The matter may be thus illustrated: suppose the eldest hand passes, the second proposes, the third and fourth pass, and the eldest hand accepts, then—calling them A, B, C, D, according to their order at table—A, B would be partners against C, D, and would be obliged to make eight of the thirteen tricks. They would occupy their original seats and play in their proper order, B following A to the first trick, and the regular progression from left to right being observed all through the hand. Again we will suppose that A proposed, B passed, C called misère, and the fourth player (D) called an abondance. The calls of A and C would be superseded, unless, indeed, A should call an abondance in trumps, which would supersede the abondance of D in a plain suit; or C should call a misère ouverte, which would supersede the other calls; though D would still have the option, if his hand were strong enough to justify it, of making the supreme call of abondance declarée. We will assume that D's call of abondance was left unchallenged, and in that case he would then, but not before, announce the suit that he made trumps, and A, the player on his left, would lead out for the first trick. A, B, and C playing together
in concert, but not, of course, being allowed to see each other's cards, or in any way to acquaint each other with the cards held, except by the legitimate and proper means afforded by the play of the hand. D's object is now to make nine tricks unaided, and the aim of his opponents is to score more than four tricks between them. Sometimes, indeed, an abondance, like a solo or a proposition, succeeds with two or three tricks to spare. These are called "over tricks," and are paid for according to an agreed-upon scale. On the other hand, any tricks short of the number required by the caller are known as under tricks, and are paid for by the caller in the manner we will shortly describe.
Before passing to other matters, it is necessary to draw attention to some important facts to be impressed upon the memory: (1) that no player, after having "passed," can make an independent call or a proposition; (2) that only the eldest hand can accept a proposition after having once passed; (3) that a superior call always annuls and supersedes a call of inferior value; and (4) that a player having once made a call, may increase it to anything up to the supreme call. It should be understood that a caller, in increasing his declaration, can make any higher call he chooses. Thus, should he propose, or even accept, and be overcalled by a solo, he would be at liberty to at once call an abondance declarée, and "skip" all the declarations of intermediate value.
In the case of all the players passing, the cards are thrown up, and there is a fresh deal by the next player in rotation. It is sometimes arranged, however, rather than throw up a hand that has been
dealt, to play what is called a general misère. This is very simple in its form, but by no means so easy to play as it appears to be. There are no trumps. The tricks are led and followed to in the usual way, and the player who takes the last or thirteenth trick pays an agreed stake, equal as a rule to the stake of a solo, to each of his adversaries. Generally speaking, the big cards are thrown away, but it is often necessary to keep one or more leading cards to force through a suit in which you may be dangerous.
The Stakes.
These are proportioned to the value of the calls; that is to say, they progress from low to high, just as the various calls progress from low to high. It is customary, and distinctly advisable, to play Solo Whist for small regular stakes. One form of the game is known as "six, twelve, and eighteen." This means that propositions and solos are paid for at 6d. each, misères at 1s., and abondances at 1s. 6d. The proposition and acceptance being played and succeeding, the partners receive 6d. each if they make eight tricks, and 1d. each for every trick over eight. If they, however, make a "slam," that is to say, get the whole thirteen tricks, they would receive 1s. 4d., that is, double for the over-tricks—five over-tricks at 2d. each = 10d., and 6d. for the original declaration. Should they fail to make eight tricks, they pay their opponents 6d. each, and 1d. for each under-trick, that is, every trick under eight. It will be seen that they can each win the 6d. exactly, but if they lose they must lose 7d. each, or more. It is
quite understood that, in the case of a proposition and acceptance, each partner only receives or pays once—that is, suppose A and B are playing against C and D, A pays to or receives from C, and B pays to or receives from D. This proposition is the only joint call, all other phases of the game being individual calls, in which one player, the declaring hand, pits himself against the other three. In these cases, therefore, the stakes are paid to or by every one of the three adversaries.
The lowest of the individual calls, the solo, would therefore earn him who made it 1s. 6d., or more—that is, the three sixpences, with over-tricks or not, as the case might be; and in the event of his failing to make five tricks, it would cost him 1s. 9d., or more, that is, three sixpences, with 3d. (or more) for the under-tricks.
The misère costs 1s., neither more nor less, therefore the caller risks losing 3s. in calling misère. If he makes the declaration, he receives 1s. from each of the others; if he fails, he pays 1s. each. There are in this case no over or under-tricks, the misère having to be played right out to win, and being defeated directly the caller has to take a trick.