You help your partner to get rid of the command of your suit by leading

the lowest of a sequence, notwithstanding that it heads your suit,

when you want him to win your card if he can. For this reason you lead

ten from king, queen, knave, ten; ace, knave from ace, queen, knave,

and at least two small cards; and so on. In this last case, if your

partner has king, whether he should put it on your knave, or not,

depends on how many small cards of the suit he holds. If, when you lead

knave, he remains with king and one small one, he should win the knave

with the king; but if he has king and two small ones remaining, he

should pass the knave, for precisely the same reasons as those given in

the previous examples. Again, suppose you are left with knave, ten, and

others of a suit, of which your partner can only have king and another

(ace and queen being out), though it is uncertain whether he does hold

the king. You would cause him to get rid of the king by leading the

ten; whereas, if you led the knave, he probably would not part with the

king.

Experienced players frequently endeavour to steal a trick, or to

obtain the entire command of a suit (_i.e._, to keep a sufficient

number of winning or commanding cards in it to make every trick), by

_underplaying_. Underplay is keeping up the winning card, generally in

the second round of a suit, by leading a low card, though holding the

best.

Thus, suppose a small trump is led, and you (fourth player) hold ace,

knave, and two small ones, and you win with one of the small ones. If,

at a later period of the hand, you return a small trump, you will very

likely cause your left-hand adversary to believe that your partner has

the ace; consequently, if your left-hand adversary has the king, he may

not put it on; your partner will win the second round with the queen,

and you will retain the command of the trump suit.

Underplay is an extempore stratagem depending on observation of the

previous fall of the cards, and, therefore, best capable of explanation

by examples. Thus: A, finding his partner strong in trumps, leads the

seven. The king is put on by Y (second hand), which B (third hand)

wins, holding ace, queen, ten, nine, eight. It is evident to B that A's

seven was his highest trump, as the only higher one in is the knave,

and A would never lead the seven from knave, seven. The king having

been put on second hand, B concludes that Y, in all probability, holds

at most one small trump more. The knave is, to a moral certainty, in

Z's hand. B, by leading the eight in the second round, will probably

win the trick, and unless Z had four trumps originally, will catch the

knave with the queen in the third round. (Further examples of underplay

occur in the hands.)

Players should be on their guard against this manœuvre, particularly

when second hand, in the second round of a suit, they hold the second

best card guarded, and the adversary has been playing a strong game (as

by leading trumps), and is left with the long trump, or is certain to

be able to obtain the lead again. Then it is often right for the second

hand to stick on a singly-guarded second best card, especially if that

is the only chance of making it. In the case stated in the previous

paragraph, Z's only chance of making the knave, if singly guarded, is

to put it on second hand. For, if the queen with small ones is in A's

hand, A is sure to finesse on the return of the suit by his partner.

Again, take this case: A leads the six of diamonds; Y, with knave, ten,

and a small one, puts on the ten; B plays the king, and Z wins it with

the ace. Presently, A obtains the lead again, and leads the eight of

diamonds. A, having led the lowest of his suit in the first round, it

may be inferred that he has led from a strong suit--headed in this case

by the queen--and that he is underplaying with, probably, queen and

nine in his hand. Y should observe this, and in the second round should

win the eight with the knave.

Refusing to play the winning card in the first and second rounds

of a suit--commonly called _holding up_--is, in fact, a species of

underplay. For example:--1. Trumps are led by the player to your left;

the third player wins with the ace, and returns the suit through your

hand. If you are left with king and one or more small ones, you should

play a small one, unless the circumstances of the hand are such that

you deem it advantageous to stop the trump lead. The original trump

leader, not knowing but that the king is in your partner's hand, will

probably finesse, and your partner thus has a chance of making the

third best trump, even though unguarded. If your partner has neither

second nor third best trump, no harm is done, as you will then probably

make but one trick in the suit, however you play. 2. Again, ten tricks

are played, and each player is left with three cards of a suit not

opened. If the second player puts on the queen (from which it may

be inferred that he holds the king also), the third hand should not

cover with the ace. For, by winning the trick, he must lead up to king

guarded; but, by passing it, he leaves the lead with the second player,

and takes the best chance of making two tricks. 3. One more example

will suffice: A has the last trump, and ace, ten, and three small cards

of a suit not led. The adversary now leads the king, and follows with

the queen of that suit. A should pass them both; by so doing he will

probably make three tricks in the suit if the cards are equally divided.

DISCARDING.

When you cannot follow suit, you should

11. DISCARD FROM YOUR WEAKEST SUIT.

You weaken a suit by discarding from it, and lessen the number of long

cards you might otherwise establish and bring in (_i.e._, make tricks

with if trumps are out, and you obtain the lead after the establishment

of your suit). On the other hand, you do but little harm by throwing

from a suit in which you are already weak. Your partner should

understand that your first or _original discard_ is from your _weakest

suit_, just as he understands that your original lead is from your

strongest suit.

But, as in the case of leads, you are sometimes obliged to lead from

a weak suit, or to make a forced lead, so sometimes you have to

make a _forced discard_. Forced discards require much more careful

consideration than they generally receive.

It is clear that if the opponents declare great strength in trumps

(by leading trumps or asking for them, as will be fully explained in

Section 13), that your chance of bringing in a suit is practically

_nil_. You should therefore, in such cases, abandon the tactics

you would otherwise adopt, and play to guard your weaker suits, by

discarding from your best protected suit, which is generally your

longest suit. You must, in fact, play a defensive game.

If this system of discarding is comprehended by the two players who

are partners, it follows, as a matter of course, that _when trumps are

not declared against you, your partner will assume you are weak in the

suit you first discard_; but, _when trumps are declared against you, he

will give you credit for strength in the suit from which you originally

throw away_. This is most important, as it affects his subsequent

leads. In the first case, he will refrain from leading the suit from

which you have discarded; in the second, he will, unless he has a very

strong suit of his own, select for his lead the suit in which you have

shown strength by your discard.

It is commonly said, "Discard from your strong suit when the adversary

leads or calls for trumps." But this is a very imperfect and

misleading aphorism. If you have no indications from the play, and

are obliged to discard to an adverse trump lead or call, you should

discard from your best protected suit. But, if you have, or if the

fall of the cards shows that your partner has, sufficient strength in

trumps to outlast the adversary, the discard should be from the weak

suit. Thus: Y, second player, calls for trumps (_see_ p. 125), and B,

third player, also calls. The discards of A and Z should be from their

weak suits. For though, on the one hand, great strength in trumps

is declared against them, on the other hand great strength is also

declared with them. Again: Z deals and turns up nine of clubs. A (the

original leader) leads a small club; Y follows suit; B puts on ace;

Z plays king. This shows that Z has a sequence of queen, knave, ten,

nine of trumps; and therefore that, though A has led a trump, he has

anything but the command of the suit. B returns the trump; Z wins; Y

has no more trumps. His discard should be from his weakest suit. The

following case is less easy:--The adversary (A) leads a tierce major in

trumps, eleven trumps come out, and your partner (Y) must have knave of

trumps to save the game. You now credit your partner with the command

of trumps, though the adversary has led them; and if either you (Y) or

your partner (Z) has to discard, the discard should be from the weakest

suit (_see_ Hand XII.) Similar remarks apply if a strengthening trump

is led by an adversary from weak trumps and good cards in plain suits.

It must be borne in mind that it is only your original discard which

is directive. Having once discarded, you cannot undo your work by any

number of discards from another suit. Also, having once led a suit, you

have declared strength in it; and subsequent discards from that suit do

not alter the fact that it was originally your strongest suit.

