to which the short-suit lead is clearly best adapted. In the original play, A and B are the long-suit players, and are opposed to the short-suit tactics of Y and Z. A is the original leader ; and hearts are declared trumps. ILLUSTRATIVE GAMES. Game No. 2. — Original. i59 TRICK. A Y B z I * 7 * 2 *J *K 2 4* 2* 3* Q* 1 4 7* 8* J* 9* 10* 6* 5* A#> 5 2O ~5C~ 30 Q0 6 JO AQ 40 10O 7 * 9 * 4 *Q * 3 8 •fr 10 60 K0 70 9 io ^7Q 7 A* The short-suit opening makes 9 tricks. Trick 1. — Neither of A's long suits fulfil the first condition given in our rules for leading from four-card suits ; but he has a good short-suit lead in the dia- 1 62 SHORT-SUIT WHIST. mond jack. Knowing it is a short-suit lead, B does not unblock. Trick 2. — Having no long suit, and the trump lead being out of the question, Y leads his strongest three- card suit, in preference to returning the adversaries' lead, which may be a singleton, for ought he knows. Trick 4. — B could force his partner at this stage ; but that would compel A to lead B's short and weak suit. It is much better for B to lead this suit himself, as it contains good supporting cards. The cards ac- companying Z's king are too small to justify him in covering. Trick 6. — By forcing his partner, B can now get him into the lead to make the winning club. Trick 8. — The discard of the spade 3 shows A that B must have played in from 10, 9, or J, 10, 9, and that he must still have another spade ; so A cannot force him in that suit. Trick 9. — Z's trumps are of no use to force A up, because A has already trumped with the 6, and can have nothing smaller. The four tricks gained on this hand are entirely due to the superiority of the short-suit tactics ; for it must be admitted that Y and Z made the best defense com- patible with the principles of the long- suit game. It may be remarked that some rash players would advise Y to play the trump ace at trick 8, and then to illustrative: games. 163 lead trumps, in the hope of stopping the ruff. But the ruff cannot be stopped, and Y-Z would lose two tricks if they attempted it, for B would discard the spade 10. Then A would win the trump lead with the jack, and lead a spade for B to ruff. The return force in dia- monds would save A's trump king, and B's queen would win. The two foregoing hands illustrate the value of the short-suit, or strengthening-card lead. The next is an example of the advantage of not leading from tenace suits, and incidentally shows the value of the rule already given for the fourth hand : ' ' When as fourth player you win a trick in a suit in which you have no honor, you should at once return the lead." The game also furnishes a good example of intelligent trump-leading from three only, the fall of the cards having established several cards in the plain suits. In the original, A and B are long-suit players, while their adversaries, Y and Z are short-suiters. As before, A has the original lead, and hearts are declared trumps. 64 SHORT-SUIT WHIST. Game No. 3. — Original. TRICK. A Y B z 1 A* »♦ 3* 84 2 5* 6* 9<£ J» JO A0 40 IO<> 4 * 4 4»io *J *Q 5 * 6 * 5 * 2 *A 6 4* * 7 74 ~3*_ 7 * 3 <9 4 *K * 3 8 30 2O Q0 50 9 io <7 J y 2 V 6 10 10.4^ 70 K0 60 11 Q4 90 80 0? 9 12 V 3 V 5 ^K 7 ^ 5 ^K 10O * 3 80 The short-suit opening makes six tricks. Trick 1. — Although A has three honors in his five- card suit, he does not lead it, because the cards form the double major tenace, and he has a good short-suit lead with the diamond jack. ILLUSTRATIVE GAMES. 1 67 Trick 2. — Y's only four-card suit is the trump, and he follows the logic of the long-suit game by leading it, trusting that his partner has something in the plain suits. In this he is not far wrong, for his partner is pretty strong in everything but diamonds. But for the fac5l that Y knows A is a short-suit player, and that the diamond jack is not likely to have been led from KQJ and others, the trump lead would be very rash. Trick 3. — A's 10 is of no use except to prevent a possible finesse by Y. Trick 5. — With the command in diamonds, and minor tenace in clubs, B leads a supporting card in spades, which is the only suit that his partner can possibly have anything in. Z covers, to be sure that A shall be forced into the lead again. Trick 6. — A, still having major tenace in spades, A 10, over the K 8, leads the diamond again. Trick 7. — B, holding the vice tenace in diamonds, returns the spade suit. Trick 9. — Y leads the only suit his partner can have, and Z makes what tricks he can, continuing the suit to put B in with the king, so as to keep A out of the lead with his established spades. THE BATH COUP. There is a very pretty bit of strategy, which has been known for a hundred and fifty years as the ' ' Bath Coup, ' ' that offers itself when a player holds the vice tenace, A J +, and a king is led, presumably from KQ+. The natural tendency is to take the king at once with the ace, but I think this is a mistake. As a rule it may be assumed that when your adver- sary has both king and queen of a suit, one of them is sure to make a trick, and if you play your ace at once, you clear the suit, and leave him in command with the queen. It is possible, but improbable, that your partner has only one of the suit, and could ruff the queen; and it is not unlikely that the adversaries may lead trumps as soon as they find the suit established, and so draw your partner's trumps before he gets a chance to ruff. Let us suppose you pass the king, retaining com- mand of the adverse suit, and also holding tenace over the queen. The adversaries will often be misled by the king winning; and a trump lead will follow immedi- ately, or the original leader will continue with a small card. In the first case he is leading trumps for a suit in which you must win the next two tricks ; in the second case he is playing your game. TH£ BATH COUP. 169 As you will probably lose your ace if the third hand is short in the suit, this coup is