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WHIST OR BUMBLEPUPPY

Thirteen Lectures Addressed to Children.

by

PEMBRIDGE.

“Ingenuas didicisse fideliter artes

Emollunt mores, nec sinuisse feros.”—_The Newcomes._

Revised and Enlarged Edition.

[Illustration]

London:

Frederick Warne & Co.,

Bedford Street, Strand.

Mudie & Sons,

15 Coventry Street, W.

1895.

London:

Printed by Geo. W. Jones,

35 St. Bride St., E.C.

·

WHIST; OR BUMBLEPUPPY?

———

“We have been rather lengthy in our remarks on this

book, as it is the best attempt we have ever seen to

shame very bad players into trying to improve, and also

because it abounds with most sensible maxims, dressed

up in a very amusing and palatable form.”—_The Field._

“‘Whist; or Bumblepuppy?’ is one of the most

entertaining and at the same time one of the soundest

books on Whist ever written. Its drollery may blind

some readers to the value of its advice; no man who

knows anything about Whist, however, will fail to read

it with interest, and few will fail to read it with

advantage. Upon the ordinary rules of Whist ‘Pembridge’

supplies much sensible and thoroughly amusing comment.

The best player in the world may gain from his

observations, and a mediocre player can scarcely find

a better counsellor. There is scarcely an opinion

expressed with which we do not coincide.”—_Sunday

Times._

“Lectures on the points most essential to the

acquisition of a complete knowledge of the game. The

lessons here given will well repay perusal.”—_Bell’s

Life._

“All true lovers of Whist will give a hearty welcome

to this work. It is a small book, but full of weighty

matter. We have not space to analyse the positive rules

laid down by ‘Pembridge’ for the guidance of those

who wish to qualify as Whist players. Suffice it to

say that they are all sound, and most of them worth

committing to memory.”—_Sportsman._

“It would be very easy to write at greater length than

we have done in praise of ‘Pembridge’s’ little book.

But we have said enough to indicate its nature and

scope; and we feel sure that any of our readers who may

meet with it will endorse our verdict that it is a real

addition to the literature of Whist.”—_Australasian._

CONTENTS.

PAGE

LECTURE I.—INTRODUCTORY 1

LECTURE II.—THE LEAD 11

LECTURE III.—THE PLAY OF THE SECOND, THIRD, AND FOURTH HAND 26

LECTURE IV.—DISCARDING, AND ITS DIFFICULTIES 32

LECTURE V.—THE DISCARD FROM THE _STRONGEST_ SUIT

(Part I.; Part II.) 46

LECTURE VI.—THE ELEVEN RULE 55

LECTURE VII.—THE PETER AND ITS PECULIARITIES 59

LECTURE VIII.—FALSE CARDS, LOGIC, LUCK 69

LECTURE IX.—WHIST AS AN INVESTMENT 74

LECTURE X.—ON THINGS IN GENERAL 81

LECTURE XI.—THINKING 93

LECTURE XII.—TEMPER 99

LECTURE XIII.—DETERIORATION OF WHIST, ITS CAUSES AND CURE 105

BUMBLEPUPPY IN EXCELSIS 111

THE DOMESTIC RUBBER, DOUBLE DUMMY 113

EPILOGUE I. 115

EPILOGUE II. 117

PREFACE.

——

THESE remarks are addressed to the young, in the hope that when they

arrive at man’s estate they will use their best endeavours to do away

with Law 91.

To the present generation, already acquainted with “the Game,” I should

no more presume to offer advice than I should presume to teach my

lamented Grandmother to suck eggs, if she were still alive.

“To instruct them, no art could ever reach,

No care improve them and no wisdom teach.”

PROVERBS, _chap. 27, v. 22._

[Illustration]

LECTURE I.

——

INTRODUCTORY.

——

“Vacuis committere venis

Nil nisi lene decet.”—_Eton Grammar._

“Those that do teach young babes

Do it with gentle means and easy tasks.”—_Shakespeare._

AS, humanly speaking, you will probably play something for the next

fifty years, should you select either Whist or Bumblepuppy,[1] it will

be as well for your own comfort—the comfort of others is a minor

consideration[2]—to have some idea of their general principles; but

first you must decide which of these two games you intend to play, for

though they are often confounded together, and are both supposed to be

governed by the same ninety-one laws and a chapter on etiquette, they

differ much more distinctly than the chalk and cheese of the present

day. Professor Pole in his “Theory of Whist,” Appendix B, has made a

very skilful attempt (by modifying the maxims of Whist) to make the two

games into a kind of emulsion. I was rather taken with this, and having

been informed that the most incongruous materials will mix, if you only

shake them together long enough, I have given this plan a fair trial,

and failed.

It may be that I had not sufficient patience and perseverance, but the

principal cause of failure I found to be this: the Bumblepuppist, like

Artemus Ward’s bear, “can be taught many interesting things but is

unreliable;” he only admires his own eccentricities, and if a person of

respectable antecedents gets up a little pyrotechnic display of false

cards for his own private delectation, the Bumblepuppist utterly misses

the point of the joke, he fails even to see that it is clever: if such

a comparison may be drawn without offence, he doesn’t consider that

what is sauce for the goose is sauce for the gander.

