1911 Encyclopædia Britannica/Catch the Ten
CATCH THE TEN, sometimes called Scotch Whist, a game played with a pack of 36 cards, from ace, king, queen to six in each suit, the ace being highest both in play and cutting. In trumps, however, the knave ranks highest. Any number from two to eight may play. If an even number, partners are cut for; if odd, each plays for himself. An odd number of players sit as they like; four players sit as at whist; six playing in two sides sit so that no two partners shall be next each other; six playing three sides sit so that two opponents shall divide each pair; eight are arranged in alternate pairs. After cutting, the cards are dealt according to the number of players. The last card is turned up for the trump. When five or seven play, the six of spades is usually omitted; when eight play, the four sixes are thrown out. The eldest hand leads any card he chooses and all must follow suit if able, the penalty for a revoke being the loss of the game. The tricks are not kept separate but gathered in by one player for his side. At the end of the deal there are six hands of six cards on the table. The players first play out the first two hands, next the second two and finally the last two, the trump card remaining on the table until the first four hands are played out. The game is 41 points, the object of the play being to win the cards which have a special value. These are, with their values: knave of trumps 11, ace of trumps 4, king of trumps 3, queen of trumps 2, ten of trumps 10. All other cards have no counting value. As the ten can be taken by any other honour the object is to “catch the ten.”