Chapter VII: Introduction (6)
_=Answering Trump Signals.=_ In response to partner’s call, a player should lead the best trump if he holds it; one of the second and third best if he holds them; the highest of three or less; the lowest of four; and the fourth-best of more than four. Holding any of the regular high-card combinations in trumps, he should lead them in the regular way in answer to a call.
_=After a Force.=_ If the player is forced before he can answer the call, he may indicate the number of trumps originally held by playing them in this manner:--
With 3 or less; trumping with the lowest; leading the highest.
With 4 exactly; trumping with the 3rd-best; leading the highest.
With 5 or more; trumping with the 3rd-best; leading the 4th-best.
These methods of taking the force must not be carried to extremes. For instance: A player holding K J 10 2, would hardly be justified in trumping with the 10 to show number. Some experts, holding the best trump with at least four others, will not lead it; preferring to show number first, by leading the fourth-best. Others, holding four, lead the lowest after trumping with the third-best.
_=The Echo in Trumps.=_ When the partner leads high trumps, the Third Hand should echo with four or more, by signalling in the trump suit. The universal form of the echo is to play first the third-best, then the fourth-best. When a player has called, and his partner leads, it is unnecessary for the caller to echo. Players seldom echo on adverse trump leads, even with five trumps.
_=The Four-Signal.=_ There are several ways of showing four or more trumps without asking partner to lead them. Among some players the original lead of a strengthening card is an evidence of four trumps, and is called an _=Albany Lead=_. A player holding three cards of any plain suit, such as the 3, 4, 5, may show the number of his trumps by playing these small cards as follows:--
No of trumps. 1st trick. 2nd trick. 3rd trick.
3 or less 3 4 5
4 exactly 4 5 3
5 ” 4 3 5
6 ” 5 3 4
7 or more 5 4 3
The second of these is the four-signal; the last three are trump signals. They are used only in following suit.
The four-signal is sometimes used in the trump suit as a _=Sub-echo=_, to show three trumps exactly.
Apart from signalling, trump strength may often be inferred, especially from player’s passing doubtful tricks, forcing their partners, etc.
_=Trump Suit Leads.=_ When trumps are not led for the purpose of exhausting them immediately, but simply as the longest suit, the fourth-best may be led from the following:--
🂱 🂾 🂷 🂶 🂴 | 🃎 🃍 🃆 🃅
🂡 🂨 🂧 🂤 🂢 | 🃞 🃛 🃚 🃖
]
If the Ten accompanies the King and Queen, in the third combination, it is best to adhere to the usual lead of the King.
In leading trumps from combinations containing a winning sequence, such as the following:--
🂱 🂾 🂽 🂻 🂷 | 🃁 🃎 🃍 🃄 🃃
]
many players begin with the lowest of the winning cards, continuing with the next above it.
_=Speculative Trump Leads.=_ The whist player will often find himself with a single good suit, a card of re-entry, and few trumps. Certain conditions of the score may prompt him to make a speculative trump lead from such a hand. If his trumps are high, such as A K x, he may safely begin by leading them; but if they are weak, and he is depending largely on his partner’s possible strength, he should show his suit first by leading it once.
_=Over-trumping=_ is generally regarded as bad policy when a player has a good suit, and sufficient trump strength to justify him in hoping to do something with it. The refusal to over-trump, unless the trump played is a high one, should be regarded by the partner as a call.
It is sometimes necessary to over-trump partner in order to get the lead. For instance: A player holds the two best trumps, and all winning cards of a plain suit, while the player on his right has a losing trump. In such a position the player with the two best trumps should trump any winning card his partner leads, or over trump him if he trumps, so as to prevent the adversary from making that losing trump.
_=Under-trumping, or the Grand Coup=_, is playing a low trump on a trick that partner has already trumped with a higher, in order to avoid the lead. For instance: A player holds major tenace in trumps with a small one, and knows that the minor tenace is on his right. Four cards remain in each hand. The player on the left leads; Second Hand trumps; Third Hand follows suit. If the Fourth Hand keeps his three trumps, he must win the next trick, and lose the advantage of his tenace.
A player will sometimes have the best card in two suits, and a small trump, and will know that the two best trumps and an unknown card are on his right. If the missing suit is led, and the player on the right trumps, his unknown card must be one of the two other suits, and the player with the command of them should keep both, and throw away his small trump. The discards on the next trick may enable him to determine the suit of the losing card on his right.
_=The Last Trump.=_ If two players have an equal number of trumps, each of them having an established suit, it will be the object of both to remain with the last trump, which must bring in the suit. The tactics of each will be to win the third round of trumps; and then, if the best trump is against him, to force it out with the established suit, coming into the lead again with the last trump. So often is it important to win the third round of trumps that few good players will win the second round, unless they can win the third also. With an established suit, a card of re-entry, and four trumps King high, a player should lead trumps; but if his partner wins the first round and returns a small trump, the King should not be put on, no matter what Second Hand plays, unless the card next below the King is fourchette. Some of the most brilliant endings in whist are skirmishes for the possession of the last trump; the player who is at a disadvantage often persistently refuses the fatal force, hoping the leader will be compelled to change his suit, or will lose the lead.
