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THE

GAME OF WHIST.

THIS game, which requires great care and attention, is played by four persons, who cut for partners; those who cut the two highest cards are partners against the two lowest, and the person who cuts the lowest card is entitled to the deal. In cutting, the ace is accounted the lowest.

Though it is customary for only the elder hand, and afterwards the dealer, to shuffle the cards, yet each player has a right so to do before the deal, but the elder hand ought to shuffle last, except the dealer.

The pack is afterwards cut by the right hand adversary, and the dealer is to distribute the cards, alternately, one at a time, to each of the players, beginning with the left hand adversary, till the last card, which must be turned up, being the trump, and left on the table till the first trick is played.

No one, before his partner plays, should intimate, that he has or has not won the trick; even the attempt to take up a trick, though won before the last partner has played, is deemed very improper. No intimations of any kind during

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the play of the cards between partners are to be admitted. The mistake of one party is the game of the adversary. However, there is one exception to this rule, in case of a revoke: if a person happen not to follow suit, or to trump a suit, the partner is permitted to inquire, whether he is sure he has none of that suit in his hand. This indulgence must have arisen from the severe penalties annexed to revoking, which affect the parties equally.

The person on the dealer's left hand is called the elder hand, and plays first; and whoever wins the trick becomes the elder hand, and plays again and so on till all the cards are played out. The tricks belonging to each party should be turned and collected by the respective partners of whoever wins the first trick in that hand. Each trick above six is reckoned one point towards the game. The ace, king, queen, and knave of trumps, are called honours; and when either of the parties has in his own hand, or between himself and his partner, three honours, they count two points towards the game; and if they should have the four honours, they count four points. Ten points make the game.

TWENTY-FOUR SHORT RULES FOR LEARNERS.

1. ALWAYS lead from your strong suit, and be cautious of changing suits.

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

3. Lead through the strong suit, and up to the weak, except in trumps, unless strong in thera.

4. Lead a trump, if you have four or five, and a good hand besides.

5. Sequences are eligible leads, of which play the highest card.

6. Follow your partner's lead, not your adversary's.

7. Do not lead from ace queen or ace knave.

8. Avoid leading an ace unless you have the king to it.

9. Never lead a thirteenth card, unless trumps are out.

10. Nor trump a thirteenth card, except last player.

11. Play your best card third hand.

12. When in doubt win the trick.

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

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

15. If you hold only small trumps, make them when you can.

16. Make your tricks early, and be careful of finessing.

17. Be sure 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 try to keep a commanding card to bring in your strong suit.

21. In your partner's lead, endeavour to keep the command in his hand.

22. Keep the card you turn up as long as you conveniently can.

23. Should your antagonists be 8, and you have no honour, play your best trump.

24. Always consider your score, and play your hand accordingly.

METHODS OF SCORING AT WHIST.

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MR. HOYLE'S GAME AT WHIST.

GENERAL RULES FOR BEGINNERS.

1. LEAD from the best suit; if you have a sequence of king, queen, and knave, or queen, knave, and ten, they are sure leads, and gain the tenace to yourself or partner in other suits. Begin with the highest of a sequence, unless you have five in number; in that case play the lowest (except in trumps, when always play the highest), in order to get the ace or king out of your partner's or adversary's hand, and make room for your strong suit.

2. With five of the smallest trumps, and not one good card in the other suits, trump out, which will make your partner the last player, and give him the tenace.

3. If two small trumps only, with ace and king of two other suits, and a deficiency of the fourth

suit, make as many tricks as you can immediately, and if your partner should refuse either of your suits, do not force him, because that may weaken his game too much.

4. Seldom return your partner's lead immediately, if you have good suits of your own to play, unless it be to endeavour to save or win a game: what is meant by good suits is sequences of king, queen, and knave, or queen, knave, and ten.

5. If each party have five tricks, and you are assured of getting two from your own hand, win them, in expectation of scoring two that deal; because losing the odd trick makes two difference, and you play 2 to 1 against yourself. Except when you see a probability of saving your lurch or winning the game; in either of which cases risk the odd trick.

6. When you have a probability of winning the game, risk a trick or two, because the share of the stake, which your adversary has by a new deal, will amount to more than the point or two which you risk.

The foregoing case refers to games 1 to 6, in pages 14, 15, 16.

7. Should your adversary be six or seven love, and you are to lead, risk a trick or two, in hopes of putting the game upon an equality; therefore, admitting you have the queen or knave, and one other trump, and no good cards in other suits, play the queen or knave of trumps; by which means you will strengthen your partner's game, if he be strong in trumps; and if weak, you do him no injury.

8. Should you be four of the game, play for an odd trick, in hopes to save one half of the stake; and, in order to win the same, though you are pretty strong in trumps, be cautious how you

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