LIBRARY^F^ONGRESa ziasa- UNITED STATES OF AMERICA AMERICAN EDITION SPECIALLY RBVISBD BY THE AUTHOR FOR MESSRS. STOKES & BROTHER THE THEORY OF THE MODERN SCIENTIFIC GAME OF WHIST By dr. WILIvIAM: IPOI^EJ F. R. S. TOGETHER WITH THE LAWS OF WHIST AS REVISED BY THE PORTLAND AND ARLINGTON CLUBS NEW YORK FREDERICK A. STOKES & BROTHER. MDCCCLXXXIX ^Viz "7*7 Copyright, 1889, By FREDERICK A. STOKES & BROTHER. CONTENTS. PAGB PREFACES 5-7 CHAPTER I. Introduction Ii CHAPTER II. Explanation of Technical Terms used in the Modern Scientific Game . . . . 21 CHAPTER III. Theory of the Game 3^ CHAPTER IV. Development of the Theory. — Its Influence on the Management of Trumps. — Management of Plain Suits, — Long-Suit Lead. — Return of the Lead. — Further Remarks on the Lead. — Other Applications of Theory. — Communication between the Partners. — On the Degree of Strictness with which System^ atic Play should be adhered to . , . 40 CHAPTER V. Rules and Directions for Play. — The Lead. — Second Hand. — Third Hand. — Fourth Hand. — Managemetit of Trumps. — Gen- eral Directions 65 3 4 CONTENTS. CHAPTER VI. PAGB Conclusion 78 APPENDIX A. Example of a Remarkable Hand ... 86 APPENDIX B. On Modifications of the Rules, depending on the Style of Play of your Partner ... 88 APPENDIX C. America7t Leads 106 APPENDIX D. Rhyming Rules, Mnemonic Maxims, and Pocket Precepts 108 THE LAWS OF WHIST . . . . no ETIQUETTE OF WHIST . . . . 126 PREFACE TO THE SPECIAL AMERICAN EDITION. The circulation of this little book in the United States is so large that it has pained me to see how- imperfect many of the copies are that are sold there. On this account I have undertaken to revise an edition specially for Messrs. Frederick A. Stokes & Brother, of New York, with the view of presenting the work to the American public in a more correct form. WILLIAM POLE. Athen^um Club, London, S. W. May, 1888. PREFACE TO THE FIFTH EDITION. The increasing demand for this little work warrants the belief that the attempt made therein to elevate the character of Whist, and to facilitate its practice in the best form, has not been without success. It is matter of notoriety, that a sound knowledge of the principles of the modern scientific game is much more frequently met with, both among club players and in private society, than it was ten or twelve years ago. This result is undoubtedly owing to the rise of a new class of Whist literature, explaining the game in a more logical and systematic way; and the recent extended discussion of the subject in some of our best critical periodicals ' is sufficient to show that it has acquired an interest, in a literary and philosophical point of view, which it never had before. It is sometimes said that the systematic study of the game, so strongly insisted on in this work, tends to make it a matter of routine, and to discourage the * See Eraser's Magazine for April, 1869, and the Quarterly Review for January, 1871. MODERN WHIST, 7 freedom of individual skill. This is a great mistake. It is indeed essential that the foundation of all good play should be systematic knowledge; but it is not ^ pretended that the rules are to be considered as inflexible. In the latter portion of Chapter IV. many cases are mentioned in which strict play should be departed from ; and in the present edition it has been thought desirable to enlarge at some length (in Ap- pendix B) on one of the most important of these cases — namely, playing with a bad partner. This condition, although of such frequent occur- rence, has been but httle noticed hitherto in Whist books ; and it is hoped that the remarks now offered will show what an important influence it may exercise on the practice of the game. W. R Athen/eum Club, Feb. 1873, PREFACE TO THE FIRST EDITION. This essay was originally published in December, 1864, as a second part to the sixteenth edition of the well-known work " Short Whist, by Major A." Since its appearance it has been honored with the commen- dation of some of the most eminent authorities on Whist, and it is now reprinted in a separate form. It is believed that the manner herein adopted of treating the theory of the game is, in a great measure, new. Some of the later works published on Whist have been more explanatory than the early ones, but still they have consisted at best of merely practical rules, without reference to their theoretical basis ; and the author is not aware that the attempt to trace the whole practice of the modem scientific game back to one grand fundamental principle, namely, that of the combination of the hands of the two players, has ever before been made. It has often indeed been said that each player must endeavor to play his partner's cards as well as his own : but this has usually been only given as an incidental maxim of practice ; it has not been MODERN WHIST, % treated as the main principle of action from which the whole play springs. The nearest approach to this attempt the Editor has met with is in a little French book, entitled " G^nie du Whist, m^connu jusqu'a present. Par le General B. de Vautr(^. Paris : 4^ edition, 1847.'* This author makes the true genius of Whist consist in what he propounds as the novel principle of the combination of the two hands; or, as he expresses it, "Tauteur enseigne la maniere de jouer avec vingt-six cartes, selon son expression, et non pas avec treize, comme tout le monde." But as he was ignorant of the long suit system of play, as a necessary means of carrying the combination principle into practice, he was obliged to form an imperfect system of his own, and therefore his explanations do not correspond with our modern game. The author^s experience leads him to believe that an exposition of the fundamental theory of Whist will not only be satisfactory to accomplished players, by making clearer to them the principles they already act upon, but will be found of still greater advantage for teaching the game in the ordinary domestic circle. The young people of the family, especially, are often repelled from Whist by thinking it dull and difficult. Nothing can be more erroneous than such an idea : if learnt on proper principles, it soon becomes an attractive amusement, as well as an admirable mental 10 MODERN WHIST. exercise ; and to attain moderate proficiency in it is much easier than is usually supposed. But there are many players of more experience, who take real pleasure in a domestic rubber, but who are still much in the dark as to the true merits of the game ; and it is desirable to impress on this large class how greatly the interest of their recreation would be increased if they would, by a little study of the prin- ciples of Whist, learn to play it in a more rational and systematic manner. The practical rules and directions here deduced strictly from the theory are identical with those sanc- tioned by the best modern authorities, and adopted by the best modem players. Athekeum Club, Feb. 1870. CHAPTER I. Introduction, Whist is, without question, the best of all our do- mestic games. The only other one which could lay claim to such a distinction is Chess ; but this has the disadvantage of containing no element of chance in its composition — which renders it too severe a mental labor, and disqualifies it from being considered a game, in the proper sense of the word. Whist, on the con- trary, while it is equal to chess in its demands on the intellect and skill of the player, involves so much chance as to give relief to the mental energies, and thus to promote, as every good game should, the amusement and relaxation of those engaged. The high intellectual character of Whist becomes evident, if we consider the powers of the mind which its intelligent study and practice may call into action. To investigate thoroughly its fundamental principles, we must bring to bear upon it, as we shall by and by have occasion to explain, reasoning of a high order. But, independently of the theory, the practice also 12 MODERN WHIST. involves considerable mental attainments. The ob- servation must be keen, the memory active ; a consid- erable power of drawing inferences, and of tracing appearances to their causes, must be brought into use ; and we must exercise boldness, caution, prudence, foresight, care against deception, promptness of de- cision, soundness of judgment, fertility of resource, ingenuity of contrivance, and such a general course of thought and action as must, if it is to be successful, be dictated by competent and well-trained mental powers. Then Whist has peculiar moral and social relations. It has been called, by those who do not understand it, an unsocial game ; but nothing can be more untrue. It is a perfect microcosm — a complete miniature so- ciety in itself. Each player has one friend, to whom he is bound by the strongest ties of mutual interest and sympathy ; but he has twice the number of ene- mies, against whose machinations he is obliged to keep perpetual guard. He must give strict adherence to the established laws and the conventional courtesies of his social circle ; he is called on for candid and ingenuous behavior ; he must exercise moderation in prosperity, patience in adversity, hope in doubtful for- tune, humility when in error, forbearance to the faults of his friends, self-sacrifice for his allies, equanimity under the success of his adversaries, and general good- temper throughout all his transactions. His best INTRODUCTIOJV. X3 efforts will sometimes fail, and fortune will favor his inferiors ; but sound principles will triumph in the end. Is there nothing in all this analogous to the social conditions of ordinary life ? As an amusement, Whist stands equally high. Con- sider its immense variety. A hand will last only a few minutes ; we may have a hundred of them in an even- ing ; and yet, throughout a player's whole life, no two similar ones will ever occur ! Each one will present some novel feature, offering special interest of the most diversified kind. Sometimes the interest lies in your own cards, sometimes in your partner's, sometimes in those of your adversaries. Sometimes you have almost nothing to do, sometimes every thing turns on your play. The mixture of the unknown with the known gives unbounded scope for amusing speculation ; the admirable combination of voHtion and chance affords a still wider field for observant interest : indeed, some philosophical players make the rubber a fertile field for the study of human character, for the disclosure of which it is proverbially favorable. The only objection brought against Whist is, that, being played for money, it may promote gambling. Apart from the consideration that it is very unfitted for gambling purposes, the objection is untrue in fact. Good players generally like to play for stakes high enough to define well the interest taken in the game ; but the idea of gain, which is the essential feature of 14 MODERN WHIST. gambling, enters but little into the mind of a true lover of Whist. He will of course try to win, and will be pleased if he does so, but the pleasure is not measured by the amount of money he re- ceives. Whist has always been a favorite pursuit of great men. The most philosophical novelist of modern times uses it to illustrate his profound speculations; and we have heard an eminent scholar and writer declare he considers it a revelation to mankind ! But we have the vox populi also in its favor ; for does not the proverb represent the clever successful man as ^^ playing his cards welV ? Considering the great popularity of Whist in this country, and the extent to which it is played in all classes of society, it is really astonishing to find how few people take the pains to play it well. It has been remarked, by writers on the subject, that good players are very seldom to be met with, fine ones scarcely ever. And yet, how amply it repays a little trouble devoted to its acquisition ! How, then, is this strange deficiency to be accounted for? Simply because people do not generally admit that Whist, like other branches of knowledge, requires study. It is commonly supposed, that, after acquiring the simple construction of the game, practice alone will suffice to make a good player. This is a great mistake, as experience abundantly shows. We con- INTRODUCTION, 15 tinually meet with persons who have played Whist all their lives, and yet who, though they may bring to bear on their play great observation, memory, and tact, play on so entirely different a system to that sanctioned and practised by real experts in the game, as scarcely to be fit to sit at the same table with them. We have already alluded to the wonderful variety to be found in the game of Whist ; and we may now add that this variety is manifested, not only in the distribu- tion of the cards — which is the work of chance — but also in the playing of them, which depends on the human will. It is with this latter element that we have now more especially to do. Although the construction of the game is so simple that it might be defined in a few words, and learnt by a child in a few minutes, yet such is the amazing scope it gives for individuality of play, that the same deal, or even the same hand of cards, might be played in an immense number of different ways, according to what the player's notions of good and bad play might be. And this variety involves modes of treatment so differ- ent in their character and principles, as really to merit the name of distinct games. Thus we often hear it said, " Such a man plays a game quite different from mine ; " and we find " the old-fashioned game,'* " the modern game," the "domestic game," "the club game," " the scientific game," and so on, all spoken of as if they were separate things agreeing only in the i6 MODERN WHIST. primary features which distinguish Whist from other games at cards. Now it is a very natural inquiry, whether, among so many various modes and systems, differing so widely from each other, there is any one in particular which may be identified and defined as superior to the others, and which consequently ought to be preferred for study ? If so, what is this system ? What is the theory on which it is based ? And on what grounds does its superiority rest? It is the object of the present essay to endeavor to answer these questions. In the first place, is there any particular mode of playing Whist, which is so distinct from and so supe- rior to all others, as to merit being distinguished as the best game ? It is very common to hear this denied, particularly by inferior players, who will argue that opinions vary, that they think their own system as good as other people's, and so on. If by this they mean (as some of them do) that they consider the game chiefly as one of chance, and that their amusement is as much promoted by one mode of playing as another, we have nothing to say to them, except to suggest that " Beggar my Neighbor " or " Pope Joan " would be games better adapted to their capacities. But there are others, more worthy of attention, who object to all rules and systems whatever, declaring that the play ought to be determined by the player's judgment and will alone ; INTRODUCTION, 17 and the objection is usually backed by the assertion that play on any fixed system is often unsuccessful, which is, of course, only the necessary consequence of the large entrance of chance into the game. Self- taught players are extremely confused in their notions on this point. When they see good play fail to win, they will point out, with amusing ex post facto discrim- ination, how much more fortunate some other course would have been ; but when good play does succeed, and they, holding perhaps fair hands, happen to be the losing parties, they will complain '' how cross the cards run,'* as if the whole were entirely due to accident ! The fact is, that, like almost every thing else that may be done in different ways, there is a best way of playing Whist ; and, although a very wide latitude may always be left for individual judgment and skill, yet the existence of a system of play, preferable to all others, is sufficiently proved by its acknowledgment by the best writers and the best players, and by a tolerably near agreement, among all these authorities, as to what this system is. The immortal Ho34e appears to have been the first to perceive, a century and a quarter ago, that Whist was capable of being reduced to a scientific and logi- cal system, of high intellectual merit ; and although his descriptions are somewhat obscure (as might nat- urally be expected in the first efforts to describe a I& MODERN WHIST, complicated new discovery) yet careful and persever- ing examination enables us to trace clearly in them the general nature of the system he founded. This has been adopted in its general form by all succeeding writers and players of eminence ; and, as might be expected, the constantly progressive experience of so long a period, and the attention devoted to the game by many powerful minds, have gradually developed the system into a more complete and perfect form, and have added to it modem improvements of much inter- est and value, tending still further to raise the intellect- ual character of the game. It is this general system, therefore, which is laid down by almost all writers of any authority, and prac- tised by almost all players whose example is worth fol- lowing ; and we need no further proof that, as far as our knowledge at present extends, it is the best that ingenuity and skill have been able to devise.* It is worthy the appellation of a scientific system, on account of the elevated reasoning it involves; and on this account, combined with the fact that some of its fea- tures are of late invention, we shall designate it as '' The Modern Scientific Game.'' This system, as we have already said, essentially ' From actual trials, extending over a long period, the author has seen reason to infer that the systematic combined game explained in this treatise, gives an advantage, in the long run, over unsystematic separate play, of about kalf a point in each rubber. INTRODUCTION. 