Another way of scoring points, and one which greatly facilitates business, is that of counting the honours. The four court cards of the trump suit are called honours, and should any one be fortunate enough to have these four cards dealt to him in one hand, or if he and his partner have the cards between them, they can score four to their game. Three honours count for two; but should the honours be equally distributed—that is, should one set of partners have only two court cards between them—the other two cards of the same kind must necessarily be in the hands of their opponents, in which case the honours are said to be divided, and neither side reaps any advantage from them. Each set of partners must win six tricks, constituting "a book," before they may score any to the game.

It is possible, therefore, for a couple of players to gain ten or eleven points during one round, though such luck very rarely occurs. It is a much more common occurrence for five or six deals to be made before the winning of a game.

Although in playing Whist the beginner need know nothing more than the ordinary rules of the game to enable him to take a part, nothing but practice will make him a skilful player. It is only by experience he will learn how necessary it is for him to rigidly adhere to the rules of the game. Whist, like Chess, must be played properly, or not at all. It is, therefore, important that all who wish to be good Whist players should at once make themselves thoroughly acquainted with the rules of the game, and also learn what mistakes to avoid.

The following are technical terms used in Whist:—

Ace.—Highest in play, lowest in cutting.

Blue Peter.—A signal for trumps allowable in modern play. This term is used when a high card is unnecessarily played in place of one of lower denomination—as a ten for a seven, a five for a deuce, &c.

Bumper.—Two games won in succession before adversaries have won one; that is a rubber of full points. Five at Short Whist, ten at Long.

Cut.—Lifting the cards when the uppermost portion (not fewer than three), is placed below the rest. The pack is then ready for the dealer.

Cutting in.—Deciding the deal by each player taking up not fewer than three cards, and the two highest and two lowest become partners. In case of ties, the cards must be cut again.

Cutting out.—In case of other person or persons wishing to play, the cut is adopted as before, when the highest (or lowest, as may be agreed on), stands out of the game, and does not play.