Modern scientific whist, with reasons why; specialy written with the view of enabling beginners to become skilful players by Melrose C. J
Author:Melrose, C. J
Language: eng
Format: epub
Tags: Whist
Publisher: London, Gill
Published: 1898-03-25T05:00:00+00:00
DIAGKAM I.
164 UNDEEPLAT, AND HOLDING UP,
which D gets in with the ace of clubs and brings in the rest of his hearts. But should C hold the ace of clubs, A gains three tricks by holding up the ace of hearts. If he wins the queen, he must then let C in on clubs, who will then lead his remauiing heart, and D must make the rest of the tricks. But by holding up and leaving C to exhaust his hearts, A compels him to return him clubs. The play towards the end of the hand wiU be further dealt with in the next chapter.
Mbcn to Mltbbolb 3nformation.
In the course of our previous arguments, we have had numerous occasions of dealing with individual instances where deceptive play may prove advantageous. Holding up, underplay, winning vrith the higher card of two or more in sequence, throwing away the highest trump on an opponent's lead, etc., may aU be classed under "deceptive play." So that, while the necessity of giving information is strongly insisted upon, the whole play seems to be honeycombed with a network of "concealing information."
The student will probably feel inclined to ask for some general rule by which he may steer his course between these apparently conflicting principles. And the only answer that can be given him is that, hke snakes in Ireland, "there is none." Eules are intended to apply to general cases, and before the inferences gathered enable one to frame '' a rule of his own " applicable to each individual case. It is the ability to find out when and to what extent rules should be modified or departed from wherein the fine player rises superior to the crowd of average or even good players. Even if I were able to exhaust every recorded condition where modification of rule is requisite, hundreds of others would still crop up during the course of play.
The following general hints wiU, however, be found useful as a guide :
1. Proclaim your strength.
2. Conceal your weakness,
3. WitKhold information when the opponents have shown strength.
4. Play a deceptive game when your partner is utterly weak.
5. Play deceptive cards towards the end of the hand.
(1.) This is practically the saUent principle of the modern game, and has been fully discussed. At the beginning of the hand you render information to your partner, though weak yourself, so that if he should be strong he will be able to utilize the information ; and this will result in a big game. If you find him weak, you then alter your tactics.
(2.) If you are weak in a suit, strive to conceal the fact as long as you can. If you disclose your weak suit, C vtUI keep on leading it, while D wins cheaply or distresses B's hand.
(3.) "When you find the opponents to be strong, you should not show the number of cards you hold in your suit. You should, however, generally show your partner that you retain the winning card, unless with
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