. s m ADVICE TO THE gotmg ISSfust CONTAINING MOST OF THE MAXIMS OF THE OLD SCHOOL, WITH THE AUTHOR'S OBSERVATIONS ON THOSE HE THINKS ERRONEOUS ; WITH SEVERAL NEAV ONES, EXEMPLIFIED BY APPOSITE CASES; AND A METHOD OP ACQUIRING A KNOWLEDGE OF THE PRINCIPLES ON WHICH THY ARE GROUNDED, POINTED OUT TO THE INEXPERIENCED WHIST PLAYER, THE FOURTH EDITION', WITH ADDITIONS. BY THOMAS MATTHEWS, ESQ. BATH, PRINTED BY W. MBYLER AND SON: AND SOLD BY NOSTER-ROVV; AND J. HARDING, " ST. JAMES'S-STREET, LONDON. TO Meatier- J.T is a fact of general notoriety, that notwithstanding the numerous theories published, and almost universal prac- tice, of a science, where profit and amusement are combined, a crfftital whist player is scarcely ever, and even what may be termed a good one } but rarely, met with. THERE is, indeed, in almost every provincial town some 'Squire, Lawyer, or Parson, who, you are told, plays an excellent game of ivhist ; but a judge always finds them ignorant of what IV. TO THE READEK. may be termed their alphabet, and at best, possessed of a good memory, and capable perhaps of playing their own cards tolerably. The reason of this will appear obvious to those who re- flect, that in all other arts and sciences, no man but commences by making himself master of the first rudiments ; but the whist player, in general, sits down to lose perhaps considerable sums of money, without any further preparation than the having got a few general maxims by rote, which, from want of comprehending, he applies universally, and is consequently much oftener wrong than right in their apr- plication. WHEN the beginner reads, that with two or more of a sequence to his partner's lead, (as king and queen) he should put on the. lowest, he docs so? or not, generally, without thinking ^ it material; bat after he is made to TO THI-; RKAnRR. comprehend, that his queen's passing demonstrates to his partner that the king cannot be in his left-hand, adver- sary's hand, or the knave in his, and the consequent advantages to him in playing his suit (whereas if he puts on the king, it leaves him in ignorance as to the queen and knave) he will never after err in those cases, and will also know how to profit by similar correct- ness in his future partners. To beginners I wish to inculcate the absolute necessity that they should proceed gradually ; and before they sit down to play at all, make themselves masters of the different leads, modes of playing sequences, and some few of the most simple rules. When they feel within themselves that they have ac- quired some insight into the theory, let them begin to reduce it to practice in the best set of pla;. crs they can meet with. Beginning to play with bunglers* VI. TO TH R K K \ DF.K. lers, will not only prevent their present improvement; but, as experience shews, when once they have acquired erro- neous ideas, they will find it next to impossible to eradicate them in future. BY these means they will gradu- ally acquire a knowledge of the more intricate combinations of the game, and comprehend when and why the ge- neral maxims are to be adhered to or violated; without which, I cannot too often repeat, they more frequently puz- zle than inform the player. THOUGH in many instances I have deviated from the common maxims ; yet I am not vain enough to think I shall add much to the knowledge, of* the experienced whist player; but I am convinced, that an attentive study of this little treatise, in the mode pre- scribed, will enable the beginner to sit down without disadvantage, in a very TO THE READER. short time, with most sets he meets with. It is needless to tell those who play for considerable stakes, that it is their interest to acquire a knowledge of the game, at least, sufficient to de- fend their money ; but it is in my opi- nion, equally necessary to the players for amusement, as they term it, which for the most part consists, to a bungler in being scolded and found fault with, from the moment he sits down to the breaking up of the -party. How far I have succeeded in my intenti6n must be left to the judgment of the Readers, to whom, with all due respect, these Maxims are dedicated by THE AUTHOR. 3ftttrotmcttom X HE following definition of the game of Whist is recommended to the attentive pe- rusal of the Reader, previous to his studying the maxims; as nothing will facilitate his comprehension of them so much as a clear idea of the ultimate end to which they all tend. Whist is a game of Calculation, Obser- vation, and Position or Tenacc. Calculation teaches you to plan your game, and lead originally to advantage; before a card is played, you suppose the dealer to have an honour and three other trumps ; the others, each an honor and two others. The lenst reflection will shew, lhat INTRODUCTION. as it is two to one, that your partner has not a named card ; to lead on the supposi- tion he has it, is to play against calculation. Whereas the odds being in favour of his having one of tzco named cards, you are justified in playing accordingly. Calcula- tion is also of use on other occasions, which the maxims will elucidate ; but after a few leads have taken place, it is nearly super- seded by observation. Where the set are really good players, before half the cards are played out, they are as well acquainted with trie material ones remaining in each other's hands as if they were to see them. Where two regular players are matched against two irregular ones, it is nearly the same advantage as if they were permitted to see each other's cards, while the latttr were denied the same privilege. It is an axiom, that the nearer your play .approaches to what is called the dumb man, the better. INTRODUCTION. These may be called the foundation of the game, and are so merely mechanical, that any one possessed of a tolerable me- mory may attain them. After which comes the more difficult science of position, or the art of using the two former to advantage; without which, U is self-evident, they are of no use. At- tentive study ajid practice, will, in some de- gree, ensure success; but genius must be added before the whole finesse of the game can be acquired however, st quiddam prodire tenus, si non dalur ultra. - DIRECTIONS AND MAXIMS Beginners OTUDY all written maxims with the cards; placed before you, in the situations men- tioned. Abstract directions puzzle much-, oftener than they assist the beginner. If. Keep in your mind that general maxims pre-suppose the. game and hand,, at their commencement; and that material changes in them, frequently require that u> different mode of play should be adopted. III. Do not attempt the practice till you have acquired a competent knowledge of the theory ; and avoid as much as possible, 14 MATTHEWS' ADVICE TO THE at first, sitting down with bad players. It is more difficult to eradicate erroneous, than to acquire just ideas. IV. Never lead a card without a reason though a wrong one; it is better than ac- customing yourself to play at random. V. Do not at first puzzle yourself with many calculations. Those you will find hereafter mentioned are sufficient, even lor a proficient. VI. JDo not accustom yourself to judge by consequences. Pad succeeds sometimes, when good play would not. When vou see an acknowledged judge of the game play in a manner you do not comprehend, get him to explain his rensons, and while fresh in your memory, place the same cards before you; when once you can comprehend the case, you will be able to adapt it to similar situations. VII. Before you play a card, sort your hand carefully, look at the trump card, and 15 YOUNG WHIST PLAYER. consider the score of the game, the strength of your own hand, and form your plan on th probable situation of the cards ; subject however to be changed, should any thing fall to indicate a different one; after which, never look at your hand, till you are to play without attending to the board no maxims or practice can make even a tolerable whist player. VIII. Observe silently and attentively the different systems of those with whom you commonly play; few but have their fa- vorite one, the knowledge of which will give you a constant advantage : one leads by preference from an ace, another never but through necessity. (This will often di- rect you in putting on the king second.) The players of the old school never lead from a single card without six trumps; many do from weakness; some have a trick of throw- ing down high cards to their adversary's lead, and then affect to consider (though they have no alternative) to deceive: Ob- servation will enable you to counteract this, and turn it to y_our own profit. m MATTHEWS' ADVICE TO THE IX. The best leads are from sequences f three cards or more. If you have none, lead from your most numerous suit, if strong in- trumps, and