cV FAKCalU-iuleif. THE LAWS AND PEAOTICE WHIST * s^HOHr.Mtjom « MP r. THE LAWS AND PRACTICE OP WHIST BY CJELEBS. j^ftg «* Vous ne save* pas done le Whiste, jetme homme ? Quelle triste vieillesse vous vous prepares I NEW YORK : D.APPLETON AND COMPANY, 846 & 348 BROADWAY. 1859. 50 .C 5 ^ CONTENTS. Page Preface vii Introduction ix Technical Terms ........ 1 Laws op the Game 3 By-Laws 16 Preliminary Instructions 20 The Lead 30 Trumps 37 Second Hand 43 Third Hand 48 Fourth Hand 52 Underplay % 53 Forcing and Huffing 55 Hints at Finale 59 Synopsis of Odds 62 Dumby .......... 64 Double Dumby 65 Humbug 65 French Humbug 66 Three-handed Whist 66 Comparison between Long and Short Whist . . .67 Wilful Revokes 68 The Strict Game 70 PEEFAOE TO THE THIRD ENGLISH EDITION. This Manual, though presupposing a knowledge of the plot and organization of Whist, makes no pretension to imparting any new information to good players ; but simply offers assistance to beginners. With the exception of the modern artifice for playing trumps, the precepts of Hoyle embody the whole theory of the game : and neither Mathews nor Major A. furnish any intrinsic improvement on his doc- trine. These writers, instead of seeking to supply the desid- eratum of a concise and lucid compilation of the veteran's materiel, have merely modernized his text, after the style of Mrs. Nickleby's dialectics — inconsequent, rambling, and repetition/d. The right doctrine is never in the right ! place : and we are left as it were with an encyclopaedia of Whist without alphabetical arrangement. Among the original matter in this work, the development of the signal denominated the Blue Peter is the most important feature; but the chief task of the author has been to express the precepts of the game in the most precise terms, and to adapt each rule to its logical position. The decisions appended to the laws are the results of "bond fide bets : but so far from being the mere dicta of the author, they do not altogether coincide with his notions. Portland Club, London, January, 1858. PEEFACE TO THE FOUKTH ENGLISH EDITION". In consequence of the preceding Edition of this Work having heen accepted by the Players of the Army and Navy and other clubs, as the best authority on Whist, the author thinks it necessary to mention, that the slight revisions, which have been made in the present Edition, occur only in the text ; the Laws remaining unaltered. Poetland Club, "W. April, 1858. INTRODUCTION. Since the decline of Hoyle, several writers have aspired to supply a standard text-book on Whist ; but owing either to a want of prestige, or to individual demerits, one and all have failed alike to usurp an exclusive control over the details of the game. The natural inefficiency of a work published more than a century since to compete with modern improvements, is sufficient to account for the deposition of Hoyle ; and the multiplicity of subsequent remodellers, each inculcating his own empirical notions and independent code, is equally sufficient to impede further unanimity. Meantime the government of all whist-rooms stands upon fluctuating conventionalisms : various societies adopting various customs, and different individuals being swayed by different authorities. It may be hopeless, in the face of so many failures, to attempt directing the allegiance of the modern play-world into X INTRODUCTION. a new channel : practically, however, all that is requi- site, to prevent disagreement, is a simple notification beforehand of the authority, by which all debateable matter shall be determined. It is in the power of every player, before sitting down, to inquire this point, which, in the case of Clubs, would most properly bo settled by the Committee. Independently of the question of authority, the existing hand-books to Whist are more or less un- satisfactory. Some are positively injurious from their extreme meagreness ; while others are too diffuse and immethodical, consisting of bare undigested precepts dotted down in eccentric confusion, unconnected by any theory, and unexplained by any principles. If Hoyle was not exactly the first who reduced the practice of Whist to a science, he is at least entitled to the credit of having rescued its rules from the vagueness of oral tradition, by giving them (anony- mously, in 1743) a printed existence. His laws, having been collected during the infancy of play, are naturally imperfect: so much so, that out of the twenty enactments applicable to Short Whist, con- tained in his sixteenth edition, only twelve were ad- mitted, without variations, in one of the earliest INTRODUCTION. XI revisions in 1775 ; and scarcely any survive to the present day. Hoyle has been remodelled by numerous plagia- rists, none of whom have attained repute. Mathews, in 1822, became with respect to autho- rity, what Hoyle was to the older school: but his work is so defective in arrangement that it cannot be recommended to a learner. Arnaud's " Epitome of Whist," published in Edin- burgh, 1829, is remarkable for novelty of arrangement. His maxims afford a tolerably correct synopsis of the game : but being categorically arranged, so as to form as it were a skeleton dictionary of isolated positions, they require to be learned by rote ; appealing more to the naked memory than to mental induction. The introduction of Short Whist called forth, in 1836, the work known under the nom de plume of Major A . With verbose augmentations, the author's instructions are nearly identical with those of Mathews : like whom, he despises any approach to methodical arrangement, continually repeating similar maxims, separating exceptions from rules, and ex- amples from both, jumbling original data with deri- vative results — presenting altogether such a labyrinth Xll INTRODUCTION. of advice, and apparent inconsistency, as no pupil can easily unravel. A " little learning " is the sure result of such immethodical treatises, not embracing any general outline before descending to minutice. The mind must thoroughly understand the cause before it can embrace its consequences : unless acquainted with a whole, it cannot comprehend the symmetry of the parts; but an insulated position appears arbitrary, and the connection is not distinguishable. As diffi- culties arise, or new matter presents itself, a general principle will afford a rallying point, and we find our- selves possessed of premises from which we may argue. The rules in Mr. F. P. Watson's edition of Admiral Burney's Treatise are sound and comprehensive, and the classification is a boon to beginners. This work, however, is too meagre to develop the subtleties of the game ; the author considering diffuse instructions to be superfluous, in comparison with practical observa- tion and experience. Partiality for comic literature induced an Amateur to favour us, in 1843, with his lucubrations on Whist. For the historical portion we are under due obligation; but facetious practice at Whist is not a desideratum. The Treatise by the late Mr. J. W. Carleton, em- INTRODUCTION. Xlll bodied in Bonn's " Handbook of Games," 1850, com- prises nearly two hundred closely printed pages, divided into four parts, three of which are "revised editions " of Mathews, Hoyle, and Deschapelles ; the fourth being " partly original and partly compiled." The importation of Hoyle and Mathews into this volume is probably owing to their copyright having expired; and the elaborate fanfaronnade of M. Des- chapelles is more mystifying than instructive. The bulk of Mr. Carleton's contribution will of itself deter many from his portion ; and the separate treatment of Long and Short Whist is absurd, since the precepts of both systems are essentially identical. " The Whist-player, by Lt.