It is dangerous to unguard an honour, or to blank an ace; and, also,

to discard a single card when the game is in an undeveloped stage,

as it exposes your weakness almost as soon as the suit is led. But,

when you see that there is a probability of strength in trumps on your

side, direct your partner to your strong suit by all the means in your

power, and unhesitatingly unguard an honour, or throw a single card. Of

course, if strength in trumps is against you, these are the very last

cards you should think of throwing away.

When your left-hand adversary will have the lead next round, if you

discard from a suit in which you hold a tenace, you may possibly induce

him to lead that suit up to you. You must be on your guard against this

ruse, and not necessarily lead up to the discard of your right-hand

opponent.

The same principle applies to trumping as to discarding. The weaker

you are in trumps, the better it is for you to make a little one by

trumping, as will be further explained in Section 14.

THE CONVERSATION OF THE GAME.

12. AFFORD INFORMATION BY YOUR PLAY.

It has several times been assumed in the preceding pages that you

should convey information by your play. The question naturally arises,

_How is it that a player gains any advantage by publishing information

to the table?_ It is often argued, and with much show of reason, that

as almost every revelation concerning your hand must be given to the

whole table, and that as you have two adversaries and only one partner,

you publish information at a disadvantage. No doubt this argument would

have considerable force if you were compelled to expose the whole of

your hand. But you possess the power, to a great extent, of selecting

what facts shall be announced and what concealed.

Experienced players are unanimous in admitting that it is an advantage

to inform your partner of strength in your own suits, though some

advise concealment of strength in suits in which the adversaries have

shown strength. Thus, with ace, king, second hand, the usual play is

to put on the king. The third hand does not win the king, and hence

the leader is able to infer that the ace of his strong suit is against

him. But, if you put on the ace second hand, you prevent the leader

from discovering where the king of his suit lies. It is, however, found

that two honours in the adversary's suit constitute sufficient strength

to make it advantageous in the long run to proclaim your force;

while, with less strength, it is not easy to mystify the opponents

prejudicially; so that, on the whole, it seldom happens that a balance

of gain results from the adoption of deceptive play.

Occasionally, however, a false card may be played with a special

object. For instance: ace is turned up to your right, and, when the

dealer gets in, he leads a small trump. If you, second hand, have king,

queen only, you would be justified in playing the king, in hopes of

inducing the trump leader to finesse on the return of the suit. Or,

take this case: your left-hand adversary leads originally the five of

his strong suit, from king, ten, seven, five. Your partner plays the

six; third hand plays ace. You, holding queen, knave, nine, eight,

four, three, play the three. Your right-hand opponent now leads trumps;

all the trumps come out. The player to your right next returns the

deuce of his partner's suit. The original lead being from a four-card

suit, king, ten, seven, remain in the leader's hand. If you play knave,

the original leader will place queen in your hand, and will hesitate

to go on with the suit. But, if you play queen, he will put knave and

at least one small one in his partner's hand. Then if, under this

impression, he continues the suit, you bring it in.

It is in most cases unquestionably disadvantageous to you that the

whole table should be aware of your being very weak in a particular

suit, and, consequently, information of weakness should be withheld as

long as possible. If you are led up to fourth hand in such a suit,

or if your partner opens the suit with a small card, of course the

disclosure is inevitable; but until one of these events happens your

poverty can generally be kept out of sight. It may happen that you are

occasionally forced to lead a weak suit yourself; and in this event

the least disadvantage, on the whole, is to tell the truth at once, by

first leading the highest of it. Your partner apprised of the state of

your hand, by the fall of your smaller card in the subsequent round,

will probably deem it prudent to strive by defensive tactics to avert

total defeat in that suit, rather than to contend single-handed against

the combined strength of the opponents. But, at critical points of the

game, it is often right to conceal weakness. Thus, towards the end of a

hand, it is necessary that your partner should make a couple of tricks

in an unopened suit, of which you hold two or three little cards. You

should lead the lowest. If you lead the highest, the adversaries will

suspect your weakness at once, and will be sure of it on the second

round. Their efforts will then be directed to preventing your partner

from making the required tricks in that suit. Your left-hand adversary

will not finesse; and if your partner is led through, your right-hand

adversary merely covers, or plays the lowest card he has, higher than

the one you first led.

When your partner has exhibited weakness in one or more suits, you

would frequently be justified in playing a false card. You are driven

to rely solely on yourself, and are entitled to adopt every artifice

your ingenuity can suggest in order to perplex the other side.

The consideration that you may mislead your partner will no longer

influence you, as you know him to be powerless for good or for evil.

You inform your partner by following the recognised practice of the

game, as by leading from your strong suit originally, by leading the

highest of a sequence, by following suit with the lowest of a sequence,

and so forth. If you adhere to this you will soon acquire a reputation

for playing a straightforward intelligible game; and this character

alone will counterbalance the disadvantage which will sometimes attach

to the fact that you have enabled the adversaries to read your hand. If

your partner knows that you play at random and without method, he will

be in a state of constant uncertainty; and you almost preclude him from

executing any of the finer strokes of play, the opportunities for which

generally arise from being able to infer with confidence the position

of particular cards. The extreme case of two skilled players against

two unskilled ones amounts almost to this, that towards the close of a

hand the former have the same advantage as though they had seen each

other's cards, while the latter have not.

It follows that when you are unfortunately tied to an untaught partner,

especially if at the same time you are pitted against observant

adversaries, you should expose your hand as little as possible,

particularly in respect of minor details.

It will become apparent, on consideration, that the question of the

advisability of affording information is more or less intimately

connected with every card that is played. It is, therefore, of extreme

importance to ascertain whether the practice is advantageous or the

reverse. The arguments just adduced are doubtless in favour of the

practice of affording information by the play; but it must be admitted

that by far the strongest authority for it is that experienced players,

by their settled opinions, reject the opposite course.

The instructed player frequently selects one card in preference to

another with the _sole_ object of affording information. When the

principle is carried thus far, the play becomes purely conventional.

For example: you naturally win a trick as cheaply as possible; if,

fourth hand, you could win with a ten, you would not waste an ace.

But suppose you hold knave and ten, which card should then be played?

The knave and ten in one hand are of equal value, and therefore to

win with the knave would be no unnecessary sacrifice of strength.

Nevertheless, you extend to such cases the rule of winning as cheaply

as possible, and you play the ten for the mere purpose of conveying

information. This is a simple instance of pure convention. Again: the

system of returning the higher of two losing cards (_see_ p. 80) when

they are both small cards, is purely conventional. To take another

case: after two rounds of your four-card suit, you are left with two

losing cards, say the six and the seven, and you, having the lead, are

about to continue the suit; you should lead the six, not the seven,

in accordance with the rule that you lead the lowest card of a suit,

except with commanding strength. This being the convention, if you lead

the seven, your partner will infer that you cannot hold the six, and

will suppose that you led from a three-card suit, in consequence of

exceptional circumstances; if he is a good player he will miscount all

the hands, probably to your mutual discomfiture.

Whist conventions, it will be observed, are in accordance with, and are

suggested by, principle. Indeed, all the established conventions of the

game are so chosen as to harmonise with play that would naturally be

adopted independently of convention. The aggregation of the recognised

rules of play, including the established conventions, constitute what

in practice is called the Conversation of the Game of Whist.

It must not be overlooked that unsound players often deceive

unintentionally, and all players sometimes with intention. It is,

therefore, necessary to be on your guard against drawing inferences too

rigidly.

