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m ’iSSagHK: - - \ "■ ' ' ‘ V-*‘ ~; •£ ** - ‘ -v-vr’ | $jS§ " ' > . -*v. ':*)’Vr’A. fc '■fej : >V; ■::* , • • • /v £jr.vT"5 ■ •;«* ; - V ■ -. v,. ■ , r ■•- ' Vv. -■ f . . y* / ■ ■ ^ . * ■ -■ • *fe: ; -<S/<I- "•’ -■■ -2 - ■ ■ w^m mzfcfd v .vv. : :^ V ’■gsl 4ss.->^Sii* 0RaS i:iMi '■fp-i’i&fc. 1 tftfMOnu SHORT’S RULES FOR SHORT MEMORIES AT THE Game of Whist, m ■ : y I ’■ i* l I guggli mgrt' ■ sffli PRICE SIXPENCE. B5S8S SHORT RULES FOR SHORT MEMORIES AT THE GAME OF WHIST, WITH THE LAWS OF THE GAME. Adapted either for the Head or Pocket. BY BOB SHORT. A NEW EDITION, REVISED AND CORRECTED THROUGHOUT, WITH THE LAST NEW’ RULES AS ESTABLISHED AT BATH AND LONDON. Printed for the Benefit of Families, to prevent Scolding. LONDON : /- PRINTED FOR THE BOOKSELLERS, LY J. STACY, NORWICH. THE PRESENT IMPROVED AND ENLARGED EDITION OF THIS LITTLE WORK, IS MOST RESPECTFULLY DEDI¬ CATED TO THE PUBLIC, BY THEIR VERY OBLIGED, OBEDIENT, AND HUMBLE SERVANT, BOB SHORT, JUN, LONG'S HOTEL, MAY, 1821 , TO THE PUBLIC. YOUR favourable reception of tlie former Editions of this Trifle, in its rude state, has in¬ duced the Author to en leavour to make it more worthy your in¬ dulgence; and he flatters himself that not only the learner will find every thing necessary to instruct him to play the game of whist tolerably, but that the moderate proficient will also find assis¬ tance; which is all that can be reasonably expected or desired from BOB SHORT. DEDICATION. ' t TO THE FOUR KINGS. \ MOST POTENT SIRES! 4 *. YOUR reign is unbounded. While the dominions of the lesser monarchs of the earth extend not beyond the bounda¬ ries of certain rivers, mountains, or ideal lines, your empire is as wide as the known limits of the globe: it is likewise more absolute than that of any human despot, as it subjugates the reason, and carries captive the mind. lo address myself to you particularly would wear the appearance of flattery, which I disdain to use even to Kings; though your smiles are more assiduously 6 * courted by the fair, the gay, the grave, the old, the young, the high, the] low the rich, the poor, and, in short, by all ranks and descriptions of human beings, than those of any potentate on earth: yet I never wished to gain your favour, but by fair dealing , a virtue but little practised in courts. Were I to liken you to the less power¬ ful princes of the earth, I would say ? that the empire of the King of Hearts is established in Great Britain ; for there the monarch holds his reign in the hearts of his people* The King of Diamonds I would com¬ pare to the monarch of France; but in that country monarchy and jewels have lost at least fifty per cent, of their value. I am at a loss to fix upon an earthly representative tor the King of Clubs. 7 The King of Spain seemed ambitious of the title ^ but he has been out-tricked. The King of Prussia may lay some claim to the honour ; but Ace Queen are both against him: and it is doubtful whether he will venture to play the game he some time ago cut in for, unless he is certain of having the King of Hearts to help out the rubber . Thus posed, I shall leave clubs to the chance of the deal. The King of Spades is in faith a grave king. I know not how to address him. His power is greater than that of all the rest; for whatever chances or changes may happen in the game of life , it is odds, that playing the last trick , he proves himself trump at last. Thus convinced of your sovereign power over the fortunes and happiness of men, I conclude with the earnest wish 8 that my labours in your service may never contribute to the advancement of a knave. « * With every respectful acknowledg¬ ment of your power, and gratitude for your favours, I have the honour to sub¬ scribe myself 5/ Your devoted Slave, BOB SHORT, J]a ker*s Coffee- House , Exchange Alley, Jan, 1, 1793.' a *• the GAME O jPHII I I llll | || * c THIS game is played by four persons, who cut the cards for partners. The two highest are against the two lowest. The person who cuts the lowest is en¬ titled to the deal. In cutting the ace is lowest. Each person has a right to shuffle the caids before the deal; but it is usual for the eldest hand only, and the dealer after. The deal is made by having the pack cut by the right hand adversary; and the dealer distributing the cards one at a time, to each, beginning with the left- hand adversary, till he comes to the last card, which he turns up, bdn«- the trump, and leaves it on the table till the first trick is played. No intimations of any kind during the play of the cards between the partners are to be admitted. The mistake of one pai ty is the game of the adversary except in