_=High Cards Led.=_ When a card higher than a Ten is led on the first

round of a suit, the Second Hand has usually nothing to do but to play

his lowest card, and make what inference he can as to the probable

distribution of the suit. But if he holds the Ace, or cards in sequence

with it, such A K, he should cover any card higher than a Ten. If he

holds K Q he should cover a J, 10, or 9 led; but it is useless for him

to cover an honour with a single honour, unless it is the Ace.

_=Low Cards Led.=_ High cards are played by the Second Hand when he

has any combination from which he would have led a high one if he had

opened the suit. The fact that a player on his right has already laid

a small card of the suit on the table should not prevent the Second

Hand from making the best use of any combinations he may hold. The only

difference between leading from such combinations, and playing them

Second Hand, is that in the latter case no attempt is made to indicate

to the partner the exact nature of the combination held. The general

rule is to win the trick as cheaply as possible, by playing the lowest

of the high cards which form the combination from which a high card

would be led. Such are the following:--

[Illustration:

🂡 🂮 🂭 🂫 | 🂾 🂽 🂻 🂸

🂱 🂾 🂽 🂳 | 🃞 🃝 🃘 🃔

🃑 🃞 🃕 🃒 | 🃎 🃋 🃊 🃅

🃁 🃍 🃋 🃂 | 🂭 🂫 🂪 🂣

]

The beginner must be careful with these:--

[Illustration:

🂡 🂮 🂫 🂢 | 🃎 🃍 🃊 🃆

]

The combination which makes the first of these a high-card lead is the

A K, and the King must be played Second Hand. The Jack has nothing

to do with it. In the second, the Ten does not form any part of the

combination, and the Queen is the card to play Second Hand. Some

players will not play a high card second hand with K Q x x unless weak

in trumps.

An exception is generally made with these combinations, from which the

proper lead is the Ace.

[Illustration:

🃑 🃝 🃘 🃔 🃓 | 🂡 🂩 🂨 🂧 🂤

]

Many will not play Ace Second Hand in any case, and will play the Queen

with the first combination only when they are weak in trumps. The

reason for this exception is the importance of retaining command of the

adverse suit as long as possible.

_=On the Second Round=_, the Second Hand should follow the usual

rule for playing the best of the suit if he holds it; or one of the

second and third best, if he holds them. He should also be careful

to estimate, by the eleven rule, how many cards are out against the

leader, which will sometimes guide him to a good finesse. For instance:

first player leads Ace, then Eight. If the Second Hand holds K J 9 2,

instead of playing the best card to the second round, which would be

King, he should finesse the Nine.

_=With Short Suits.=_ When Second Hand holds such short-suit

combinations as:--

[Illustration:

🂽 🂻 🂷 | 🂻 🂺 🂵

]

and a small card is led, his proper play is one of the high cards,

because he cannot save both of them.

_=On Strengthening Cards Led.=_ This is a difficult point for the

beginner, and his best plan is to follow the rules already given for

covering cards higher than the Ten. One of the most common errors is

to cover a Jack led with a Queen, when holding A Q and others. The Ace

should be put on invariably. To play the Queen in such a position is

called _=finessing against yourself=_.

_=Singly Guarded Honours.=_ Many players put on the King Second Hand,

if they hold only one small card with it, and a small card is led. This

will win the trick as often as it will lose it; but it betrays the hand

to the adversary, and enables him to finesse deeply if the suit is

returned. It may be done in order to get the lead, and in trumps the

practice is very common, and generally right. With Queen and only one

small card, it can be demonstrated that it is useless to play the Queen

Second Hand, except as an experiment, or to get the lead in desperate

cases.

With any combination weaker than J 10 x, it is useless to attempt to

win the trick Second Hand, and only makes it difficult for the partner

to place the cards correctly.

_=The Fourchette.=_ When the Second Hand has cards immediately above

and below the one led, he should cover. The beginner may have some

difficulty in recognising the fact that he holds fourchette if the suit

has been round once or twice, and the intermediate cards have been

played. Such cards as a Queen and a Seven may be fourchette over a

Nine, if Jack, Ten and Eight have been played.

_=Second Hand Having None=_ of the suit led, on either first or second

round, must decide whether or not to trump it. If the card led is the

best of the suit, he should certainly do so; but if it is not, and

there is any uncertainty as to who will win the trick, it is usual for

the Second Hand to pass when he has four trumps. With five trumps,

there should be some good reason for keeping the trumps together, as a

player with so many can usually afford to trump. If he does not trump,

his play comes under the rules for discarding.

