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1036
Enquire within upon everything
·
Robert Kemp Philp
60
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.
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