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Whist, and Short whist

Charles Barwell Coles · 1841 · Scanned text

26,223 words · about 1 h 50 min to read

Period artwork: Interior of the Bodleian Library, 1845
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Licence: PD · Library of Congress states the book is in the public domain and free to use and reuse (https://data.labs.loc.gov/digitized-books/README.html); published 1841, author long deceased · Library of Congress, Selected Digitized Books (https://www.loc.gov/item/28017532); text via the Common Pile (CC BY 4.0 compilation, per-document rights preserved)

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About this book

Author
Charles Barwell Coles
Language
English
Published
1841
Length
26,223 words · about 1 h 50 min
Sections
4 reader sections
Text
Scanned text, read from page scans by OCR; may contain errors
Rights
Public domain

 

Contents (4)
  1. Front matter about 3 min
  2. Introduction about 50 min
  3. Conclusion about 9 min
  4. Preface about 48 min

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Front matter

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Introduction

The following definition of the game of whist is recommended to the attentive perusal 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, Observation, and Position or Tenace.

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 honour and two others. The least reflection will show, that as it is two to one that your partner has not a named card, to lead on the supposition he has it, is to play againsJ, calculation ; whereas, the odds being in favour of his having one of two named cards, you are justified in playing accordingly. Calculation is also of use on other occasions, which the maxims will elucidate; but after a few leads have taken place, it is nearly superseded by observation. Where the sets are really good players, before half the cards are played out, they are as well acquainted with the material ones remaining in each other's hands as if they had seen 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 latter were denied the same privilege.

It is an axiom, that the nearer your play approaches to what is called the dumb man the better.

These may be called the foundation of the game, and are so merely mechanical, that any one possessed of a tolerable memory may attain them.

After which comes the more difficult science of position, or the art of using the two former to advantage; without which, it is self-evident, they are of no use. Attentive study and practice will, in some degree, ensure success; but genius must be added before the whole finesse of the game can be acquired : however,

DIRECTIONS AND MAXIMS FOR BEGINNERS.

1 . Study all written maxims with the cards placed before you, in the situations mentioned. Abstract directions puzzle much oflener than they assist the beginner.

2. 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 a different mode of play should be adopted.

3. Do not attempt to practise till you have acquired a competent knowledge of the theory, and avoid as much as possible, at first, sitting down with bad players. It is more difficult to eradicate erroneous, than to acquire just, ideas.

4. Never lead a card without a reason, though a wrong one; it is better than accustoming yourself to play at random.

5. Do not at first puzzle yourself with many calculations. Those you will find hereafter mentioned are sufficient even for a proficient.

G. Do not accustom yourself to judge by consequences. Bad play sometimes succeeds when good would not. When you see an acknowledged judge of the game play in a manner you do not comprehend, get him to explain his reasons, and, while fresh on 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.

MATHEWS ON WHIST.

7. Before you play a card, sort your hand carefully, look at the trump card, and consider the score of the game, the strength of your own hand, and form your plan on the probable situation of the cards ; subject, however, to he changed should anything 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 even make a tolerable whist-player.

8. Observe silently and attentively the different systems of those with whom you commonly play; few but have their favourite 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 direct you in putting on the king second.] The players of the old school never lead from a single card without six trumps; many do so from weakness; some have a trick of throwing down high cards to the adversary's lead, and then, by way of deception, affect to consider, although they have no alternative. Observation will enable you to counteract this, and turn it to your own profit.

9. The best leads are from sequences of three cards or more. If you have none, lead from your most numerous suit; if strong in trumps, lead 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.

10. The more plainly you demonstrate your hand to your partner the better. Be particularly cautious not to deceive him in his or your own leads, or when

MATHEWS 0* WHIST, he is likely to have the lead — a concealed game may now and then succeed in the suits of your adversaries ; but this should not he attempted before you have made a considerable proficiency; and then but seldom, as its frequency would destroy the effect.

11. 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.

12. Be as careful of what you throw away as what you lead; it 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 to a certainty , that you ruff it next time; but if he find the deuce in your hand, and you frequently deceive him by throwing down superior cards, it will destroy his confidence, 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 everybody; and when once the great advantage of this kind of correctness is seen, the worst player would practice it as constantly as the best— attention being all that is necessary.

