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Maps, plates, charts, etc., may be filmed at different reduction ratios. Those too large to be entirely included in on« exposure are filmed beginning in the upper left hand corner, left to right and top to bcMtom, as many frames as required. The foMowirTg diagrams illustrate the method: Les cartes, planches, tableaux, etc., peuvent dtre filmAs i des taux de reduction diffdrents. Lorsque le document est trop grand pour dtre reproduit en un seul clich6, if est film6 d partir de Tangle sup^rieur gauche, de gauche d droite, et de haut en bas, en prenant le nombre d'images nteessaire. Les diagrammes suivants illustrent la m^hode. 1 2 3 1 2 3 4 5 6 ■■ SI Of the . Wl A Gl A COMPEND OF Ui- SHORT WHIST. ( BEING A SUMMARY Of the Prindples-Rules-Maxims-Analyses of Play— And Inferences, of the Gam. WITH AN APPENDIX; CONTAINING, A Glossary of Technical Terms ; The Laws governing the Game; And The current Oddsy at Short Whist. ALL COMPILED FROM THE LATEST AUTHORITIES By S. SEYMOUR. Civil EnKiiieer. e. QUKBEC PUBLISHED BY CAPT. C. E. HOUWELL, ArmM Sea*ton«r. Printed by A. CoW * Co. 1878 THIS LITTLE VOLUME JS RESPECTFULLY DEDICATED, TO THE GENTLEMEN OF THE STADACONA CLUB; WITH WHOM THE AUTHOR, DURING HIS RESIDENCE IN THE CITY OF QUEBEC, HAS SPENT MANY PLEASANT HOURS, IN COMPANY WITH THE GAME, OF WHICH IT TREATS. I i EXPLANATORY. I The idea of becoming identified with a Work of this nature, would probably, never have entered the mind of the Author ; but, for the following, rather amusing incident, which recently occurred in the Whist Rooms of the '' Stadacona Club." During the play of a closely contested Rubber, the Author, in Company with the Honorable George Irvine, happened to be over-looking the Hand of Professor James A. Sewell, M. D., of the Laval University ; and ventured, after the Hand was finished, to remark approvingly, to Mr. Irvine, upon some particular feature of the Professor's play. The Professor, who evidently overheard, but misunderstood the remark, facetiously replied ; that, if the learned Critics would take the trouble to examine his, the Professor's, forthcoming Work on Whist, they would probably find the Play in question, fully vindicated. The Author rejoined, that the Professor's Work, would probably bear the very appropriate Title, of; '' Se-Weil, on Whists But, if it should be found to advocate erroneous princi- ples, he, the Author, would feel called upon to tv Explanatory^ publish a Work, in refutation of those principles ; and to give it the much more emphatic Title, of; " Sey-MoHr^ on Whists As an excuse for the non-appearance of his Work, the Professor now insists ; that, in order to prevent a counter publication, he sent his Manuscript to the Author, for approval ; and that it has not been returned. Should the Professor therefore find, in the following Pages, an imperfect Reflex of his own proposed Work ; the Author craves pardon for having once more, and very thoughtlessly, dealt out of his turn. I) ^ INTRODUCTORY. 1 1, 4 The principal object of the Author, in col- lating, condensing, revising, and publishing, the information contained in the following unpre- tending Work, has been, to supply an element in IV/iis^ Literature, which, it seems to him, has long been wanting, viz : an Abstract, or Sum- mary, in a concise, and logical form, of the most important facts, and considerations, that should be thoroughly impressed upon the minds of those who attempt to play the Game of Whist. In existing Works upon the subject, almost everything that is required, may be found, after a long and diligent search ; but, when found, it is often clothed in so much Verbiage, that the searcher after the Kernel, becomes so con- fused, if not entirely lost, amongst the Chaff; that the point, or force of the information, seldom leaves any very permanent impression, either upon the mind, or memory. While, at the same time, the anticipated delay and trouble, attending such a search, very often prevents the Player from making a reference, or consulting an authority ; which otherwise might be of very great, and permanent service to him. VI ImSfTiicmctory, Probably, not ooaecase in a hundred ; certainly, not one in ten, whtie reference is, or should be made, to some eraiilb)llit»hed authority, respecting any questionable ^m^t ; requires any further answer, than a siim^p-ilk* and concise statement of a fact, or principle :: mA therefore, an effort has been made in the gir^t-sent work, to dispense with all superfluous jnaaffiitHr,. by reducing the entire theory and practice (Q)tft&e game, down to their lowest possible teimiH^ While endeavorina^ co accomplish the above object, during intorrjilii of leisure, the Author is conscious of ha\TH|r mtceived so much benefit himself ; not onhr. mnom a necessarily increased familiarity withtbe^ganieral principles, and details of the Game ; l^uit ji&©v in consequence of its strengthening effcwiit upon a naturally weak, and treacherous WhiM Mdmory ; that he ventures to hope, that tlie mtirnilt of his labors, as pre- sented in the foBowrjn^ form, may prove equally beneficial to others 4 Quebec, Januanr D^jt^ 1878. I 4 CONTENTS. OF THE COMPEND. PAGE I. General Principles i II. Rules and Maxims 5 III. The Strongest Suit 8 IV. The Tbump Suit lo V. The Plain Suits 17 VI. Inferences from the Play 23 VII. Concluding Remarks 28 OF THE APPENDIX. I. Glossary of Technical Terms .... i 11. Laws of the Game 5 III. Current Odds 19 i : \. Registered in the office of the Minister of Agrioulturei in conformity with the law passed by the Parliament of Canada ; in the year 1878, by C. E. iloliwell. 1 t A COMPEND OF SHORT WHIST, ■•o*- I. GENERAL PRINCIPLES. The Technical terms, Laws and Penalties, pertaining to Shoit Whist, (See Appendix), are substantially the same as those lor Long, or Ten-Point Whist ; and the theory, or general .principles of the Game, are also the same, except in the following particulars. 1. The Game consists oi Five, instead oiTen points ; each trick above six, counting one point 2. Honors are Xitvox called, as at eight points, in Long Whist ; but they are counted, after play icg the hand, except at Four points. A Compend of Short Whist <^ 3. The winners of the Game, gain what is termed a Single, when more than two points have been scored against them ; a DoubUy when on!y one or two points have been scored against them ; and a Treble^ when there is no score against them. 4. The winners of the Rubber, (unless oth^r^ wise agreed upon), gain two additional, or Rubber points. 