methods of putting down and comparing the scores can best be described
in connection with the variety of competition to which they belong. It
is a common practice to note the trump card on the score sheets.
_=POSITION OF THE PLAYERS.=_ The four players at each table are
distinguished by the letters N S E W; North and South being partners
against East and West. West should always be the dealer in the first
hand, North having the original lead. In all published illustrative
hands, North is the leader, unless otherwise specified.
The deal passes in rotation to the left, and the number of hands played
should always be some multiple of four, so that each player may have
the original lead an equal number of times. 24 hands at each table
is the usual number, and is the rule at all League tournaments. The
partners and adversaries should be changed after each eight hands.
Three changes in 24 hands will bring each member of a set of four into
partnership with every other member for an equal number of hands.
[Illustration:
N leads
+---------+
| |
Dealer, W | | E
| |
+---------+
S
]
If two teams of four on a side, A B C D, and W X Y Z, play against
each other, the arrangement in a League tournament would be as
follows:--that A B C D should represent the players of the visiting
club, or challengers, and W X Y Z the home club, or holders; and that
the positions of the players should be changed after every four hands.
It is usual to play 24 hands in the afternoon, and 24 more at night.
A | A | A | A | A | A |
W X | Y Z | W Y | X Z | X Y | W Z |
B | B | C | C | D | D |
| | | | | |
1st. | 2nd. | 3rd. | 4th. | 5th. | 6th. |
| | | | | |
Y | W | X | W | W | X |
C D | C D | B D | B D | B C | B C |
Z | X | Z | Y | Z | Y |
If more than four players are engaged on each side, this arrangement
must be repeated with every additional four; the tables being always in
sets of two each, but in such cases, and in fact in anything but League
matches, it is usual to play only the 1st, 3rd and 5th sets.
_=CLUB AGAINST CLUB.=_ The smaller club should put into the field as
many multiples of four as it can; the larger club presenting an equal
number to play against them. The opposing sides are then so arranged
that half the members of each club sit North and South, the other half
East and West. If we distinguish the clubs by the marks O and X, and
suppose 16 to be engaged on each side, they would be arranged at 8
tables, thus:--
O | O | O | O
X 1 X | X 3 X | X 5 X | X 7 X
O | O | O | O
| | |
1st set | 2nd set | 3rd set | 4th set
| | |
X | X | X | X
O 2 O | O 4 O | O 6 O | O 8 O
X | X | X | X
If apparatus is used, the players may sit still for four hands, putting
the trays aside, and then exchanging them for the four trays played at
the other table in their set. If not, the cards are left on the table,
as already described, and the fours change places; those at table No. 1
going to table No. 2, while those at No. 2 go to No. 1, the other sets
changing in the same manner. This brings them into this position:--
X | X | X | X
O 1 O | O 3 O | O 5 O | O 7 O
X | X | X | X
| | |
O | O | O | O
X 2 X | X 4 X | X 6 X | X 8 X
O | O | O | O
The two O’s that have just played the N & S hands at table No. 1,
proceed to play at table No. 2, the N & S hands which have just been
played by two X’s; while the two O’s that played the E & W hands at
table No. 2, overplay at table No. 1, the E & W hands just held by the
two X’s.
It is now evident that the four O’s have held between them all the 52
cards dealt at each table; for the first pair have held all the N & S
hands dealt at both tables, and the second pair have held all the E &
W hands. The same is true of the four X players; and if there is any
difference in the number of tricks taken by the opposing fours, it is
supposed to be due to a difference in skill, other matters having been
equalised as far as the limitations of the game will permit.
The overplay finished, the cards are gathered, shuffled, cut, and dealt
afresh, East now having the original lead. It must be remembered that
the deal can never be lost, and that no matter what happens, the player
whose proper turn it is to deal must do so.
_=NUMBERING HANDS.=_ The hands simultaneously played are scored under
the same number, but distinguished by the number of the table at which
they are first dealt. Each pair of partners in a team play two No. 1
hands, in one of which they are N & S; in the other E & W.
_=SCORING.=_ The result of the hand is entered upon the score sheets,
which the opposing players at each table should then compare, and turn
them face down, leaving them on the table when they change places.
