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Foster's Complete Hoyle

THE WHIST FAMILY. (continued 6)

Reading edition

We give the same table reduced to the American decimal system, in which form it is commonly found in the clubs. It may be remarked in passing that the table is very illogical and inconsistent, the payments bearing no relation to the probabilities of the events. Some of them provide for impossibilities, unless the player has miscalled the trump suit, and is held to it, but we have no authority to change them.

Tricks bid. Number of tricks bidder is “put in for.”

1 2 3 4 5 6 7 8 9 10 11 12 13

Five 10 20 30 40 50

Six 15 25 35 45 55 65

Seven 20 30 40 50 60 70 80

Eight 25 35 45 55 70 85 100 115

Nine 35 45 55 65 80 95 110 125 140

Ten 45 55 70 80 95 110 125 140 155 170

Eleven 70 80 95 110 125 140 155 170 185 200 220

Twelve 120 130 145 160 180 200 220 240 260 280 300 320

Thirteen 180 200 220 240 260 280 300 320 340 360 390 420 450

If a misère is bid, the caller wins from, or loses to each adversary according to the following table, there being no over-tricks:—

Little Misère, 20 white counters.

Grand Misère, 40 white counters.

Little Spread, 80 white counters.

Grand Spread, 160 white counters.

It may be observed that each of these is twice the amount of the next lower.

When misère partout is played, the person winning the largest number of tricks is the only loser, and he must pay each of the other players the difference between the number of his tricks and theirs in red counters. The number of red counters lost will always be found to be three times the number of tricks taken, minus the number of tricks not taken. For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct. For instance: A wins 6 tricks; Y 2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to Y; 1 to B; and 6 to Z.

If two players tie for the greatest number of tricks taken, they calculate their losses in the same manner; but each pays only half the total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2. The 7 red counters lost by A and Y being divided, shows a loss of 35 white counters for each of them. If three players take four tricks apiece, they each pay the fourth man a red counter.

WINNING THE POOL. Besides the white counters won and lost by the players individually, the successful caller takes the pool, provided he has made a bid of seven tricks or better, which is called a pool bid. Any lower bid does not entitle him to the pool, unless the other players compel him to play the hand out. In order to save the pool, it is usual for the adversaries, before playing to the second trick, to say: “I pay.” If all agree to pay, the bidder must accept the amount of his bid without any over-tricks, and the pool is not touched. If a player has made a pool bid, and the adversaries, before playing to the second trick, agree to pay, they cannot prevent the caller from taking the pool; but they save possible over-tricks. The agreement of the adversaries to pay must be unanimous.

Misère Partout does not touch the pool.

If the hand is played out, and the caller fails, he must double the pool, whether he has made a pool bid or not. If there is more than one pool, he must double the first one, which will of course contain the limit. This will simply have the effect of forming an additional pool to be played for.

When there are several pools on the table, a successful caller takes any of those that contain the limit. When there is only one pool on the table, he must be satisfied with its contents, however small.

At the end of the game, after the twelfth hand has been settled for, it is usual to divide the pool or pools equally among the players. But sometimes a grand is played without trumps, making a thirteenth hand, and the pool is given to the player winning the last trick.

METHODS OF CHEATING. There being no shuffling at Boston, and each player having the right to cut the pack, the greek must be very skilful who can secure himself any advantage by having the last cut, unless he has the courage to use wedges. But Boston is usually played for such high stakes that it naturally attracts those possessing a high degree of skill, and the system adopted is usually that of counting down. The greek will watch for a hand in which there is little changing of suits, and will note the manner of taking up the cards. The next hand does not interest him, as he is busy studying the location of the cards in the still pack. When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desired distribution of the suits shall come about. Even if he fails to secure an invincible hand for bidding on himself, he knows so nearly the contents of the other hands that he can bid them up, and afterwards play against them to great advantage.

It is unnecessary to say that if a greek can mark the cards, the game becomes a walkover, even if he can recollect only the hand on his left.

SUGGESTIONS FOR GOOD PLAY. Boston so closely resembles Solo Whist in such matters as bidding, and playing single-handed against three others, that the reader may be referred to that game for the outlines of the principles that should guide him in estimating the probable value of his hand, playing for tricks or for misères, and combining forces with his partners for the purpose of defeating the single player.

For laws, see Whist Family Laws.

BOSTON DE FONTAINEBLEAU.

This game is sometimes, but incorrectly, called French Boston. The latter will be described in its proper place.