-col. B , 1856." This author claims for himself " a more perspicuous method of imparting his knowledge than former expositors," His method, nevertheless, if by method is meant arrangement of the details of the game, is a mere copy of the present work, with the addition of a few diagrams, which their author calls "pictured im- pressions." It is a pretty nursery-like book, full of twaddle, and miserably faulty in detail. Even the technical terms are mis-defined. The Laws are cer- tainly not " those by which the game is generally XIV INTRODUCTION. regulated ; " and the illustrations, if they teach any- thing, seem to bear out the writer's confession of but a limited acquaintance with his subject. But notwithstanding so many publications, the complaint made by Mathews in 1822 is applicable to the present day — that a good player is rarely met with ; a fine one scarcely ever. We still continue to hear of some squire, parson, or lawyer, who " plays an excellent rubber ; " but who is at best perhaps capable of playing his own hand at the expense of his part- ner's. The average of such performers merely possess by rote a few empirical rules, which they indiscrimi- nately apply without reflecting that general maxims pre-suppose the game and hand at the commencement ; and that the slightest derangement in the data involves a corresponding modification of play. The road to proficiency, on the other hand, is to commence by mastering the principles rather than the apothegms of the game ; and though the principles themselves can only be verified in the mind, and impressed on the memory, by constant practice — yet in Whist, as in all other sciences, that practice, which is based on previous study of the rudiments, will assuredly prove the easiest and most perfect. No science can be intuitive ; and INTRODUCTION. XV the amount of inductive process requisite at Whist constitutes the main element of the moral excellence and peculiar fascination of the game. By some, never- theless, the toil of learning is dispensed with, because they " play only for amusement." Fine amusement for the unfortunate partner ! TECHNICAL TERMS. Blue Peter, a signal for trumps ( Vide Art. 3 a). Bumper, a rubber of foil points i. e. 5 at long whist ; 8 at short. False-card. When a higher card i3 unnecessarily played before a lower, without being intended for a blue Peter, it is a false card. Finesse, endeavouring to make a subordinate card do duty for a superior (Vide Art. 4). Force, leading a renounced suit, in order to force it to be trumped. King-card, highest remaining of a suit. Long-trumps, the remaining trumps being in one hand. Loose-card, i. e. losing card, one not likely to win a trick. Love, not having scored. Lurch (at long whist), not saving the double point. Mlnoi'-tenace, the combination of second and fourth best of a suit. Misdeal, not giving thirteen cards to each hand, in due rota* tion, when the pack is perfect. A pack is imperfect when it contains mere or less than fifty- two cards, or a duplicate card. Points. Each game consists of so many points, according as it is single, double, or treble : at the end of a rubber, the points Z TECHNICAL TERMS. of the losing party are set off against those of the winners ; the balance being the value or points of the rubber. At long whist, the points vary from 1 to 5, as the games are single or double ; one point being added for the rubber. At short whist, the points vary from 1 to 8, as the games are single, double or treble ; two points being added for the rubber. Renounce, having none of the suit led. Revokes are of two kinds: (1) not following suit when able; (2) not complying with a performable penalty. {Vide Laws 19, 30.) Rubber, the majority of three games. Ruff, trumping a renounce-suit. See-saw, two parties ruffing alternate suits. Sequence, two cards of a suit in succession. Tierce, quart, quint, &c. sequence, of three, four, five, &c. cards respectively. Tierce major, ace king queen. Quart or quint major, ace to knave or ten inclusive. Slam, winning every trick in the hand. Tenace, the combination of best and third best of a suit. Underplay, a deceptive game. LAWS OF THE GAME. OP TABLE. 1. The first four persons arriving at the card-table format™* are entitled to make the first rubber. Apart from this privilege, at the formation of a rubber, each candidate having drawn a card from the same pack, the lowest four are entitled to precedence ; the remainder having the privilege of entering at the next table formed, or awaiting their turn at the first. Six players constitute a full table. After one rubber, the players " cut out ;" the high- est withdrawing, to make room for supernumeraries, only two of whom are admissible together. After the second rubber, the longest players withdraw by rota- tion. A fresh candidate has a prior right to one who has played at another table. 2. In cutting, ace is lowest. The two lower become partners. partners ; the lowest, having the deal, chooses seats and cards. Should the two lower cards be identical in value, these cut again for the deal. No one having LAWS OF THE GAME. Spurious cards. SHUFFLING. NEW CARDS. once chosen his seat, can change the same during the rubber. After each rubber, a fresh cut may be made for partners, or for deal only. In cutting, should two or more cards be identical in value, so as to arrest the comparison between the higher and lower, such cards are passed over, and others drawn, until the elimination is complete. Supposing a king, two queens, and nine are cut : the queens re-draw, for the lower to pair with the nine ; which, as the abso- lute lowest in the original cut, takes the deal. Similarly should three kings and a queen be drawn, the queen gains the deal, pairing with the lowest in the new cut ; if a king and two knaves succeed, a further draw is necessitated as between the knaves, for the lower to pair with the original queen. But if a tray and three deuces are drawn, the tray becomes the absolute highest ; the deal falling to the lowest in the second cut : so that if two trays succeed, a further draw is requisite as between them, for the higher to pair with the original tray. 3. The cards must be shuffled above the table. Each player may shuffle ; the dealer having the final, and eldest hand the penultimate option. It is unusual to be over-fastidious, the preparation of the deal- er's pack being ordinarily intrusted to his left-hand adversary, and the alternate pack to the dealer's partner. No one is obliged to shuffle : nor can any one reclaim the privilege after relinquish- ment of his due turn. 4. The cards may be changed as often as any player chooses to pay for new packs. One pack cannot be called separately. LAWS OF THE GAME. 5 5. To constitute a cut, either parcel must consist of .^ CUT four cards at least. Should any card be exposed in or before cutting, whether accidentally or otherwise, the pack must be cut anew. After the cut has been intentionally accepted, the pack cannot be altered ; the sanction of the cutter and dealer being conclusive: the dealer must, therefore, adhere to this cut, or resign his deal. It follows, that new cards must be ordered before the cut. 6. If the dealer looks at the trump before the pack dealing. is dealt out, the adversaries have a right to see it like- wise, with the option of a fresh cut. 7. Any card, except the last, being faced, necessi- Faced card< tates a fresh deal. 8. Should a card be exposed in dealing, the party Exposed not in fault have the option, limited, however, to a player who has not looked at his cards, of demanding a fresh deal, before the trump is turned. If, almost the last card having been exposed, the turn-up follow so rapidly as necessarily to forestall any decision, the op- ponents acquire the advantage of guiding their election by the trump {Vide Law 18). If the deal stands, the exposed card cannot be called. 9. If the dealer drop the trump card on his parcel Lost deal, before exposing it, the deal is forfeited ; but he may set it apart from the rest, while bets are being ar- ranged. 6 LAWS OF THE GAME. Misdeal. 10. The dealer having dropped the card to the wrong parcel, may recall it before serving another ; or, having dropped two cards together, may correct himself before dealing a third : in other words, where a card is recalled from more than one parcel, it is a misdeal; as also where the wrong card is recalled. The dealer may not touch the cards upon the table to ascer- tain an error ; but he is not prohibited from counting the undealt cards. (Cancel.) H- Whenever a misdeal is attributable to any interruption by the adversaries, the deal will not be forfeited. Hence, if an adversary looks at his hand during the deal, and the dealer's partner has not done so, no misdeal can be claimed : but the mere touching, or collecting the cards, will not affect the penalty. Case. A, having misdealt, claimed exemption, on the ground of his opponent having interrupted him, by questioning his title. Decision. Claim allowed. Dropped 12- When any one has fourteen cards, the others card - not having their complement, the deal is lost : but when any one has less than thirteen, it is possible that a card has been dropped in dealing : the deal is then only lost in the event of discovery ensuing before the first trick is played ; henceforth the disadvantage is shifted on the defaulter, who will be liable for each revoke he may make in consequence : nor will the case be altered, though the missing card be found in the LAWS OF THE GAME. 7 other pack ; it being, moreover, liable to be called when discovered, (a) 