rather from one headed by a king than a queen ; but with three or four small trumps, I should prefer leading from a single card to a long weak suit. N. B. This is contrary to the usual practice, especially of the players of the OLD SCHOOL. X. The more plainly you demonstrate your hand to your partner the better. Be particularly cautious- not to deceive him in his or your otcn leads, or when he is likely to ha-ce the lead a concealed game may now and then succeed in the suits of your adver- saries; but this should not be attempted be- fore you have made a considerable profi- ciency; and then but seldom, as its fre- quency would destroy the effect. XL At the commencement of a game, if you have a good hand, or if your adversaries are considerably advanced in the score, play a bold game; if otherwise, a more cautious one. 17 YOUNG AVHIST PLAYER. XII. Be as careful of what you away, as what you lead; ic is often of bad consequence to put down a tray, with a deuce in your hand. Suppose your partner leads the four, your right-hand adversary the five, and you put down the tray, it ought to be a certainty, that you ruff it next time, j but if he finds the deuce in your hand, and you frequently deceive him by throwing down superior cards, it will destroy his con- fidence, and prevent his playing his game on similar occasions. I would wish to inculcate these minor qualifications of whist playing to the beginners, because, they are attainable by every body ; and when once the great ad- vantages of this kind of correctness is seen, the zcorat player would practice it, as con- stantly as the best, attention being all that is necessary. XIII. Do not lead trumps, merely be- cause an honour is turned up on your left, or be deterred from it, if on your right hand. Either is proper, if the circumstances of your hand require trumps to be led; but neither otherwise. . Finesses are generally right in c IS MATTHEWS' ADVICE TO THE trumps, or (if strong in them) in other suits. otherwise they are not to be risked but with caution. XV. Never ruff an uncertain card, if ftrong, or omit doing it if weak in trumps; this is one of the few universal maxims, -and cannot be too closely adhered to, even did you know the best of the suit was in your partner's hand: it has the double advantage of making an useless trump, and letting your partner into the state of your hand, who will play accordingly. XVI. Keep the command of your ad- versary's suit as long as you can, with safety; but never that of your partner. XVII. Do not ruff a thirteenth card se- cond hand if strong; but always, if weak in trumps. XVIII. Alwaj s force the strong, seldom the weak, but never the two ; otherwise you play your adversaries' game, and give the one an opportunity to make his small trumps, v/hile the other throws away his losing curds. It is a very general as well as fatal error, but the extent of it is seldom comprehended by unskilful players, -who seeing the good 19 YOUNG WHIST PLAYER. effect of judicious furces, practice them IN- JUDICIOUSLY, to their almost constant dis- advantage. The following effect of a force is too obvious not to be instantly compre- hended. I have only to tell the student, that the same principle operates through the fifty-two cards, however various their com- binations ; and that a steady consideration of it, is one of the first necessary steps to- wards acquiring an insight into the game. A has a seizieme major in trumps> a quart major in a second, and a tierce major in a third suit. jB, his adversary, has six small trumps, and the entire command of the fourth suit : in this case it is obvious that, one force on A gains the odd trick for JB, who without it loses a slam. Though so great an effect may seldom be produced, still there is scarcely a rubber where the truth of tlte maxim is not experimentally demonstrated. XIX. Wlien, with a very strong suit,, you lead trumps, in hope your partner may command them, shew your suit first. If you have the strength in trumps, in yoxr hand, play them originally, 2 20 MATTHEWS' ADVICI-. TO THF. XX. With the ace and three otlur trumps, it is seldom right to win the first or second leads in that suit, if made by your adversaries, unless your partner ruffs seme other. XXI. With a strong hand in trumps,, particularly if you have a long suit, avoid ruffing, and still more over-ruffing, your right-hand adversary, as much as possible. As this is a maxirn, less understood, less practised, and more indhpnuibly nectssary, than almost any other, 1 will endeavour to explain it to beginners, as clearly as I am capable of doing: Cards being nearly equal, the point to which all the manoeuvres of good whist players tend, is to establish a long suit, and to preserve the last trump, to hring it into play, and to frustrate the same plan of their adversaries. With an honor (or even a ten) and three other trumps, by well managing them, you have a right to expect success. In this case do not. overtrump your right-hand adversary early in the hand ;' but throw away a losing card ; by which, there remaining but twelve rurups/your o-.vu hand is stiengthened, ami 21 YOVNO WHIST PLAYF.K. your partner has the tenace, in whatever suit is led ; whereas had you over-ruffed, your would have given up the whole game, to secure one trick. But there are reasons for breaking this rule: 1st. If your left- hand adversary has shewn a decided great hand in trumps, (in which case, make your tricks while you can) or, 2d!y, If your part- ner decidedly means to force you to under- stand if this is the case, you are to observe, if" your partner plays the winning or losing card, of the suit you have refused. If the former, it is by no means clear he mains to force vou, and you play your own game. If the latter, you are to suppose him strong in trumps, and depend on this, to protect your long suit; a due reflexion on this, will con- vince you, of the value of that maxim, which enjoins you never to play a strong game, with a weak hand, or vice versa. A few de- viations from this, effectually destroys that confidence necessary between partners, and introduces a confusion and consequences, that cannot be too carefully avoided, or too strenuously deprecated. XXIL If the circumstances of vour MATTHEWS ADVICE TO TH K hand require two certain leads in trumps, play off your ace, let jour other trumps be what they may. XXIII. It is a general maxim not to force your partner, unless strong in trumps yourself. There are, however, many ex- ceptions to this rule : as, 1st. If your partner has led from a single card. 2d. If it saves or wins a particular point. 3d. If great strength in trumps is de- clared against you. 4th. If you have a probability of a saw. 5th- If your partner has beer forced and did not trump out. 6th. It is often right in playing for an odd trick. XXIV. It is difficult to judge tthen to lead trumps The following situations will assist the beginner, to reason, and in ge- neral, direct him properly : , 1st. With six trumps, on supposition your partner has a strong suit. 2d- If strong in other suits, though weak in trumps yourself. 3d. I f your adversaries are play ing from vtcak suits. S3 YOUNG WHIST PLA\KR. 4ih If your adversaries are at the point of eight, and you have no honour, or proba- bility of making a trump by a ruff. XXr. It is easy soon to discover the different strengths of good players, but more difficult with bad on-es. When your adver- *ary refuses to trump, and throws away 3 small card, you conclude his hand consists of a strong suit in trumps, with one strong and another weaker suit. If he throws an honor, you know he has two suits only, one of which is trumps. In the latter case, win tricks when you can. Avoid leading trumps, or to his suit; force him, and give your partner an opportunity to trump if possible. This inaxirn cannot be too ma- turely considered, as there is a fault which is constantly committed by bad players, and js amongst those most fatal in their conse- quences. The moment an adversary refuses to ruff, though a winning card, they in vio- lation of common sense, trump out, and not unfrequently give away five or six tricks, which a judicious force would haye prevented* 24 M ATTH E W S ' ADVICE TO TH ft . If you arestrongin trumps, and have the ace, king, and two more, ot' you r rig : n-hand adversary's lead, there are two ways to play, either to pass it the first time, or else to put on the ace, and play the suit on to force your partner. If weak in trumps, put on the ace, but do not continue the suit. XXfll. If you win your partner's lead with the queen, unless in trumps, do not re- turn it; it is evident the ace or king lies behind him, and you give the ten ace to the adversary. XXV HI. To lead from only three cards, unless in sequence, is