_=Drawing the Losing Trump.=_ It is usually best to draw losing trumps from the adversaries, unless a player can foresee that he may want the best to stop a strong adverse suit.
_=A Thirteenth Card=_, played by the partner, is usually considered an invitation to put on the best trump. The Second Hand should not trump a thirteenth card unless he is weak in trumps.
_=AMERICAN LEADS.=_ Advanced players, who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it, have adopted a new system of leading from the four combinations following, in order to show the number of small cards in the suit:--
🃑 🃞 🃝 🃛 🃖 | 🂱 🂾 🂶 🂴 🂲
🃁 🃎 🃍 🃆 🃅 | 🂮 🂭 🂧 🂤 🂢
]
From these the King is never led if there are more than four cards in the suit. Having more than four, the lowest of the sequence of high cards is led. From the first this would be the Jack; from the second the Queen; from the third the Ace, (because the King is barred;) and from the fourth the Queen. The Ten is not ranked among the high cards in American Leads.
On the second round, with the first two combinations, the difference between a suit of five or one of six cards may be indicated by following with the Ace if five were held originally; the King, if more than five. Seven cards may be shown with the first combination, by leading the Queen on the second round.
The chief difference these leads make in the play of the Third Hand is that he should not trump any court card led, even if weak in trumps. The misunderstanding as to the meaning of the first lead, especially if it is a Queen, often occasions confusion and loss; but this is claimed to be offset by the value of the information given. Some lead 10 from Q J 10; 4th-best from K J 10.
To the adversaries these leads are often of value, as they are frequently enabled to place the cards very accurately from the information given by the lead itself, regardless of the fall of the cards from the other hands. For instance: Second Hand holds A J of a suit in which King is led; Third Hand plays the Four; Fourth Hand plays the Nine. The leader remains with Q 3 2; Third Hand still has 8 7 6 5; and if he has also the 10, Fourth Hand has no more. Again: The leader shows a suit of six; Second Hand holding two only. If the suit is led a third time it is a doubtful trick, and with four trumps the Second Hand should pass. If the leader shows the exact number of the suit originally led, and then changes to a four-card suit, the adversaries know at least nine of his cards.
So obvious is this that it is an almost invariable rule for a player, on quitting his suit, to conceal the length of the second suit led by leading the highest card of a short suit.
If it were allowable to exercise some judgment in using these leads, they might not be open to so many objections; but they are worse than useless unless the partner can depend on their being uniformly adopted.
_=The Minneapolis Lead.=_ This is another variation in the leads, which is confined to one combination; that of Ace and any four other cards, not including the King. With strength in trumps the fourth-best is led instead of the Ace, the theory being that the Ace is more likely to be valuable on the second or third round of such a suit than on the first, and that the trump strength justifies the finesse of the original lead. With weak trumps the Ace is led. Some players extend this principle to the Second Hand, and play Ace on a small card led, when holding A x x x x with weak trumps. This is open to the objection that it gives up command of the adverse suit too early in the hand; but it saves many a trick.
_=The Plain-suit Echo.=_ This is another device for giving information as to number. When the original leader begins with a high card, the Third Hand should play his third-best if he holds four or more; and on the second round his second best, always retaining his fourth-best and any below it. The value of this echo is much disputed, and the adversaries can usually render it ineffective by holding up small cards; a practice very much in vogue with advanced players.
_=Low’s Signal.=_ This is the latest system of indicating to the leader the number of cards in his suit held by the Third Hand. With four or more of the suit, the third-best is played to the lead of a high card, or when no attempt is made to win the trick. In retaining the suit, the second-best is led if three or more remain, and on the third round, or in a discard, the highest is played, always retaining the fourth-best and those below it. For instance: With the 8 7 5 2 of a suit which partner leads, the 5 is played to the first round. If the suit is returned, the 7 is played; and next time the 8. Holding only three originally, the lowest is played to the first round, and the higher of two returned, in the usual way. The chief value of this signal is that the return of the lowest of a suit shows absolutely no more, instead of leaving the original leader in doubt as to whether it is the only one, or the lowest of three remaining. It is also a great exposer of false cards.
_=Discard Signalling=_ is another method of indicating plain suits. When a player is known to have no trumps, and therefore cannot be calling for them, he may use the trump signal in any plain suit which he wishes led to him. As a general rule, a player should not use this signal unless he has a certain trick in the suit in which he signals. Some players use what is called the reverse discard; a signal in one suit meaning weakness in it, and an invitation to lead another. This avoids the necessity for using the good suit for signalling purposes.
_=Unblocking.=_ When the original leader shows a suit of five cards, and the Third Hand has four exactly, the latter should keep his lowest card, not for the purpose of echoing, but in order to retain a small card which will not block the holder of the longer suit. If the Third Hand has three cards of the suit led, and among them a card which may block his partner, he should give it up on the second round. For instance: Holding K 4 3, and partner showing a five-card suit by leading Ace then Jack, Third Hand should give up the King on the second round. Again: Holding Q 9 3, partner leading Ace then Eight; Second Hand playing King second round, Third Hand should give up the Queen. Again: Holding K Q, partner leading the 8 originally, won by Fourth Hand with Ace; the King should be discarded or otherwise got rid of at the first opportunity.
