Baxter Springs news. [volume] (Baxter Springs, Kan.) 1882-1919, 1901-12-07
.ruR. WHIST CLUBS.

1t 10 moot commemorative on the
part Of our people, young and old,
to form whist clubs to occupy their
tine during some of the long win
ter evenings.
Whist is not only the. oldest; but
the most intellectual game, played
with cards. It is played by the
brainiest rpen and women of all ma.
tions. his not a gambler's game
nor a social game. but is calculated
to draw out .apd.. develop the finer
faculties of the human mind. No.
game makes such demand on the
memory as. whist, and uniesa the
player exercises the faculty of men,
DRY he might az well play the silly
games of eucher or hearta co..
If our young people would, spend
q little time each week. acquiring
| the rules snd'iaws Of the game the
ltlub sncetings woald be doubly IN.
teresting. 1t 10 not necessary to
learn all the rules at once, but just
few of them. No one can play
whist without knowledge of the
main leads. There are only twelve
main lesds and they can be learned
In an hour.
Whist is a partnership game.
Nothing can be in worse form than
to ignore or deceive your partner
and play your own game. De not
deceive your partner. 1t 10 more
important to give information to
your partner than to deceive your
adversary. For this reason. you
should invariably lead in accord
ance with the rules laid down by
the beat authors. 1t 10 convention
al to lead from the suit that has the
greatest numerical strength and as
a rule we lead from the longest and
strongest. When you remember
your partner is watching your lead
and determines his play from 1t you
should almost invariably make one
of the following standard leads:
l. There are but two Ace leads.
With Ace. Queen, Knave and any one
or more. lead Ace. With Ace and any
four or more which do not include both
King and Queen. lead Ace.
g. There are two King leads.
Ace. King and any two. lead King.
King. Queen and any two lead King
3. There are three Queen leada.
Ace. King. Queen and any two or more
without Knave.. King. Queen and any
three or more without Knave. Queen. ten.
Knave and one or more small.
8. There are two knave leads.
Ace. King. Queen. Knave and any one
or more. King, Queen. Knave. and any
two or more. ..f
5. There is but one Ten lead.
King. Knave. Ten and any one or more
including the Nine.
g. There are two, Nine leads.
Ace. Queen. Ten Nine only. Ace
Knave. Ten. Nine only.
| ?. All other hands the fourth bes
should be led.
Amateurs invariably lead their
strong cards, when as rule the
lower Cards or fourth best should
be led. There are but two Acc
leads, while there are ten 'combina
tions from which the Eight Is lead
and twelve combinations from
which. the Seven is led. It 10 al
most imperative to lead the fourth
best when you lead low card.
The above rules are from Hamii
toms asrientific Whist,p the latee
: aud best work on modern whist and
the standard rules adopted by th'
best whist clubs in the Unitet
States.
If the Saturday night club vii
commit the above leads to n,emor,
they will have gone long ways to
wards making the game interesting
, TO themselves as well as their part
ners. No one should play sloven
iy hap. hazard game of whist. NJ
one sap realize how much mor'
real pleasure there is in a gam'
played by ':rule." 1t then becomes
intellectual, while otherwise It u
NO game at all, and a silly waste o
time.
A fair kuowledgepf the rules and
laws of. the game. can be obtainet
misunderstanding from other du
ties. and would suggest as ap