bad play, and only proper when you have reason to think it is your partner's suit; in which case, playoff the highest, thougli the king or queen. N. B. This is contrary lo the general practice, but un- doubtedly lijjlit. XXIX The first object should be to save the game, if it appears in probable danger; the next, to win it, if you have a reasonable hope of success, by any mode of p'ay, though hazardous. If neither -of the.st: is the question, you should piny to SOT N<; U "li I Sf , 1. V RJT or score of tiie game. In other words, you should not give up. the certainty of the odd trick, or scorjngjtfre or ei^ht, for the equal chance of two, six, or nine ; wherras you should risk any equal finesse that will prevent your adversaries iVo:n these scores by its success XXX. It is generally right to return your partner's lead in trumps, unless he leads an equivocal card, such us a nine or ten. These are called equivocal) because they are led with propriety, both from strong and weak suits. With a quart to a king or nine, ten, knave and king of a suit, you lead the nine, as you do when it is the best of two or three of a suit. XXXI. With only four trumps, do not lead one, unless your strong suit is estab- lished, except that with a tie ice-major, and another trump, and a sequence to the king of three or more ; it is good play to lead trumps twice, and then the knave of your suit, and continue till the ace is out. XXXtl. If you remain with the best trump, and one of your adversaries has three or more, do nor play it out, as it may stop 19 MATTHEWS' ADVICE TO THE the suit of your other adversary. If they loth have trumps and your partner none, it is right to take out two for one. XXXIII. If strong in trumps, with the commanding card of your adversaries' suit, and small ones, force your partner, if he iias none of that suit, with the small ones, and keep the commanding card till the last. XXXIV. If your partner leads the ace and queen of a suit of which you have king .and two others, win his queen, that yod may not stop his sui . XXXV, If your right-hand adversary wins, and returns his partner's lead, should you have the best and a small one, play the iatter. If your partner has the third best he will probably make it. If your adversary as a bud player, I would not advise this, as ihey never finesse when they ought to do i"t. *,* If weak hi trumps, you should not veuturc this iu .ether suits. XXXVI. If your right-hand adversary calls, and your partner leads through him; with ace or king the nine and a small one, you should finesse ih&nine. '. XXXF1I. If your partner calls before 27 YOUNG WHIST PL AY P.P. his turn, he means you should play a trump. Take every opportunity to shew your part- ner that you can command the trumps. In this case he will keep his own strong suit entire: whereas if the strength of trumps is with the adversaries, his play would be to keep guard on their suits, and throw away from his own. XXXVIIL With ace, knave, and another trump, it is right to finesse the knave to your partner's lead ; and if strong in them you should do the same in any suit. If he leads the ten. of any suit, you pass it invariably with the ace and knave; unless one trick saves or wins any particular point. XXXIX. It is better to lead from ace nine, than ace ten, as you are more likely to have a ten ace in the latter suit, if led by your adversary. XL. If your partner, to your winning card, throws away the best card of any suit, it shows he wishes you to know he commands it ; if the second best, it is to tell you he has no more of that suit. XLL If very strong in trumps, it is al- ways right to inform your partner of it as 23 Al \ I" ! 1 1 H V. S A I) V 1 C F T O T H K soon as possible.. If fourth player, you are to win a small trump, and you have a se- quence of three or more, win it with the highest, arid play the lowest afterwards. XLH If strong in trumps, do not ruff the second hest of any suit your partner leads, but throw away a losing card, unless you have an established saw. XLIIL. If ten cards are played out, and there remains one entire suit, and your partner leads, if you have king, ten and another, and six tricks, you have a certainty to make the odd one, if you play right, let the cards lie how they will; should your right-hand adversary put on an honor, you must irin it, if not, put on the ten : with five tricks, put on the king. XXIV. Many good players, in playing tierce-majors, begin with the king and queen. This is often productive of mis- chief; as, when played at other times from king and queen only, the ace is kept up, and while each thinks his partner has it, and has played accordingly, it unexpectedly appears from the adversary, and disappoints their whole plan. YOUNG W li 1 S T V I-, A V K il . . If the fourth player wins his ad- versary's lead, it is better to return it than open a new *uit, unless strong enough in it to support his partner. XLVI. With ace, knave, and another, do not win the king led by your left-hand adversary. You either force him to change his lead, or give you tenace in his own suit. XLP r II. With ace, queen, &c. of a suit, of which your right-hand adversary leads the knave, put on the ace invariably. No good player, with king, knave, and ten, will begin with the knave, of course it is fines- sing against yourself, to put on the queen, and as the king is certainly behind you, you give away at least the lead, without any pos- sible advantage. XXLnil.Wkn only three of a suit, put on an honor on an honor ; with four or more, you should not do it except the ace should not be put on the knave. XLIX. With king and one more, good players sometimes put it on second, some- rimes not: if turned up it should invariably be put on, and generally in trumps. But so MATTHK.XVS' ADVICE TO THE queen or knave should never be played,, unless a superior honor is turned up on the right. L. In playing for an odd trick, you play a closer game than at other scores. You lead from single card* and force your part- ner, when at another time you would not be justified. It is seldom in this case pro- per to lead trumps ; and few finesses are justifiable. It is a nice part of the game and experience with attention, will alone teach it with effect. LI. If the trumps remain divided be- tween you and your partner, and you have no winning card yourself, it is- good play to- lead a small trump, to put it in his hand to- play off any that he may have, to give you an opportunity to throw awav your losing cards. A remains with two or more trumps, and two losing cards }. his partner with a better trump, and two winning cards. It is evi- dent, if he plays off a losing card, he will make merely his two trumps, but if he plays an infciior trump, and put it into his part- ner's lead, he will play off his- winning cards, SI YOUNG WHIST ! L A V K K . nd give A an opportunity to throw away his losing one*. N. B. This continually oecurs, and ifr necessary to be c^i- prchended. LIL When your partner leads, win with the lowest of a sequence, to demonstrate your strength in Ms suit; but it is often right to win your adversary's lead with the highest, to keep him in ignorance. LIII. When your partner plays a thir- teenth card, and most of the trumps are un- played, he in general means you should put a high trump to strengthen his own hand- LPI. When you have but a moderate hand yourself, sacrifice it to your partner ' r he, if a good player, will act in the same manner. L7. With three, return the highest; with- four, the lamest of your partners lead. This answers two purposes, by giving your part- ner an opportunity to finesse, and to shew him you have but three at most in- his suit. LVl. With the ace, queen, and others of your right-hand adversary's lead, put on a smalt one, except he leads the knave, in which case put on the ace. 32 M AT I ' V. V s' A I) VIC I' TO TH V. . LPH. When at eight, with two honors, look at your adversary's score, and consider if there is a probability they should save their lurch, or win the game, notwithstand- ing your partner holds a third honor ; if not you should not cull, as it gives a decided ad- vantage against you in playing for tricks. LFIII. Finessing in general is only meant against one card. There are, however, si- tuations when much deeper are required ; but theory alone can never enable the be- ginner to discover these. Supposing it ne- cessary you should make two out of the last three cards in a suit not played, vcur part- ner leads the nine, you have ace, ten, and a small one Query, what are you to do f Anstcer, pass it, though the finesse is against three; for if your partner has an honor in the suit, you make two tricks. If not, it is impossible by any mode of play whatever. LIX - With king, queen, &c. of your nght-hand