_=RANK OF THE PROPOSALS.=_ The various calls outrank one another in the

order in which we have given them. If one player says, “I propose,” and

another calls “Solo,” the solo call shuts out the proposal, even though

it has been accepted by a second player. The call of a misère would

in turn shut out a solo; abundance would take precedence of misère;

and abundance in trumps would be a better call than simple abundance.

The slam of course outranks all other bids. This making of a better

proposition than one already made is known as “_=Over-calling=_.”

A player who has made a call of any kind, or has accepted a proposal,

may amend his proposition to a better one, only in case he is

over-called; or a player who can not get a partner to accept him may

amend his call to solo. For instance: A player may have a hand which

he feels sure is good for 8 tricks, perhaps 9. To be safe, he calls

solo, and hopes to make three or four over-tricks. If he is outbid by

some player over-calling him with a misère, he may be tempted to amend

his call to abundance.

No call is good until every player who has not already passed does so,

by saying distinctly, “I pass.”

_=STAKES.=_ The losses and gains of the players are in proportion to

the difficulties of the tasks they set themselves.

The most popular method of settling is to pay or take red counters for

the various calls, and white counters for the tricks under or over the

exact number proposed. If the callers succeed in their undertakings,

their adversaries pay them; if they fail, they pay their adversaries. A

red counter is worth five white ones.

Proposal and Acceptance wins or loses 1 red counter.

Solo wins or loses 2 red counters.

Misère, or Nullo, wins or loses 3 red counters.

Abundance, of any kind, wins or loses 4 red counters.

Open Misère, or Spread, wins or loses 6 red counters.

Declared Abundance, or Slam, wins or loses 8 red counters.

Each Over or Under-trick wins or loses 1 white counter.

In Proposal and Acceptance, each of the partners pays one of his

adversaries. In all cases in which a single player is opposed to the

three others, he wins or loses the amount shown in the foregoing table

with each of them individually; so that a single player calling a solo

would win or lose 6 red counters. If he lost it, making only four

tricks, he would also have to pay to each of his three adversaries a

white counter. If he won it, making seven tricks, each of them would

have to pay him two red and two white counters.

Misères, Spreads, and Slams pay no odd tricks. The moment a Misère

player takes a trick, or a Slam player loses one, the hands are

abandoned, and the stakes paid.

The usual value attached to the counters in America is 25 cents for the

red, and 5 cents for the white. In England the proportion is sixpence

and a penny.

_=POOL SOLO.=_ When players wish to enhance the gambling attractions

of the game, a pool is introduced. For this purpose a receptacle is

placed upon the table, in which each player puts a red counter at the

beginning of the game. Any person playing alone against the three

others, wins this pool if he is successful; if he fails, he must double

the amount it contains, besides paying each of his adversaries in

the regular way. In some places it is the custom for each player to

contribute a red counter when he deals. The proposals and acceptances

do not touch the pool.

_=METHOD OF PLAYING.=_ If a proposal is accepted, and no one over-calls

it, the proposer and acceptor are partners; but make no change in their

positions at the table. The eldest hand, sitting to the left of the

dealer, begins by leading any card he pleases, and the play proceeds

exactly as at Whist, the tricks being so stacked that they may be

readily counted at any time.

If a single player has called solo, misère, or abundance, the eldest

hand still has the original lead, and there is no change in the

positions of the players. The position of the lead is often a serious

consideration with a player calling a solo or a misère.

In all calls except misères and slams, the hands must be played out, in

order to give each side an opportunity to make all the over-tricks they

can. The moment a misère player takes a trick, or a slam player loses

one, the hands are thrown up, and the stakes paid.

When a spread is called, the trump is taken up, and the eldest hand

leads. As soon as all have played to the first trick, the caller

spreads his remaining twelve cards face upward on the table, so that

each of his adversaries may see them; but they have no control of

the order in which they shall be played. The adversaries play their

hands in the usual manner, with no further guidance than that possible

by inference from the play and the exposed hand. The caller plays

according to his best judgment.

When a slam is called, the player proposing it has the original lead;

but that does not alter the position of the deal for the next hand.