CARDS. Boston de Fontainebleau is played with a full pack of fifty-two cards. Two packs are generally used. The cards rank as at Whist, both for cutting and playing.

MARKERS are not used, counters taking their place. These are usually of the colours and values, and are distributed among the players as already described in Boston.

STAKES. As a guide in settling upon the unit value, it may be noted that the largest amount possible to win or lose on a single hand is 2,400 white counters; the smallest amount being 30. The average is about 300.

THE POOL. In addition to the counters won or lost on each hand, a pool is formed by each dealer in his turn placing five counters in a small tray provided for the purpose. This pool may be increased by penalties, etc., and the whole amount may be won under certain conditions, as at Boston. There is no limit to the amount of a single pool.

PLAYERS. The number of players, methods of Cutting, Dealing, etc., are the same as those already described in connection with Boston, except that no trump is turned for first preference, the suits always having a determined rank; diamonds being first, hearts next, then clubs, and last spades. No-trump, or “grand,” outranks diamonds.

Twelve deals is a game; after which the players cut out if there are more than four belonging to the table, or if other candidates are waiting to play.

PENALTIES, for playing with more or less than the proper number of cards, etc., are the same as at Boston.

OBJECTS OF THE GAME. These are identical with Boston, but instead of doubling the pool, the player who is unsuccessful in his undertaking pays into the pool the same amount that he loses to each of the other players.

ANNOUNCEMENTS. The bids rank in the order following; beginning with the lowest. The full-faced type show the words used by the players in calling their bids. It will be noticed that the order is not the same as in Boston, and that an additional bid is introduced, called Piccolissimo.

To win 5 tricks, Boston.

To win Six Tricks.

To lose 12 tricks, after having discarded a card which is not to be shown; Little Misère.

To win Seven Tricks.

To win one trick, neither more nor less, after having discarded a card which is not to be shown, there being no trump suit; Piccolissimo.

To win Eight Tricks.

To lose every trick, no trump suit, Grand Misère.

To win Nine Tricks.

To lose 12 tricks, after having discarded a card which is not to be shown; the single player’s remaining twelve cards being exposed face up on the table, but not liable to be called; Little Spread.

To win Ten Tricks.

To lose every trick, no trump suit, the single player’s cards being exposed on the table, but not liable to be called; Grand Spread.

To win Eleven Tricks.

To win Twelve Tricks.

To win 13 tricks; Slam.

To win 13 tricks, the single player’s cards exposed face up on the table, but not liable to be called; Spread Slam.

The object of the bidder, if successful in securing the privilege of playing, is to win or lose the proposed number of tricks, against the combined efforts of his adversaries. Having once made a bid, he must play it unless he is over-called.

METHOD OF BIDDING. The eldest hand has the first say, and after examining his hand, and deciding on the bid most appropriate to it, if any, he makes his announcement. If his proposal is to win a certain number of tricks with a certain suit for trumps, he must name the suit, saying, “Eight Spades,” or “Seven Diamonds,” as the case may be. If he proposes to play without any trump suit, he announces, “Seven Grand,” or whatever the number may be. Such a bid over-calls one of the same number in diamonds. If the eldest hand has no proposal to make, he says, “I pass,” and the others in turn have an opportunity to bid. The bids outrank one another according to their order in the foregoing table, and the rank of the suits in which they are made. The players bid against one another, until all but one declare to pass, he then becomes the single player against the three others.

A player having once passed cannot come into the bidding again, even to call a misère. In this respect the game differs from Boston. A player is not compelled to bid the full value of his hand, but it is to his interest to do so, and he should make the full announcement the first time he bids, because if he has had a good hand for ten tricks, and begins with a bid of seven, he cannot increase his proposal unless some player bids over him.

PARTNERS. Before playing, the successful bidder may call for a partner if he chooses to do so. The player accepting him undertakes that the two together shall win three tricks more than the number bid. For instance: A has successfully bid seven in diamonds, and asks for a partner. If Y accepts him they make no change in their positions at the table, but play into each other’s hands, just as at Solo Whist, B and Z being partners against them. A and Y together must win ten tricks, with diamonds for trumps.

If no one makes a proposal of any sort, Misère Partout is played; there being no trump suit. The player or players taking the least number of tricks win or divide the pool. There are no other losses or gains in Misère Partout.

HONOURS. In any call in which there is a trump suit, the A K Q and J of trumps are honours, and may be counted by the successful bidder if he carries out his proposal. If the single player, or a caller and his partner have all four honours dealt them, they score as for four over-tricks; if three, as for two over-tricks. Honours do not count for the adversaries under any circumstances.