13. Do not lead trumps merely because 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.

14. Finesses are generally right in trumps, or (if strong in them) in other suits; otherwise they are not to be risked but with caution.

15. Never ruff an uncertain card, if strong, or omit

MATHEWS ON WHIST.

doing so 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 a useless trump and letting your partner into the state of your hand, who will play accordingly.

16. Keep the command of your adversary's suit as long as you can with safely; but never that of your partner.

17. Do not ruff a thirteenth card second lead, if strong, but always if weak in trumps.

18. Always force the strong, seldom the weak, never the two; otherwise you play your adversaries' game, and give the one an opportunity to make his small irumps, while the other throws away his losing cards. 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 effect of judicious forces, practise them injudiciously, to their almost constant disadvantage. The following effect of a force is too obvious not to be instantly comprehended. I have only to tell the student, that the same principle operates through the fifty-two cards, however various their combinations; and that a steady consideration of it is one of the first necessary steps towards an insight into the game.

A has a seizieme-major in trumps, a quart major in the second, and a tierce-major in the third suit.— B, 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 B, who without it loses a slam. Though so great an effect may seldom be produced, still there is scarcely a rubber where thelruth of the maxim is not experimentally proved.

MATHEWS ON WHIST.

19. When, with a very strong suit, you lead trumps, in hope your partner may command them, show your suit first. If you have a strength in trumps in your hand, play them originally.

20. With the ace and three other trumps, it is seldom right to win the first and second lead in that suit, if made by your adversaries, unless your partner ruffs some other.

21. With a strong hand in trumps, particularly if you have a long suit, avoid ruffing your right-hand adversary, as much as possible. As this is a maxim less understood, less practised, and more indispensably necessary, than almost any other, I 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 bring it into play, and to frustrate the same play of their adversaries. With an honour (or even a ten) and three other trumps, by well managing them, you have a right to expect success. In this case do not over-trump your right-hand adversary early in the hand ; but throw away a losing card, by which, there remaining but twelve trumps, your own hand is strengthened, and your partner has the tenace, in whatever suit is led; whereas, had you over-ruffed you 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 shown a decided great hand in trumps, (in which case make your tricks w r hile you can;) or 2d, if your partner decidedly means to force you ; — to understand if this be the case, you are to observe if your partner plays the winning or losing card of the suit you have

MATHEWS OS WHIST.

refused- If the former, it is by no means clear he means to force you, 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 reflection on this will convince you of the value of that maxim, which enjoins you never to play a strong game with a weak hand, or vice versd. A few deviations from this effectually destroy that confidence necessary between partners, and introduces a confusion and consequences that cannot be too carefully avoided or too strenuously deprecated.

22. If the circumstances of your hand require two certain leads in trumps, play off your ace, let your other trumps be what they may.

23. It is a general maxim not to force your partner, unless strong in trumps yourself. There are, however, many exceptions 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 declared against you.

4th. If you have a probability of a saw. 5th. If your partner has been forced and did not trump out.

6th. It is often right in playing for an odd trick.

24. It is difficult to judge when to lead trumps. The following situations will assist the beginner to reason, and in general 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. If your adversaries are playing from weak suits,

MATHEWS ON WHIST.

4lh. If your adversaries are at the point of eight, and you have no honour, or probability of making a trump by a ruff.

25. It is easy soon to discover the different strengths of good players, but more difficult with bad ones. When your adversary refuses to trump, and throws away a small card, you conclude his hand consists of a strong suit in trumps, with one strong and another weaker suit. If he throws an honour, you know lie 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 maxim cannot be loo maturely considered, as this is a fault which is constantly committed by bad players, and is amongst those most fatal in their consequences. The moment an adversary refuses to ruff, though a winning card, they, in violation of common sense, Irump out, and not unfrequently give away five or six tricks, which a judicious force would have prevented.

26. If you are strong in trumps, and have the ace, king, and two more of your right-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.

27. If you win your partner's lead with the queen, unless in trumps, do not return it; it is evident the ace or king lies behind him, and you give the lenace to the adversary.

28. 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 play off the highest, though the king or queen.

MATHEWS ON WHIST.

N.B.— This is contrary lo the general practice, but undoubtedly right.

