LEADS.

In selecting a card for a first and original lead, this card should be from

the longest suit as a rule. _Numerical_ strength is the kind of strength

which is most to be considered. Thus a suit of five, though headed by a

ten, is a better suit than one containing ace, king, and one small card.

When a suit is headed by high court cards, the leads are different from

those which should be adopted when the highest card in the suit is a ten or

a single court card (not the ace). In the case of a long suit not headed by

the ace, and with only one court card, _the lead should be the fourth best

card of the suit_, that is, the fourth card counting from the top

downwards.

When the suit from which a lead has to be selected is of three cards only,

the highest card of this suit should be led, unless such highest card be

ace, king, or queen; then lead the smallest. It frequently happens that the

leader holds four small trumps, and an honour, say king or ace, has been

turned up to his right. The original leader cannot lead from his

numerically strongest suit, which is trumps, up to this honour; he must

therefore open a weak suit, and he should select that in which he is

strongest.

One of the first principles in leads is to lead through {192} the strong up

to the weak. At the first lead it is impossible to tell where the strength

and where the weakness may be, except in trumps when an honour is turned

up. After the first round of a suit, a fair idea may be formed as to the

position of the strength and weakness.

When the original leader possesses two or more honours in a suit, the order

in which these are led conveys important information to an intelligent

partner. The second lead of the same suit will in some cases indicate the

number of cards in the suit, from which the original card was played. For

example, original leader plays knave of spades, which wins the trick. He

follows with king of spades. The leader's partner now knows (see Table of

Leads, _post_) that the original lead was from king, queen, knave, and at

least two small spades; because leading knave, then king, shows five at

least in the suit. If the leader held only four spades, he would have

commenced with the king.

Another piece of valuable information may be gained by the lead of the

knave from king, queen, knave, and two others, which is as follows. The

leader's partner, if a good player, and holding the ace and one other spade

only, will take his partner's knave with the ace, and will then return the

small spade. He plays this ace to "unblock," or get out of the way of his

partner. If, however, he does not play his ace on the knave, but does play

it on the king, it may be assumed that he holds a third spade, and played

his ace to prevent blocking his partner's suit. Only a very feeble player,

with ace and one other, would fail to play this ace on the original lead of

knave. {193}

The leader will now know whether either adversary holds another spade. If

he led from six spades, neither adversary holds a spade. If he led from

five, one adversary may hold a spade, unless his partner originally held

four; and, from the cards that fell from his partner's hand, he can tell

whether three or four were originally held. The partner knows that, as he

held, say, three originally, and the original leader showed five, one of

the adversaries, after two rounds of the suit, cannot hold a spade. This is

one among numerous cases proving the advantage of informing a partner, by

the lead, of the number of cards in the suit from which the original lead

was made. When the accepted leads are known and practised, a game of Whist

proceeds like a well-oiled machine, the intelligence being employed to take

advantage of the information given. When the leads are not known, and

incorrect cards are played, there are perpetual catastrophes, losses and

surprises, which usually culminate in losing a rubber which ought to have

been won.

After the Laws of the game have been learnt, the next proceeding is to

learn the leads. No man can ever hope to be more than a very indifferent

player who does not know the leads; yet, from a long Whist experience, it

can be stated that at least one-third of those who have played the game of

Whist, probably during twenty or more years, have never become familiar

with them.

The following Table gives the original leads now adopted, and the second

lead:[63]--

{194}

+------------------------------+--------+------------------------+

| Holding, in plain suits-- | First | Second lead. |

| | lead. | |

+------------------------------+--------+------------------------+

| | | |

| Ace, king, queen, knave | king |knave |

| Ace, king, queen | king |queen |

| Ace, king, and others | king |ace |

| Ace, king only | ace |king |

| King, queen, knave, with one | king |knave |

| small one | | |

| King, queen, knave, and more | knave |king, if five; queen, |

| than one other | | if more than five |

| Ace and four or more small | ace |fourth best of those |

| | | remaining |

| King, queen, and others | king |if king wins, fourth |

| | |best of those remaining |

| Ace, queen, knave, with or | ace |queen |

| without one small one | | |

| Ace, queen, knave, with two | ace |knave |

| or more | | |

| King, knave, ten, nine | nine |king, if ace or queen |

| | | falls |

| King, knave, ten | ten | |

| Queen, knave, ten, nine | queen |nine |

| Queen, knave and one small | queen | |

| Queen, knave, and two or | fourth | |

| more | best | |

| | | |

| | | |

| In trumps. | | |

| Ace, king, queen, knave | knave |queen |

| Ace, king, queen | queen |king |

| Ace, king, and five others | king |ace |

| Ace, king, and fewer than | fourth | |

| five small | best | |

+------------------------------+--------+------------------------+

These leads give the majority of cases that occur; there are many other

combinations of the cards, but the general principle will be understood

from those which have been given. To deviate from these leads is to court

disaster, since random leads tend {195} to puzzle a good partner, and to

conceal from him the number and value of the cards in the leader's hand.

These leads refer primarily to the first lead of the suit only. When a

_second_ lead of that suit is adopted, the card to be played may depend on

the cards which fell in the first round.

The first lead of a suit, and the card to lead, belong to the mere

elementary routine of Whist. These leads require no skill and no reason.

They may be learned as the alphabet is learned, and committed to memory. To

know them renders Whist a much more easy game to play than if they are not

known. A player whose turn it is to open the game with the lead ought to

know at once what card to lead. If he has to consider whether he ought to

commence with this, that, or the other card, he too often plays the game

from beginning to end in opposition to the well-established principles,

which have been proved to be those best adapted for gaining success.

Hoyle's Games Modernized · 第 170 / 461 题