In the face of this difficulty, I should recommend you to treat them as

separate games: as you go down in one scale and up in the other they

closely approximate; that extremes meet is a law of nature, and between

the worst Whist and the best Bumblepuppy it is almost impossible to

draw the line.

Other elementary forms, protozoa for instance, are often so much alike

that it is difficult to decide whether they are plants or animals; but

representative specimens of each game, beyond being found at the same

table, (in scientific slang, having the same habitat,) have scarcely

one point in common, you might just as reasonably mistake horse-radish

for beef.

If you elect Whist (I shall refer to the laws later on) begin by

learning the leads, and the ordinary play of the second, third and

fourth hand, which you will find in any Whist Book;[3] this can be done

in a few days; then after cutting for partners (see note to Law 14) as

soon as the cards are dealt, _not before_ (see note to Law 45),

(1) Take up your hand;

(2) Count your cards (see notes to Laws 42 & 46);

(3) Sort them into suits;

(4) Look them over carefully;

(5) Fix firmly in your memory not only the trump suit

but the trump card, then

(6) Give your undivided attention to the table, _it is

there and not in your hand the game is played_;

(7) _See every card played in the order it is

played_;[4]

(8) When you deal, place the trump card apart from the

rest of the suit, that you may know at once which it

is.

N.B.—Knowing is always better than the very best thinking, and

generally much more easy: by these simple means you get rid at once

and for ever of all such childish interruptions as “draw your card!”

“who led?” “what are trumps?” “show me the last trick!” and so _ad

infinitum_, which, by their constant repetition, not merely worry and

annoy the rest of the table, but tend to destroy any clue to the game

that you yourself might otherwise possess.

It is a good plan to sit clear of the table, and then if you are

constrained to drop a few cards, they at any rate fall on the floor,

where they cannot be called.

So far, I have assumed your object to be Whist; if your end and aim is

Bumblepuppy, you need do none of these things; you can learn the leads

and the recognised play—more or less imperfectly—in a few years by

practice, or you can leave them unlearned;

“Build by whatever plan caprice decrees,

With what materials, on what ground you please.”

_Cowper._

ignorance imparts variety to the game, and variety is charming. You

can set all laws at defiance, and if any one objects—after much

wrangling—you can refer the matter in dispute to the Westminster

Papers,[5] and hang it up for a month certain: (this is a better plan

than writing to the _Field_, for there you only get a week’s respite).

Should you be in any doubt whether Whist or the other game is your

vocation, the first half-dozen times you play make it a rule never to

look at the last trick—

“Things that are past are done with.”—_Shakespeare._

and if at the end of that time you find the difficulty insuperable,

give up, as hopeless, all idea of becoming a Whist player.

_Notes on some of the Laws._

“Vir bonus est quis?

Qui consulta patrum, qui leges jaraque servat.”—_Eton Grammar._

I have mentioned that there are ninety-one laws. The wording of

the first is not strictly accurate; it ought to be “The rubber is

_generally_ the best of three games,” for though I myself have never

seen more than four, it may consist of any number, as the following

decisions show:

DECISION A.—The rubber is over when one side has won two games and

remembers it has done so: this memory must be brought to bear before

the other side has won two games and remembers it has done so.

DECISION B.—If a game is forgotten, it is no part of the losers’ duty

to remind the winners of the fact.

LAW 5.—This law is clear enough; still the first time you revoke and

are found out, if your opponents hold honours and you have nothing

scored—however many you have made by cards—they will claim a treble:

you should be prepared for this. The claim is wrong, but in spite of

that—possibly because of it—“they all do it.”

LAW 7.—DECISION.—You must call your honours audibly, but you are not

obliged to yell because your adversaries are quarrelling.

LAW 14.—Always get hold of the cards before cutting, and place a high

card at one end of the pack and a low one at the other, then cut last

and take either card you prefer: by this means you select your partner,

this is an admirable coup and tends to the greatest happiness of the

greatest number (Note A, page 2) but it must be executed with judgment,

for if you are detected your happiness will not be increased, rather

the reverse. Some purists, anxious to be on the safe side, only keep an

eye on the bottom card, and take it when it suits them.

LAW 34.—Until the last few years, after you had cut the cards into two

distinct packets, if the dealer thought fit to knock one of them over,

leave a card on the table, or drop half-a-dozen or so about, it was a

mis-deal on the ground that these proceedings were opposed to one or

other of the next two laws, 35 and 36, but the latest decision is that

the dealer can maltreat the pack in any way he likes and as often as he

likes, and compel you to keep on cutting _de die in diem_.

OLD DECISION.—“You cannot make your adversary cut a second time; when

you left a card on the table it could not be said that there was a

confusion in the cutting, it is a mis-deal.”

NEW DECISION.—“There is nothing in the laws to make this a mis-deal.

The play comes under the term ‘Confusion of the cards,’ and there must

be a fresh deal.”