29. 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 play, though hazardous. If neither of these is the question, you should play to the points or score of the game. In other words, you should not give up the certainty of the odd trick, or scoring five ov eight, for the equal chance of two, six, ovnine; whereas you should risk an equal finesse that will prevent your adversaries from these scores by its success.

30. It is generally right to return your partner's lead in trumps unless he leads an equivocal card, such as a nine or ten. These are called equivocal, because they are led with propriety, both from strong and weak suits. — With a quart or a king — or nine, ten, knave, and king of a suit, you lead nine, as you do when it is the best of two or three of a suit.

31. With only four trumps, do not lead one, unless your strong suit is established, except that with a tierce-major and another trump, and a sequence to the king of three more, it is good play to lead trumps twice, and then the knave of your suit, and continue till the ace is out.

32. If you remain with the best trump, and one of your adversaries has three or more, do not play out, as it may stop the suit of your other adversary. If they both have trumps, and your partner none, it is right to take out two for one.

33. If strong in trumps, with the commanding card of the adversaries' suit, and small ones, force your partner, if he has none of that suit, with the small ones, and keeping the commanding card till the last,

MATHEWS ON WHIST.

34. If your partner leads the ace and queen of a suit, of which you have the king and two others, win his queen that you may not stop his suit.

35. If your right-hand adversary wins, and returns his partner's Jead, should you have the best and a small one, play the latter. If your partner has the third best he will probably make it. If your adversary is a bad player, I would not advise this, as they never finesse when they ought to do it.

N.B. — If weak in trumps, you should not venture this in other suits.

36. 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 the nine.

37 . If your partner calls before his turn, he means you should play a trump. Take every opportunity to show your partner 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.

38. 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.

39. It is better to lead from ace nine, than ace ten, as you are more likely to have a tenace in the latter suit, if led by your adversary.

40. 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.

MATHEWS ON WHIST.

41 . If very strong in trumps, it is always right to inform your partner of it as soon as possible. If fourth player, you are to win a small trump, and if you have a sequence of three or more, win it with the highest, and play the lowest afterwards.

42. If strong in trumps, do not ruff the second best of any suit your partner leads, but throw away a losing card, unless you have an established saw.

43. If ten cards are played out, and there remains one entire suit, and your partner leads, if you have a 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 honour, you must win it ; if not, put on the ten; with five tricks, put on the king.

44. Many good players, in playing tierce majors, begin with the king and queen. This is often productive of mischief ; as, when played at other limes from king and queen only, the ace is kept up, and while each thinks his partner has it and lias played accordingly, it unexpectedly appears from the adversary, and disappoints their whole plan.

45. If the fourth player wins his adversary's lead, it is better to return it than open a new suit, unless strong enough in it to support his partner.

46. With ace, knave, and another, do not win the king led by your left-hand adversary. You either force him to exchange his lead, or give you tenace in his own suit.

47. With ace, queen, etc. 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 finessing against yourself, to put on the queen, and as the king

MATHEWS ON WHIST.

is certainly behind you, you give away al least the lead, without any possible advantage.

48. With only three of a suit, put an honour on an honour; with four or more, you should not do itexcept the ace should not be put on the knave.

49. With king, and one more, good players sometimes put it on a second, sometimes not ; if turned up it should invariably be put on, and generally in trumps. But queen or knave should never be played, unless a superior honour is turned up on the right.

50. In playing for an odd trick, you play a closer game than at other scores. You lead from single cards and force your partner, when at another time you would not be justified . It is seldom in this case proper 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.

51. If the trumps remain divided between you and your partner, and you have no winning card yourself, it is good play to lead a small trump, to put in his hand to play off any that he may have, to give you an opportunity to throw away your losing cards.

A remains with two or more trumps, and two losing cards; his partner with abetter trump, and two winning cards. It is evident, if he plays off a losing card, he will take merely his own trumps, but if he plays an inferior trump, and puts it into his partner's lead, he will play off his winning cards, and give A an opportunity to throw away his losing ones.

N.B.— This continually occurs, and it is necessary to be comprehended.

52. When your partner leads, win with the lowest of a sequence, to demonstrate your strength in his

MATHEWS ON WHIST.

suit ; but it is often right to win your adversary's lead with the highest, to keep him in ignorance.

53. When your partrfer plays a thirteenth card, and most of the trumps are unplayed, he generally means you should put on a high trump to strengthen his own hand.