_=REVOKES.=_ A revoke is a serious matter in Solo Whist. The penalty

for it is the loss of three tricks, and the revoking players must pay

the _=red=_ counters involved in the call whether they win or lose;

but they may play the hand out to save over-tricks. For instance: A

proposer and acceptor make 11 tricks; their adversaries having claimed

a revoke. After deducting the revoke penalty, 3 tricks, the callers

still have 8 tricks left, enough to make good the call. They each lose

a red counter; but no white ones, having saved their over-tricks.

Had they taken only 8 tricks altogether, the penalty for the revoke

would have left them only 5, and they would each have had to pay one

red and three whites. If either adversary of the callers revokes, the

individual player in fault must pay for all the consequences of the

error. If the player in fault can show that the callers would have won

in spite of the revoke, his partners must pay their share; but the

revoking player must settle for the three tricks lost by the revoke.

For instance: Z calls solo; A revokes; Z makes 6 tricks, which it can

be shown he must have done in spite of the revoke. A, Y, and B each

pay Z 1 red and 1 white counter, and then A pays Z 9 white counters in

addition for the tricks taken as revoke penalty.

If the single player revokes, either on solo or abundance, he loses

the red counters involved, and must pay whatever white counters are due

after three of his tricks have been added to those of the adversaries

as penalty for the revoke. For instance: A calls solo, and revokes, but

wins 6 tricks in all. He pays two red counters to each adversary. They

then take three of his tricks, leaving him three only, and demand two

white counters each, for the two under-tricks. If a player revokes who

has called a misère or a slam, he immediately loses the stakes. If a

revoke is made by any adversary of a player who has called misère or

slam, the player in fault must individually pay all the stakes.

_=CARDS PLAYED IN ERROR.=_ In the simple proposal and acceptance, the

rules with regard to cards played in error, or led out of turn, are

the same as at Whist. In the case of a single player against three

adversaries, the caller is not liable to any penalty for cards played

in error, or led out of turn; but his adversaries are subject to the

usual whist penalties for all such irregularities, such as having the

cards laid on the table as exposed, or a suit called, or the highest or

lowest of a suit led demanded from an adversary who has followed suit

out of turn.

For the better protection of the single player, who is much more liable

to be injured by irregularities than partners would be, he is allowed

to prevent the use of an exposed trump for ruffing, and to demand or

_=to prevent=_ the play of any exposed card in plain suits. If a suit

is led of which an adversary has an exposed card on the table the

single player may call upon him to play his highest or lowest of that

suit.

If any adversary of a misère player leads out of turn, or exposes a

card, or plays before his proper turn in any trick, the caller may

immediately claim the stakes, and the individual player in fault must

pay for himself, and for his partners.

_=METHODS OF CHEATING.=_ While the practice of dealing three cards at a

time gives a little more opportunity to the greek than would occur if

they were dealt as at Whist, there is little to be feared if two packs

are used, unless two greeks are in partnership. When such partners sit

next each other, there is more or less danger, if only one pack is

used, that one may shuffle so that the other may cut understandingly;

or that a good shuffler may run up six cards for a dealer that is not

embarrassed by the cards being cut. A shrewd greek can often help a

silent partner who is playing under the disguise of a single caller,

especially in misère. Persons who play in the many public cafés of

Europe should be especially careful to avoid this style of partnership,

where it is very common.

_=SUGGESTIONS FOR GOOD PLAY.=_ Apart from the general principles common

to all forms of Whist, such as the play of high or low cards, trumps

or plain suits, etc., there are several points peculiar to Solo Whist

which require attention.

_=Proposing.=_ It is better to propose on two or three sure tricks,

with strong probabilities of several more, than on a certainty of four

only. For instance: The two highest trumps and two suits containing

Aces, with no other trick probable, is not such a good hand for a

proposal as one containing four average trumps, with one plain suit

of K Q J x x, and another of K Q x x. It is not improbable that the

latter may be good for seven or eight tricks. Nothing but experience

will teach a player what combinations of cards are “probably” good for

tricks; but K x x, or Q J 10 x or K Q, may be counted on.