If you see a potent, grave, and reverend seignior carefully

lubricating his thumb with saliva, don’t imagine he is preparing it

for deglutition, he is only about to deal. Even if he should swallow

it, why interfere? he will not hurt you; it is not your thumb. Should

you suffer from acute hyperæsthesis you can follow the example of

an old friend of mine, who once rose from the table in his terror,

and returned armed with a large pair of black kid gloves which he

wore during the remainder of the _seance_: though the effect was

funereal—not to say ghastly—it was attended with the best results

in this case, but it is just as likely to lead to ill-feeling, and

therefore to be deprecated. Leave the matter to time! Apart from the

cards being glazed with lead, a single pack has been found to contain a

fifth of an ounce of arsenic, and there is no known antidote. Even if

not immediately fatal, the practice must be very deleterious. A whist

enthusiast with a greater turn for mathematics than I can lay claim

to, has counted from six to seven thousand bacteria on each square

centimetre of a playing card, and makes this ghastly deduction: “it is

really dreadful to reflect upon the colony of microbes which a person

who moistens his thumb before dealing may convey into his mouth, and

thence into his system.”—_Standard_, Nov. 2nd, 1893. “Everything comes

to the man who can wait,” and while you are waiting _always sit on the

dealer’s right_.

LAW 37.—An incorrect or imperfect pack is a pack containing duplicates

or more or less than fifty-two cards, but it is neither incorrect nor

imperfect because you think fit to place any number of your own cards

in the other pack, or to supplement them with one from it. _Vide_ Laws

42, 46.

LAW 42.—If you take _one_ card from the other pack, it is clear that

you subject yourself to a penalty; if you take more than one the matter

is not so clear; possibly you may gain by it; should you wish to have

the point settled, any time you have a bad hand add the other pack to

it; then complain that you have sixty-five cards, throw them up, claim

a new deal under Rule 37, and see what comes of it.

LAW 45.—Taking up your cards during the deal has one advantage, that

if you can get your hand sorted and begin to play without waiting

for the dealer, you save time, and time is reported to be money.

To counter-balance this there are two attendant disadvantages, you

prevent the possibility of a mis-deal, and any card exposed by your

officiousness gives the dealer the option of a new deal.

LAW 46.—Under this law it is manifest that—the other hands being

correct—your hand may consist of any number of cards from one to

thirteen, and if you once play to a trick—however many you may be

short—you will have to find them or be responsible for them. See Law 70.

LAW 91.—If this law, which is the main cause of inattention and

innumerable improper intimations, were abolished, Whist would be

greatly improved; and I have never met with a good Whist player who was

not of the same opinion.

The chapter on etiquette is good sense and good English, and is worthy

of much more attention than is usually given to it.

In addition to their ambiguity and sins of commission, there is also a

sin of omission; there is no limit as to time, and it seems desirable

there should be; I would suggest—as allowing the hesitating player

reasonable latitude—one of those sand glasses, supposed to be useful

for boiling an egg; there is no sense in giving him time enough to

addle his egg.

Though these laws appear more difficult of access than I had imagined,

they are not the laws of which the only copy was destroyed by Moses;

I have seen them myself in Clay, Cavendish, and the “Art of Practical

Whist,” and if you are unable to get any of these works from Mudie’s,

there are copies of each in the British Museum, Great Russell Street,

Bloomsbury.

Before or immediately after breakfast is the best time to play; then,

if ever, the intellect is clear, the attention undistracted; in the

afternoon you are exhausted by the labours of the day, and your

evenings should be devoted to the morrow’s lessons or a quiet nap (not

the round game of that ilk).

FOOTNOTES:

[1] “That there are a large number of players who think they

play Whist, and yet do not reason, is too true, but such play

may be Bumblepuppy, or some other game; it certainly is not

Whist.”—_Westminster Papers._

DEFINITIONS OF BUMBLEPUPPY.

Bumblepuppy is persisting to play Whist, either in utter ignorance of

all its known principles, or in defiance of them, or both.

Hudibras has given another definition—

“A lib’ral art that costs no pains

Of study, industry, or brains.”

“Bumblepuppy was played in low public houses.”

“Here and there were Bumblepuppy grounds, a game in which the players

rolled iron balls into holes marked with numbers.”—_Chronicles of

Newgate._

From which I infer that in the good old times this game first drove its

votaries to drinking, and then landed them in a felon’s cell.

[2] In all well regulated society, your aim should be the greatest

happiness of the greatest number, and that number is notoriously number

one.

[3] “Do not attempt to practise until you have acquired a competent

knowledge of the theory.”—_Mathews_, A.D. 1800.

[4] “The first Whist lesson should be to keep your eye on the table and

not on your own cards.”

“We cannot all have genius, but we can all have attention;

the absence of intelligence we cannot help, inattention is

unpardonable.”—_Westminster Papers._

[5] Since these words were written the “Westminster Papers” is no more.

“Sit tibi terra levis!”

[Illustration]

LECTURE II.

——

THE LEAD.

