Enquire within upon everything The great Victorian-era domestic standby
i. Shuffling---Each person has a right to shuffle the cards before
the deal; but it is usual for the elder hand only; and the dealer after.
ii. Cutting.--The pack is then cut by the right hand adversary; and the dealer distributes the cards, one by one, to each of the players, beginning with the player on his left, until he comes to the last card, which he turns up for trump, and leaves on the table till the first trick be played.
iii. First Play.--The elder hand, the player on the left of the dealer, plays first. The winner of the trick plays again; and so on, till all the cards are played out.
iv. Mistakes.--No intimations, or signs are permitted between the partners. The mistake of one party is the profit of the adversary.
v. Collecting Tricks.--The tricks belonging to each player should be turned and collected by one of the partners only. All above six tricks reckon towards game.
vi. Honours.--The ace, king, queen, and knave of trumps are called honours; and when either of the partners hold three separately, or between them, they count two points towards the game; and in case they have four honours, they count four points.
vii. Game.--_Long Whist game consists of ten points, Short Whist of five points._
74. Terms used in Whist.
i. _Finessing,_ is the attempt to gain an advantage; thus:--If you have the best and third best card of the suit led you put on the third best, and run the risk of your adversary having the second best; if he has it not, which is two to one against him, you are then certain of gaining a trick.
ii. _Forcing_, is playing the suit of which your partner or adversary has not any, and which in order to win he must trump.
iii. _Long Trump,_ the one or more trumps in your hand when all the rest are out.
iv. _Loose Card,_ a card of no value, and the most proper to throw away.
v. _Points,_--Ten make the game; as many as are gained by tricks or honours, so many points are set up to the score of the game.
vi. _Quarte_, four successive cards in suit.
vii. _Quarte Major_, a sequence of ace, king, queen, and knave.
viii. _Quinte_, five successive cards in suit.
ix. _Quinte Major,_ is a sequence of ace, king, queen, knave, and ten.
x. _See-saw,_ is when each partner trumps a suit, and when they play those suits to each other for that purpose.
xi. _Score_, is the number of points set up. The following is a good method of scoring with coins or counters:
1 2 3 4 5 6 7 8 9 00 0 0 00 000 0 0 00 000 00 00 000 0 0 0
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.