_=FOURTH-HAND PLAY.=_ The Fourth Hand is the last player in any trick.

He is the partner of the Second Hand, but has not so many opportunities

for the exercise of judgment, his duties being simply to win tricks

if he can, and as cheaply as possible. If he cannot win the trick, he

should play his lowest card.

A bad habit of Fourth-Hand players is holding up the tenace A J when

a King or Queen is led originally. This is called the _=Bath Coup=_,

and the suit must go round three times for it to succeed in making two

tricks. The holder of the tenace should equally make two tricks by

playing the Ace at once, provided he does not lead the suit back.

_=The Turn-up Trump.=_ When trumps are led by the adversaries, it is

a common practice to play the turn-up as soon as possible, unless it

is a valuable card. On the contrary, it is usual to keep it as long as

possible when the partner leads trumps.

_=Changing Suits.=_ If the Second or Fourth Hand wins the first or

second round of the adversaries’ suit, it is seldom right to return

it, as that would probably be playing their game. The player should

open his own suit, as if he were the original leader. If he is strong

enough to lead trumps under ordinary circumstances, he may be deterred

from so doing if the adversaries have declared a strong suit against

him. The same consideration may prevent his leading trumps in the hope

of making a suit of his own, as the adversaries might reap the benefit

by bringing in their suit instead. On the contrary, when the Second or

Fourth Hand holds command of the adverse suit, they may often risk a

trump lead which would otherwise be injudicious. Having once started a

suit, it should not be changed, except for one of the reasons already

given for the guidance of the First Hand.

_=When the Adversaries Lead Trumps=_, and the Second Hand has a chance

either to establish a suit against them or to force his partner, he

should stop the trump lead if he can. If his partner has led trumps,

the Second Hand should generally play his winning cards on his right

hand opponent’s plain-suit leads, to stop them; and continue the trumps.

These are about all the conventionalities necessary for the beginner.

After at least a year’s practice with them, he will either discover

that he has no aptitude for the game, or will be ready to go into

further details. A beginner who attempts to handle the weapons of the

expert simply plays with edged tools, which will probably cut no one

but himself and his partner.

* * * * *

_=THE SIGNAL GAME.=_ Having become thoroughly familiar with the

elementary conventionalities of the game, so that they can be used

without the slightest hesitation at the whist table, the player may

proceed to acquaint himself with the details of what is commonly

known as the Signal Game, which comprises all the various methods of

signalling up hands between partners, according to certain arbitrary

and pre-arranged systems of play. Many players object to these methods

as unfair; but they are now too deeply rooted to yield to protest; and

the best thing for a player to do is to familiarise himself with his

adversaries’ weapons.

_=The Trump Signal.=_ A player anxious to have trumps led, but who has

no immediate prospect of the lead, may call on his partner to lead

trumps at the first opportunity, by playing any two cards of a suit

led, the higher before the lower. Let us suppose him to hold five good

trumps, with the Six and Two of a suit of which his partner leads King,

then Jack. By playing first the Six, and then the Two, he calls upon

his partner to quit the suit, and lead a trump.

Among some players, the lead of a strengthening card when an honour is

turned, is a call for trumps to be led through that honour at the first

opportunity, but it is not good play.

Passing a certain winning card is regarded by most players as an

imperative call for trumps.

The discard of any card higher than a Seven is known as a

single-card-call. Even if it was not so intended, it is assumed that a

trump lead cannot injure a player with nothing smaller than a Nine in

his hand.

_=Answering Trump Signals.=_ In response to partner’s call, a player

should lead the best trump if he holds it; one of the second and third

best if he holds them; the highest of three or less; the lowest of

four; and the fourth-best of more than four. Holding any of the regular

high-card combinations in trumps, he should lead them in the regular

way in answer to a call.

_=After a Force.=_ If the player is forced before he can answer the

call, he may indicate the number of trumps originally held by playing

them in this manner:--

With 3 or less; trumping with the lowest; leading the highest.

With 4 exactly; trumping with the 3rd-best; leading the highest.

With 5 or more; trumping with the 3rd-best; leading the 4th-best.

These methods of taking the force must not be carried to extremes.