19 requires to 'h^ learnt and studied. It has been the result of long combined experience, and careful and intricate deduction, and it is scarcely possible for any one individual to arrive at the knowledge of it by his own practice, however extended, or his own judgment, however shrewd ; and he must therefore be content to be taught it, as students in other scientific branches of knowledge are. There has hitherto, however, been a great defect in the manner of teaching this system. It has been the invariable custom to lay down practical rules and di- rections for play ^ sometimes in their naked simplicity, and sometimes accompanied with more or less argu- ment or explanation (as done to a certain extent originally by Hoyle and Mathews), but always leav- ing the student to extract for himself, from this mass of detail, the general principles on which these rules were based. Just as if a student of chemistry were put into a working druggist's shop, and expected to acquire all his knowledge of the science, by infer- ence, from the operations he was taught to carry on there. In other words, no attempt has ever been made to work out or to explain the liindamental theory of the game ; and, believing that the thorough understanding of this is the best possible preparation for using the rules aright, and for acquiring an intelligent style of play, we propose to state this theory somev/hat fully, 20 MaDERN wimsT. and to show how it becomes developed in the sha;p^ of practical rules. But, before entering on this, it will be advisable to explain the meaning of some of the principal technical terms we shall have to employ. CHAPTER II. Explanation of Technical Terms used in the Modem Scientific Game, Bring in. See Establish. Command. — You are said to have the command of a suit when you hold the best cards in it. If you have sufficient of them to be able to draw all those in the other hands (as would probably be the case if you had ace, king, queen, and two others), the command is complete ; if not, it may be or^y partial or temporary. Co7nmanding cards are the cards which give you the command. Conventional signals ^XQ certain modes of play de- signed purposely, by common consent, for the object of conveying information to your partner. They have come into use in modern times, and the " Sig- nal for Trumps" is the best known of them. There is, however, much difference of opinion about them.* Discard, — The card you throw away when you ^ See an article, by the author of this book, on the subject, in tho " Fortnightly Review," April, 1879. 22 MODERN- WHIST, have none of the suit led, and do not trump it. The discard is of great importance as giving information to your partner. Establish, — A suit is said to be established when you hold the complete command of it. This may sometimes happen to be the case originally, but it is more common to obtain it in the course of the play by ' clearing ' away the cards that obstructed you, so as to remain with the best in your hand. It is highly desirable to establish your long suit as soon as you can, for which purpose not only your adversaries' hands, but also your partner's, must be cleared from the obstructing cards. When your suit is once established, if the adversa- ries' trumps are out, and you can get the lead, it is obvious you may make a trick with every card of it you hold ; and this is called b7i?iging it in. The establishment and bringing-in of long suits form the great distinguishing features of the modern scien- tific game. False card is a card played contrary to the estab- lished rules or conventions of the game, and which therefore is calculated to deceive the other players as to the state of your hand : as, for example, fol- lowing suit with the highest or middle card of a sequence, or throwing away other than your lowest card. The play of false cards without very good rea- son is characteristic only of hopelessly bad players. EX PLANA TION OF TECHNICAL TERMS. 23 Fiiiessing is an attempt, by the third player, to make a lower card answer the purpose of a higher (which is usually his duty to play) under the hope that an inter- mediate card may not lie to his left hand. Thus, hav- ing ace and queen of your partner's lead, yoMfazesse the queen, hoping the fourth player may not hold the king. Or if your partner leads a knave, and you hold the king, you vcidcy finesse or pass the knave, i.e., play a small card to it, under the hope that it may force the ace. The word is sometimes applied to cases where it is certai7i the inferior card will answer the purpose intended ; as, for example, where the left hand has already shown weakness. But this is clearly a misuse of the term, for unless there is a risk of the card being beaten, it is only ordinary play, and can involve no finessing — properly so called. You are said to finesse against the intermediate card, and sometimes also against the person who holds it; but as by the nature of the case it should be unknown where the card lies, the latter meaning is apt to create confusion. The person against whom you act is more correctly the fourth player. Forcing means obliging your partner or your adver- sary to trump a trick, by leading a suit of which they have none. Guarded second, or second-best guarded, is the com- bination of the second-best card for the time being, with a small one to guard it against being taken by 24 MODERN WHIST. the best ; as, for example, king and a small one origin- ally, or knave and a small one when the ace and queen have been played. This combination is an important one, having an ad- vantage analogous to that of the tenace ; namely, that if the suit is led by your left-hand adversary, you are cer- tain (bar trumping) to make your second-best card. Honors are the ace, king, queen, and knave of trumps : the term, however, is often applied to the same cards in plain suits. The ten and nine are sometimes called semi-honors, Leadmg through or zip to. — The person who leads is said to lead through his / the principle should by no means supersede the exer- cise of judgment in its application. We shall hereafter point out that the individual qualifications of the vari- ous players should have an important influence on the mode of play ; and a practised player will soon learn to discriminate cases where it may be more proper to withhold information than to give it. Such cases are of constant occurrence, but they do not affect the general advantage of the combined principle, which is sufficiently established by the fact that it is the result of long experience, is practised by the best players, and is recommended by the first authorities on the game. Now, in order that the two hands may be managed conjointly to the best advantage, it is requisite that each partner should adopt the same general system of treating his hand. For it is clear that if one player prefer one system, and the other a different one, such cross purposes must render any combination impractic- able. It is necessary, therefore, here to explain some- what fully what the different systems are, on which a hand may be treated, and to show which of them is considered the preferable one for adoption. The object of play is of course to make tricks, and tricks may be made in four different ways, viz. : I. By the natural predominance of master cards ^ as aces and kings. This forms the leading idea of begin- ners, whose notions of trick-making do not usually 34 MODERN WHIST, extend beyond the high cards they have happened to receive. But a little more knowledge and experience soon show that this must be made subordinate to more advanced considerations. 2. Tricks may be also made by taking advantage of the positio7i of the cards, so as to evade the higher ones, and make smaller ones win ; as, for example, in finessing, and in leading up to a weak suit. This method is one which, although always kept well in view by good players, is yet only of accidental occur- rence, and therefore does not enter into our present discussion of the general systems of treating the hand. 3. Another mode of trick- making is by trumping^ — a system almost as fascinating to beginners as the realization of master cards ; but the correction of this predilection requires much deeper study. 4. The fourth method of making tricks is by establishing and bringing in a long suit, every card of which will then make a trick, whatever be its value. This method, though the most scientific, is the least obvious, and therefore is the least practised by young players. Now, the first, third, and fourth methods of making tricks, may be said to constitute different systems^ according to either of which a player may view his hand and regulate his play. An example will make this quite clear. I THEORY OF THE GAME. 35 Suppose the elder hand, having the first lead, re- ceives the following cards : — Hearts (Trumps), Q. 9, 6, 3. Spades .... Kg. Kn, 8, 4, 3, 2. Diamonds ... A. Kg. Clubs . . . , Q. He may adopt either of the three above-named views in regard to his hand, and the choice he makes will at once influence \\\'^ first lead. If badly taught, he will probably adopt the first system, and lead out at once his ace and king of diamonds. Or if he peculiarly affect the trumping system, he will lead out the queen of clubs, in hopes of ruffing the suit when it is led again. But if he is a more advanced player, he will, at any rate for his first lead, adopt the fourth method ; he will lead a small card of his long suit of spades, know- ing that if he can ultimately establish it and bring it in, he must make several tricks in it. The importance of a correct choice between the three systems consists principally in the fact alluded to above, that it directly influences the first lead, or what we may call (in analogy with chess) the opening of the game. For, on the combined principle of action, the first lead is by far the most irnportant one in the whole hand, inasmuch as it is the first and most promi- nent intimation given to your partner as to the cards 26 MODE:^N IVI/IST, you hold. He will, if he is a good player, observe with great attention the card you lead, and will at once draw inferences from it that may perhaps influence the whole of his plans. And hence the nature of the opening you adopt is of the greatest consequence to your joint welfare. And it is clear, that, however your play may vary in the after-part of the hand, you must, as a general principle, adopt always the same opening, or it will be impossible for your partner to draw any inferences from it at all. Let us, therefore, consider how the choice between the three systems of play is determined. We may dismiss the first, or master-card system, very briefly. It is evidently not good at once to lead out master cards of a suit of which you hold only a few ; for the reason that you can probably make them whenever any one else leads it, and that they will then sejve as "cards of re-entry,'* to procure you additional leads at a future period of the hand, which then be- come peculiarly valuable, owing to the increased infor- mation you have obtained. Hence the master-card system, though often of great use, m^ust not be the one by which the opening of the game is determined. Between the two other systems, however, the choice is not so clear. It is by no means easy to prove which of them, if pursued systematically, would in the long- run be the most advantageous as regards the single THEORY OF THE GAME. ^y hand; to demonstrate this would require the study of almost iniinite combinations of chances. But there is a conclusive argument in favor of the fourth or long- suit system ; namely ;, that, treated a? a form of opening, it is the only one which adapts itself favorably and conveniently to the combinatioii of the hands. The difficulties in the combined use of the trumping system would be very great. In the first place, it would not often happen that your hand contained a suit of one card only : you might have none of a suit, when you could not lead it ; your minimum might be two, when the policy would be doubtful ; or three, when it would be useless. Hence there would be no uniformity in your opening ; it would be always equiv- ocal, and would consequently give your partner no information. Then, after leading a single card you could not yourself persevere in your system," or do any thing more to further it ; as your next lead must be on some other ground — a complexity which would effectually prevent favorable combined action. And, thirdly, your plan would be so easily overthrown by the adversaries leading trumps, which, if they knew your system, a very moderate strength would justify them in doing, to your utter discomfiture. The long-suit opening is free from all these objec- tions. It is uniformly practicable, as every hand must contain at least one suit of four cards ; you can per- severe in your design every time you get the lead, 38 MODERN WHIST, whether your partner can help you or not ; your indi- cations to your partner are positi^^e and unmistakable ; and the adversaries are ahuost powerless to offer you any direct obstruction — their only resource being to bring forward counter-plans of their own. It is sometimes alleged against the long-suit open- ing, that in many cases it cannot be followed to its conclusion, from the strength of trumps being against you, or from untoward fall of the cards. But even in this case it is still the safest ; as, though it may not succeed for yourself, it is the way least likely to help your adversary, and, indeed, it furnishes you always with the best means of obstructing him, by forcing his hand. And it must be recollected that its adoption as an opening does not bind you always implicitly to follow it up, or in the least prevent you from making tricks, in the after-part of the hand, by any of the other modes, if you should find it to your interest to do so. Any master-cards you possess will take care of them- selves; and if you are short of a suit, and wish to trump it, you have only to wait till it is led by some one else, and you attain your object without mislead- ing your partner. Thus the long-suit system has not only peculiar benefits of its own, but it permits full advantage being taken of the other systems also, and, used as an opening, is in all cases the safest play. To this we may add that it has characterized the scientific game ■ THEORY OF THE GAME. 39 ever since it was invented ; it has stood the test of long experience; and is universally adopted by the best authorities we have. At the same time, by the more recondite and scientific character of the play it admits of, it is preferred by all eminent players, as calling into operation the highest intellectual and rea- soning powers, and thereby greatly ennobling the game. Accepting, therefore, this system as the preferable one, we are now able to enunciate the fundamental theory of the modern scientific game, which is : — That the hands of the two partners shall not be played singly and independently, but shall be combined, and treated as one ; and that, in order to carry out most effectually this principle of combination, each partner shall adopt the long-suit system as the general basis of his play. CHAPTER IV. Development of the Theory, We now proceed to explain how this theory is developed into a practical shape; and this we must divide off under several heads. The most impor- tant is Its Influence on the Management of Trumps. The treatment of trumps is a great puzzle to ill- taught players, who generally use them in the wildest and most unskilful way. To play them in detail to the best advantage, always requires much judgment, even in the most educated ; but the general principles of their management are easily and clearly deter- mined by our theory, as we shall endeavor to show. Trumps may be used for three distinct purposes : namely, — I. To play as ordinary or plain suits. This use, however, ignores their higher or special value, and ought therefore to be made quite subordinate to the other two. DEVELOPMENT OF THE THEORY, 41 2. To make tricks by trumping. 3. To aid in making your own or your partner^s long suits or high cards. The theory we have enunciated points clearly to the third use of trumps as the highest and most scientific, and accordingly this application of them is always the most proiiiinent in the scientific game. It is obvious that the chief obstacle to making long suits is their being trumped by the adversary; and that therefore the advantage will be with that party who, having predominant strength in trumps, can succeed in drawing those of the adversaries. For this reason, whenever you have five trumps, whatever they are, or whatever the other components of your hand, yoic should lead them; for the prob- ability is that three, or at most four, rounds will exhaust those of the adversaries, and you will still have one or two left to bring in your own or your partner's long suits, and to stop those of the enemy. And notice, that it is numerical strength of trumps that is most important for this purpose, so that you must not be deterred from leading them, even if all five should be small ones ; for in this case probably your partner will hold honors, and even if the honors are all against you, you will probably soon bring down two together. And, further, you must recollect that it is no argu- ment against leading trumps from five, that you have 42 MODERN WHIST, no long suit, and that your hand is otherwise weak. For it is the essence of the combined principle, that you work for your partner as well as yourself; and the probability is that if you are weak, he is strong, and will have long suits or good cards to bring in. And if, unfortunately, it should happen that you are both weak, any other play would be probably still worse for you. The lead of trumps is considered so important to the science of the modern game, that, for many years back, a conventional signal has been introduced, by which, when a player wants them to be led, and cannot get the lead himself, he may intimate the fact to his partner, and call upon him to lead them. This signal consists simply in throwing away, unnecessarily, a higher card before a lower. Thus, suppose king and ace of some suit are led consecutively, and your two lowest cards are the seven and the three, the usual play is to throw away first the three and next the seven. But if you reverse this order, playing first the seven and then the three, this is a command to your partner to lead trumps immediately. It is called the signal for trumps or asking for trumps ; it is explained in all modern works, and it is become a recognized arrangement in all the best Whist circles. It will also be evident, that, as the success of the long-suit system depends so much on the early ex- traction of trumps by the hand strong in them, it is DEVELOPMENT OF THE THEORY. 