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For Short Whist there are regular markers.
xii. _Slam,_ is when either side win every trick.
xiii. _Tenance,_ is possessing the first last and third best cards, and being the player; you consequently catch the adversary when that suit is played: as, for instance, in case you have ace and queen of any suit, and your adversary leads that suit, you must win two tricks, by having the best and third best of the suit played, and being the last player.
xiv. _Tierce,_ three successive cards in suit.
xv. _Tierce Major,_ a sequence of ace, king, and queen.
[CHILDREN AND CHICKENS MUST ALWAYS BE PICKING.]
75. Maxims for Whist.
i. Lead from your strong suit, be cautious how you change suits, and keep a commanding card to bring it in again.
ii. Lead through the strong suit and up to the weak; but not in trumps; unless very strong in them.
iii. Lead the highest of a sequence; but if you have a quarte or cinque to a king, lead the lowest.
iv. Lead through an honour, particularly if the game is against you.
v. Lead your best trump, if the adversaries be eight, and you have no honour; but not if you have four trumps, unless you have a sequence.
vi. Lead a trump if you have four or five, or a strong hand; but not if weak.
vii. Having ace, king, and two or three small cards, lead ace and king if weak in trumps, but a small one if strong in them.
viii. If you have the last trump, with some winning cards, and one losing card only, lead the losing card.
ix. Return your partner's lead, not the adversaries'; and if you hold only three originally, play the best; but you need not return it immediately, when you win with a king, queen, or knave, and have only small ones, or when you hold a good sequence, a strong suit, or five trumps.
x. Do not lead from ace queen, or ace knave.
xi. Do not--as a rule--lead an ace, unless you have a king.
xii. Do not lead a thirteenth card, unless trumps be out.
xiii. Do not trump a thirteenth card, unless you be last player, or want the lead.
xiv. Keep a small card to return your partner's lead.
xv. Be cautious in trumping a card when strong in trumps, particularly if you have a strong suit.
xvi. Having only a few small trumps, make them when you can.
xvii. If your partner refuse to trump a suit, of which he knows you have not the best, lead your best trump.
xviii. When you hold all the remaining trumps, play one, and then try to put the lead in your partner's hand.
xix. Remember how many of each suit are out, and what is the best card left in each hand.
xx. Never force your partner if you are weak in trumps, unless you have a renounce, or want the odd trick.
xxi. When playing for the odd trick, be cautious of trumping out, especially if your partner be likely to trump a suit. Make all the tricks you can early, and avoid finessing.
xxii. If you take a trick, and have a sequence, win it with the lowest.
[THERE ARE NONE SO WICKED AS REPRESENTED.]
76. Laws of Whist,
as accepted at the best Clubs.
i. The deal is determined by cutting-in. Cutting-in and cutting-out must be by pairs.
[Less than three cards, above or below, is not a cut. Ace is lowest.
Ties cut again. Lowest deals. Each player may shuffle, the dealer last. The right-hand adversary cuts to dealer.]
ii. If a card be exposed, a fresh deal may be demanded.
iii. Dealer must not look at bottom card; and the trump-card must be left, face upwards, on the table till the first trick be turned, or opponents may call a fresh deal.
iv. Too many or too few cards is a misdeal--an exposed or face card.
In either case, a fresh deal may be demanded.
[In cases of a misdeal, the deal pa.s.ses to the next player.]
v. After the first round has been played, no fresh deal can be called.
[If the first player hold fewer than thirteen cards, the other hands being right, the deal stands.]
vi. If two cards be dealt to the same player, the dealer may rectify his error before dealing another card.
[The dealer must not touch the cards after they have left his hands; but he may count those remaining in the pack if he suspect a misdeal, or he may ask the players to count their cards. One partner may not deal for another without the consent of opponents.]
vii. If the trump-card be not taken into the dealer's hand at the expiration of the first round, it may be treated as an exposed card, and called.
[After this, no one has a right to ask what was the trump-card, but he may ask "What are Trumps?"]
viii. If the third hand play before the second, the fourth has a right to play before his partner; or if the fourth hand play before the second or third, the cards so played must stand, and the second be compelled to win the trick if he can.
ix. If a player lead out of his turn, or otherwise expose a card, that card may be _called_, if the playing of it does not cause a revoke.