For instance: A player holding K J 10 2, would hardly be justified in

trumping with the 10 to show number. Some experts, holding the best

trump with at least four others, will not lead it; preferring to show

number first, by leading the fourth-best. Others, holding four, lead

the lowest after trumping with the third-best.

_=The Echo in Trumps.=_ When the partner leads high trumps, the Third

Hand should echo with four or more, by signalling in the trump suit.

The universal form of the echo is to play first the third-best, then

the fourth-best. When a player has called, and his partner leads, it

is unnecessary for the caller to echo. Players seldom echo on adverse

trump leads, even with five trumps.

_=The Four-Signal.=_ There are several ways of showing four or more

trumps without asking partner to lead them. Among some players the

original lead of a strengthening card is an evidence of four trumps,

and is called an _=Albany Lead=_. A player holding three cards of any

plain suit, such as the 3, 4, 5, may show the number of his trumps by

playing these small cards as follows:--

No of trumps. 1st trick. 2nd trick. 3rd trick.

3 or less 3 4 5

4 exactly 4 5 3

5 ” 4 3 5

6 ” 5 3 4

7 or more 5 4 3

The second of these is the four-signal; the last three are trump

signals. They are used only in following suit.

The four-signal is sometimes used in the trump suit as a _=Sub-echo=_,

to show three trumps exactly.

Apart from signalling, trump strength may often be inferred, especially

from player’s passing doubtful tricks, forcing their partners, etc.

_=Trump Suit Leads.=_ When trumps are not led for the purpose of

exhausting them immediately, but simply as the longest suit, the

fourth-best may be led from the following:--

[Illustration:

🂱 🂾 🂷 🂶 🂴 | 🃎 🃍 🃆 🃅

🂡 🂨 🂧 🂤 🂢 | 🃞 🃛 🃚 🃖

]

If the Ten accompanies the King and Queen, in the third combination, it

is best to adhere to the usual lead of the King.

In leading trumps from combinations containing a winning sequence, such

as the following:--

[Illustration:

🂱 🂾 🂽 🂻 🂷 | 🃁 🃎 🃍 🃄 🃃

]

many players begin with the lowest of the winning cards, continuing

with the next above it.

_=Speculative Trump Leads.=_ The whist player will often find himself

with a single good suit, a card of re-entry, and few trumps. Certain

conditions of the score may prompt him to make a speculative trump

lead from such a hand. If his trumps are high, such as A K x, he may

safely begin by leading them; but if they are weak, and he is depending

largely on his partner’s possible strength, he should show his suit

first by leading it once.

_=Over-trumping=_ is generally regarded as bad policy when a player has

a good suit, and sufficient trump strength to justify him in hoping

to do something with it. The refusal to over-trump, unless the trump

played is a high one, should be regarded by the partner as a call.

It is sometimes necessary to over-trump partner in order to get the

lead. For instance: A player holds the two best trumps, and all winning

cards of a plain suit, while the player on his right has a losing

trump. In such a position the player with the two best trumps should

trump any winning card his partner leads, or over trump him if he

trumps, so as to prevent the adversary from making that losing trump.

_=Under-trumping, or the Grand Coup=_, is playing a low trump on a

trick that partner has already trumped with a higher, in order to avoid

the lead. For instance: A player holds major tenace in trumps with a

small one, and knows that the minor tenace is on his right. Four cards

remain in each hand. The player on the left leads; Second Hand trumps;

Third Hand follows suit. If the Fourth Hand keeps his three trumps, he

must win the next trick, and lose the advantage of his tenace.

A player will sometimes have the best card in two suits, and a small

trump, and will know that the two best trumps and an unknown card are

on his right. If the missing suit is led, and the player on the right

trumps, his unknown card must be one of the two other suits, and the

player with the command of them should keep both, and throw away his

small trump. The discards on the next trick may enable him to determine

the suit of the losing card on his right.

_=The Last Trump.=_ If two players have an equal number of trumps, each

of them having an established suit, it will be the object of both to

remain with the last trump, which must bring in the suit. The tactics

of each will be to win the third round of trumps; and then, if the best

trump is against him, to force it out with the established suit, coming

into the lead again with the last trump. So often is it important

to win the third round of trumps that few good players will win the

second round, unless they can win the third also. With an established

suit, a card of re-entry, and four trumps King high, a player should

lead trumps; but if his partner wins the first round and returns a

small trump, the King should not be put on, no matter what Second Hand

plays, unless the card next below the King is fourchette. Some of the

most brilliant endings in whist are skirmishes for the possession of

the last trump; the player who is at a disadvantage often persistently

refuses the fatal force, hoping the leader will be compelled to change

his suit, or will lose the lead.

