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Tenace, is possessing the first and third best cards, and being last player: you consequently catch the adversary when that suit is played: as, for instance, in case you have ace and queen of any suit, and your adversary leads that suit, you must win two tricks, by having the best and third best of the suit played, and being last player.

Terce, is three successive cards in any suit.

Terce Major, is a sequence of ace, king, and queen.

AN ARTIFICIAL MEMORY, FOR THOSE WHO PLAY AT THE GAME OF WHIST.

As the great art of playing this game well, depends on a proper recollection of the cards that have been played, and also of those remaining in the hand, we particularly recommend the following seven Rules to the attention of the learner :

1. Place your trumps on the left of all other suits in your hand; your best or strongest suit next; your second best next; and your weakest last on the right hand.

2. If, in the course of play, you find you have the best card remaining of any suit, place it to the right of them, as it will certainly win a trick, after all the trumps are played.

3. When you find you are possessed of the second best card of any suit to remember, place it on the right hand of that card you have already to remember as the best card remaining.

4. When you are possessed of the third best cards of any suit, place a small card of that suit between the second best card and your third best.

5. In order to remember your partner's first lead, place a small card of the suit led, entirely to the left of your trumps.

6. When you deal, put the trump turned up, to the left of all your trumps, and keep it as long as you are able, that your partner may know you still have that trump left.

7. As a revoke is of material consequence in the game, a strict observance of the following rules will enable you to discover when and in what suit your adversary has revoked.

Suppose the two suits on your right hand to represent

your adversaries in the order they sit, as to your right and left hand.

When you have reason to suspect that either of them have made a revoke in any suit, clap a small card of that suit among the cards representing that adversary. By this means you record, not only that there may have been a revoke, but also, which of them made it, and in what suit.

LAWS OF THE GAME OF WHIST.

Of Dealing.

1. If a card is turned up in dealing, the adverse party may call a new deal, unless they have looked at or touched the cards, so as to occasion it—but if any card is faced except the last, there must be a new deal.

2. If any player have only twelve, and does not find it out til several tricks are played, and the rest have their right number, the deai stands good, and the person who played with the twelve cards is to be punished for each revoke he has made. But if either of the players should have fourteen cards, the deal is lost.

3. The dealer should leave his trump card upon the table, till it is his turn to play; and after he has mixed it with his other cards, no one has a right to demand what card was turned up, but may ask what is trumps.

4. If any player take up, or look at the cards while they are dealing out, the dealer, if he should misdeal, has a right to deal again, unless it is his partner's fault. 5. If the dealer does not turn up the trump card, the deal is lost.

Of playing out of turn.

6. If any person plays out of his turn, it is in the option of either of his adversaries to call the card so played, or to require of the person who ought to have led, the suit the said adversary may choose.

7. If a person supposes he has won the trick, and leads again before his partner has played, the adversary may oblige his partner to win it if he can.

8. If a person leads, and his partner plays before his turn, the adversary's partner may do the same.

9. If the ace or any other card of a suit is led, and the last player should play out of his turn, whether his partner, has any of the suit led or not, he is neither entitled to trump it, nor to win the trick.

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Of Revoking.

10. If a revoke is made, the adversary may add thre to their score, or take three tricks from the revoking party, or take down three from their score; and if up, notwithstanding the penalty, they must remain at nine the revoke takes place of any other score of the game.

11. If any person revokes, and discovers it before the cards are turned, the adversary may call the highest of lowest of the suit led, or call the card then played.

12. No revoke can be claimed till the trick is turned and quitted, or the party who revoked, or his partner have played again.

13. If a revoke is claimed by any person, the adverse party are not to mix their cards, upon forfeiture of the revoke.

14. No person can claim a revoke after the cards are cut for a new deal.

15. No player is to play the card called, if it cause a revoke.

Of calling Honours.

16. When you are eight, if you have two honours dealt you, you may ask your partner before you play a card, if he has one, if he has, he shows it, and the game is won.

17. If any person calls except at the point of eight, the adversary may call a new deal.

18. If the trump card is turned up, no person must remind his partner to call, on penalty of losing one point.

19. If any person calls at eight, after he has played, it is in the option of the adverse party to call a new deal.

20. If any person calls at eight, and his partner answers, and the adverse party have both thrown down their cards, and it appears they have not the honours, they may either stand the deal or have a new one.

21. If any person answers without having an honour, the adversary may consult and stand the deal or not.

22. No honours in the preceding deal can be set up, after the trump card is turned up, unless they were before clamed.

Of separating and showing the Cards.

23. If any person separates a card from the rest, the adverse party may call it, provided he names it, and

proves the separation; but if he calls a wrong card, he or his partner is liable for once to have the highest or lowest card called in any suit led during that deal,

24. If any person, supposing the game lost, throws his cards upon the table with their faces upwards, he may not take them up again, and the adverse party may call any of the cards.

25. If any person is sure of winning every trick in his hand, he may show his cards, but he is then liable to have them called.

Of omitting to play a Trick.

26. If any person omits playing to a trick, and it appears he has one card more than the rest, it is in the option of the adversary to have a new deal.

Respecting who played a particular Card.

27. Each person, in playing, may require each person to lay his card before him, but not inquire who played any particular card.

SHORT RULES FOR LEARNERS.

Before we enter upon the more complex points of the game, we recommend the learner to commit the following twenty four Rules to memory.

1. Lead from your strong suit, and be cautious how you change suits.

2. Lead through an honour when you have a good hand.

3. Lead through the strong suit, and up to the weak, but not in trumps, unless you are very strong in them. 4. Lead a trump, if you have four, or five, or a strong hand; but not if weak.

5. Sequences are eligible leads, and begin with the highest.

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6. Follow your partner's lead; but not your adversary's.

7. Do not lead from ace queen, or ace knave.
8. Do not lead an ace, unless you have the king.

9. Do not lead a thirteenth card, unless trumps are

out.

10. Do not trump a thirteenth card, unless you are last player, cr want the lead

11. Play your best card third wand.

12. When you are in doubt, win the trick.

13. When you lead sinall trumps, begin with the highest.

14 Do not trump out, when your partner is likely to trump a suit.

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

16. Make your tricks early, and be cautious how you finesse.

17. Never neglect to make the odd trick when in your power.

18 Never force your adversary with your best card, unless you have the next best.

19. If you have only one card of any suit, and but two or three small trumps, lead the single card.

20. Always endeavour to keep a commanding card to bring in your strong suit.

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When your partner leads, endeavour to keep the command in his hand.

22. Always keep the card you turned up as long as you conveniently can.

23. If your antagonists are eight, and you have no honour, play your best trump.

24. Always attend to the score, and play the game accordingly.

GENERAL RULES FOR BEGINNERS.

1. When it is your lead, begin with your best suit. If you have sequence of king. queen, and knave, or queen, knave, and ten, they are sure leads. and will always gain the tenace to yourself, or partner, in other suits. Begin with the highest of a sequence, unless you have five in that case, play the lowest (except in trumps, when you must always play the highest,) in order that you may get the ace or king out of your partner's or adversarv's hand; by which means you inake room for your suit.

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2. When you have five small trumps, and "w good cards in the other suits, trump out. It will have this good effect, to make your partner the last player, and` by that means give him the tenace.

3. When you have only two small trumps, with ace and king of two other suits, and a deficiency of the fourth suit, make as inany tricks as you can ininedi

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