There are some ways of conveying information which have not been

explained. For example: if you have the complete command of a suit, you

can publish the fact by discarding the highest of it; the presumption

being that you would never throw away a winning card with a losing one

in your hand. If you discard a second-best card of a suit of which

your partner does not know you to hold a long sequence, you ought to

have no more of the suit, for with the best also you would discard

that, and with a smaller one you would discard that. By winning with

the highest, and returning the lowest of a sequence (more especially

fourth hand), you show that you have the intermediate cards. Thus, with

ace, king, queen, fourth hand, if you desire to continue the suit,

and at the same time to show that you still remain with the winning

card, you would win with the ace and return the queen. Again, as long

as you keep the turn-up card in hand, your partner knows where it is;

so, having turned up a nine and holding the ten, trump with the ten

in preference. This rule, however, is liable to exceptions. With very

small trumps, of equal value, trumping with the higher card may be

mistaken for an exhibition of four or five trumps; also, if you are

weak in trumps, and the adversaries have shown strength in them, it is

not advisable to keep the turn-up card; for, if the adversaries know

you have it in your hand, they will draw it, whereas, if you play it,

they may be uncertain as to your holding another. If you open a suit

of ace, king only, it must be a forced lead. You then adopt the rule

of leading the highest of a numerically weak suit, and first lead the

ace. This shows your partner (unless you have already been forced, when

you lead the ace before king for other reasons), that you have no more

of the suit. Also, by leading the lowest of a head sequence of winning

trumps (subject, if an American Leader, to a selection of card in order

to show number), you convey information. Thus, you lead a small trump,

partner plays queen, won with king. You remain with ace, knave, ten. On

obtaining the lead, you continue with the ten, and, when it wins, you

have shown two by honours (unless ace is held up, which is unlikely).

If you continue with ace, as in plain suits, your partner can tell

nothing about the knave and ten. You may pursue the same method in

plain suits when your partner has no more trumps, and with any head

sequence when you want him to win the trick, or are sure he cannot, and

also when the fourth hand has already renounced in the suit led.

A most valuable mode of conveying very precise information of strength

is within the reach of players who think fit to adopt _American Leads_

(_see_ Appendix A). As the propriety of these leads is questioned by

some players, it may be stated that they form a beautiful system which

is in full harmony with the established principles of whist play.

With regard to the American system when leading a high card of your

strong suit after a high card, no one disputes the propriety of leading

ace, then queen, from ace, queen, knave, and one small card; and of

leading ace, then knave, from ace, queen, knave, and more than one

small card. In the case of the four-card suit, you select the higher

card to tell your partner not to play the king, as you have not

sufficient numerical power to defend the suit single-handed. In the

case of a suit of more than four cards, you select the lower card that

your partner may not retain the command of your suit, and may play the

king, should he happen to have held king and two small ones originally.

For a similar reason, it is obvious that with queen, knave, ten, and

one small card, you should follow queen with knave; with queen, knave,

ten, and more than one small card, you should follow queen with ten.

Now, here is a germ of a principle of play. Holding two high

indifferent cards, and only four of your suit, your second lead is the

higher card; holding more than four, your second lead is the lower card.

For the sake of uniformity, you should pursue the same plan in

all cases where, after your first lead, you remain with two high

indifferent cards. Thus, your original lead is a ten, from king, knave,

ten, and one or more small cards. The queen is played to your ten.

You have the lead again, and it is immaterial, so far as establishing

the suit is concerned, whether you proceed with the king or with the

knave. But, if your practice is uniform, and in accordance with the

practice which obtains in the case of ace, queen, knave, and of queen,

knave, ten, you can inform your partner whether you led from a suit of

four cards or of more than four cards. If you continue with the king,

the higher of two indifferent cards, you led from king, knave, ten,

and one small card; if you continue with the knave, the lower of two

indifferent cards, you led from king, knave, ten, and more than one

small card.

With regard to the American system, when opening your strong suit with

a low card, those who have already adopted the _penultimate lead_ from

suits of five cards, will have no difficulty in again discovering the

germ of a principle of play. The fourth-best card of your suit is led

from suits of four cards, and from suits of five cards.

You have only to apply the same rule to suits of more than five cards,

and to lead your fourth-best card. You then pursue a uniform practice,

and at the same time convey valuable information. (_See_ Appendix A).

As an illustration, take this suit--queen, ten, nine, eight. You lead

the eight. Now suppose your suit to be queen, ten, nine, eight, three.

You still lead the eight. Now add one more card. Your suit is queen,

ten, nine, eight, three, two. You should still lead the eight. No

doubt, a careful player would lead the eight, as a card of protection,

even if American leads had never been thought of. With lower cards,

such as queen, nine, eight, seven, three, two, it is possible a careful

player might lead the seven; and with still lower cards, where is he to

stop? The knot is cut by the very simple and uniform rule of leading

the fourth-best, without reference to the possibility of its being a

card of protection.

With regard to the lead of a high card followed by a low card, when

the American system is followed, the low card selected should be the

original fourth-best. (_See_ Appendix A).

The more the American system is examined, the more thorough and perfect

it will be found. Care, however, must be taken, with leads late in

a hand, not to confuse a fourth-best lead with a forced lead of the

highest card of a weak suit. The American rule only applies, in its

integrity to the original lead,--or after one or more tricks have

been played, to the original lead of the player's own choice, (_See_

Appendix A). Also, it may be, that the leader, with very strong cards

in all plain suits, starts by leading a strengthening trump. The

uncertainty of the real character of the lead, in this case, is no

doubt unfavourable; but, the advantage of frequently being able to give

information of great numerical strength far outweighs this occasional

danger.

Information as to the number of trumps you hold can be similarly

communicated when you have more than four trumps, by trumping with

the fourth-best and then leading the fourth-best of those remaining.

This rule, however, is subject to rather a large exception. When your

fourth-best trump is a medium card, such as an eight, trumping with the

eight may imperil a trick later on. For instance: with such cards as

king, knave, nine, eight, three, a careful player would rightly trump

with the three and lead the eight. For the time, you do not inform

your partner as to number, because the eight is too valuable a card to

get rid of, and the information might be purchased too dearly. Also,

when about to lead high trumps after a force, there is no occasion to

run any risk by trumping with any but the lowest, as the high cards

led will of themselves indicate how many trumps you now hold (not how

many you held originally). If you take a force with any trump but the

lowest, and do not lead a trump, when your lowest is afterwards played

it only signifies that you had at least five trumps originally, and

your play does not constitute a call for trumps. (_See_ p. 125.)

TRUMPS.

THE MANAGEMENT OF TRUMPS.

The Management of Trumps is, perhaps, the most difficult of the

problems presented to the Whist-player. Before discussing the special

uses of trumps, it may be observed that in some few hands trumps are

led like plain suits, because they are your strongest suit, and you

prefer leading them to opening a weak suit. The principles already

discussed, which guide us to the most favourable chances for making

tricks in a suit, apply to trumps equally with other suits. The

privilege, however, enjoyed by the trump suit of winning every other,

causes some modifications of detail (noticed at pp. 64-71, and at pp.

85-88); for, since the winning trumps _must_ make tricks, you play a

more backward game in the trump suit. Thus, with ace, king, and small

trumps, you lead a small one, by which you obtain an increased chance

of making tricks in the suit, and you keep the command of it, and must

have the lead after the third round, the advantage of which will be

presently explained. Even if your partner is so weak in trumps that the

opponent wins the first trick very cheaply, but little (if any) harm

accrues; for the opponent then has to open a suit up to you or your

partner.