——

“Dux nobis opus est.”—_Eton Grammar._

“I pray thee now lead.”—_Shakespeare._

THE play of the entire hand often depends upon the very first card led,

and the confidence your partner has that your lead is correct; whatever

then your original lead may be, let it be a true and—as far as you can

make it so—a simple lead: never lead an equivocal card—that is one

which may denote either strength or weakness—if you can, lead a card

about which no mistake is possible.[6] With the original lead, follow

the books and lead your strongest suit; if you have nothing at all, do

as little mischief as you can; in this pitiable condition the head of a

short suit—as a knave or a ten—is better than the lowest or lowest but

one of five to the nine; your partner, when he sees the high card led,

knows at once (assuming he knows anything) that he will have to save

the game himself if it can be saved, and will take the necessary steps

to that end. Though there is ancient and modern authority for this,[7]

I am perfectly aware that (according to the latest theory) it is

heresy; I am also aware, and the reflection gives me quite as much pain

as the heresy does, that leading a long weak suit _with a bad hand_ and

no cards of re-entry is a losing game:

“Such courses are in vain

Unless we can get in again.”

to lead your longest suit when you are neither likely to get the lead

again, nor to make a trick in it if you do, is a “short and easily

remembered rule,” but is apt to bring its followers to grief; if I

do so, I know perfectly well that after the game is over I shall

probably be left with the two long cards of that suit, or I may have

an opportunity of discarding one or both of them before that crisis

arrives, but this is not the slightest consolation to me.

While on the subject of heresy, I may as well refer to another lead

which has a special orthodoxy of its own. In all suits of four or more,

containing no sequence, unless headed by the ace, you either lead the

lowest, or, if you wish particularly to exhibit your knowledge of the

game, the lowest but one; but from king, knave, ten, &c., you lead the

ten, and if your object is a quiet life, you will continue to do so;

if you want to make tricks the advantage of the lead is not so clear:

if the second player holds ace, queen, &c., or queen and another, you

drive him into playing the queen, and so lose a trick, which if you had

led your lowest in the usual way, you might not have done.[8]

Against this you have the set off that by leading the ten you insure

having the king-card of the suit in the third round, but it is scarcely

worth your while to go through so much to get so little; for such a

lead pre-supposes your partner to have neither ace, queen, nor nine,

and it is two to one that he holds one of them; if your partner’s best

card is below the nine, the tricks you will make will be like angels’

visits, few and far between, whatever you lead; and why you should

take such a desponding view of an unplayed suit I am not aware. The

advantage of opening a suit in which you hold tenace is not so great

as to oblige you to handicap it by sending the town-crier round with a

bell to proclaim what that tenace is; _late in the hand_ it is often

advisable to lead the knave.

With ace and four small cards and a bad hand, when weak in trumps, I

have found, from long experience, the ace to be a losing lead, and

being distinctly of the impression that for the ordinary purposes of

life, 13/4 = 2, as I am not always anxious to proclaim the exact number

of my suit, I generally lead a small one.

I am aware that the suit does not always go twice, or even once; but

that is the fault of the cards, not of the equation.

Of course, if, for any wise purpose, you feel you must have one trick,

take it at the first opportunity, irrespective of Cocker or any other

authority.

N.B.—When you, second, third, or fourth player have won the first

trick, whatever you may think, you are _not_ the original leader, and

your lead then should be guided by your own hand; if it is a bad one

you are under no compulsion to open a suit at all, one suit is already

open, go on with that; if it also is a bad one, one bad suit is a less

evil than two bad suits, or opening a doubtful one in the dark; return

through strength up to declared weakness, or if it was your partner

who led, why should you show a suit unless you hold a good sequence or

strong trumps? Return his suit, yours will be led sometime; whatever

you won the trick with, he is in a better position to defend himself as

third player than if he had to lead it again himself.

In returning your partner’s lead, if you had originally three, you

return the higher of the two remaining cards; in returning through your

adversary’s lead, if you hold the third best and another, play the

small one, for your partner may hold the second best single and they

would fall together.

Whenever you hold a suit with one honour in it, to lead that suit, if

you can avoid it, is about the worst use you can make of it. Should you

fail to see this, devote ten minutes—not when you are playing whist,

but on some wet half-holiday or quiet Sunday afternoon—to thinking the

matter over; even if you have a suit of king, queen to three, why not

be quiet? If anybody else opens the suit you will probably make two

tricks, if you open it yourself, probably one; there is no hurry about

it, you can always do that, but why you should go out of your way to

lead a suit in which you hold four to the knave or five to the ten is

incomprehensible.

It is not generally known (or if it is, it is never acted on, which

comes to the same thing) that neither in the ninety-one laws of whist,

nor in any of its numerous maxims, are you forbidden to play the third

round of a suit, even though the best card is notoriously held by

your opponent. It is a common delusion to fancy that when a suit is

declared against you, you can prevent it making by leading something

else, whereas you merely postpone the evil day, and do mischief in the

interval. Many feeble whist-players are unwilling ever to let their

opponents make a single trick; now this is unnecessarily greedy; under

no circumstances, at short whist, is it imperative to make more than

eleven. Allow your adversary to have two, it amuses him and does not

hurt you.

“It is less mischievous, generally, to lead a certain

losing card, than to open a fresh suit in which you are

very weak.”—_What to Lead_, by Cam.