13. As there can be no misdeal with an imperfect Pwcdundant pack (Vide Definition), it is no absolute proof thereof, pac ' that any one has fourteen cards : for, if the rest have their complement, an extra card must have crept into the pack ; in which case, if the interloper be not re- jected before playing, the non-holders gain the option of a fresh deal. 14. Again, it is no proof of a misdeal that any one Deficient has only twelve cards, as the pack may be deficient; pack * which point should be immediately ascertained, a sub- sequent deal not being annullable on the ground of wrongful possession (Law 15). If a hand be played with an imperfect pack, the score is not vitiated after the completion of a subsequent deal, (b) 15. Any one dealing out of turn, or with the wrong Dealin pack, may be stopped before completing the deal: outofturrL henceforth the deal proceeds in rotation, the packs re- maining as changed. Case. A, having made a false deal, cut to B ; after whose deal, it appeared that a card of A's pack had been mingled with B's. Should the deal, having been wrongfully transferred, revert to A? Decision. Yes, though not on the plea advanced; but because B's deal could not be properly completed with a super- fluous pack. One partner may not deal for the other ; much less in turn of the other, without the opponents' consent. s LAWS OF THE GAUE. EXPOSED CaEDS. 1G. Carte rue, carte jouee. Every card faced, im- properly played, or exposed, may be required to be left on the table ; and called, wherever it will not constitute a revoke ; the call being renewable until satisfied, (c) A player overlooking his neighbour's cards cannot call them, ■unless wilfully exposed ; but a semi-detached card is within the penalty. A card falling to the ground is liable to be called, but should not purposely be looked at. 17. If more than one card be exposed in playing to a trick, the adversaries may decide which shall be played ; and afterwards call the remainder, (d) If the cards are not dropped simultaneously, one being dis- tinctly played before any other is exposed, the after-exposure cannot be called to the current trick. calling. 18. A penalty cannot be demanded in lieu of a card legitimately played; but in all cases, of delinquency, reasonable time must be allowed for its exaction. 19. If any one lead out of turn, either of the adver- out of vuxR saries, as they may agree, but without further consulta- tion, has the choice of calling the exposed card at any time ; or a suit from the right player, (e) Should the exposed card be legitimately played away before being called, no penalty remains. If the delinquents have none of the suit called, the penalty is adeemed : if the opponents call different suits, either may be led. 20. If any one, having headed a trick, leads afresh, or, having won the trick, leads consecutively several PLURALITY OF LEADS. LAWS OF THE GAME. 9 cards, without in each case awaiting his partner's play, the partner may be called on to win the trick originally headed, or any of the subsequent cards played by antici- pation ; in which event, each of the intercepted cards may be called. Case 1. If A plays a succession of winning cards, without waiting for his partner, who is able to ruff, the latter must do so, if asked to intercept the lead. Case 2. If A simply places his king-cards on the table to be called, does he equally compromise his partner ? Decision. The complexion of the case would not be altered, the cards being in equity regarded as played. Case 3. A, having only a long trump and long suit, plays the trump, and then his suit, in anticipation of the lead, which he declares to be immaterial to the issue. B claims to treat the hand as exposed, and calls one of the long suit to his lead. Decision. Claim disallowed ; but had A any of the suit led, he would have committed a revoke. 21. When a mislead is followed by one or even two playing players, each of their cards may be called ; but should turn* the trick be completed it stands good, on the principle, communis error facit jus. (f) 22. If third hand plays before the second, so may the fourth ; otherwise, if fourth hand anticipates his partner, the latter may be called on to pass or win the trick. 23. Should any one play twice to one trick, or pack misplayinj the trump card with the tricks, he is liable for each re- 10 LAWS OF THE GAME. voke made in consequence; the same as if he had dropped a card. 24. Should any one have omitted playing to a trick, the adversaries may claim a new deal. tkump-caed 25. A player is entitled to know the trump-suit at any time ; but not the trump-card, after the first trick is played. Should the trump have been prematurely taken in hand, and the dealer, on inquiry, substitute another, the latter may be called. Should he ignore it, he may be obliged to play his highest or lowest trump, at the first opportunity. tlated 26. No one can see more than the last trick turned, cards. an( j ^ e current trick ; i. e. at most eight cards, of which only four have been turned. placing 27. Before the trick is gathered, you may require each card to be claimed ; the proper formulary being, " Draw your cards." To ask who played any particu- lar card, is too pointed. If you inquire your partner's card alone, the adversaries may take all the advantage of his misclaim. Case. A having requested cards to be placed, his partner mis- appropriates the best ; whereupon B abstains from drawing, and A passes the trick. Decision. A may recall his card. In another case, B indistinctly named his card, instead of drawing it, and A passed the trick through misunderstanding him. Here again A's request was not properly met. 28. When possession of a hand has once been dis- hand. tinctly abandoned, it cannot, even though unexposed, be CARDS. ABANDONED LAWS OF THE GAME. 11 again taken up from the table, if the opponents decide on calling it. A mere feint to surrender is not penal : the abandonment must be absolute. Case 1, A having intimated that he has game, B (adversary) resigns, when it turns out that A was mistaken. Can B recall his hand? Decision. B should have called A's hand, instead of resigning his own. C and D proceed to call both hands respectively. Case 2. A, B, and C, having thrown up their cards, can D call all three hands ? Decision. His partner's hand can be called by the opponents, (g) Case 3. A and B having thrown down their hands, are respect- ively permitted to retrieve them ; but, after an interval of some tricks, A's partner claims to call B's hand. Condonation is pleaded. Decision. Plea allowed. (A) 29. There are two criteria for the establishment of kevokb. a revoke ; either the trick must have been quitted, or, the person revoking, or his partner, must have played since. It is no confirmation of a revoke, that the trick is simply turned, unless absolutely quitted ; which is not the case till the trick is turned, and the hand entirely withdrawn. Case 1. A having renounced, B had turned the trick on five others, and gathered the six together ; but while his hand is still on the parcel, A discovers he could follow suit. Decision. B's hand having never quitted the trick, A is in time to correct his card, if neither himself nor partner had since played. Case 2. The trick being turned by the non-winners, A discov- ers, while claiming it, that he had revoked. Decision. The trick 12 LAWS OF THE GAME. not being properly quitted, the revoke can be rectified, in the absence of after-play. Case 3. Can a revoke be rectified after the trick has been merely turned over, without being gathered up, the hand having been withdrawn ? Decision. Not unless such trick was turned by the non-winners. Case 4. Would a mislead be sufficient to support a revoke ? Decision. Yes. Mis- 30. On partner renouncing, he may be questioned renounce. x . on the point : and it he finds that he is m error, then, so long as no revoke has been consummated, he may withdraw the renounce ; on penalty of substituting his highest or lowest of the current suit, or of having the false card subsequently called, as may be demanded : the after-players being at liberty to alter their cards. The condition on which a renounce may be rectified, is not fulfilled by the sudden substitution of another card, before the penalty is settled. Such card, if it would not meet the adversa- ries 7 demand, is unwarrantably exposed. Should the penalty be improperly evaded, e. g. by not playing the highest as called, the original fault remains unatoned ; i. e. the revoke is complete. Case 1. A having requested his partner to re-examine his hand, the trick is quitted in the mean time. Is the revoke estab- lished ? Decision. Not unless the trick is quitted by A himself or his partner ; the question having been put in time. Case 2. A, having renounced, is, while in the act of playing again, admonished by his partner : when it became a question, whether the card in transitu was actually played, or only exposed. Decision. The card was played, so soon as it left the owner's hand. LAWS OF THE GAME. 13 31. No revoke can be claimed after the tricks have been mixed. The proof of revoke rests on the claimants, who may examine all the tricks at the end of the hand. If the defendants mix the tricks to prevent discovery, the penalty may be taken pro con* fesso. 