5. Should the Riibbet consist of three games ; the points made by the loser?, are deducted froni the gross score of the winners. The field, or chances for experiment, and speculation, being thus much more contracted, xti Short, than in Long Whist ; it is very properly considered of much greater importance, ta secure evtry possible trick, by bold straight-forward play j and thus, to either make, or save the game; jhan, by finessing and under-play, to take the tisk of losing one trek, in the hope of making two, or even more, afterward-. ' There are cases, however, where yf« may yet be strong, in having more than its Tkg Strongest Stdit proportion of /ligA cards ; a suit may also "be strongj in having more than the average number of cards. Hence a suit of /our cards, has numer- ical strength ; while a suit of three cards, is numerically weak. It should also be observe i, that, during tha first, or second round of Trumps, the fall of the cards may indicate, quite clearly, the locality of almost every remaining Trump; and thus en~ able the Player to decide, as to the expediency of continuing Trumps, before declaring his strong Plain Suit. The same may also be said, of the indications afforded by the fall of the cards, during the first, or second round of a Plain Suit. Hence, as the game advances, through its thirteen successive stages of development, the relative strength, or value of each suit, may be as constantly changing \ until, by means of the exhaustion of Trumps, and the control of the lead; the lowest cards in one suit, may become of quite as much value, as the Ace and King of another suit. It is therefore of the greatest importance, to watch closely the fall of the cards ; in order ta be able to resort to every expedient that may become necessary, for the purpose of securing all the advantages that justly belong to a strong commanding suit. \ J0 A Contpend of Short Whist. IV. THE TRUMP SUIT. The next point, in order of importance, may very properly be regarded, as being, ? he relative value, and proper uses of the Trump suit, ■. For reasons already stated, the Trump suit is the most difficult to manage; as well as the most important of all others. The special uses of Trumps are; ist, to disarm the Adversary, and thus prevent his trumping winning cards; and, 2d, to, trump the winning cards of the Adversary. It therefore becomes apparent, that, with one or more strong suits established, or fully under control, the first object should be, to exhaust the Adversary's trumps ; and then, either with a long trump, or other controlling card^ to bring in the strong suit. It is also equally important, to prevent similar designs, on the part of the Adversary. Therefore : ' I. As a general rule, there can be no great risk, while great advantages may be gained, by leading from a strong suit of trumps ; whatever may be the strength of other suits. 'The Trump Suit ft , 2. With four trumps, two being Honors ; or wit 1 fiy^ trumps, one being an Honor ; or with six small trumps, it is quite safe to proceed to disann the Adversary, before waiting to establish a strong plain suit. 3. The fact, that an Honor is turned up to the right, should not necessarily prevent a trump lead : nor should trumps necessarily be led, because an Honor is turned up to the left \ either lead being proper, if the circumstances of the hand require it. 4. On the o.her hand, trump leads, without strength in trumps, can only be justified, either for the purpose of stopping a cross-ruff^ present or prospective ; or, with great commanding strength in at least two other suits ; in which cases, it is generally desirable to take out two rounds, or more. 5. A trump lead from Partner, should always be returned immediately, unless it is evidently a lead from 7veakness ; or, unless it is quite apparent that a certain advantage may be gained, by leading another suit. 6. If one of the Adversaries be found without a trump, it is often advisable to proceed at once to play, or establish a strong suit ; instead of drawing only one trump, for two. 7. On the Dther hand, if Partner is found without trumps, it is frequently advisable to weaken the Adversaries, by continuing a trump 13 A Comftmd^f Short Whisi. lead, even thoii^ itr be their own original lead. 8. If your Putuner asks for a lead in trumps^ by any of the jdkmoparledged signals, viz ; by playing an umieotsiainly high card ; or, by refusing to trump aSDe Adversary's winning trick ; or, by declining a iftwce ; and you hold four or more trumps, lead ttfee smallest, unless you hold three Honors, or tQuBeen^ Knave and Ten ; but if you hold only tmit or three trumps, lead from the highest downmaiird^y whatever they are. 9. \{ strong m, Uninnmjps. it is not good play to trump a doubtfuil C3ff«£ ; by which is meant, one of a suit of wtiich ywioar Partner may hold the best ; for the »eas®c% that, by declining to trump, you give fmm Partner a chance ; and, at the same time, mejcirve your trumps, for the purpose of bra^img im a strong suit. An oppor-s tunity is also thiis aniairded, for throwing away a losing card ; by wSniicSD y:«ir Partner is informed, not only of j^our saength in trumps ; but of your weak suit, vaaadslao,. of your probable strong suits. 10. On the comutinffirT^ if weak in trumps, it is often advisable to ttmnnioip a doubtful card ; and thus save your tnaanDjps from being drawn by the strong hand. Y«m ailka indicate weakness in^ trumps, to your Famnift^ ; and at the same time^^ have an oppoitnaaiittr to establish your '. strong suit . -I. I. With Q':^fiaur tantJips, and a powerful The Trump Suit n hand besides, you should neither take a force ; nor trump a certain winning card ; nor over- trump your right hand Adversary, unless you are certain that you either control the balance of the trumps ; or have other winning cards, with which to bring in your strong suit. I i. With six trumps, you should be sufficiently strong to trump, and then to lead trumps ; with five^ you may do the same, provided your strong suit is established. 