adversary's lead, put on one of them; with queen, knave, and another, the knave; v, ith t\vo or more small ones, the lowest. x LX. The more critically you recollect 33 YOUNG WHIST PLAVKR. the cards the better ; at least, you should remember the trumps, and the commanding card of each suit. It is possible to assist the memory by the mode of placing the cards remaining in your hand viz. Place the trumps in the back part of your hand, your partner's lead the next,, your adver- sary's next, and your own on the outside. It is also right to put thirteenth eards r in some known situation. LXI. It is highly necessary to be cor- rect in leads. When a good player plays an eight and then a seven, I know he leads from a weak suit ; the contrary, when he plays the seven first : the same even with a tray or a deuce. This is what bad plavers always err in, as they never can see the difference. LA'//. If left with the last trump*, and some winning card*, with one losing one,, play this tirst, as vour adversary on the left. may finesse, and the second best in voi;s partner's hand make the trick ; which could riot be kept till the last, LXIII. Should vour partner refuse tp trump a certain winning card, try to get 34 MATTHKWS' ADVICE TO THR the lead as soon as you can, and play out trumps immediately. LXIV. Good players never lead a nine or ten, but for one of these reasons 1st. From a sequence up to the king. Cd. From nine, ten, knave, and king. 3d. When the best of a weak suit not ex- ceeding three in number. If you have either knare or king in your OICH hand, you are certain it is for the latter reason, and that the whole strength of the suit is with your adversary, and play your game accordingly. LXT. If your partner leads the nine or ttJij and you have an honor, with only one more, put it on : if with two or more, do not ; with the ace and small ones, win it invariably ; for it is better that he should linosse, in his own suit, than you. LXVI, Unless you have a strong suit yourself, or reason to suppose your partner has one, do not trump out, unless you have six trumps. LXV1I. There are situations where even good players differ; if a queen is led on your right-hand, and you have ace or king and 3.5 YOUNG WHIST i- 1, A > F. H . two small ones, you should certainly win it; but having king or ace, ten and a small one, 7 invariably pass it, and for the following reasons by passing it, if your partner has the ace or king, you clearly lie tenace, and the leader cannot possibly make a trick in the suit, which he must have done had you even the first trick, as he would lie tenaee over your partner. If your partner has the knave, you lose a trick, but the odds are greatly against this. LXfHl. It is reldom right to lead from a suit in which you have 4 tenaee. With ace, queen, &c. of one suit: king, knave, &c. of a second ; and third weak one, the beet play is to lead from the latter. LXIX. When it is evident the winning cards are betwixt you and your adversaries, play an obscure game ; but as clear a one as possible, if your partner has a good hand. . LXX. It is equally advantageous to lead up to , as through an ace ; not so much so to a king, and disadvantageous to the queen turned up. LXX/. Avoid at first playing with those who instruct, or rather find fault, while the D 2 36 MATTHEWS' ADVICE TO THE hand is playing. They generally are un- qualified by ignorance, and judge from con- sequences ; but if not, advice while playing does more harm than good, by confusing a beginner. LXXI1. It is seldom right to refuse to ruff when your partner, if a good player, visibly intends you should do it. If a. bad one, your otfn hand should direct you. LXXIIL If you have ace, king, and two more trumps, and your partner leads them originally, insure three rounds in trumps; but if he leads (in consequence of U'nir shewing your strength) a nine, or any equivocal card, in that case, pass it the first time ; by which you will have the lead, after three rounds of trumps ; a most mate- rial advantage. LXXll'. There is often judgment re- quired in taking the penalties of a revoke. Before the score is advanced, if the party revoking h;is won nine tricks, the least con- sideration wiil shew, that the adversaries should take three of them, for if they add three to their own score, they still leave the odd trick to the former j but if the revoking 37 YOUNG WHIST PLAYER. party are at eight, it is then better for the adversary to score three points, as the odd trick leaves the former at nine, which is in every respect a worse point than eight. On other occasions, it is only to calculate how the different scores will remain after each mode of taking the penalty; and it will he ohvious which will he tlie most advantageous never losing sight of the points of the game ; i. e. scoring eight or five yourself, or preventing your adversary from doing so. LXXV. With ace, queen, and ten, of your right-hand adversary's lead, put on the ten. LXXFL When your left-hand adver- sary refuses to trump a winning card, for fear of heing over-trumped by your partner, and throws away a losing card, if you have the commanding card of the suit he dis- cards, play it out, before you continue the former. LXXPH. When aJl the trumps are out, if you have the commanding card of your adversary's suit, you mav play your own as if you had the thirteenth trump in your hand. 38 M A TT H E VV S ' A D V I C K 1 O Til K LXXriILlt A, your right-hand ad- versary, leads a card, and his partner J>, putting on the knave or queen, your's wins with the king should A lead a small card of that suit again, if you have the ten, put it on. It is probable, by doing this, you keep the commanding card in your part- ner's hand, and prevent the second best from making. LXXIX. If weak in trumps, keep guard in your adversaries' suits. If strong, throw away from them, and discard as much as possible from your partner's strong suits, in either case. LXXX. Should your left-hand adver- sary lead the king, to have the finesse of the knave, and it comes to your lead, if you have the queen and one more, it is evident the finesse will succeed. In this case, play i he si/tall one through him, which frequently will prevent him from making the finesse, though he has originally played lor it. LXXXL If your paitner shews a weak game, force him, whether or no you are otherwise entitled to do it. LXXXI1. When you are at the score 39 YOUNG WHIST PLANER. of four or nine, and your adversaries, though fight, do not call, if you have no honour, it is evident your partner hus two at least. It is equally so, if you have one, that he has at least another, if both parties are at eight, and neither calls, each must have one. A little reflection will enaWe the beginner to make a proper advantage of these data. LXXXIff. When your partner leads a card of which you have the best and third, and your right-hand adversary puts- on the fourth, the second only remaining it is a com:nonly received, but erroneous opinion, that the chance of succeeding in the finesse is equal ; but here calculation will shew, that as the last player has one card more than his partner, it is that proportion in favor of iiis having it. With three cards, it will be three to two against making the finesse. LXXXIF. Moderate players have ge- nerally a decided aversion to part with the best trump, though single; thinking, that as they cannot lose it, and it can make but one trick, it is immaterial when it does so this is a dangerous fault. \V'!i?n your ud- 40 MATTHEWS* ADVICE TO THE versary plays out his strong suits, ruff it im- mediately, before you give his partner an. opportunity to throw off his losing cards. Do not, however, go into the contrary ex- treme, or truinp with the best trump, with small ones in your hand, for fear of being over-trumped. This is a nice part of the game, and can only be understood from practice and attentive reasoning. LXXXV. It frequently happens that your partner has an opportunity to shew his strong suit, by renouncing to a lead. If you have a single card in this, play it before you force him, let your strength in trumps be what it may ; as it is the way to establish the saw, which is almost always advantageous, should the second player put on the ace to prevent it ; still it is of great utility by establishing your partner's suit. LXXXVI. A has ace, knave, ten, and a small card of the suit led by his right- hand adversary. Qucrc Which is he to play? Answer In trumps, the ten ; in ether suits, the .small one. For this reason in. trumps, a good player, with king, 41 YOUNG WHIST PLAYER. queen, &,c. leads the lowest ; in other suits the king : and iu the latter case, of course an honor must be behind you; and be it in. either hand, you can do no good by putting on the