2. Lead through the strong suit and up to the weak, but not in trumps, unless very strong in them.
3. Lead the highest of a sequence; but if you have a quart or cinque to a king, lead the lowest.
4. Lead through an honour, partic ularly if the game is much against you.
5. Lead your best trump, if the adversaries be eight, and you have no honour; but not if you have four trumps, unless you have a sequence.
6. Lead a trump if you have four or five, or a strong hand; but not if weak.
7. Having ace, king, and two or three small cards, lead ace and king, if weak in trumps, but a small one if strong in them.
8. If you have the last trump, with some winning cards, and one losing card only, lead the losing card.
9. Return your partner's lead, not the adversaries; and if you have only three originally, play the best; but you need not return it immediately, when you win with a king, queen, or knave, and have only small ones, or when you hold a good sequence, have a strong suit, or have five trumps.
10. Do not lead from ace queen, or ace knave.
11. Do not lead an ace, unless you have a king.
12. Do not lead a thirteenth card, unless trumps be out.
13. Do not trump a thirteenth card, unless you be last player or want the lead.
11. Keep a small card to return your partner's lead.
15. Be cautious in trumping ft card when strong in trumps, particularly if you have a strong suit.
16. Having only a few small trumps, make them when you can.
17. If your partner refuses to tramp \ suit, of which he knows you have not the best, lead your best trump.
18. When you hold all the remaining trumps play one, and then try to put the lead in your partner's hand.
19. Remember how many of each suit are out, and what is the best card left in each hand.
20. Never force your partner if you are weak in trumps, unless you have a renounce, or want the odd trick.
21. When playing for the odd trick, be cautious of trumping out, especially if your partner be likely to trump a suit; and make all the tricks you can early, and avoid finessing.
22. If you take a trick and have a sequence, win it with the lowest.
2085. Laws of Whist.
2086. Dealing - 1. If a card be turned up in dealing, the adverse party may call a new deal, unless they have been the cause; then the dealer has the option.
2. If a card be faced in the deal, the dealer must deal again, unless it be the last deal.
3. If any one play with twelve cards, and the rest have thirteen, the deal to stand good, and the player to be punished for each revoke; but, if any have fourteen cards, the deal is lost.
4. The dealer to leave the trump card on the table till his turn to play; after which none may ask what card was turned up, only what is trumps.
5. No person may take up the cards while dealing; if the dealer in that case should miss the deal, to deal again, unless his partner's fault; and if a card be turned up in dealing, no new deal, unless the partner's fault.
6. If the dealer put the trump card on the rest, with face downwards, he is to lose the deal.