In the great majority of hands, trumps are applied to their special

uses, viz.: 1. To disarm the opponents, and to prevent their trumping

your winning-cards; and 2. To trump the winning cards of the

adversaries. In order to comprehend when trumps may be most profitably

applied to the first, and when to the second, of these uses, we must

first clearly perceive the objects aimed at throughout the hand, viz.:

to establish a suit, to exhaust the adversaries' trumps, and to retain

the long trump, or a certain winning card with which to get the lead

again, for the purpose of bringing in the suit; also to endeavour to

obstruct similar designs of the opponents. It follows that you should

13. LEAD TRUMPS WHEN VERY STRONG IN THEM.

It cannot be too strongly impressed that _the primary use of strength

in trumps is to draw the adversaries' trumps for the bringing in of

your own or your partner's long suit_. With great strength in trumps

(five or more), you may proceed at once to disarm the opponents, and

lead trumps without waiting to establish a suit. For, with five trumps

or more, the chance of your succeeding in drawing the other trumps,

and of being left with the long trumps is so considerable, that you

may then almost always lead trumps, whatever your other cards. The

exceptional hands are principally those which contain five trumps

without an honour, and five small cards of a plain suit; or five trumps

without an honour, and four middling cards of one plain suit together

with four bad cards of another plain suit. But if the adversaries are

at the score of three, you should lead a trump with these hands, as

your partner must have two honours, or very good cards out of trumps,

for you to save the game.

If you are at the score of three, the adversaries being love, one, or

two, you should not lead a trump merely because you have five trumps

with two honours, if they are unaccompanied by a very strong suit, or

by good cards in each suit. For here, if your partner has an honour,

you probably win the game in any case; and if he has no honour you open

the trump suit to a disadvantage. Some good players, however, do not

allow this to be an exceptional case. The turn-up card may sometimes

cause you to refrain from leading trumps from five. Thus: you have

king, ten, nine, six, and four of spades (trumps); ace, queen, and

three small diamonds; and three small hearts. You are four, and the

ace of spades is turned up. In the opinion of most players, the ace of

diamonds is the best original lead; but, if an ace were not turned up,

you should lead a trump.

It is often said, even by pretty good players, "Strength in trumps is

no reason for leading them, unless you have a good suit as well." If

both you and your partner are devoid of good cards you cannot make

tricks; but should your partner hold one good suit out of the three,

you will very likely bring it in for him by leading from strength in

trumps. For, even if you have a poor hand out of trumps, you will

discover in the course of play (_i.e._, by the suits led or discarded

by the other players), what your partner's suit is, and will be able

to lead it to him each time you get the lead with your long trumps.

Besides, if your hand is weak out of trumps, you are placed in the

disadvantageous position of leading from a weak suit unless you lead

trumps.

You should not be deterred from leading trumps because an honour is

turned up to your right, nor necessarily lead them because the same

happens to your left; either is proper if the circumstances of the hand

require it, but neither otherwise. To illustrate this proposition, take

this hand: ace, queen, and three small spades (trumps), three small

hearts, three small clubs, and two small diamonds. The king of spades

is turned up fourth hand. The best lead is disputed; but the author has

no hesitation in advising the lead of a small trump, notwithstanding

that there is a certain finesse over the king. A little consideration

will render this apparent. By leading the trump suit originally, you

obtain the advantages just enumerated, and make the dealer open a suit

up to your partner. Your partner, as soon as he gets the lead, will

return the trump, and you thus obtain the command of trumps whether the

king was forced out in the first round or not.

Bearing in mind the severe consequences of leaving the adversary with

the long trump, you must be cautious in leading trumps from less than

five; four trumps and a moderate hand not justifying an original trump

lead. You should, instead, lead your strong plain suit, and if you

establish it, and the adversaries do not meantime show any great

strength, as by leading or calling for trumps (pp. 125-127), you may

then, with four trumps, mostly venture a trump lead. With strength

in trumps you may generally finesse more freely in the second and

third rounds of trumps than you would in plain suits. In plain suits

an unsuccessful finesse may result in the best card being afterwards

trumped, which cannot happen in trumps. Moreover, by finessing, you

keep the winning trump, and so obtain the lead after the third round.

This is especially important when you have a suit established and but

four trumps. Here you should, generally, not merely finesse in the

second round, but hold up the winning trump, and sometimes at this

juncture refuse to part with it even if the trump lead comes from the

adversary.

An example will render this more clear. The leader (A) has ace, and

three small trumps, a strong suit, headed by ace, king, queen, and a

probable trick, say king and another, in a third suit. A should, in

the writer's judgment, lead a trump. If B (A's partner) wins the first

trick in trumps, and returns a strengthening trump, A, as a rule,

should not part with his ace. When A or B obtain the lead again they

play a third round of trumps, which, being won by the ace, enables A,

by leading his tierce major, to get a force (_i.e._, to compel one of

his adversaries to trump in order to win the trick), in which case

nothing short of five trumps in one hand against him can prevent A's

bringing in his suit. You must be prepared for similar tactics on the

part of the adversaries, and not conclude that they have not the best

trump because they suffer you to win the first or second round.

With a well protected hand containing four trumps, two being honours,

a trump may be led originally. For here the chance of gaining by the

trump lead may be taken as greater than the chance of losing. Thus with

queen, knave, and two small trumps, a four suit with an honour, say

for example, knave, ten, nine, and a small one, king guarded in the

third suit, and queen guarded in the fourth, a small trump if it finds

partner with an honour is by no means unlikely to win the game. If

partner turns out very weak in trumps the leader must alter his plan,

and, instead of continuing the trump lead, play to make three, five or

seven tricks according to the fall of the cards in plain suits.

Trump leads, without strength in trumps, can only be right in

consequence of some special circumstance in the state of the game, or

of the score. For instance, great commanding strength in all the plain

suits may call for a trump lead; or it may be necessitated to stop a

_cross-ruff_ (_i.e._, the alternate trumping by partners of different

suits, each leading the suit in which the other renounces), in which

case it is generally advisable to take out two rounds if possible;

so with the winning trump you play it out, whatever your others are.

Again, if you have a wretched hand and you are love to three or four,

you assume that the game is lost, unless your partner is very strong;

and if he _is_ very strong, the trump is the best lead for him. This

doctrine is frequently carried to excess, as, by concealing your

weakness, you often stand a better chance of saving a point, if not

the game, than by at once exposing it. If, therefore, you have one four

suit, headed by an honour, you would generally do better to choose that.

The trump lead is so much more important than any other that you should

almost always return your partner's lead of trumps _immediately_,

except he has led from weakness, when you are not bound to return it

unless it suits your hand.

If you find one of the adversaries without a trump, you should mostly

proceed to establish your long suit, and abstain from drawing two

trumps for one; to say nothing of the probability that the adversary

who has not renounced is unusually strong in trumps. Besides, when he

has the lead, he will very likely lead trumps in order to draw two for

one; and it is more advantageous to you that the lead should come from

him. On the other hand, if your partner has no trump, it is often right

to endeavour to weaken the adversaries by continuing even their trump

lead.

It is a common artifice, if you wish a trump to be led, to drop a high

card to the adversary's lead, to induce him to believe that you will

trump it next round, whereupon the leader will very likely change the

suit, and perhaps lead trumps. Thus, if he leads king (from ace, king,

and others), and you hold queen and one other, it is evident that you

cannot make the queen. If you throw the queen to his king, he may lead

a trump to prevent your trumping his ace; but if he goes on with the

suit, and you drop your small card, it may fairly be inferred that you

have been endeavouring to get him to lead a trump. Your partner should

now take the hint, and, if he gets the lead, lead trumps; for if you

want them led, it is of little consequence from whom the lead comes. By

a conventional extension of this system to lower cards it is understood

that, whenever you throw away an _unnecessarily_ high card, it is a

sign (after the smaller card drops) that you want trumps led. This is

called _asking for trumps_ or _calling for trumps_.