ten; by keeping the three together you render it impossible for your adversary to make one trick in the suit. LXXXrU.lt often happens that with only three cards remaining in his hand, the leader has the worst trump, and ace, queen, or some tenace of another suit. la this case he should lead the trump, to put it into his adversary's hand to play. By these means he preserves the tenace. This, though self-evident on proper consideration, is what none but good players ever think of. LXXXnil. Though it is certainly more regular to win your adversary's as well as partner's lead with the lowest of a sequence, still I recommend occasional deviations from that maxim ; as it is of the greatest advantage to give your partner every in- formation in his, or your own, so it is often to deceive your adversaries in their suits. It will now and then deceive your partner also ; but if done with judgment, it is, I 4<2 MATTHEWS' ADVICE TO THR think, oftener attended with good than bad effect. There are also other situations, where it is highly necessary to deceive the adversary. A, last player, has a tierce-major, and a small trump; a tierce-major, with two others of a second suit; king, and a small one of a thii'd; with queen or knave, and a small one of the fourth, of which his adversary leads the ace. It is so very material for A to get the lead, before he is forced, that he should without hesitation throw down the queen, as the most likely method to induce his adversary to change his lead But tliis mode of play should be reserved for material occasions, and not by its frequency give -cause for its being suspected. LXXXIX. Beginners find it difficult to distinguish between original and forced leads. When a player changes his originaj suit, he commonly leads his strongest card of another, to give his partner the advantage of a finesse. In this case you are to play this, as if it was your OKU or adversary's lead keep the commanding card, tenace^ .<. and do not return it, as if it was an original lead. 43 YOUNG WHIST PLAYER. XC. There is nothing more necessary to be explained to the beginner, than what is usually denominated under-play, as it is a constant engine in the hands of the expe- rienced, to use successfully against the in- experienced player. In other words, it is to return the lowest of your left-hand ad- versary's lead, though you have the highest in vour hand, with the view of your part- ner's making the third best, if he has it, and still retaining the commanding card in your hand. XCI. To explain this farther, suppose A fourth player, has ace and king of his left-hand adversary's lead ; to under-play, he wins the trick with the ace, and returns the small one, which will generally succeed, if the leader has not the second and third in his own hand. You will see by this, if you lead from a king, &c. and your right- hand adversary, after winning with a ten or knave return it, you have no chance to make your king, but by putting it on. XCII. The following is another situa- tion to under-play : A remains with the iirsr, third, and fourth curds of a suit, df 44 MATTHEWS' ADVICE TO THE which he has reason to suppose his left- hand adversary has the second guarded; by playing the fourth, it is often passed, and A makes every trick in the suit, N. B. This sort of play is always right in trumps; but if weak in them, it is generally the best play to make your certain tricks as fast as you can.} for if you bave not your share of them, somebody must have more than their own, and of consequence be weak in some -other suit, which probably is your strong one. XC12I. Keep the trump card as long ;as you can, if your partner leads trumps ; the contrary, if your adversary leads them. In the former instance, supposing the eight turned up, and you have the nine, throw ;away the latter; in the last, (though you ihave the seven or six) play the card you turned up. CXIV. When your partner is to lead, ^and you call before he plays, it is to direct 'him, if he has no honor, to play off the best 4rump he has. XCV. Though according to the strict laws of whist all words and gestures are prohibited ; yet like all other laws not en_ forced by penalties, they are continually violated. There are, indeed, few player* 46 YOUNG WHIST ~VL YER. who do not discover, in some degree, the strength of their game, or their approbation or disapprobation of their partner's play, &c. As this is on one side often a material advantage to the party transgressing, so it is quite allowable for the adversaries to make use of it. Attentive and silent obser- vation will frequently give an early insight into the game, and enable you to play your hand to more advantage, than by adhering to more regular maxims. XCFl. Though tenace, or the advan- tage of position, cannot be reduced to a certainty., as at piquet ; and that it is often/ necessary to relinquish it for more certaia advantages ; still no man can be a whist player who does not fully understand it. The principle is simple, though the combi- nations are various. It is- easily conceived, that if A has ace, queen, and a small card of a suit, of whicli R has king, knave, and- another : if A leads the small card, he re- mains tenace, and wins two tricks ~, whereas, if he .plays the ace, lie gives it up, and makes but one. But if .Z? is to lead, he has no tenace, and lead which card he will, he 46 MATTHEWS' ADVICE TO THE must make one trick, and can make no more. This easy instance, well considered, will enable the player, xvith some practice, to adapt it to more apparently intricate situations. XCni. The following cases winch happen frequently, will- further explain this : A is left with four cards and the lead, viz. the second and fourth trump, and the ace and a small card of a suit not played. Nine trumps being out, B, his left-hand adversary, has the first and third trump, king and a small one of the suit of which A Jeads the ace. Quere What card should B play ? Answer The king ; by which he brings it to an equal chance whether he wins three tricks or two ; but if he keeps the king he cannot possibly win three. By placing the cards you will perceive, that if B's partner has a better card than A's, it prevents A from making either of his trumps, which, had B retained the king, he must have done. XCVIII. A has three cards of a suit not played, (the last remaining) viz. king, queen, and ten ; B, ace, knave, and ano- 47 YOUNG WHIST PLAYER. ther ; A leads the king ; if B wins it, he gives up tenace, and gets but one trick ; whereas, if he does not, he makes his ace and knave by preserving it. XCIX. A has ace, knave, and ten, of a suit which his partner leads. Quere Which should he put on ? Answer The ten, particularly if it is a farced lead ; by this he probably wins two tricks. If he puts on the ace, and his partner has no ho~ nor in the suit, he gives up the tenace, and can only win one. C. Tenace is easily kept against your right-hand; but impossible, without great superiority of skill, against your left-hand adversary. CI. To explain what is meant by play- ing to points, place the following hand before you : A has the two lowest trumps, and two forcing cards, with the lead. The two best demoustrably in the adversary's hands; though uncertain if in the same, or divided. Nine cards being played, and no other trump remaining Qucre What i A to plav ? Answer This can only be de- cided by the situation of the score, aad' 48 MATTHEWS' ADVICE TO THE whether or no it justifies the hazarding two tricks for one. The least consideration will convince the player, that before the score is much advanced, it would be highly im- proper for A to play a trump, because he manifestly ventures two tricks for one ; of course he should secure two tricks by play- ing a forcing card. But supposed to be at the score of seven, and that he has won six tricks, he should then as clearly ventuie to play the trump, because, if the trumps are divided, he wins the game, or otherwise, remains at seven, which is preferable to the certainty of scoring nine. But if the ad- versary is at nine, this should not be done, as by hazarding the odd trick, you hazard the game. A'. B. This mode of reasoning will in general direct you where and why finesses are proper or improper. For there is scarcely one, though eter so right in ge- neral, but what the different situations eflhe score and hand may render dangerous and indefensible^ ClI. The following critical stroke de- cided one of the most material rubbers that was ever played, and is recommended to the attentive perusal even of proficients : The parties \vere each at nine. A had 49 YOUNG WHIST PLAYEIt. won six tricks, ami remained with knave and a small trump,, and two diamonds, with the lead. B, his left-hand adversary, with the queen and ten of trumps, and two clubs. 