a revoke, when the partner EK3T ,fhehasa,ly ot ' tl,c suiti » 5 10 The tricks belonging to each parly should be turned and collected by those who win the first trick in every hand. The ace, king, queen, and knave of trumps, are called honours; and when either of the partners have three sepa¬ rately, or between them, they count two points towards the game, and in case they have four honours, they count four points Ten points are the game. TERMS USED IN THE GAME. Finessing , is when a card is led and you have the best and third of that suit, you put the third best on that lead, and run the risk of your adversary having the second best of it, which if he has not, you gain a trick. Forcing , means the obliging your partner or adversary to trump a suit. Long trumps , means one or more when the rest are out. Loose Card , means a card in hand of no value, and the properest to throw away. Points. Ten make the game; as many as are gained by tricks and honours, so I many points are set up to the score of the game. See-Saw, is when each partner trumps a suit. Score, is the number of points, which are set up in the following manner: One Two Three Four Five 0 0 00 000 0000 00 Six Seven 0 000 00 0 Nine. 0 0 0 Slam, is when either party wins every trick. Tenance, is having the first and third best cards, and being last player, you catch the adversary when that suit is played. Terce is a sequence of any three cards in a suit. Quart, is a sequence of four; Quint, of five. A 6 $•<?. Sfc. LEAD from your strong suit, and be cautious how you change suits, and keep a commanding card to bring it in again. 2. Lead through the strong suit and up to the weak, but not in trumps, unless very strong in them. 8. Lead the highest of a sequence, but if you have a quart or cinque to a king, lead the lowest. 4. Lead through an honour, particularly if the game is much against you. 5. Lead your best trump, if the adver¬ saries are eight, and you have no ho¬ nour, but not if you have four trumps, unless you have a sequence. 1 G. Lead a trump if you have four or live or a strong hand; but not if weak. T. 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. 8. If you have the last trump, with some winning cards, and one losing card only, lead the losing card. 9. Return your partner’s lead, not the adversary’s; and if you have only three originally, play the best; but you need not return it immediately when you win with the king, queen, or knave, and have only small ones ; or when you hold a good sequence, have a strong suit, or have live trumps. 10. Do not lead from ace queen or ace knave. 11. Do not lead an ace unless you have a king. 12. Do not lead a thirteenth card unless trumps are out. ■fwir Do not trump a thirteenth card, un¬ less you are last player, or want the lead. 14. Keep a small card to return your partner's lead. 15 Be cautious in trumping a card when strong in trumps, particularly if you have a strong suit. ! 6. Having only a few small trumps, make them when you can. 17 : If your partner refuses to trump a suit, ot which he knows you have not the best, lead your best trump. 18. When you hold all the remaining trumps, play one, and then try to put the lead in your partner’s hand. 19. Remember how many of each suit are out, and what is the best card left in each hand. 20. Never force your partner if you are weak in trumps, unless you have a re¬ nounce, or want the odd trick. 21. When playing for the odd trick, be cautious of trumping out, especially if your partner is likely to trump a suit; and make all the tricks you can early, and avoid finessing. 21. If you take a trick, and have a se¬ quence, win it with the lowest. SECOND HAND. 23. Having ace, king, and small ones, play a small one, if strong in trumps, but the king if weak; and having ace, king, queen, or knave only,with a small one, play the small one. THIRD HAND. # 24. Having ace and queen, play the queen, and if it wins, return the ace, and in all other cases play the best, if your partner leads a small one.* 25. Neglect not to make the odd trick, when in your power. 26. Attend to the score, and play the game accordingly. 27. Do not part with the card turned up till the last 28. When in doubt, win the trick; and be sure to 29. KEEP YOUR TEMPER. RULES FOR BETTING THE ODDS, WITH THE CHANCES OF WINNING. At any score of the game, except eight and nine, the odds are nearly in proportion to the points wanted, viz. Supposing A wants four, and B six of the game, the odds are six to four in favour of A ; and if A wants three, and B wants five, it is seven to five in favour of A. S At the beginning of a game it is ten and a half to ten, in favour of the dealer. * i . * t 17 CHANCES FOR LAYING WAGERS, WITH THE DEAL. 18 CALCULATIONS. 