43 your i7nperaiive duty to return trumps immediately if your partner leads them, or to lead them the first opportunity if he signals for them. You must not consider your own cards ; for if you agree to play the correct game, you are bound to do what is best for the cotnbined hands, and your partner, having the power of conferring so great a mutual benefit, must not be thwarted in his design. It is the understood etiquette, for the strong hand in trumps always to take precedence ; and a partner who refuses to con- form to the rule should be " sent to Coventry " by all good players. It is an old Joe Miller in Whist circles, that there are only two reasons that can justify you in not returning trumps to your partner's lead : i.e., first, sudden illness ; secondly, having none. There is, however, one case in which you have an option, and that is where your partner, in desperation, leads trumps from weakness, in hopes you are strong ; if, therefore, you are also weak, you can return them or. not, as you think best for the game. The foregoing remarks apply to the cases of great numerical strength in trumps, one hand being supposed to hold five. It remains to be considered how trumps should be treated when you hold a less number. With four trumps you are still numerically strong, but you have not, as in the former case, such over- powering strength as warrants you in leading trumps at all hazards. Possibly one of the adversaries may 44 MODERN WHIST. also hold four, or even five, in which cases you might be unintentionally playing his game. Hence with four trumps considerable discretion is required, their lead being only warranted by tolerable strength, either of yourself or your partner, in other suits ; in which case, even if long trumps remain in against you, you may manage to force them out and afterwards bring in your good cards. But if you have to lead before you can ascertain what your partner's hand consists of, and if you have a good plain suit, it is generally best to lead that first. With a short suit of trumps, i.e., with less than fot^r, it is very seldom right to lead them at the commence- ment of the hand ; for the obvious reason, that, if the adversaries happen to be strong, you are playing their game. It can only be warranted by very strong cards in all other suits, by which you may, perhaps, be able effectively to force a strong adverse trump hand. Many uneducated players will lead a high trump from weakness, in order, as they say, to strengthen their partner; but this is founded on imperfect rea- soning. The effect of leading high or strengthening cards is to benefit the hand that is longest in the suit ; and if you know this to be your partner's case, the play is right. But to do it in uncertainty is wrong, since it is two to one that the longest hand is not with your partner, but with one of the adversaries, and MANAGEMENT OF TRUMPS, 45 therefore the chances are that you favor the opponents' game. Many unscientific players will also lead trurnps. simply because their long suit is trumped, or is iikciy to be so. This also is a mistake ; for, as before, if the adversaries are strongest in trumps, you are only playing their game. The proper use to make of trumps when you are numerically weak in them is to use them, if possible, for ruffing. You cannot, for want of strength, put them to their highest use, and you must therefore fall back upon their lower application. Several corollaries arise out of the foregoing prin- ples of the scientific management of trumps. For example : — It will often happen, that being second player, and having none of the suit led, you may be at a loss to know whether to trump a doubtful trick or to leave it for your partner. This difficulty is at once solved by the foregoing theory. If you are weak in trumps, holding, say, not more than three, trump without hesi- tation, as your trumps are of no other use, and they may probably save a commanding card of your part- ner's, which in the adversaries' suit will be very valu- able. But if you have a long suit of trumps, holding four or more, pass the trick, as they are too valuable lo risk wasting. It may even be sometimes advisable, in the latter case, to refuse a trick which is certainly 46 MODERN WHIST, against you, as your trumps will ultimately make, and you may perhaps discard advantageously. This rule is additionally useful as an indication to your partner. If he sees you trump freely second-hand, he will know you are weak; if you abstain, he will infer you are strong, and his knowledge of either fact may be of great value to you both. In the latter case, also, your discard will give him very useful information. The greatest mischief that can be done to a strong trump hand is to fo7xe it to ruff, so depriving it of its preponderating strength. This must be borne in mind if you see your partner renounce a suit, when you must, if you know him to be strong in trumps, carefully avoid forcing him. If you have had no indication of his hand, you must form, as well as you can, a judg- ment by your own ; if you are weak, he may probably be strong : and hence the rule that you must notfoixe your partner when you are ^veak in tru7nps yourself, until you are satisfied that your doing so will not harm him. These principles also teach you how best to oppose a strong adverse trump hand, and to seek to diminish the advantages it gives over you. In this case you have first carefully to avoid leading trumps, which is the adversaries' game ; and, secondly, you must force the adverse strong hand to ruff whenever you can. By this means, if persevered in, you may perhaps succeed in neutralizing the opposing strength, and so in making MANAGEMENT OF TRUMPS, 47 your own good or long cards, although the chances are generally against you. At any rate, you can en- deavor to make use of your trumps for ruffing before they are drawn. Many players, when weak in trumps, will lead through an honor turned up, without any other motive than" to give their partner a supposed trifling advan- tage in making a trick with them. This is a delusion, and is moreover entirely at variance v/ith the princi- ples of the modern game, inasmuch as it debases the trumps to their lowest use. But its worst fault is that it entirely misleads your partner, who, if he plays properly, will imagine you to be strong, and by re- turning them probably destroy your joint game. Again, if you have great numerical strength in trumps, you should never hesitate to lead them up to an honor. It is true your partner, being obliged to play his best, may possibly lose a high card ; but this will be rather to your advantage than otherwise, as it will strengthen your hand, and give you earlier the entire command. If you abstain from leading them, your partner may imagine the strength to be against him, and will play accordingly ; and thus the immense advantage of your strong trumps may be lost. Such are the chief practical principles in regard to trumps, deducible from the scientific modern theory. It will be seen they are a powerful engine for the advantageous working of plain suits, and that they 48 MODERN WHIST. require to be played with great care. In fact, the way in which a player manages his trumps will always form the surest index of the extent of his knowledge of the game. Management of Plain Suits. Long-Suit Lead. We now go on to show the general application of the scientific theory to the play of suits not trumps, or, as they are called, plai^i suits. Supposing you have first lead, not being very strong in trumps, but having a long suit in your hand. Ad- hering to the established mode of *' opening," you lead from your long suit, thereby at once informing your partner what is the chief component of your hand. He will recollect this, and as it is his duty to return your lead hereafter, and your interest to persevere in your suit, you will have the opportunity of *• making " any good cards in it which the joint hands may con- tain, and you may probably after three rounds be left with one or two lo7ig cards of it in your own hand. These long cards m.ay then become very valuable ; if the trumps can be extracted from the adverse hands, and you can get the lead, either by a tramp or a card of re-entry, they will make certain tricks ; if any trum.ps remain against you, the long cards may be made powerful weapons of offence by forcing them out : so that in either case the system of play will be advan- tageous for you. LONG-SUIT LEAD, 49 Next comes the question, What card should you lead from your long suit ? To answer this fully, would involve more detail than we purpose to go into here ; but there are some prominent considerations that will serve as guides for general practice. As an abstract principle, it is not good to part with your high cards at first, as it is very desirable to retain the complete command of the suit at a later period. Suppose, for instance, you hold ace, king, and three small ones : the most advantageous lead (if it were not for a consideration we shall enter into by and by) would be a small one ; for on the second round you would have the complete command with your ace and king, being able probably thereby to draw all the others and pursue your suit to the end. When you have such command, your suit is said to be established^ and it is evidently advantageous for you to get this effected as early as you possibly can. This principle would, therefore, dictate that your first lead should generally be a low card of your suit. But there is a circumstance which considerably modifies the application of this principle in practice, — that is, the risk of the suit being ruffed by the adversaries, — on which account it is advisable to depart in some measure from it for the sake of mak- ing your winning cards early. Thus in the above hand of ace, king, and three small ones, if you were to begin with a small one, reserving your two high 50 MODERN WHIST, cards for the second and third rounds, you would probably have one of them trumped; for which reason it is good policy to play them out first, at the risk of delaying the establishment of your suit. The first-named principle will, however, always apply for leading trumps, and also for plain suits when trumps are out, as the motive for the departure from it then no longer exists. There is also another kind of exception from begin- ning with a low card, but which directly tends to promote the early establishment of your suit; name- ly, when you have a high sequence, such as Q. Kn. ID, at the head of your hand. In this case your en- deavor should be to force out the higher cards, for which purpose you lead the highest of your sequence, say the queen, which will be almost sure to force out either the ace or king, if against you ; if the other is also against you, you may, on another round, bring it out with the knave, leaving you then with the best card and probably with the entire command. Directions how these principles may be applied in leading from particular combinations of cards, are usually given in the detailed rules of play. Return of the Lead, Hitherto we have only spoken of your own proceed- ings in leading. But it is now desirable to consider your partner's duty, i.e., how he is expected to help RETURN OF THE LEAD. 51 you in regard to the play of your long suit. It is not enough that he simply return your lead : the efficiency of his aid will much depend on what cards he plays. The key to this Hes in the fact, that, as you hold fnore than the average number of cards in the suit, he will probably hold less; i.e., if it is a long suit v/ith you, it will be a short one with him. If you, for example, hold five, the chances are much against his holding more than three. And it follows from this, that the best thing he can do for the joint benefit is to play his cards rather with reference to your hand than his own, i.e., to give you the more important part of the play in reference to the suit in question. And there are two principles deducible at once from our theory, which will serve for his guidance in this particular. The first is, that he must get rid of the command of your suit; for we have already stated it to be emi- nently desirable you should get this early into your own hand, in order to establish your suit as soon as possible. Thus, whenever he finds he holds the best card in it, he must play it out, in order to get it out of your way. And then, secondly, he must adopt, in this suit, what is called strengthening play. The meaning of this term is often misunderstood, but it is exceedingly simple. Whenever a high card is played, its withdrawal pro- motes (in military parlance) all the lower cards of that 52 MODERN WHIST, suit still existing in the various hands; i.e., it raises each of them a step in rank, v/hat was formerly the third best becoming now the second best, and so on. And as it is evident that the longest hand will be most likely to benefit by this proceeding, this hand is said to be stre7igtheiied thereby ; so that when your partner pla-ys out high cards of your long suit, even though he may not make tricks with them, their withdrawal will strengthen and thereby benefit you. This is an im- portant reason for the well-knowni rule to play highest third hand; you having led from your long suit, your partner plays the highest he has, not only to do his best towards getting the trick, but also, if he loses it, to strengthen your hand by getting high cards out of your way. This last object is entirely lost sight of by those silly people who feel mortified at " having their high cards taken," as well as by those, not much less silly, who, when strong in trumps, object to '' lead up to an honor." For this reason also your partner 77ms t not finesse in your lo7ig stnt, except with ace and queen the first time round, which, provided he gets rid of the ace soon afterwards, is considered allowable. The principle of strengthening play must also guide your partner in returning your lead ; for if he is short in the suit (i.e., if he held not more than three cards originally) , it will be very advantageous to you that he should return the highest he has left, and not the low- RETURN OF THE LEAD, 53 est ; he may thus either save a high card of yours, or may afford you a good finesse, or at all events he will strengthen your hand, and aid you in estabhshing your suit. Thus if your partner originally held king, knave, and a small one, and has played out his king to your first lead, when he returns the suit he must lead the knave, and not the small one. This duty of returning the highest of a weak suit is so imperative, that it has now, by universal consent of the best players, become an established rule, by adhering to which your partner may show you the state of his hand. If, for example, he had originally ace, five, and four of your lead, after winning with the ace he must return the five and not the four. It matters nothing to hiiUy but it may be all-important to you, and violation of the rule may lose the game. It is of course possible that your partner may hold originally more than three of your suit. In this case he is, like you, numerically strong, and this should justify him in so far considering his own hand as to depart from the before-mentioned rule, and to return his lowest. But in any case, if he happens after the first round of your long suit still to hold the desf or master card in it, he should play it out at once, to get it out of your way, and to prevent your imagining it is against you. It is by no means necessary that your partner should return your lead immediately (except in trumps, which 54 MODERN WHIST, he is bound to return instante?-) : on the contrary, it is highly desirable that the first lead he gets, he should lead his own long suit, so as to put you as early as possible in possession of information as to his hand, in return for that he has obtained from you. This will guide you to another lead when your own suit is stopped, and will promote your joint action. After you and your partner have both led your long suits, you will probably have a choice whether to go on with your own suit or with his. This will often be de- termined by the fall of the cards. If, for example, you win his lead cheaply ^ you should not return it^ as you would be leading through the weak hand, which is contrary to principle, and the- lead will come more properly from him. If, on the other hand, your part- ner has shown himself very weak in your suit, and you are also not very strong, it would usually be dis- advantageous to go on with that, and you may prob- ably do better to return your partner's. If your right- hand adversary has shown himself weak in your suit, pursue it by all means, as your partner ought not to return it for you. The foregoing explanations will show the nature of the mutual duties which the modern or combined game enjoins between yourself and your partner; for we need hardly add, that all we have said as to his duties to you, as aiding you in your suit, equally defines your duties in aiding him. This mutuality cannot be too FURTHER REMARKS ON THE LEAD. 55 Strongly insisted on ; the want of a proper perception of it is the great fault of many otherwise good self- taught players, and it is the hardest lesson they liave to learn. There are numbers of people who can pky their own hands excellently, but who have no idea either of getting help from or of affording help to their partners, and who must therefore lose all the beneiit derivable from the combined game.' Further Remarks on the Lead. We have hitherto assumed that you lead from the longest suit you hold, which is the safe general rule ; but cases often occur which involve some difficulty of choice. For example, suppose you have five small cards in one plain suit, and four with honors in an- other. The theory by no means imperatively calls on you to lead the former ; for it must be borne in mind that the rank of the cards always deserves considera- tion, and your leading the four suit (which is still a long suit) would be perfectly justifiable. Similarly a question might arise between four small cards and three good ones ; but here the case is differ- ent, for three cards constitute a short suit, to lead which unnecessarily would be a violation of the theory. Such, however, is the infinite variety of Whist, that provision must be made for leading under all sorts of * One of our best modern players characterizes playing for your owa hand alone as " the worst fault he knows in a Whist player." 