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trump, play the king. This case is really somewhat doubiful, and very good players think differently.
4. If you turn up a king, and hold two or three small trumps with it, if your right hand adversary leads a trump, play a small one. It being the best way of securing your king.
5. If you turn up a queen or a knave, and hold only small trumps with it, if your right hand adversary leads a trump, put on a small one It being the securest play.
6. If you hold a sequence to the honour turned or, play it last. By this means your partner will be the best acquainted with your strength in trumps.
Of playing for the Odd Trick. 1. Be cautious of trumping out, notwithstanding you have a good hand. For since you want the odd trick only, it would be absurd to play a great game.
2. Never trump out if your partner appears likely to trump a suit. For it is evidently best to let your part. ner make his trumps.
3. If you are moderately strong in trumps, it is right to force your partner. For by this means you probably gain a trick.
4. Make your tricks early, and be cautious of finess. ing. That you may not be greatly injured, though you fail of making the odd trick.
5. If you hold a single card of any suit, and only two or three small trumps, lead the single card. For it will give you a chance of making a small trump.
General Rules. 1. Be very cautious how you change suits, and let no artifice of the adversary induce you to it.
2 Keep a commanding card to bring in your strong suit when the trumps are out, if your hand will admit of such pretensions.
3. Never keep back your partner's suit in trumps, but return them the first opportunity.
4. If you hold a strong suit, and but few trumps, rather force your adversaries than lead trumps, unless you are strong in the other suits likewise.
5. Be sure to make the odd trick when it is in your power.
6. Always consider the score, and play your hand accordingly.
7. In a backward game, you may often risk one trick
in order to win two, but in a forward gane you are to be more cautious, unless you have a good probability of getting up.
8. in returning your partner's lead, play the best you have, when you hold but three originally.
9. Remember what cards drop from each hand, how many of each sort are out, and what is the best remaining card in each.
10. Lead not originally from a suit of which you have ace and queen, ace and knave, or king and knave; if you hold another moderate suit.
11. If neither of your adversaries will lead from the above suits, you must do it yourself with a sinall card.
12. You are strong in trumps, with five small ones, or three small ones and one honour.
13. Do not trump acard when you are strong in trumps, and the more especially if you hold a strong suit.
14. If you hold oniy a few small trumps, make them if you can.
15. If your partner refuses to trump a suit of which he knows you bave not the best, lead him your best trump the first opportunitv.
16. if your pariner has trumped a suit, and refuses to play trumps, lead him that suit again.
17. Never force your partner but when you are strong in trumps, unless you have a renounce yourself, or want only the odd trick.
13. If the adversaries trump out, and your partner has a renounce, give him that suit when you get the lead, if you think he has a small trump left.
19. Lead not from an ace suit originally, if you hold four in number of another suit.
20. When trumps are either returned by your partner, or led by the adversaries, you may finesse deeply in them; keeping the command all you can, in your own hand.
21. If you lead the king of any suit, and make it, you must not thence conclude that your partner has the ace.
22. It is sometimes proper to lead a thirteenth card, in order to force the adversary, and make your partner last player.
23. If weak in trumps, make your trumps soon; but when strong in them, you may play a more backwardgame.
24. Keep a small card of your partner's first lead, if possible, in order to return it when the trumps are out.
25. Never force your adversary with your best card of a suit, unless you have the secoud best also.
26. In your partner's lead, endeavour to keep the command in his hand, rather than in your own.
27. If you have a saw, it is generally better to pursue
trumps, with a good suit.
28. Keep the trump you turn up as long as you properly can.
29. When you hold all the remaining trumps, play one of them to inform your partner; and then put the lead into his hand.
30. It is better to lead froin ace and nine, than from ace and ten. · 31. It is better to lead trumps through an ace or king, than through a queen or knave.
32. If you are reduced to the last trump, some winning cards, and one losing card only, lead the losing card.
33. If only your partner has trumps remaining, and he leads a suit of which you have none; if you have a good quart, throw away the highest of it.
34. If you have an ace with one small card of any suit, and several winning cards in other suits; rather throw away some winning card than that small one.
35. If you hold only one honour with a small trump, and with the trumps out, lead the honour first.
36. If trumps have been led thrice, and there be two remaining in the adversaries' hands, endeavour to force thein out.
37. Never play the best card of your adversaries' lead at second hand, unless your partner has none of that suit.
38. If you have four trumps and the command of a suit, whereof your partner has none, lead a small card, in order that he may trump it.
39. If you hold five truips with a good hand, play trumps, and clear your adversaries' hands of them.
40. If you hold the ace and three small trumps, when the adversaries lead them, and have no particular reason for stopping the suit, let then quietly make king and queen, and on the third round play the ace.
41. Supposing yourself leader with three small trumps, one strong suit, one moderate suit, and a single card, begin with the strong suit, and next lead the single card.
42. Be careful how you sort your cards, lest a sharp
and curious eye should discover the number of your : trumps.
Three persons sometimes play at whist, one of them undertaking an ideal partner called dumby, whose cards are turned up to view on the cable, which is reckoned an advantage to a good player, but rather detriinental to an indifferent one.
Three handed whist is a game requiring but little skill. It is played by discarding all the deuces, threes, and fours, with one five ; each person acting alone; in this way every trick above four, and each honour, is reckoned. In other respects, these modes do not vary from the usual methods and rules.
MATHEWS'S DIRECTIONS, &c.
Mr. Mathews (London) having published “Instructions
to the Young Ihist Player," which have been very highly approved by good players, it has been thought expedient to add them to this work, that the student may compare them with Hoyle's and Payne's marims and directions, and follow such as appear most reason. able and practical.
The following definition of the game of Whis. .s re. commended to the attentive perusal of the rearer, pre. vious to his studying the maxims; as nothic.g will faci. litate his comprehension of them so much as a clear idea of the result to which they all tend.
Whist is a game of calculation, observation, and position or tenace.
Calculation teaches you to plan your game, and lead originally to advantage; before a card is playedt, you suppose the dealer to have an honour and three other trumps, the others each an honour and two others. The least reflection will show, that as it is two to one that your partner has not named a card; to lead on the supposition he has it, is to play against calculation. Vihereas the odds being in favour of his having one of two named cards, you are justified in playing accordingly. Calcu. Jation is also of use on other occasions, w ich the maxims w2. clucidate ; but after a few leads have taken place, it is nearly superseded by observation. Where ihe set are really good players, before half the cards are played out, they are as well acquainted with the mate. rial ones remaining in each other's hands, as if they were to see them. Where two regular players are matched against two irregular ones, it is nearly the same advantage as if they were permitted to see each