There should be some intelligible system of proposing, so that the

players may understand each other. The eldest hand should not propose

except on strong trumps, and this should be a warning to other players

not to accept him on trump strength alone.

Four trumps with two or three honours may be called strong; or five

trumps, even without an honour. Five trumps with two or more honours is

great strength.

Any player other than the eldest hand should propose on general

strength and the player accepting him should do so on trump strength.

Some such distinction should be clearly understood, in order that there

may be no such contretemps as two players proposing and accepting on

trumps alone and finding themselves without a trick in the plain suits

after the trumps are drawn.

If the eldest hand is strong in trumps, but has not four sure tricks,

he should pass, which will give him an excellent opportunity to accept

a player proposing on general strength in the plain suits. If the

proposal should be accepted before it comes to his turn, the eldest

hand should be in a good position to defeat it.

If any player, other than the eldest hand, has sufficient trump

strength to justify a proposal, he will usually find that he can risk

a solo; or by passing, defeat any proposal and acceptance that may be

made.

_=Accepting.=_ A proposal by the eldest hand should not be accepted

by a player with only one strong suit. The probability of tricks in

several suits is better than a certainty in one suit; but if one strong

suit is accompanied by a card of re-entry, or by four trumps, it should

prove very strong, particularly in partnership with the eldest hand.

When the partners will sit next each other, proposals may be accepted

on slightly weaker hands than would be considered safe otherwise.

_=Playing Proposals and Acceptances.=_ If the eldest hand has proposed,

and his partner sits next him on the left, the commanding trumps

should be first led, in order to secure as many rounds as possible. If

the eldest hand has no high-card combination in trumps, it is sometimes

better to lead a small card from a weak suit, hoping to put the partner

in. If successful, the partner will first show his suit, and then lead

trumps through the adversaries. If the acceptor sits on the right of

the proposing eldest hand, trumps should be led immediately, and the

highest of them first, no matter what they are. The Q or J at the head

of five trumps may be of great use to a partner with an honour. When

the eldest hand has proposed, and his partner sits opposite him, trumps

should be led at once, and all combinations played as at Whist.

The foregoing principles equally apply when the eldest hand has

accepted a proposal, if the player can be depended on to have proposed

on general strength.

When partners sit opposite each other, the general principles of

leading, establishing, defending, and bringing in suits, are the same

as at Whist, and the usual trump signals and echoes are made use of.

The game is practically Whist, with the additional knowledge that both

proposer and acceptor have strong hands.

When partners sit next each other, there are many opportunities for

leading strengthening cards through the adversaries, especially in the

partner’s known or inferred strong suit.

_=Finesse.=_ If neither proposer nor acceptor is the eldest hand, they

should make no finesses; but get into the lead as soon as possible,

and exhaust the trumps. The greatest danger of defeat for a proposal

and acceptance is that the adversaries, with the original lead, may

establish a cross-ruff, or get six tricks with their winning cards

before the calling players get a lead.

It is a common artifice for the proposer and acceptor, after they

have exhausted the adversaries’ trumps, each to show a strong suit by

leading it once, and then to lead the highest card of a weaker suit;

thus offering each other chances for successful finesse.

If a partner sitting on the right leads a suit, there should be

no finesse; and in general, finessing should be avoided until the

declaration is assured. It may then be used to secure probable

over-tricks.

_=Adversaries’ Play.=_ The players opposed to the call are always

designated as the adversaries.

Players opposed to a proposer and acceptor should make no finesses that

they are not certain will win more tricks if successful than they will

lose if they fail. If the adversaries sit together, and are the last

to play on any trick, the third hand should not trust anything to his

partner that he can attend to himself, unless he is very anxious to be

the last player on the next trick.

When the adversaries sit opposite each other, their play will

differ very little from that in Whist, except that they will make no

efforts to establish long suits, and will not lead small cards from

combinations containing an Ace. Every trick possible should be made

sure of at once, before the calling players get any chance to discard.

Weak suits should be protected, as they are in Whist when opposed to

strong hands.

If an adversary has the first lead, it is usually best for him to make

what winning cards he has at once, unless he is pretty sure that the

proposal will be defeated.