In bidding on a hand, it must be remembered that although honours will count as over-tricks in payments, they cannot be bid on. If a player has nine tricks and two by honours in his hand, he cannot bid eleven. If he bids nine and fails to make so many, he cannot count the honours at all. It is growing less and less the custom to count honours in America.

A player making a bid can be compelled to play it; but it is usual to allow him to pay instead of playing, if he proposes to do so, either because he has overbid his hand or for any other reason.

METHOD OF PLAYING. No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as in Whist. Tricks should be carefully stacked, there being the same penalties as in Boston for calling attention to the score. The methods of playing misères and spreads have already been described in connection with Boston. When piccolissimo is played, the moment the single player takes more than one trick the hands are thrown up, and the stakes paid.

REVOKES. The rules governing these and cards played in error, are the same as at Boston. In piccolissimo, the penalties are the same as in misère.

PAYMENTS. If the caller succeeds in winning the proposed number of tricks, he is paid by each of his adversaries according to the value of his bid, as shown in Table No. 1. Over-tricks if any, and honours, if played, are always paid at the uniform rate of five white counters each. If the caller fails, he must pay each adversary the amount he would have won if successful, with the addition of five white counters for every trick that he falls short of his proposal. For instance: He bids nine hearts, and wins six tricks only. He must pay each adversary 115 white counters.

TABLE No. 1.

No trump. The trump being Extra tricks.

♣♠ ♡ ♢

Boston, five tricks 10 20 30 5

Six tricks 30 40 50 5

Little misère 75

Seven tricks 50 60 70 5

Piccolissimo 100

Eight tricks 70 80 90 5

Grand misère 150

Nine tricks 90 100 110 5

Little spread 200

Ten tricks 110 120 130 5

Grand spread 250

Eleven tricks 130 140 150 5

Twelve tricks 150 160 170 5

Slam, thirteen tricks 400 450 500

Spread slam 600 700 800

TABLE No. 2.

In America, the last two items are usually reduced, and are given as follows:—

♣♠ ♡ ♢

Slam, thirteen tricks 250 300 350

Spread slam 350 400 450

Why a player should be paid more for spreads than for eleven or twelve tricks while the trick bid outranks the spreads, is difficult to understand; but we have no authority to change the tables.

Misère Partout wins nothing but the pool.

If partners play, it is usual for the losers to pay the adversaries on their right; or, if partners sit together, to pay the adversary sitting next.

THE POOL. Besides the white counters won and lost by the players individually, the successful player takes the pool. Successful partners divide it equally, regardless of the number of tricks bid or taken by each. If the partners fail, they must contribute to the pool an amount equal to that which they pay to one adversary. For instance: A calls seven diamonds, and asks for a partner. Y accepts him, and the pair win only nine tricks. Each pays 135 counters to the adversary sitting next him, and then they make up 135 more between them for the pool.

Asking for a partner is not a popular variation of the game, and is seldom resorted to unless the successful bid is very low, or has been made on a black suit.

If the adversaries of the caller declare to pay, before playing to the second trick, they can save nothing but possible over-tricks. The pool goes with every successful play.

If the single player is unsuccessful, he does not double the pool, as in Boston, but pays into it the same amount that he loses to each adversary, over-tricks and all; so that he really loses four times the amount shown in the table.

At the end of the game, or on the twelfth hand, if the caller does not succeed, he pays the pool as usual, and his adversaries then divide it amongst themselves.

The Suggestions for Good Play, etc., are given in connection with Solo Whist and need no further amplification for Boston de Fontainbleau.

The Laws vary so little from those used in the regular game of Boston that it is not necessary to give an additional code, either for Fontainbleau or for French Boston, which follows.

FRENCH BOSTON.

CARDS. French Boston is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing; except that the diamond Jack is always the best trump unless diamonds are turned up, in which case the heart Jack becomes the best trump, and the diamond Jack ranks next below the diamond Queen.

COUNTERS are used as in Boston, their value being a matter of agreement before play begins.

THE POOL is made up by the dealer’s contributing ten counters for the first eight rounds, and twenty for the last two. It is increased from time to time by penalties, and is won or lost by the players, just as in Boston. There is no limit to the pool. If any player objects to dividing it at the end of the game, it must be played for until some player wins it.

PLAYERS. The number of players, their arrangement at the table, etc., is precisely the same as at Boston.