13. It is generally good play, to force a strong trump suit of your Adversary ; and, if he refuses to take the force, continue it ; and thus, if pos- sible, prevent his bringing in his strong suit. 14. On the contrary, it is bad policy to intentionally force a weak Adversary ; also to lead a suit, to which both Adversaries renounce. 15. If numerically strong in trumps, you may at your discretion, force your Partner ; and rely upon your own strength, either to disarm your Adversaries, or to bring in your strong suit 16. If you are weak in trumps, do not force your Partner, for the reason that it weakens his hand ; and may strengthen the Adversary. 17. It follows, therefore, that if you persistently force your Partner, he has a right to assume that you are strong in trumps ; and vice versa, 18. It may, however, though weak in trumps yourself, be expedient to force your Partner, when he has already shown a desire to be forced ; ^4 A Compend of SJiort Whist or, when you have a cross-ruff, which secures several tricks ; or, when playing a close game> either for the odd trick, or to save or win thie ganie ; or, when great strength in thumps ^ evidently against you. 19. If your Partner leads a thirteenth card ; or the winning card of a suit, in which either of the Adversaries renounce, it is generally safe to assume that it is done to force the Adversary, and not yourself; and your play should be governed accordingly. 20, If you hold, originally, more than four trumps, you indicate the fact to your Partner, by first playing the lowest but one ; and after- wards playing the lowest 2/. In some cases, trumps are led> and played^ like plain suits, because they are the strongest ; and it is preferable to lead them, rather than to open a weak suit. In such cases the details of the play from the trump suit, will be embodied in a separate " Analysis of play in jpiain suits, " . 22, But in a majority of cases, it will be found expedient to modify the details of the play in trunops, from the details in Plain suits f in eoii*, formity with the following $pecific directions. -A > ^ '^.^ The Trump Suit Af ANALYSIS OF PLAY IN TRUMPS. First Hand, with : Ace, King, and Queen, lead Queen. Ace^ King, and less than five small ones, lead the smallest. Ace, King, Queen, and others, lead the lowest of the head Sequence. Ace, Kinq, Knave, and two or more others, lead King, then Ace. Ace, Queen, Ten, Nine, T»nd others, lead the lowest of the Ten, Nine Sequence, unless Knaye is turned up to the right ; when lead Queen. Ace, Knave, Ten, Nine, if Queen is turned up to your left, lead Ace, then Knave ; but otherwise the Nine. A^e, and four or more small ones, lead the smallest, unless with seven trumps; when lead the Ace. % Kingj Queen^ and two or more small ones, lead the smallest, unless one is the Ten, or yo^ hold seven trumps ; when, lead the King, aiid if it wins, follow with the smallest. King^ Knave, Ninty and others, if Ten is turned tip to ypur right, generally lead the Knavei Queen, Knave^ Nine, and others, if Ten is turned up to y<»ur right, lead Queen, Knave, Ten, Eight, and others, if Nine is turned up to your right, generally lead the Knave- Ten, Nine, Eight, dr*r., lead Ten, \f6 A Compend of Short Whist Second Hand, with : Acej King, and small ones, generally play the smallest. ^ce, Queen, Knave, if King is turned up to your left, play the Ace. Ace, Queen, Ten, play the Ten. Ace, Knave, Ten, and one or more small ones, play the Ten. King, Queen, and others, play the smallest, unless you have Ten also ; or only three of the suit ; when play the Queen. King or Queen, turned up by yourself; and oiily singly guarded, generally play the turn-up card. King or ^een, singly guarded ; and superior Honor turned up to your right, play the King, or Queen ; but if the superior Honor is turned up to your left, play the small one. Queen, and another, if your partner has turned up Ace, or King, play the small one. If you have numerical strength in Trumps ; and a good hand besides, it is seldom good policy to play the winning trump, in the second round. For all other plays in Trumps, ^tt the following Analysis of play \n Piain Suits, " u \ ■^• \ ^^^.. ■,'^yJ ^ .-i- The Plain Suits, n lay the to your V. THE PLAIN SUITS. ;f 1 ones, nallest, bree of id oiily urn-up perior ly the lonor 1 one. irned and good the w^ing The fact, that, for reasons already stated, Plain Suits are of much less value than Trump suits of equal denominations, and numbers ; renders it quite apparent, that the //^ftoTf of their play, should differ somewhat from the details of play in Trumps, The first, and most important consideration, therefore, for the leader to determine, before opening the Game, should be, whether to lead from Trumps, or from Plain suits ; and in case it is decided to open with a Plain suit, the next important considerations are, to determine, not only the particular suit from which to lead ; but also the correct card to lead from that suit ; upon a proper determination of which points, very frequently depends the entire success of the Game< It not being within the scope of the present work, to discuss at any length, the reasons for or against ary particular Theory, or Play ; reference is .it one 3 made, to the following Analysis ; which alst? includes the Trump suity unless otherwise nottd. j8 A Compend of Short IVhist ANALYSIS OF PLAY IN PLAIN SUITS, First Hand, with : Ace J King and Queen ; lead King, then Queen. {For Trumps See Page 15.) Ace, King, Knave, and others, lead King, then Ace } and if Queen does not fall, play small one. Ace, King^ and others, lead King, then Ace. {For Trumps See Page 15.) Ace, Queen, Knave, ana others, lead Ace, then Queen. Ace, Queen, Ten, Nin', lead Nine ; unless with other small cards, when lead Ace. {For Trumps See Page 15.) Ace, Knave, Ten, Nine, lead Ace, then Knave. {For Trumps See Page 15.) In all other suits headed by Ace, lead the smallest, except with four or more small ones, when lead Ace. {For Trumps See Page 15.) King, Queen, Knave and Ten, lead the Ten. King, Queen, Knave, and one small one, lead the King, and continue with Queen ; -then, if Ace does not fall, play small one. King, Queen, Knave, and more than one small *" one, lead the Knave. Ktng, Queen, and spiall ones, lead K ng ; and if it wins, play iftiall one. (For Trumps See Pageis.) Analysis of PLiy in Plain Suits. if Kin;, Knave, and oih rs, lead the lowe^'t ; with Ten also, leid the Ten ; and wi:h others in