32. Each revoke incurs a separate penalty, taking Penalty precedence of every other score : each penalty may be differently taken ; but a single penalty is not divisible. You may add three to your own, or substract three from the adverse score, or appropriate three of the adversa- ries' tricks. A party revoking cannot count game that hand. There may be judgment in electing the penalty: e. g. if the opponents are four or two to love, add to your own score ; if they are three to one, take them down ; if they have seven tricks, take three of them. When no point remains to be saved, the idea of requiring the hand to be played out, for the chance of the winners 7 revoking, is frivolous ; because they would naturally offer their hands to be called. Should the improbable case of both parties revoking occur, the penalty is mutually taken, neither counting game. Bets on the odd trick are decided, in case of a revoke, by the result after the penalty is taken. Case. If the revoking party are four, and three points are taken from their score, they cannot then count honours. 33. Honours can never be counted, unless claimed scoring. before the ensuing deal is completed. An omission to 14 LAWS OF THE GAME. Honours. score cannot be supplied, after an intervening score has become due. Anoverscore may always betaken down, (k) In scoring honours, it is sufficient that the question be mooted before the turning up. If the claim had been flatly negatived by the opponents, lapse of time is no estoppel. Case. A having played three honours, at the score of three, intimates that the game is won ; but B insists on persevering u to save a point;" and when the next game is completed, im- peaches A's title to the game, on the ground that he had not properly called honours. Decision. The call was implied, and dis- tinctly recognized by the adversary. The prematureness of the claim does not destroy its efficacy. CALLING OFT. AT LONG WHIST. 34. If any one calls after having played ; or reminds his partner of calling, after the deal is completed ; the adversaries may claim a fresh deal. Case. A, being at eight, inquires of his partner immediately after the deal is completed, " How many are we ? n Decision. He reminds him of calling. Calling is the only positive avowal permitted at whist. It is an intimation to partner to lead trumps : hence, with a powerful hand it is not advisable to call, lest you put the adversaries on their guard ; neither is it advisable, unless partner has the lead, to call before the latest period allowed, viz. : before your own turn to play. When the adversaries do not call, if you have no honour, you may presume partner to have at least two ; having one, you pre- LAWS OF THE GAME. 15 sume that he has at least another : if both parties are at eight, without calling, there is probably one honour in each hand. If honours are not shown at the outset, precedence attaches to tricks. 35. If any one calls without having two honours ; or without being at the score of eight ; or shall answer the call, without having an honour ; the adversaries may consult as to a fresh deal, reclaiming their hands if thrown down. Case 1. A, on turning up an honour, calls to his partner, " Have you one ?" May a fresh deal be demanded ? Decision. Yes ; unless it turns out that A, possessing another honour, had really a title to call. Case 2. A, having four honours at the score of six, claims game. Can a fresh deal be demanded, for calling at another score than eight ? Decision. This is not a call, the honours being treated as exposed cards. BY-LAWS. The preceding code is framed with special reference to the laws of the Portland club ; and is in accordance with the regulations of all the best whist-clubs of the present day. Other laws are conventionally admitted in some circles ; but as their compulsory introduction cannot be entertained, I embody them in the form of by-laws, for the private adoption of those who consider them desirable. intimations 36. Whoever indicates the tenor of his hand by any overt declaration, must suffer it to be called. 37. Whoever indicates possession of any card or cards, must submit to such being called. 38. Whoever signifies approval or disapproval of partner's play; or induces him to play or withhold any particular card or suit ; or separates his own card from the trick unasked ; or offers any improper information ; shall submit to a suit being called, either from himself or partner, on the first opportunity. This provision comprehends all improprieties of speech and gesture, which are not elsewhere provided against : e. g. Refreshing partner's memory as to the score, trump-card, a Blue Peter, king-card, or any other particular. BY-LAWS. 17 39. Honours scored without title shall be transferred mis-score. to opponents. 40. So long as two partners have their score diffe- rently marked, the opponents may elect which score shall be accepted. 41. Whoever revokes shall pay his partner's points revoking. for the rubber, notwithstanding the result was thereby unaffected. (/) 42. The uninvited interference of a bystander sub- bystander. jects the favoured party to forego the benefits pointed out. (m) NOTES. a. This law may seem, at first blush, severe : but the pre- sumption is, that the card was not dropped in dealing, but by the defaulter ; who might have purposely mixed it with the other pack. Card-laws, having reference to the possibility, not the probability, of malpractices, admit no distinction between inten- tional and non-intentional acts. b. Many hands have been unconsciously played with an im- perfect pack. c. Hoyle enacted that an exposed card should be named, as a condition precedent to its being called: and provided a penalty, which would now be superfluous, for miscalling. The modern law is based on the possibility of the card having been seen by the partner. d. There is no ground for considering this proceeding as exacting a plurality of penalties. e. The limitation in calling a suit only from the right player, creates this anomaly in the penalty: that in case of leading in turn of the partner, either a suit or the exposed card may be called; but for the graver offence of attempting the adversaries' lead, no choice can exist. /. This is a moot law : some players averring the doctrine, that the fault of A, in misleading, excuses B in following him! But though it may be natural for B or C to follow a mislead, it certainly is not obligatory ; consequently their cards cannot be otherwise than unnecessarily exposed. The offence of A, in dis- closing his suit, is plainly greater than that of B; who' simply NOTES. 19 exposes a card, perhaps contrary to inclination : but the penalty is exactly adapted to meet the difference ; inasmuch as either a suit, or the exposed card, can be called from the one party ; but only the card from the other. The plea that B is justified by the error of A, is against the analogy in law 28, Case 1. Moreover, the special proviso for correcting after-play in case of a mis- renounce, seems purposely to exclude the principle from opera- ting under any less excuse. Supposing also that the proper lead was either with B or C, surely neither of them could plead their own default. g. I do not understand the principle of this decision ; con- sidering that a player abandoning his cards has no further power than a bystander over his hand : so that if both partners, A and C, following the example of B, abandon their cards, it should be open to D to make any possible disposition of the hand. As the decision stands, two partners might, in a desperate case, purposely lay down their hands, in hope of an adversary doing the same, and of then saving the game by calling. h. This is an instance of the bad consequence of not playing the strict game. In the case stated, A's partner did not seek to call B's hand, until A had evidently played all his important cards. k. It is right that honours should not be mooted, after the period for playing the next hand has arrived : i. e. after the com- pletion of the ensuing deal. But the ground for allowing a wider margin for tricks, because the score is presumed to have been duly ascertained, is unsatisfactory. /. The latter clause of this law operates against an intentional revoke ( Vide page 68). m. The office of bystander is voluntary ; his silence imperative. The idea of holding an intermeddler accountable, may be equi- table enough, but its practicability is by no means certain. GRADATIONS PKELIMINAKY INSTRUCTIONS. Est quadam prodire tenus. 