Enquire within upon everything by Robert Kemp Philp

74. Terms used in Whist.

i. _Finessing,_ is the attempt to gain an advantage; thus:--If you have the best and third best card of the suit led you put on the third best, and run the risk of your adversary having the second best; if he has it not, which is two to one against him, you are then certain of gaining a trick. ii. _Forcing_, is playing the suit of which your partner or adversary has not any, and which in order to win he must trump. iii. _Long Trump,_ the one or more trumps in your hand when all the rest are out. iv. _Loose Card,_ a card of no value, and the most proper to throw away. v. _Points,_--Ten make the game; as many as are gained by tricks or honours, so many points are set up to the score of the game. vi. _Quarte_, four successive cards in suit. vii. _Quarte Major_, a sequence of ace, king, queen, and knave. viii. _Quinte_, five successive cards in suit. ix. _Quinte Major,_ is a sequence of ace, king, queen, knave, and ten. x. _See-saw,_ is when each partner trumps a suit, and when they play those suits to each other for that purpose. xi. _Score_, is the number of points set up. The following is a good method of scoring with coins or counters: 1 2 3 4 5 6 7 8 9 00 0 0 00 000 0 0 00 000 00 00 000 0 0 0 For Short Whist there are regular markers. xii. _Slam,_ is when either side win every trick. xiii. _Tenance,_ is possessing the first last and third best cards, and being the player; you consequently catch the adversary when that suit is played: as, for instance, in case you have ace and queen of any suit, and your adversary leads that suit, you must win two tricks, by having the best and third best of the suit played, and being the last player. xiv. _Tierce,_ three successive cards in suit. xv. _Tierce Major,_ a sequence of ace, king, and queen. [CHILDREN AND CHICKENS MUST ALWAYS BE PICKING.]