Sequence, lead the lowest of thc'S^quence. {For Trumps See Page 15.) In other Numerically Strong suits ^ headed by King, lead the lowest. Queen, Knave and Ten, lead the Queen ; and if she wins, follow with Knave. Queen, Knave, Nine, and others^ lead the smallest (For Trumps See Page 15.) Queen, Knave, and two or more small oneSy lead the lowest. In other Numerically Stron; suits, headed hf Queen, lead the lowest. Knave, Ten, Nine, and others, lead the Knave* Knave, Ten, Eight, and others, lead the smaliesL {For Trumps See Page 15.) In othe- Numerically Strong suits, headed by Knave, lead the lowest. In ail suits of four cards, without an Honor, generally lead the lowest ; except w th Ten, Nine, Eight, &c., when, lead the Ten, In all suits of more than four cards, without commanding strength, begin with the lowest but one. In the ;econd round of a suit, if you hold the winning card, generally lead it If you hold the second and third best, generally lead the second best ; in other cases, the lowest 20 A Compend of Short WhisL \ ■ \ f: V 11 :■ il i* '\ I ! { Second Hand, with : Ace, and King, with or without others, play King. (For Trumps, See Page i6.) Axe, Queen, and Knave, play the Knave ; with Ten also, or others belonging to the Se- quence, play the lowest of the Sequence. (For Trumps, See Page i6.) Ace, Queen and Ten, play the Queen. (For Trumps, See Page i6.) Ace, Queen, and one or two small anes, play the smallest, unless Knave is led ; when, play Ace. Ace, Queen, and three or more smcdl ones, play Queen, if weak in trumps ; otherwise a small one. Ace, Knave, Ten, and one or more small ones, play the smallest (For Trumps, See Page i6.) Ak:e, and four or more small ones, generally play a small one on the first round, unless the game is in a critical state, and you are weak in trumps ; but if you suspect a single card is led, it is often advisable to play the Ace. King, Queen, and others, play Queen. (For Trumps, See Page i6.) King, Knave, Ten, and otturs, play the lowest, unless with Nine, &c., when, play the lowest of the Knave Sequence. AV>i^, and other small cards, play the lowest. Analysis of Flay in Plain Suits. 2t J* With Sequences, composed of Queen, Knave, &c ; or Knai^e, Ten, &c. ; or Ten, Nine, &c., generally cover the lead, unless you hold more than three cards of the suit : when. play the smallest. With one Honor, and only one small card, gene- rally pass the trick, if a small card is led. {For Trumps, See Fage i6.) With Queen, and one other, if Ten is led, play the Queen ; but with two others, pass it. {For Trumps, See Fage 16.) With Knave, and t7uo or more small ones, if Ten is led, generally play a small one. With a higher Honor^ and Numerical Weakness^ if an Honor is led, cover it. With only one Honor, and Numerical Strength^ if an Honor is led, pass it ; except y ^u hold the Ace ; when, play Ace. If Knave is led, and you hold Queen, Ten, and others, play the Queen. With the winning card, in the second round of a suit, gen. rally play it. {For Trumps, See Fage 16.) Third Hand, with ; Ace, King, with or without others, if a low card is led, play the lowest of a head Sequence;, and return the highest. Ace, Queen, and others, or with the Knave, ia- 92 A Compend of Short Whist. : I:ii eluded, you may sometimes finesse^ by playing the Queen, or one of the Queen Sequence ; althou h t is contrary to prin- ciple to finesse either in the lead, or Strong suit of your Partner. Aic, and others, if Queen is led, play the lowest. Ace, Knave, and only one small cant, if Ten is led, play the small one. Ace, as only Honor, if Ten is led, play low card. Queen, as only Honor^ if Ten is led, play low card. if you hold the winning card ; and but one trick is required to either make the odd ; or to win or save the game, always play it. Fourth Hand : With few exceptions, the fourth player has merely to take the trick, if not already won by his Partner ; and if won, to play either the lowest card of the suit led ; or, if he holds none, to discard from his weakest suit. The principal excei)tions are, when the fourth player desires to secure the next lead ; or some other consideration equally impor- tant ; all of which must depend upon pre- vious indications, and the fall of the cards ; together with the judgment, and skill of the player. Inferences from the Flay. 23 VI. INFERENCES FROM THE PLAY. It has been remarked, that ; "as the play advances, each player is able to draw almost certain tnferettces, as to the position of the re- maining cards, &c. " ; and it therefore follows, that the indications from which these inferences are drawn, should, at the same time, afford very important, if not almost certain guides, as to the proper play of the balance of the hand. The most important of these indication?, or inferences, nearly all of which are deducible from the foregoing "Analyses of Play," from the respective hands, and suits; may be briefly stated, as follows : 1. The first lead indicates the player's strong- est suit. 2. If the first lead is a trump, it indicates that the player is either unusually strong in trumps . or that he is unusually strong in two or more Plain suits. 3. I ; the first lead is from a Plain suit, it indicates that it is the player's strongest suit ; also, that he is not unusually strong in trumps. ilk '' H A Compend of Short Wkist B! Il'') 1 Ihi 4. If Ace is led, and followed by Queen, it indicates that the player also holds the Knave^ 5. If Ace is led, and followed by a small one, it indicates, either that the player has none other ; or, that he holds Queen, and several small ones ; or, that he originally held four or more small ones. 6. If King is led, it indicates that the player also holds, either Ace, or Queen, or both. 7. If King is led, and not followed by another, it indicates that the player holds also, the Ace and Knave. 8. If Queen is led, it indicates that the player also holds the Knave, and Ten ; but neither Ace, ro" King. 9. If Knave is led, it indicates that the playe^ also holds Ten, Nine, and others. 10. If Ten is led, it indicates that the player also holds, either King, Queen and Knave ; or King, Knave and Ten ; or that he has led from the highest of the suit 11. If either a Nine, or an Eight is led, it indicates that it is, either from the player's nu- merically weak suit : or that it is one of a strong intermediate Sequence. 