With trumps declared against you be particularly careful how you open

new suits; surely when you have just succeeded in knocking your partner

on the head in one suit, you might give him till the next hand to

recover himself, instead of trying to assault him again the very next

time you get the lead.[9]

Changing suits is one of the most constant annoyances you will have

to contend against; queer temper, grumbling, logic, and so on, if

sometimes a nuisance, are sometimes altogether absent, but the

determination to open new suits for no apparent reason—unless a feeble

desire on the part of the leader to see how far the proceeding will

injure his partner can be called a reason—is chronic.

Never[10] lead a singleton unless you are strong enough in trumps to

defeat any attempt either of your adversaries or your partner to get

them out, in which case it might be as well to lead them yourself;

whether you lead a sneaker or wait for others to play the suit, the

chance of ruffing is much the same, and the certainty of making a false

lead, and the nearly equal certainty of deceiving your partner are

avoided.

When a singleton comes off it may be nice, it is certainly naughty;

when on the other hand you have killed your partner’s king, and he has

afterwards got the lead, drawn the trumps, and returned your suit,

should the adversaries make four or five suits in it, you must not be

surprised if he gives vent to a few cursory remarks. To succeed with a

singleton, (1) your partner must win the first trick in the suit, (2)

he must return it at once, (3) on your next opening another unknown

suit, he must again win the trick, and the odds against these combined

events coming off are something considerable. Per contra, he will

probably be beaten on the very first round, and even if he is not, it

is extremely likely that he will either lead trumps—unless he is aware

of your idiosyncracy, when he will never know what to do—for what he

naturally imagines is your strong suit, or open his own; at the same

time, just as there are fagots and fagots, so there are singletons

and singletons, and a queen or knave is by no means such a villainous

card as anything below a seven. “The very worst singleton is the

king.”—_Cam._

With five trumps and no cards, lead a trump: you have made a true lead,

you have led not merely your strongest suit, but a very strong suit,

and if your partner has nothing, you will lose the game whatever you

play, but you will lose it on that account, and not because you led a

trump; if you open any of the plain suits you will make a false lead,

and it is two to one that the adversaries hold any of them against your

partner. You will often be told by the very people who will tell you

to lead from five small cards in a plain suit, that to lead a trump

from five is too dangerous, but if you inquire in what way it is too

dangerous, and receive any satisfactory reply, you will succeed in

doing what I have never done.

With five trumps and other cards, _a fortiori_ lead a trump.

Towards the end of the game, you will find it laid down by some

authorities that if you hold nothing and have an original lead, you

should lead your best trump; now if that trump is of sufficient size to

warn your partner that it is your best, this lead may not, under the

circumstances, be much more injurious than any other; but an original

trump lead is usually supposed to indicate great strength either in

trumps, or in plain suits, and if your partner infers from the size

of your trump that your lead is from strength, and acting on that

inference returns it, it is about the most murderous lead that can

be made; having been two or three times the victim of such a lead is

almost as good a reason for not returning trumps as sudden illness or

not having one.

If he holds seven tricks in his own hand he can make them at any time,

and any attempt of yours, however able, to deceive him at the outset

will (to say the least of it) not assist him in doing so.

Why add an additional element of confusion to the game? Why should

your partner have to say to himself as well as “Strong cards or strong

trumps?” “Perhaps nothing at all.” He is compelled to wait about to see

what is the meaning of this lead, time is lost, and an opportunity let

slip which may never recur. The Bumblepuppist will here observe that

time was made for slaves; but the apophthegms on this subject are more

numerous and contradictory than he is aware of.

As a general principle, with the original lead and a very bad hand, it

is advisable to efface yourself as much as possible. In such a case, I

always have a strong desire to get under the table—I don’t know that it

is contrary to either the laws or the etiquette of whist to do so—and I

firmly believe it is a better course than leading the trey of trumps;

at any rate it is not for the weak hand to dictate how the game should

be played; and to step boldly to the front and lead a small trump

from two, without a trick behind it, is in my opinion the height of

impertinence.

At certain states of the score it may be imperative, in order to save

the game, that you should place all the remaining cards, but that is

another matter altogether, and if you want to go into it, read Clay

on the subject (page 85), though he nowhere suggests that you should

commence operations by placing thirty-eight unknown cards.

If your partner has led you a trump, and you—holding ace, queen, to

four or more—have made the queen, return the ace; if you are playing

Bumblepuppy return a small one, your partner thinking the ace is

against him, is almost certain to finesse and lose a trick—then call

him names. The reason assigned by the perpetrator of this return is

that as he originally held four he is _compelled_ to play the lowest,

and it curiously exemplifies his inability to apply even the little

knowledge he is possessed of.

With ace, king only, it is customary to lead first the ace and then

the king; there is no authority for such a lead,[11] and nothing to be

gained by it, except that by leading in this way you probably prevent

your partner from signalling in the suit, but if you like to burden

yourself with a useless anomaly, you can make a note of it. We started

with the hypothesis, that, in the ordinary course of nature, you have

fifty years before you, and if you wish to embitter and shorten those

years, you will invariably lead the lowest but one of five—it may be,

and I am informed is, useful among a few assorted players, “chock-full

of science,” but it is caviare to the general[12] and (unlike

Wordsworth’s Creature)—

“Too bright and good

For human nature’s daily food.”[13]

For my part I only think it expedient to show five when, with

reasonable strength on the part of my partner, I have a fair prospect

of bringing in the suit.[14]

It is often better to keep the knowledge of mere length of suit

religiously to yourself. Length and strength are not always the same

thing; why are giants generally so weak about the knees? Length is

often only one element of strength and a very poor one at that,

though it may be of use indirectly. With four or five low cards and

an observant opponent, it is occasionally a good plan to bottle up

the smallest. I have known this missing link so to prey upon that

opponent’s mind as to cause him to forget matters of much greater

importance.