_=Short-suit Leads.=_ Many players will not lead a long weak suit unless they have sufficient strength to justify them in hoping to establish, defend, and bring it in, with _=reasonable=_ support from the partner. With a long suit, headed by a single honour, weak trumps, and no cards of re-entry, they prefer selecting a strengthening card for the original lead, hoping it may be of some assistance to partner by affording a successful finesse. It is claimed that it is better for a person, especially with a strong hand, to play with the knowledge that his partner is weak, than under the impression that he may be strong. Such an opening lead should warn the Third Hand to finesse deeply, to hold any tenaces he may have, and to let nothing pass him which might be too much for his weak partner to attend to. This is a very difficult game to play well, and is seldom resorted to except by the most expert.
_=Deschapelles Coups.=_ It often happens that after the adverse trumps are exhausted, a player will find himself with the lead, but unable to give his partner a card of his established suit. In such cases the best course is to sacrifice the King or Queen of any suit of which he has not the Ace, in the hope that it may force the best of the suit, and leave partner with a card of re-entry. For instance: The leader has established the Club suit; his partner has exhausted the trumps, Hearts; and having no Clubs, leads the King of Spades from K x x x. If the holder of the Club suit has Spade Queen, and the King forces the Ace, the Club suit will be brought in. If he has not the Queen, the Clubs are probably hopeless. The _=coup=_ risks a trick to gain several.
Players should be careful not to fall into this trap in the end-game; and it is generally right to hold up the Ace if the circumstances are at all suspicious.
_=Tenace Positions.=_ Many expert players will not lead away from a suit in which they hold tenace. Having two suits, one containing a tenace, and the other without it, they will select the latter, although it may be much weaker. It is noteworthy that players who disregard the value of holding a tenace in the opening lead, are well aware of its importance toward the end of the hand. When one player holds tenace over another, the end game often becomes a struggle to place the lead; and players frequently refuse to win tricks in order to avoid leading away from tenaces, or to compel another player to lead up to them.
_=Underplay=_ is often resorted to by the Fourth Hand in suits in which the Third Hand has shown weakness. For instance: A small card is led; Third Hand playing the Ten, and Fourth Hand holding A Q J x. It is a common artifice to win with the Queen, and return the small card. When the original leader is underplayed in his own suit, he should invariably put up his best card.
_=Finessing.=_ The expert may finesse much more freely than the beginner. Having led from such a suit as K J x x and partner having won with Ace and returned a small card, the Jack may be finessed with strong trumps. If the adversaries lead trumps, and the Ace wins the first round, a player holding the King second hand on the return, may finesse by holding it up, trusting his partner for the trick.
In all cases that mark the best of the suit against a player, and on his left, he may finesse against the third best being there also. For instance: A player leads from K 10 x x x. Third Hand plays Queen and returns a small card. The Ten should be finessed, regardless of trump strength, as the Ace must be on the left, and the finesse is against the Jack being there also. Many varieties of this finesse occur.
_=Placing the Lead.=_ This is usually a feature of the end-game A player may have an established suit, his adversary being the only person with any small cards of it. If the lead can be placed in the hand of this adversary, he must eventually lead the losing cards.
A player begins with a weak suit of four cards, on the first round of which it is evident that his partner has no more, the adversaries having all the high cards. The suit is not played again, and for the last six tricks the original leader finds himself with three cards of it, and the Q x x of another suit. If the adversaries play King and Ace of the latter suit, the Queen should be given up, trusting partner for the Jack, for the Queen will force the holder of the three losing cards into the lead. It is sometimes necessary to throw away an Ace in order to avoid the lead at critical stages of the end-game.
_=False Cards.=_ It requires more than ordinary skill to judge when a false card will do less harm to the partner than to the adversaries. There are some occasions for false-card play about which there is little question. Having a sequence in the adverse suit, the Second or Fourth Hand may win with the highest card, especially if the intention is to lead trumps. Holding K Q only, Second Hand may play the King, especially in trumps. Holding A K x, the Fourth Hand should play Ace on a Queen led by an American leader. With such a suit as K J 10 x, after trumps have been exhausted, the Ten is not a safe lead; Jack or fourth-best is better. Holding up the small cards of adverse suits is a common stratagem; and it is legitimate to use any system of false-carding in trumps if it will prevent the adversaries who have led them from counting them accurately.
_=Playing to the Score.=_ The play must often be varied on account of the state of the score, either to save or win the game in the hand. If the adversaries appear to be very strong, and likely to go out on the deal, all conventionalities should be disregarded until the game is saved; finesses should be refused, and winning cards played Second Hand on the first round. If the adversaries are exhausting the trumps, it will often be judicious for a player to make what winning cards he has, regardless of all rules for leading, especially if they are sufficient to save the game.
It often happens that the same cards must be played in different ways according to the state of the score, and the number of tricks in front of the player. A simple example will best explain this. Hearts are trumps; you hold two small ones, two better being out against you, but whether in one hand or not you cannot tell. You have also two winning Spades, one smaller being still out. The game is seven-point whist. The importance of playing to the score will be evident if you consider your play in each of the following instances, your score being given first:
Score 6 to 6; you have 5 tricks in front of you.