CUTTING. Instead of cutting for the first deal, any one of the players takes a pack of cards, and gives thirteen to each player in succession, face up. The player to whom he gives the diamond Jack deals the first hand, and has the choice of seats and cards. The others sit as they please.

DEALING. The cards are shuffled before every deal. The player on the left of the dealer cuts, and cards are given first to the player on the dealer’s right, dealing from right to left. The cards may be dealt one at a time, or three at a time, or four at a time, always dealing the last round singly, and turning up the last card. A misdeal loses the deal. Other irregularities are governed by the same laws as in Boston.

The deal passes to the right, and the next dealer is indicated by the position of the tray containing the pool, which the dealer always passes to the player on his right, after putting in his ten or twenty counters.

Forty deals is a game; the first thirty-two of which are called “simples,” and the last eight “doubles.” In the doubles, all stakes and contributions to the pool are doubled. If anything remains in the pool at the end, it is divided equally, unless a player demands that it shall be played for until won. Such extra deals are simples.

RANK OF THE SUITS. The suit turned on the first deal is called “belle” for that game. The suit turned on each succeeding deal is called “petite.” If belle turns up again, there is no petite for that deal. The suits are not first and second preference, as in Boston, but are used only to determine the value of the payments, and to settle which suits partners must name for trumps. The rank of the suits is permanent, as in Boston de Fontainbleau, but the order is, hearts, diamonds, clubs, and spades; hearts being highest. In France, the suits rank in this order in Boston de Fontainbleau, but in America diamonds outrank hearts.

OBJECTS OF THE GAME. Each player in turn has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trump suit. If he proposes to play alone, he may select any suit for trumps; but if he takes a partner the trump suit must be belle or petite. The announcements outrank each other in certain order, and the player making the highest must be allowed to play. If he succeeds in his undertaking, he wins the pool, and is also paid a certain number of counters by each of his adversaries. If he fails, he must double the pool, and pay each of his adversaries. The table of payments will be given later.

ANNOUNCEMENTS. The proposals rank in the order following, beginning with the lowest. The French terms are given in italics:—

Five tricks; or eight with a partner, in petite. Simple in petite.

Five tricks; or eight with a partner, in belle. Simple in belle.

Six tricks solo, in any suit. Petite independence.

Little misère. Petite misère.

Eight tricks solo in any suit. Grand independence.

Grand misère. Grand misère, or misère sans ecart.

Misère with four aces. Misère des quatre as.

Nine tricks in any suit. Neuf.

Nine tricks in petite. Neuf en petite.

Nine tricks in belle. Neuf en belle.

Little spread. Petite misère sur table.

Grand spread. Grand misère sur table.

METHOD OF BIDDING. The player to the right of the dealer has the first say. If he proposes to take a partner as in Solo Whist, he says, “Je demande,” at the same time placing one of his cards face downward on the table. This card must not be shown or named, but must be of the suit which he proposes to make the trump. He is not allowed to announce the suit, so that any player accepting him as a partner does so in ignorance as to whether he will play in belle or in petite. If the demand is accepted, the proposer and his partner make no change in their positions at the table, but must make eight tricks, just as in Solo Whist.

If a player cannot propose, he says: “Je passe,” and each of the others in turn from right to left have the opportunity to make a proposal. When any player proposes, any player in turn after him may accept, although such a one may have already passed. If the fourth player proposes, the three others having passed, and no one will accept him he is bound to play solo against three such weak adversaries, and must make five tricks, either in belle or in petite. He is not allowed to play in a plain suit if he has made a simple “demand.”

The only solo bids allowed are those for six, eight, or nine tricks, which outrank one another. A player cannot bid seven to over-call six; he must go to eight; and a player cannot bid five tricks without a partner, although, as we have just seen, he may be forced to play in that manner.

When six, eight, or nine tricks are bid, the suits outrank one another for equal numbers of tricks; but as the suit called need not be the bidder’s true intention, nor the same as the card laid on the table, the proposer must be careful that his play will be as good as his bid. For instance: He intends nine tricks in spades, but proposes eight in diamonds. He cannot bid nine in diamonds, for that would be a better bid than he intends to play; but the ruse may succeed in inducing a player not to bid against him, hoping diamonds is the true suit. It is a common artifice to bid the true suit, because few will believe it to be such.

If clubs are belle, and diamonds petite, and a player who “demands” is over-called by a demand in belle, or a call of six tricks, the first caller cannot advance his bid to six tricks except in the suit which he has already laid on the table; but he may accept the player over-calling him, instead of bidding against him. After a player has once accepted or passed, he cannot bid misère.

