Solo Whist has features in common with both Whist and Napoleon, and as both
these games are described in the present volume, it will only be necessary
to briefly state the points of resemblance. Like Whist, it is played with
the full pack of fifty-two cards, which range in value from ace, highest,
to deuce, lowest; the last or fifty-second card being turned up to fix the
trump suit. Tricks are made as at Whist, and form the basis of the score.
The affinity to Napoleon is traceable in the various calls that the players
make, and in the further fact that every hand is a separate game, upon
which stakes are won and lost. Solo Whist, however, possesses special
features of its own--viz., that the partnerships or combinations are always
changing round after round, and that there is a special call named
Misere,[42] which is a declaration to _lose_ the whole of the thirteen
tricks.