CHINESE WHIST.
CARDS. Chinese Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing.
MARKERS. Ordinary whist markers are used for scoring the points.
PLAYERS. Two, three or four persons can play Chinese Whist. When three play, the spade deuce is thrown out of the pack. Partners and deal are cut for from an outspread pack, as at Whist.
POSITION OF THE PLAYERS. When four play, the partners sit opposite each other. When three play, the one cutting the lowest card chooses his seat, and dictates the positions of the two other players.
DEALING. When four play, the pack is shuffled and cut as at Whist. The dealer then gives six cards to each player, one at a time, beginning on his left. These six cards are then spread face down on the table in front of the players to whom they have been dealt, but without being looked at. Six more are then dealt to each, one at a time, and these are turned face up, and sorted into suits. They are then laid face up on the top of the six cards which are lying on the table face down, so as to cover them. The last four cards are then dealt, one to each player. These last are retained in the hand, and must not be shown or named; they are usually called the “down cards.”
MAKING THE TRUMP. After examining the cards exposed on the table, and the down card in his own hand, the dealer has the privilege of naming any suit he pleases for trumps. No consultation with partner is allowed.
METHOD OF PLAYING. The player to the left of the dealer begins by leading any one of his exposed cards, and the others must follow suit if they can; either with one of their exposed cards, or with their down cards. A player having none of the suit led may either discard or trump. The highest card played of the suit led wins the trick, and trumps win all other suits. The side winning the trick takes it in and arranges it just as at Whist. Before leading for the next trick all cards which have been uncovered are turned face up. If any person has played his down card he will have no card to turn up, none having been uncovered. The cards cannot under any circumstances be shifted from their original positions. If a player has five cards face up, covering five cards face down, he cannot shift one of the exposed cards to the empty sixth place, and uncover another card. All covering cards must be got rid of in the course of play.
PENALTIES for revokes, cards led out of turn, etc., are the same as at Whist.
OBJECTS OF THE GAME. As in Whist, the object is to win tricks, all above six counting one point toward game. Five, seven, or ten points may be made the game, at the option of the players, but ten is the usual number. Honours are not counted except by agreement.