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Whist, at first called Wisk, is a card game of English origin in vogue during the 18th and 19th centuries. It went through several variants, including Bridge, which has supplanted it since the 20th century. Probably rarely played in its original form nowadays, it is still played under the name Whist à la couleur in Belgium. Whist à la couleur is in fact very close to Boston, a variant of Whist created at the end of the 18th century. Whist is an old English word meaning "silence!", "hush!", in reference to the requirement that players not talk during play.
This article deals only with the original Whist and with a shorter variant played
during the 19th century, Short Whist.
1. Number of players, deck of cards, setup Whist is played between two teams of two players with a deck of 52 cards. To form the two teams, each of the four players draws a card from the deck, and those who draw the two highest cards form a team. For this draw, the ace is the lowest card and the king the highest. Once the two teams have been formed, the four players sit around the table so that each has an opponent to his right and to his left. Partners sit facing each other. The first dealer of the match is the player who drew the lowest card. Since Whist is a game of English origin, the direction of rotation for dealing the cards and for play is clockwise. The player to the dealer's left gathers the cards and shuffles them the dealer may, if he wishes, shuffle them again one last time , then the player seated to the dealer's right cuts the deck, taking off or leaving no fewer than four cards. The dealer now deals 13 cards to each player, one at a time, in a clockwise direction, beginning with the player to his left. Then he turns up the last card dealt, which is his own thirteenth card. This card, visible to everyone, is called the turn-up. The suit of the turn-up spades, clubs, diamonds, or hearts is that of the trump for the hand. A hand is the phase of play extending between two deals.
Whist is a trick-taking game that follows the rules below for the play of the cards :
within each suit,
the cards follow this descending order : ace, king, queen, jack,
10, 9, 8, 7, 6, 5, 4, 3, 2 ; Once all four players have played their card, the trick is won by :
whoever played
the highest trump ; Tricks are kept, stacked in front of the player who won the first trick for his team. The trick piles thus formed must be placed partly overlapping one another, staggered crosswise, to make them easier to count at any moment by all the players. After the deal, the first to play a card is the player seated to the dealer's left he is the eldest hand. For subsequent tricks, it is always whoever has just won the trick he is said to have the lead.
When all 13 tricks of the hand have been played, the team that won the most scores as many points as it has tricks beyond 6, and the other team scores nothing. To be able to score, it is therefore necessary to have won at least 7 tricks, which is worth 1 point ; 8 tricks are worth 2 ; and so on up to 13 tricks, which are worth the maximum of 7 points. Winning 6 tricks is called making book ; a team must therefore make book before it can claim any trick points. Hand after hand, trick points are added up by each of the two teams. Whist is played as the best of two games, each to 10 trick points. If each of the two teams has won one game, a third 10-point game is played, called the decider, to determine the winner between the two teams. This type of match is known in France as a partie liée, and in England as a rubber. Since Whist is of English origin, the term rubber was exceptionally kept in France, albeit spelled in a more or less phonetic way as robre. Thus, one can play one or several rubbers at Whist. Having seen the trick points that allow a game to be won, we must now look at game points and rubber points : a game may be worth 1 or 2 game points. It is worth 1 point if the opposing team totalled 5 or 6 trick points, and it is worth 2 if the opposing team totalled between 0 and 4 trick points ; a won rubber is worth 1 rubber point. This was the practice in England, but in France it depended on the group of players, and a rubber could be worth 2, 4, or 6 rubber points. At the end of a rubber, for each team, the game points are totalled, and the rubber point is added to the total of whichever team won it. The team with the better result wins the match by a number of points equal to the difference in points scored by the two teams. The greatest number of points achievable in a rubber is equal to 5, which happens when a team wins the first two games as doubles (two lots of 2 game points, plus 1 rubber point).
The four highest cards ace, king, queen, jack in trumps are called honours. Honours have the special feature of being able to earn points that are added to trick points and thus contribute to winning a game. For this, three or four honours must be held in the hands of the same team after the deal :
three honours
are worth 2 points to the team holding them ; Honours are not declared before the end of the hand. The team that held three or four of them must announce it after the thirteenth trick, which is the last, in order to benefit from the 2 or 4 points involved. Honour points can no longer be claimed once the turn-up has been made for the following hand. Honour points are only counted after trick points. Thus, if a team reaches the 10 points needed for the game with its tricks, and the other team does the same with its honour points, it is the first team that has won the game. There is, however, an exception to the two preceding rules which applies only when a team, at the start of a hand, has totalled exactly 8 points. In this case, and only when it is that team's turn to play its first card : if a player of this team holds three honours in hand, he shows them, and his team immediately scores 2 points which, added to the 8 points, give the team the game without having to play out the hand ; if a player of this team holds only two honours in hand, he may ask his partner whether he has the other one. This request is called calling, or asking. If the partner answers in the affirmative, the two players show their three honours and, as before, they win the game without having to play out the hand; otherwise the hand is played normally, but all players then know where the honours lie. A team is not obliged to call, but then any honour points will only count, as usual, after the trick points. It is important to remember that calling is only possible when a team has exactly 8 points. In particular, with 9 points, it is forbidden to do so, and so honours are counted after the trick points.
Without going into detail on every possible fault, the following points should be noted regarding the deal :
players must
not touch their cards before the turn-up has been made ;
To score trick points as well as game and rubber points, the simplest method is to use a sheet of paper and a pencil. The popularity of Whist has, however, led to the invention of various types of markers. The most common method is as follows.
To score trick points, each team has 4 counters. One player from each team keeps score by arranging the counters in front of him, according to the method below, where :
a counter on
the middle row each counts for 1 point ; There is no need to mark the 10th point, since the game is then won.
For convenience, it is preferable that in each team only one player keep the tricks the one who wins his team's first trick of the game , the other keeping score with the 4 counters.
Game and rubber points are marked using fish elongated rectangular pieces of bone, plastic, or any other material one per point. Fish awaiting allocation are not held by the players but placed in a box. When Whist was played for money, the players would agree before the match on the value assigned to each fish, and each player of the winning team would be paid by the player seated to his left the amount corresponding to the difference in fish held by the two teams.
Short Whist
Short Whist is a variant of Whist that appeared during the 19th century, with the aim of shortening the length of a rubber short being the English word for "brief". Games are played to 5 points instead of 10. By contrast, traditional Whist is then called Long Whist. Short Whist was at first criticised by most Whist players before being widely adopted. The main complaint made against it was the too great an element of chance tied to the small number of points needed to win a game. However, a different treatment of honours reduces the element of chance present in Long Whist. It should be noted that Bridge is closer to Short Whist than to Long Whist, in the sense that to win a game at Bridge in a minor trump suit a team must also gather 5 tricks above the book.
1. Differences between Long Whist and Short Whist Short Whist is played in the same way as Long Whist, except that each game is played to 5 trick points instead of 10. As for honours, they are worth the same number of points but are never called there is no calling in Short Whist. In addition, a team that has 4 trick points at the start of a hand can no longer claim its honours. A game is worth, to the winning team :
1 point, if the
opposing team totalled at least 3 trick points ; A won rubber is worth 2 points.
Trick points are still scored with 4 counters per team, but since the game is played to 5 points, the table layout used in Long Whist is not needed. Game and rubber points are marked with fish, as in Long Whist.
It
is essentially the average length of a rubber, which is 30 minutes, whereas
it is an hour in Long Whist. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||