not usually recom- mended unless you are strong in trumps ; but I always practice it, regardless of trump strength or of being second or fourth hand. % The reader must be governed by circumstances in making this coup. If the adversaries are not likely to be deceived by your holding up the ace, do not attempt it unless strong in trumps, for you may lose a trick, and can only gain the one resulting from the tenace. But if you think the enemy are likely to be misled by the coup }^ou should adopt it by all means; for under the most unfavorable circumstances you lose only one trick, while you may gain three or four if the leader wrecks his hand by leading trumps under the impression that his suit is established. The following game is an illustration of the advant- age that may sometimes arise from the Bath Coup if the original leader falls into the error just spoken of, and leads trumps to support a suit which is supposed to be established. The original leader, A, is a long-suit player, while his right hand adversary is a short-suit player, who believes in the Bath Coup. 170 SHORT-SUIT WHIST. Game No. 4. — Original. TRICK. A Y B z I 2 K* 2* 4 3* OJ 6* <9K V 3 3 AO 40 50 Q0 4 ^?A 8 '■ .';, * * * * * HK 1* -& * * 1 ****! A -J. A A leads the jack original^, you are Y, and your partner wins with the king. The trumps come out, and you find yourself in the lead. You know the original lead was from a weak suit, and although you cannot locate the ace with certainty, your best play is the 10 if you are going to return this suit. As the cards lie in the diagram, this will hem in the queen, and give your partner a certain finesse. Beyond advising covering the lead if possible, and returning it with discretion, specific directions for thwarting short-suit tactics cannot well be given, which would seem an additional argument in favor of that style of play. When all four are short-suit play- ers, the contest becomes one of skill alone. SUGGESTIONS. Taken as a whole, the main object of this work is directly opposed to the generally accepted and orthodox method of playing whist; bnt in all minor points I have endeavored, as far as possible, to adhere to conven- tional rules. In this chapter, however, I wish to offer a few argu- ments in favor of a departure from some of the con- ventional leads. Since whist players are so stubbornly conservative, I have ventured to class them as ' ' sug- gestions " only, although I think they will be found worthy of consideration. The reader must decide for himself whether or not to adopt them. King, Queen and Others. In our chapter on the short-suit game, I called atten- tion to the advantage of having such combinations as K J 10 x, and K Q x x led up to, instead of led from. But even though you area convert to my ideas, it may happen that you cannot avoid leading from one of these. In such cases I should advise a departure from the conventional lead, and would begin with the small card. Suppose you hold i§ JEjj * 4, mm iSy _A_ * SUGGESTIONS. l8l The lead of the king forces the ace and leaves you in command with the queen; but the queen is the only trick you will get in the suit, for the deuce and trey are utterly valueless. On the contrary, if you begin with the deuce, and partner has the jack, fourth hand the ace, your king and queen are established in one round. So if second hand holds the jack, partner the 10 and fourth hand the ace. Even if partner has no strength in the suit and the first trick goes to the 9,10, or jack, you can play the trey on the ace if it is led, and still remain with two established cards, which may be worth leading trumps to defend. Altogether it seems to me that there is a greater probability of gain than of loss by leading the small card. The same is true of the lead of a small card from K J 10 x, and it is now led from this combination by a great many of our best players. I come now to a very different matter, as Mr. Kip- ling would say: " another story." 1 introduce it here among my suggestions, because it is radical in its nature ; but I am sufficiently convinced of its sound- ness to have wished to give it a place among the con- ventional leads. This is the imperative leading of a singleton trump when you have at least three cards of each plain suit. One Trump. The modern books tell us that there is only one sin- gleton lead admissible, and that is the trump ace. From this dictum I have already ventured to differ in 1 82 SHORT-SUIT WHIST. the chapter on the .short-suit game. I stated that with a tenace, or second best only once guarded in each of the plain suits, a .singleton trump might be used to throw the lead, as readily as any other card. I fail to see how any one can gainsay that it is to your advant- age to have trumps out if you hold more than average strength in each of the plain suits. In such a case the lead of a trump singleton must be for the benefit of your hand. Without tenaces of more than average strength, but with at least three cards in each of the plain suits, I would still advise die lead of the single- ton trump. There is no possible chance to use your one trump for ruffing, therefore it is useless except for leading. If your partner wins the first round, or gets into the lead later on, he will draw two trumps for one, which is universally acknowledged to be a most effect- ive play. It will often happen that you will anticipate a trump call from your partner, and your lead will then be mutually beneficial. These favorable considerations may be offset by the objection that your partner may have only one or two small trumps, and a short suit which he could have ruffed. vSuch a condition must leave ten trumps be- tween your opponents, and they will lead them the moment they get in. If you have a strong suit which is also your longest, but have no card of re-entry, it may be well to show your suit before leading the singleton trump, especially if you can do so with a winning card. The following are examples of hands in which it is not necessary to SUGGESTIONS. 