12. If a very small card is led, it indicates that it is, either the payer's numerically strong suit ; or, that he holds Ace, and at least two others 3 or King, and at least three others. Inferences from the Play. ^5 13. If Second Hand plays Ace, to a small card, it indicates, that the player either holds none other ; or that he holds at least four others, each of which is smaller than the one led. 14. If Second Hand plays King, to a small one, it indicates, either that the player holds Ace also ; or (except in trumps) that he holds none other. 15. If Second Hand plays Queen, to a small one, it indicates that the player holds, either King ; or Ace, and Ten ; or none other. 16. If Second Hand plays a lower card than is led, it indicates that it is the player's lowest card in the suit. 17. If Second Hand trumps a doubtful trick, it indicates that the player is weak in trumps. 18. If Secon I Hand reno mces, avid avoids trumping a doubtful trick, it indicates that the player is strong in trumps. 19. If Third Hand plays Ace, first round, it indicates that the player holds neither King, nor Queen. 20. If Th'rd Hand wins with King, or Queen, first round, and returns a trump, it indicates that the player, either holds the other command- ing cards ; or that he has great numerical strength in the suit 21. If Third Hand wins the trick, and returns the lead from another Plain suit, it indicates. 26 A Cim^hrmd of Short Whist. either that he Ixk none other of the suit led ; or, that before retninimiig it he wishes to declare his OHTi strong suit 22. If FoiHi3a Hand follows suit, and does not win the trick, it iin»fcates that the player has no higher card, thsm tifoe one against him. 23. If Foui13d tLind wins the trick with any card, it indicates nfinat the player holds no lower card, with which Bat could win. 24. If ForniEb Hind renounces, and decline ^ to win a trick "by tnnimping, it indicates that the player, either iuK ino) trump ; or, that the sacri- fice of the trump) msaT prove fatal t3 his strong suit, or winning (cuinife. 25. If any pibwrttr persists in forcing his Partner, it indicatifs chat such player is st ong in trumps ; aod ^its^ersa. 26. It any pliwrar plays an unnecessari'y high card ; 'and foDows \ridi a lower ; or, declines to trump a certaim averse trick ; or, refuses to take a force, it iiwikates that such player desires a lead in trump?- 27. Any card jpib^ed from second, third, or fourth hand, indiioiQt^ that the player does not hold ihe next low^etc card. 28. An Original ifecard indicates the player's weakest suit 29. A forced dtscHrd indicates that it is from the player's best jntsDtcted suit. Inferences from the Play, 27 30. A discard of the best card in a suit ; indicates that the player holds the next best, if not the full command of the suit. 31. A discard of the second best card in a suit, indicates that the player has no more. 32. If the lowest card but one, of a suit, is led originally, it indicates that the suit contains more than four cards. 33. If a player trumps with his lowest card but one, and then leads the lowest, it indicates that he held, orig'nal'y, more than four tramps. I 28 A Compend of SJiort Whist, VII. CONCLUDING REMARKS. P V !l n It is believed, that quite enough has been said, to show that Whist, is a highly intellectual, and instructive ; as well as a fascinating Game ; and that, to play it well, requires the exercise of sound jndgment, quick peireption, and a retentive memory. It is also quite clear, that, everything else being equal, the strongest combination of these attributes, or faculties ; when associated with the greatest degree of practical knowledge of the rules and principles of the Game, will be quite sure to gain the victory. The Game therefore becomes, much more, one of l7itellict, than of Chance, A naturally weak, and err ing judgment, cannot be very much improved, even by the longest practice ; neither can perceptive faculties, which are naturally dull and sluggish, be materially quickened, and sharpened, by a resort to any ordinary expedient. A defective memory, however, may be very materially strengthened and improved, by proper, patient, and unremitted effort ; and so much Concluding Remarks, 29 5 been ectual, Game; cise of efentive g else f these i with of the quite more, :annot )ngest which ^rially o any very roper, much I depends upon this element of success, that no pains should be spared, in bringing it to the [greatest possible degree of perfection. To do this successfully, the forgetful Player^ should commence, by remembering the turn-up trump card. Then continue by counting and remembering the trump cards as they fall ; noting particularly the Honors ; then, by degrees, the ten, nine, and lower trump cards. He should then attend to, and impress upon his memory, the fall of the cards, upon his own lead, or strongest suit ; in order to judge correctly of fhe strength of each hand, in that particular suit. He should next attend to the suit originally led by each player ; and watch, in the second round, as to whether the lead was from strength or weakness. As the Game progresses, his experience and observation will enable him to judge, with great accuracy, as to the most important features of the play, that should be impressed upon his mind, and memory ; so that, with constant practice and perseverence, he wi 1 eventually acquire a Whist Memory, which will enable him, without any very great effort, to comprehend and* recol- lect the principle features of ever>' hand ; and thus to indicate the correct card to play. The true Theory of Whist, when properly ex- 30 A Compend of Short Whist. plained, teaches : how to play one's own hand to the best advantage ; how to render the greatest assistance to one's Partner ; and how most to weaken, and obstruct the Adversary ; the result of all which, when thoroughly under- stood and practised, must be, to secure the greatest possible number of tricks ; and thus, if possible, to eventually conquer, both the GamCy and the Rubber, If, to theoretical perfection, and practical experience, the Player adds the powers of a sound judgment ; an acute perception ; an ac- curate observation ; and a retentive memory ; he certainly possesses all the elements necessary to constitute a Master of the Science of Whist. 