When you ask for trumps, you command your partner to abandon his own

game, and to lead a trump; and you promise him, in return, if he has

reasonably good cards, either to win the game or to make a considerable

score. It has been laid down, that the minimum strength in trumps which

justifies you in issuing such an order to your partner is four trumps,

two being honours, or five trumps, one being an honour, accompanied by

such cards in your own or your partner's suits that you are reasonably

secure of not having a suit brought in against you. This rule, however,

only applies to an _original_ ask. If you have had the lead, and have

not led a trump, or if you have had an opportunity of asking and have

not asked, and you then ask for trumps at a later period of the hand,

the ask is not a command, like an original one, nor does it necessarily

imply the possession of the minimum strength above stated. It merely

means that, from the fall of the cards, you consider a trump lead would

be very advantageous. For example: you hold ace and a small spade;

king, ten, and two small hearts (trumps); queen and two small clubs;

and knave, ten and two other diamonds. You lead a small diamond; your

partner plays the queen; the fourth hand plays the ace. A small club is

now led through you. You should ask for trumps.

When your partner asks for trumps, and you have four or more at the

time you obtain the lead, lead the smallest, unless you have the ace,

or three honours, or queen, knave, ten; if you have only two or three

trumps when you obtain the lead, lead from the highest downwards,

whatever they are.

Before answering the ask, be sure that the higher card, previously

dropped, is _unnecessarily_ high. For instance a higher card is often

played before a lower, to show that you command the suit, or that you

hold the intermediate cards, or to get out of your partner's way. It

is very important to distinguish between covering second hand and

discarding an unnecessarily high card. For example: with knave, ten,

and one other (say the three), it is usual to play the ten second

hand on a small card. When your three comes down in the next round,

it is not an ask for trumps, unless your partner can infer that you

do not hold the knave. Moderate players, who know of the ask, never

consider this; so with them the choice of the least evil is generally

not to cover, for you otherwise run the terrible risk of having a

strengthening trump led to you with a weak hand. To ask for trumps,

second hand, with knave, ten, and one other, you must play the knave.

When your partner leads a trump, or asks for trumps, if you have

numerical strength in trumps, you should ask at the first opportunity.

This is called the _echo of the call_, though it is made use of also in

response to a lead.

The advantages of the echo are manifold. Your partner being strong in

trumps may hesitate to take a force, but your echo enables him to do so

without fear, and to persevere with the trump lead. Or, your partner

may be in doubt after the second round of trumps as to the policy of

playing a third. But if he can count two more trumps in your hand he

will be directed. Thus: eight are out, your partner has three more; you

have echoed. He will know that the other two are in your hand, and will

not draw two for none, as without the echo, he might do.

The negative advantage of the echo should not be overlooked. Thus:

to take the same case of eight trumps being out, and the leader with

three more trumps. You (his partner) have had the chance of sounding an

echo, but have not done so. The leader knows that you have not both the

remaining trumps, and he will regulate his game accordingly.

To your partner's trump lead you echo in the trump suit; the same if

partner calls, and you are forced. Thus: you have eight, seven, five,

two of trumps; your left-hand adversary leads king, ace of a suit of

which you only hold one. Your partner calls. You echo, by trumping with

the five, and you then lead the eight. On the second round of trumps,

when your deuce falls, the echo is completed. Your partner knows that

you have one more trump, either the six or the seven. If you had not

echoed, he might not be able to tell for certain whether you hold

another trump or not. (_See_ Hands XXXIV., XXXV.)

If you have four trumps and are forced, and your partner then leads or

asks for trumps, you should echo, notwithstanding that you no longer

have numerical strength. This case can best be illustrated by an

example. (_See_ Hand XXXVI.)

* * * * *

The use of strength in trumps being to disarm the opponents, it follows

that you should as much as possible husband your strength for that

purpose. Therefore when second player,

14. DO NOT TRUMP A DOUBTFUL CARD IF STRONG IN TRUMPS.

By a doubtful card is meant a card of a suit of which your partner

_may_ have the best.

Whether you should trump or refuse to trump a doubtful card depends

almost entirely on your strength in trumps. It has already been

mentioned that it is an advantage to trump when you are weak, for you

thus make a little trump, which is not available for the other uses of

trumps, and which, if not used for trumping, will presently be drawn by

the strong hand. It is conversely a disadvantage to trump a doubtful

card when you are strong in trumps, for by trumping you weaken your

numerical power, and diminish the probability of your bringing in a

suit. If, instead of trumping, you throw away a losing card, you inform

your partner that you have strength in trumps, and also, by your

discard, what your strong suit is; and if your partner has any strength

in the suit led, you leave him in a favourable position.

If you refuse to overtrump, or to trump a certain winning card, your

partner should conclude either that you have no trump, or more probably

four trumps and a powerful hand besides. If he concludes that you are

reserving your trumps to bring in a suit, he should assist you by

leading trumps as soon as he can. A refusal to be thus forced is seldom

requisite if you have more than four trumps; with six you are mostly

strong enough to trump and to lead trumps; with five you may do the

same, if your suit is established; but if not, it is generally best to

take the force, and to lead your suit.

The situations in which it is most necessary to refuse to overtrump

your right-hand adversary, or to refuse to trump a winning card, occur

when you have four trumps and a very strong suit, or a suit established

early in a hand. For then, by trumping, you prejudice your chance of

bringing in the suit in order to secure one trick. By refusing to part

with a trump in these cases, you obtain the advantages just enumerated,

at the time when they are most likely to become of service; and, where

you refuse to overtrump, your adversary is left with one trump less, by

which your hand is strengthened.

Many players run into the extreme of always refusing to be forced by a

winning card when they are strong in trumps. The situations, however,

just indicated, are almost the only ones in which it answers to hold

up; and these even are liable to several exceptions. For instance:--1.

You should not persist in refusing to be forced if you find that the

adversary has the entire command of his suit. 2. You should not refuse

if your partner evidently intends to force you; and, 3. You should not

refuse to overtrump if you have reason to believe that your left-hand

adversary is strong in trumps.

With an untaught partner it is useless to refuse to trump; he will not

understand it, but will continue to force you. With such, the best

course is rather to make tricks when you can than to play for a great

game.

* * * * *

From what has just been said, it is evidently an advantage to

15. FORCE A STRONG TRUMP HAND OF THE ADVERSARY.

For you thereby take the best chance of preventing his making use of

his trumps for bringing in a suit. If he refuses to take a force, keep

on giving it to him.

For instance, if he passes your king (led from king, queen, &c.), and

the king wins, continue the suit, and so on. Some players can never be

brought to understand this; they do not like to see their winning cards

trumped, and therefore frequently change their suit or even lead trumps

when an adversary refuses to be forced.

It now hardly requires to be stated that it is bad play intentionally

to force a weak adversary, and still worse to lead a suit to which

both adversaries renounce, as the weak will trump and the strong get

rid of a losing card.

* * * * *

If you have numerical strength in trumps, you are justified in forcing

your partner, relying on your own strength to disarm the opponents. But

16. DO NOT FORCE YOUR PARTNER IF YOU ARE WEAK IN TRUMPS.

For you thus weaken him, and leave it in the power of the antagonists

to draw all the trumps, and bring in their suit. If, then, a good

partner refrains from forcing you, you may be sure he is weak; on the

other hand, if he evidently _intends_ to force you (as by leading a

losing card of a suit he knows you must trump), you may assume that

he is strong in trumps, and you should take the force willingly, even

though you do not want to be forced, depending on his strength to

exhaust the adversaries' trumps.

