CATCH THE TEN.
In this game, which in many circles is known as Scottish Whist, the aim of every player is to catch the ten of trumps, or to prevent its falling into the hands of an opponent. Two, three, four, five, or six persons may play, the arrangement of the party depending, of course, upon the number of the players engaged. A party, consisting of four, divide into couples as at Whist. When there are two, three, or five players, each plays upon his own account. When six play, A, C, and E are against B, D, and F, or A, and D, B, and E, C, and F in three partnerships; the partners sitting opposite to each other with an adversary between each two. Out of a full pack of cards, the twos, threes, fours, and fives are thrown out, and, if necessary, for an equal division of the cards, one or more of the sixes. With the exception of the trump suit the cards value the same as at Whist, and the method of playing is also the same. Trumps count as follows: The knave, which is the best, reckons eleven; the ten for ten; ace, four; king, three; and queen, two. The trump suit is reckoned, not as in Whist, by the original possessors of the cards, but to those who may be fortunate enough to take them during the game. The players must of course follow suit, and the penalty for a revoke is the loss of the game. Forty-one is game, the points of which are made by counting the cards in the tricks taken and the honours of trumps. The surest way of saving the ten is to play it in a round of trumps, when one of your partners has played the best trump; or, if you happen to be last player, and have none of the suit led, trump with your ten, if it will take the trick, or if your partner has already taken it. Should the leader happen to have knave and king, or ace and king, he would do wisely to play two rounds of trumps, so that he may have the chance of catching the ten in the second round.