These leads give the majority of cases that occur; there are many other combinations of the cards, but the general principle will be understood from those which have been given. To deviate from these leads is to court disaster, since random leads tend

to puzzle a good partner, and to conceal from him the number and value of the cards in the leader's hand. These leads refer primarily to the first lead of the suit only. When a second lead of that suit is adopted, the card to be played may depend on the cards which fell in the first round.

The first lead of a suit, and the card to lead, belong to the mere elementary routine of Whist. These leads require no skill and no reason. They may be learned as the alphabet is learned, and committed to memory. To know them renders Whist a much more easy game to play than if they are not known. A player whose turn it is to open the game with the lead ought to know at once what card to lead. If he has to consider whether he ought to commence with this, that, or the other card, he too often plays the game from beginning to end in opposition to the well-established principles, which have been proved to be those best adapted for gaining success.

Return Leads.

When returning a partner's lead, the card to return him is the higher of two remaining, the lowest of three or more remaining. Thus, if you held originally ace, knave, and the three, and your partner led this suit, you should play the ace third in hand, and return the knave. If you held ace, knave, four, and three, you win with the ace, and return the three.

It does not follow that you should return your partner's lead immediately. You may wish him to abandon his suit, and to play for one of your own.

If so, the correct card of this suit should be led, so that your partner may be informed of the change of policy which you advocate. If he has confidence in you, he will then abandon his own suit and play for yours. To return your partner's lead at once means that you have no better game of your own.

Although, as a general rule, it is advisable to lead from a numerically strong suit, yet to continue this suit when the partner is found to hold no high card in it is not winning play. For example, a player holds six diamonds, headed by the nine; one trump, the five (clubs); three spades, headed by the queen; three hearts, headed by the knave. He leads the fourth best diamond; his partner, third in hand, plays knave; fourth hand wins with queen. The original leader may now feel confident that both the ace and king of diamonds are against him; if, therefore, he win a trick with the queen of spades, it would be useless to lead another diamond, unless he is anxious to force his partner, which, with one trump only, would not be sound play.

Second in Hand.

After the lead, the card to play second in hand is the most important item in Whist. The card played second hand may be to protect your partner, or to inform him of the remaining cards of the suit in your hand. The play second hand in trumps is different from what is adopted with other suits, for the obvious reason that other suits may be trumped. The following Table shows the cards to be played second hand:—