You may, however, though weak, force your partner under these

circumstances. 1. When he has already shown a desire to be forced, or

weakness in trumps, as by trumping a doubtful card, or by refraining

from forcing you. 2. When you have a cross-ruff, which secures several

tricks at once, and is therefore often more advantageous than trying

to establish a suit. 3. Sometimes when you are playing a close game,

as for the odd trick, and often when one trick saves or wins the game

or a point. And 4. Sometimes when great strength in trumps has been

declared against you.

If your partner leads a thirteenth card, or a card of a suit in which

he knows that both you and the fourth player renounce, your play must

depend on your partner's strength in trumps. If he is strong, he wants

you to put on your best trump, either to make the trumps separately, or

to force out one or two high ones, to leave himself with the command.

If he is weak in trumps, he wants you to pass the card, that the fourth

player may obtain the lead, and lead up to your hand. No general rule

can be given as to the course to be pursued with regard to thirteenth

cards. You must judge of the leader's intention by the score and the

previous fall of the cards.

[Illustration]

PLAYING TO THE BOARD.

17. PLAY TO THE SCORE;

AND

18. WATCH THE FALL OF THE CARDS, AND DRAW YOUR INFERENCES AT THE TIME.

These two all-important principles have already been mentioned as

causing differences in the play. The commonest form in which the former

is presented to us is this: at the score of Love-all five tricks save

the game against two by honours. It is often right, therefore, when two

by honours have been declared against you, to go for the fifth trick by

leading off a winning card, or by putting one on second or third hand.

To explain further what is meant by playing to the score, put yourself

in this situation. Four trumps remain in, the adversaries have two

winning trumps, it being uncertain whether they are in one hand or

divided; you have the two losing trumps, two forcing cards, and the

lead; you can only play correctly by referring to the score. Thus, if

the adversary is at four, and you have won five, or even six tricks,

your game would be to secure two tricks by forcing; for if you play a

trump and the two against you are in the same hand, you lose the game.

But suppose you are at the point of two, and the adversaries are not

at four, and you have won six tricks, your game would be to risk the

trump; for if you bring down the other trumps you win the game; but

by playing to force you make certain of scoring only four. By applying

this mode of reasoning you will often be directed as to a finesse late

in a hand. (Further illustrations of playing to the score occur in the

hands.)

For simple examples of drawing inferences at the time of the fall of

the cards take the following:--1. You lead a small card from ace,

knave, &c.; your partner wins with the queen; you should _immediately_

(_i.e._, before another card is led) infer that the king cannot be with

your right-hand adversary. Hence, on the return of the suit, you would

not finesse the knave. 2. You are second player, and a suit is led in

which you have king, ten, and one small one. You play the small one.

The third hand plays the queen, which is won with the ace. You should

_at once_ infer that the third hand cannot have the knave, and that you

may safely finesse the ten next round.

You will greatly assist your memory by systematically recording

inferences in the above manner. In addition to this you should apply

your knowledge of the principles to noting important points, not

attempting too much at first. Begin by counting the trumps as they

fall, and notice, at all events, the honours, and remember the turn-up

card. By degrees you will find yourself able to recollect the ten

and nine, and then the smaller trumps. Next attend to the suit led

originally by each player, and watch in the second round whether the

lead was from strength or weakness. Try also to remember the fall

of the cards in your own strong suit, that you may know when it is

established. Beyond this, experience will enable you to judge what to

retain and what to reject in each hand; so that, with practice, you

will acquire what may be termed _whist memory_ which will enable you,

without any great effort, to recollect the principal features of every

hand.

The fall of the cards may, one time or another, modify nearly every

rule of play. A player who simply follows rule, and fails to grasp the

situations in which rule should be departed from, is a mere machine

without intelligence. General principles only apply to the general

case; to apply them to particular cases, observation, inference, and

judgment are essential. Thus, in the Analysis of Leads, it appears that

the card which should be led in trumps often differs from the card

which should be led in plain suits. The reason is given at p. 119. But

it will be clear to any one who reads between the lines, that plain

suits should be led like trumps, if all the remaining trumps are in the

leader's or his partner's hands; or, if all the trumps are out, and the

leader or his partner has certain cards of re-entry in other suits.

As another example, take the case of returned leads. A leads a small

card; the second hand plays a small card; B (third hand) puts on the

eight; the fourth hand wins with the queen. When B gets the lead he

returns the knave. It is evident that B must have the ten and the

nine. Here two principles appear to conflict. One rule is, with four

originally return the smallest; the other rule is convey information

to your partner. When a player has thus to choose between two rules,

he must use his intelligence, in order to decide under which rule his

greater advantage lies. In the example given, the return of the knave

cannot deceive partner as to the number of cards held in the suit;

if he takes the trouble to think, he will at once perceive that the

rule as to returned leads has been departed from, in order to convey

information.

* * * * *

The three following Examples further illustrate cases where playing to

the board is involved.

CASE I.

[Illustration:

A 9♣, 4♣, 3♣, 2♣

Y A♣, Qn♣, Knv♣, 5♣

B 8♠, Kg♣, 8♣, 7♣

Z 9♠, 7♠, 6♣, 9♢]

Score: AB, three; YZ, four. Spades trumps.

AB have six tricks and have played two by honours. It is known from

the fall of the cards that A has no trump; also that Z has the long

diamond. A to lead.

* * * * *

THE PLAY AND REMARKS.--A leads a small club. Y puts on the ace second

hand. In order to save (and win) the game, Y and his partner must win

every trick (see statement of score and of fall of the cards). Y sees

that to do this Z must have two of the three remaining trumps. This

being so, Z can have but one club, and Y therefore puts on the ace of

clubs second hand.

For other illustrations _see_ Hands VIII and XV.

CASE II.

[Illustration:

A Qn♠, 8♠, 2♡

Y 7♠, 7♡, 10♢

B 9♠, Knv♢, 7♢

Z Knv♠, 10♠, 3♠]

Score: AB want two tricks to save the game. Hearts trumps. A to lead.

A knows Y to have the best heart; also B to have the best diamond and

weak spades.

* * * * *

THE PLAY AND REMARKS.--A leads the queen of spades, and then the losing

trump. A takes the only chance of winning two tricks. To accomplish

this Y must hold one spade and one diamond, as will appear by placing

the unknown cards in any other way. A therefore plays on the assumption

that Y holds a spade and a diamond in addition to the trump which is

declared in his hand.

* * * * *

For another illustration of leading a losing trump to place the lead

_see_ Hand XXXV.

CASE III.

It is the duty of a player to make the game as easy to his partner

as he can. The play often depends on the sort of partner. For

example:--you lead the ten from king, queen, knave, ten, only, or

from king, knave, ten, &c. Suppose the lead to be from the former

combination, and that your ten forces the ace from the fourth hand.

You obtain the lead again. The proper lead now is the queen. (_See_

Analysis of Leads, p. 67). But, with an indifferent partner, the better

lead is the king, as he may not have drawn the correct inference from

the first lead, and knowing the queen is not the best, he may trump it.

However good your partner may be, you should not put him into

unnecessary difficulties. For example:--

[Illustration:

B Knv♣, Knv♢, 10♢, 4♢

Z 6♠, 7♣, 5♢, 2♢

A Qn♠, 10♠, Knv♡, 7♡

Y Knv♠, 3♠, Kg♡, 9♡]

Spades trumps. Y can count two hearts, and queen, ten of spades in A's

hand, and a small spade in Z's hand. A to lead.

THE PLAY AND REMARKS.--A leads the seven of hearts. Y should put on

the king, though certain of being able to win with the nine. For, if

Y wins with the nine, he compels Z to play a coup, viz., to trump the

best heart, in order to get the lead through the queen, ten of spades;

but, if Y wins with the king and leads the losing heart, it requires no

ingenuity on Z's part to trump it.

