18. Never force your adversary with your best card, unless you have the next best.
19. If you have only one card of any suit, and but two or three small trumps, lead the single card.
20. Always try to keep a commanding card to bring in your strong suit.
21. In your partner’s lead, endeavour to keep the command in his hand.
22. Keep the card you turn up as long as you conveniently can.
23. Should your antagonists be 8, and you have no honour, play your best trump.
24. Always consider your score, and play your hand accordingly.
| METHODS OF SCORING AT WHIST. | |||||||||
| One. | Two. | Three. | Four. | Five. | Six. | Seven. | Eight. | Nine. | |
| 0 | 00 | 000 | 0000 | 0 | 0 | 00 | 000 | 0 | |
| 00 | 000 | 0 | 0 | 0 | |||||
| 0 | |||||||||
| 0 | 0 | 0 | 00 | 0 | 0 | 0 | 0 | 00 | |
| 0 | 0 | 0 | 00 | 0 | 0 | 00 | 0 | ||
| 0 | 0 | 0 | 00 | 00 | 0 | 0 | —Hoyle. | ||
Whistle, v. To form a kind of musical sound by an inarticulate modulation of the breath; to make a sound with a small wind instrument; to sound shrill.
Whistle, s. Sound made by the modulation of the breath in the mouth; a sound made by a small wind instrument; a small wind instrument; the noise of birds; a call, such as sportsmen use to their dogs.