Part 13 (2/2)
xii. The player who refuses to abide by the rules loses the game. In the losing game a player must take all the men he can by his move.
73. Whist.
(Upon the principle of Hoyle's games.)
Great silence and attention should be observed by the players. Four persons cut for partners; the two highest are against the two lowest. The partners sit opposite to each other, and he who cuts the lowest card is ent.i.tled to the deal. The ace is the lowest in cutting.
i. Shuffling---Each person has a right to shuffle the cards before the deal; but it is usual for the elder hand only; and the dealer after.
ii. Cutting.--The pack is then cut by the right hand adversary; and the dealer distributes the cards, one by one, to each of the players, beginning with the player on his left, until he comes to the last card, which he turns up for trump, and leaves on the table till the first trick be played.
iii. First Play.--The elder hand, the player on the left of the dealer, plays first. The winner of the trick plays again; and so on, till all the cards are played out.
iv. Mistakes.--No intimations, or signs are permitted between the partners. The mistake of one party is the profit of the adversary.
v. Collecting Tricks.--The tricks belonging to each player should be turned and collected by one of the partners only. All above six tricks reckon towards game.
vi. Honours.--The ace, king, queen, and knave of trumps are called honours; and when either of the partners hold three separately, or between them, they count two points towards the game; and in case they have four honours, they count four points.
vii. Game.--_Long Whist game consists of ten points, Short Whist of five points._
74. Terms used in Whist.
i. _Finessing,_ is the attempt to gain an advantage; thus:--If you have the best and third best card of the suit led you put on the third best, and run the risk of your adversary having the second best; if he has it not, which is two to one against him, you are then certain of gaining a trick.
ii. _Forcing_, is playing the suit of which your partner or adversary has not any, and which in order to win he must trump.
iii. _Long Trump,_ the one or more trumps in your hand when all the rest are out.
iv. _Loose Card,_ a card of no value, and the most proper to throw away.
v. _Points,_--Ten make the game; as many as are gained by tricks or honours, so many points are set up to the score of the game.
vi. _Quarte_, four successive cards in suit.
vii. _Quarte Major_, a sequence of ace, king, queen, and knave.
viii. _Quinte_, five successive cards in suit.
ix. _Quinte Major,_ is a sequence of ace, king, queen, knave, and ten.
x. _See-saw,_ is when each partner trumps a suit, and when they play those suits to each other for that purpose.
xi. _Score_, is the number of points set up. The following is a good method of scoring with coins or counters:
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