COUPS.

There is no Whist principle which should not be occasionally violated,

owing to the knowledge of the hands derived from inference during the

play. Some of the more frequent of the cases, _where a general rule

can be given for departing from rule_, may advantageously close this

Section.

LEADING FROM WEAKEST SUIT.

It is advisable in most cases where the game is desperate, and where it

is clear that your partner must be strong in your weak suit to save the

game, to lead your weakest suit, notwithstanding Principle 1 (p. 56).

Your partner should finesse deeply in the suit you lead him, and should

not return it, but, actuated by motives similar to yours, should lead

his weakest suit, in which you should finesse deeply, and continue your

weak suit, and so on.

For example: AB (partners) lead trumps. They win the first three

tricks, and show four by honours, and three more trumps remain in A's

hand. Consequently, if AB win another trick, they win the game. Y or

Z now has the lead for the first time. _His lead should be from his

weakest suit_, on this principle: if his partner has not the command of

it, or a successful finesse in it, the game is lost. Say Y leads, and Z

wins the trick. Z should not return Y's lead, but should similarly lead

his weakest suit.

* * * * *

For an illustration of this coup, _see_ Hand XXVII.

TREATING LONG SUITS LIKE SHORT ONES, AND VICE VERSÂ.

It often happens towards the end of a hand, that an unplayed suit,

of which the leader holds (say) four cards, can only go round twice,

_e.g._, there may be two trumps left in in one of the opponents' hands.

In such a case, if your suit is headed by queen or knave, you should

treat it as a suit of two cards only, and lead your highest, as this

gives the best chance of making two tricks in the suit.

* * * * *

In the reverse case, where a suit can only go round once, it is obvious

that a small card should be led, so as not to tempt partner to finesse.

Thus, holding queen and one small card of an unplayed suit, which you

are about to lead, all the opponents' cards but one being winning

cards, the proper lead is the small card.

* * * * *

For an illustration _see_ Hand XXII.

* * * * *

There is another case, known as _Deschapelles' coup_, where the proper

card to lead is not determined by the leader's numerical power in

the suit. It is this: all the adversaries' and partner's trumps are

exhausted, and the leader's partner remains with an established suit.

If the leader (not having any of his partner's suit left) is obliged

to open a fresh suit headed by king, queen, or knave, he should lead

the highest card, irrespective of the number of cards he holds in the

suit, that being the best chance of subsequently procuring the lead

for his partner in case his only card of entry in that suit should be

an honour, not the ace.

* * * * *

For an illustration of this coup, _see_ Hand XXVIII.

* * * * *

Deschapelles' coup often succeeds in practice, but it may generally

be defeated by an attentive player. When the above-described position

of the cards occurs, the adversary, if he has the ace of the fresh

suit led, should not put it on first round. The suit will, in all

probability, be continued with a low card, when the third player will

most likely be compelled to play his highest, which will be taken by

the ace; and, having lost the card of re-entry, he never brings in his

suit, unless he gets the lead in some other way.

REFUSING TO WIN THE SECOND ROUND OF A SUIT.

This is a case of by no means infrequent occurrence. For example: one

of the adversaries has a long suit declared in his favour, which is led

a second time. Only one trump remains in, which is in the hand of the

second or fourth player. As a rule, the second round of the suit should

not be trumped. The third round will probably exhaust the adverse hand,

which is numerically weak in the suit. If it so happens that the player

who is numerically strong in it has no card of re-entry in any other

suit, he will then never bring in his long suit, as his partner, whose

hand is exhausted, cannot lead it again, should he get the lead after

the third round. If there is a card of re-entry in the hand of the

player who has numerical strength, he must bring in the suit, whether

the second round is trumped or not.

_See_ Hand XXIX for an illustration of this position.

A similar rule applies, but less frequently, when one adversary has the

long trumps, and his partner a long suit nearly established.

For an illustration of this position, _see_ Hand XXX.

DECLINING TO DRAW THE LOSING TRUMP.

When all the trumps are out but two, and the leader remains with the

best trump, the losing trump being in the hand of his adversary, the

natural and obvious play is to draw the last trump.

But there is a class of cases in which the trump should not be drawn as

a matter of course, viz., if one adversary has a long suit established,

and his partner has a card of that suit to lead.

The case usually happens in this way: YZ (partners) lead a suit, and

after two rounds establish it. They then lead trumps from a suit

of four trumps (_see_ p. 123). Eleven trumps come out, and A (YZ's

adversary) has the lead and the best trump, one of the opponents having

the losing trump. The question then arises, Should A draw the trump?

A should draw the trump if he has also an established suit; or, if B

(A's partner) has an established suit, and A can put the lead into B's

hand. For, in these two cases, A or B cannot do better than bring in

their suit. Again, A should draw the trump, if the adversary who has

a suit established (say Z) has also the losing trump, for then, if

either Y or Z has a card of re-entry in either of the other two suits,

Z cannot be prevented from bringing in his established suit. Lastly, A

should draw the trump if Y (Z's partner) has the losing trump, and Z

has, declared in his hand, two cards of re-entry. The last case may be

dismissed as of but little practical use, as, at the time when A has to

decide whether he will draw the trump, he will seldom know enough about

the remaining cards to be positive that Z has two cards of re-entry.

In the above cases, A, by not drawing the trump, makes his adversaries

a present of a trick.

On the other hand, A should not draw the trump if one opponent (Z) has

an established suit, which Y (Z's partner) can lead, the losing trump

being in Y's hand. And, it is especially incumbent on A not to draw

the trump, if either he or his partner has a suit which will probably

be established by leading it, and if A can infer from the fall of the

cards that Y has _only one card_ of his partner's established suit in

his hand, subject, of course, to the qualifications already noted.

The point aimed at in not drawing the trump, is, first to get the

commanding card of A's or B's long suit out of the adverse hand. Y or

Z thus obtains the lead, and continues the established suit, which A

trumps with the winning trump. If, now, Z has no card of re-entry in

the fourth--or unopened--suit, he never brings in his established suit,

Y not having another card of it to lead.

The case is difficult to carry when stated thus generally; for an

illustration, _see_ Hand XXXI.

REFUSING TO OVERTRUMP.

Cases often happen where it is not advisable to overtrump. Most of

these depend on the fall of the cards and on inferences from the play

(_see_ Hands XXIII, XXIV), and cannot be generalised. But there is one

case in which it is _never right_ to overtrump, viz., when three cards

remain in each hand, and one player holds the second and third best

trumps, with one of which he trumps the card led. If the player to his

left has the best and fourth best trumps, he can never gain anything by

overtrumping, and may lose a trick, as the following example shows:--

[Illustration:

Y 9♢, 4♢, 10♡

B 9♠, 8♠, Knv♣

Z Kg♠, 6♠, A♢

A 3♠, 8♡, 7♡]

The position of the trumps (spades) is known. A leads a heart, B trumps

it. If Z overtrumps he loses the other two tricks, but if he throws the

ace of diamonds he wins the other two tricks.

This rule for not overtrumping cannot be laid down absolutely when

there are more than three cards in hand; but when only four trumps

remain in, second and third best against best and fourth, it is so

frequently advisable not to overtrump, that the player should consider

well the position of the remaining cards before overtrumping.

* * * * *

For an illustration of this case, _see_ Hand XXV.

* * * * *

Since it is so often right not to overtrump under these circumstances,

it follows that when the case arises the player who holds second and

third best should, as a rule, attempt to defeat the coup by playing a

false card--_i.e._, he should trump with the higher card in hopes of

deceiving his left hand opponent as to the position of the third best

trump.

