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V. In three Suits you are fure of one Trick in each; you have likewise Four small Trumps, but your Partner none; confequently nine Trumps are divided between your Adverfaries; play Trumps as often as you lead; and if you have four Leads, your Adverfaries will make but five Tricks out of nine Trumps. This fhews the Advantage of getting from your Adverfaries two Trumps for One. Ye this Rule is not always to be observed; for if you perceive that your Adversaries by their Play have one very strong Suit, in which your Partner is very weak, look to theirs and your own Score; for you may either fave or win the Game, by keeping a Trump in your Hand for their strong Suit.

VI. Your Right-hand Man leads a Suit, of which you have the Ace, Queen, and Two fmall Cards, don't put it up with your Queen, because it is an equal Bett, that the third Hand has not a better Card in that Suit than your Partner; and if he has not, you will get the Command of that Suit. But you want the Lead, then indeed you must put up the Queen.

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VII. It is never reckoned good Play, to lead from a Suit of which you have the King, Knave, and a small Card, for it is 2 to 1 that your Partner has not the Ace, and 5 to 4, that he has Ace or Queen; and as you have four Cards in another Suit, of which the Ten

is the higheft, lead that Suit, for it is an equal Bett, that your Partner holds a better Card in it than the laft Player; and if your Partner has not the Ace in the first mentioned Suit, but it lies behind you, on your Adverfaries leading that Suit, you will, by playing thus, very probably get two Tricks.

VIII. You perceive by the Course of the Play, that there are four or five Trumps left between you and your Partner, and that your Adveríaries have none; you have no winning Card in your Hand, but imagine your Parther has a Thirteenth, or fome other good Card; play a small Trump to give him the Lead, fo may you throw a lofing Card, and give him an Opportunity of making his Thirteenth, or other good Card.

Tricks and Cheats at WHIST.

44 He that can by Craft overlook his Adverfary's Game, hath a great Advantage; for by that Means he may partly know what to play fecurely; or if he can have fome petty Glimpfe of his Partner's Hand. There is a Way by making fome Sign by the Fingers, to discover to their Partners what Honours they have, or by the Wink of one Eye, it fignifies 1 Honour, fhutting both Eyes 2; placing 3 Fingers, or 4 on the Table, 3 or

4 Honours. For which Reafons all nice Gamesters play behind Curtains.

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Dealing the Cards out by 1 and 1 round, to each Perfon, is the beft Method of putting it out of the Dealer's Power to impofe But we fhall demonftrate, that, deal the Cards which way you will, a Confederacy of two Sharpers will beat any two Perfons in the World, tho' ever fo good Players, that are not of the Gang, or in the Secret; and Three Poll One is as fafe and fecure, as if the Money was in their Pockets. All which will appear prefently. The first neceffary Inftructions to be obferved at Whisk, as Principals of the Secret, which may be likewife transferred to moft other Games at Cards, are

Brief Cards,
Corner bend,

Middle-bend, (or Kingston-Bridge.)

Of Brief Cards there are two Sorts: One is a Card longer than the reft; the other is a Card broader than the rest.

3, 4, 5, 6, 7, fuch as Aces, The Ufe and

The long Sort are fuch as
8 ani 9; the broad Sort are
Kings, Queens, and Knaves.
Advantage of each are as follows.

EXAMPLE

EXAMPLE.

When you cut the Cards to your Adverfary, cut them long, or, end-ways, and he will have a 3, 4, 5, 6, 7, 8 or 9 at Bottom. When your Adverfary cuts the Cards to you, put them broad-fide to him, and he will naturally cut (without ever fufpecting what you do) Ace, King, Queen or Knave, &c. which is fufficient Advantage to secure any Game. It is a fine Manner, especially in the old Bett, that the Dealer does not score 2 that Deal, fince fhuffling is of no Signification here. And in cafe you cannot get Cards of proper Sizes ready made to mix with others, you may fhave them with a Razor or Penknife from the Threes to the Nines each Side, and from the Aces to the Knaves each End; then put them up in the fame Case or Cover, and if they are done as they ought to be, they will pass upon any Body. As Whift is a Tavern Game, the Sharpers generally take Care to put about the Bottle before the Game begins, fo quick, that a Bubble cannot be faid to fee clearly, even when he first begins to play.

The next is the Corner-bend, which is 4 Cards turned down finely at one Corner, a Signal to cut by.

The other is vulgarly called Kingston-
Bridge,

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Bridge, or the Middle-Bend: It is done by bending your own or Adverfary's Tricks two different Ways, which will caufe an Opening or Arch, in the Middle, which is of the fame Ufe and Service as the other two Ways, and only practifed in its Turn to amuse you.

The next Thing to be confidered is, who deals the Cards, you or your Adversary, because that is a main Point, and from whence your Advantage muft arife: Suppofe for Example.

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After a Deal or two is formally played, A

and B will begin to operate in the following Manner :

When A or B are to deal, they observe

(the preceding Deal) to take up the Tricks thus:

1. A bad Card. 3. A bad Card.

2. A good Card.

4. A good Card.

[Meaning the best and worst that fall in that Lift.]

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