In bumblepuppy all this is entirely different, you can lead anything

you like, in any way you like; here the safest lead is a long weak

suit, the longer and weaker it is, the less is your partner able to do

you a mischief. _With a weak partner_, strengthening cards are either

futile or dangerous: as he will in all probability at once disembowel

himself, the result of leading them is on all fours with the Japanese

Hari Kari; whereas if you lead him a small card he will finesse into

his boots.

You should also be very particular to lead the lowest but one of

five,[15] it creates confusion, and under cover of that confusion you

may make a trick or two. From this point of view you will often find

the lead of the middle card of your suit extremely effective.

As to play false cards for the purpose of deceiving your partner is

considered clever, a very little practice will enable you to play them

with facility. With all deference to Bret Harte, for ways that are

dark, the Heathen Chinee is _not_ particular, and for tricks that are

vain, the Caucasian can give him points.

“For when he’d got himself a name

For fraud and tricks, he spoil’d his game;

And when he chanced to escape, mistook,

For art and subtlety, his luck.”

The ability to play false cards is not a proof of intelligence.

(“Cunning is often associated with a low type of intellect.”—_Report of

Inspector-General of Military Prisons._)[16]

If you read your Natural History, you will find it is the weaker

animals which betake themselves to anomalous modes of defence; though

the cuttle-fish and the skunk may be much looked up to in their

respective domestic circles, they are quite out of place at the

whist-table.

It is also usual with ace to five or more trumps to lead the ace, and

if you see—by killing your partner’s king, or by his failing to play

one—that he has no more, to try something else, for you can change the

suit as often as you please. It is a fine mental exercise for your

partner to recollect the remaining cards of four unfinished suits, all

going simultaneously.

I often think, when I see this game in full blast, that whist-players

are not sufficiently grateful to Charles the Sixth, or whatever other

lunatic invented playing cards, for having limited himself to four

suits; he might have devised six—but the idea is too horrible. “In the

time of Charles the Sixth there were five suits.”—_Field._ This not

only proves my ignorance but my position, for if five suits have been

tried and found too much for human endurance, then six would manifestly

have been quite too awful! Q.E.D.

[Illustration]

FOOTNOTES:

[6] “It is highly necessary to be correct in leads.” “Never lead a card

without a reason, though a wrong one.” “Be particularly cautious not to

deceive your partner in his or your own leads.”—_Mathews._

[7] “According to the play that we see, with great weakness the rule

is rather to lead strengthening cards. For our own part we should

be inclined to say, “Lead from your long suit only when you are

sufficiently strong to bring in that suit with the aid of reasonable

strength on the part of your partner.”—_Westminster Papers._

“When you have a moderate hand yourself sacrifice it to your

partner.”—_Mathews._

“With a bad hand lead that suit which is least likely to injure your

partner. Do not, therefore, lead from four or five small cards.”—_Major

A._

“A lead from a queen or knave and one small card is not objectionable

if you have a miserably weak hand; your queen or knave may be valuable

to your partner.”—_Clay._

“The rule of always leading from the longest, as distinct from the

strongest suit, is a rule which, more frequently than any other,

sacrifices a partner’s cards without any benefit to the leader, and is

in direct opposition to the true principles of combination.”—_Mogul._

Even Cavendish, unless “generally” is synonymous with “always,” admits

the expediency of occasionally leading a short suit; “the hand, however

weak, must hold one suit of four cards, and this should _generally_ be

chosen.”

[8] “The lead is quite exceptional, and many good judges have doubted

whether a small one should not be led.”—_The Field._

[9] As intelligent children you will, perhaps, be tempted to observe

that all this is so self-evident it is scarcely worth mentioning: at

your immature time of life such a mistake is pardonable, but as you

grow older you will find that a determination to open ragged suits

in season and out of season—especially out—is one of the strongest

impulses of our imperfect nature.

[10] As defined by Captain Corcoran, R.N. In all treatises on Whist

“never” is invariably used in this sense. Perhaps in presence of the

New Whist which is now raging violently in America, it would be more

correct here to substitute “was” for “is.”

[11] Peccavi! the lead is given in _What to Lead_, by Cam.

[12] Never give “the general” an opportunity for thinking if you can

avoid it; this is a rule of _universal application_. “How oft the sight

of means to do ill deeds makes ill deeds done!”