Let us suppose the N & S partners of the O team to make 7 tricks at
table No. 1; the E & W partners of the X team making 6. Each pair
enters on its own score-card the number it makes. The E & W partners
of the O team now come to table No. 1, and play the 26 cards which the
other members of their team did not hold. They are not permitted to
look at the score-card until the hand has been overplayed. Then they
enter the result, which should be 6 tricks. If the total of the tricks
taken by the same team on the N & S and the E & W hands is not 13, it
must be a loss or a gain. At the end of the 24 hands, the result of the
match can be immediately ascertained by laying side by side the score
cards of the East and West hands played at the same table. The North
and South scores are not compared, because the laws say they may be
incorrect, but the East and West must be, officially, right.
We give on the two preceding pages an illustration of the full score of
a match. The check marks in the 6th column show that the N & S players
compared the score with the E & W before turning down their cards.
The figures in the 2nd column are the gains on the various hands. The
figures in the 7th column show which of the four players whose names
appear at the top of the score-card were partners for that series of
hands. The result shows that the O team had a majority of one trick at
table No. 1, while the X team had a majority of three tricks at table
No. 2, leaving them the winners of the match by two tricks.
If sixteen players were engaged, it would be necessary to institute
a similar comparison between each set of tables, and there would be
sixteen score-cards to compare, two at a time, instead of four.
_=TEAM AGAINST TEAM.=_ The methods just described for a match of
club against club are identical with those which are used in a
contest between two teams of four; the only difference being that of
proportion. In the latter case there will be only one set, of two
tables, and only four score-cards to compare.
The change of partners should be exhaustive in team matches; which will
require six sets.
_=TEAMS AGAINST TEAMS.=_ When several quartette teams compete with one
another, Howell’s system of arrangement will be found the best. There
are two methods; for odd and for even numbers of teams.
_=Odd Numbers of Teams.=_ This is the simplest form of contest. Let us
suppose five teams to offer for play, which we shall distinguish by the
letters, _=a=_, _=b=_, _=c=_, _=d=_, _=e=_, arranging each at its own
table thus:--
N a b c d e
W + E a 1 a b 2 b c 3 c d 4 d e 5 e
S a b c d e
[Illustration:
+---------------------------------+ +---------------------------------+
| MANHATTAN WHIST CLUB | | MANHATTAN WHIST CLUB |
|Table No 1 May 6 1895 | |Table No 1 May 6 1895 |
| O Team | | X Team |
| 1 Chinery 3 Bullock | | 1 D. Jones 3 M. Boyce |
| 2 Lewis 4 Izard | | 2 E. Wilson 4 H. Jones |
+---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
|E-W|Gain|Trump|HAND|N-S|Check| | |E-W|Gain|Trump|HAND|N-S|Check| |
+---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
| 6 | | DK | 1 | 7 | ✓ | | | 6 | | DK | 1 | 7 | ✓ | |
| 8 | | H7 | 2 | 4 | ✓ |1&2| | 9 | 1 | H7 | 2 | 5 | ✓ |3&4|
| 2 | | HJ | 3 | 9 | ✓ | | | 4 | 2 | HJ | 3 |11 | ✓ | |
| 6 | 1 | S4 | 4 | 8 | ✓ |---| | 5 | | S4 | 4 | 7 | ✓ |---|
| 3 | | S9 | 5 |10 | ✓ | | | 3 | | S9 | 5 |10 | ✓ | |
| 8 | 1 | D3 | 6 | 6 | ✓ |1&3| | 7 | | D3 | 6 | 5 | ✓ |2&4|
|10 | 1 | C5 | 7 | 4 | ✓ | | | 9 | | C5 | 7 | 3 | ✓ | |
| 8 | | HQ | 8 | 4 | ✓ |---| | 9 | 1 | HQ | 8 | 5 | ✓ |---|
| 5 | 1 | DK | 9 | 9 | ✓ | | | 4 | | DK | 9 | 8 | ✓ | |