183 show the suit at all, and from which the singleton trump should be lead at once : V 6; * A, 10,8,7,4; OQ.J, 10,6; * J, 10,5. V Q; 4kJ,8,6; K,J, 7 , 5; * 10,8,7,6,5. Z> 5 ; 4 K, 9, 6, 5 ; A, 9, 4, 2 ; * K, Q, 6, 2. But with a hand in which there is a short suit, and any chance for a ruff on the third round, the lead of the singleton trump would not be advisable. Such a hand is the following: 0? 10 ; 4 Q, 9 ; K, J, 9, 3, 2 ; £ A, 10, 9, 7, 2. The spade queen is the best lead from this hand. An exception to the lead of a singleton trump should be made when it is a king, which stands a better chance of winning a trick when it is not led. So the rule may be formulated thus : Holding three cards in each plain suit, and any singleton trump other than the king, lead the trump. CONCLUSION. I believe the preceding pages contain the first sys- tematic effort at placing before the whist-playing pub- lic a text book on the short-suit game containing an amplification of the principles of that style of play. Many works exist that treat the long-suit game almost exhaustively, but this is an attempt to outline the short-suit game in as brief and simple a manner as possible. The long-suit game is admirably adapted to a fine hand; but such hands are sadly in the minority. The short-suit game provides for the great majority of hands, which are only moderately strong, or woefully weak; and the gist of this provision is expressed in our golden precept; "Every card, individually, is more valuable when led up to than when led." By " individually " is meant not joined with others in sufficient numbers to form a combination from which one may be led with advantage. When you have no such combination, it is always more to your advantage to play fourth hand, or even third or second, than to lead in that suit. As you cannot avoid leading altogether, your re- source must be to lead from suits which promise the least loss of value by being led away from; that is to say, your numerically and intrinsically weak suits. CONCLUSION. 185 Having selected your weakest suit for the sacrifice, your next consideration is to select the card that is most likely to assist your partner, and that is your highest. It then becomes your partner's duty to finesse with depth and discretion, retaining and pro- moting his own high cards in the suit. When he in turn sacrifices a suit to you, you must follow the same course, and finesse the card led if you can. Both should preserve tenaces as far as possible, and keep a bright lookout for opportunities to cross-ruff. If partner's weak suit is led through you, you must protect it if you can, and your partner will similarly protect your weak suits. In these few paragraphs you have a concise epitome of the short-suit game, the especial function of which may be said to be the making the most of ordinary hands, which will include at least three-fourths of all that are dealt at whist. It is not absolutely essential to your adoption of the .short-suit game that your partner should be familiar with it. You need only warn him not to return your lead unless convinced that you have led from strength. You can still preserve your tenaces and lead strength- ening cards or short suits with an eye to cross-ruffing, instead of striving after impossibilities, and playing into your opponent's hands by endeavoring to establish four-card suits headed by 8's or io's. The writer for a long time refrained from adopting the short-suit game himself, although convinced of its vsuperiority in most cases, and thoroughly familiar with 1 86 SHORT-SUIT WHIST. it in theory, simply because he could find no partner to play it with him. Finally it occured to him always before beginning a game, to ask his partner not to return his lead unless some positive indication was given that it was from a long suit. As a result he won the next thirteen games, and after losing the fourteenth, twelve more before losing another. Before that he had considered the winning of three successive games quite a triumph. If 3 t ou have a partner with whom you are frequently paired, and who will join you in studying this little work, so much the better for you both. If not so for- tunate, follow the plan I have recommended, and ' ' go it alone. ' ' If your partner can only be depended on not to return your weak leads, you will be rewarded by an immediate and marked improvement in your record. You will find many persons who believe in playing by machinery, and in the utter exclusion of all inno- vations, and such will tell you that this is all nonsense. Console yourself with the thought that many persons told Galileo and Columbus that they were talking non- sense. If your objecl is to win, put this system to the test; I am perfectly willing to abide by the issue. It is the sincere wish of the author that his readers may accumulate proof of the soundness of this little treatise on the Short-Suit Game by winning, and he trusts they will enjoy both the game and the gains. The Laws of Whist As Revised and Adopted at the Third American Whist Congress, Chicago, June 20-24, 1893. THE GAME. I. A game consists of seven points, each trick above six counting one. The value of the game is determined by deduct- ing the losers' score from seven. FORMING THE TABLE. II. Those first in the room have the preference. If, by reason of two or more arriving at the same time, more than four assemble, the preference among the last comers is deter- mined by cutting, a lower cut giving the preference over all cutting higher. A complete table consists of six ; the four having the preference play. Partners are determined by cut- ting ; the highest two play against the lowest two ; the lowest deals, and has the choice of seats and cards. III. If two players cut intermediate cards of equal value, they cut again ; the lower of