11 1' • .u .. APPENDIX. I. GLOSSARY OF TECHNICAL TERMS USED IN WRIST. Bumper. — Winning two gfttnee, before your adTertariew hare scored. Command ft/ a «u»>.-— Holding Ihe best cards in it. If yo!i have Ittl&cient to enable jou io draw all those against you, the command is eomjdete, aad your salt is said to be established. See E-tahlUh. Conventional tlgnaU. — Certain legalised modes of playing the cardt^ by means of which specific information is eoDT^yed to your partner as to the state of your hand. Cro89-ruff.- S99 iSet-wiw. Piscard. — The cy.rd you play when you hare noae of the suit led, and do not trump it. Double, — Scoring five before your adversariei hare looredl three» Sfihoy rAe.-> Asking for trumps in response to yoir partner's ask, when but fur his df^ u^ad yon would not hate called. Eld^ AonJ.— The pUyet on the dealer's left band. Ettahlitk.-^ A. suit is said to h^ established wheti you hare ezhansted all i1^ best cards in It which were agaiosi I / . Appendix. you, and thus retain its complete command. See Command, Faltt card,— A card played coatrary to the established custom and rules of the game, and which is therefore calculated to deceive your partner as well as your adversaries, as to the state of your hand. Firuanng. — An attempt, when second or third player, to make a lower card answer the purpose of a higher, in the hopes that the intermediate card or cards may be with your right-hand adversary or your own partner. Forcing, — Leading a card that compels your adversary or partner to play a trump, ^awe.— Scoring five points. This may be done in one b«i)(i by (!) holding the four honours and making the odd trick; (2) three honours and three by tricks; (3) having turned eleven tricks. If neither side makes the game in one hand, each adds the score they have m:ade to that gained in the following hands until one has made game. Band, — The thirteen cards held by each player. Honour; — Ace, king, queen, and knave of trnmps. The ten and nine are sometimes called 9tmi'honour9, King- car d,'-'The best card left in each suit. Thus if the 4ice and king were out, the king-card would be the i^ueen. Lead, the, — The commencement of the play by the elder band, or the card played by the winner of a trick immediately after having won it. Leader, — The first to play each round. Leading through or up Jayer, to »«hor, in may be »*rtner. "■••IT or he odd 8; (3) makes y have 'il one ! «' The f the the Ider riok I to hii an of I 'Ss'^ /,<<'MM». or fn*inr/ cnrd. — A card of no value, and thcrtfwre tb« fitrest to throw awn}-. /,«^^.''-— No ?c« re. i/ofce,— Tr> make a card, mean" to win a trick with U. Ta make the card«, trennf* to shuffle. Oj^euimy, — A term borrowed from chess, to denote Ibe plan Qu wbich you commence, or open. Parile^ n. — The game players playing two rubber* eoofe* eatirely ; or, should it be necessary, a third rubber, ta deetde which is the best of the three rubbers. Plnin 9UU9. — The three su ts not trumps. Penmifimnief the. — Beginning with the lowest card bat ooe *d fbe suit you lead originally, il it contaitiS more thao four cards. Pvii»gt$, — The score made by tricks or honours ; for each triek after six, one point is scored. Qtuftrt. — Sequence of any four cards. Quitted. — A trick is said to be quitted when the four earda eoiutitating it have been gathered up and tamed on the table, the hand doing so having left them. Quart -wnjnr. — The sequence of the four highest cards of a foil, Quiikt, — rfeqaence of any f ve cards. He-emiry. — A card that will, by winning a trick, bring yon the lead at an advanced period of the hand. /Ce»4«M«f, — To play a card of another suit than that led, faf>1dfnig none of the latter. Reroh^, — To play a card of another suit, while holding s card of the suit led. Huhher, — Two games won in succession ; or two oat of three gamcy, con.'titutcs winning a rubber. Hujfimg, — Anothen- word for trumping a suit. .Vecwrw.— Partners trumping each a swit, and leading to each other for that purpose. Also called a 'ro99-rmff, »69«e»«ie,— Three or more cards in consecutive order. A litad sequence is one standing at the head of the soiit. An a^/«r sequence is one at the bottom of the saftr 3 appendix. ^ bl'MX:''i7;;;;;-. »"« «f wh.-oh you h„M card, 'han three cards. ' '"''' ""g'^'ly a«t more Signal for trumm Th -- Of p,„;.„ u„rei:;*'ii!r::7Hn "'""■^ one. »»nijr nigh card before a lo\f &inyle^ a Making three or four up ' """ ^'"" "''^•"«'7 h« scored strength. "o-'radistmction to numerical «"y,- orthekinga/d tn';, ""'r ■""■ ->-«" "rigi" baen played : tkU is ^'X ° n "" "" """"' '"'^' i3 the combination of ^he sel / !" "^ *" *'"'' '*"'""' of a suit. ""^ '<"""«' Md fourth best cards y-ce._se,„ence of any three card, ^T;:;r-'"«-^---- three ai.he. card. Of J>'""1> card. ,ke.-ni Z. , ' '^T P''^'"' '» » "«« 'ed- ^■-»...-c„rd3 ofiereSrv" r-*'- dealer. ' "* '"»' '"raed up by the ^"''"-/'%— Speaking eenerallv •, best card,, and playir,„b"'; ."""■" ""P'-S '"""' i» sometimes ad'an^a|eo„'t '" """ '"'*••'• ^''- «hen strong in trumpf o/^h T"'' "' '" P""" •»*'' «»ch » n«. must bZl'JZ """P' •" 0"' '• b-' of high c.rds-in confrad?J ".•"•"«• """"ber »»«.6«- of card.. "'""""'■""'o«o» f a-.uit short i« "^ hold cards otherwise, not more ' ordinary ore a low II. THE LAWS OF SHORT WHIST, as scored {London Club Code.) ?e num- imerical > being, origin - «^e have tenace t cards irds of e. iled. ' the back This luits but ■ iber \ ia The Rubber. 1 . The rubber is the best of three games. If the first two games be won by thi same players, the third game is not played. Scoring. 2. A game consists of five points. Each trick, above six, counts one point. 3. Honours, 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 honours, they score four points. II. Any three honours, they score two points. III. Only two houours, they do not score. 4. Those players, who, at the commencement of a deal, are at the score of four, cannot score honours. 5. The penalty for a revoke takes precedence of all other scores. Tricks score next. Honours last. 6. Honours, unless claimed before the trump card of the following deal is turned up, cannot be scored. 