56 ' MODERN WHIST, circumstances, and from short suits among others. For example, you may have originally no long suit except trumps, which you do not feel justified in leading ; or your own long suit may be trumped, and your partner may not yet have given you any indication what to lead for him. Leads from short suits, being contrary to principle, are called unnatural or forced leads. It is necessary to be prepared for them, and the following hints may be of use : — It is good to lead up to the loeak adversary, or through the strong one. Therefore you may pretty safely lead a suit in which your right-hand adversary has shown himself weak, or your left-hand adversary strong. (Indication of strength is given by the lead ; of weakness, by the play of the third and fourth hand, and by the discard^ Remember, however, that, as a general rule, returning your adversary's lead is to be avoided. When you are obliged to lead from a short suit, the general rule is to play out the highest card you have, to inform your partner. If you have any reason to know that he is long in the suit, the rule admits of no exception ; but if you are doubtful on this point, it inay be taken with some reserve. If, for example, you have a king or queen with two small ones, you may lead the smallest, so as to try and save the honor in case of the strength lying against you. When you lead in this way an unnatural or forced FURTHER REMARKS ON THE LEAD. 57 lead, your partner ought generally to know it by the card you play, and ought not to retit^rn it unless he liappens to be strong in that suit himself, when he may treat it as a lead of his cv/n. If it is injudicious to lead from three cards, it may easily be inferred how much more erroneous it is for your first lead to be from two or one ; such being, as we have already explained, contrary to the essential principles of the modern scientific game. It is quite possible that in certain cases such a lead may seem to suit your own hand : but by adopting it you give up altogether the principle of the combined game ; you make up your mind wilfully to mislead your partner, and run a great risk of sacrificing his hand. For a glance at the foregoing rules will amply show how es- sentially, if he is a well-taught player, his mode of play will depend on the first card he sees fall from you, and the inferences he draws therefrom as to the state of your hand. There is an old rule that you should not lead from a tenace^ and this is no doubt good as regards a short suit ; but if your tenace suit is your longest, the ad- vantage of opening your game correctly is so great as to outweigh the other consideration. When you hap- pen to be left with a tenace towards the end of the hand, the case is different, as you should generally hold it carefully back, and try to get it led up to. 58 MODERN WHIST. Discarding. The long-suit system will furnish you with a good principle of guidance in the matter of discarding. The ordinary rule is that the discard should be made from short or weak suits, not from long ones. The cards of the former are of little use ; those of the latter may be very valuable, even to the smallest you have. But there is an exception to this rule in the case where the strength in trumps has been declared against you. It is then advisable you should care- fully preserve any protection you may have in your short suits ; and as your long suit is not likely to come in, you throw its small cards away. The discard, practised on these principles, fur- nishes a very important means of conveying informa- tion to your partner as to the state of your hand. Policy towards the Adversaries. A word or two is necessary as to your course in regard to your adversaries ; for it must be recollected, you have not only to play your own and your part- ner's game, but you have also to defend it against hostile attacks, and to be able to attack the enemy in turn. The principles dictated by the theor}^ of the game in this respect are very clear, the golden rule beiii^^ to do to them what you would not that they should COMMUNICATION BETWEEN PARTNERS, 59 do unto you. For example : if you find a strong hand of trumps declared against you, you must force that hand to ruff, as the best means of destroying its strength, while you must take the earliest opportunity of making your own weak trumps by ruffing before they are drawn, and of enabling your partner to do the same if he is weak also. You must generally be chary of returning the adversaries' leads, or of doing any thing to aid in establishing their suits, of which you should avoid parting with the command — just the reverse of the principle you adopt with your part- ner. Any thing, in fact, which the principle of the game recommends in regard to your partner, you must avoid with your adversaries ; and, on the other hand, you may adopt, towards them, any kind of play which would do your partner harm. Cofmmmicaiion between the Pai^tners. We have already stated that the theory of the scien- tific or combined game essentially contemplates the interchange of communication between the partners to the fullest legal extent, as to the state and contents of each other's hands ; and as the giving, obtaining, and making use of such information forms one of the chief characteristics of good play, a few additional words on the point may be useful here. In the first place, the system of play itself furnishes a large source of information ; for by following care- 6o MODERN WHIST. fully the established principles, and by avoiding wild and irregular play, you will certainly put your partner in possession of the most material facts as to your hand, w^hile by carefully observing his play you will become possessed of similar information as to his hand in return. A glance through the foregoing remarks will show this quite clearly. But, independently of this, you must adopt every further means in your power of giving him informa- tion, and there are many ways in which this may be done. We have already mentioned some modes of play which, by common consent, have become legalized and adopted for the purpose, such as the sigjial for truijips, and returning the highest from a short suit ; and there are one or two others which may be remarked on. The mode of playing sequences furnishes one of these. Suppose, being third player, you hold king and queen; it is clearly immaterial, as regards the immediate effect, which of these two cards you play ; but since you have the choice, advantage is taken of the fact to enable you to give your partner informa- tion, the rule being that you always play the lowest of the sequence ; so that your partner, understanding this habit, will at once acquire the knowledge that you have not the knave, but may have the king. If you played the king, he would erroneously infer that you had not the queen ; and this error might COMMUNICATION BETWEEN PARTNERS, 6i cause hini to do your joint game much injury. This rule of playing the lowest of a sequence appHes when- ever you are second, third, or fourth player; but when you lead, different considerations come in, which require, in many cases, the highest of the sequence to be played. This is, however, perfectly well understood, and causes no confusion. There are also several other lesser means of convey- ing information, such as by retaining the turn-up card as long as you can, and by particular modes of play in particular cases : as, for example, if you found your- self at a certain period of the game with the best and second best cards of trumps, or of a plain suit when trumps were out, you would lead the second best, to show your partner you held the best also ; or, in discarding from a suit of which you have full command, it is a convention to throw away the highest, which your partner must know you would not do without good reason. Other devices of this land will often suggest themselves in the course of play. And this consideration should also guide you to be extremely careful against doing any thing which may mislead your partner, particularly in the management of your small cards ; for example, it would be inex- cusable unnecessarily to throw away a three or a four if you held a two. Deceiving your partner is a crime which ought to be held in the greatest abhorrence by a Whist player. It is ranked by one of our greatest 62 MODERN WHIST, Whist authorities with want of veracity in common affairs. " In no other position in life," says he, ** would you tell me that which is untrue ; and why should you do it here? " On the Degree of Strictness with which Systematic Play should bs adhered to. It does not follow, that, because the modern sci- entific game involves a general system of play, this system is to be rigidly and slavishly adhered to, with- out judgment or discrimination. On the contrary, one of the characteristics of a fine player is his ability and tact in finding out when and to what extent he may modify or depart from the ordinary rules. It is impossible to teach this, and it is scarcely advisable that the learner should trouble himself much about it ; for it is far preferable to show even too strict an adherence to principle than to depart from it wildly and unskilfully. A^Hien the systematic theory and practice of the scientific game have been fully mas- tered, practice and observation will soon point out, to the intelligent student, the modes in which he may advantageously modify his play. The principal cause which justifies what one may call exceptional or irregular play, is the state of the score^ which in Short Whist continually requires the most careful attention. The necessity for gaining a certain definite number of tricks, in order to win or SYSTEMATIC PLAY. 63 to save the game, under peculiar circumstances of the hands, often gives rise to special problems, out of the usual category, and for which the ordinary system riust be entirely thrown aside. If, for example, you :;::ore four, and have six tricks already, it is absurd to trouble yourself about any scientific mode of play, if by any possible means, ever so irregular and excep- tional, you can insure one trick more. And so if, at love-all, three honors are declared against you, and you have four tricks up, any kind of play will be right that will get you the fifth trick to save the game. Towards the end of the hand, rules may be often advantageously laid aside, and false cards played : for then the great scheme of play cannot be affected by them ; it has been settled and carried out long before. There is another justification for departure from strict systematic play : that is, the consideration of the personal capabilities of your partner or your adversa- ries, and their degree of knowledge of the game. It is an essence of the scientific game, consequent on its mutual and combined character, that both partners must understand it, and must play on the same gen- eral principles, otherwise the mutuality cannot con- sistently be carried out. And a question arises from this, which often puzzles students ; i.e.. What should you do when you have a partner who does not under- stand and consequently does not play the scientific game? 64 MODERN WHIST, This question is difficult to answer, as so much depends on the extent of his capabilities. It is, how- ever, certain that you must considerably modify your play, as all the features which depend on your part- ner's appreciation of the combined game would be thrown away. It would be folly, for example, to give the signal for trumps or any other conventional sign if it was not likely to be understood. And the case would be worse if one or both of the adversaries hap- pened to be observant players ; for in such cases the more information you gave as to your hand, the more facihty you would afford for your own defeat. It is impossible to give rules for such cases : some- times it might be politic to play for your own hand only ; at others you might partially help your partner (if you could understand his play) though he might not help you ; at other times you might most profit- ably devote your attention to thwarting your adver- saries. All would be a matter of judgment at the time. The only thing to be said is, that principles of play which depend essentially on a joint action of the two partners must not inflexibly be carried out when one of their most fundamental conditions is wanting ; and that, consequently, what would be very bad play if you had a good partner, may be perfectly good when you have a bad one.' * This subject is further developed ia Appendix B. CHAPTER V. Rules and Directions for Play, The foregoing remarks illustrate what we have called the Theory of the Scientific or Modern Game. The way in which this theory is usually brought into practical application is by means of rules or direc- tions for play ; indeed the ordinary plan in teaching Whist, either personally or by books, is to give these rules only, either ignoring the theory altogether, or only allowing it to be inferred by the student as well as he can. Many collections of Rules, carried out in consider- able detail, will be found in the best modern works on Whist ; but it will be useful to give here a short summary of the principal ones, arranged in a con- venient form for reference. It must be explained, that among such rules are included many which have no direct reference to the theory of the game, but are matters of detail, provid- ing for what we may call the accidents of play. 66 MODERN WHIST. Summary of Rules and Directions for Play, The principles on which most of these rules are based will be found in the foregoing theoretical considerations. Some further ex- planations, together with notes of exceptions and other useful remarks, are appended in small type. The Lead. Let your first or principal lead be from your best long suit. If you have two suits, each of more than three cards, you may prefer the one which is strongest in high cards ; but always avoid, if possible, an original lead from a suit of less than four. Holding in this suit ace and king, lead king first, then ace. This is preferable to beginning with the ace, as it may sometimes convey useful information. No good partner would trump your king led. If you hold ace, king, queen, lead king first, then queen for the same reason. Holding king and qtteen, lead king. And, if it wins, a small one, as the ace ought to be with your partner. Holding king^ queen, knave, ten, lead the lowest of the sequence, to induce your partner to put on the ace, if he has it, and leave you with the command. Holding ace, queen, knave, lead ace, then queen. So as to obtain the command with the knave. Holding ace and four others (not including king, or queen with knave), lead ace, then a small one. THE LEAD, 67 To prevent the chance of your ace being: trumped second round. Holding queen^ knavcy ten^ at the head of your suit, lead the highest. It is an old and well-known rule to "lead the highest of a se- quence." But like many other rules, when the reason of it is not comprehended, it is often totally misunderstood and misapplied. The object of doing this is to prevent your partner from putting on the next highest, if he has it ; but there are many cases where you ought to desire him to put it on, and where, consequently, the low- est ought to be played — as, for example, when you hold a quart to a king, as before directed. In a general way the rule should apply only to a high sequence heading the suit in your own hand, and not to low or subordinate sequences, to lead the highest of which would only deceive your partner without doing you any good. Holding king^ knave^ ten, lead the ten ; with the nine also, lead the nine. In other cases lead a low card. If trumps are out before you open your suit, you should lead differently, keeping back your high cards. See the rules for trump leads, which apply in a great measure to this case also. Lead your own long suit, if you have one, before you return your partner*s. Unless you happen to hold the master-card in your partner's suit, which you should part with as early as you can, to get it out of yout partner's way, and prevent his imagining it is against him. 68 MODERN WHIST, In returning your partner's lead, if you hold not more than three cards of the suit originally^ always return the highest you have left. To strengthen his hand, and to give him information. If you originally held four, return the lowest, unless you have the master- card, which play out at once, as before directed. Also, if you hap- pen to have discarded one of the four, play as if you had held only three. It IS good to lead a suit in which your right-hand adversary is weak, or your le/t-hsmd strong. i.e.f lead ti/> to the weak suit, or through the strong one. On this principle avoid, if possible, returning your partner's suit, if you have won his lead cheaply. (Indication of strength is given by the lead ; of weakness, by the play of third and fourth hand, and by the discard.) If obliged to lead from a suit of less than four cards, the general rule is to lead the highest. To inform your partner. If you have any reason to know he is long in the suit, the rule admits of no exception ; but if you are doubt- ful on this point, it may be taken with some reserve. For example, if you hold king or queen with two small cards in a suit respecting which no indication has yet been given, to lead the honor might not only throw away a chance of making it, but strengthen one of your adversaries. Avoid leading a suit which one adversary ruffs, and the other discards to. Unless you are sure of forcing the strong trump hand. Towards the end of the hand it may often win you an extra trick to avoid leading from a tenace or a SECOND HAND, 69 " guarded second/* and to try and induce your left- hand adversary to lead that suit for you. This is one of the points in which ^t?^ play is best shown. Seco?id Hand, The general rule for the second hand is to play your lowest.^ For your partner has a good chance of winning the trick ; and the strength being on your right, it is good to reserve your high cards (particularly tenaces, such as ace and queen) for the return of the lead, when you will become fourth player. With one honor and one small card the best players adhere to this rule. The following are some of the most usual excep- tions to this rule : — Holding ace and king, put on king. " king and queen, ** queen. ** ace, queen, knave, ** knave. The second round of a suit, it is generally right to win the trick, second hand, if you hold the best card. 1 The exceptions to this rule which it is customary to make among Whist players generally are many and complicated, particularly in regard to *' covering an honor " led. The author has investigated this subject very fully (see his "Philosophy of Whist," De La Rue & Co., London, Fourth Edition, Part II., chapters xx. and xxi.), and he has arrived at the conclusion that it is advisable for students generally to ignore these departures from the rule, except in the simple cases here given. 70 MODERN WHIST, Great strength in trumps, however, which always warrants a backward game, may sometimes justify you in leaving it to your partner, particularly as you thereby keep the command of the adver- sary's suit. Do not trump a doubtful trick second hand if strong in trumps : if weak, trump fearlessly. Third Hand, The general rule for the third hand is to play the highest you have. In order not only to do your best to win the trick, but to strength- en your partner's long suit by getting the high cards out of his way. If you have a head sequence, remember to play the lowest of it. This rule is subject, however, to the pecuhar attri- bute of the third hand as legsirds ^nessmg. To know how to finesse properly, requires great judgment and experience, but there are a few useful rules of general application: — a. The first-time round of a suit, if you hold ace and queen, you always play the queen. d. With this exception, it is wrong in principle to finesse in your partner's long suit, as he wants the high cards out of his way. If you see that he leads from weakness, or if he leads you strengthening cards in your own long suit, you may finesse more freely. c. It is dangerous to finesse the second-time round of a suit, as the chances are it will be trumped the third time. d. If, however, you are strong in trumps, you may finesse much more freely, as your trumps may enable you to bring your high cards in. e. With minor tenace it is generally proper to finesse the second round, as the best card must probably be to your left ; and if the third best is there also, both your cards must be lost in any case. FO UR TH HA ND. 71 / It is of no use to finesse if the previous play has shown that the intermediate card, against which you finessa^ does not lie to your right ; for in that case it must be either with your partner or your left-hand adversary, in either of which cases finessing is obviously useless. g. The advisableness or not of finessing in certain cases late in the hand is often determined by the fall of the cards or the state of the score ; e.g.