Abbildungen der Seite
PDF
EPUB

knave, and nine of a suit into B's hand, supposing that A has neither ace, queen, or ten; when A leads that suit, it is equal whether B plays his king, knave, or nine.

25. Suppose you have ace, king, and three.or four small cards of a suit not played, and it appears your partner has the last trump; in this case, if you are to lead, play a small card in that suit, it being an equal wager that your partner has a better than the last player; if so, 'tis probable you make five or six tricks in that suit; but if you play out ace and king, it is 2 to 1 that your partner has not the queen, and consequently that you make only two tricks, by which you risk the losing of three or four tricks to secure one only.

26. If your partner leads ace of a suit in which he has the ace, queen, knave, and more, and then plays his queen; in case you have the king and two small cards in that suit, win his queen with the king; and suppose you are strong in trumps, by clearing the board of them, and having a small card of your partner's great suit, you consequently gain many tricks.

HOW TO PLAY FOR AN ODD TRICK.

1. SUPPOSE you are elder hand, and have the ace, king, and three small trumps, with four small cards of another, three small cards of the third, and one small card of the fourth suit; lead the single card, which, if won by the last player, puts him upon playing trumps, or to your weak suit; in which case you gain the tenace.

2. Suppose your partner is to lead, and plays the ace of the suit of which you have only one,

and proceeds to play the king of the same, and that your right-hand adversary trumps it with the queen, knave, or ten; do not overtrump him, but throw away a small card of your weakest suit; because it makes your partner the last player, and gives him the tenace in your weak suits.

UPON SUPPOSITION YOU WANT FOUR OR FIVE POINTS, AND ARE ELDER HAND.

1. Play a small trump, and if your partner has a better trump than the last player, and returns the lead, put on the king, and then proceed to play the suit of which you have four in number.

These examples attended to, on all parts of the game, are of great consequence to the player; because when he has no good suit to lead, his partner being the last player gains the tenace in his weak suits.

2. A and B are partners against C and D, twelve trumps are played out, and seven cards only remain in each hand, of which A has the last trump, and also the ace, king, and four small cards of a suit. A ought to play a small card of that suit, because it is an equal wager that his partner has a better card in it than the last player; and in this case, if four cards of that suit should happen to be in either of the adversaries hands, he will be able to make five tricks, when, if he played off his ace and king, he had made only two. If neither of the adversaries have more than three cards in that suit, A has an equal chance to win the six tricks in it.

3. Suppose A and B are partners against C and D, and that eight trumps are played out, and that A has four of those remaining, Č having the best

trump, and to lead, Cought not to play his trump to take out one of A's, because he would leave three trumps in A's hand; but in case A's partner has any great suit to make, C, keeping the trump in his own hand, can prevent him from making that suit by trumping it.

4. A case of Curiosity.

Suppose three hands of cards, containing three cards in each hand; let A name the trumps, and let B chuse which hand he pleases, A having his choice of either of the other two hands, wins two tricks.

Clubs are to be trumps.

First hand, ace, king, and six of hearts.

Second hand, queen, and ten of hearts, and ten of trumps.

Third hand, nine of hearts, and two and three of trumps.

The first hand wins of the second. The second of the third. And the third of the first.

t

THE LAWS OF WHIST.

OF DEALING.

1. Ir a card is turned up in dealing, the adverse party may call a new deal; but if either of them have been the cause of turning up such card, in that case the dealer has his option.

2. If a card is faced in the deal, there must be a new deal, unless it is the last card.

3. Every person ought to see that he has thirteen cards dealt; therefore, if any one should

happen to have only twelve, and does not find it out till several tricks are played, and the rest of the players have their right number, the deal stands good; and also the person who plays with twelve cards is to be punished for each revoke he has made; but if any of the players should happen to have fourteen cards, in that case the deal is lost.

4. The dealer ought to leave in view upon the table his trump card, till it is his turn to play; and after he has mixed it with his other cards, nobody is entitled to demand what card is turned up, but may ask what is trumps, whereby the dealer cannot name a wrong card, which otherwise he might have done.

5. None of the players ought to take up or look at their cards, while any person, is dealing; and if the dealer should happen to miss deal, in that case he shall deal again, unless it arises from his partner's fault; and if a card is turned up in dealing, no new deal shall be called, unless the partner has been the cause of it.

6. If the dealer, instead of turning up the trump, puts the trump card upon the rest of his cards, with the face downward, he is to lose deal.

OF PLAYING OUT OF TURN.

7. If any person plays out of his turn, the card so played may be called at any time in that deal, provided it does not cause a revoke; or either of the adversaries may require of the person who ought to have led, to play the suit the said adversary may chuse.

8. A and B are partners against C and D; A plays the ten of a suit, the adversary C plays the knave of the same, B plays a small card of the

same, but before D plays, his partner C leads another card, the penalty shall be in the option of A or B to oblige Ď to win the trick if he

can.

9. A and B are partners against C and D ; A leads a club, his partner B plays before the adversary C; in this case D has a right to play before his partner C, because B played out of his

turn.

10. If any card is led, and the last player plays out of his turn, whether his partner has any of the suit led or not, provided he is not made to revoke, he is neither entitled to trump it, nor to win the trick.

OF REVOKING.

11. If a revoke happens to be made, the adversaries may add 3 to their own score, or take three tricks from the revoking party, or take down 3 from their score; and the revoking party, provided they are up, notwithstanding the penalty, must remain at 9; the revoke takes place of any other score of the game.

12. If any person revokes, and discovers it before the cards are turned, the adverse party may call the highest or lowest card of the suit led, or have their option to call the card then played, at any time when it does not cause a revoke.

13. No revoke to be claimed till the trick is turned and quitted, or the party who revoked, or his partner, has played again.

14. If a revoke is claimed, the adverse party are not to mix their cards, upon forfeiture of the revoke.

15. No revoke can be claimed after the cards are cut for a new deal.

« ZurückWeiter »