the new cut plays with the orig- inal lowest. IV. If three players cut cards of equal value, they cut again. If the fourth has cut the highest card, the lowest two of the new cut are partners, and the lowest deals. If the fourth has cut the lowest card, he deals, and the highest two of the new cut are partners. V. At the end of a game, if there are more than four belong- ing to the table, a sufficient number of the players retire to admit those awaiting their turn to play. In determining which players remain in, those who have played a less number of consecutive games have the preference over all who have played a greater number; between two or more who have 187 played an equal number, the preference is determined by cut- ting, a lower cut giving the preference over all cutting higher. VI. To entitle one to enter a table, he must declare his in- tention to do so before any one of the players has cut for the purpose of commencing a new game or of. cutting out. CUTTING. VII. In cutting, the ace is the lowest card. All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing cards from the outspread pack may be resorted to in place of cutting. SHUFFLING. VIII. Before every deal, the cards must be shuffled. When two packs are used, the dealer's partner must collect and shuffle the cards for the ensuing deal and place them at his right hand. In all cases the dealer may shuffle last. IX. A pack must not be shuffled during the play of a hand, nor so as to expose the face of any card. CUTTING TO THE DEALER. X. The dealer must present the pack to his right-hand adver- sary to be cut ; the adversary must take a portion from the top of the pack, and place it towards the dealer; at least four cards must be left in each packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. XI. If, in cutting or in reuniting the separate packs, a card is exposed, the pack must be reshuffled by the dealer and cut again ; if there is any confusion of the cards, or doubt as to the place where the pack was separated, there must be a new cut. XII. If the dealer reshuffles the pack after it has been prop- erly cut, he loses his deal. DEALING. XIII. When the pack has been properly cut and reunited, the dealer must distribute the cards, one at a time, to each player in regular rotation, beginning at his left. The last, which is the trump card, must be turned up before the dealer. At the end of the hand, or when the deal is lost, the deal passes to the player next to the dealer on his left,. and so on to each in turn. XIV. There must be a new deal by the same dealer: — I. If any card except the last is faced in the pack. II. If, during the deal or during the play of the hand, the pack is proved incorrect or imperfect ; but any prior score made with that pack shall stand. XV. If, during the deal, a card is exposed, the side not in fault may demand a new deal, provided neither of that side has touched a card. If a new deal does not take place, the exposed card is not liable to be called. XVI. Any one dealing out of turn or with his adversaries' pack, may be stopped before the trump card is turned, after which, the deal is valid, and the packs, if changed, so remain. MISDEALING. XVII. It is a misdeal:— I. If the dealer omits to have the pack cut, and his adver- saries discover the error before the trump card is turned, and before looking at any of their cards. II. If he deals a card incorrectly, and fails to correct the error before dealing another. in. If he counts the cards on the table or in the remainder of the pack. IV. If, having a perfect pack, he does not deal to each player the proper number of cards, and the error is discovered before all have played to the first trick. V. If he looks at the trump card before the deal is completed, vi. If he places the trump card face downwards upon his own or any other player's cards. A misdeal loses the deal, unless, during the deal, either of the adversaries touches a card, or in any other manner inter- rupts the dealer. THE TRUMP CARD. XVIII. The dealer must leave the trump card face upwards 189 on the table until it is his turn to play to the first trick ; if it is left on the table until after the second trick has been turned and quitted, it is liable to be called. After it has been lawfully taken up, it must not be named, and any player naming it is liable to have his highest or his lowest trump called by either adversary. A player may, however, ask what the trump suit is. IRREGULARITIES IN THE HANDS. XIX. If, at any time after all have played to the first trick, the pack being perfect, a player is found to have either more or less than his correct number of cards, and his adversaries have their right number, the latter, upon the discovery of such surplus or deficiency, may consult and shall have the choice : — I. To have a new deal ; or, II. To have the hand played out ; in which case the surplus or missing card or cards are not taken into account. If either of the adversaries also has more or less than his correct number, there must be a new deal. If any player has a surplus card by reason of an omission to play to a trick, his adversaries can exercise the foregoing privilege only after he has played to the trick following the one in which such omission occurred. CARDS LIABLE TO BE CALLED. XX. The following cards are liable to be called by either adversary : I. Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn. II. Every card thrown with the one led or played to the cur- rent trick. The player must indicate the one led or played. HI. Every card so held by a player that his partner sees any portion of its face. IV. All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it. v. Every card named by the player holding it. XXI. All cards liable to be called must be placed, and left face upward, on the table. A player must lead or play them when they are called, provided he can do so without revoking 1 . The call may be repeated at each trick until the card is played, A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play, no penalty remains. XXII. If a player leads a card better than any of his adver- saries hold of the suit, and then leads one or more other cards without waiting for his partner to play, the latter may he called upon by either adversary to take the first trick, and the other cards thus improperly played are liable to be called ; it makes no difference whether he plays them one after the other, or throws them all on the table together, after the first card is played, the others are liable to be called. XXIII. A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called. LEADING OUT OF TURN. XXIV. If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adver- sary on the right of the player from whom a suit can lawfully be called. If a player, so called on to lead a suit, has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called, and must be taken back. PLAYING OUT OF TURN. XXV. If the third hand plays before the second, the fourth hand also may play before the second. XXVI. If the third hand has not played and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led, or if he has none, to trump or not to trump the trick. ABANDONED HANDS. XXVII. If all four players throw their cards on the table, face upwards, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established, provided that if a revoke is discovered, the revoke penalty attaches. REVOKING. XXVIII. A revoke is a renounce in error, not corrected in time. A player renounces in error, when, holding one or more cards of the suit led, he plays a card of a different suit. A renounce in error may be corrected by the player making it, before the trick in which it occurs has been turned and quitted, unless either he or his partner, whether in his right turn or otherwise, has led or played to the following trick, or unless his partner has asked whether or not he has any of the suit renounced. XXIX. If a player corrects his mistake in time to save a revoke, the card improperly played by him is liable to be called; any player or players, who have played after him, may withdraw their cards and substitute others; the cards so withdrawn are not liable to be called. XXX. The penalty for revoking is the transfer of two tricks from the revoking side to their adversaries ; it can be enforced for as many revokes as occur during the hand. The revoking side cannot win the game in that hand ; if both sides revoke, neither can win the game in that hand. XXXI. The revoking player and his partner may require the hand in which the revoke has been made, to be played out, and may score all points made by them up to the score of six. XXXII. At the end of a hand, the claimants of a revoke may search all the tricks. If the cards have been mixed, the claim may be urged and proved if possible ; but no proof is necessary and the revoke is established, if, after it has been claimed, the accused player or his partner mixes the cards before they have been examined to the satisfaction of the adversaries. XXXIII. The revoke may be claimed at any time before the cards have been presented and cut for the following deal, but not thereafter. MISCELLANEOUS. XXXIV. Any one, during the play of a trick and before the cards have been touched for the purpose of gathering them together, may demand that the players draw their cards. XXXV. If any one, prior to his partner playing, calls atten- tion in any manner to the trick or to the score, the adversary last to play to the trick may require the offender's partner to play his highest or lowest of the suit led, or, if he has none, to trump or not to trump the trick. XXXVI. If any player says, " I can win the rest," " The rest are ours," " We have the game," or words to that effect, his partner's cards must be laid upon the table, and are liable to be called. XXXVII. When a trick has been turned and quitted, it must not again be seen until after the hand has been played. A violation of this law subjects the offender's side to the same penalty as in the case of a lead out of turn. XXXVIII. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked. XXXIX. In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, with or without his partner's consent, demands a penalty, to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced. I/aws for Duplicate Whist. Duplicate Whist is governed by the laws of whist, except in so far as they are modified by the following special laws: THE GAME AND THE SCORE. Law A. A game or match consists of any agreed number of deals, each of which is played once only by each player. The contesting teams must be of the same number, but may each consist of any agreed number of pairs, one-half of which, or as near thereto as possible, sit north and south, the other half east and west. Every trick taken is scored, and the match is determined by a comparison of the aggregate scores won by the competing teams. In case the teams consist of an odd number of pairs, each team, in making up such aggregate, adds, as though won by it, the average score of all the pairs seated in the positions opposite to its odd pair. Each side keeps its own score, and it is the duty of the north and south players at each table to compare the scores there made, and see that they correspond. In case they fail to per- form this duty, the east and west scores are taken as correct, and the north and south scores made to correspond thereto. In a match between two teams, the team which wins a ma- jority of all the tricks scores the match as won by the number of tricks which it has taken in excess of one-half the total. In a match between more than two teams, each team wins or loses, as the case may be, by the number of tricks which its aggregate score exceeds or falls short of the average score of all the competing teams. In taking averages, fractions are disregarded, and the near- est