^ when you particularly want one trick to win or save the game, or if, from what you know of your partner's or opponents* cards, you see you can only get one, it would be wrong to finesse for the chance of gaining two. Be careful to watch the fall of the cards from your left-hand neighbor, in order that, if he proves weak in a suit, you may avoid wasting high cards when small ones would suffice to win the trick over him. This is very necessary, as your partner is often likely to lead up to the weak hand. Fourth Hand, In this you have in most cases little to do but to win the trick as cheaply as you can. And recollect, if you do win it cheaply, it may afford you a hint for a good lead when you are in want of one. Fanciful players sometimes refuse to win the trick fourth hand ; this m,ay be done by very clever and experienced players, as a coup of fine play to get some foreseen advantage ; but students should not give way to fancies of the kind. Cases sometimes arise in which it is advisable to win a trick already your partner's. 72 MODERN WHIST, As, for example, to get high obstructing cards out of his v/av, cr to enable you to lead up to a weak hand, or otherwise to alter the position of the lead. Management of Trtimps, If you have five or more trumps, lead them, or signal to your partner to do so/ As explained in the foregoing theoretical remarks. A trump lead from four may be warranted by strength, either of your own hand or your partner's in other suits, but always requires judgment and care. A trump lead from three or less is seldom wise, being only justifiable by great strength in all other suits, or by special necessity, such as stopping a cross ruff, etc. You must not lead trumps simply because your long suit is trumped ; for if your adversaries are strong in them, you wiU only be playing their game. The .proper card to lead from your own strong suit of trumps varies a little from that of common suits. * This rule has been much criticised, but as the general principle it embodies lies at the foundation of the modern scientific game, it is right to impress it strongly on the beginner- When he goes more into detail, and gains more experience, he will learn the cases where its application is inexpedient or doubtful. Many good players are more cautious in ask- mg for trumps than in leading them, and will not signal unless they hold at least one honor. MANAGEMENT OF TRUMPS, 73 For the latter is influenced by the chance of being ruffed, from which the trump suit is free. ;^or this reason, unless you have commanding strength enough to disarm the adversaries at once, you play a more backward game, gen- erally leading your lowest, to give the chance of the first trick to your partner. It is also very often advantageous to reserve a high trump to give you the lead the third time round, as, in case of adverse strength of trumps remaining against you, it may enable you to force it with much advantage. If you have ace^ king^ queen^ or any other commanding sequence, lead the lowest of them first, and then the next lowest, and so on, to inform your partner. If you have ace^ king, knave of trumps, it is often the practice to lead the king and then stop, waiting for the return of the lead in order to fmesse the knave. If your partner asks for trumps, you are bound to lead them, and if he leads them you are bound to return them the first opportunity. Remembering in either case, if you had not more than three, to play your highest^ in order to strengthen his hand. In inferring that your partner has asked for trumps, recollect that there are cases in which he may have necessarily played the higher card first : in the trump signal it must be played unnecessarily. Never lead through an honor turned up, unless you otherwise want trumps led. On the other hand, do not hesitate to lead up to an honor, if you are strong in them. As explained in Chapter IVc You may finesse in trumps much more deeply than in plain suits. As master cards must ultimately make. 74 MODERN WHIST. Ruff freely when weak in trumps, but not wlier^ strong. See directions for the Second Hand. It may often be advisable when strong in trumps even to refuse to trump a trick which is certainly against you, as your trumps will ulti- mately make, and you may perhaps discard advantageously. If you see your partner do this, he will probably want trumps led, and you must carefully avoid forcing him. Do not force your partner if weak in trumps your- self.» A t least, not until you have ascertained it will do him no injury ; loi your weakness renders it probable he may be strong, when forcing may be the worst injury you could do. On the other hand, force a strong trump hand of the adversary whenever you can. Whenever you are not strong enough to lead trumps, you are weak enough to force your adversary. If, when you or your partner are leading trumps, one adversary renounces, you should not generally continue the suit. As you would be expending two for one drawn. Your proper game is then to try and make your and your partner's trumps separately. It may, however, often be advisable, even under this disadvantage, totally to disarm the adversary, if you or your partner have cards or suits to bring in. In this case the renouncing hand should be led up tOy rather than through, 1 One of the best modern players defines " four trumps with one honor" as sufi&cient strength to wairant your forcing your partner. GENERAL DIRECTIONS, 75 Similarly, if your partner renounces trumps, it is generally advisable to go on. As you draw two trumps by expending one. If you are dealer, retain the turn-up card as long as you can. To inform your partner. When, however, the adversaries are drawing trumps, it may sometimes be advisable to part with it un- necessarily, in order to avoid giving them information. General Directions, Sort your cards carefully, both according to suit and rank, and count the number of each suit. This will greatly assist the memory. If not leading, always play the lowest oi a sequence. This is one of the most important rules by which information is conveyed to your partner as to the contents of your hand, and if you have an observant and educated partner it must be carefully adhered to. Get rid of the commanding cards of your partner's long suit as soon as possible. Retain those of the adversaries' suits as long as you conveniently can. As explained in Chapter IV. Discard generally from short or weak suits, not from long or strong ones. Unless strength of trumps is declared against you, in which case you discard from your long suit. See p. 58. 76 MODERN WI2IST. When you have the entire command of any suit, it is customary to discard (when the opportunity arises) the best cardy in order to inform your partner. Thus, having ace, king, queen, and knave of a suit not led, you would discard the ace ; for it must be obvious that you would not do this unless you had others equally good behind. Discarding the second best generally intimates you have no more of that suit. You throw it away because it is not likely to make. Be careful in the management of your small cards. In order not to mislead your partner. Do not not throw away carelessly a three or four if you hold a two. When your partner first renounces a suit, call his attention to the fact. As it may save a revoke. Keep constantly in mind the desirableness of afford- ing information to your partner, of obtaining infor- mation as to his hand, and of playing the hands jointly. This being the essence of the modern game. Pay attention to the state of the score, which ought often to influence your play. Remember that the third trick saves the game when honors are equal ; that the fifth saves it against two by honors, and the seventh against four by honors. Note also that the odd trick is twice as valu- able as any other, as it makes a difference of two to the score. Notice GENERAL DIRECTIONS, 77 further, when you are near winning the game, how many tricks are wanting for that purpose. In all these cases it may be expedient to modify the usual play for the sake of getting the trick you want in preference to speculating for more ; for when you particularly require one trick, it would be folly to risk it (by finessing, for example) in order to have the chance . of gaining two. Consider also the effect of the lead. It is often desirable to depart from the usual modes of play for the sake of gaining the lead, or of giving it to your partner. And it is also sometimes worth while even to throw away a trick in order to give the lead to one of your adversaries ; as, for example, to make them lead up to a tenace or guarded second. These two latter rules afford the principal opportunities ioxfine play. Do not be discouraged when sound play fails of success, which must often occur. CHAPTER VL Conclusion, We have now expounded the theory of the modem scientific game, and shown the mode of carrying it out in practice. Any one who has sufficiently mas- tered the principles here laid down to apply them fluently in his play, may be called a sound player, and will possess by far the most important qualification for proficiency in the game. He will have immense ad- vantages over those who do not play on system : for he will know what he is about, which they never do ; and his game will be intelligible to a good partner, whom he will be in no danger of thwarting, as is so often done by untaught players. Every good player knows too well the annoyance of having a partner who, through want of appreciation of what a good game means, will persist in obstructing and opposing his play, often to their mutual discomfiture. And it is worthy of remark, how much a systematic commencement facilitates the study of the game. Everybody knows how difficult it is to learn Whist CONCLUSION, 79 in the ordinary unsystematic way : th€ pupil is led blindly through a course of heterogeneous rules, of the foundation of which he knows nothing, and which therefore have no meaning to him beyond mere empirical dicta. He must gi*ope about for a long time in the dark, and can only enlighten himself by a gradual intuition of what the rules mean. But when the mode of play is shown to be a systeniy easily explained and as easily comprehended, it is as- tonishing in how different a light the game appears. Its acquisition, instead of being laborious and repul- sive, becomes easy and pleasant ; the student, instead of being frightened at the difficulties, finds them van- ish before him ; and even those who, having formerly practised without method, take the trouble of learn- ing the system, suddenly see the light break in upon them, and soon find themselves repaid a hundred-fold in the increased enjoyment and satisfaction the game will afford them. It is one of the great advantages of the modern scientific game, and of this systematic mode of teach- ing it, that it renders Whist attractive to the young. It was formerly almost exclusively practised by those somewhat advanced in life, who alone were supposed to have acquired sufficient experience and judgment to play it well. But now that the results of experience have been reduced to a systematic form, capable of being presented at once to the mind, and sparing the 8o MODERN WHIST. years of practice formerly necessary for their induc- tion, we find the game taken up as an attractive occu- pation by young men of high intellectual character, some of whom rank as the finest players. And it is also due to the other sex to say that the introduction of the systematic form has been found to take from the game the stigma of being "only fit for elderly matrons/' and to render it now as attractive to our daughters and sisters as it used to be to our aunts and grandmothers. .But, great as is the step gained by systematic or sound play, something more is necessary to make a good player ; for here other qualifications enter into requisition, such as observation, memory, inference, and judgment. We must devote a few words to these. If you aspire to become a good player, you must OBSERVE carefully. Look constantly at the board, watch every card as it falls, and notice particularly every honor. When you are practised in this, ex- tend your special notice to the tens and nines, which, from their importance and the different appearance they have from the lower cards, it has been found convenient to call semi'ho7iors. Also let every original lead and renounce, or other sign of strength or weak- ness shown by each hand, impress itself upon your mind as it occurs. I CONCLUSION, 8i A good player must also exercise some effort of MEMORY to recollect the fall of the cards, and the in- dications given of the state of the hands. But the importance of this is vastly overrated by untaught players. We often hear such expressions as, "Mr. So-and-so is a first-rate player, for he can recollect every card out;** or, "I shall never play well — I have no memory." These are entirely delusions. Memory is of infinitely less importance than correct play. The best memory in the world will help a player very little if he does not understand and prac- tise the principles of the game ; if he does, a very moderate mnemonical power will suffice for every practical purpose. Let no one, therefore, despair on this ground. We will give a few hints, by following which the necessary power may be soon acquired. In the first place, avoid all artificial systems, such as placing the trumps in a particular place (which is perfectly childish), or any other contrivance of the kind, further than by carefully arranging and count- ing your cards at the beginning of the hand. Trust to the natural memory only, which will soon answer your demands upon it. Then, do not attempt to recollect too much at once : go by degrees. It is totally unnecessary to rec- ollect every card ; not one player in a hundred thou- sand could do that, or would desire to do it. The theory of the game shows us that there are some 82:"" MODERN WHIST, things much more important to attend to than others, and we should commence by directing the memory to these. For example : — First, Always count the trumps ; notice the honors as they fall ; and remember the trump card. Secondly, Direct your attention to your own most important suit, and try to recollect the fall of the honors in it. As soon as you can do this well, try also to remember the semi-honors. Thirdly, Extend this to your partner^s suit also. ^ Go as much farther as you like ; but if you can do these, you will have done much to qualify yourself, as far as memory goes, for being a good player. Then, a good player will draw inferences, from what he sees, as to where certain cards do or do not lie, and generally as to the state of the various hands. Few players have any idea to what an extent this may be carried by attentive and thoughtful observation. There is not a single card played from which informa- tion of some kind may not be inferred ; in fact, as a great player expresses it, " Whist is a language, and every card played is an intelligible sentence." The insight good players get into their fellow-players' hands appears to the unpractised almost like second- sight. Great skill in this can of course only be at- tained by great practice and great attention, combined with some special talent; but every industrious and CONCLUSION. 83 careful player may do much in the way of inference, and when he has mastered the principles of the game, he ought to give the subject his best study. ^ The following are some examples of the way in which inferences may be drawn from cards played : — Play. Lead, Inference. (In the player ^s own first lead.) Any plain suit. King. Ace, followed by queen. Ace, followed by a small one. Queen (plain suits). {In returning his partner'' s lead.) Does not lead out the master card. Any card, afterwards dropping a lower one. Any card, afterwards dropping a higher one. {Generally.) Forces his partner. Refrains from doing so. N.B. When there is an alter na- tive, your own hand or the fall of the other cards will often de- termine it. No account is here taken of the signal for trumps^ which will sometimes modify the inference to be drawn. Is the best in his hand ; he holds four or more of it ; and has not five trumps. Holds also either queen or ace. Holds knave also. Had originally five or more. Holds also knave and 10; but not ace or king. Does not hold it. Has no more. Has more. Is strong in trumps. Is weak in them. 84 MODERN WHIST. Play. King (to small one led). Queen (ditto). Knave (ditto). Any smaller card. Trumps a doubtful trick. Does not trump it. Ace. Inference. Second Player, Holds ace also, or no more. Holds king also, or ace and ten, or no more. Holds also queen and king, or queen and ace, or queen and one other only, or no more. Has none lower. Has not more than three trumps. Has more than three. Third Player. ^ Holds neither king nor queen. Fourth Player. Cannot win the trick. Has no card higher than the one against him. Wins it with any card. Has no card between this and the one against him. Second^ Thirds or Fourth Player, Has not the one next below it. Probably is strong in trumps, and wants them led. Is weak in that suit. Has the next best and the full command. Has n.0 more. Signal for trumps. Any card. Refuses to trump a trick certainly against him. Any discard, generally. Discards the best of any suit. Discards the second best. Plays unnecessarily a higher card before a lower. When it is considered that several of these oppor- tunities for inference will occur in every trick, it will CONCLUSION. 