[13] It was introduced as “a proposed extension of principle,” but you

had better stick to the old adage, “first catch your principle,” and

leave the extension of it to some future time. Theoretical advantages

of this lead, and also the echo of the signal, you will find fully set

forth in “Cavendish.” In a letter to the _Field_, September 27th, 1879,

he appears to advocate varying its monotony by occasionally leading the

lowest but _two_. Cam, the original patentee of this invention, and

one of the finest players of his day, directs you to lead the lowest

but one only when you hold no honour in the suit. By this plan you can

not only count your partner’s hand—the apparent end of most modern

Whist—but after you have made the queen and lost your king on the

return, you have the additional gratification of knowing to a certainty

that he does not even hold the knave.

With regard to the echo, I have no head for intricate mathematical

calculations, and therefore am unable to tell you at about what trick

everything would be ready, but speaking roughly, I should be afraid

that for all practical purposes the hand would occasionally be over

before the signaller and the echoer had completed their operations. In

the “Art of Practical Whist” you are recommended to lead the lowest

but two of six. (The advice of _Punch_ to those about to marry is

applicable here.)

Mr. F. H. Lewis, in the _Field_, January, 1880, has propounded a

scheme for sub-dividing the echo into categories, and it has recently

been pointed out to me that by leading trumps in some irregular

way—understood, I presume, by the inventor of the process—you can

explain to your partner that you originally held four. “Is there

anything whereof it may be said, see, this is new? it hath been already

of old time, which was before us.” When all these improvements are in

use, this is clear, the elect will return to that fine old practice

known as “piping at whisk”; the rest of us to primæval chaos.

[14] “These refinements of artifice are utterly opposed to the essence

of scientific Whist.”—_Westminster Papers._

[15] “What with the if’s and the mystification that would occur

from playing the cards in this erratic manner, we should do more

to injure than improve the play _in the present state of Whist

science_.”—_Westminster Papers._ [The italics are mine.]

[16] “It puzzleth and perplexeth the conceits of many that perhaps

would otherwise co-operate with him, and makes a man walk almost alone

to his own ends.”—_Bacon._

[Illustration]

LECTURE III.

——

THE PLAY OF THE SECOND, THIRD, AND FOURTH HAND.

——

“The play is the thing.”—_Shakespeare._

SECOND hand with king and another, or queen and another, never play the

honour either in trumps or plain suits, unless you particularly want

the lead, and then you will probably not get it, and throw away a trick.

By not playing the honour,

(1) The chance of trick-making in the suit is greater

(this has been proved to demonstration by Mogul).[17]

(2) The possible weakness of the third hand is

exposed—a very important point.

(3) Your own weakness is concealed from the leader, and

he is able to finesse against your partner; these

three reasons ought to be tolerably conclusive, but

if a high card is led, head it!

If, holding knave, ten, and another, you are afraid of trumps being

led, and your partner is devoid of common sense, don’t play the ten,

or it will be taken for a signal (that it neither is one, nor at all

like one, does not affect the petrolater in the least); it is almost

equally dangerous with queen, knave, and another to play the knave. A

high card second hand has exactly the same effect on many players as a

red rag has on a bull; and if you have an objection to being gored, you

should keep it out of their sight as long as possible—subject to this

important qualification—“Put an honour on an honour, with only three of

a suit; with four or more you should not do it.”—_Mathews._

Except to save or win the game, whether you are weak in trumps, or

strong, don’t ruff a doubtful card unless you have a distinct idea what

to do next; if you are only going to open a weak suit, let it go.

Don’t ruff a suit of which your partner clearly holds the best, in

order to announce, _urbi et orbi_, that you are weak in trumps; depend

upon it _urbis_ and _orbis_ will take advantage of this, not to mention

that you take the lead out of your partner’s hand at a critical

moment, and prevent him from developing any game that he may have.

“Why for the momentary trick be perdurably fined?”

_Shakespeare._

In bumblepuppy, with ace, king, and others, or king, queen, and

others, the trick is often passed, and with knave led, if the second

player holds ace, queen, etc., he usually plays the queen;[18]

holding the same cards, if instead of the knave a small card is

led, he occasionally produces the ace. These proceedings may be the

eccentricities of genius; if they are not, the only other explanation I

can suggest for them, is a desire to lose a trick.

Third hand.—Don’t finesse against your partner, unless you have reason

to believe you are stronger in his own suit than he is, or that he has

led from weakness.

Don’t finesse against yourself. If you have led from ace, knave, etc.,

and your partner has made the queen, the king is certainly not on your

right. If, on the other hand, you have led from king, and your partner

again has made the queen, it can be of no use to put on the king, the

ace must be over you. Though Clay described the finesse obligatory

before you were thought of, I am afraid that after you are forgotten,

these two simple cases will continue to be reversed—that people will

finesse against, and not for, themselves. In bumblepuppy this is _de

rigueur_; also at this game, with king, queen, and another in your

partner’s lead, it is customary to play the king, and, if it wins, to

open a new suit.

Ruff a winning card of the adversaries! What possible benefit can you

derive from allowing your opponent to discard, and by that discard show

his partner the suit he wishes led? If you are too stingy to use a high

trump, surely you might play a little one just to keep the trick going.