whole number taken, one-half counting as a whole, unless it is necessary to take the fraction into account to avoid a tie, in which case the match is scored as won, by the fraction of a trick. '94 FORMING THE TABLE. Law B. Tables may be formed by cutting, or by agreement In two-table duplicate, if the tables are formed by cutting, the four having the preference play at one table, and the next four at the other. The highest two at one table are partners with the lowest two at the other. The highest two at each table sit north and south ; the lowest two east and west. DEALING AND MISDEALING. Law C. The deal is never lost ; in case of a misdeal, or of the exposure of a card during the deal, the cards must be redealt by the same player. THE TRUMP CARD. Law D. The trump card must be recorded before the play begins, on a slip provided for that purpose. When the deal has been played, the slip on which the trump card has been recorded must be placed by the dealer on the top of his cards, but the trump card must not again be turned until the hands are taken up for the purpose of overplaying them, at which time it must be turned and left face upward on the table until it is the dealer's turn to play to the first trick. The slip on which the trump card is recorded must be turned face down- ward as soon as the trump card is taken up by the dealer. IRREGULARITIES IN THE HANDS. Law E. If a player is found to have either more or less than his correct number of cards, the course to be pursued is determined by the time at which the irregularity is discovered. I. Where the irregularity is discovered before or during the original play of a hand, there must be a new deal. II. Where the irregularity is discovered when the hand is taken up for overplay, and before such overplay has begun, the hand in which the irregularity is so discovered must be sent back to the table from which it was last received, and the error there be rectified. III. Where such irregularity is not discovered until after the overplay has begun : In two-table duplicate there must be a new deal ; but in a game in which the same hands are played at more than two tables, the hands must be rectified as above, and then passed to the next table, without overplay at the table at which the error was discovered, in which case, if a player had a deficiency and his adversary the corresponding surplus, each team takes the average score for that deal ; if, however, the partner of the player having the deficiency had the corresponding surplus, his team is given the lowest score made at any table for that deal. PLAYING THE CARDS. ' Law F. Each player, when it is his turn to play, must place his card face upward before him, and toward the centre of the table, and allow it to remain upon the table in this posi- tion until all have played to the trick, when he must turn it over, place it face downward, and nearer to himself, placing each successive card, as he turns it, on the top of the last card previously turned by him. After he has played his card, and also after he had turned it he must quit it by removing his hand. A trick is turned and quitted when all four players have turned and quitted their respective cards. The cards must be left in the order in which they were played until the scores for the deal are recorded. CLAIMING A REVOKE. Law G. A revoke may be claimed at any time before the last trick of the deal in which it occurs has been turned and quitted, and the scores of that deal recorded, but not thereafter. The Etiquette of Whist. As Adopted by the Third American Whist Congress, Chicago, June 20-24, J ^93' The following rules belong to the established code of Whist Etiquette. They are formulated with a view to discourage and repress certain improprieties of conduct, therein pointed 196 out, which are not reached by the laws. The courtesy which marks the intercourse of gentlemen will regulate other more obvious cases. I. No conversation should be indulged in during the play except such as is allowed by the laws of the game. II. No player should in any manner whatsoever give any in- timation as to the state of his hand or of the game, or of approval or disapproval of a play. III. No player should lead until the preceding trick is turned and quitted. IV. No player should, after having led a winning card, draw a card from his hand for another lead until his partner has played to the current trick. V. No player should play a card in any manner so as to call particular attention to it, nor should he demand that the cards be placed in order to attract the attention of his partner. VI. No player should purposely incur a penalty because he is willing to pay it, nor should he make a second revoke in order to conceal one previously made. VII. No player should take advantage of information im- parted by his partner through a breach of etiquette. VIII. No player should object to referring a disputed ques- tion of fact to a bystander who professes himself uninterested in the result of the game and able to decide the question. IX. Bystanders should not in any manner call attention to or give any information concerning the play or the state of the game, during the play of a hand. They should not look over the hand of a player without his permission ; nor should they walk around the table to look at the different hands. INDEX Aces, Value of, 30 " Catching Small Cards, 38 " Holding Up, 169 Ace Leads, 72 King Alone, 85 Queen Alone, 86 Jack Alone, 86 and One Small, 86 King Jack Finesse, 56, 112, 114 " Never Led from Short Suits, 93 Advantage of a Uniform Sys- tem, 13 " the Long - Suit System, 13 " Self-Reliance,69 Old-Style Leads, 71 Being Led Up to, 105 " Continual Prac- tice, 174 American Leads, 70 " " Disadvantage of, 71 " Whist Laws, 187 Assisting Partner by Certain Leads, 185. Authorities who Advocate the Long- Suit Game, 12 " who Advocate the Short- Suit Game, 12 Average Gains from Finessing, 62 