1. The novice should play his hand in a straight of play, forward manner, finessing but slightly, and never misleading his partner ; his system should rather be to save than to win the game. He must play a good game before attempting a fine one ; that is, he must pursue the safest leads and most simple finesses, with- out indulging in capricious experiments, or venturing into the labyrinths of underplay. After some experi- ence, he will gradually improve his tactics, adapting them to the infinite modifications which arise in the course of play ; and will not scruple to occasionally abandon the beaten track, when he may win the game by a bold and unsuspected deviation. Such refinements cannot be taught by rote, being mostly extempore stra- tagems, effected by the genius of the accomplished tac- tician. bttdiments. 2. Habitual observance of the following principles PRELIMINARY INSTRUCTIONS. 21 involves much recompense for little labour. They are nevertheless grievously neglected by beginners. a. Always consult the scores before playing. Score. b. Bear in memory the trump-card: it may often Trump card, explain the lead ; and by withholding it as late as practicable, you add somewhat to the information of your partner. c. Never hesitate long, nor half draw out different Hesitation, cards: this is disadvantageous to yourself, and tire- some to all. d. Never play false or random cards. Beware also Random snots. of forming a system upon fortuitous results ; as bad play may chance to succeed where good would not ; and it will ever be more difficult to displace erroneous impressions than to acquire just ones at first ; on this account, avoid beginning to practise with indifferent players. It is maintained that the odds are only jive per cent, between the best and worst partners. If this be true, it is well worth while to seek improvement at so small a sacrifice. Le jeu vaut la chandelle. e. Having calculated the probable worth of your Analysis of hand, keep your eye on the board, instead of poring over your own cards ; so that by strictly noting the value of each trick, you may regulate your judgment as to the position of the remaining cards, and contents of the several hands. This is the only method of cultivating 22 PRELIMINARY INSTRUCTIONS. the memory, without which, neither maxims nor prac- tice can make even a mediocre player. Indifferent players are fond of ascribing their failings to a physical unsoundness of memory ; whereas the superior facility with which proficients draw their conclusions, is the result of habitual practice based on a thorough knowledge of the game : quickness of memory should therefore be considered as the effect rather than the cause of good play. Aids to f. The habit of counting your suits, and observing memoiy. ^ e ^^ £ ^^oh as you sort them, so far assists the memory, as to enable you, by reverting to the original complement, to recall at least the number of rounds in each suit. Mnemonical systems of placing the cards are worthless: they may fail at a pinch, or be de- tected. inferences. 3. In the following inferences there is little room for ambiguity ; unless false colours are purposely shown to deceive the adversaries. Blue Peter. a. Whenever a superior card is unnecessarily played before an inferior, e. g. the tray before deuce, it is the strongest indication of the player wishing for trumps. This signal, metaphorically termed the Blue Peter, is in diame- trical antagonism to the theory of the old school ; when, playing the higher card first, indicated exhaustion of the suit and a wish to ruff. Sequence. ^ ^ being an axiom to lead the highest of a se- quence, but to follow suit with the lowest (41), except when asking for trumps ; it follows — PRELIMINARY INSTRUCTIONS. 23 i. That the player who leads off a high card, pro- bably holds the next inferior in value. Seeing otherwise by your own hand, you know that he led to benefit his partner, or to obtain a ruff. ii. That a player does not hold the next inferior card to that with which he follows suit. The maxim of playing highest third-hand is an instance of the mischievous effects of 4 general rules for beginners : ' sequences and finesses are ever to be expected ; and these exceptions are more important than the rule. c. Leading from only two in suit, with or without Ruff-lead, sequence, indicates a wish to ruff; especially if the higher card be played first, as is proper (25). d. Leading the king-trump, and then stopping, is King-trump, generally a sign of exhaustion ; and invariably after a ruff. e. A player usually discards from a suit that he does Discard, not care to be led ; i e. either from his own weakest, or partner's strongest ; taking care to preserve a remnant of the latter, to lead, if eventually required. Having two weak suits, he should discard alternately from each. Observe carefully the original discard, and the aspect of the game at the time. To partner's lead, let the discard be as straightforward and directive as possible; to opponent's, you need be less courteous. In neither case, however, should the discard be uncondi- tionally accepted, to the sacrifice of all other considerations : as, 24 PRELIMINARY INSTRUCTIONS. on the one hand, partner may be reluctant to wholly unguard his weakest suit ; while on the opponent's side, the discard may be purposely deceptive. /. Discarding a higher card before a lower, is of course a Blue Peter. Discarding ace, or king-card, indicates that the sequence cards are behind : discard- - ing second best, indicates having no more. fo e urth n hand. 9- The ^mih band is presumed to win at the cheap- est rate ; if therefore he wins the ten with ace, he has probably nothing intermediate ; if, however, he returns the king instanter, he should have no more of the suit ; and had he played queen immediately after the ace, it is equally clear that he holds the king. By winning with highest, and returning lowest of sequence, you inform partner of your strength ; which is eminently desira- ble in his own leads, especially if trumps. finesse and 4. Finessinq is when you endeavour to win the trick, TEN ACE. a J either by passing partner's card, or without parting with your best; so that, if the intervening card or cards be on your right, you win at comparatively slight expense. Tenace is the best and third best of a suit ; which combination, in the possession of fourth hand, involves the certainty of two tricks : whereas, in the case of second or third, this effect is only contingent. Both are thus exemplified: the second or third hand, holding ace queen ten, finesses queen, in hope of the intervening king lying on the right : at the same PRELIMINARY INSTRUCTIONS. 25 time, should the queen be taken, he is left with ace ten, against the knave ; so that, on return of the suit, he will either establish the tenace, or command a second fi- nesse with the ten. The economy effected by the sister instruments of finesse and tenace is so great, that the chance of establishing or defeat- ing these positions should be a ruling object throughout the hand ; unflagging observation being requisite to extend the principle into the dregs of a suit. Nor is it less important to Minor keep in view the correlative combination of second and fourth enace best, or minor-tenace, standing, as it were, in the position of heir to the pure tenace. 5. Although the rationale of the game is character- mathemati ized rather by intellectual skill than fortuitous elements, yet, in the absence of more positive indicia springing from the play, a knowledge of certain abstract compu- tations will be useful. i. It is 2 to 1 against partner holding a given card as to a given which you have not. ii. It is 32 to 25 (about 5 to 4) that he holds one or both of any two cards. iii. It is 5 to 2 that he holds one or two or all of any three cards. iv. It is 4 to 1 that he holds one out of any four cards. v. It is 7 to 2 against his holding two only of any three cards; and 3 to 2 against two out of any four cards. 