Whist

trumps, suit, partner, cards, rule, player, lead, trump and strong

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The third hand, as a rule, plays his highest card in order to support partner in his suit. The exceptions are, with ace, queen, etc., the queen is to be played; and if part ner has begun with a high card, it is often right to pass it.

The management of trumps varies according to whether the player is strong or weak in them. If strong (i.e., with four or they should not be used for trumping, if it can be avoided, but should be kept together. in hopes of establishing a suit, and of remaining with the long trump, with which to get the lead after the other trumps are out, and so to bring it in. Thus, if the opponents lead a losing or doubtful card, it is better, as a rule, not to trump it when holding four trumps. But if the opponents lead a winning card, it is, as a rule, better to trump it, though holding four trumps, than to pass it in hopesof bringino. in a suit.

With five trumps, the chance of succeeding in exhausting the opponents' hands, and of remaining with the long trump, is so considerable, that a player having five or more trumps, should lead them; and as number is the principal eletnaat of strength, lie should not be deterred from leading trumps merely because the fourth hand has turned up an honor.

With four trumps only, it is better first to lead the strong suit. When the adversa ries' hands are cleared of that suit, or so far cleared that the holder of the long cards in that suit commands it, it is, as a rule, safe to lead from four trumps.

As a rule, less than four trumps should not be led from. But a player is justified in leading from weak trumps, if lie holds winning cards in every suit; if the adversaries are both trumping a suit; or if the game is lost, unless partner has strength.

It is most important to return partner's trump lead at once, unless he has led from weakness; for partner, by leading trumps, declares a strong game, and it is then the best policy to abandon one's own plans, and to support his.

It follows that a player should not, as a rule, lead a card for his partner to trump, unless he has four or more trumps; for with less than four trumps, the player is weak; and if he forces his partner to trump, partner is weakened also; and the chances are that by weakening partner under such circumstances, the command of trumps will remain with the adversaries.

But a player may force his partner, although weak himself, if partner has already been forced, and has not afterward led trumps; if partner has already declared weakness in trumps, as by trumping a doubtful card second hand; if two partners can each trump a different suit; and when one trick from partner's hand wins or saves the game.

The same considerations which make it inexpedient to force partner when weak one's self show the advantage of forcing a strong trump hand of the opponents.

There are yet some general rules of play which have not been explained.

The second, third, and fourth players should always play the lowest of a sequence. The rule here given is in conformity with the play that would naturally be adopted in playing cards that are not in sequence; and by keeping to a uniform plan, players are enabled to infer what cards their partner does or does not hold. It is true that the adver saries often gain the same information; but it is found by experience that it is of more advantage to inform partner than to deceive the opponents.

As a rule, it is advisable to lead out the cards of partner's suit. The pre sumption is that he has led from his strong suit; and by leading out the winning cards, the suit is cleared for him, and his long cards.are not obstructed. The reverse applies to suits led by the adversaries. It is mostly right to retain the winning cards of such suits as long as possible, in order to stop the establishment of them.

When a player has none of the suit led, he should, as a rule, throw away from his weakest suit; for by discarding from a strong suit, its numerical power is damaged. But when the adversaries have shown great strength in trumps, it is not advisable to keep small cards of a long suit, as it is not likely that it can ever be brought in. Under such circumstances, the player should throw away from his best protected suit, and keep guards to his weaker ones.

Players should watch the cards as they are played, and endeavor to infer from them where the others lie. Thus, if a player wins a queen with an ace, it may he inferred that he has not the king, the rule being to win with the lowest; if a player . leads trumps at starting, it may be inferred, as a rule, that he is strong in trumps, or has a very fine hand. By recording in this way, and by counting the number of cards played in each suit, skilled players will often, toward the close of a hand, know the position of all the important cards remaining in; and by means of this knowledge, they will be able to play the end of the hand to the same advantage as though they had seen all the cards.

And lastly, and most important of all, players should play to the score. Thus, wanting but one trick to save or win the game, a winning card should be played at once.• The example is stated as for one trick; but it should always be kept in mind how many tricks are requisite to win or save the game, or even a point, and the play should be varied accordingly.

The previous condensed outline embodies the principal rules of play. For more detailed the reader is referred to prof. P.'s essay on the modern scientific game (Longman, Green, etc.); Cavendish's Principles of Whist (De la Rue & Co.); and " J. C.'s" Treatise on the game (Harrison).

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