It is very seldom right for the adversaries to lead trumps. Some

exceptions will naturally present themselves, such as an eldest hand

leading to his partner’s turned-up King. In the middle or end game, it

may be advantageous to bring down the caller’s trumps together, or to

draw two for one.

If an adversary finds himself with a pretty strong hand, he should

utterly disregard his partner, and play as false as he can; for if the

callers have eight probable tricks between them, it is impossible for

the fourth player to have anything, unless there has been some mistake

in the call.

_=In General.=_ There are one or two exceptions to the methods of

playing sequences at Whist, dependent on the position of the players

holding them. For instance: If first or second hand holds any sequence

of high cards, he should play the highest if his partner sits next him

on the left, and the adversaries are to play after him; otherwise the

partner might think the higher cards of the sequence were against the

leader. If a caller should hold K Q x second hand, and play the Q as at

Whist, his partner following him, and holding Ace, would have to play

it, thinking the King might be beyond.

_=SOLO.=_ In speaking of the players in a solo, misère, or abundance,

it is usual to distinguish those opposed to the single player by

calling them respectively, Left, Right, and Opposite.

[Illustration:

Opposite

+--------+

| |

Left| |Right

| |

+--------+

The Caller

]

This arrangement does not affect the use of the letters A Y B Z,

and the terms first, second, third, and fourth hand; indicating the

position of the deal, and of the lead.

_=Calling.=_ Those solos are easiest which are declared by the eldest

hand, or by the dealer; the hardest being those called by second hand.

The safest solos are those called on trump strength; but average

trumps and winning cards in the plain suits are more advantageous if

the caller is not eldest hand. To call a solo on plain suits alone,

with only one or two trumps, is extremely dangerous; and a solo called

on a single suit must have at least five or six good trumps in order to

succeed.

_=PLAYING.=_ When a call has been made entirely upon trump strength, it

is much better to make tricks by ruffing, than by leading trumps. There

is little use for a solo player to hold a tenace in trumps, hoping it

will be led to him. If he has good suits, he should make sure of two

rounds of trumps by leading the Ace.

When the solo player is depending on the plain suits for tricks, and

has one long suit, he should make what winning cards he has in the

other plain suits in preference to leading trumps, for his only danger

is that his long suit will be led often enough to give his adversaries

discards in the other suits.

If a proposal was made before the solo was called, it is better for the

solo player to sit on the left of the player that proposed.

The caller should never play single honours second hand, unless he has

only one small card of the suit, or the honour is the Ace.

With A Q x, second or third hand, the Q must be finessed if the caller

has counted on both A and Q for tricks. If he can probably win without

the finesse, he should play Ace. If he has tricks enough to win without

either A or Q, he should play neither of them.

A solo player should be very sure of his call before finessing for

over-tricks.

_=Adversaries’ Play.=_ The player to the left of the caller should

not lead trumps; but if the solo player has had a lead, and has not

led trumps himself, the player on his right should take the first

opportunity to lead them through him.

The player to the left of the caller should not lead from suits headed

only by the King; nor from those containing major or minor tenaces. The

best leads are from suits headed by Q J or 10, even if short.

With such high-card combinations as can be used to force the command

in one round, such as K Q, or K Q J, the regular whist leads should be

used. With suits headed by winning sequences, held by the player on

the left, it is often right to lead them once, in order to show them,

and then to lead a weaker suit to get rid of the lead. It is sometimes

better to play winning sequences as long as it seems probable that the

caller can follow suit.

Many persons use the Albany lead to indicate a wish for trumps to be

led through the caller. In response to such a signal the best trump

should be led, whatever it is.

When the adversary who leads in any trick is not on the left of the

solo player, the caller will, of course, not be the last player, as at

least one adversary must play after him. In such cases it is best to

lead the longest suits.

_=MISÈRE.=_ The great difficulty in Misère is not in playing it; but in

judging what hands justify such an undertaking.