26 PRELIMINARY INSTRUCTIONS. The odds are so considerable (Vj to 2) that no player has any two named cards, that it would be preposterous to play on such a contingency, except as a dernier ressort (e. g. 93) ; deeper cal- culations, therefore, are more for curiosity than use. Lead v. deal. In playing for the odd trick, the advantage is sup- posed to lie with the lead (particularly with duinby) ; the dealer, on the other part, has a better prospect of honours ; and, at short whist, the odds at commence- ment, are 5 to 4 on the deal for the game, and 6 to 5 for the rubber. outline of 6. The primary object at starting should be to estab- CAMPAIGN. ,.,,.,, m ., lish a long suit, whether your own or partner s. lnis is scarcely feasible without superiority in trumps : the strength of which must invariably, more or less regulate the play. Generally, the primitive lead is from the strongest or most numerous suit, especially if containing an honour. Should partner win, he may be expected to show his best suit in return : after which it becomes mutually optional, either to pursue one's own suit, or to return partner's, or to open trumps ; which last pro- ceeding would be a strong indication of a powerful hand. When rather weak, the better policy is to lead strengthening cards, as boding least mischief to part- ner; and to clear the original suits before touching trumps, so as to make the utmost tricks in a direct and certain manner, without allowing king-cards to be ruffed ; and, above all, never risking a trick, by which the saving of the game is effected. PRELIMINARY INSTRUCTIONS. 27 Queens, knaves, tens, are strengthening cards : the nine is ■ equivocal, being led both from a good and bad suit (61). 7. At commencement of a game, a powerful hand is influence of •it iii ii scores on entitled to play boldly. If the score is considerably ad- play. verse, a shallow or even moderate hand should be sacri- ficed to strengthen partner ; in which case avoid lead- ing from several low cards ; and where you have less than four in suit, lead fearlessly the most strengthening card, whether king, queen, or knave : for if partner is weak also, the game must be lost, while if strong you place him on his guard, and afford opportunities of fines- sing to most advantage. You might equally lead your best trump, particularly if you have no honour and the adversaries are three. When the scores are pretty equal, play more cautiously : and at all times avoid capri- ciously shifting from one weak suit to another. 8. Leads are of three kinds, — i. Natural or aggressive, which proceed from well- Diagnosis of fortified suits. le ° ads ' ii. Secondary or forced. These are especially de- pendent on some known position, or unexpected fall, of the cards ; provoking an involuntary change of suit, or perhaps inviting the return of an adverse lead. iii. Defensive, emanating from sheer weakness ; i. e. from a poor suit of less than four cards, of which the highest should invariably be led. This, if an honour, may materially assist the partner ; who must never re- 28 PRELIMINARY INSTRUCTIONS. turn the suit, unless for the purpose of establishing a ruff. Return of 9. it will be seen (29) that it may be of paramount partners v ' J r lead. import to return instanter partner's lead in trumps : in other suits, if you have a good independent lead, this is not judicious, particularly when you only win with queen ; for by opening a counter-suit, you afford a clue to partner, whereby he may direct his future leads. Here is a sad stumbling-block to beginners, who are tutored " always to return partner's lead," which rule, if properly interpreted, only means, "return partner's (aggressive) lead, to the exclusion of the adversary's." So far is there no injunction from making a collateral lead of your own, that the omission to do so is only at- tributable to either of these motives — that you have nothing better to return, or that you purpose establish- ing a ruff. Nevertheless, it would be dangerous to lay down a precise boundary in this respect, as the exact line of demarcation will only be drawn by a proficient. It may be enough to hint that generally an aggressive lead may freely be returned ; while a forced or defen- sive lead should be treated as the suit of the adversary, in which the tenace and command should be jealously retained. Dcmonstra- 10. Let your general play be as intelligible to a tionofhand J & i -* * ^ u good partner as you can make it ; for though you may thereby offer equal information to the opponents, the PRELIMINARY INSTRUCTIONS. 29 advantage is usually more available to him. False cards and speculative manoeuvres tend to destroy that confidence and correspondence between partners, which constitute the essence of success. Nevertheless it is the part of a proficient to vary his game at the proper season, and subject to the calibre of the players. Accordingly, if partner is unlikely to win any trick, or you are indifferent as to what he may lead ; an obscure game, particularly in adverse suits, may be useful : e. g. the mode of playing sequences may be reversed ; deeper finesses made ; king-cards reserved, and false ones discarded. At other times, the disad- vantage entailed by misleading partner, is not counter- balanced by placing opponents in the same boat : all hands will then be pulling against you. THE LEAD. (Test le premier pas qui coute. aggressive 11. Always lead the highest or lowest of a suit; never a central or intermediate card, without a peculiar object in so doing. Elimination The most favourable leads are those which pave the tenacef ° r wa 7 to a fi nesse or tenace ; hence, Ace Ung a* With ace king knave, lead king, and wait. knave. But observe that with ace king knave five in suit, the chances are in favour of the queen falling in the first two rounds. By the expressions ace king knave five in suit, ace four in suit, king three in suit, is meant respectively, ace king knave with two others, ace with three others, king with two others. King queen b. With king queen ten, lead king ; and whether it wins or not, wait to see if ace or knave be forthcoming from partner (15, 66). Quehv c- With queen knave nine, lead queen; and if knave nine, taken, wait for partner's rejoinder; except, perhaps, when you have five in suit, in which case the king-card and ten will probably fall together. THE LEAD. 31 d. On same principle avoid leading from ace knave, a™ knave Of t&7b. or ten ; as by remaining quiet you are more likely to (ineligible.) acquire tenace. An adept will discover numerous opportunities of following this principle throughout the hand (e. g. 36). The propriety of adopting or declining the proffered finesse depends upon adven- titious causes ; such as the quality of the return-card, the nature of the scores, the number of your suit ; e. g. should you lead from ace knave, and partner win with queen, it would be absurd to finesse on return of the suit, when the king cannot be on your right. 12. When a suit is discontinued in order to be led (counter- up to, the best chance of defeating the ulterior object p ° will be to lead through the discontinuing hand — E. G. In the above case (a), king having been led on your left, and the suit discontinued, by leading through the ace knave, you may prevent the finesse. Again, in case (c), seeing that, queen having failed, the suit is not repeated, by leading through the original player, you give partner the chance of making the ten over the nine. This manoeuvre is underplay if you yourself possess the king- card (69) ; but anywise it relieves partner from the danger of leading up to minor-tenace. 13. Sequences, heading a suit, are always safe and Sequence, eligible leads. Holding a quart or quint to king, lead the lowest, to prevent partner from keeping up the ace, and hereafter obstructing your suit, while you proceed 32 THE LEAD. with a second round if it is kept up by the opponents : in all other cases lead the highest. The use of leading the highest of a sequence is manifest : if with a tierce to queen you lead queen, second hand may put on king, and partner cap it with ace ; whereas, had the ten been led, the ace would still be played, but the king withheld, instead of being hemmed in beyond escape. Again, with tierce to knave, if second hand simply holds queen, &c, he would cover the knave led (50), and it is probable that partner plays higher (5 i.) : whereas, if the nine is led, the queen is reserved. Tierce 14. With tierce major, if you lead off king and major. q ueellj partner will know you have the ace, while the opponents are uncertain. Moreover, should partner have but one at most of the suit, he may be enabled to better regulate his discard. King queen 15. If you win with king, from king queen, &c, you must not depend upon being equally successful with the queen ; discontinue the suit that the ace may be played (11 h, 66). Queen 16. From queen knave and another, lead queen, and knave. y? taken, abandon the suit; since you cannot play as before -from a sequence : with more than one other, you may either lead queen and proceed with lowest, or begin with lowest and proceed with queen. 