are
played, and the winner of each trick leads to the next. Play ceases
when one side wins by taking its seventh trick, thereby scoring 1
game point, or 2 if the opponents took none. The declaring side
game point, or 2 if the opponents took none. The declaring side
continues to declare until it loses, when the other side takes over.
Play up to 7 game points.
Comment This game would be strategical y more interesting if the
winners scored 1 point for each trick taken by the losers!
Dutch Whist
Whist with trumps dif erently determined in each of four deals: (1)
turn the last card, (2) no trump, (3) announced by eldest upon
leading to the first trick, (4) cut before dealing. Repeat until bored
to death.
Russian Whist
denotes either Vint (below), or Biritch, the earliest form of Bridge.
Bid Whist
4 players (2 × 2), 54 cards
Once recorded as a minor forerunner of Bridge, Bid Whist has since
developed into a fast and exciting game pursued avidly by black
communities in America. Manuals (by R. Wesley Agee, Butch
Thomas, and others) and websites confirm that it is now ‘played by
mil ions of people across the country at family or social gatherings.
A number of big companies sponsor Bid Whist tournaments each
year… [It] has immense popularity on col ege campuses… [and] is
widely played by military service personnel and their families
stationed around the world’ (Agee).
Preliminaries Four play crosswise in fixed partnerships using 54
cards – a standard pack, plus two Jokers marked (or equivalently
cards – a standard pack, plus two Jokers marked (or equivalently
dif erentiated) ‘Big’ and ‘Lit le’.
Terminology Book = trick, to cut = to ruf , of -suit = a non-trump
suit.
Rank of cards In high bids (‘uptown’), cards rank AKQJT98765432;
in low bids (‘downtown’) they rank A23456789TJQK. In trump
bids, the top trumps are Big Joker, Lit le Joker, Ace, and so
downwards to Two (uptown) or King (downtown). In no trump
bids, Jokers are powerless and are normal y discarded before play
begins. Deal Twelve each in ones and six face down as a kit y.
Object A contract is established by auction. If successful, the
declarers score 1 per odd book, or 2 at no trump. Game is 5 or 7
points, by prior agreement.
Auction Each in turn, starting at Dealer’s left, may pass or bid once
only. Each bid must be higher than the last. If the first three pass,
Dealer must bid. The lowest bid is ‘Three’, i.e. to win nine books
with a trump suit not yet specified. A bare number is understood to
represent a ‘high’ or ‘uptown’ bid. This is beaten by ‘Three low’,
which is the same but with reverse or ‘downtown’ ranking (Big Jo,
Lit le Jo, Ace, Two etc.). This is beaten by ‘Three no trump’ –
whether high or low not yet specified. Thus the bids from lowest to
highest begin Three high, Three low, Three no trump, Four high,
Four low, and so on.
Taking the kit y If playing in trumps, the highest bidder announces
the trump suit, ‘sports’ the kit y by turning it face up for al to see,
and adds it to his hand. If playing at no trump, he announces ‘high’
or ‘low’,and takes the kit y into hand without showing it. He then
makes any six discards, face down, and these count as the first of his
side’s won books. At no trump, anyone holding a Joker should then
add it to the kit y and draw a replacement at random from it (face
down, of course). Play Declarer leads to the first of 12 books.
down, of course). Play Declarer leads to the first of 12 books.
Players must fol ow suit if possible, otherwise may play any card.
The book is taken by the highest card of the suit led, or by the
highest trump if any are played, and the winner of each book leads
to the next. If anyone holds a Joker at no trump, it can never win a
book, and may only be discarded when its holder cannot fol ow
suit. If a Joker is led, the next card played establishes the suit to
fol ow.
Score