SUGGESTIONS FOR GOOD PLAY. The chief counting elements that are affected by the play being the trump Ten and the cards, it is usual to devote particular attention to winning them. With J A of trumps, or A K, it is best to lead two rounds immediately; but with a tenace, such as J K, or A Q it is better to place the lead on your left if possible. The high cards in the plain suits are capable of being very skilfully managed in this matter of placing the lead. It sometimes happens that a player with the Ten may be fourth hand on a suit of which he has none; or he may catch the Ten with a small honour if it is used in trumping in. The partnership games offer many fine opportunities for playing the Ten into the partner’s hand, especially when it is probable that he has the best trump, or a better trump than the player on the left.
In calculating the probabilities of saving the Ten by trumping in, it must be remembered that the greater the number of players, the less chance there is that a suit will go round more than once, because there are only nine cards of each suit in play.
Many players, in their anxiety to catch the Ten, overlook the possibilities of their hands in making cards, the count for which often runs into high figures.
Close attention should be paid to the score. For instance: A wants 4 points to win; B wants 10; and C wants 16. If A can see his way to win the game by cards or small honours, he should take the first opportunity of giving C the Ten; or allowing him to make it in preference to B. As the Ten counts first, cards and honours next, B may be shut out, even if he has the Jack.
LAWS. There are no special laws for Scotch Whist. The whist laws are usually enforced for all such irregularities as exposed cards, leading out of turn, etc. The most important matter is the revoke, and it should be clearly understood before play begins whether the revoke penalty is to be paid by the individual in fault, or by the side to which he belongs. Some players think there should be some regulation for penalties in such cases as that of a player taking up the wrong hand, when two or more are dealt to each player; but as no advantage can be gained by the exchange, it is hard to see what right the adversary would have to impose a penalty.
ILLUSTRATIVE SCOTCH WHIST HAND.
We give a simple example hand, as an illustration of the manner of playing with four persons; two being partners against the other two.
Z deals and turns heart 8
| A | Y | B | Z | |
|---|---|---|---|---|
| 1 | Q♢ | K♢ | 8♢ | 9♢ |
| 2 | ♣A | ♣K | ♣J | ♣8 |
| 3 | ♣7 | ♣9 | ♣6 | 6♠ |
| 4 | 8♠ | J♠ | K♠ | A♠ |
| 5 | J♢ | 9♠ | A♢ | Q♠ |
| 6 | 7♢ | 10♠ | ♣Q | 7♠ |
| 7 | ♡A | 10♢ | 6♢ | ♡Q |
| 8 | ♡9 | ♡6 | ♡K | ♡7 |
| 9 | ♣10 | ♡10 | ♡J | ♡8 |