| 4 | 1 | SA | 10 |10 | ✓ |1&4| | 3 | | SA | 10 | 9 | ✓ |1&4|
| 7 | | S3 | 11 | 5 | ✓ | | | 8 | 1 | S3 | 11 | 6 | ✓ | |
|11 | 1 | C2 | 12 | 3 | ✓ |---| |10 | | C2 | 12 | 2 | ✓ |---|
| |--- | | 13 | | | | | |--- | | 13 | | | |
| | +6 | | 14 | | | | | | +5 | | 14 | | | |
| | | | &c | | | | | | | | &c | | | |
+---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
]
[Illustration:
+---------------------------------+ +---------------------------------+
| MANHATTAN WHIST CLUB | | MANHATTAN WHIST CLUB |
|Table No 2 May 6 1895 | |Table No 2 May 6 1895 |
| O Team | | X Team |
| 1 Chinery 3 Bullock | | 1 D. Jones 3 M. Boyce |
| 2 Lewis 4 Izard | | 2 E. Wilson 4 H. Jones |
+---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
|E-W|Gain|Trump|HAND|N-S|Check| | |E-W|Gain|Trump|HAND|N-S|Check| |
+---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
| 5 | 1 | CJ | 1 | 9 | ✓ | | | 4 | | CJ | 1 | 8 | ✓ | |
| 8 | | S3 | 2 | 5 | ✓ |1&2| | 8 | | S3 | 2 | 5 | ✓ |3&4|
| 5 | 2 | CA | 3 |10 | ✓ | | | 3 | | CA | 3 | 8 | ✓ | |
| 7 | | HQ | 4 | 6 | ✓ |---| | 7 | | HQ | 4 | 6 | ✓ |---|
|10 | 3 | D4 | 5 | 6 | ✓ | | | 7 | | D4 | 5 | 3 | ✓ | |
|10 | | D7 | 6 | 2 | ✓ |1&3| |11 | 1 | D7 | 6 | 3 | ✓ |2&4|
| 4 | | C6 | 7 | 7 | ✓ | | | 6 | 2 | C6 | 7 | 9 | ✓ | |
| 5 | | S4 | 8 | 7 | ✓ |---| | 6 | 1 | S4 | 8 | 8 | ✓ |---|
| 1 | | C7 | 9 |11 | ✓ | | | 2 | 1 | C7 | 9 |12 | ✓ | |
| 8 | | S4 | 10 | 2 | ✓ |1&4| |11 | 3 | S4 | 10 | 5 | ✓ |1&4|
| 9 | | D3 | 11 | 4 | ✓ | | | 9 | | D3 | 11 | 4 | ✓ | |
| 4 | | DQ | 12 | 8 | ✓ |---| | 5 | 1 | D2 | 12 | 9 | ✓ |---|
| |--- | | 13 | | | | | |--- | | 13 | | | |
| | +6 | | 14 | | | | | | +9 | | 14 | | | |
| | | | &c | | | | | | | | &c | | | |
+---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+
]
The names of the N & S and the E & W members of each team should first
be entered on the score-cards; then all the N & S players move to the
next table East; those at table 5 going to table 1; and each table
dealing and playing four hands, afterwards putting them away in trays.
e | a | b | c | d
a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
e | a | b | c | d
| | | |
Hands:--1 to 4 | 5 to 8 | 9 to 12 | 13 to 16 | 17 to 20
The peculiarity of this system is in the movement of the trays; those
at the middle table always going to the extreme West of the line, the
others moving up as many tables at a time as may be necessary to follow
them. In this instance the trays at table 3 go to 1, all others moving
up two tables. At the same time the N & S players all move one table
further East, bringing about this position:--
2nd set. d | e | a | b | c
a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
d | e | a | b | c
| | | |
Hands:--9 to 12 | 13 to 16 | 17 to 20 | 1 to 4 | 5 to 8
This movement of the trays and players is continued for two more sets,
which completes the round:--
3rd set. c | d | e | a | b
a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
c | d | e | a | b
| | | |
Hands:--17 to 20| 1 to 4 | 5 to 8 | 9 to 12 | 13 to 16
4th set. b | c | d | e | a
a 1 a | b 2 b | c 3 c | d 4 d | e 5 e
b | c | d | e | a
| | | |
Hands:--5 to 8 | 9 to 12 | 13 to 16 | 17 to 20 | 1 to 4
If we now take any two of the teams engaged, _=a=_ and _=d=_ for
instance, we shall find that the E & W _=a=_ and the N & S _=d=_ pairs
of those teams have played hands 9 to 12 at table 1, in the 2nd set;
and that N & S _=a=_ and E & W _=d=_ pairs have overplayed the same
hands at table 4, in the 3rd set; so that we have really been carrying
out a number of matches simultaneously, between five teams of four
players each.