If no one makes a proposition of any kind, the hands are thrown up; the next dealer contributes to the pool, and a fresh hand is dealt.

METHOD OF PLAYING. As in Boston, the eldest hand has the first lead, and the others must follow suit if they can, except in the misère des quatre as. When this is played, the bidder may renounce at pleasure for the first ten tricks.

GATHERING TRICKS. When a partnership is formed, each gathers the tricks he takes. If the partnership loses, the one who has not his complement of tricks must pay the adversaries and double the pool. If the demander has not five, and the acceptor has three, the demander pays. If the proposer has five, and the acceptor has not three, the acceptor pays; but they both win if they have eight tricks between them, no matter in what proportion. If neither has taken his proper share, they must both pay. When they are successful, they divide the pool.

SLAMS. If a player has demanded, and not been accepted, and has been forced to play alone for five tricks, but wins eight, it is called a slam. But as he did not wish to play alone, his only payment, besides the pool, is 24 counters from each player if he played in petite; 48 if in belle; double those amounts if the deal was one of the last eight in the game.

If two partners make a slam, thirteen tricks, they take the pool, and receive from each adversary 24 counters if they played in petite; 48 if in belle; double if in one of the last eight hands in the game.

EXPOSED CARDS. The laws governing these are almost identical with those in Boston, with the additional rule that a player allowing a card to fall upon the table face up before play begins, can be forced to play independence in that suit.

REVOKES. The individual player who is detected in a revoke must double the pool, and pay both adversaries.

PAYMENTS. Payments are made according to the table. The player holding diamond Jack receives two counters from each of the other players in a simple; four in a double; except in misères, in which the card has no value.

Misères are paid for according to the trump turned in the deal in which they are played. If a heart is turned, and little misère is played, the payment is 64 counters to or from each player. If a spade was turned, the payment would be 16 only.

Three honours between partners count as three: four as four. Being all in one hand does not increase their value.

The Bid. ♠ ♣ ♢ ♡

Five tricks alone, or partners’ 8 4 8 12 16

Three honours 3 6 9 12

Four honours 4 8 12 16

Each extra trick 1 2 3 4

Six tricks, or petite independence 6 12 18 24

Three honours 4 8 12 16

Four honours 6 12 18 24

Each extra trick 2 4 6 8

Eight tricks, or grand independence 8 16 24 32

Three honours 6 12 18 24

Four honours 8 16 24 32

Each extra trick 4 8 12 16

Petite misère 16 32 48 64

Grand misère 32 64 96 128

Misère de quatre as 32 64 96 128

Misère sur table 64 128 192 256

Slam à deux (partners) 50 100 150 200

Slam seul (alone) 100 200 300 400

Slam sur table 200 400 600 800

RUSSIAN BOSTON.

This is a variation of Boston de Fontainbleau. A player holding carte blanche declares it before playing, and receives ten counters from each of the other players. Carte blanche is the same thing as chicane in Bridge, no trump in the hand. But in Bridge the player is penalized for announcing it until after the hand is played.

The order of the suits is the same as in American Boston de Fontainbleau: diamonds, hearts, clubs, and spades.

When a player bids six, seven, or eight tricks, he is supposed to be still willing to take a partner, unless he specifies solo. When a partner accepts him, the combination must make four tricks more than the original proposal.

Four honours are paid for as four over-tricks; three honours as two over-tricks.

Piccolissimo is played, and comes between the bids of seven and eight tricks.

GERMAN WHIST.

CARDS. German Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing.

PLAYERS. Two persons play. They cut for the first deal, and the choice of seats.

DEALING. The dealer presents the pack to his adversary to be cut, and then gives thirteen cards to each player, one at a time, turning up the twenty-seventh card for the trump, and laying it on the talon, or remainder of the pack.

PLAYING. The non-dealer begins by leading any card he pleases, and his adversary must follow suit if he can. The winner of the first trick takes the trump card into his hand, and his adversary takes the card immediately under it, but without showing or naming it. Each player thus restores the number of cards in his hand to thirteen. The card which is now on the top of the talon is turned up, and the winner of the next trick must take it, his adversary taking the one under it, as before, and turning up the next. In this manner it will be seen that the winner of each trick must always get a card which is known to his adversary, while the loser of the trick gets one which remains unknown.

When the talon is exhausted, the thirteen cards in each hand should be known to both players if they have been observant, and the end game becomes a problem in double dummy.

