Z is the dealer, and A is known as the eldest hand. The position of the players does not imply any partnership; for, as we shall see presently, any player may have any one of the others for a partner, without any change taking place in their positions at the table.
The players having once taken their seats are not allowed to change them without the consent of all the others at the table.
DEALING. The cards having been properly shuffled, are presented to the pone to be cut. Beginning on his left, the dealer distributes the cards three at a time, until only four remain. These he deals one at a time, turning up the last for the trump. When two packs are used, the player sitting opposite the dealer shuffles the still pack while the other is dealt. The deal passes in regular rotation to the left.
When three play with a pack of forty cards, the last card is turned up for trumps, but it does not belong to the dealer, and is not used in play.
The general rules with regard to irregularities in the deal are the same as at Whist; except that a misdeal does not pass the deal. The misdealer must deal again, and with the same pack.
The cards dealt, each player sorts and counts his hand to see that he has the correct number of cards, thirteen. If not, he should immediately claim a misdeal; for a player having more or less than his right proportion of cards cannot win anything on that hand, but will have to stand his proportion of all losses incurred by him or his side.
OBJECTS OF THE GAME. There are seven distinct objects in the Solo Whist, and before play begins each player has an opportunity of declaring to which of these objects he proposes to attain. They are:—
1st. To win 8 of the 13 tricks, with the assistance of a partner. This is called a Proposal; the partner’s share is an Acceptance.
2nd. To win 5 of the 13 tricks, against the three other players combined. This is called a Solo.