The Seattle post-intelligencer. [volume] (Seattle, Wash. Terr. [Wash.]) 1888-1914, 1895-04-07
THE GAME OF WHIST.
How to Win it by Finesse With
. Weak Hand.
WHEN TO BREAK THE RULES.
A Combination Of Forces One OF the
Secrets-Best American Leads and
How 10 Play Them.

SElG[GrES,
Beaten with shame BY girls who hold
he pictures.
When 20 take partners trick: - lead
through strength.
Trump uncerpiay. fness~ youn learn
al length:
No rules can reach like practice OF card
fence:
Your best guide here - quick ,n;slu-
gence.
Discard from weakest suis: your long
suits weak
When trump-strengch's Rhown against
you. then you seek
To force, and keep command Of adverse
suit.
And stop its run-nhrowsng your own
may do IL. Whist.
Inc fundamental principle OF modern
whist Is thorough mutual understand
Ing between players OF the essential
points OF the American leads. Given
these four players are able TO improve
their manner OF playing. whereas one
erralic player. in irregular plays made,
only causes profitiess confusion and de-
tracts from the intelligent apprecia ion
OF the otherwise systematic style OF the
game.
Rules OF whist have their place, and
ali good players know their value Some
players endeavor 20 carry out too liter
any the book game" and are in con-
sequence known as book PLAYERS"
These players rarely err in the conven-
uonal leads, wh.ch is right. but their
subsequent plays ara sometimes made
simply on the authority OF a rule, with
out due regard for differences possible
n rs Z fe~xr. ~. ala
In other words. the best whist player.
while having accurate knowledge OF the
formulated ideas of the authorities on
the game, Is he who can judge at the
crucial moment when 20 more literally
interpret in the play the needs OF the sit
uatioa.
This frequently necessitates a depart-
ure from an established rule. but II is
winning whist, and this IS the popular
ambition in the game.
Partners who thoroughly understand
each others method of play are bound
To win tricks. providing their under
standing is based on the conventional
modern standards. which have been so
well tested and proved by expert play
ers and the authorities of the pres
emit time In the words of Hamilton:
The theory OF modern scientific
whist Is the combination OF forces. This
demands a systematic course, and affords
the original leader OF the hand but little
choice as to which card to lead after
the suit has been determined upon. 1t
IL conventional to open the suit that has
the greatest numerical strength, and ex-
perience has demonstrated that this is
usually best The card 10 lead Is the
one that will at once afford the most
information. and at the same time be
in harmony with the general order
This brings the whole scheme OF leading
within the scope OF, general principles,
ard makes It practicable to prepare a
table OF leads that will harmonize, and be-
applicable 20 all but exceptional hands.
II follows that IL partners adopt the
same system they at once begin TO
count the hands. and are thus enabled
TO combine their forces and really play
a partnership game. Each card thrown
will carry with IL a certain amount OF
inrornsa ton, and the first card OF all will
proclaim almost the exact combination
led from.
Follow the rules, but fear not to offend
Against the precept to effect the end
What happy license answers 20 the full
TIL intent proposed, that license Is
rule"
Reason soon sees and shapes its means
70 ends.
And case to circumstance subjects. and
bends
All TO combine; the highest strokes OF
art
No law can compass. and no rules I'm
part
plays oft are stratagems which errors
sSam,"
And tsnius wakes to win where togies
dream. Whist
The following list OF American leads"
shows in condensed form the twelve COM
b.nations OF all the high card leads:
Ace-O A. O.. I'm. and any one or
more. ca A. and any four or more which
do not include both Kg. and Q.
etao nihrsuld ri hrdmfwyfw mf MI mfr
King-(9 y, X. and any two. % X. Q.
and any two.
Queen--(0 A. X. Q. and any two or
more in which the Kn. Is not included.
90 X. q. and any three or more In which
the Kn. is not included. % O.. Kn.. 10
and one or more small
Knave-(O a, X. O.. Kn. and any one
or more. ca X. O.. Kn. and any two or
more.
Ten-QO K. Kn. 10 and any one or
more.
Nine-dD a. c.. 10. 9. only. uD A..
Rn., 10. 3. only
In other combinations. # you open
suit with a low card, lead your fourth
best
These leads Apply 20 plain suits and
trumps alike. except as follows:
Ace. accompanied by X. or Q. or Kn.
or n. wish four or FIVE small. the fourth
best card is lead: ace "a lead from seven
or more. Many players holding ace king
and two or three small trumps will at
once lead ace and king. Such players
play the first few rounds OF the hand as
though they expected 10 take all The
tricks unaIdef by partner. They play
their aces and kings and take as many
tricks as they can. and then are a. the
mercy % their opponents the.rest OF the
p)sy. Good players cnesse and urderplay
from the very start IL necessary. Exam
pie: A holds ace, king and ghree small
trumps. he plays the two honors; he
pays as though ne expected TO take all
The tricks. as though he hoped 20 catch
the queen, knave. 10 In the TWO rounds.
Aeavtag hEn Win command The good
whist player reasons thai there are eight
trumps he does not hold. and that the
chances are that he viii lose a trick in
<rzlmps unless fiis partner can win The
first round for him. and consequently he
leads fourth best. Nothing can be worse
than 20 play only your osn hand. igaor-
ing partner.
TO play good whis; It Is necessary 20
be able to draw the important differences
With rapidly and accuracy Every card
properly played cares with Il a true
s1ory II you understand the story. Il
will require bat little mental effort 20
recoglec, x as long IS q Is % use 20 You.
waen whist - played correctly. especially
IN The IRIS, sew rounds % the hand. infer
ences may be drawn ragsdly
QuestSons--W has - raesseg SiTatagsra;
al entesvor - taxe 4 Trick VITA q lower
carl when a sliEfer - N your hand.
waen Won do not play your best Of two