Enquire within upon everything

Robert Kemp Philp · 1894 · 1000 pages

Enquire within upon everything

Robert Kemp Philp60

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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