0, his partner, with two small trumps, and two diamonds. D, last player, with ace and a- small trump, a club, and a heart. A led a diamond, which being passed by B, was to be won by 1). Quere How is D to play, to make it possible to win the odd trick? Answer D saw it was not possible, unless his partner had either the two best trump?> or the first arid third, wilh a successful finesse. He therefore trumped with the ace, and led the small one, by which he won the game. N. B. In another score ofthe game this would not be jus- lifialile, as the chance of losing a trick is greater than of gaining one by it. CIIL The attentive perusal (in the mode prescribed) of these maxims, will, I think, with a little practice, enable a begin- ner to play with very good cards to advan- tage. The difficulty of the game does not consist in this; for aces and kings Ki/l make tricks, and no skill can make a ten win a knate. But there are hands which. 50 MATTHEWS' ADVICE TO THE frequently occur, when skilful players win, where bunglers lose points; and (unless when the cards run very high) it is on the playing of such success depends, vrz. ace or king, and three other trumps, a tierce-ma- jor, with others of a second suit, with a probable trick in a third the player's plan should be, to remain either with the last trump, or the last but one, with the had ; and to accomplish this last, he must not rein the second lead with the commanding trump, but reserve it for the third. No- thing then but five trumps in one hand, can probably prevent his establishing his long suit, for he forces out the best trump, and the thirteenth brings in his suit again, which (without the lead after the third round of trumps) would be impossible. CIV. As this maxim is of the utmost consequence, the following cases, which happen frequently, are added, to make it more clearly understood: 1st. A has ace and three trumps, a strong suit headed by a tierce-major, and a proba- ble trick in a third, with the lead. Quere How should this hand be played ? Answer 51 YOUNG WHIST PLAYER. A should lead a trump; but it his partner wins and returns it, A should not put on his ace, but suffer it to be won by his adversary. When either A or his partner gets the lead, he of course plays u trump, which being won by A, he remains with the had, and one, but not the best trump, though they should not be equally divided. This (his strong suit having forced out the btst) esta- blishes it again, notwithstanding the adver- sary may command the other suits, which are by these means prevented from making. N. B. Had the ace been put on tlte second lead, he force would have been on A t and his strong suit entirely useless. 2d. 4 } with a similar hand, has ace, king, and two small trumps. If the adversaries lead trumps, he should not win the first trick, even if last player. By this, after the second lead, he still retains the best for the third, according to the maxim, and esta- blishes his suit (though the best truir.p keeps up r.gainst him) unless there are five in one hand originally. 3d. With ace, queen, and two small tiumps, do not win the ktiare led on your E 2 52 MATTIIKWS' ADVICK TO THE left-hand, but let it be played again ; ac- cording to the same maxim. As the following, or nearly similar situa- tions frequently occur, I recommend them to the attentive perusal of those students who feeling, within themselves, that they comprehend what I have called the alphabet, wish to procure a gradual insight into the game. The whole combinations of which, I cannot too often repeat, proceed from very plain and simple principles ; but it requires much reflexion to comprehend the same maxim, when applied to inferior cards, that appears self evident in the superiors. There is scarcely a player, who if he has the ace, king, and knave of the suit of which hi* right-hand adversary turns up the queen, but will lead the king, and wait for the re- turn to finesse his knave. But with ace, queen and ten, (the knave being turned up on his right-hand) the same player will not see that his lead, if" he plays a trump, is the queen, and that one and the same principle actuates the players on both occasions, and so on through the suit. It cousiantly happens, that the adversary YOUNG WHIST PLAYER. on the right-hand having won his partner's lead with the ace or king, returns the knave. In this case do not put on the queen, as the probability is against its being finessed. But on all these occasions, play without he- sitation, which consiantly directs a skilful adversary where to finesse to advantage. It frequently happens when you have led from six trumps, that after your second lead you remain with three or four trumps, but the best in your adversary's hand; in these situations, play a small trump, which has these two advantages 1st, To prevent the stopping of your partner's suit and 2d, To give you the tenace, in whatever suit is lead by the adversary. This mutatis mutandis will shew, that it is bad play to play out the best trump, leaving others in the hand of one of your adversaries. It may do good to keep it up, by stopping a suit, and can answer no good purpose whatever to play it out. A remains with the best trump (say the ten) and a small one, with some losing cards. B, his partner, having clearly the second best (say the nine) with some winning cards. 54 MATTHEWS' ADVICE TO THE The adversaries having one small trump and winning cards of the other two suits. A is forced. Qucrc How is he to play ? An- ttver A is to ruff with his best, and lead out his small trump, by which he puts it into his partner's hand, to make his winning cards, and renders those of his adversaries of no use whatever. This mode of play would sometimes be right, even when it Tras not certain whether the 2d best trump were in his partner's or his adversary's hand ; but the fine player alone can be ex- pected to distinguish on so nice an occasion. There are points where good players dis- agree. Some play what is called ajoncard others a more timid game Some com- monly pat on a king, second; others, but rarely. In these cases, a man may play ei- ther way, without committing error ; but where all good players are of the same opinion, it should be received as an axiom no good player puts on a queen, knave or ten second ; of course, it should on all oc- casions be carefully avoided. CV. The possession of the last trump if of most material advantage in the hands of 55 YOUNG WHIST PLA'SER. a good player. A has the thirteenth trump, with the ace and four small ones of a suit not played, of which the adversary leads the king and queen : bv passing them both, A probably nihkes three tricks in the suit; but had he won the king, he could not possibly make more than one. CVl. When it is in your option to be eight or nine, it is material always to choose the former score. CVll. Observe carefully what is origi- nally discarded by each player, and whe- ther, at the time, the lead is with (be partner or adversary. If with the former, it is in- variably meant to direct the partner if with the latter, it is frequently intended to deceive the adversary, and induce him to lead to his strong suit. CVlll. You are not only to take every method to preserve the tenace or advantage of position to yourself, when it is evident that the winning cards lie between you and. your adversary ; but also to give it, as i-iucli as possible to your partner, when yoa p. > ceive the strength, in any suit, is in the hands of him and your left-hand adversary : 56 MATTHEWS' ADVJCK TO THK always keeping in your mind, that when the latter or you lead, the tenace is against if your partner leads, it is for the adversary. It frequently happens, that by winning your partner's trick, when last player, you ac- complish this. A has kiug, knave, (or any other second and fourth card) with a small one of a suit, that B, his left-hand adver- sary, has the first and third, and another, with the lead. If A leads his smali card, and ft, your partner, wins it; you, last player, should if possible win the trick, though it is your partner's. By which means you prevent A from making a trick, which he must have done, had the .lead re- mained with B. CIX. As I have ventured to recommend occasional deviations from what is consi- dered as one ,of the most .classic maxims i. e. the leading from single cards, without that strength in trumps hitherto judged in- dispensibly necessary to justify it ; I give the reasons .thai influence my opinion, in favor of this practice, with those generally alleged against it, leaving the reader lo de- termine between them. Two objections are YOI N (', WHIST PLAYER. made, which it cannot be denied, may and do happen. The first, that if your partner has the king -of ihe suit