If there are 5, 7, 9 or 11 tables in play, the movement of the trays
must be 2, 3, 4 or 5 tables at a time; but the movement of the players
remains the same; one table at a time, in the direction opposite to the
trays.
_=Gilman’s System.=_ Another method, recommended by Charles F. Gilman,
of Boston, which prevents any possibility of players giving hints to
their friends as they pass the trays, is to have each team play at its
own table first, so as to get an individual score. The E & W players
then move to the next table but one, in either direction, going from 11
to 9; from 9 to 7, etc., the N & S players sitting still. This movement
is continued until the E & W players have gone _twice_ round. The trays
move in the _same direction as the players_, but only one table at a
time; going from 11 to 10, 9 to 8, etc. This brings about the same
result as the Howell’s system.
_=Even Numbers of Teams.=_ The present method of arranging even numbers
of teams is also Gilman’s; but it requires considerable care in the
movement of the trays, because half of them lie idle during each round,
which is the same as skipping a table in other methods.
Suppose we have ten tables, arranged in two rows thus, with a team of
four players at each:
1 2 3 4 5
6 7 8 9 10
Taking 30 deals as the number to be played, we place trays No. 1, 2,
3, to be played and overplayed by tables 1 and 6, which are opposite
each other in the rows. Trays 4, 5, 6, we lay aside. Trays 7, 8, 9,
are to be played and overplayed by tables 2 and 7; while 10, 11, 12,
are laid aside, and so on until we get to tables 5 and 10, which play
and overplay trays 25, 26, 27. The easiest way to manage this is to
give tray No. 2 to table 6, while tray 1 is at table 1, and then to let
table 1 take tray 2, while table 6 plays tray 3. Then table 1 will get
tray 3, while table 6 overplays tray 1. This will make all the trays
come in numerical order to table 1, and will act as a check.
The play of the first round, three deals, finished, the E & W players
all move one table, 2 going to 1, 3 to 2, etc. The umpire now brings
into play the trays that were idle, giving trays 4, 5, 6, to tables 1
and 6; trays 10, 11, 12, to tables 2 and 7, and so on down the line,
all the trays that were used in the first round lying idle.
Again the players move, and now table 1 gets the 7, 8, 9, set of trays
to overplay with table 6, and so on; so that all the sets move up a
table after each intervening round, and table 1 will get all the trays
from 1 to 30 in order.
_=SCORING.=_ In both the foregoing systems, each pair should have its
own score-card, and should mark the name of the team it plays against
for each series of four hands. These score-cards are more for private
reference than anything else in tournaments; because there is always
a professional scorer, for whose use small slips are filled out and
collected from the tables at the end of each round. The winner is
the team that wins the most matches; not the one that gains the most
tricks. In case of ties, the number of tricks won must decide. If the
number of tricks taken by each side is a tie in any match, the score
is marked zero, and each team counts half a match won. We give an
illustration of the final score in a match between five teams. The
_=c=_ and _=d=_ teams are tied for a second place in the number of
matches; but the _=c=_ team takes third place, because it has lost one
more trick than the _=d=_ team. The _=b=_ and _=c=_ teams score a half
match; so do the _=c=_ and _=e=_ teams.
[Illustration:
+-----+----+----+----+----+----++-------+------+
|Teams| a | b | c | d | e ||Matches|Tricks|
+-----+----+----+----+----+----++-------+------+
| a | \ | +5 | -1 | +1 | +4 || 3 | +9 |
+-----+----+----+----+----|----++-------+------+
| b | -5 | \ | 0 | -1 | +2 || 1½ | -4 |
+-----+----+----+----+----|----++-------+------+
| c | +1 | 0 | \ | -2 | 0 || 2 | -1 |
+-----+----+----+----+----|----++-------+------+
| d | -1 | +1 | +2 | \ | -2 || 2 | 0 |
+-----+----+----+----+----|----++-------+------+
| e | -4 | -2 | 0 | +2 | \ || 1½ | -4 |
+-----+----+----+----+----+----++-------+------+
]
_=PAIR AGAINST PAIR.=_ This is the most interesting form of
competition, especially for domestic parties, as the arrangement of the
players will allow of great latitude in the number engaged, table after
table being added as long as players offer to fill them.