Avoid Leading from Tenaces, 36, 37 " " Singleton Kings or Aces, 90 " Guessing at Suit to Lead, 123 Bath Coup, 117, 170 Beginner's Preference for Ruff- ing, 63 Bond Stowe's Rules, 100 Brains Necessary for the Short- Suit Game, 125 Cheap Tricks, 41 Choosing Between Two Sys- tems, 126 " Lesser of Two Evils, 132 " Suits to Lead, 127 197 Classes of Wlnst Players, 10 Comparative Value of Long and Short-Suit Play, 14 Conventional Leads, 70, 80, 92 Covering Second Hand, 149, 156, 176 Cross-Ruffing, 63 Cross-Ruff, Establishing, 65 " Examples of, 66 Danger of Waiting Too Long, 107 Deciding Between Systems, 132 Deceiving Partner, 67 " Adversaries, 67 Definitions, General, 19 to 25 Definition of Finesse, 52 " Fourchette, 148 " Cross-Ruffing, 63 " Long-Suit, 85 Short- Suit, 85 " Passing, 140 Derivation of the Word " Ten- ace," 26 Detecting Short-Suit Leads, 92, 100 Different Systems of Leads, 70 Difference Between J and K Leads, yy Difficulty of Understanding Small Cards Led, 87, 102 Directing Long-Suit Partners, 186 Disadvantage of Eccentric Play, 69 " American Leads, 71 Disadvantage of Leading a Nine from Strength, 79 " Leading from K, Q, 106, 180 " Leading from "K, J, io ( " 107, 181 Division of the Tenaces, 41 Eccentric Play, Disadvantage of, 69 Echo in Plain Suits 136 Eleven Rule, 61, 140 Error of Leading Tenace Suits, 3°- 3 6 Establishing Tenace in Course of Play, 34 " a Cross-Ruff, 65 " Suits for Adver- saries, 68 " Intermediate Cards, 145 Examples of Finessing, 53, 60 " Cross-Ruffing, 66 " Choosing Suits, 127 " Original Leads, 109 Singletons, 67,11 8, 119 Exhausting Trumps, 114 Experiment with Short Suits, 14 Exposing Weakness, 68 Few Hands Adapted to Long- Suit System, 184 198 Finding Partner to Play with, 1 86 Five Card Suits, Value of, 132 Finesse, 52 Hamilton's Definition of, 52 " Varieties of, 52 " Examples of, 53, 60 " Second Hand, 54 Third Hand, 53 Obligatory, 58 When Not to, 61 " Two Forms Usually Recommended, 61 with A, K, J, 56, 112, 114 Finesses that Must Lose the Trick, 59 Finessing Cards Led, 55 " with Strong Trumps, 56 " Partner's Leads, 57 Returned Suits, 59 " Against Certain Com- binations, 59 " to Place the Lead, 62 " in Trumps, 144 " Judgment Required in, 61 " Average Gains from, 62 Jack, with A K, 56 " Importance of, in the Short - Suit Game, 62 Following Ace Led, 72 '• King Led, 74 " Queen Led, 75 Short-Suit Leads, 135 Foster's Eleven Rule, 6r, 140 Rule for J and? K Leads, JJ " Rule for Locating Tenaces, 41 Forced Leads, 11 Force, Inviting a, 44 FourcheUe, 148 Fourth-best Leads, 79 Frequency of Loss from Neglecting Tenace, 28, 48 Fundamental Principle of the Short-Suit Game, 105 Games Illustrating Short-Prin- ciples, 152, et seq. Gains from Finessing, 62 " from Short- Suit Play, 14 Giving up Tenaces, 37 G. W. P.'s Object in Whist, 66 Guessing at Suits to Lead, 123 Hemming in Medium Cards, 179 Higher of Two Cards Led, 87 Holding Back Moderately Strong Suits, 147 " Up Aces, 169 How to Improve in Play, 11 Ignorance of Tenace, 26 Illustration of Tenace Theory, 29 " Strengthening Card Leads, 146 Illustrative Games, 152 199 Imperfect Tenaces, 44 Importance of Tenace Being Led Up to, 49 " Practice at Whist, 51 Second Hand Play, 149 " Finesse in the Short- Suit Game, 62 Increased Value of Five-Card Suits, 132 Increasing the Value of Part ner's Cards, 146 Intermediate Cards, Promoting, H5 Establish- ing, 145 Inviting a Force, 44 Irregular Leads, How Recog- nized. 93 Jack Leads, y6 " Led from Short Suits, 96 " and One Other, 87 " Lead Distinguished from King Lead, yy Judgment Required in Finess- ing, 61 King Leads, 73 " and Jack Leads Distin- guished, yy " and Queen Alone, 86 " and One Small Card, 86 " Led from Short Suits, 94 " Queen and Small Cards, 106, 180 King, Jack, Ten Lead Changed, 107. 181 Laws of Whist, 187 Lead, Throwing, 108 Leads, American, 70 " Ace, 72 " King, 73 " Queen, 75 Jack, 76 Ten, 78 Nine, 78 Fourth-best, 79 " Original, 109 " Examples of, 109 Table of, 80, 92 " Showing Number, 74, 75 " Forced, 11 " Old Style, 70 " Conventional, 70 " in Short Suits, 85 in Plain Suits, 70, 80, 92 " in Trumps, 81 " for the Second Trick, 133 Leading Higher of Two Cards, 87 Back Tenaces, 49, 50 from Tenace Suits, 36, 37 from Weak Suits, 124 from Plain Suits, 72, 80, 92 Trumps, 81, 113, 114, 117 Singletons, 65, 90^ 120, 121 Leading Singleton in Preference to Tenace Suits, 121 Small Cards from K, Q, 106, 1 80 " Small Cards from "K, J, 10," 78 " Supporting Cards, 12, 62, 124, 146, 175 Systems of, 70 Up to Weakness, 176 " from Five Trumps, 113, 117 " Six Trumps, 1 13 " " Two Trumps, 122 " Singleton Trumps, 181, 183 " to Exhaust Trumps, 114 Locating Tenaces, 40, 41 Long-Suit Play, Authorities for, 12 " Definition of, 85 " A d a p t e d to Few Hands, 184 " " Predominance of, 13 " Object of, 66, 104 " Usual Result of, 104 Losing Tricks by Leading Trumps, 17 Making the Most of Hands, 49 Tricks in Trumps, 47 Major and Minor Tenaces, 27 Tenace, Leading Back, 49 " " Through, Minor Tenaces, Leading Through, 50 " " Promoting, 38 Misuse of Trumps, 17 Majority of Hands Adapted to Short Suit Play, 184 Necessity for Brains, 125 Negative Evidence of Short- Suit Leads, 70 Nine Leads, 78, 87 Not Leading Tenaces, 27 " Guessing at Suits to Lead, 123 Number-Showing Leads, 74, 75 Object of Long-Suit Play, 66, 104 " Strengthening Cards, 175 Objections to Singleton Leads, Obligatory Finesses, 58, 60 Old Style Leads, 70, 71 Only Finesses Usually Recom- mended, 61 Opening Leads, 109 Original Suit to Lead, 109 Outline of the Short-Suit Game, 184 Partner's Cards, Increasing Value of, 146 " Suits, Returning, 144 Weak Suits, Protect- ing, 185 Partner Assisted by Supporting Cards, 185 " to Play Short-Suits with, 186 Passing Strengthening Cards, 62 Placing the Lead, 62 Plain Suits, System of Leads, 72, 80, 92 Plain-Suit Echo, 136 Playing for a Cross Ruff, 64 " " Tenace Position, 39 Practice, Importance of, 51, 174 Predominance of Long - Suit Play, 13 Preliminary