Score 6 to 6; you have 4 tricks in front of you.
Score 6 to 5; you have 4 tricks in front of you.
Score 5 to 4; you have 5 tricks in front of you.
_=INFERENCES.=_ The great strength of the expert lies in his ability to draw correct inferences from the fall of the cards, and to adapt his play to the circumstances.
Inferences from the various systems of leads and returns are too obvious to require further notice; but attention may be called to some that are often overlooked, even by advanced players:
If a suit led is won by Third Hand with King or Ace; and the original leader wins the second round with King or Ace, the adversaries must have the Queen.
If the Third Hand plays Ace first round, he has neither King nor Queen. If he plays Queen on a Ten led, he has no more. If he plays Ace on a King led, he has the Jack alone, or no more.
If the Second Hand plays King first round on a small card led, he has Ace also, or no more. If he plays Ace under the same conditions, he has no more. [See Minneapolis Lead.]
If a suit is led, and neither Third nor Fourth Hand has a card in it above a Nine, the original leader must have A Q 10, and the second player K J. When neither Third nor Fourth Hand holds a card above the Ten, the major and minor tenaces are divided between the leader and the Second Hand. If it can be inferred that the leader held five cards in the suit originally, he holds the minor tenace.
When a player, not an American leader, begins with a Jack and wins the trick, the adversaries may conclude that his partner had two small cards with the Ace, and had not four trumps and another winning card.
When a good player changes his suit, he knows that it will not go round again, or that the command is against him. This is often a valuable hint to the adversaries. When he quits his original suit and leads trumps, without his partner having called, the adversaries may conclude that the suit has been established.
When a player puts Ace on his partner’s Jack led, and does not lead trumps, the adversaries may count on him for only one small card of the suit led.
When an adversary finesses freely, he may be credited with some strength in trumps.
When a player changes his suit, the adversaries should note carefully the fall of the cards in the new suit. As already observed, the leader almost invariably opens the new suit with the best he has. Suppose a player to lead two winning cards in one suit, and then the Eight of another, which the Second Hand wins with the Ten; The four honours in the second suit must be between the Second and Fourth Hands.
Having won the first or second round of the adverse suit, and having no good suit of his own, the Second or Fourth Hand may be able to infer a good suit with his partner, by the play. For instance: A player opens Clubs, showing five, his partner wins second round, and opens the Diamond suit with the Jack, on which Second Hand plays Ace, his partner dropping the 9. Having now the lead, and no good suit, it is evident that the play should be continued on the assumption that partner is all Spades and trumps.
* * * * *
_=THE AMERICAN GAME.=_ Since the revolt against the invariable opening from the longest suit, which was the style of game advocated by the old school of Pole and “Cavendish,” many systems have been tried out by the various clubs that meet at our national tournaments. E.C. Howell was the first to attempt to set the short-suit game in order, but his methods have long since been superseded by more elastic tactics.
The fundamental principle of the short-suit game, as first explained to the world by the New York _Sun_, is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit. In the long-suit game the original leader is always assuming that his partner may have something or other, and playing on that supposition. The short-suit player indicates the system of play best adapted to his own hand, without the slightest regard to the possibilities of his partner. It is the duty of the partner to indicate his hand in turn, and to shape the policy of the play on the combined indications of the two.
This does not mean that the player shall always lead a short suit, but that he should combine the best features of both systems, without slavish adherence to either. This idea has been brought to perfection in practice by the famous American Whist Club of Boston, and under the able leadership of its captain, Harry H. Ward, it has demonstrated that he can take any kind of a team and beat any of the old style long-suit players, no matter how skilful they may be. The following is a brief outline of the American game, as given by Captain Ward in _Whist_ for May, 1906:--
_=Five-trump Hands.=_ With five trumps, and the suits split, 3, 3, 2, we always open a trump, unless we have a tenace over the turn-up card. From five trumps and a five-card plain suit, we open the suit if it is one that will require some help to establish; otherwise the trump. From five trumps with a four-card plain suit, we open the trump with hands of moderate strength; otherwise the plain suit.
_=Four-trump Hands.=_ From four-trump hands we invariably open a suit of five cards or more, but prefer to avoid a four-card suit headed by a single honor. These are the suits in which the best chance for a single trick usually occurs when the suit is led by some one else. For example: Hearts trumps:--
♡ 8 7 6 3 ♣ 9 8 ♢ K 8 3 2 ♠ K 4 2
The best opening from such a hand is the club nine.
When forced to open single-honor suits, the lead of the lowest card shows an honor as good as the Queen, while the lead of an intermediate card denies such an honor, as in the following examples: hearts trumps:--
♡ 10 8 3 2 ♣ K 6 ♢ Q 7 6 4 ♠ Q 5 4
From this we should lead the four of diamonds; but holding
♡ 10 8 3 2 ♣ K 6 ♢ J 8 7 4 ♠ Q 5 4
we should lead the seven of diamonds.