85 cease to be a matter of wonder what a clear insight skilled and observant players will, after a few tricks, obtain into each other's hands. And, lastly, a good player must apply the results of his observation, memory, and inference with judgment in his play. This cannot be taught : it must depend entirely on the individual talent or good sense of the player, and the use he makes of his experience in the game. This will vary immensely in different indi- viduals, and the scope for individual judgment in play is one of the finest features of the game. It sometimes happens that a person who has quali- fied himself to be called a good player is further specially gifted by nature with the power to make master-strokes of genius and skill, which will then constitute him a fine player, the highest grade to which it is possible to attain. The student must, however, be careful not to aim at this too early; remembering always, that before becoming define player he must learn to be a sound one, and that the only way to do this is to be sought in a perfect systematic knowledge of the principles of the game. APPENDIX A. This example is given to show how singularly, under extreme circumstances, the bringing-in of a long suit may annihilate the most magnificent cards. The hand is a very remarkable Whist curiosity : A and C hold all the honors in every plain suit, and two honors in trumps, and yet do not make a single trick ! The winner of each trick is marked with an asterisk. Spades. Q. Kn. Diamonds. Kn. lo, 9, 8, 7, 6. Clubs. 10, 9, 8, 7, 6. Hearts. A. Q. 10, 8. Spades. 10, 9, 8, 7, 6, S» 4, 3» 2. Hearts Trumps. B D (Dealer) 2 turned up. A Hearts, 6, 5, 4, 3, 2. Diamonds. 5, 4, 3, 2. Clubs. 5, 4, 3, 2. Hearts. Kg. Kn. 9, 7. Spades. A. Kg. Diamonds. A. Kg. Q. Clubs. A. Kg. Q. Kn. EXAMPLES OF HANDS. S7 Trick. Play. I. A 7 of Hearts. Remark. — There can be no doubt about this being the proper lead. *B 8 of Hearts. C 6 of Clubs. D 2 of Hearts. II. B 2 of spades. C Knave of Spades. *D 3 of Hearts. A King of Spades. HI. D 4 of Hearts. Remark. — The propriety of this j lead is ofteH questioned; but it is de- fended by the impolicy of leading either of the extremely weak plain suits, and by the lead of trumps being up to a renouncing hand, and there- fore the most favorable possible. Also, by giving B the lead again, it enables him to continue the spade, for D to make his small trumps upon. A 9 of Hearts. *B 10 of Hearts. C 7 of Clubs. Trick. Play. IV. B 3 of Spades, C Queen of Spades. *D 5 of Hearts. A Ace of Spades. V. D 6 of Hearts. A Knave of Hearts. *B Queen of Hearts. C 8 of Clubs. VI. *B Ace of Hearts, A Kincf of Hearts. VII. VHL IX. X. XI. XII. XIII. *B 10 of Spades. *B 9 of Spades. *B 8 of Spades. ^B 7 of Spades. *B 6 of Spades. *B 5 of Spades. *B 4 of Spades. B and D win every trick. APPENDIX B. ON MODIFICATIONS OF THE RULES, DE- PENDING ON THE STYLE OF PLAY OF YOUR PARTNER. It has been the principal object of this work, to show that the modern scientific game of Whist implies a combination of the hands of the two partners ; and it is of course essential to this combination, that each of the two partners must concur in adopting such a mode of play as will efficiently carry it out. It is not necessary that each should be equally skilful, or should bring an equal amount of judgment to bear ; but it is essential that each should understand the game in the same way, should be guided by the same main princi- ples, and should adopt the same system in the general treatment of his hand. Now, unfortunately, it happens that among the im- mense numbers of persons who play Whist, or who pretend to play it, only a small minority at present do understand or follow the system of the combined ON MODIFICATIONS OF THE RULES. 89 game. Hence it continually happens, as every ex- perienced Whist-player knows, that you may sit down opposite a partner whose ideas of the game so little agree with your own, that any attempts you may make to bring about a combination of the hands are abortive. It becomes an interesting question, therefore, what is the best course for you to follow under such circum- stances ? How far will it be prudent to adhere to the usual system? and in what particulars should it be departed from ? It is impossible to give any complete answer to these questions ; there may be such infinite variety in your partner's style of play, that no pre- scribed plan would meet all cases. You may find almost infinite gradations — from the mere blunderer, ignorant of any kind of principle or rule, to the clever, shrewd, observant player of the old school, who will make the most skilful efforts to win the game, but will still refuse to adopt the proper means to show you his hand, or to understand and act on the indications you may give him of yours. The following extract from an article on " Modem Whist," in the " Quarterly Review " for January, 1871, contains the only attempt we know of to classify Whist- players according to their mode of play : — It would be vain to attempt to describe all the infinite vari- eties of bad play ; but it may be useful to give a few of its most saJient characteristics, and this we may do by dividing Whist- players into four classes, with, however, the proviso that such 90 APPENDIX B. a classification must be only approximate, and far from ex- haustive in the lower grades. Beginning with the worst, the fourth class appear to have derived their ideas of playing from certain oral traditions, which, though widely spread, and doubtless of great antiquity, it is difficult to trace to any definite origin. Probably they may be the handing-down of the rudest practice in the infancy of the game. We have, as a matter of curiosity, paid some attention to the habits of this class ; and the following may be taken as a summary of their chief rules, which, we believe, now appear in print for the first time : — " If you have an ace and king of any plain suit, lead them out at once. If not, lead from the best card you hold, in the hope of making it some time ; or lead a single card for ruffing. "But if fortunately your partner has led before you, you have only to return his lead, and need not take the trouble of scheming a lead of your own. " Never lead trumps, even if led first by your partner ; it is wasting them, as they might make tricks by trumping. " In all other cases, do the best you can." The only idea of skill possessed by these players is in recol- lecting the high cards that are out, and in discovering when the partner is likely to be short of a suit, that they may force him to trump ; they are quite indifferent as to the play of sequences and small cards, and wonder at anybody attaching importance to such trifles. This class forms the great mass of domestic players ; they are generally very fond of the game, and practise it a great deal ; but their improvement is almost hopeless, as it is so hard to get them to take the first step, i.e., to unlearn every thing they already know. The third class are more deserving of respect. They have probably belonged originally to the fourth class, but by reading Hoyle or Matthews, or some of the old books, aided by careful attention, practice, and natural ability, they have risen much ON MODIFICATIONS OF l^HE RULES, 91 above it, and have acquired, in domestic circles, the reputation of being superior players. They are very observant, recollect and calculate well, draw shrewd inferences as to how the cards lie, and generally are adepts in all the accidental features of good play. Their management of trumps is diametrically op- posed to that of the fourth class, as they have a great penchant for leading them, — a course almost always advantageous for them with inferior adversaries. But skilful as these players are, they commit, as Des- chapelles says, "one long and continual fault which they do not see ; " they are "forts joueurs qui sont de detestables parte- naires." They do not play upon system ; they will not conform to the conventional language of the game ; and hence they lose the great advantage of the combination of their own with their partner's hands. They, indeed, usually object to system alto- gether, arguing that the play should be dictated by their own judgment. A player of this class will often lead from short suits, or will lead trumps when weak, or abstain from leading them when strong, or will even refuse to return his partner's lead in them ; or, in fact, will adopt any other mode of playing for his own hand alone: "the worst fault,'* says Mr. Clay, " which I know in a Whist-player." If players of this class knew how easily they might step into the rank of first-class adepts, by simply adopting the orthodox system, they might be induced to devote a few hours to its acquisition ; but the great obstacle to their improvement is the pride they take in their own skill, which they object to make subservient to a set of rules, and, perhaps, in some instances, to the will of a partner inferior to themselves. The second class are those who play according to correct system, but who, from want either of practice or of talent, do not shine in individual skill. This is generally the case with the young who are properly taught, and their number is happily increasing every day. Two such players would unquestionably 92 APPENDIX B. win over two much superior adversaries of the third class; and they make such admirable partners, that a fine player, working with one of them, would, of himself, realize almost the full advantage of the combination of the hands. This class are eminently hopeful ; they are already entitled to the name of good, sound players, and if they have only moderate abilities, they must continually improve. The first, or highest class, are those who, to the soundness and system of the second class, add the personal skill of the third. They then become fine players; and, although there may be among them many grades of excellence, they may, as a class, be said to have arrived at the summit of the scale. In the face of the immense variety of the style of play one may meet with, the only general advice that can be given is, as soon as it becomes apparent that your partner does not understand your own system, observe his play carefully, and endeavor to discover what his peculiarities are ; and if you find he has any fixed habits at all, you may in most cases adapt your own play to them, and so turn them to your joint ad- vantage. If he can not, or will not, fall in with your system, you must adopt his, and so endeavor still, in defiance of him, to make some sort of a combination, and avoid the cross purposes which are so beneficial to the adversary. xA.lthough, however, the varieties of play Avhich you may meet with from ill-educated, obstinate, or imprac- ticable partners are so wide, and require, to make the best of them, such a special study of their individual ON MODIFICATIONS OF THE RULES. 93 characteristics, yet it is possible to adopt certain pre- cautionary measures in your own play, which will be of pretty general applicability. These deserve some careful investigation ; and to enable us to study them conveniently, it is sufficient to assume the sole condi- tion, in regard to your partner's play, that in playing his hand he does not adopt the recognized modern com- bined system, which it has been the object of this work to explain. If we examine carefully the various principles and rules which have been based on this system, we shall find in how many cases the rules themselves fail, when the muticalit)!, on which they rest, ceases to exist. The fundamental theoretical principle of the modem game, explained in Chap. III., is. That the hands of the two partners shall not be played singly and independ- ently, but shall be combined and treated as one. Now, by the assumed condition of your partner's play, the two hands cannot be combined and treated as one, for he does not enter into the required com- bination. And as, therefore, the fundamental element of the combination fails, the rules must be re-examined under another aspect, namely, that of their bearing on your own hand. If the use of a particular rule of play is either to give information to your partner, on which he is to act, or to support him in some scheme of combination originated by him, then such a rule must be abandoned or modified, as useless to your 94 APPENDIX B, side, and only giving the opponents arms against you. But if, on the other hand, we find a certain rule bene- ficial per se, without reference to the combination, it may be retained. And in this case, another element may be admitted into consideration, which has been carefully excluded under the combined system ; namely, that of playing so as to deceive the adversaries. In the combined game, any unnecessary departures from recognized play, or any " false cards," are imperatively forbidden, on the ground that deceiving your partner does more evil than deceiving your adversaries does good. But manifestly, if your partner fails to draw the proper in- ferences, false play will not deceive him, and therefore, so far from being forbidden, it is to be recommended for its misleading effect on observant opponents. We may now go somewhat in detail through the various rules for play, keeping these conditions in mind. And the first thing to consider is, how they affect the general system of treating the hand. General Sy stein of Treating the Hand, In Chapter III. it is stated that, in order that the two hands may be managed conjointly to the best advantage, it is requisite that each partner should adopt the same general syste7?i of treating his hand. And after discussing fully the various systems that may be adopted, the conclusion is arrived at, that the ON MODIFICATIONS OF THE RULES, 95 preferable one for this purpose is the long-suit system^ which determines that the opening of the game shall be by a long-suit lead. But it is manifest that if the combination of the hands is not to be carried out, the reason above given for the adoption of any particular system fails. Your partner will not adopt it, neither will he draw the proper inference from its adoption by you. Hence — which is the important thing — you are relieved from any restraint as to the opening of your game, and may make your first lead whatever you may deem most consistent with the interests of your own hand. The long-suit lead has many advantages per se, in- dependently of the information it conveys. If you can establish the suit, you may possibly bring it in without your partner's aid ; and if not, its cards may often be useful for forcing your adversaries. Moreover, it is always a good defensive lead, as it avoids the dan- ger of contributing to the establishment of any long suit of theirs. For these reasons, having a good long suit in your hand, it is generally the safest plan to lead from it, even though the most important motive for doing so is gone. But under the circumstances we are now consider- ing, the rule no longer becomes imperative. You may lead a single card, or from a suit of two, or three, with perfect freedom, if it suits you. It is impossible to give rules for such cases : the player must exercise his judgment on them as they arise. g6 APPENDIX B. Plain-Suit Leads. Supposing that you decide to adopt the long-suii. lead, the next question is, what card of the suit you shall play first ; and in this particular the fact of hav- ing an unsystematic partner considerably modifies the ordinary rules. From ace and king, the ordinary lead is king first, to inform your partner. With a bad partner this is useless ; and, as he might trump the king if he has not one of the suit, it is better to begin with the ace. From king and queen, the king is still the best lead, to prevent your partner from putting on the ace, or to force it out from the adversaries. From queen, knave, and te?i, still lead the queen, for analogous reasons. From ace, queen, knave, the usual lead, ace followed by queen, can hardly be improved upon; possibly, however, to follow the ace with the knave might de- ceive the adversaries as to the position of the queen, and might be useful in inducing your partner to put on the king, but it would not be so certain to force it out if on your left hand. From king, queen, knave, ten, or king, knave, ten, the ten may be adhered to, as the best way of making your partner get rid of the commanding cards. From ace and four others, the usual lead, of the ace first, enables a good partner to count your hand : with ON MODIFICATIONS OF THE RULES, 97 a bad one you may begin with a small one as the best chance of making two tricks in the suit. In the other cases, where, with a good partner, you lead the smallest card you have, with a bad one you should prefer an intermediate one, as it is of little consequence to you or your partner, and may puzzle the adversaries. If you have an intermediate sequence, it is good to lead one of the cards forming it : thus, with king, ten, nine, eight, and three, lead the nine, which may prevent a small card from winning. Leading from a Short Suit, If in the ordinary game you lead from a short and weak suit (say, for example, ten and two small ones, or knave and a small one), you lead the highest, to inform your partner. But when this motive fails, the practice would only convey information to be used against you ; and you may lead the lowest or an intermediate card, to mystify your adversaries, and prevent their drawing any correct inference from your play. Leading Trumps from Five. This is almost always advantageous in the combined game, because with such great numerical strength you may generally disarm the opponents, and bring in your own or your partner's long suits or high cards. But to do this you must have your partner's co- operation ; and this, with an uneducated player, you ^S ' APPENDIX B, - probably will not obtain. He may not understand the long-suit system ; or he may consider your trump lead a mistake, and refuse to return it ; or, still worse, he may force you, and so spoil your plan. In this state of things, the question whether you should lead the trump requires much consideration, and is not easily solved. If yours is not the first lead of the hand, probably the previous tricks may give you some clew as to how the cards lie. In the absence of such clew, prob- ably the best guide is to consider the probable advan- tages of the trump lead as regards your own hand. If your other cards are good, the trump lead will, most likely, be the best thing, and you must defend yourself against any antagonistic proceedings of your partner as best you can. If, on the contrary, you have only a poor hand, you may do better by ruffing, in which case your opponents may lead trumps themselves. It is one of the cases in which your own judgment at the time must direct you. What Card to lead from a Strong Suit of Trumps, In the proper game you generally lead the lowest, unless you have three honors ; your partner has a good chance of winning the first trick, and you may depend on his returning the suit the first opportunity. With a bad partner the case is not so clear, as he may not approve the trump lead, and may prefer to keep his trumps for ruffing. ON MODIFICATIONS OF THE RULES. 