17. It maybe gathered from the preceding rules (13 to 16), that with a tierce you may lead two rounds; but with only two cards in sequence it is best to allow THE LEAD. 33 the second round, if unfavourable, to come from partner ; (Sequence . discontinued excepting only when the second card ot the sequence is by a, to be unguarded, in which case it should be played instanter, by partner.) lest it clash with partner's king-card. 18. Leading ace and then a low one, indicates either Ace and low numerical strength, or positive exhaustion : in the for- ones ' mer case, you may establish a ruff for partner ; in the latter, for yourself. In general, with ace and several small ones, it is best to remain quiet ; playing ace can make but one trick, whereas its reservation may pro- tect partner's hand, if not your own. Moreover, should you be left with long-trump and ace five of an entire suit, by passing the first two rounds, you probably make three tricks therein. 19. With ace king six in suit, insure two rounds ; Ace king begin with king, for if partner has none, he gains the S1X m smt * advantage of calculating for a double discard; and if the ace were ruffed at the outset, he could not give you so much credit for the king; morever, second hand would be less eager to ruff the king than the ace. 20. With ace king iive in suit, and strength in Ace king .. .. . .,., . five in suit. trumps, you might, it requiring three tricks m the suit, lead lowest ; or king first, and then lowest, particularly if partner drops knave ; but if weak in trumps, change the suit on the knave falling, and await the result of partner's hand. 21. With king knave and more than one other, j^,^ 11 ^ 3 34 THE LEAD. Queen, &c. Ace queen knave. INELIGIBLE LEADS. Ace queen or knave. Three suit, or several low cards. or with queen and more than two others, lead small- est. It is better to lead from king or queen, if tolerably supported, than from ace : the opponents will lead the suits you avoid, and the ace will be most formidable when employed defensively. Strong cards take care of themselves; scheme to protect the weak. 22. From ace queen knave, lead ace queen; if part- ner has king, he should play it on the queen, so as not to intercept the command; and should this be your primitive lead, he should forthwith play trumps (the best, if weak, 28, iii). 23. Do not voluntarily lead from ace queen (or ace knave, 11 d), unless with five in suit: either alterna- tive, however, is infinitely preferable to opening a weak suit. It is better to relax your own than to strengthen the adver- saries' point. Mediocre players, who never part with a tenace or certain trick, though for the chance of several, are like fencers who parry well, but cannot attack. 24. It is bad to lead from several small cards, at least, without strength in trumps ; or from only three of a suit without ace or sequence: e, g. with ace knave (or ten) and one other, or with king knave and one other, if the lead emanates elsewhere, there is a good prospect of two tricks; but without waiting, there is little chance of more than one. King queen and one THE LEAD. 35 other, is within the same category, notwithstanding the sequence. (See also 43.) If such a lead is inevitable, commence with highest, or other- wise as advised supra (1). 25. If you lead from only two in suit, commence Two ragged with the highest under any circumstances ; except, per- car * haps, at the very close of the hand. If you are not predisposed to ruff, it is best to avoid the suit alto- gether (Comp. 3 c). 26. To lead, at the outset, a single loose card for single card, the chance of ruffing is, at best, a dangerous experi- ment. The opponents, if strong, will at once suspect the motive, and play trumps; whereas by quietly awaiting the course of play, you excite no suspicion, and probably win a more costly trick; perhaps, too, leaving the command with partner. Admitting the probability of partner holding a finesse, or some strength in your blank suit, there is no reason for risking the sacrifice of his hand. Moreover, you are liable to mis- construction, for should partner be strong in other suits, he may give you credit for strength rather than weakness in this, and after playing out trumps, eventu- ally return the lead to your mutual discomfiture. With more than five trumps, it may be well to lead a single card ; with five only, you might be playing the adversaries' game (81). If weak in trumps, the best 36 THE LEAD. apology for leading a single card is when playing for the odd trick, with a prospective ten ace. It must be remembered that these precepts apply only to a primary lead, and a loose card. A single strengthening card is unexceptionable, providing always you are prepared to ruff, if called upon. King. 27. A single king should never be led : by waiting, the chance is in favour of its making, even with ace against you ; this too, without exposing your weakness, or danger of misconstruction. TRUMPS. Bis dot qui citd dot. 28. To the uninitiated the management of trumps v dme du is so much the more perplexing, inasmuch as any error in this suit is generally attended with worse conse- quences than in any other. The artificial system of asking for trumps is now so Data for generally understood as emanating from great strength, with at least one honour, that it seems superfluous to suggest, that the signal should in most cases be an- swered with your best trump. In the absence of a ' Blue Peter,' the rule with many good players is, never to lead trumps with a bad hand. But it often happens, in the first place, that partner may wish for trumps, without being warranted in making a special request ; and, secondly, that he has no opportunity of so doing. With due deference to this section of players, I prefer the more general doc- trine, that there are three special motives for leading trumps early, irrespective of any intimation from the 38 TRUMPS. I VPS. partner ; two of these being direct or offensive motives, the third indirect or defensive ; upon which distinction the return of the lead is wholly dependent (Comp. 8, 9). The offensive leads (to be returned) are — i. When you have great strength, unaccompanied perhaps by any other strong suit. In this case you lead solely to disarm the enemy (30). ii. When you want to establish a long suit. In this case you must have at least four trumps (32). The defensive lead (not to be returned) is — iii. When you lead to strengthen partner. This lead, which it is well to avoid altogether after partner has abstained from asking for trumps, should always commence with the highest (7, 38). Theory of 29. The peculiar feature in this department is the re Fean the reverse of this, and <\^u adepts require all their judgment <•» steer the exact ooui 8 l. By y; 3—4 ,','l03* — 100 J The usual odds laid on the rubber, by the winners of the first game, are 5 to 2 : but it is mathematically demonstrable, that the precise odds are 3 to 1. After winning the first game, the odds on the rubber, with the deal, are At 1 to love about 7 to 2 At 3 to love about 9 to 2 „ 2 — love „ 4 — 1 „ 4 — love ,, 5 — 1 It is nearly 13 — 7 and 27 — 2 against the deal count- ing respectively two and four by honours. SYNOPSIS OF ODDS. 63 It is nearly 20 — 7 and 23 — 1 against the non-dealers so counting. It is 25 — 16 (about 3 — 2) against honours being divided. DUMBY. The lowest cut takes Dumby for partner, with the choice of seats and deal. The laws are the same as at the parent game, with this exception, that Dumby cannot revoke : since fraud cannot lie with the complicity of the adversaries. Dumby is not exempt from the penalty of misleading, because a mislead is often of vital import , and if no penalty attached thereto, the experiment would be continually attempted. The whole policy of the assailants' game consists in leading through Dumby' s strong suits, and up to the weak ; the return of partner's lead being, in most cases, of secondary consideration. This game eminently displays the rationale of some of the most important maxims at whist ; e.g. The expediency of leading a strengthening card to partner. The benefit of pursuing an old suit in preference to a fresh weak one. The importance of placing the lead. The mischief of forcing the strong and weak hand indiscrim- inately : and the proper application of a thirteenth card. The policy of retaining the command of the adversaries' suit. HUMBUG. 