_=Two Pairs.=_ When only four players are engaged at a single table,
the game is called Memory Duplicate; which is forbidden in all
first-class clubs. The players retain their seats until they have
played an agreed number of hands, which are laid aside one by one in
trays. No trump is turned in Memory Duplicate; one suit being declared
trumps for the entire sitting.
Instead of the players changing positions for the overplay, the trays
are reversed. If the indicators pointed N & S on the original deals,
they must lie E & W for the overplay.
[Illustration:
A A
+---------+ +---------+
| ^ | | |
| | | | |
B| | |B B| DE ---> |B
| | | AL |
| DEALER| | ER |
+---------+ +---------+
A A
ORIGINAL POSITION OF TRAYS. POSITION FOR OVERPLAY.
]
_=Scoring.=_ The E & W hands only are scored, the card being laid aside
after the original play is completed, and a new card used for the
overplay. The difference in the totals of these two sets of score-cards
will show which pair gained the most tricks.
_=Four Pairs.=_ These should be arranged at two tables, changing
adversaries after every 8 hands. The third set will exhaust the
combinations, and it will then be found that each pair has played and
overplayed an equal number of hands against every other pair.
1st set | 2nd set | 3rd set
| |
b | c | d
a a | a a | a a
b | c | d
| |
Hands:--1 to 8 | 9 to 16 | 17 to 24
| |
d | b | c
c c | d d | b b
d | b | c
Four hands are dealt at each table in each set, and then exchanged. The
trump card is turned for every original deal.
_=Scoring.=_ Each pair carries its own score-card with it from table to
table, until the 24 hands have been played. The 7th column is used to
designate the pair played against. The pairs at the second table should
begin scoring with hands Nos. 5, 13 and 21 respectively; as they will
presently receive from the first table the series beginning 1, 9 and
17 respectively. Eight hands complete a match, and the result must be
tabulated in the same manner as for teams of four, ties being decided
by the majority of tricks won. We give an example.
[Illustration:
+-------+----+----+----+----++---------+--------+
| Pairs | a | b | c | d || Matches | Tricks |
+-------+----+----+----+----++---------+--------+
| a | \ | +3 | -2 | +5 || 2 | +6 |
| |----+----+----+----++---------+--------+
| b | -3 | \ | +4 | -1 || 1 | 0 |
| |----+----+----+----++---------+--------+
| c | +2 | -4 | \ | -2 || 1 | -4 |
| |----+----+----+----++---------+--------+
| d | -5 | +1 | +2 | \ || 2 | -2 |
+-------+----+----+----+----++---------+--------+
]
The _=a=_ pair wins the tie with _=d=_, being 6 tricks plus.
_=Six Pairs.=_ This is a very awkward number to handle, and should
be avoided if possible. The whole could be played at three tables
simultaneously; but such a course would necessitate their changing
places ten times, following a very complicated schedule in so doing.
The simplest way to handle six pairs is to arrange them at three
tables, two of which are constantly in play, the third only half the
time. This is the first position:--
b d f
a 1 a c 2 c e 3 e
b d f
Tables 1 and 2 deal and play two hands each, and then exchange trays
with each other. At table 3, two hands are dealt and played, both being
left in the trays.
The players at tables 1 and 2 then change adversaries; dealing, playing
and exchanging two fresh hands. The players at the third table remain
idle, or look on.
c d | f
a 1 a b 2 b | e 3 e
c d | f
|
Hands 5 and 6 played and exchanged. | None.
The _=b=_ and _=c=_ pairs now give way to _=e=_ and _=f=_:--
e d | b
a 1 a f 2 f | c 3 c
e d | b
|
Hands 7 and 8 played and exchanged. | 3 and 4.
While tables 1 and 2 are playing two fresh hands, the trays containing
hands Nos. 3 and 4 which were left at table 3 are overplayed by the
_=b=_ and _=c=_ pairs, which makes a match between them and the _=e=_
and _=f=_ pairs.
Again the pairs at the first two tables change adversaries; dealing,
playing and exchanging two more hands; the third table remaining idle.
f d | b
a 1 a e 2 e | c 3 c
f d | b
|
Hands 9 and 10 played and exchanged. | None.