99 Hence, if it is very important to you to get trumps out, and you hold ace and others, it is better for you to make sure of two rounds without your partner's aid. This, however, should only be done under a pressing emergency, as it is so very desirable to keep up the command. In the majority of cases, adhere to the usual rule, and if your partner does not return the suit, get the lead yourself again as early as you can, and complete the extraction. Returning your Partner"^ s Trump Lead, This you are bound to do when playing with a good partner, for reasons fully stated in Chap. IV. But you are not bound to return the trump lead of an uneducated or unsystematic player, as you have no confidence that his lead is dictated by the proper mo- tives. Wild and unjustifiable trump leads are the most common characteristic of bad players, just as cautious trump leads are of good ones. When, therefore, play- ing with one of the former class, he leads a trump, it would be folly for you to return it, unless either it suits your own hand, or you can infer by the fall of the cards that he has stumbled upon a correct mode of play. Returning your Partner's Lead in Plain Suits. This you may generally do, as he may have some motive or other which it will be as well for you to fell 100 APPENDIX B. in with. He may not, probably will not, lead his long- est suit ; he may lead either from a high card, in hopes of making it, or from a single card, in hopes of ruffing. In either case you may humor him, and let him do what he can towards trick-making in his own way, provided it does not interfere with any more advanta- geous scheme of your own. What Card to return to your Partner'' s Lead, The rule of returning the higher, if you have only two left, must on no account be followed with a bad partner. Its object is to aid your partner in establish- ing his long suit, to get rid of the command, to give him a good opportunity of finessing, and to inform him how many cards of the suit you hold. But every one of these advantages is thrown away on an un- systematic player, and you may be only wasting good cards, and affording information to the adversary. Forcing your Partner, In the correct game you must not force your partner if there is a probability that he is strong in trumps ; but this rule does not apply when you are playing with an unsystematic partner. He may probably wish to use his trumps for ruffing, and you must humor him rather than thwart him. Hence, if he fails in a suit, do not be deterred (as you would be in the correct game) from forcing him, by the mere fact of your ON MODIFICATIONS OF THE RULES. loi being weak in trumps yourself: since to abstain will do you no good, and will rather benefit the adversaries. Calling for Trumps, This of course is useless with an unsystematic part- ner ; it will only convey information to your disad- vantage. Considering, however, the impression to be produced on the adversaries, it is possible sometimes so to deceive them as to induce them to lead trumps. For example, if one of them leads the king of a suit, you having queen and a little one, your queen must fall the second round; and by throwing it away on the first round you may often induce the leader to stop his suit and substitute a trump lead, particularly if he is a player of the old school. Further, you may often advantageously make a feigned call (for example, when you have one or two little trumps and want to ruff) , with the view of preventing the adversaries from leading trumps, which they, being strong, might other- wise do. Second Player, With ace, king, you may put on the ace. With king, queen, the king. With ace, queen, knave, the queen. With queen, knave, ten, the queen or knave. With king, knave, ten, the knave. With queen, knave, and one other, the queen. All these effect the de- sired objects without betraying your hand. In other cases the ordinary conventional rule of 102 APPENDIX B. playing the lowest should not be followed, if you can play an intermediate card without detriment to your own hand. If you hold only two cards, it may often be good to play the higher, unless it is an ace, which it is advisable to hold up over the leader. This style of play will effectually mystify your adversaries, and do neither you nor your partner harm. Trtunping a Doubtful Trick. The usual rule is to trump if weak in trumps, but not if strong, which gives useful indications to your partner. The rule may be generally adhered to, as it is also the best play for your own hand ; but cases may arise where you may wish to follow a contrary course, and in these you may get rid of the usual fear of deceiving your partner. It may even be desirable sometimes to adopt the reverse of the usual play, for the purpose of expressly deceiving the adversaries and leading them to do something advantageous to you. Third Player. Fines sifig. Being third player you are still bound to do your best to win the trick, by generally playing your high- est ; but you have, with a bad partner, much more liberty as regards finessing. In the proper combined game you are forbidden to finesse to your partner's original lead, except with ace, queen. With a partner who does not lead, on princi^ ON MODIFICATIONS OF THE RULES. 103 pie, from his longest suit, this restriction does not apply, and you may often finesse with advantage; with king, knave, and a small one, for example, the knave is a very good card to play third hand. Fourth Player. The usual rule is, if you cannot win the trick, throw away the smallest card you have. With an unobserv- ant partner this is of no use ; consequently, to deceive the adversaries, throw away a higher one. You may also often puzzle them by winning your partner's trick unnecessarily, if the card you win it with is not likely to be otherwise useful. Sequences^ Second^ Thirds or Fourth Hand, With a good partner, it is imperative to play the lowest card of a sequence, as one of the most frequent and most useful modes of giving him information. When, however, the partner is unobservant, the rule should be systematically violated as one of the best means of mystifying the adversaries. Play sometimes the highest, sometimes a middle card, and the lowest occasionally, so as to prevent them from forming any idea what rule you are likely to follow. Discarding. In the proper game you discard from a weak or short suit, which gives a good partner a positive in- 104 APPENDIX B, dication in what direction your strength Ues. The rule is considered so essential by good players, that they will even unguard a king or a queen for the sake of adhering to it. With a bad partner this is of course useless, and you must study your own hand alone. If the cards of the weak suit are worthless, it may often still be advantageous to preserve your long suit; but on no account should you risk losing a good card, which might be of much use in the play of the hand. It may even be advantageous sometimes to throw away from your long suit, particularly if'it contains a tenace, with the object of deceiving the adversaries, and getting it led up to. These remarks, though necessarily incomplete and indefinite, will give some idea of the manner in which the play of a hand should be modified by the fact of having a bad partner ; and probably their chief value should be in leading the student to avoid a blind and unreasoning adoption of fixed rules, but rather to cul- tivate a constant habit of reasoning as he plays, and of considering less the rules themselves than the princi- ples they are founded on. If the player can always bear in mind the reason why, in the ordinary game, he ought to do a certain thing, he will have but little difficulty in appreciating the cases, as they arise, when this reason fails, and when, consequently, the established rule no longer applies. ON MODIFICATIONS OF THE RULES, 105 Such cases must constantly occur in playing with an unsystematic partner, and the ability promptly and skilfully to deal with them is one of the great characteristics of a fine player. And although it is very customary for those who know and appreciate the correct game, to dislike sitting opposite to inca- pable, uneducated, or obstinate partners, and to con- sider themselves somewhat in the light of martyrs when they are obhged to do so, yet there can be no doubt that, from the opportunities such cases afford for variety of practice, they may, by careful observa- tion and earnest study, be made conducive in no mean degree, to improvement in the game. APPENDIX C. THE AMERICAN LEAD. Some important alterations have been made, of late years, in the manner of leading small cards. Former- ly, when you had to make what the French call an invite^ or an original lead of a small card from a long suit, it was customary to lead your lowest card. Some years ago " Cavendish " proposed that when the suit contained five cards, the card led should be the penultimate^ or the lowest but one, an alteration largely adopted. Colonel Drayson then proposed that from six cards the lead should be the lowest but two. Quite lately, however, Mr. N. B. Trist, of New Orleans, has pointed out that all these varieties of ijivite may be brought into one category by a direc- tion to lead XhQ fourth-best card^ — i.e., the fourth in rank from the top of the suit ; and it has been shown that, if this is done, the leader's partner may be able, not only to ascertain the number of cards APPENDIX C. 107 held, but also to gather valuable information as to the rank of the higher ones among them. This is now called, in England, the system of American Leads, and is fully explained in " Caven- dish's '' latest work, " Whist Developments." APPENDIX D. RHYMING RULES, MNEMONIC MAXIMS, AND POCKET PRECEPTS. BEING SHORT MEMORANDA OF IMPORTANT POINTS. TO BE KEPT IN MIND BY THOSE WHO WOULD PRACTICE THE MODERN SCIENTIFIC GAME OF WHIST.* If you the modern game of Whist would know, From this great principle its precepts flow: Treat your own hand as to your partner^s joined, And play not one alone, but both covibiiied. Your first lead makes your partner understand What is the chief component of your hand ; And hence there is necessity the strongest 'Y\i2X yotir first lead be fi^om your suit thafs longest. In this, with ace and king^ lead king^ then ace ; With king and queeii^ king also has first place ; With ace^ queen, knave y lead ace and then the queen ; With ace, four small ones, ace should first be seen; With queen, knave, ten, you let the queen precede ; In other cases, you a low one lead. Ere you return your friend's, your own suit play ; But trumps you must return without delay, ' The rules embodied in these versicles were first published in prose (printed on a card, entitled " Pocket Precepts ") by the Author of this work, in March, 1864. The idea of the rhyming form here adopted is taken from an old French composition of the same kind. RHYMING RULES, 109 When you return your partner's lead, take pains To lead him back the best your hand contains, If you received not more than three at first ; If you had more, you may return the worst. But if you hold the master card, you're bound i To play it in most cases second round. Whene'er you want a lead, 'tis seldom wrong To lead up to the weak, or through the strong. If second hand, your lowest should be played, Unless you mean "trump signal " to be made; Or if you've king and queen, or ace g,nd kingy Then one of these will be the proper thing. Mind well the rules for trumps, you'll often need them : When you hold five, 'tis always right to lead THEM; Or, if the lead won't come in time to you, Then signal to your partner so to do. Watch also for your partner's trump request, To which, with less than four ^ play out your best. To lead through honors turned up, is bad play, Unless you want the trump suit cleared away. When, second hand, a doubtful trick you see, Don^t trump it if you hold more trumps than three; But having three or less, trump fearlessly. When weak in trumps yourself, don't force your friend; But always force the adverse strong trump hand. For sequences, stern custom has decreed The lowest you must play, if you don't lead. When you discard, weak suits you ought to choose, For strong ones are too precious thus to lose. THE LAWS OF WHIST. BY PERMISSION, VERBATIM, FROM THE CLUB CODE. EXTRACTED FROM THE WORK OF " CAVENDISH," BY WHOM THE FOOTW NOTES ARE ADDED. The Rubber, 1. The rubber is the best of three games. If the first two games be won by the same players, the third game is not played. Scoring, 2. A game consists of five points. Each trick, above six, counts one point. 3. Honors, i.e.. Ace, King, Queen, and Knave of trumps, are thus reckoned : — If a player and his partner, either separately or con- jointly, hold — I. The four honors, they score four points. II. Any three honors, they score two points. III. Only two honors, they do not score. 4. Those players, who, at the commencement of a deal, are at the score of four, cannot score honors. SCORING. Ill 5. The penalty for a revoke » takes precedence of all other scores. Tricks score next. Honors last. 6. Honors, unless claimed before the trump card of the following deal is turned up, cannot be scored. 7. To score honors is not sufficient: they must be called at the end of the hand ; if so called, they may be scored at any time during the game. 8. The winners gain — I. A treble, or game of three points, when their adversaries have not scored. II. A double, or game of two points, when their adversaries have scored less than three. III. A single, or game of one point, when their adversaries have scored three, or four. 9. The winners of the rubber gain two points (com- monly called the rubber points), in addition to the value of their games, 10. Should the rubber have consisted of three games, the value of the losers' game is deducted from the gross number of points gained by their opponents. 11. If an erroneous score be proved, such mistake can be corrected prior to the conclusion of the game in which it occurred; and such game is not concluded until the trump card of the following deal has been turned up. 12. If an erroneous score, affecting the amount of the rubber,2 be proved, such mistake can be rectified at any time during the rubber. ^ Vide Law 72. 2 e.g., if a single is scored by mistake for a double or treble, or vice versa, 112 THE LAWS OF WHIST. Cutting. 13. The ace is the lowest card. 14. In all cases, every one must cut from the same pack. 15. Should a player expose more than one card, he must cut again. Formation of Table, 16. If there are more than four candidates, the players are selected by cutting ; those first in the room having the preference. The four who cut the lowest cards play first, and again cut to decide on partners ; the two lowest play against the two highest; the lowest is the dealer, who has choice of cards and seats, and, having once made his selection, must abide by it. 17. When there are more than six candidates, those who cut the two next lowest cards belong to the table, which is complete with six players ; on the retirement of one of those six players, the candidate who cut the next lowest card has a prior right to any after-comer to enter the table. Cutting Cards of Equal Value, 18. Two players cutting cards of equal value, » unless such cards are the two highest, cut again ; should they be the two lowest, a fresh cut is necessary to decide which of those two deals.2 ' In cutting for partners. 2 Example. A three, two sixes, and a knave are cut. The two sixes cut again, and the lowest plays with the three. Suppose at the second cut, the two sixes cut a king and a queen : the queen plays with the three. If at the second cut a lower card than the three is cut, the three still retains its privileges as original low, and has the deal and choice of cards and seats. ENTRY AiXD RE-ENTRY. 113 19. Three players cutting cards of equal value cut again ; should the fourth (or remaining) card be the high- est, the two lowest of the new cut are partners, the lower of those two the dealer; should the fourth card be the lowest, the two highest are partners, the original lowest the dealer.^ Cutting out. 20. At the end of a rubber, should admission be claimed by any one, or by two candidates, he who has, or they who have, played a greater number of consecutive rubbers than the others, is or are out ; but v^^hen all have played the same number, they must cut to decide upon the out- goers ; the highest are out. Entry and Re-entry. 21. A candidate wishing to enter a table must declare such intention prior to any of the players having cut a card, either for the purpose of commencing a fresh rub- ber, or of cutting out. 22. In the formation of fresh tables, those candidates who have neither belonged to nor played at any otlier table have the prior right of entry ; the others decide their right of admission by cutting. 23. Any one quitting a table prior to the conclusion I Example. Three aces and a two are cut. The three aces cut again. The two is the original high, and plays with the highest of the next cut. Suppose at the second cut, two more twos and a king are drawn. The king plays with the original two, and the other pair of twos cut again for deal. Suppose, instead, the second cut to consist of an ace and two knaves. The two knaves cut again, and the highest plays with the two. 114 THE LAWS OF WHIST, of a rubber, may, with consent of the other three players, appoint a substitute in his absence during that rubber. 24. A player cutting into one table, whilst belonging to another, loses his right ^ of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate.2 25. If any one break up a table, the remaining players have the prior right to him of entry into any other, and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their pre- cedence by cutting. Shtiffling. 26. The pack must neither be shuffled below the table nor so that the face of any card be seen. 27. The pack must not be shuffled during the play of the hand. 28. A pack, having been played with, must neither be shuffled by dealing it into packets, nor across the table. 29. Each player has a right to shuffle, once only, ex- cept as provided by Rule 32, prior to a deal, after a false cut,3 or when a new deal 4 has occurred. 30. The dealer's partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack. 31. Each player, after shuffling, must place the cards, properly collected and face downwards, to the left of the player about to deal. 32. The dealer has always the right to shuffle last ; but should a card or cards be seen during his shuffling or * i.e., his prior right. ^ ^nd last in the xoom^vide Law 16). 3 Vide Law 34. -* Vide Law 37. A NEW DEAL, 115 whilst giving the pack to be cut, he may be compelled to re-shuffle. The DeaL n 33. Each player deals in his turn ; the right of dealing goes to the left. 34. The player on the dealer's right cuts the pack, and in dividing it, must not leave fewer than four cards in either packet ; if in cutting, or in replacing one of the two packets on the other, a card be exposed, ^ or if there be any confusion of the cards, or a doubt as to the exact place in which the pack was divided, there must be a fresh cut. 35. When a player, whose, duty it is to cut, has once separated the pack, he cannot alter his intention ; he can neither re-shuffle nor re-cut the cards. 