From hands containing four trumps and three three-card suits, we use our own judgment, sometimes leading the trump, and sometimes a plain suit. We prefer the plain suit if it is a desirable one to open, such as hearts trumps:--
♡ K 8 3 2 ♣ J 10 4 ♢ A 10 3 ♠ 8 4 3
From this we would open the Jack of clubs; but from
♡ K 8 3 2 ♣ J 3 2 ♢ A 10 3 ♠ Q 6 3
we should lead the deuce of trumps. If in this hand the club suit were Q J 3, the Queen of clubs would be the best opening.
It may seem paradoxical that a weaker hand should call for a trump lead; but the opening is not an attack. It is a move to await developments.
_=Three-trump Hands.=_ From hands containing three trumps or less, our opening leads vary from the ordinary player’s game more than in any other particular. We always open a long suit from three-trump hands if the suit is a good one, such as A K and others, K Q and others, or even Q J and others. But without such strength in the long suit, we let it severely alone, and develop the hand with a short-suit or “gambit” opening.
With three trumps and a five-card suit containing two honors not in sequence, we still open the long suit if we have a sure re-entry in another suit. This, for example, hearts trumps:--
♡ K 6 2 ♣ 8 6 2 ♢ A Q 6 4 3 ♠ A 10
The trey of diamonds is the best opening. If there were no re-entry, such as only 10 2 of spades instead of A 10, we should open the 10 of spades.
Although we open a great many short suits, we avoid weak three-card suits except in rare instances.
While our system, like all others, entails losses at times, it seems to avoid many of the pitfalls that confront the player who always opens his long suit, regardless of the possibilities of ever bringing it in. In many instances we find he places himself in the worst possible position for any chance to make even one trick in the suit he opens.
We admit that if a team adopts straight American leads, it is much easier for them to count the partner’s hand accurately; but it seems to me that this advantage is more than overcome by the fact that in our openings we have a clear idea as to the general character of the partner’s hand while there is still time to take advantage of the knowledge. In the long-suit game this element is entirely wanting.
_=IN CONCLUSION.=_ The first-class whist-player is usually developed gradually. If he possess the faculty of paying close attention to the game while he is playing, nothing should prevent his rapid progress. At first he may care little or nothing for “book” whist, but after some experience with book players, he is rather in danger of running to the other extreme, and putting more book into his game than it will carry. Having passed that stage, his next step is usually to invent some system of his own, and to experiment with every hand he plays. By degrees he finds that all special systems of play have some serious defects which over-balance their advantages, and this discovery gradually brings him back to first principles. If he gets so far safely, his game for all future time will probably be sound, common-sense whist, without any American leads, plain-suit echoes, or four-signals, and free from any attempts to take fourteen tricks with thirteen cards.
When a whist-player reaches that point, he is probably as near the first class as the natural limitations of his mental abilities will ever permit him to go.
_=THE LAWS=_ will be found at the end of the Whist Family of Games.
ILLUSTRATIVE WHIST HANDS.
A and B are partners against Y and Z. A is always the original leader, and Z is the dealer. The underlined card wins the trick, and the card under it is the next one led.
_=No. 1. Long Suits=_; | T| _=No. 3. Short Suits=_;
♡5 turned. | R| ♡Q turned.
| I|
--------------------------------+ C+--------------------------------
A Y B Z | K| A Y B Z
+-------+-------+-------+-------+--+-------+-------+-------+-------+
| _♣K_ | ♣5 | ♣7 | ♣3 | 1| Q♢ | K♢ | _A♢_ | 2♢ |
| ♡10 | ♡J | _♡Q_ | ♡5 | 2| 2♠ | _A♠_ | J♠ | 5♠ |
| _♣Q_ | ♣J | ♣2 | ♣10 | 3| 4♢ | 10♢ | 3♢ | _J♢_ |
| ♡7 | ♡3 | _♡9_ | ♡8 | 4| ♡2 | ♡5 | ♡3 | ♡Q |
| _J♠_ | 9♠ | 2♠ | 5♠ | 5| ♡6 | _♡A_ | ♡4 | ♡J |
| ♣A | ♡4 | _♡6_ | 5♢ | 6| ♣8 | ♣2 | ♣3 | ♣K |
| 4♠ | _♡K_ | A♠ | 6♠ | 7| _♡7_ | 8♢ | 5♢ | 7♢ |
| J♢ | 7♢ | 2♢ | _K♢_ | 8| _♡K_ | 4♠ | 6♢ | ♡9 |
| _♡2_ | 3♢ | 4♢ | A♢ | 9| _K♠_ | 7♠ | 6♠ | 8♠ |
| _♣9_ | 6♢ | 3♠ | 8♢ |10| _Q♠_ | ♣4 | ♣5 | 10♠ |
| _♣8_ | 9♢ | 7♠ | 8♠ |11| 9♠ | ♣Q | ♣6 | ♡10 |
| _♣6_ | 10♢ | K♠ | 10♠ |12| _♡8_ | 9♢ | ♣7 | ♣J |
| _♣4_ | Q♢ | _♡A_ | Q♠ |13| _3♠_ | ♣A | ♣10 | ♣9 |
+-------+-------+-------+-------+--+-------+-------+-------+-------+
--------------------------------+ +--------------------------------
_=No. 2. American Game=_; | T| _=No. 4. Play to Score=_;
♡8 turned. | R| ♡J turned.