_=Calling.=_ As a general proposition it may be stated that misère

should not be called with a long suit not containing the deuce. But

the longer the suit the less the danger there is for a player who is

determined to risk it; because the deuce is more likely to be found

alone in some adversary’s hand. Short suits may be risked, even with no

card smaller than a 5 or 6, and it is of course a great advantage to

have a suit altogether missing.

_=Leading.=_ The lead is a disadvantage to the caller, because he must

begin with a small card, and the adversaries can play their highest.

The only satisfaction to the caller is that he can usually locate the

high cards of the suit under such circumstances. For instance: Suppose

he originally leads a 4; second hand playing the 9; third hand the Ace;

and fourth hand the 10. The third hand is marked with whatever cards of

the sequence K Q J are not in the caller’s hand.

Many players fall into the error of leading the highest card of a

losing sequence, such as a 6 from 6 5 4 3. This accomplishes nothing,

and only discloses to the adversaries the fact that the caller is safe

in that suit. The three is the better lead.

_=Following Suit.=_ The caller should usually play a card as little

inferior as he can to the highest already on the trick. When he has

cards of equal value, such as the 5 and 2, the 3 and 4 being already

on the table, he should play the lower card of the fourchette; for

although it may be said that the fourth player must take the trick,

there is no certainty that he will follow suit.

When second hand, if there is a choice between two cards, such as the 6

and 2, an intermediate card having been led, it is often a nice point

to decide whether or not to risk covering and keeping the deuce. If the

deuce is played, it must be remembered that the adversaries will follow

with their highest cards, leaving two cards out against the caller,

both smaller than the 6.

_=Discarding.=_ The misère player should never discard from his long

suits. The high cards of short suits, and single intermediate cards,

such as 5’s and 6’s, should be got rid of at every opportunity.

_=Adversaries of the Misère.=_ In playing against a misère the chief

difficulty is to prevent the caller from discarding, and to place the

lead with the player who can probably do him the most harm.

It is an axiom with solo-whist players that every misère can be

defeated, if the weak spot in it can be found; because if the misère

was absolutely safe, it would be played as a spread, which would pay

the caller twice as much. This is not true, however, for it often

happens that the cards are so distributed in the other hands that the

call cannot be defeated, however risky it may have been.

The weak point in a misère is usually a short suit with one high card

in it; or a suit of intermediate length, without the deuce.

As it is probable that the caller is short in suits in which the

adversaries are long, and long in those in which they are short, he is

less likely to get a discard if they lead their shortest suits first.

If the misère player has over-called a proposal or a solo, he is likely

to be short in the trump suit, or at least safe in it. It is not good

play to lead a single Ace; but a King may be very effective; for if

no one plays the Ace on it, that card may be absolutely marked in the

caller’s hand. In such a case the adversary with the greatest number of

that suit should keep it for the attack. If this player can get into

the lead, he is not only sure of preventing the caller from discarding,

but of allowing the other adversaries to discard to advantage.

With an honour and one small card, a player on the left should lead the

small card first; if on the right, the honour should be led first. A

long suit containing the deuce should be avoided as long as possible.

The caller’s cards may sometimes be inferred if there has been a

previous call on the hand. For instance: A misère may be a forced call;

that is, the player first called a proposal, and not being accepted,

was forced to amend his call, choosing misère in preference to solo.

This would indicate a long weak suit of trumps. If the dealer calls

misère, the turn-up trump should be carefully noted.

It is useless to persevere in suits in which the caller is evidently

safe. If he plays a very low card to a trick in which there is already

a high card, that suit should be stopped.

_=Discarding.=_ An adversary should get rid of some one suit, if

possible; for when that suit is afterwards led he will have free choice

of his discards in the other suits. Short suits should be discarded in

preference to high cards in long suits, unless the cards in the short

suit are very low. Discards give great information to the adversaries

if the rule is followed to discard the highest of a suit; because

all cards higher than those discarded must be between the two other

adversaries and the caller, and each adversary is thus furnished with

a guide. It is useless to discard a suit of which the caller is void;

and it is best to keep discarding from one suit until it is exhausted,

or only the deuce remains. The trump signal is frequently used in

discarding to indicate that the signaller wishes to get into the lead.

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 16 / 70 段