Remarks, 9 Preserving and Profiting by Tenaces, 105 Principles of the Short-Suit Game, 105, 184 Problemetical Nature of all Finessing, 61 Promotion of Minor Tenaces, 38 " Intermediate Cards, 145 Protecting Partner's Weak Suits, 185 Pole's Theory of Whist, 12 Queen Leads, 7$ Queen and One Other, 87 Queen Led from Short Suits, 95 Recapitulation of Leads, 92 Recognizing Irregular Leads, 93 Recommendations for Short- Suit Players, 125, 126 Refusing to Finesse, 61 Relative Position of Tenaces, Results of Long Suit Play, 104 " Short-Suit Leads, 14, H5 Returned Suits, Finessing, 59 Returning Short-Suit Oppo- nents' Leads, 178 " Partner's Suits, 144 Risk in Returning Short Suits, 177 Ruffing, 63, Rules for Detecting Short Suits, 100 Second Hand Finesse, 54 " Play, 133, 148 Trick, 133, 135 Secondary Leads, Showing Number, 74 Selecting Best Suit to Lead, 109 Short Suit Experiment 14 Leads, 85, 88, 90 " " Negative Evi- dence of, 70 " " Detecting, 92, 100 Short-Suit Game, 104, 184 " " Fundamental Principle of, 105 " " an Addition, not a Sub- stitute, 17 Short-Suiters Playing with Long Suit Partners, 175 Singletons; 65,67,68,90, 118, 119, 120 " in Trumps, 181, 183 Self- Reliance, Advantage of, 69 Small-card Leads, Difficulty in Understanding, 87, 102 " Led from K Q, 106, 180 " Led from " K J, 10," 78, 181 " Leading from Two Only, 87 " \Vinning4th Hand, 43 Sneaks, 65 Stowe's (Bond) Rules, 100 Strengthening Cards, 12, 62, 124 146, 175 System of Leading Plain Suits, 70 " " Trumps, 81 Supporting Cards, 12, 62, 124, 1 146, 175 Suits of Five Cards, Value of, 132 Table of Plain Suit Leads, 80, 92 Short-Suit Leads, 88 " Thira-Hand Play, 142 Technical Terms, 19 to 25 Tenace, 26 " Value of, 12 " Ignorace of, 26 " Importance of, 49 " Theory of, 29 " Derivation of theWord, 26 Tenaces, Major and Minor, 27 " Not Leading, 27 " Loss from Neglecting, 28,48 " Error of Leading, 30, 35 " Established in Course of Play, 34 " Giving up, 37 " Transposing, 37 " Promoting Minor, 38 " Locating, 4c " Division of, 41 " Imperfect, 44 Vice, 44 " in Trumps, 46 " Leading Back, 49, 50 \ Leading Through, 50 " Preserving, 105 TenLeads, 78 " and One Other, 87 " Led from Short Suits, 97 Tendency to Ruffing in the Short-Suit Game, 63 Theory of Tenace Illustrated, 29 Third-Hand Play, 136, 142, 143 on Honors Led, 136 " Small Cards Led, 137 " Finesses, 53 Throwing the Lead, 108 Trumps, Conventional Leads, 81, 122 " Misuse of, 17 " Loss by Leading, 17 " Tenaces in, 44 " and Their Uses, 113 " Exhausting Them, 114 " Finessing in, 144 " Making Sure of Two Rounds, 144 " Used to Draw Other Trumps, 47 " Trick-Taking Possi- bilities of, 105 Trump Leads, 81, 122 " " with Five, 113, 117 with Six, 113 " Singletons, Leading, 181 183 Strength with Single- tons, 68 Two Forms of Finesse, Usually Recommended, 61 Underplay, 151 Unblocking in Plain Suits, 136 Uniform System, Advantage of 13 Unsoundness of Long - Suit Methods, 104 Uses of Trumps, 113 Using Trumps to Draw Trumps, 47 Usual Result of Long Suit Play, 104 Value of Aces, 30 " Tenace, 12, 49, 105 Varieties of Finesse, 52 Vice Tenaces, 44 Waiting Too Long, 107 ": for Suits to be Led, 32, 35- 36, 47 Weak Suits, Leading from, 124 " " Protecting Part- ner's, 185 " Trump Suits, When to Lead, 122, i8r, 183 Weakness, Exposing to Adver- saries, 68 " Leading up to, 176 Whist-Players, Classes of, 10 When Tricks are Won Cheaply, 41 " Not to Finesse, 61, 62 Winning Tricks with Small Cards, 43 Yarborough Hands, 119 S04 R. F. FOSTER'S WORKS. Foster's Duplicate Whist. By R. F. FOSTER, the Author of the " Whist Manual^ and the Inventor of the " Self-playing Whist Cards." A complete course of instruction in Whist Strategy ; giving the various systems of play adopted by experts ; together with ex- haustive schedules for the arrangement of any number of players at Duplicate Whist ; methods of comparing hands, and of arriving at the comparative merits of the players. I vol., cloth, gilt edges, uniform with " Foster's Whist Man- ual." $i 25 Foster's American Leads and How to Learn Them. It is in response to the requests of numerous pupils that Mr. Foster has undertaken the task of arranging a simple method of learning "American Leads" on the same general principles as those which have proved so successful in his " Whist Manual." Illustrated with diagrams and tables. Bound prettily in appro- priate board covers, gilt edges, and uniform in size of page and type with " Foster's Whist Manual." 1 vol., $ 25 Foster's Pocket Guide to Modern Whist. A handy-sized condensed treatise containing clear and concise statements concerning " The Elements of Whist," "Suggestions for Good Play/' etc. I vol., in card-board covers, ••••*$ 25 R. F. FOSTER'S WORKS. Foster's Self-Playing Whist Cards. The Cleverest and Most Practical Invention for Teaching Good Whist. This is not a new game, but an ordinary pack of flay- ing cards, so arranged that, although dealt face down, they will play themselves. The object is to permit prearranged games, which are fine examples of Whist, to be properly played by a less number of persons than is necessary in ordinary playing. One, two, or three persons can play with these cards exactly as if four persons were present. At the same time these cards will indi- cate to each player, at every stage of the game, the manner in which such combinations of cards as he may happen to hold would be played by an expert if he were present and held them. Pack No. i. First Series. {Out of print.') Pack No. 2. Second Series. Contains 32 games. Each pack in a box, with full explanations, instructions, and analyses of the games, .......$ 75 *** To those desirous of studying Whist, this invention will prove of immense assistance. Sent prepaid by any Bookseller in the United States on receipt of price, or by the Publishers, BRENTANO'S 31 Union Square, New York. 204-206 Wabash Avenue, 1015 Pennsylvania Avenue, Chicago, 111. Washington, D. C. LIBRARY OF CONGRESS 020 237 405