| I|
--------------------------------+ C+--------------------------------
A Y B Z | K| A Y B Z
+-------+-------+-------+-------+--+-------+-------+-------+-------+
| 6♢ | J♢ | _A♢_ | 9♢ | 1| K♠ | 4♠ | 3♠ | _A♠_ |
| _♡3_ | 3♢ | 2♢ | 10♢ | 2| ♡3 | ♡9 | _♡Q_ | ♡2 |
| ♣9 | ♣K | _♣A_ | ♣3 | 3| 2♠ | 7♠ | 5♠ | _♡4_ |
| _♡6_ | 4♢ | 5♢ | ♣4 | 4| ♣2 | _♣K_ | ♣6 | ♣3 |
| _♣Q_ | ♣8 | ♣2 | ♣7 | 5| ♡5 | ♡7 | ♡8 | _♡J_ |
| ♣6 | ♡4 | _♡9_ | ♣10 | 6| ♡10 | ♣5 | ♡K | _♡A_ |
| _♡10_ | 7♢ | 8♢ | ♣J | 7| ♣8 | _♣J_ | 3♢ | ♣4 |
| ♣5 | ♡K | _♡A_ | 7♠ | 8| 5♢ | J♢ | _A♢_ | 2♢ |
| 4♠ | Q♢ | _♡Q_ | ♡5 | 9| 10♠ | 9♠ | 8♠ | _♡6_ |
| 2♠ | 5♠ | _♡J_ | ♡7 |10| ♣Q | ♣7 | 4♢ | _♣A_ |
| _A♠_ | 6♠ | Q♠ | K♠ |11| Q♠ | J♠ | 6♠ | _♣10_ |
| _J♠_ | 9♠ | 3♠ | 10♠ |12| 10♢ | 7♢ | 6♢ | _♣9_ |
| _8♠_ | K♢ | ♡2 | _♡8_ |13| Q♢ | 8♢ | 9♢ | K♢ |
+-------+-------+-------+-------+--+-------+-------+-------+-------+
_=No. 1.=_ This is a fine example of the _=Long-suit Game=_. The leader begins with one of the high cards of his long suit. Missing the 2, he knows some one is signalling for trumps, and as it is very unlikely that the adversaries would signal while he was in the lead, he assumes it is his partner, and leads his best trump. His partner does not return the trump, because he holds major tenace over the king, which must be in Y’s hand. At trick 5 B still holds major tenace in trumps, and leads a small card of his long suit to try to get A into the lead again. If A leads trumps again, his only possible card of re-entry for his club suit is gone. At trick 7, if B draws Y’s king, he kills A’s card of re-entry at the same time.
_=No. 2.=_ This is an excellent example of the _=American Game=_. A has a three-trump hand, but his long suit is not headed by two honors in sequence, and the Queen of clubs cannot be considered as a re-entry, so A makes the gambit opening of the singleton diamond. His partner, having nothing in plain suits, immediately returns the diamond. A now leads an intermediate club, and B forces him again. At trick 6, A avoids changing suits. If the long spade suit is opened, and Z returns the diamond 10, A-B will make four tricks less on this hand.
_=No. 3.=_ This example of the _=Short-suit Game=_ is from Val Starnes’ Short-Suit Whist. This is sometimes called the Gambit opening. The leader, having no reason to lead trumps, even with five, and not having three honours in his long suit, prefers the gambit opening of the singly guarded queen. Y holds what is called a potential or imperfect fourchette, and covers, in order to make A-B play two honours to get one trick. B also makes a gambit opening by returning a supporting spade. Three tricks are gained by the two leads of the supporting cards, and five would have been made but for Y’s covering on the first trick.
_=No. 4.=_ This is an example of _=Playing to the Score=_. The game is English Whist, 5 points, counting honours. The first lead of trumps shows Z that honours are divided, and that he must make 11 tricks to win the game. At trick 3, he must trump; to discard clubs would be inconsistent with refusing to trump in order to bring them in. At trick 4, if Y cannot win a trick in clubs and give Z a finesse in trumps, Z cannot win the game. At trick 7, both black queens are against Z, and he must take the best chance to win if the diamond ace is also against him. The adversaries cannot place the club ace, and so Z underplays in clubs as his only chance for the game.
* * * * *
_=PRUSSIAN WHIST.=_ This is the ordinary 5, 7 or 10 point whist, with or without honours, except that instead of turning up the last card for trump, the player to the left of the dealer cuts a trump from the still pack, which is shuffled and presented to him by the dealer’s partner.
_=FAVOURITE WHIST.=_ This is the regular 5, 7 or 10 point whist, with or without honours, except that whichever suit is cut for the trump on the first deal of the rubber is called _=the favourite=_. Whenever the suit turns up for trump, after the first deal, tricks and honours count double towards game. There must be a new favourite at the beginning of each rubber, unless the same suit happens to be cut again.