guarded, and the ace behind it, he loses it ; which would not be the case, if the lead come from the ad- versary. The second, and most material, is, that your partner, if he wins .the trick, may lead out trumps, on the supposition it is your strong suit, or the adversaries from suspect- ing your intention. On the contrary, the constant and certain advantages are the pre- servation of the tenace in the other two suits, which I suppose you to hare, and the probable one of making your small trumps^ which you could not otherwise do. A has four small trumps, ace, queen, &c. of the second suit; king, knave, &c. of a third; and a single card of the fourth. In these sort of hands, I am of opinion, that the chance of winning, by leading the single cittd, is much greater than of losing tricks. .And I appeal to those who are in the habit of attending whist tables, whether they do not frequently see the players, who proceed more exactly according to the maxims of Hoyle, &c. after losing the game, trying to 58 MATTHEWS' ADVICE TO THE ~ demonstrate that this ought not to have happene ', and that they have been van- quished by the bad, not good play of their adversaries. I do not recommend in general leading from single cards, unless very strong in trumps ; but with such hands as I have mentioned, I am convinced it may be oc- casionally done with very great, though not certain advantage. It may not be unne- cessary to inform the reader, that most of Hoyle's maxims were collected during what may be called the infancy of whist j and that he himself, so far from being able to teach the game, was not fit to sit down even with the third-rate players of the present day. I shall conclude these maxims by a short recapitulation of the most material ones> by way of fixing them in the minds of the readers. 1st. Let them be assured, that without comprehending the leads, modes of playing sequences, and an attentive observation of the board, it is as impossible to make any progress in the science of whist, as to learn to spell before they know their alphabet. 59 YOUNG WHIST PLAYER. 2d. That accustoming themselves to rea- son by analogy, will alone teach them to vary their play according to circumstances; and she\v them, that the best play in some, is the worst in different situations of the game. It is common to see even good players hazard the game, merely to gain the applause of ignorant by-standers, by making as much of their cards as they are capable of; and this pitiful ambition cannot be too much guarded against. Avoid also the contrary extreme, the faults of the old, and many of their imitators of the nets school. These never part with a tenace, or certain trick, though for the probability of making several; and are like fencers who parry well but cannot attack. No player of this kind can ever excel, though they reach mediocrity. I must also repeat my advice to proficients, to vary their play according to the set they are engaged with ; and recollect that it would be of no advantage to speak French like Voltaire, if you lived with people who are ignorant of the language. 60 MATTHEWS' ADVICK TO THE OA' LEADS. 1. THE safest leads are, from sequences of three or more cards lead ihe highest, and put on the lowest to your partner's lead ; but the highest on your adver- sary's. With a tierce to the king and several others, begin with the knave. 2. With ace, king, knave, and three sma\\ trump; j play (tut the ace and king with only two, the king, and wait for the finesse of (heknave. In other suits, with- out great strength in trumps, or with the hopes of a particular point, do not wait for the finesse. 5. Ace, king, and five others, lead the ace in ./// tuits. With four or less, the lowest, if trumps. In other suits always the ace, unless all the trumps re- maining are with you and jour partner; in this case, a small one. 4. Ace, queen, knave, &c. in all soils, Ihe ace. Ace, queen, and ten, with others, in trumps, a small one; but if with three, unless very strong in trumps, lead the ace in other suits. 5. Ace, knave, with small ones, lead the lowest in trumps; in other suits, if with more than two, lead the ace, unless very strong in trumps. 6. Ace, with four small ones, in trumps, lead the lowest. If with four or more, in other suits, and not very strong in trumps, the ace, N. B. Il is the general custom with ace and one other to lead the ace this is right if you have reasou lo think it your partner's suit, otherwise lead the small. 7. King, queen, ten,&c. in all suits, lead the king ; but if it passes, do not pursue the lead, as certain the ace is in your partner's hand, as it is often kept up, but change your lead, and wait for the return Irom your partner whenyou have the finesse of the ten.if necessary. 8. King, queen, and five others, in all suits, the king. With four or less in trumps, lead the lowest. In other suits always the king, unless you have the two only remaining trumps, if so, 3 o" nay play a small one 61 YOUNG WHIST PLAY!'. 15. 9 King, knave, ten, &c. in all suits, lead the (en. Kin:r, knave, and two or more small ones, the lowest. N.B. You sl.ould not lead (Vein king, knave, and a s.-n-Jl one, unless iris clearly your partner's suit, in which case, piay off your king and knave. 1 0. Queen, knave, nine, and others, lead the queen. Queen, knave, with one other, the queen. Queen, knave, with two or more, the lowest. Queen, ten, and two others, the lowest. Queen, and three small ones, the lowest. Queen, or knave, with only two, the queen, or knave. N. B. Thv; trump card sometimes occasions a deviation from these rules. A has the ace or king, uiiii a sequence Iro.'ii the ten downwards, of the suit of which hi* left -hand ad- versary tur.'is up knave, or queen A should IfuU the ten.. If the knave or queen be put on, you have a finesse on the re* turn, with the nine: if not, your partner,, with an honur, will pass it, and is either way advantageous. The following calculations are sufficient for a beginner; deeper ones frequently puzzle even the proficient .- That either plajer has not one named card, not in your own hand, is 2 to 1 5 to 4 in favour of his having 1 of 2 5 to 2 1 in 3 4 to 1 1 in 4 A" B. The odds ;ireso considerable, that no player has two or more named cards, t.iat scarcely tiny situation j'nulks placing on this supposition, except the impossibility ui i.,i ; .>/'/ or winning the game othe.-wi->e ; of course furtner calculation* are more tor curiosity tiivm utility. The odds of the game are calculated according lo the points, and with the deal: 1 love 10 lo 9 2 love 10 lo 8 5nd so on, except that 9 is considered as sojiielhiii" 1 worse than 8. It is 3 lo 1 in favor of the first game. N.B. Notwithstanding that calculations are in gen^-il c- curdte, it is difficult to conceive tlut 10 in 20 is 3 to 1, w!;ii a in the 10 is but kl lo 1, and eveu Gin 10 but 5 to 2, I am 6S MATTHEWS' ADVICE TO THE convinced whoever bets the 3 to 1, will lose on a long run; and on the contrary, he who bets the 2 to 1, aud 5 to '.', will gain in the same proportiou. The odd trick has been alway supposed in favor of (he leader; but this is an error, as the dealer lias the advantage in this, as iu every other score. LAWS OF WHIST. 1. IF a card is turned up in dealing, the adverse Earty, on naming it, may call a new deal, unless they ave looked at or touched the cards, so as to have oc- casioned it : but it any card, except the last, is faced, it is decidedly a new deal. 2. Should any card player have hut twelve cards, and the others their proper number, the deal is good, and hen ho has the twelve cards pays for any renounce lie may have made; but if either have fourteen cards the deal is lost. 3. If the dealer does not turn up the last card, the deal !: lost. 4. The dealer should leavethe last card on the table till he has j.layeti ; after which nobody can ask tor it, though they may inquire \vhat is trumps at any lime. Should he k:ve il on the table after the first round, it may be called, a* if shewed by accident. 5. Every person lias a right before he plays, to call on the players to place their cards before them, which is, in other words, to ask who |-luyed them. It is therefore a quibble to say they have no right to make thai demand. 6. The party who reminds his partner to call after the trump is turned up, forfeits a point. 7. If one of the players omit playing to a trick, and remain wilh a card too many, il is al the option of the adversaries tu cull a uew deal. 63 YOUNG WHIST 8. li\J plays out of his turn to his partner's lead, the last player may play before {he first , if to his ad- versary's, his partner may be compelled lo, or pre- vented from winning the trick at their option. 