_=Drawing the Losing Trump.=_ It is usually best to draw losing trumps

from the adversaries, unless a player can foresee that he may want the

best to stop a strong adverse suit.

_=A Thirteenth Card=_, played by the partner, is usually considered an

invitation to put on the best trump. The Second Hand should not trump a

thirteenth card unless he is weak in trumps.

_=AMERICAN LEADS.=_ Advanced players, who have had so much practice

that they can infer the probable position of the cards without devoting

their entire attention to it, have adopted a new system of leading from

the four combinations following, in order to show the number of small

cards in the suit:--

[Illustration:

🃑 🃞 🃝 🃛 🃖 | 🂱 🂾 🂶 🂴 🂲

🃁 🃎 🃍 🃆 🃅 | 🂮 🂭 🂧 🂤 🂢

]

From these the King is never led if there are more than four cards in

the suit. Having more than four, the lowest of the sequence of high

cards is led. From the first this would be the Jack; from the second

the Queen; from the third the Ace, (because the King is barred;) and

from the fourth the Queen. The Ten is not ranked among the high cards

in American Leads.

On the second round, with the first two combinations, the difference

between a suit of five or one of six cards may be indicated by

following with the Ace if five were held originally; the King, if more

than five. Seven cards may be shown with the first combination, by

leading the Queen on the second round.

The chief difference these leads make in the play of the Third Hand is

that he should not trump any court card led, even if weak in trumps.

The misunderstanding as to the meaning of the first lead, especially if

it is a Queen, often occasions confusion and loss; but this is claimed

to be offset by the value of the information given. Some lead 10 from Q

J 10; 4th-best from K J 10.

To the adversaries these leads are often of value, as they are

frequently enabled to place the cards very accurately from the

information given by the lead itself, regardless of the fall of the

cards from the other hands. For instance: Second Hand holds A J of a

suit in which King is led; Third Hand plays the Four; Fourth Hand plays

the Nine. The leader remains with Q 3 2; Third Hand still has 8 7 6 5;

and if he has also the 10, Fourth Hand has no more. Again: The leader

shows a suit of six; Second Hand holding two only. If the suit is led

a third time it is a doubtful trick, and with four trumps the Second

Hand should pass. If the leader shows the exact number of the suit

originally led, and then changes to a four-card suit, the adversaries

know at least nine of his cards.

So obvious is this that it is an almost invariable rule for a player,

on quitting his suit, to conceal the length of the second suit led by

leading the highest card of a short suit.

If it were allowable to exercise some judgment in using these leads,

they might not be open to so many objections; but they are worse than

useless unless the partner can depend on their being uniformly adopted.

_=The Minneapolis Lead.=_ This is another variation in the leads, which

is confined to one combination; that of Ace and any four other cards,

not including the King. With strength in trumps the fourth-best is led

instead of the Ace, the theory being that the Ace is more likely to be

valuable on the second or third round of such a suit than on the first,

and that the trump strength justifies the finesse of the original lead.

With weak trumps the Ace is led. Some players extend this principle to

the Second Hand, and play Ace on a small card led, when holding A x x

x x with weak trumps. This is open to the objection that it gives up

command of the adverse suit too early in the hand; but it saves many a

trick.

_=The Plain-suit Echo.=_ This is another device for giving information

as to number. When the original leader begins with a high card, the

Third Hand should play his third-best if he holds four or more; and

on the second round his second best, always retaining his fourth-best

and any below it. The value of this echo is much disputed, and the

adversaries can usually render it ineffective by holding up small

cards; a practice very much in vogue with advanced players.

_=Low’s Signal.=_ This is the latest system of indicating to the leader

the number of cards in his suit held by the Third Hand. With four or

more of the suit, the third-best is played to the lead of a high card,

or when no attempt is made to win the trick. In retaining the suit, the

second-best is led if three or more remain, and on the third round, or

in a discard, the highest is played, always retaining the fourth-best

and those below it. For instance: With the 8 7 5 2 of a suit which

partner leads, the 5 is played to the first round. If the suit is

returned, the 7 is played; and next time the 8. Holding only three

originally, the lowest is played to the first round, and the higher of

two returned, in the usual way. The chief value of this signal is that

the return of the lowest of a suit shows absolutely no more, instead of

leaving the original leader in doubt as to whether it is the only one,

or the lowest of three remaining. It is also a great exposer of false

cards.

