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Whist is a classic trick-taking card game which was played widely in the 18th and 19th centuries. It developed from the older game Ruff and Honours. Although the rules are extremely simple, there is enormous scope for scientific play; since the only information known at the start is the player's thirteen cards, the game is difficult to play well. In its heyday a large amount of literature about how to play whist was written. Edmond Hoyle, of "according to Hoyle" fame, wrote an early popular and definitive textbook. By the late 19th century an elaborate and rigid set of rules detailing the laws of the game, its etiquette and the techniques of play had been developed that took a large amount of study to master. In the early 20th century, bridge, which shares many traits with whist, displaced it as the most popular card game amongst many card players. Today, whist has largely fallen out of favor in America, though it is still somewhat popular among black Americans. Nevertheless, whist continues to be played in Britain, often in local tournaments called "whist drives".
Versions of whistNowadays there are many other games called whist - the name has become attached to a wide variety of games based on classic whist, but often with some kind of bidding added, for example:
Whist rulesA standard 52 card pack is used. The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2. Whist is played by four players, who play in two partnerships with the partners sitting opposite each other. Players cut or draw cards to determine partners with the two highest playing against the lowest two, who have seating rights. The players then cut for deal. It is strictly against the rules to in any way comment on the cards. One may not comment upon the hand one was dealt nor about one's good fortune or bad fortune. One may not signal one's partner. Shuffling and dealingThe cards can be shuffled by any player, though usually the player to dealer's left. The dealer has the right to shuffle last if he wishes. To speed up dealing a second pack can be shuffled by the dealer's partner during the deal and then placed on his right ready for the next hand. The cards are cut by the player on dealer's right before dealing. The dealer deals out all the cards, one at a time, face down, so that each player has thirteen cards. The final card, which belongs to the dealer, is turned face up to indicate which suit is trumps. The turned up trump remains face up on the table until it is dealer's turn to play to the first trick. The deal advances clockwise. PlayThe player to the dealer's left leads to the first trick. Any card in his hand may be led. The other players, in clockwise order, each play a card to the trick and must follow suit by playing a card of the suit led if they have one. A player with no card of the suit led may play any card either discarding or trumping. The trick is won by the highest card of the suit led, unless a trump is played in which case the highest trump wins. The winner of the trick leads to the next trick. This continues until all thirteen tricks are played, at which point, the score is recorded. If no team has enough points to win the game then another hand is played. Part of the skill involved in the game is one's ability to remember what cards have been played and reason out what cards remain. Therefore, once the trick is played, the cards are turned face down and kept in a stack of four near the player who won the trick. Before the next trick starts, a player may ask to review the cards that were in the very last trick only. Once the lead card is played, however, no previously played cards can be reviewed by anyone. ScoringAfter all 13 tricks have been played, the side which won more tricks scores 1 point for each trick won in excess of 6 (called the "odd tricks"). When all four players are experienced, it is unusual for the score for a single hand to be higher than two. A game is over when one team reaches a score of five. There are so called "House Rules" variations where other numbers are agreed to be played to in advance. Popular variations are American and "Long", where the games are played to seven and nine respectively. The "Long" version is normally combined with "Honours". In longer variations of the game, those games where the winning score is not the standard 5 points, honours are points that are claimed at the end of each hand. Honours add nothing to the play of a hand. Honours serve only as an element of luck that speeds up games, and they are often omitted these days. Serious players disdain honours because it greatly increases the element of chance. A team that was dealt the top four cards (A,K,Q,J) in the trump suit collect extra points. A team who holds three of the four honours between them claim 2 points, a team who holds all four honours between them claim 4 points. Tricks are scored before honours. Honours points can never be used for the last point of a game. Consider the following example: A game is being played to 9 points. The score is tied at 6. A hand is played and the winner of that hand took seven tricks and claimed honours. That team would receive 1 point for the trick and only 1 point for honours. The score would then be 8 to 5. Basic whist technique
Whist terms
Deal: One card at a time is given to each player by the dealer starting with the player on the dealer’s left and proceeding clockwise until the deck is fully distributed. Literary references
References
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