7. To score honours 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—- Appendix, \ ■| ■!J I. A treble, or game of three points, when their adversa- ries have not scored. II. A double, or game of two points, when their adversa- ries have scored less than three. III. A single, or game of one point, wh?n th^ir adversa- ries hav, scored three, or four. 9. The winners of the rubber pain two points (commonly 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 proven, such mistake can bet 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 :.r jnfcous score, affecting the amount of the rubber, be proved, such mistake can be rectified at any time during the rubber. \\ ill 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 moie than one card, he must cut again. Formation of Table. 16. If there are more thnn four candidates, the players are selected by cutting : those first in the room having the preference. The four who cut the Itwest cards play firsts and again cut to decide on partners ; the two lowest play against thd two highe!>t; the lowest is the dealer, who has tho choice of cards and seats, and^ having onpe made his selection, must abide by it. 17. When there are more than six candidate^, those who eut the two next lowest card^:, belong to the tablo^ which ia Laws of the Game, complete with fix pl.nyers ; on the retirement of one of those six players, the candidate who cut the next lowest card, has a prior right to enter the table. Cutting cards of equal value. IS. Two players cutting cards of equal value, unless «nch cards are the two highest, cut again ; should they bo the two lowest, a frc^h cut is necessary to decide which of those two deals. 19. Three players cutting cards of equal value cut again ; should the fourth (or remaining) card be the highest, the two lowest of the new cut are partners, the lower of those two the dealer ; should thn fourth card be the lowest, the two highest are partners, the original lowest the dealer. Culc'ug out. 20, At the end of a rubber, should admission be claimed l)y 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 when all have played the fiame 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 deelare isuch intention prior to any of the players having cut a card, either for the purpose of commencing a fresh rubber, or of cutting out. 22. In the formation of fresh tables, those candidates who have neither belonged to, nor playsd at any other 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 of a rubber, may, with consent of the other three players, ap- jpoint a substitute in his absence during the rubber. 24. A player cutting into one tab'e, whilst belonging to 8 Appendix. ri i!»l another, loees his right of re-ontry into that latter, and takes his chance of cutting in, as if ho were a fresh can- didate. 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 precedence by cutting. ShiilHing. 26. The pack must neither be shuffled below th? table ; nor 80 that the face of any card be seen. 27. The pack must nut be shuffled during the play of the hand. 28. i. 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, except asT provided by Rule 32, prior to a deal, after a false cut, or when a new deal has occurred. 30. The dealer's partner must collect tho cards for the ensuing deal, and has the first right to shuffle that paek. 31. Each player after shuffling, must place the cards pro- perly 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 whilst giving the pack to be cut, he may be compelled to re-fihufflxi, The deal. J*. 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 en the other, a card be exposed; or if there be any confu* Laii's of the Game. eion 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 sep- arated the pack, he cannot alter his intention ] he can neither re-shuffl<', nor re-cut the cards. 6. 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 — 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 deil n:^, a card bo exposed by the dealer or his partner, should neithor of the adversaries have touched the card*, the latter can claim a new deal ; a card exposed by either adver.>^ary gives that claim to the dealer, provided that his partner has not touched a card ; if a new deal does not take place, the exposed card cannot be called. 39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their priv- ilege of claiming a new deal, should chance give them such option. 40. If, in dealing, one t-f the last cards be exposed, and the dealer turn up the trump befure there is reasonable time for his adversaries to decile as to a fresh deal, they do not thereby lose their privilege. 41. If a player, whil?t de Ming, look at the trump card, his adversaries have a right to see it, and may exact anew deal. 42. If a player take into the hand dealt to him a card belonging to the other pack, thn adversaries, on discovery of the error, may decide whether they will have a fresh deal or not. JO ^Ppe/idix. ^ ,'1 ^ 'Misdeai. dealer's I.ft. ' "-"""".g wth the player ,„ ,he "• Should -Ore ,fc,r„ , '» ""e dealer, ^^ Jle' T rV "■'"«"''"• «-d.r V- Should IbcflBiIar „„j " n""lean,i.,at^.^yi^; ;j" " '■'"P'««^ion that ho hn, remainder „f tLe,.^_ «""" "'» «arU« „„ .he table, or the '■'• Sho Id the .fej,^ . ""J' to the .am* a.«a an ."" ""'^' "' "■"'•. «r two P;ort„dea,i„.^«,,:^^, . ' - aeal » 'hi-d : but T. he position of «».„„, „„;";'■,:'''":' """• •'^ "'--g -"■ Should tb. iWii olTtT?"''""''''"'''''^'-- ""«'? card beiag ^»^ „^''. "^^ ""« '""r, pHor to the «"ds, but uot af^«.a.^ JP;;;;' '"^f"™ i-ki„g ,t their ■»g. either of the ^^^T Z^^; ,^7' ■•^- ""l-g the deal- ^oaler's partner ia.^;: ;;."?'';''« "-J- Pri-r to the *"t interfered with Z^-^' '•".*''<""'» ">« latter have ^''thof,head.er^^^;^;»;'-'h^tand,„g either, or . ">e deal is lost. ^ ^"b^quently done the same. 4i1. Should three nlL «-d-tbe r.,urth hJ:^rth "t ■'!""■' "«"' ■""»•>- of '-oh Ueiicie^e^ ^a^ ZJlT,' ""-^ "'" <"^<">ver deal stands good; A^^H , "^ "' *"' ""d^. the •We for an, re.oie ^'C ^T' "' " " «'"«- »»!»? have mad., as if the missing Laws of the Game. 11 '» one nt a ^'e^ to the lek. Hr (»r(lf»r ^be pack >r of the ' ho hns '» or the or two but it; tering lay do I Law. ut to ;o the their leal- • the lave V or me, • of ver the er- card, or cards, had been in his band; ho may search the other pack for it, or them. 47 If a pack, during or after a rubber, be proved incor- rect or imperfect, such proof does not alter any past score, j^ame, or rubber : that hand in which the imporfootioQ waa detected is nuU and void ; the dealer deals again. 