54. When you have but a moderate hand yourself, sacrifice it to your partner • he, if he be a good player, will act in the same manner.

55. With three, return the highest; with four, the lowest of your partner's lead. This answers two purposes, by giving your partner an opportunity to finesse, and showing him you have but three at most in his suit.

56. With the ace, queen, and others of your right-hand adversary's lead, put on a small one, except he leads a knave, in which case put on the ace.

57 . When at eight, with two honours, look at your adversary's score, and consider if there is a probability that they should save their lurch, or win the game, notwithstanding your partner holds a third honour; if not, you should not call, as it gives a decided advantage against you in playing for tricks.

58. Finessing in general is only meant against one card. There are, however, situations when much deeper are required ; but theory alone can never enable the beginner to discover these. — Supposing it necessary you should make two out of the last three cards in a suit not yet played, your partner leads the nine, you have ace, ten, and a small one.— Query, what are you to do? — Answer, pass it, though the finecse is against three ; for, if your partner has an honour in the suit, you make two tricks. If not, it is impossible by any mode of play whatever.

MATHEWS ON WHIST.

59. With king, queen, etc. of your right-hand adversary's lead, put on one of them; wilh queen, knave, and another, the knave ; with two or more small ones, the lowest.

60. The more critically you recollect 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 hands — viz. Place the trumps in the back part of your hand, your partner's lead the next, your adversary's next, and your own on the outside. It is also right to put thirteenth cards in some known situation.

CI . It is highly necessary to be correct in leads. — When a good player plays an eight and then a seven, I knowfthe 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 players always err in, as they never can see the difference.

62. If left wilh the last trump, and some winning cards, with one losing one, play this first/ as your adversary on the left may finesse, and the second best in your partner's hand make the trick ; which could not be kept till the last.

63 . Should your partner ;refuse to trump a certain winning card, try to get the lead as soon as you can, and play out trumps immediately.

64. Good players never lead a nine or ten, but for one of these reasons : —

1st. From a sequence up to the king. 2d. From nine, ten, knave, and king. 3d. When the best of a weak suit not exceeding 3 in number

If you have either knave or king in your own hand,

MATHEWS ON WHIST.

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.

65. If your partner leads the nine or ten, and you have an honour, with only one more, put it on ; if wilh two or more, do not; with the ace and small onss, win it invariably; for it is better that he should finesse in his own suit, than you.

G6. Unless you have a strong suit yourself, or reason to suppose your partner has one, do not trump out, unless you have six trumps.

67. There are situations where even good players differ : if a queen is laid on your right hand, and you have ace or king and two small ones, you should certainly win it ; but having king or ace, ten, and a small one, / 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 lay tenace over your partner: if your partner has the knave you lose a trick ; but the odds are greatly against this.

68. It is seldom right to lead from a suit in which you have a tenace. With ace, queen, etc., of one suit — king, knave, etc., of a second — and the third a weak one — the best play is to lead from the latter.

69. 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.

70. 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.

MATHEWS ON WHIST.

71. Avoid at first playing with those who instruct, or rather find fault, while the hand is playing. They are generally unqualified by ignorance, and judge from consequences; but if not, advice while playing does more harm than good, by confusing a beginner.

72. 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 own hand should direct you,

73. If you have ace, king, and two more trumps, and your partner leads them originally, insure three rounds in trumps; but if he leads (inconsequence of your showing your strength) a nine, or any equivocal card, in that case pass it the first lime ; by which ] you have the lead after three rounds of trumps, a most material advantage.

74. There is often judgment required in taking the penalties of a revoke. Before the score is advanced, if the parly revoking has won nine tricks, the least consideration will show that the adversaries should lake three of them, for if they add three to their own score, they still leave the odd trick to the former ; but if the revoking parly be at eight, it is belter 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 be obvious which will be the 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.

75. With ace, queen, and ten, of your right-hand adversary's lead, put out the ten.

76. When your left-hand adversary refuses to

MATHEWS ON WHIST.

trump a winning card, for fear of being overtrumped by your partner, and throws away a losing card, if you have the commanding card of the suits he discards, play it before you continue the former.

77. When all the trumps are out, if you have the commanding card of your adversary's suit, you may play your own as if you had the thirteenth trump in your own hand.

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