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WH IS T.

ODDS against and for the Dealer's Hand of
Trumps.

158753389899 to 1, that he don't hold 13 trumps.

338493367 to 1

3215258 to 1

77065 to 1

3710 to 1

317 to 1

44 to 1

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7 to 5 that the dealer holds 4

53 to 1, or 28 to 5. . . .

394 to 1

....

3

2

The Odds for and against any particular Nons dealer's Hand of Trumps.

12211799222 to 1, that he does not hold 12 trumps

53326633 to 1

11

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Odds against the Dealer holding such a certain Quantity of Trumps.

51 to 1, that he does not hold exactly 7

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6

5

4

3

trumps.

2 to 1, or 11 to 4

39 to 1, against holding only the trump turned up.

The Odds against any assigned Non-dealer, holding such an exact Quantity.

183 to 1, that he does not hold exactly 7

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3 to 1 or 23 to 7

9 to 1, better than 9 to 1

6

5

3

2

1

57 to 1, that he is not without a trump.

GAME

trumps.

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, excepting 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.

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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

B

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 happens not to follow suit, or trumps a suit, the partner is permitted to inquire whether he is sure he has none of that suit in hand. This indulgence must have arisen from the severe penalties annexed to revoking, which affect the partners 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 in case 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 them. 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.

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 eard, unless you have the next best.

19. If 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. If your antagonists are 8, and you have no honour, play your best trump.

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

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