SHORT WHIST.

This is unmistakably nothing more or less than ordinary Whist cut in half; therefore it is almost unnecessary to say much about it, because the principles of the game are just the same as those which have been given at length for the playing of Long Whist.

It is said that it was first introduced at Bath by Lord Peterborough, who, fearing he was about to incur some heavy losses, thought he might sooner be relieved of his suspense if he could contrive to shorten the game. Even now, although it may not be so popular as it once was, it still possesses a great attraction for many players, who are of opinion that the awarding of points for honours (which are not held as the result of play, but simply because they are dealt out to the players holding them) introduces an element of mere accident into the game, which they think does not add either to its interest or to its claims as a scientific amusement. Five points constitute the game in Short Whist, the rubber being reckoned as two points.

Honours are never called, but are always counted, except at the point of four.

The chief advantage of Short Whist lies in the fact that the trumps may be made special instruments of power. Carleton says:—"Trumps should be your rifle company; use them liberally in your manœuvres; have copious reference to them in finessing, to enable you to maintain a long suit."

Should you be weak in trumps, ruff a doubtful card at all times; with a command in them, be very chary of that policy.

Let your great principle always be to keep the control of your adversaries' suit and leave that of your partner free.

If you see the probable good effect of forcing, decide which of your adversaries you will assail, but do not attempt them both at once. Let it be the stronger, if possible.

When you force both hands opposed to you, one throws away his useless cards; while the chance is the other makes trumps that under other circumstances would have been sacrificed.

And the great authority Deschapelles, in speaking of Short Whist, remarks, "When we consider the social feeling it engenders, the pleasure and vivacity it promotes, and the advantages it offers to the less skilful player, we cannot help acknowledging that Short Whist is a decided improvement upon the old game."

DUMBY, OR THREE-HANDED WHIST.

This is exactly the same as Long Whist, excepting that there are three players instead of four, and one of the players undertaking the responsibility of two hands. Dumby's hand is exposed on the table, open to the view of the three players. On the whole, the player having Dumby for partner has somewhat the best of it.

DOUBLE DUMBY, OR TWO-HANDED WHIST.

This is when only two persons play. Two hands may either be exposed on the table, and made use of as if there were four players, or they may be entirely rejected. In the latter case the single hands held by the players must be managed as skilfully as possible. In all these little variations upon the real game of Whist each honour counts as one point.