36. When the pack is cut, should the dealer shuffle the cards, he loses his deal. A New DeaL 37. There must be a new deal 2 — I. If, during a deal, or during the play of a hand, the pack be proved incorrect or imperfect. II. If any card, excepting the last, be faced in the pack. 38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal ; a card exposed by either adversary gives that claim to the dealer, provided that his partner has not touched a card ; * After the two packets have been re-united, Law 38 comes into operation. ' i.«., tht same dealer must deal again. Vide also Laws 47 and 50. ii6 THE LAWS OF WHIST. if a new deal does not take place, the exposed card can- not be called. 39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their privilege of claiming a new deal, should chance give them such option. 40. If, in dealing, one of the last cards be exposed, and the dealer turn up the trump before there is reason- able time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege. 41. If a player, whilst deahng, look at the trump card, his adversaries have a right to see it, and may exact a new deal. 42. If a player take into the hand dealt to him a card belonging to the other pack, the adversaries, on discov- ery of the error, may decide whether they will have a fresh deal or not. A Misdeal. 43. A misdeal loses the deal.' 44. It is a misdeal 2 — I. Unless the cards are dealt into four packets, one at a time in regular rotation, beginning with the player to the dealer's left. II. Should the dealer place the last (i.e., the trump) card, face downwards, on his own or any other pack. III. Should the trump card not come in its regular order to the dealer ; but he does not lose his deal if the pack be proved imperfect. IV. Should a player have fourteen ^ cards, and either of the other three less than thirteen.-* V. Should the dealer, under an impression that he has made a mis- take, either count the cards on the table, or the remainder of the pack. ^ Except as provided in Laws 45 and 50. 2 yi^g also Law 36. •3 Or more. '^ The pack being perfect. Vide lam )i^j. A MISDEAL. 117 VI. Should the dealer deal two cards at once, or two cayds to the same hand, and then deal a third ; but if, prior to dealing that third card, the dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second para- graph of this Law. VII. Should the dealer omit to have the pack cut to him, and the adversaries discover the error, prior to the trump card being turned up, and before looking at their cards, but not after having done so. 45. A misdeal does not lose the deal if, during the dealing, either of the adversaries touch the cards prior to the dealer's partner having done so ; but should the latter have first interfered with the cards, notwithstand- ing either or both of the adversaries have subsequently done the same, the deal is lost. 46. Should three players have their right number of cards, — the fourth have less than thirteen, and not dis- cover such deficiency until he has played any of his cards,? — the deal stands good ; should he have played, he is as answerable for any revoke he may have made as if the missing card, or cards, had been in his hand; 2 he may search the other pack for it or them. 47. If a pack, during or after a rubber, be proved in- correct or imperfect, such proof does not alter any past score, game, or rubber ; that hand in which the imperfec- tion was detected is null and void ; the dealer deals again. 48. Any one dealing out of turn, or with the adver- sary's cards, may be stopped before the trump card is turned up, after which the game must proceed as if no mistake had been made. * i.e., until after he has played to the first trick. * Vide also Law 70, and Law 44, paragraph iv. Ii8 THE LAWS OF WHIST. 49. A player can neither shuffle, cut, nor deal for his partner, without the permission of his opponents. 50. If the adversaries interrupt a dealer whilst dealing, either by questioning the score or asserting that it is not his deal, and fail to establish such claim, should a misdeal occur, he may deal again. 51. Should a player take his partner's deal, and mis- deal, the latter is liable to the usual penalty, and the adversary next in rotation to the player who ought to have dealt, then deals. The Trump Card. 52. The dealer, when it is his turn to play to the first trick, should take the trump card into his hand ; if left on the table after the first trick be turned and quitted, it is liable to be called ; ^ his partner may at any time re- mind him of the liability. 53. After the dealer has taken the trump card into his hand, it cannot be asked for ; 2 a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called.3 54. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table; should he show a wrong card, this card may be called, as also a second, a third, etc., until the trump card can be produced. 55. \i\ the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called ^ It is not usual to call the trump card if left on the table. 2 Any one may inquire what the trump suit is, at any time. 3 In the manner described in Law. CARDS LIABLE TO BE CALLED, 119 at any time during that hand, and, unless it cause him to revoke, must be played; the call may be repeated, but not changed, i.e., from highest to lowest, or vice versd^ until such card is played. Cards Liable to be Called, 16, All exposed cards are liable to be called, and must be left I on the table ; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following are exposed 2 cards : — I. Two or more cards played at once.^ II. Any card dropped with its face upwards, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it. I'], If any one play to an imperfect trick the best card on the table,4 or lead one which is a winning card as against his adversaries, and then lead again,5 or play sev- eral such winning cards, one after the other, without wait- ing for his partner to play, the latter may be called on to win, if he can, the first or any other of those tricks, and the other cards thus improperly played are exposed cards. 58. If a player, or players, under the impression that the game is lost — or won — or for other reasons — throw * Face upwards. 2 Detached cards (i.e., cards taken out of the hand but not dropped) are not liable to be called unless named ; vide Law 60. It is important to distin- guish between exposed and detached cards. 3 If two or more cards are played at once, the adversaries have a right to call which they please to the trick in course of play, and afterwards to call the others. 4 And then lead without waiting for his partner to play. 5 Without waiting for his partner to play. I20 THE LAWS OF WHIST. his or their cards on the table face upwards, such cards are exposed, and hable to be called, each player's by the adversary ; but should one player alone retain his hand, he cannot be forced to abandon it. 59. If all four players throw their cards on the table face upwards, the hands are abandoned ; and no one can again take up his cards. Should this general exhibition show that the game might have been saved or won, neither claim can be entertained, unless a revoke be es- tablished. The revoking players are then liable to the following penalties : they cannot under any circumstances win the game by the result of that hand, and the adversa- ries may add three to their score, or deduct three from that of the revoking players. 60. A card detached from the rest of the hand so as to be named is liable to be called ; but should the adversary name a wrong card, he is liable to have a suit called when he or his partner have the lead.^ 61. If a player, who has rendered himself liable to have the highest or lowest of a suit called, fail to play as de- sired, or if, when called on to lead one suit, he lead another, having in his hand one or more cards of that suit de- manded, he incurs the penalty of a revoke. 62. If any player lead out of turn, his adversaries may either call the card erroneously led, or may call a suit from him or his partner when it is next the turn of either of them 2 to lead. ' i.e., the first time that side obtains the lead. 2 i.e., the penahy of calling a suit must be exacted from whichever of them next first obtains the lead. It follows, that if the player who leads out of turn is the partner of the person who ought to have led, and a suit is called, it must be called at once from the right leader. If he is allowed to play as he pleases, the only penalty that remains is to call the card erroneously led. CARDS PLA YED IN ERROR. I2i 63. If any player lead out of turn, and the other three have lollowed him, the trick is complete, and the error cannot be rectified ; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back ; there is no penalty against any one excepting the original offender, whose cird may be called — or he, or his partner, when either of them I has next the lead, may be compelled to play any suit demanded by the adversaries. 64. In nt) case can a player be compelled to play a card which woul^ oblige him to revoke. (i^. The (^9,11 of a card may be repeated 2 until such card has been pl^ed. 66. If a pl\yer called on to lead a suit have none of it, the penalty isVjaid. Cards Pla)ed in Error ^ or not Played to a Trick, 67. If the thii^ hand play before the second, the fourth hand may play l^fore his partner. 68. Should th4 third hand not have played, and the fourth play beforehis partner, the latter may be called on to win or not to w^ the trick. 69. If any one oi»it playing to a former trick, and such error be not discovered until he has played to the next, the adversaries mayWima new deal; should they decide that the deal stand g^d, the surplus card at the end of the hand is considerei^to have been played to the imper- fect trick, but does noWnstitute a revoke therein. 70. If any one play tvo cards to the same trick, or mix » i.e., whichever Ov^them next first has the lead. 2 At every trick. 122 THE LAWS OF WHIST, his trump, or other card, with a trick to which it does not properly belong, and the mistake be not discovered until the hand is played out, he is answerable for all conse- quent revokes he may have made.' If, during th^ play of the hand, the error be detected, the tricks raay be counted face downwards, in order to ascertain vhether there be among them a card too many : should this be the case, they may be searched, and the card restored ; the player is, however, liable for all revokes whicl: he may have meanwhile made. The Revoke 71. Is when a player, holding one or more cards of the suit led, plays a card of a different suit.2 72. The penalty for a revoke : — I. Is at the option of the adversaries, who, at tb end of the hand may either take three tricks from the revoking jiayer,^ or deduct three points from his score, or add three to their o\n score ; II. Can be claimed for as many revokes as occurduringthe hand; III. Is applicable only to the score of the game in which it occurs ; IV. Cannot be divided ; i.e., a player cannot acH one or two to his own score, and deduct one or two from the revoJing player; V. Takes precedence of every other score e.g., the claimants two, their opponents nothing : the former adi three to their score — and thereby win a treble game, even shouJi the latter have made thirteen tricks and held four honors. 73. A revoke is established, if thf trick in which it oc- cur be turned and quitted, — i.e., f e hand removed from that trick after it has been turned ^ce downwards on the table, — or if either the revoking player or his partner, * Vide also Law 46. * Vide also Law 6i. 3 And add them to heir own. T^E REVOKE, 123 whether in his right turn or otherwise, lead or play to the following trick. 74. A player may ask his partner whether he has not a card of the suit which he has renounced ; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish the re- voke, and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick. 7S' At the end of the hand, the claimants of a revoke may search all the tricks. » 76. If a player discover his mistake in time to save a revoke, the adversaries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or lowest card to that trick in which he has renounced ; any player or players who have played after him m*ay withdraw their cards, and substitute others : the cards withdrawn are not liable to be called. yy. If a revoke be claimed, and the accused player or his partner mix the cards before they have been suffi- ciently examined by the adversaries, the revoke is estab- lished. The mixing of the cards only renders the proof of a revoke difficult, but does not prevent the claim, and possible establishment, of the penalty. 78. A revoke cannot be claimed after the cards have been cut for the following deal. 79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be played out. 80. If a 1 evoke occur, be claimed and proved, bets on ^ Fide Law 77. 124 THE LAWS OF WHIST, the odd trick, or on amount of score, must be decided by the actual state of the latter, after the penalty is paid. 8i. Should the players on both sides subject themselves to the penalty of one or more revokes, neither can win the game; each is punished at the discretion of his adversary.! 82. In whatever way the penalty be enforced, under no circumstances can a player win the game by the result of the hand during which he has revoked; he cannot score more than four. (Vide Rule 61.) Calling for New Cards, 83. Any player (on paying for them) before, but not after, the pack be cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer takes his choice. General Rules, 84. Where a player and his partner have an option of exacting from their adversaries one of two penalties, they should agree who is to make the election, but must not consult with one another which of the two penalties it is advisable to exact ; if they do so consult, they lose their right ; 2 and if either of them, with or without consent of his partner, demand a penalty to which he is entitled, such decision is final. This rule does not apply in exacting the penalties for a revoke; partners have then a right to consult. Z^, Any one during the play of a trick, or after the four ' In the manner prescribed in Law 72. * To demand any penalty. GENERAL RULES. 125 cards are played, and before, but not after, they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. Zo. If any one, prior to his partner playing, should call attention to the trick, — either by saying that it is his, or by naming his card, or, without being required so to do, by drawing it towards him, — the adversaries may require that opponent's partner to play the highest or lowest of the suit then led, or to win or lose ^ the trick. Z"]. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries. ZZ, If a bystander make any remark which calls the attention of a player or players to an oversight affecting the score, he is liable to be called on, by the players only, to pay the stakes and all bets on that game or rubber. 89. A bystander, by agreement among the players, may decide any question. 90. A card or cards torn or marked must be either re- placed by agreement, or new cards called at the expense of the table. 91. Any player may demand to see the last trick turned, and no more. Under no circumstances can more than eight cards be seen during the play of the hand ; viz., the four cards on the table which have not been turned and quitted, and the last trick turned. ' i.e., refrain from winning. ETIQUETTE OF WHIST. The following rules belong to the established etiquette of Whist. They are not called laws, as it is difficult — in some cases impossible — to apply any penalty to their infraction, and the only remedy is to cease to play with players who habitually disregard them. Two packs of cards are invariably used at clubs : if possible this should be adhered to. Any one, having the lead and several winning cards to play, should not draw a second card out of his hand until his partner has played to the first trick; such act being a distant intimation that the former has played a winning card. No intimation whatever, by word or gesture, should be given by a player as to the state of his hand, or of the game.' A player who desires the cards to be placed, or who demands to see the last trick,^ should do it for his own information only, and not in order to invite the attention of his partner. No player should object to refer to a bystander who 1 The question " Who dealt ? " is irregular, and if asked should not be answered. 2 Or who asks what the trump suit is. DUMMY. 127 professes himself uninterested in the game, and able to decide any disputed question of facts, — as to who played any particular card ; whether honors were claimed though not scored, or vice versa, etc., etc. It is unfair to revoke purposely ; having made a revoke, a player is not justified in making a second in order to conceal the first. Until the players have made such bets as they wish, bets should not be made with bystanders. Bystanders should make no remark, neither should they by word or gesture give any intimation of the state of the game until concluded and scored, nor should they walk round the table to look at the different hands. No one should look over the hand of a player against whom he is betting. Dummy Is played by three players. One hand, called Dummy's, lies exposed on the table. The laws are the same as those of Whist, with the following exceptions : — I. Dummy deals at the commencement of each rubber. II. Dummy is not liable to the penalty for a revoke, as his adver- saries see his cards : should he ^ revoke, and the error not be discov- ered until the trick is turned and quitted, it stands good.^ III. Dummy being blind and deaf, his partner is not liable to any penalty for an error whence he can gain no advantage. Thus he may expose some or all of his cards, or may declare that he has the game or trick, etc., without incurring any penalty ; if, however, he lead from Dummy's hand when he should lead from his own, or vice versd, a suit may be called from the hand which ought to have led. ' i.c., Dummy's hand. If Dummy's partner revokes, he is liable to the usual penalties. 2 And the hand proceeds as though the revoke had not been discovered. 128 ETIQUETTE OF WHIST, Double Diunmy Is played by two players, each having a Dummy or ex- posed hand for his partner. The laws of the game do not differ from Dummy Whist, except in the following special law : There is no misdeal, as the deal is a disadvantage. ^/cWV^^^fp^^/V iiliilif *"'' °'' '^°'^<^f'^ss iO 020 237 403 7 ',w ,tl -,■^^^^^1 %i ■^^ ^uPM>^^ m m ^'Ar