A variation is to attach a progressive value to the four suits; tricks being worth 1 point when Spades are trumps; when Clubs 2; when Diamonds 3; and when Hearts 4. Honours do not count, and the game is 10 points, made by tricks alone. The hands are played out; the winners score all tricks taken, and the winners of the rubber add 10 points for bonus. The value of the rubber is the difference between the scores of the winners and that of the losers. For instance: If the rubber is in A-B’s favour with the score shown in the margin A-B win a rubber of 8 points.
1st game; 10 to 6
2nd game; 4 to 16
3rd game; 14 to 8
Rubber; 10
--------
Totals 38 to 30
This is a good game for superstitious people, who believe that certain trump suits are favourable to them.
TEXT-BOOKS.
The following list of works on _=whist=_, alphabetically arranged, contains the principal standard text-books on the game. Those marked * are especially for the beginner. Those marked x are chiefly devoted to the Short-suit game.
Art of Practical Whist, by Major Gen. Drayson.
* Foster’s Whist Manual, by R.F. Foster.
* Foster’s Whist Tactics, by R.F. Foster.
x Foster’s Common Sense in Whist, by R.F. Foster.
* Foster’s Self-Playing Cards, by R.F. Foster.
x Foster’s Duplicate Whist, by R.F. Foster.
Foster’s American Leads, by R.F. Foster.
* Foster’s Whist at a Glance, by R.F. Foster.
* Gist of Whist, by C.E. Coffin.
x Howell’s Whist Openings, by E.C. Howell.
Laws and Principles of Whist, by “Cavendish.”
Modern Scientific Whist, by C.D.P. Hamilton.
Philosophy of Whist, by Dr. W. Pole.
* Practical Guide to Whist, by Fisher Ames.
x Short-Suit Whist, by Val. W. Starnes.
* Short Whist, by James Clay.
* Theory of Whist, by Dr. W. Pole.
* Whist, or Bumblepuppy, by “Pembridge.”
Whist Developments, by “Cavendish.”
* Whist of To-day, by Milton C. Work.
* _Whist à Trois_, by Ch. Lahure. [Dummy.]
x Whist, and its Masters, by R.F. Foster.
* Whist, A monthly journal; pub. Milwaukee, Wis., U.S.A.
DUPLICATE WHIST.
Duplicate whist is not a distinct game, but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards, but by different persons.
_=CARDS.=_ The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play. The only differences that require attention are the positions of the players, the manner of counting the tricks, and the methods of keeping and comparing the scores.
_=THEORY.=_ It may briefly be stated that duplicate proceeds upon the principle that if two partners have made a certain number of tricks with certain cards, under certain conditions with respect to the lead, distribution of the other cards in the adversaries’ hands, etc., the only way to decide whether or not two other players could have done better, or cannot do so well, is to let them try it, by giving them the same cards, under exactly similar conditions.
This comparison may be carried out in various ways; but in every instance it depends entirely upon the number and arrangement of the players engaged. The most common forms are: club against club; team against team; pair against pair; or man against man. The reason for the arrangement of the players will be better understood if we first describe the method.
_=METHOD OF PLAYING.=_ There is no cutting for partners, and choice of seats and cards as at whist, because the players take their places and deal according to a pre-arranged schedule.
The player to the left of the dealer begins by placing the card he leads face up on the table, and in front of him. The second player follows by placing his card in front of him in the same manner; and so the third, and so the fourth. The four cards are then turned face down, and the dealer takes up the trump. The partners winning the trick place their cards lengthwise, pointing towards each other; the adversaries place theirs across. At the end of the hand, the number of tricks taken by each side can be seen by glancing at any player’s cards. If there is any discrepancy, a comparison of the turned cards will show in which trick it occurs, and the cards can be readily faced and examined.
+--------+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
+-------++-+-+-+ +-+ | | +-+-+ | |
| | | | | | |
+--------+---+-+ +-----+-+
N
+-------+ +----------+
| | | |
+-------+ | |
| | | |
+-------+--+ +----------+
| | | |
+----------+ +----------+
| | | |
+-------+ | +----------+
| | | | |
+-------+ | +--+-------+
| | | | | |
+-------+ | | +-------+
| | | | |
+-------+--+ W E +--+-------+
| | | | |
+-------+ | | +-------+
| | | | | |
+-------+--+ | +-------+
| | |X |
+----------+ +----------+
| | | |
+----------+ +----------+
| | | |
+----------+ +--+-------+
| | | |
| | +-------+
| | | |
+----------+ +-------+
S
+-+-----+-+-+---+--------+
| | | | | | |
| | +-+-+ | | +-+ +-+-+-++-------+
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+--------+
]
N & S 6; E & W 7. East has made a mistake in turning the fifth trick.
_=COUNTERS.=_ In some places 13 counters are placed on the table, the winner of each trick taking down one. This system often leads to disputes, as there can be no check upon it, and there is nothing to show in which trick the error occurred.
_=COUNTING TRICKS.=_ At the end of each hand, the players sitting North and South score the _=total=_ number of tricks they have taken; instead of the number in excess of a book. Their adversaries, sitting East and West, do the same. Each player then slightly shuffles his 13 cards; so as to conceal the order in which they were played, and the four separate hands of 13 cards each are then left on the table, face down; the trump being turned at the dealer’s place.
