or decreased by one in each successive deal. Israeli Whist – game related to Oh, Hell, in which one tries to bid the exact number of tricks one will take. Romanian Whist – game in which players try to predict the exact number of tricks they will take; similar to Oh, Hell. Whists for other numbers of players Dummy Whist – a three-player variant of bid whist. German Whist – British two-player adaptation of whist without bidding. Knock-out Whist, Trumps (UK) or Diminishing Whist – game in which a player who wins no trick is eliminated. Other games called 'whist' Catch the Ten (also known as Scotch Whist) – two to eight players, 36 cards related to the Ace-Ten family. Danish Whist or Call-ace Whist. Combines several whist variants, including Solo Whist and the game Esmakker ("Ace Maker") in which the bidder chooses his partner by calling an ace, who becomes a blind partner, and only revealed by playing the partner ace. Is also often played with 2 or 3 jokers as automatic suit-breaking trump cards. McLeod records two types: one with fixed partnerships and one in which the partner is called by an Ace. Ladder Whist. A student game that is effectively the opposite of Knock-out Whist. Players start as 'dogs' with just one card each and win the game by achieving a hand of 7 cards). Progressive Whist or Compass Whist, is a competition format in which two players from each table move to the next table after a fixed number of games which are played to a fixed format e.g. with the designated trump suit changing each time. Whist drive A whist drive is a social event at which progressive games of whist are played across a number of tables which are numbered or ordered into a sequence. In it, the winning (or sometimes losing, dependent on the local custom) pair of a hand "progress" around the room, i.e. one person moves up the table sequence and one person moves down. On arriving at the new table, the next hand is played. By convention the pair who sits has shuffled and deals after the arriving pair has cut the pack. A progressive whist drive is normally 24 hands, with each hand being a different trump. Trumps normally follow the sequence: hearts, clubs, diamonds, spades. Sometimes a break for refreshments is taken after 12 hands. Literary references Three