9. Mistakes relative to tricks may be rectified at any time during the game, whether called or not. Also honors, if proved to have been culltd in time, though not scored; but they cannot be claimed after the trump is turned up. 10. If one party calls at any score but eight, the adversaries may, after consulting, call a new deal ; the. same, if one calls without ln'u, or the other answers without one honor. 1 1. If any player calls after he has played, the ad. Tersaries may call a new deal, but not consult together. 12. If any person plays out of his turn, the adver- saries have the option to call that card at any time, or direct the player, whose turn it was, to play any suit they choose. 13. If . be referred to on all occasions. As nobody has jet undertaken this necessary task, wlioo acknowledged' judgment would prevent all diffeicme of opinion, I have attempted something of the kind. The cases, with their decisions, I know to have happened; and the consequent rules which 1 ciuleavuur to establish, are founded on Ihe following principle of all laws, viz. That pen a ltir& should be n\ exact proportion to Hi* advantages possible to accrue from the transgression. 65 YOUNG WHIST PLAVEI1. Whether these regulations are adopted or not, if they stimulate some person more capable of t!ie task to accomplish what I fail in, I shall by no means regret the trouble I have taken, or be mortified at the rejec- tion of my opinions. CASE 1. The parties were each at the score of 8. .-/, the elder hand called, having but one honor in his hand, and his partner did not answer it. II the next adversary, though he had two honors did not call, as he of course thought it could be to no purpose. The game being played out was won against the honors. This was referred on the spot, and decided in favour of the tricks; but in my opinion, so improperly, that 1 do not hesitate to propose the following Law to be added to the present Code : Whoever calls, having only one honor in his hand should forfeit in proportion to any advantage that actually does or may possibly ac- crue, from the fault. Should it prevent the adver- saries from calling, after the hand is played out, the honors shall take place ot the tricks." CASE 2. The dealer after shewing the trump card, through awkwardness, let it fall on its face. It was determined on the spot that the deal should not stand good, but the card having been seen, as there could be no possible advantage made by the mistake, 1 am of a different, and propose the following addition to the 3d law as it now stands in this book *' But if the card is shown and falls on its face by accident afterwards; then the deal to stand good." CASE 3 A playing out of his turn, B his partner was directed to play a trump, li however led another suit, and 3 or 4 cards were played before it was discovered that B had a trump in ins hand. It wa referred to me on the spot, as no printed Laws reached the caw. /decided that the cards should he taken up again and a trump led by B a* directed. This deci- sion wa a |> pro veil by both parties, and I propose it as Law uu any similar occasion. F 06 M ATTH K\vs's AQV1CK TO Till' CAS, 4.--^/ called at 8, his partner did not answer, though he had an honour, having a bet on the odd trick. The adversaries contended thatthedeal should not stand, and a wager was laid in consequence and referred to me. 1 decided that the game was fairly won, because there could be no possible advantage made of the circumstance as far as related to the Same, though it might as to the trick, had that been the case referred. 1 think it impossible to object to the following law, viz. " No one is obliged to answer to his partner's call even tr.ougti he has the other two honors in his hand." CASE 5. A at the score of 8, on gradually opening his hand saw two honors in it immediately and told his partner of it, who did not answer. A continuing to look through his cards found a third honor, and shewed them down. It was contended that he had no right to do this, and decided as I hear against him ; but 1 am fully convinced improperly and 1 propose as a Law, that " \o man having three honors in his hand can be precluded from Inking advantage of them at an> time previous to his placing a card." 1 shall now attempt to frame a Law, which, if agreed to, will in my opinion, put a stop to a practice thai, though perhaps nut meant so, is in it self abso- lute!) unfair, and what is -till worse, is the parent of all those unpleasant disputes and altercations which form (he only objections to a game in every other rrspecl calculated for rational amusement. I need scarcely ado, thai 1 mean the discover) , by words or pictures of your approbation or t!i*[ikc to \our pair- IIIM'.S play, before the deal is ab-oiutelv finislitii. I (!o not mean to prevent talking over the lust band lu*- tnwii the deals, but tiiat it should be absolutely j.io- |i)bili-i! under a severe penalty to say a word belri-ci ilieluniiiig u;> qflbelruinp card and playing the last ffU pf Ijie deal, t'Xifjit v.li.il js already allowed by 67 YOUNG WHIST PLAYER. the rules of the game such as to ask what are trumps, to desire the cards may he drawn, &c. The Law I propose is this " Whoever shall hy word or gesture, manifestly discover his approval or disapprobation of his part- ner's mode of play, or ask any questions hut such as are specifically allowed hy Hie existing LHWS of Whist, the adversary shall either add a point to his own score, or deduct one from the party so traus- gressing, at his option." CONCLUSION. I HAVE heen desired hy gome beginners to whom I his book is particularly addressed, to give a minute definition of two words, which though universally used are not generally understood. 1 mean Tciiace and Finesse. Indeed the game depends so much on the comprehension of their principles, that any one desirous of obtaining even a competent knowledge of it, will never regret the trouble of the study. Many parts of whist are mechanical, and neither maxims nor instructions are necessary to inform the beginner, that an ace wins a king; or that you must follow the suit played, if you have one in your hand. The principle nf the Tenace is simple. If 4 has the are and queen of a suit, and 13, his adversary, has the king and knave, the least cousideralion will shew that jf .J leads B wins a trick, and vice versa of course, in every such situation it is the mutual plan of players by leading a losing card to put it into the adversary's li:nid to oblige him to iVflrflhat suit, whereby you pre- P'Tve the lenace. So far is easily comprehended ; I .;.' it requires attention with practice, to apply the principle, so obvious in I he superior to the inferior cnrds, or see thai Ibe s.ime lenace operates occasion- al'^ v.ilh Ibe seven and five, a the ace and queen, ami i* productive of the same advantage : d, last jj ;, LI. i\m i.;is with ihu ace and quucu of a suit p(t( 68 MATTil KAVS'S ADVICE TO THE played, the lust trump, and a losing card. B, his left-hand adversary, it-ad* a forcing card. Quere How is A to play ? Answer If three tricks win the game, or any particular point, he is not to ruff, but throw away his losing card, because his left-hand adversary being then obliged to lead to his suit, he re* mains tenace, and must make his ace and queen. But upon a supposition that making the four tricks gains him the rubber, he should then take the force, as in these situations you are justified in giving up the tenace for an equal chance of making any material point. The Finesse has a near affinity to the tenace, except that the latter is equally the object where two, and the former only where there are four players. A has the ace and queen of a suit led by his partner, now the dullest beginner wilt see it proper to put on the queen; and this is called finessing it, aud the intention is ob- viously to prevent the king from making, if in the hand of his right-hand adversary. Should it not be there it is evident that you neither gain or loose by making the finesse ; but few players carry this idea down to the inferior cards, or see that a trick might be made by a judicious finesse, against an ei^ht, as a king but to know exactly when this should be done, requires more skill than in the more obvious cases, united with memory and observation. Another cae of finesse even against two cards frequently occurs, and the reason on reflection is self evident. A leads the ten of a suit of which his partner ha* ace, knave, and a small one; II should finesse or let the ten pass ; even though he knows the king or queen are in his left-hand adversary's hand ; because he preserves the tenace and probably makes two tricks ; whereas had he put un his ace, he could make but one ip short, lenace is the game of position, and finesse, the art of placing \otirst-lf in the mu-l advantageous one. 000019129 r. - '