THROWING HIGH CARDS TO PLACE THE LEAD.

This coup presents itself in a variety of forms; the following are

selected as likely to be of use.

Whenever you are left at the end of a hand with the tenace in trumps

(either best and third best, or second best guarded) over the player to

your right, and two other cards, both being cards of the suit led by

him, you, second hand, should _always_ throw the highest card of his

lead to that trick. You can never lose by so doing, and may win. For

example: you have nine and five of the suit led. Throw the nine. For,

in the second round of the suit, it may so happen that you get the lead

with the nine. If the cards lie thus, for instance:--

[Illustration:

Y 9♣, 5♣, A♡, 10♡

B Knv♣, Qn♢, 8♢, 6♢

Z Kg♣, Qn♣, 8♣, 3♣

A A♣, 6♣, Kg♡, 7♡]

Y has the tenace in hearts (trumps) over A. A leads ace of clubs. If Y

does not throw the nine, and Z plays carelessly and fails to win Y's

nine in the next round, YZ lose a trick. Of course, Z ought to win the

second round, but it is Y's duty to render it impossible for Z not to

do so (_see_ Remarks on making it easy to Partner, p. 139).

The typical example of this coup is the case where the leader plays

the ace, and the second player has king guarded, as in the following

example:--

[Illustration:

Y A♠, Knv♠, Kg♢, 2♢

B

Z

A Kg♠, 10♠, A♢, 4♢]

Spades trumps. There are only four spades in, and Y knows that A has

the king, ten. B's and Z's cards are immaterial.

A leads the ace of diamonds. If Y plays the two of diamonds he can only

make two tricks; but, if he throws the king to the ace, he still makes

two tricks, and, if his partner has the queen of diamonds, he makes

three tricks.

* * * * *

This coup may be similarly played in plain suits. For an illustration

_see_ Hand XXXII.

The following fine coup (which occurred in actual play) exemplifies a

similar, but more complicated, case:--

[Illustration:

Y Kg♣, 5♣, 3♣, 2♣

B 9♣, 6♣, 10♡, 8♡

Z A♣, Qn♣, Qn♡, 9♡

A Knv♣, 10♣, 8♣, 7♣]

Score: YZ require every trick. Hearts trumps. It is known that the

trumps lie between B and Z.

A leads a club; Y and B play small clubs. Z, knowing that B holds the

second best trump guarded, takes the only chance of saving the game,

by winning the first trick in clubs with the ace, and returning the

queen. Y, seeing his partner's anxiety to get rid of the lead, rightly

conjectures him to hold the major tenace in trumps. He, therefore, wins

his partner's queen of clubs with the king, and saves the game.

It being known that the remaining trumps lie between B and Z, Y would

be right to win the second round of clubs under all circumstances of

the score.

For another illustration of this coup, _see_ Hand XXXIII.

On a similar principle, the leader not infrequently leads a losing

plain card, or a losing trump, at the end of a hand, in order to place

the lead. For illustrations, _see_ Case II, p. 138, and Hands XVI,

XVII, and XXXV.

THE GRAND COUP.

The _Grand Coup_ consists in throwing away a superfluous trump. At the

first glance it appears impossible to have a superabundance of trumps;

but cases sometimes happen where a player has _a trump too many_. To

get rid of this trump--as by undertrumping a trick already trumped by

your partner, or by trumping a trick which he has won, or which you

know he may win--is to play the _grand coup_.

The opportunity for playing the _grand coup_ generally happens in this

way. Two rounds of trumps come out, leaving five trumps in, two in the

hand of (say) B, and three in the hand of Z (the player to his left).

If B has the best and third best trumps, or the second best guarded,

and trumps are not led again, nor used for trumping, it is clear that

at the eleventh trick Z must obtain the lead, and must lead up to the

tenace in trumps. If, before the eleventh trick, Z trumps a trick of

his partner's (or, in the case of only seven trumps coming out in two

rounds, undertrumps a trick already trumped by his partner), and

the lead at the eleventh trick can thus be kept in--or put into--Z's

partner's hand, the _grand coup_ comes off, as in the following

example:--

[Illustration:

Y Qn♠, 5♡, 3♡, 6♣

B 10♣, 7♣, 5♢, 3♢

Z Knv♡, Knv♣, 9♣, 5♣

A 8♠, 6♠, 10♢, 9♢]

Clubs trumps. Z knows that B has ten and another trump. A leads the ten

of diamonds; Y trumps with the six of clubs; Z undertrumps with the

five. If he retains his three trumps, and B refuses to trump the queen

of spades next led by Y, Z loses a trick in clubs.

The opportunity for playing the _grand coup_ is often missed. A player

should always be on the look-out for it when he has five trumps,

especially if a trump is led to his right. It should be added also,

that if the player who attempts it retains a high card in his hand, he

may be just as badly off as though he remained with three trumps. Thus,

holding three trumps against two, and ace and another card of another

suit, it is not sufficient that he disposes of one of his trumps; he

should also get rid of his ace (_see_ Remarks on Throwing High Cards to

place the Lead, pp. 147-151). The following example will render this

more clear:--

[Illustration:

Y Knv♡, 5♡, 5♣, Knv♢

B Qn♡, 6♡, A♢, 5♢

Z Qn♢, 10♢, 9♢, 8♢

A 8♣, Kg♢, 7♢, 6♢]

Hearts trumps. B has already got rid of his superfluous trump. A leads

the eight of clubs. B should throw the ace of diamonds to it. For,

if B has the lead after the next trick, he might just as well have

kept his third trump. If A has the king of diamonds, B wins a trick

by discarding the ace; and, if A has not the king, B loses nothing by

throwing the ace.

An exception to this rule is when A has winning cards to go on with.

Thus, if A had another club, B need not discard the ace of diamonds.

This is too obvious to require working out.

* * * * *

The following is another aspect under which the _grand coup_ may

present itself:--

[Illustration:

Y 7♣, 9♢, 6♢, 5♢

B 8♠, Kg♡, Qn♡, Knv♡

Z Qn♠, 5♡, 4♡, Qn♣

A Knv♢, 10♢, 8♢, 7♢]

Hearts trumps. It is known that B has king, queen, knave of trumps, and

a losing spade or club--but uncertain which.

A leads the knave of diamonds. B trumps it.

Z should throw away a small trump, undertrumping B in order to keep two

winning queens. If he discards a queen, he must do so at random, and

perhaps throw away the suit of which B has the small one. By discarding

his useless trump (which B would proceed to draw) he defers parting

with either queen till after the next round, when the fall of the cards

may assist him. B now leads a trump, and Y discards the losing club.

B then leads another trump, and Z now knows that he ought to keep the

spade. This case actually occurred in the presence of the writer, but

Z, instead of undertrumping, discarded the wrong queen at random, and

eventually lost the rubber in consequence.

* * * * *

For further illustrations of the _Grand Coup_, _see_ Hands XXXVIII and

XXXIX.

* * * * *

If the foregoing principles are reflectively perused, it will be seen

that they mould the Theory of Whist into a harmonious whole. The Theory

of Whist tells you how to play your own hand to the greatest advantage,

how to assist your partner, and how to weaken and to obstruct your

opponents; in short, it teaches how to take the best chance of making

the greatest number of tricks. This knowledge constitutes a _sound_

player. If to theoretical perfection you add the power of accurate

observation, and of acute perception, together with a thorough

comprehension of the whist capacities of partners and of opponents, you

have all the elements necessary to form a Master of the Science.

The Laws and Principles of Whist Stated and Explained, and its practice illustrated on an original system by means of hands played completely through. 18th edition · 第 4 / 5 章