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WHIST, The game described . . . . . . o
PAM-LOO, Terms used in this game
Cautions, observations, and hints
Directions for bearing the men
The odds of saving or winning the gammon
Laws of the game . . . DRAUGHTS, Description of . Twenty games played .
Critical situations to draw games
Critical situations to win games
HAZARD, described . - - -
Table of the odds . . . .
Additional calculations . . .
CHESS, Description of the game
The English, French, and other game.
Whist is a well-known game at cards, which requires great attention and silence: hence the name. It is played by four persohs, who cut the cards for partners. The two highest and the two lowest are together, and the partners sit opposite to each other. The person who cuts the lowest card is to deal first. In cutting, the ace is lowest. Each person has a right to shuffle the cards before the deal; but it is usual for the elder hand only, and the dealer after. The pack is then cut by the right hand adversary; and the dealer distributes the cards, one by one, to each of the players, beginning with the person who sits on his left hand, till he comes to the last card, which he turns up, being the trump, and leaves on the table till the first trick is played. The person on the left hand side of the dealer is call
ed the elder hand, and plays first: whoever wins the
trick, becomes elder hand, and plays again; and so on,
attempt to take up a trick, though won, before the last partner has played, is deemed very improper.
No intimations of any kind, during the play of the cards, between partners, are to be admitted. The mistake of one party is the game of the other. There is, however, one exception to this rule, which is in case of a revoke. If a person does not follow suit, or trumps a suit, the partner is at liberty to inquire of him, whether he has none of that suit in his hand. This indulgence must have arisen from the severe penalties annexed to revoking, which affects the partners equally, and is now generally admitted.
TERMS USED IN THE GAME OF WHIST.
Finessing, is the attempt to gain an advantage thus: if you have the best, and third best card of the suit led, you put on the third best, and run the risk of your adversary's having the second best: if he has it not, which is two to one against him, you then gain a trick. Forcing, is playing the suit of which your partner, or adversary, has not any, and which he must trump in order to win. Long Trump, means the having one or more trumps in your hand, when all the rest are out. ose Card, is a card of no value, and consequently the most proper to throw away. Points, ten of them constitute the game: as many as are gained by tricks or honours, so many points are set up to the score of the game. Quart, is four successive cards in any suit. Quart.JMajor, is the sequence of ace, king, queen, and knave. Quint, is five successive cards in any suit. Quint.JMajor, is a sequence of ace, king, queen, knave, and ten. See-Saw, is when each partner trumps a suit, and when they play those suits to each other for that purose. p Score, is the number of points set up. The following is the most approved method of scoring: 1 2 3 4 5 6 7
0 0 00 000 0 00 000 0000 00 000 - 0 0
Slam, is when cither party wins every trick.
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 j. 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 Moon 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