Milwaukee, Wis., U.S.A. DUPLICATE WHIST. Duplicate whist is not a distinct game, but is simply the name given to that manner of playing whist in which a number of hands are played over again with the same cards, but by different persons. _=CARDS.=_ The cards have the same rank as at whist; they are dealt in the same manner, and the same rules apply to all irregularities in the deal, except that a misdealer must deal again. The objects of the game are the same, and so are all the suggestions for good play. The only differences that require attention are the positions of the players, the manner of counting the tricks, and the methods of keeping and comparing the scores.
A misdeal does not lose the deal. The misdealer must deal again. Should a player take up his hand, or look at any card in it, he is not entitled to any remedy. If he has more or less than the proper number of cards, his hand is foul, and must be abandoned, the player forfeiting any interest he may have in that deal, and any stake he may have put up on that hand. In all gambling houses, the invariable rule is to call a short hand foul; although there should be no objection to playing against a man with only four cards, which cannot be increased to five, even by the draw. _=STRADDLING.=_ During the deal, or at any time before he looks at any card in his hand, the player to the left of the age may _=straddle the blind=_ by putting up double the amount put up by the age. The only privilege this secures to the straddler is that of having the last _=say=_ as to whether or nor he will make good his ante and draw cards. Should he refuse to straddle, no other player can do so; but if he straddles, the player on his left can straddle him again by doubling the amount he puts up, which will be four times the amount of the blind. This will open the privilege to the next player on the left again, and so on until the limit of straddling is reached; but if one player refuses to straddle, no other following him can do so.
Skat, by F. Tschientschy. 1888. Skat, by L.V. Diehl. 1891. Skat, by E.E. Lemcke.
Yarborough, a hand at Whist containing no card higher than a Nine; the odds against it are 1827 to 1. Younger Hand, the one not the leader in two-handed games. Zange, G., a fourchette or tenace. Zwickmuhle, G., a cross ruff. DRIVE WHIST. There are several methods of playing Drive Whist; the most popular being to fill as many tables as possible with the players that present themselves, regardless of any order further than that partners should sit opposite each other. The players may select their own partners, or they may be determined by lot, according to the decision of the hostess. Straight whist is played; the cards being shuffled and cut afresh for every hand.
_=6.=_ If in the act of playing the player disturbs any ball other than his own, he cannot make a counting stroke, but he may play for safety. Should he disturb a ball after having played successfully, he loses his count on that shot; his hand is out, and the ball so disturbed is placed back as nearly as possible in the position which it formerly occupied on the table, the other balls remaining where they stop. _=7.=_ Should a player touch his own ball with the cue or otherwise previous to playing, it is foul, the player loses one, and cannot play for safety. It sometimes happens that the player after having touched his ball gives a second stroke, then the balls remain where they stop, or are replaced as nearly as possible in their former position at the option of his opponent. _=8.=_ When the cue-ball is very near another, the player shall not play without warning his adversary that they do not touch, and giving him sufficient time to satisfy himself on that point. _=9.=_ When the cue-ball is in contact with another, the balls are spotted and the player plays with his ball in hand.
Every hand must be played out, and all points made in excess of the ten required to win the game are counted on the next game; so that it is possible to win two or three games in one hand. In Nullo, every trick over the book is counted by the adversaries. Players cannot count out by honours alone; they must win the odd trick or stop at the score of nine. If one side goes out by cards, the other cannot score honours. The rubber is won by the side that first wins four games of ten points each. The value of the rubber is determined by adding 8 points to the winners’ score for tricks, honours, and slams, and then deducting the score of the losers. In _=Solo Whist=_, the game is complete in one deal, and the value of it is determined by the player’s success or failure in his undertaking, and must be settled for at the end of the hand, according to the table of payments. FORMING THE TABLE. 2. Those first in the room have the preference.