65 Deschapelles calculates that between third-rate players, Dumby has the advantage of about 5 to 4 in the short game; between first-rate players, the same advantage is in favour of the opponents ; while between second-rate players, the battle is strictly even. DOUBLE DUMBY Is the most favourable variety of Whist for the best player ; but is especially recommended to pupils, as the best mode of studying positions of finesse and tenace. HUMBUG Is two-handed Whist ; the alternate hands being discarded. Each honour counts one, with preference to seniority, i. e. the ace first, then the king, and so on. e. G. If A is 4, and has the ace, while B is three, having all the minor honours, A will be game, if B cannot count out by- tricks. In this game it is self-evident, that the safest leads are from sequences, and that the main policy is to es- tablish as many tenaces as possible. 5 " 06 THREE-HANDED WHIST. FBEKCH HUMBUG Is an improvement on the former game ; each player having the option of exchanging one of the alternate hands for his own, which cannot afterwards be looked at. Honours do not count if divided : otherwise two honours count one, and four honours two points. THKEE-HANDED WHIST Is when three persons each play their own hand inde- pendently ; the hand opposite the dealer being discarded unseen. The game is ten up : each trick above four counts one ; honours counting individually, as at Humbug. _ COMPARISON BETWEEN LONG AND SHORT WHIST. At long whist the game is ten up : honours are not counted at the score of nine, but may be called at eight. At short whist the game is five up : honours are not counted at the score of four, and are never called. In either system, tricks count before honours, excepting only in the call. Notwithstanding the proportion of the respective scores is as 10 to 5, yet experience teaches that three long games average the same period of time as four of the short : in this latter ratio, therefore, short whist is the more convenient to supernumeraries awaiting their turn to cut in. Another benefit arising from the shorter game is its tendency to the improvement of play. The attack and defence in shorts is precisely similar to five-all at longs ; in either case five tricks with one honour being necessary to save game. But, inasmuch as the loss of a critical odd trick must be oftener fatal in a score of 5 than of 10, a closer attention in playing to points is imposed, than when the termination of the game is not immediately at stake ; and the merit of steady play accordingly receives a greater recompense. Owing, however, to the greater margin for chance in the counting of honours, the prospects of an indifferent player are not deteriorated, while a good player may sooner escape the annoyance of a bad partner. 68 WILFUL REVOKES. If it were desirable to render the game more dependent upon skilful play, the honours might be halved, 4 honours scoring only 2, and three honours only 1. Arnaud, Major A. and others, object that the exorbitant scale for honours gives an undue preponderance to chance in the short game; but this is just the condition for entering into the compromise on the part of indifferent players, who would otherwise unquestionably be placed hors de combat. WILFUL REVOKES. The question is sometimes mooted, whether it is fair to re- voke on purpose. The case for the defence is, that A is privileged to commit the revoke, providing he is ready to succumb to the penalty on detection. The reply is, that A is not justified in breaking the law, because he is willing to abide the consequence. But the analogy between the infraction of the penalties of a pastime and those of civil jurisprudence is imperfect ; the proper issue being, what is the understanding between the players when they sit down. Now a game is constructed of certain conven- tional conditions, embodied in the form of laws ; these conditions being such as may be most conducive to positive amusement, not merely to the negative prevention of abuse. Consequently any one joining in a game, wherein calculation is an inherent quality, is presumed to accept these conditions ; and any laches, which defeats the rationale of the game, is supposed to arise from inadvertence : hence, indeed, the law specially permits the interference of the partner in guarding against a revoke. WILFUL REVOKES. 69 It is plain, therefore, that a wilful revoke is at all times a breach of the natural conditions of the game, and consequently of the understanding between players. But the moral obliquity of the proceeding is most heinous, in cases where the full penalty cannot attach, as in the case of a desperate game. If A is love, and can only save the game by revoking, he may win, and cannot lose ; or A might prefer the risk of sinking a present score if detected, to the certainty of losing the game if he does not revoke : either stage of which policy, the adoption of the by-law suggested in page 17 would serve to meet. The question remains, whether A, having made a revoke, may properly endeavour to escape detection by repeating it. We consider that, the laches having once inadvertently arisen, in- fringement of the rationale of the game cannot further be pleaded. Moreover, the penalty being undoubtedly the more severe on account of the difficulty of detection, it should hardly be expected that any one shall be instrumental to his own conviction ; par- ticularly when his only hope of escape is clogged by the risk of additional punishment. THE STKICT* GAME. All card-laws are necessarily suspicious and severe ; con- sequently trivial offences are sometimes visited with apparently unmerited harshness. The penalties of whist, however, are not so strict as those of piquet ; and various proposals have been made for augmenting their present rigour. It is mistaken clemency to overlook the slightest faux pas. for if the law once ceases to be carried out in its integrity, the door is thrown open to constant bickering and laxity of play. The opinions enun- ciated by Mrs. Battle on this point deserve to be universally adopted — "A clear fire, a clean hearth, and the rigour of the game" — "This," says Charles Lamb, "was the celebrated wish " of old Sarah Battle, who, next to her devotions, loved a good "game of whist. She was none of your lukewarm gamesters, "your half-and-half players, who have no objection to take a "hand if you want one to make up a rubber ; who affirm that "they have no pleasure in winning; that they like to win one "game and lose another; that they can while away an hour " very agreeably at a card table, but are indifferent whether they " play or no ; and will desire an adversary, who has slipped a " wrong card, to take it up and play another. These insufferable "triflers are the curse of a table. One of these flies will spoil a "whole pot. Of such it may be said that they do not play at "cards, but only play at playing them. " Sarah Battle was none of that breed. She detested them, as "I do, from her heart and soul, and would not, save upon a THE STEICT GAME. 71 'striking emergency, willingly seat herself at the same table 'with them. She loved a thorough-paced partner, a determined ' enemy. She took, and gave, no concessions ; she hated favours. ' She never made a revoke, nor ever passed it over in her ' adversary without exacting the utmost forfeiture. She fought ' a good fight : cut and thrust. She held not her good sword ' (her cards) ' like a dancer.' She sat bolt upright ; and neither 'showed you her cards, nor desired to see yours. "I never in my life — and I knew Sarah Battle many of the 'best years of it — saw her take out her snuff-box when it was ' her turn to play ; or snuff a candle in the middle of a game ; ' or ring for a servant till it was fairly over. She never intro- ' duced, or connived at, miscellaneous conversation during its ' process. As she emphatically observed, cards were cards ; ' and if I ever saw unmingled distaste in her fine last-century ' countenance, it was at the airs of a young gentleman of a 'literary turn, who had been with difficulty persuaded to take 'a hand ; and who, in his excess of candour, declared, that he ' thought there was no harm in unbending the mind now and 'then, after serious studies, in recreations of that kind! She 'could not bear to have her noble occupation,' to which she ' wound up her faculties, considered in that light. It was her ' business, her duty, the thing she came into the world to do,— 'and she did it. She unbent her mind afterwards, — over a ' book." f* .11 '# ^