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The games of social Whist and social Euchre 1
By Theo. B. Comstock 1885

Last update on: Dec 21, 2016

INTRODUCTION

These games are the result of the author's earnest study and endeavor to eliminate from the ordinary games of cards those features which have heretofore rendered them objectionable for social purposes. Whist and euchre cannot be crowded out of popular estimation, and, if played by skillful persons, there can be no more enjoyable or wholesome form of amusement, but, unfortunately, there is no device less adapted than either of these games to the entertainment of large or medium-sized parties.

Progressive Euchre was a step in advance, and it has already served a very useful purpose, but it has not accomplished all that could be desired. In fact, it has even made more apparent the lack of something which will enable the host and hostess to thoroughly entertain all their guests, without causing any lady or gentlemen to devote the whole evening to one and the same partner, at the same time enabling skill in playing to receive its proper reward.

Social Euchre is quite different in character from Progressive Euchre, although it can be played quite as readily by anyone who is at all familiar with ordinary four-hand euchre.

Social Whist is not unlike Social Euchre in its main features, but it is especially adapted to the game of whist, which most people regard as a more enjoyable game than euchre.

The particular advantages claimed for both the games here described are, among others, the following:

I. THEIR SOCIAL QUALITIES.

When either of these games is made the basis of an evening's amusement, even if no person in the room were introduced to any other, all would become well acquainted before the close of the game. While this feature will rarely become a necessity, it will readily be seen that any lack of proper introductions through carelessness or accidental oversight is positively overcome in the playing. The movements of the players, as they win or lose at each sitting, are so governed that everyone is liable to have every one of the opposite sex as partner at some stage of the game.

II. GRADING OF PLAYERS ACCORDING TO MERIT.

There is no leading table to regulate play, but a complete sub-game is played at each sitting.

III. FREEDOM OF ACTION.

There is no leading table to regulate play, but a complete sub-game is played at each sitting.

IV. NO CUTTING TO DECIDE PLAY.

Whenever a "tie" in the count occurs at any sitting the movement of the players is regulated by their own previous records, and not by any chance, as in Progressive Euchre.

V. SOUVENIRS.

Each player preserves a complete record of his own play, as well as a list of all his partners and opponents at every sitting.

VI. FREEDOM FROM PETTY ANNOYANCES.

In Progressive Euchre it often happens that a good player will have his whole progress stayed by the original arrangement at the tables. Thus, if a good player should be placed with a bad partner at Table No. 4, it might be necessary to remain there the whole evening, or at best the chance of arriving at Table No. 1 would be very small. This would be very disagreeable to both players, as the beginner would feel annoyed at his own weakness no less than the partner at his ill luck. In Social Whist and Social Euchre everything is so adjusted that all must share alike in the long run, so that beginners need not consider themselves in the way, and brilliant players will be placed at no disadvantage as compared with others equally skillful.



Chapter 1 - INTRODUCTION

Chapter 2 - GENERAL RULES

Chapter 3 - LAWS SOCIAL WHIST + EUCHRE

Chapter 4 - HINTS TO MANAGERS


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