Whist; or, Bumblepuppy? Thirteen Lectures Addressed to Children by John Petch Hewby

(8 User reviews)   1774
Hewby, John Petch, 1835-1896 Hewby, John Petch, 1835-1896
English
Ever wonder why a Victorian card game manual is still being reprinted today? 'Whist; or, Bumblepuppy?' is the strangest, most charming little book on my shelf. Forget dry rules—it’s a series of witty lectures pretending to teach children the card game Whist, but it’s really a hilarious takedown of bad players (the 'Bumblepuppies') and a surprisingly sharp guide to good sense and fair play. The mystery isn't in the plot—there isn't one—but in how a book about a forgotten game feels so fresh. It’s like your funniest, slightly grumpy uncle decided to write about cards and accidentally created a life manual. If you've ever been annoyed by someone who doesn't know the rules, or if you just love finding weird old books with big personalities, you need to meet Mr. Hewby. Trust me, it’s more fun than it sounds.
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Okay, let's get this straight: this is not a novel. There's no dashing hero or hidden treasure. John Petch Hewby's 1880s book is literally thirteen lectures on how to play the card game Whist properly. He frames them as talks for children, but the wink to the reader is obvious from page one.

The Story

The 'story' is the battle between good Whist and bad Whist. Hewby gives the bad version a name: Bumblepuppy. A Bumblepuppy player is selfish, ignores their partner, breaks the rules, and ruins the game for everyone. Through these lectures, Hewby patiently—and with growing, mock-serious outrage—explains not just the rules of the game, but the principles behind them: paying attention, cooperating, thinking ahead, and playing fair. He builds a case, point by point, for why being a good Whist player means being a considerate and intelligent person. The drama is in every exasperated example of a Bumblepuppy blunder.

Why You Should Read It

I picked this up as a curiosity and ended up dog-earing half the pages. Its magic is in the voice. Hewby is funny, clever, and his frustration is so relatable. Reading it, you realize he's not really talking about cards. He's talking about how to be in the world with other people. The lessons on partnership, foresight, and not being a selfish nuisance apply to work, family, and friendship. It's a etiquette guide disguised as a game manual, delivered with the dry wit of a British comic. I found myself laughing out loud at his descriptions of terrible players, then pausing to think, 'Wait, do I do that?'

Final Verdict

This is a perfect little book for anyone who loves social history, vintage humor, or just wonderfully odd books. It’s for the reader who enjoys a sharp, opinionated voice from the past and doesn't mind learning about a game they'll probably never play. If you like Mark Twain's cranky essays or the idea of a 19th-century 'How to Win Friends and Influence People' for the card table, you'll adore this. It’s a short, sparkling reminder that good rules—in games or in life—exist for a reason, and that ignoring them makes you a Bumblepuppy.

Robert Young
1 year ago

Very helpful, thanks.

Dorothy Thomas
2 months ago

Not bad at all.

Noah Garcia
1 year ago

Citation worthy content.

5
5 out of 5 (8 User reviews )

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