48. Any one dealing out of turn, or with the adversary's cards, may bo stopped before the trump card is turuod up, nfter which the game must proceed as if no mistake had been made. 4U. A pinyer can neither shuffle, cut, nor deal for his partner, without the permission < f his opponents. 50. If the adversaries interrupt a dealer whilst dealing, cither by questioning the score, or assarting thnt it is not his deal, and fail to establish such claim, should a mid- deal occur, he may deal again. 51. Should a player take his partner's deal and misdeal, 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 Tiiimp card. 52. The dealer, when it is his turn to play to the first trick, should take the trump card into his handj 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 remind him of the liability. 53. After the dealer has taken the trump ; \-x into his hand, it cannot be asked for ; a player naming it at any time during the play of that hand, is liable to have his highest or lowest trump called, 54. If the dealer take the trump card into his hand be* fore it is his turn to play, he may be desired to lay it on the tible ; should he show <'i wrong card, this card may be called, as also a second, a third, <&c., until the trump card be produced. 55. If the dealer declare himself unr/ble to recollect tho J2 Appendix. trump card, his highest or lowest trump may bo called at any time during that hand, and unless it cause him to re- voke, must be played ; the call may be repeated, but not changed, t. «., from highest to lowest, or vice vervd, urttil such card is played. Cards liable to be called. 5 It ofi. All exposed cards are liable to be called, and must be left on the table ; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following arc exposed cnrds : — 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. 57. If any one piny to an imperfect trick, the best cai on the tnble ; or lead and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his i;artner have led or played tc the following trick. 75. 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, may withdraw thair cards and substitute others : tho cards withdrawn are not liable to be called. 77. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries, the revoke is established. The mixing of the cards only renders the pro(-f of a revoke difficult ; but does not prevent the claim, and possible es- tablishment, of the penalty. 78. A revoke cannot be claimed after the cards have been out for the following deal. 79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke haff been detec'ed, to be played out. 80. If a revoke occur, be claimed and proved, bets on the odd trick, or on amount of score, must be dec! led by the actual state of the latter, after the penalty is paid. 81. Should the phiyers on both sides subject tbemselvet z6 Appendix. I ;i^ • <• 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 Kule 61.) Calling for new cards. 83. Any player (on paying for them) before, but not after, the pack be cut for the deal, may cal^ " r fresh cards. He must call for two new packs, of which i. a 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 ; 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 /or a re- voke ; partners have then a riyht to consult, 85. Any one during the play of a trick, or after the four cards are played, and before, but not after they are touch- ed for the purpose of gathering them together, may demand that the cards be placed before their respective players. SQ. If any one, prior to his partner playing, should call attention to the trick — either by saying that it is his, or by naming bis ct^rd, or, without being required so to do, by drawing it towards him — the adversaries may require that opponent's partner to play the highei^t or lowest uf the suit then led, or to win or lose the trick. 87. In all oases where a penalty has been incurred, the offender is bound to give reastonable time for the decision ef his advenariea. Lmvs of the Game. n tion of 3, they 1st not )8 it is 9 their of his > such • a re- 9 four )uch- nand ra. call )rby ♦ by that suit the. nef 8S. If a bystander make any remark whteb eaAU the Atteotkn ef a player or players to an oversight affecting tJie leove, he is liable to be called on, by the players only, to pay the stakes and all bets on that game or rubber. ^. A bystander, by agreement among the players, may decide any question. V0. A card or cards torn or marked, must be either re- placed by agreement, or new cards called at the expenje oftlie table. 9\, Aaj player may demand to see the last triek turned, aod no more. Under no circumstances can more than eight earji be seen during the play of the hand, viz : the four cards GO the table which have not been turned and quitted, and tlie last trick turned. Etiquette of Whist. The fbllowing rules belong to the Established Etiquette ofWIiift. Tbey are not called laws, as it is difficult, in ftome ea«ea impossible, to apply any penalty to their in- fractloBi -f and the only remedy is to cea«e to play with plajerf who habitually disregard them. Two packs of cards are invariably ased at Clubs: if f^ofjibSe this should be adhered to. Any (9n«, having the lead and several winning cards to plajy fb4 fe«i«« biBtelf unintereeted in the game, and able to decide m ;>'. t iS Appendix. any disputed question of facts ; as to who played any par- ticular card—whether honours were claimed though not scored, or vice verad, — &e , «fec. 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. Dnmmy 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 fol- lowing exceptions : — I. Dummy deals at the commencement of each rubber. II. Dummy is not liable to the penalty for a revoke, as his adversaries see his cards : should he revoke and the error not be discovered until the trick is turned and quitted, it stands good. lii. Dummy being blind and deaf, his partner is not liable to any penalty fur 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, 4to., with- out incurring any penalty; if, however, he lead from Dum- my'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. Double Dummy 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. layed any par- id though not iiade a revoke^ id in order ta as they wish, T should they e state of the lid they walk ayer against I the table, (^ith the fol- ch rubber, a revoke, as Qke and the and quitted, 'tner is not an gain no of his cards ,