_=TRAYS.=_ When any apparatus is used for holding the cards, such as trays, boxes, or envelopes, each player puts his 13 cards in the compartment provided for them. Each tray has a mark upon it, usually an arrow, showing which end of the tray should point toward a given direction, usually the North. The pocket into which the dealer’s cards go is marked “dealer,” and it is usual to provide a trump slip for each tray. When the hand is first dealt, the trump is recorded on this slip, which travels round the room with the tray. After the dealer has turned up the designated trump, he places the trump slip in the tray, face down. When the play of the hand is finished and the cards replaced in the tray, the dealer puts his trump slip on the top of his cards. The four hands can then be conveniently carried or handed to any other table to be overplayed.
_=SCORING.=_ There should be two score-cards at each table. The various methods of putting down and comparing the scores can best be described in connection with the variety of competition to which they belong. It is a common practice to note the trump card on the score sheets.
_=POSITION OF THE PLAYERS.=_ The four players at each table are distinguished by the letters N S E W; North and South being partners against East and West. West should always be the dealer in the first hand, North having the original lead. In all published illustrative hands, North is the leader, unless otherwise specified.
The deal passes in rotation to the left, and the number of hands played should always be some multiple of four, so that each player may have the original lead an equal number of times. 24 hands at each table is the usual number, and is the rule at all League tournaments. The partners and adversaries should be changed after each eight hands. Three changes in 24 hands will bring each member of a set of four into partnership with every other member for an equal number of hands.
N leads
+---------+
| |
Dealer, W | | E
| |
+---------+
S
]
If two teams of four on a side, A B C D, and W X Y Z, play against each other, the arrangement in a League tournament would be as follows:--that A B C D should represent the players of the visiting club, or challengers, and W X Y Z the home club, or holders; and that the positions of the players should be changed after every four hands. It is usual to play 24 hands in the afternoon, and 24 more at night.
A | A | A | A | A | A |
W X | Y Z | W Y | X Z | X Y | W Z |
B | B | C | C | D | D |
| | | | | |
1st. | 2nd. | 3rd. | 4th. | 5th. | 6th. |
| | | | | |
Y | W | X | W | W | X |
C D | C D | B D | B D | B C | B C |
Z | X | Z | Y | Z | Y |
If more than four players are engaged on each side, this arrangement must be repeated with every additional four; the tables being always in sets of two each, but in such cases, and in fact in anything but League matches, it is usual to play only the 1st, 3rd and 5th sets.
_=CLUB AGAINST CLUB.=_ The smaller club should put into the field as many multiples of four as it can; the larger club presenting an equal number to play against them. The opposing sides are then so arranged that half the members of each club sit North and South, the other half East and West. If we distinguish the clubs by the marks O and X, and suppose 16 to be engaged on each side, they would be arranged at 8 tables, thus:--
O | O | O | O
X 1 X | X 3 X | X 5 X | X 7 X
O | O | O | O
| | |
1st set | 2nd set | 3rd set | 4th set
| | |
X | X | X | X
O 2 O | O 4 O | O 6 O | O 8 O
X | X | X | X
If apparatus is used, the players may sit still for four hands, putting the trays aside, and then exchanging them for the four trays played at the other table in their set. If not, the cards are left on the table, as already described, and the fours change places; those at table No. 1 going to table No. 2, while those at No. 2 go to No. 1, the other sets changing in the same manner. This brings them into this position:--
X | X | X | X
O 1 O | O 3 O | O 5 O | O 7 O
X | X | X | X
| | |
O | O | O | O
X 2 X | X 4 X | X 6 X | X 8 X
O | O | O | O
The two O’s that have just played the N & S hands at table No. 1, proceed to play at table No. 2, the N & S hands which have just been played by two X’s; while the two O’s that played the E & W hands at table No. 2, overplay at table No. 1, the E & W hands just held by the two X’s.
It is now evident that the four O’s have held between them all the 52 cards dealt at each table; for the first pair have held all the N & S hands dealt at both tables, and the second pair have held all the E & W hands. The same is true of the four X players; and if there is any difference in the number of tricks taken by the opposing fours, it is supposed to be due to a difference in skill, other matters having been equalised as far as the limitations of the game will permit.
The overplay finished, the cards are gathered, shuffled, cut, and dealt afresh, East now having the original lead. It must be remembered that the deal can never be lost, and that no matter what happens, the player whose proper turn it is to deal must do so.
_=NUMBERING HANDS.=_ The hands simultaneously played are scored under the same number, but distinguished by the number of the table at which they are first dealt. Each pair of partners in a team play two No. 1 hands, in one of which they are N & S; in the other E & W.
_=SCORING.=_ The result of the hand is entered upon the score sheets, which the opposing players at each table should then compare, and turn them face down, leaving them on the table when they change places.
Comments
Log in to leave a comment.
Foster's Complete Hoyle: An Encyclopedia of GamesChapter VII: Introduction (6)
0%36 min left in chapter