The skill of the player will be shown in his keenness to note, on the one hand, which of the cards are or become "stops," and on the other, what cards cannot be led to, and which, therefore, it is expedient to get rid of as soon as possible. At the outset, the only known cards which cannot be led to are the four aces, Pope (the removal of the eight of diamonds being purposely designed to place the nine in that position), and the card next higher than the turn-up (the next lower being a "stop"). But the list increases as the game goes on. If the nine of hearts is declared to be a stop by reason of the ten being in the surplus hand, it is clear that the knave cannot be led to, and must itself be led in order to get rid of it.
Sequences are valuable, inasmuch as they enable the player to get rid of two, three or more cards simultaneously. Nearly, but not quite, as useful are alternate sequences, as seven, nine, knave. The lowest should, of course, be led. Whether the card proves to be a "stop" or not, the leader can still
continue the sequence, subject to the contingency of some other player going "out" with one of the intermediate cards. A sequence or alternate sequence terminating with king forms a very strong lead. Next to these, and to known stops, the lower of two pretty close cards of the same suit (as three and six, three and seven, or four and eight) should be led; especially if the higher is known or believed to be a "stop." After these the lowest card of the longest suit, especially if an ace.
"Pope," as we have seen, can only be played when the holder has the lead; and it is usually well, therefore, to play it at the first opportunity, first, however, playing out any known stops.
The unclaimed counters in each compartment are left to accumulate. In the case of Matrimony and Intrigue, a whole evening may occasionally pass without the necessary combinations of cards being played from the same hand, and these compartments therefore frequently become very rich. The counters in "Pope," or one or more of the Ace, King, Queen and Knave compartments may in like manner be unclaimed during several rounds. The best method of disposing of any such unclaimed counters at the close of the game is to deal a final round face upwards (without the surplus hand); the holders of Pope, and of the ace, king, queen and knave of the diamond suit (which in this case is regarded as the trump suit) being entitled to the counters in the corresponding compartments. The holder of the queen takes, in addition, half the amount in Matrimony and in Intrigue, the remaining halves going to the holders of the king and knave respectively.
SOLO WHIST.
Solo Whist has features in common with both Whist and Napoleon, and as both these games are described in the present volume, it will only be necessary to briefly state the points of resemblance. Like Whist, it is played with the full pack of fifty-two cards, which range in value from ace, highest, to deuce, lowest; the last or fifty-second card being turned up to fix the trump suit. Tricks are made as at Whist, and form the basis of the score. The affinity to Napoleon is traceable in the various calls that the players make, and in the further fact that every hand is a separate game, upon which stakes are won and lost. Solo Whist, however, possesses special features of its own—viz., that the partnerships or combinations are always changing round after round, and that there is a special call named Misère,[[42]] which is a declaration to lose the whole of the thirteen tricks.