The pairs _=a=_ and _=d=_ now give way to _=b=_ and _c_, and the _=b=_
_=c=_ _=e=_ _=f=_ pairs play two hands and exchange them; then change
adversaries for two more hands; _=a=_ and _=d=_ remaining idle all the
time. All the pairs have now been matched but _=a=_ and _=d=_, and they
take seats E & W at two tables, the N & S positions being filled up by
any of the other players in the match.
any any
a 1 a d 2 d
any any
No notice is taken of the scores made by the N & S hands in the last
set; as it is simply a match between the a and _d_ pairs.
_=Scoring.=_ Each pair against each is considered a match, and the
winner of the most matches wins, tricks deciding ties.
_=Compass Whist.=_ When we come to handle large numbers, the changes of
position become too complicated, and the simplest plan is to arrange
them at as many tables as they will fill, and to place on each table an
equal number of trays. At the Knickerbocker Whist Club, New York, which
is still famous for its compass games, they play a minimum of 24 trays,
or get as near that number as possible. If there are 14 tables, they
play two deals at each. If there are only 10 tables, they play 30 trays.
All the N & S players sit still, and at the end of each round, two
or three deals as the case may be, all the E & W players move up one
table, 2 going to 1, 3 to 2, etc. Each pair keeps its own score card,
on which is put down the number of the tray, the number of the pair
played against, which is always the number of the table at which they
started; one of the pairs remaining there being No. 3 N & S, the other
moving away, being No. 3 E & W.
Each pair adds up its score card at the end, and puts down the total
number of tricks they have won. The names of the players having been
previously written on the blackboard, their scores are put down
opposite their names, each side, N & S and E & W, is then added up in
order to find the average, and all scores above average are plus, while
all below average are minus.
The following is an example of the averaging of a game in which five
tables took part, playing 30 deals:--
N & S E & W
a 201 -6 f 189 +6
b 204 -3 g 186 +3
c 211 +4 h 179 -4
d 207 = j 183 =
e 212 +5 k 178 -5
--------------- ---------------
5 |1035 5 |915
+---- +---
Aver. 207, N & S. Aver. 183, E & W.
The _=e=_ and _=f=_ pairs make the best scores N & S and E & W
respectively; the _=f=_ pair, having won the greatest number of tricks
above the average of the hands, would be the winners.
_=Howell Pair System.=_ A very popular system of managing pairs in club
games, and also in the national tournaments for the Minneapolis trophy,
is called the Howell Pairs. Indicator cards are placed on the tables,
which show each player the number of the table and the position at that
table to which he should move next. Sometimes he will sit N, sometimes
S, and sometimes E or W, but he always finds his partner opposite him,
and at the end of the game he will have had every other pair in the
game for an adversary once, and will have played all the hands dealt.
A different set of indicator cards is required for every different
number of tables in the game. They are the invention of the late E.C.
Howell of Washington, D.C., and have been arranged for any number of
pairs from four to thirty-four.
_=INDIVIDUALS.=_ When four play memory duplicate, one of the four,
usually S, retains his seat and keeps the score, the others changing
places right and left alternately, each playing with S as a partner for
8 hands. These changes successively bring about the three following
positions:--
c | b | a
a b | a c | c b
S | S | S
| |
Hands:--1 to 4 | 5 to 8 | 9 to 12
For the overplay, the trays are reversed, the hands originally dealt
N & S being placed E & W; but the players continue to change right
and left alternately. This brings the same partners together, but on
different sides of the table.
c | b | a
b a | c a | c b
S | S | S
| |
Hands:--1 to 4 | 5 to 8 | 9 to 12
_=Scoring.=_ The names of the four players should be written at the
head of each score-card, and as there is no trump turned in memory
duplicate, the third and seventh columns can both be used for the
numbers of the players that are partners, and the sixth column for the
N & S gains.
When the match is finished, a tabulation of the tricks lost or won by
each player will readily show which is the winner. In the illustration
which we give, No. 3 finishes plus 6; No. 4 plus 2; No. 1 minus 4; and
No. 2 minus 4.
[Illustration:
MANHATTAN WHIST CLUB
Table No. 31 May 1896
1. Chinery 3. Bullock
2. Lewis 4. Izard