_=Discard Signalling=_ is another method of indicating plain suits.

When a player is known to have no trumps, and therefore cannot be

calling for them, he may use the trump signal in any plain suit which

he wishes led to him. As a general rule, a player should not use this

signal unless he has a certain trick in the suit in which he signals.

Some players use what is called the reverse discard; a signal in one

suit meaning weakness in it, and an invitation to lead another. This

avoids the necessity for using the good suit for signalling purposes.

_=Unblocking.=_ When the original leader shows a suit of five cards,

and the Third Hand has four exactly, the latter should keep his lowest

card, not for the purpose of echoing, but in order to retain a small

card which will not block the holder of the longer suit. If the Third

Hand has three cards of the suit led, and among them a card which

may block his partner, he should give it up on the second round. For

instance: Holding K 4 3, and partner showing a five-card suit by

leading Ace then Jack, Third Hand should give up the King on the second

round. Again: Holding Q 9 3, partner leading Ace then Eight; Second

Hand playing King second round, Third Hand should give up the Queen.

Again: Holding K Q, partner leading the 8 originally, won by Fourth

Hand with Ace; the King should be discarded or otherwise got rid of at

the first opportunity.

_=Short-suit Leads.=_ Many players will not lead a long weak suit

unless they have sufficient strength to justify them in hoping to

establish, defend, and bring it in, with _=reasonable=_ support from

the partner. With a long suit, headed by a single honour, weak trumps,

and no cards of re-entry, they prefer selecting a strengthening card

for the original lead, hoping it may be of some assistance to partner

by affording a successful finesse. It is claimed that it is better for

a person, especially with a strong hand, to play with the knowledge

that his partner is weak, than under the impression that he may be

strong. Such an opening lead should warn the Third Hand to finesse

deeply, to hold any tenaces he may have, and to let nothing pass him

which might be too much for his weak partner to attend to. This is a

very difficult game to play well, and is seldom resorted to except by

the most expert.

_=Deschapelles Coups.=_ It often happens that after the adverse trumps

are exhausted, a player will find himself with the lead, but unable

to give his partner a card of his established suit. In such cases the

best course is to sacrifice the King or Queen of any suit of which he

has not the Ace, in the hope that it may force the best of the suit,

and leave partner with a card of re-entry. For instance: The leader

has established the Club suit; his partner has exhausted the trumps,

Hearts; and having no Clubs, leads the King of Spades from K x x x. If

the holder of the Club suit has Spade Queen, and the King forces the

Ace, the Club suit will be brought in. If he has not the Queen, the

Clubs are probably hopeless. The _=coup=_ risks a trick to gain several.

Players should be careful not to fall into this trap in the end-game;

and it is generally right to hold up the Ace if the circumstances are

at all suspicious.

_=Tenace Positions.=_ Many expert players will not lead away from a

suit in which they hold tenace. Having two suits, one containing a

tenace, and the other without it, they will select the latter, although

it may be much weaker. It is noteworthy that players who disregard the

value of holding a tenace in the opening lead, are well aware of its

importance toward the end of the hand. When one player holds tenace

over another, the end game often becomes a struggle to place the lead;

and players frequently refuse to win tricks in order to avoid leading

away from tenaces, or to compel another player to lead up to them.

_=Underplay=_ is often resorted to by the Fourth Hand in suits in which

the Third Hand has shown weakness. For instance: A small card is led;

Third Hand playing the Ten, and Fourth Hand holding A Q J x. It is

a common artifice to win with the Queen, and return the small card.

When the original leader is underplayed in his own suit, he should

invariably put up his best card.

_=Finessing.=_ The expert may finesse much more freely than the

beginner. Having led from such a suit as K J x x and partner having

won with Ace and returned a small card, the Jack may be finessed with

strong trumps. If the adversaries lead trumps, and the Ace wins the

first round, a player holding the King second hand on the return, may

finesse by holding it up, trusting his partner for the trick.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 10 / 70 段