“It is much better to play a small trump with the certainty it will be

overtrumped than to let the trick go.”—_Westminster Papers._

When your partner has opened a suit with the ace, and on the third

round eleven are out, he holds the other two, and whenever he leads one

of them—whether it is the queen or the four—it is a winning card; but

if you fail to grasp this, and feel disposed to play the thirteenth

trump on it, don’t waste time either in invoking the immortal gods,

inspecting the last trick, or looking præternaturally intelligent—trump

it at once, and put him out of his misery. The idea is not new, for it

occurred to Macbeth when about to perpetrate the very same coup:

“If ’twere done when ’tis done, then ’twere well

It were done quickly.”

My only claim is to have expressed myself without such an involved use

of auxiliary verbs.

If you have more than two of the suit, don’t play the ace on your

partner’s knave; it may be a short suit, or the head of a sequence,

and you throw away the power of passing the ten second round, even if

it is from king, queen, knave to five, there is nothing to be gained

by covering; with ace and another win the trick and return it at once,

unless you lead trumps.

Though frequently done, it is not good whist to decline to win a trick,

either on the ground that you want a guard for your king of trumps, or

because you hold six. In the other game both these proceedings would be

correct.

Fourth hand.—Win the trick, and endeavour, if possible, to do so

without playing a false card. Like all things that are difficult at

first, you will find it become comparatively easy by practice. You

might suppose that the exponent of bumblepuppy—who always considers a

trick of his own making worth at least two made by his partner—would

get into no difficulty here; but he does. He has a firmly-rooted

belief that his strong suits are under the protection of a special

Providence which will never allow them to be ruffed, and uttering his

wretched shibboleth, “Part with my ace, sir? never!” he contrives to

lose any number of tricks by keeping up his winning cards to the last

possible moment and a shade longer. I imagine he is under the erroneous

impression that this in some way compensates for cutting in with a

small trump when he is not wanted.

“It is a good plan when you have the thirteenth trump to pass winning

cards. The reason of this is not apparent, but in practice I know

several players who do so, and in the multitude of counsellors there is

wisdom.”—_Westminster Papers._

[Illustration]

FOOTNOTES:

[17] I have worked it out myself in more than four thousand cases by

rule of thumb (_Field_, October 1882), and obtained the same result; if

in the teeth of this, _early in the hand_, a decent Whist-player plays

the king second on a small card led, it is an unnecessarily high card;

and as unnecessarily high cards are not played without an object, that

object is presumably a call for trumps.

[18] “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, ten, will begin with the knave: of course, it is

finessing against yourself to put on the queen, and, as the king is

certainly behind you, you give away at least the lead, without any

possible advantage.”—_Mathews._ This advice as a rule is sound, but you

must bear in mind that towards the end of a hand the knave is often led

from king, knave, ten, or king, knave alone, and if you, holding ace,

queen, are obliged to make two tricks in the suit, in order to win, or

save the game, you will have to play the queen. If the king is held by

your left-hand adversary, you will lose the game whatever you play.

When you play the queen under these circumstances, and it comes off,

don’t imagine that you are inspired, or præternaturally intelligent;

you are only playing to the score; and you will find that most

instances of irregular play, which at first sight suggest inspiration,

resolve themselves into this.

[Illustration]

LECTURE IV.

——

DISCARDING, AND ITS DIFFICULTIES.

——

“This the vain purpose of his life to try,

Still to explore what still eludes his eye.”

DISCARDS are of two distinct kinds:—

(1) Ordinary.

(2) Forced.

(1) When your partner; (2) When your adversary shows strength.

In the first case, you naturally point out to your partner which is

your strong suit by discarding from your weak suits, your object

being to win the game, and there is an end of that matter.[19] In the

second case it is just the reverse. You have to save the game, and you

discard from your _best guarded suit_, by no means necessarily your

strongest, with a view, as far as you can, of blocking every suit, and

so preventing the adversary from establishing his long cards.

These two kinds of discards are, or ought to be, of importance to three

very different classes of players:—

(1) The Scientific.

(2) The Commonly Decent.

(3) The Exponents of Bumblepuppy.

(1) The Scientific.—Here, with trumps declared against you, you

discard, as already said, from your best guarded suit. Your partner

knows this is probable, but he does not know how strong you are in

that suit; he also knows it may very possibly be a suit in which you

hold three small cards, and a second discard of it only gives him the

further information that you had either three or five—_he must infer

which from his own hand_—he assumes you did not originally hold two,

for you would not have left yourself entirely bare of the suit. It is

not everybody who is in the proud position which I once occupied, when

a trump being led by the adversary, I found myself with no trump, the

best nine cards of one suit, and two other aces.

Among good players, then, the forced discard amounts to this: that

though you are aware your partner is discarding with the best possible

motives, and he is aware that you are doing the same, neither can

depend upon the other’s discard as showing anything for certain. With

trumps declared against you, you must place unknown cards to the best

of your ability, and in such an unpleasant conjuncture, if you are

exceptionally fortunate, you may sometimes save the game, and the

skill displayed in doing so may be a joy for ever:—

“Forsan et hæc olim meminisse juvabit.”

Observe the discretion of the poet in his choice of the word “_forsan_.”

Whist; or, Bumblepuppy? Thirteen Lectures Addressed to Children · 第 1 / 7 段