1. It is about five to four that your partner holds one card out of any two. 2. It is about five to two that he holds one card out of three. 3. It is about four to one that he holds one card out of any four. 4. It is two to one that he does not hold a certain card. 5. It is about three to one that he does not hold two cards out of any three. 6. It is about three to two that he does not hold tw o cards out of any four. *■ 19 LAWS OF WHIST. 1. if a card is turned up in dealing, the adverse party, on naming it, may call a new deal, unless they have touched or looked at the card, so as have been the means of causing it. 2. If any card, except the last is faced, it is undoubtedly a new deal. 3. Should any one play with twelve cards, and the others with their proper number, the deal is good, and he who has the twelve cards is punished for any revoke he may have made; but if either of the other have fourteen cards, the deal is lost. 4. If the dealer does not turn up the last card it is a lost deal. « i f ' 20 5. The dealer to leave the last, or trump card, on the table, till he has played; after which, none may ask what card was turned up, although they may en¬ quire what suit is trumps at any time. Should he leave it on the table after the first round, it may be called, as if shewn by accident. 6. Any one has a right, before he plays, to call on the players to place their cards before them; which is, in other words, to ask who played them. It is therefore, a quibble to say, they have no right to make that demand. 7. If any one omits playing to a trick, and remains with a card too many, the adversaries, at their option, may call a fresh deal. 8. It a person leads, and his partner plays before his turn, the adversary’s partner may do the same. 9. If any one plays out of his turn, the adversaries ha ve the option to call that card at any time, or direct the player. 21 whose turn it was, to play any suit thev CilOOSGo 10. Ifa person, supposing that he has won a trick, leads again before his partner has played to it, the adversaries may oblige his partner to win it if he can. 11. If the ace, or any other card of a suit, is led, and any person plays out of turn whether his partner has any of the suit led or not, he is neither to trump it nor win it, provided he does not revoke. OF CALLING HONOURS. 12. The partner who reminds his partner to call after the trump card is turned up, forfeits a point. 13. Mistakes relative to tricks may be rectified at any time during the game, whether called or not. Also honours, if proved to have been called in time, though not scored ; but they cannot be claimed after the trump is turned up. 22 14 * If any one calls, except at the point of eight, the adverse party may consult together, and call a new deal. 15 . ' If any person calls, after he has played, the adversaries may call a new deal, but not consult together. 16. If any person answers without an honour, the adversaries may consult, and stand the deal or not. OF SEPARATING OR SHEWING THE CARDS. 17. Any player may call a card from his adversary, if he names it, and proves the separation. Should he name a wrong one, he may have his best or worst card called of any suit played during the deal. 18. Cards thrown down cannot be re¬ sumed, but may be called by the adver¬ saries. They may be shewn down by the player, if sure of every trick. \ *23 REVOKING. 19. There are four penalties on a revoke, which take place every other score* The adversaries may make three tricks from the party revoking, or three from their score, or add three to their own ; and if there still should remain enough to make the party revoking win the game, they cannot win it, but remain at nine. 20 , tf any person revokes, and before the party revoking has played again, or the trick been turned or quitted, it may be recalled; but the adversaries, at their option, may call from the highest or the lowest of the suit at the time, or the card shewn at the time during the deal. 21. If a revoke is claimed, the adversaries forfeit the penalty of a revoke, if they mix the cards before it is determined. 22. No revoke can be claimed after the cards are cut for the next deal. 23. Whoever shall, by word or gesture, manifestly discover his approval or dis- 24 approbation of his partner’s mode of play during the deal, or ask any ques¬ tions but such as are specially allowed by the existing Laws of Whist, the ad¬ versary shall either add a point to his own score, or deduct one from the par¬ ty so transgressing, at his option, V This law, of course, does not anect the privilege ot talking over the hands between the deals® - II FINIS It, I ' •*: I 1 m s. ' *. 