For instance, success greatly depends upon knowing when to return a partner's lead, how to secure the odd trick, and also how to finish the game.
A very common occurrence is for a well-played game to be spoilt by the last two or three tricks being played badly; and the ending of the game is almost more important than the beginning.
An inexperienced player, elated, perhaps, by a little seeming success, which, no doubt, has really been attributable to the good playing of his partner, has often been known to spoil the end of a game by his bad playing.
Very slow calculating players are by no means regarded in the light of acquisitions at a card-table; still, as compared with rash, thoughtless players, they are very much the safer partners.
Most of the long established laws of Whist, which must be thoroughly mastered and committed to memory by all learners, in order that they may be carried into practice continually, are as follows:—
LAWS OF LONG WHIST.
THE RUBBER.
1.—The rubber is the best of three games. If the first two games are won by the same players the third game is not played.
2.—A game consists of ten points (five in Short Whist). Each trick above six counts one point.
3.—Honours, i.e., ace, king, queen, and knave of trumps, are thus reckoned:—