Hoyle's Games, Improved And Enlarged - online book

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WHIST.
115
cautious how you part with the command of your adversary's great suit; for suppose your adversary plays the ace of a suit of which you have the king, queen, and one small card only, and upon playing the same suit again you put on your queen, which makes it almost certain to your partner that you have the king, and your partner refuses to that suit, do not play the king, because if the leader of that suit, or his partner, have the long trump, you risk losing three tricks to get one.
2.  Suppose your partner has ten cards remain­ing, and it appears to you that they consist of trumps and one suit only ; and you should have king, ten, and one small card of his strong suit, with queen and two small trumps ; in this case, you are to judge he has five cards of each, and therefore you are to play out the king of his strong suit; and if you win that trick, next throw out the queen of trumps ; should that like­wise come home, proceed to play trumps : this method may be made use of at any score of the game, except at 4 and 9.
3.  The trump turned up to be remembered.It is necessary that the trump turned up should be remembered, both by the dealer and his part­ner. The dealer should always so place that card, as to be certain ; for suppose it to be only a five, and that the dealer has two more, viz. the six and nine, if his partner trump out with ace and king, he ought to play his six and nine ; because, sup­posing your partner had ace, king, and four small trumps, by knowing you have the five remaining, you may win many tricks.
4.  Your right-hand adversary leads a suit of which you have the ten and two small ones ; the third hand puts on the knave, your partner wins
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