STAKES. The game is usually played for so much a point, the player having won the majority of the tricks receiving the difference between the number of his tricks and those of his adversary. Each game is complete in one hand.

In many respects the game resembles single-handed Hearts, except that in Hearts none of the cards drawn are shown.

CHINESE WHIST.

CARDS. Chinese Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing.

MARKERS. Ordinary whist markers are used for scoring the points.

PLAYERS. Two, three or four persons can play Chinese Whist. When three play, the spade deuce is thrown out of the pack. Partners and deal are cut for from an outspread pack, as at Whist.

POSITION OF THE PLAYERS. When four play, the partners sit opposite each other. When three play, the one cutting the lowest card chooses his seat, and dictates the positions of the two other players.

DEALING. When four play, the pack is shuffled and cut as at Whist. The dealer then gives six cards to each player, one at a time, beginning on his left. These six cards are then spread face down on the table in front of the players to whom they have been dealt, but without being looked at. Six more are then dealt to each, one at a time, and these are turned face up, and sorted into suits. They are then laid face up on the top of the six cards which are lying on the table face down, so as to cover them. The last four cards are then dealt, one to each player. These last are retained in the hand, and must not be shown or named; they are usually called the “down cards.”

MAKING THE TRUMP. After examining the cards exposed on the table, and the down card in his own hand, the dealer has the privilege of naming any suit he pleases for trumps. No consultation with partner is allowed.

METHOD OF PLAYING. The player to the left of the dealer begins by leading any one of his exposed cards, and the others must follow suit if they can; either with one of their exposed cards, or with their down cards. A player having none of the suit led may either discard or trump. The highest card played of the suit led wins the trick, and trumps win all other suits. The side winning the trick takes it in and arranges it just as at Whist. Before leading for the next trick all cards which have been uncovered are turned face up. If any person has played his down card he will have no card to turn up, none having been uncovered. The cards cannot under any circumstances be shifted from their original positions. If a player has five cards face up, covering five cards face down, he cannot shift one of the exposed cards to the empty sixth place, and uncover another card. All covering cards must be got rid of in the course of play.

PENALTIES for revokes, cards led out of turn, etc., are the same as at Whist.

OBJECTS OF THE GAME. As in Whist, the object is to win tricks, all above six counting one point toward game. Five, seven, or ten points may be made the game, at the option of the players, but ten is the usual number. Honours are not counted except by agreement.

STAKES. It is usual to play for so much a point or a game. If points are played, the loser’s score must be deducted from the winner’s, and the difference is the value of the game won.

WHEN THREE PLAY, eight cards are dealt to each person, and arranged face down; then eight more, arranged face up, and then one to each for down cards. There are no partnerships; each plays for himself against the others.

WHEN TWO PLAY, twelve cards are dealt to each player, and arranged face down; then twelve more, arranged face up, and then two down cards to each. It is usual to deal all the cards two at a time.

SUGGESTIONS FOR GOOD PLAY. Chinese Whist very closely resembles Dummy, and the chief element of success is the skilful use of tenace. Memory also plays an important part, it being especially necessary to remember what cards are still unplayed in each suit. While the down cards are held a player cannot be sure of taking a trick by leading a card higher than any his adversary has exposed, because one of the down cards may be better. If a player is short of trumps, but has as many and better than those of his adversary, it is often good play to lead and draw the weaker trumps before the adversary turns up higher ones to protect them. For instance: one player may have 10 8, and his adversary the 9 alone. If the 10 is led the 9 will probably be caught, unless one of the adverse down cards is better. If the 10 is not led the adversary may turn up an honour, and will then have major tenace over the 10 and 8.

The end game always offers some interesting problems for solution by the expert in tenace position, and in placing the lead.

WHIST FAMILY LAWS.

While the code of laws drawn up by the American Whist League, and finally approved and adopted at the Third Congress, [in Chicago, June 20th to 24th, 1893,] refers exclusively to the parent game of Whist, its general provisions equally apply to all members of the whist family of games. The author believes it will save much repetition and confusion to interlineate the exceptions which are necessary in order to cover the special features of such important variations as Boston, Cayenne, and Solo Whist. Where no exceptions are made, the law applies equally to these games and to Whist. The unnumbered paragraphs show the inserted laws.

It is a common practice for the framers of laws to insert rules which are simply descriptive of the manner of play. The author believes in adhering to the proper definition of a law, which is a rule carrying with it some penalty for its infraction, or defining the rights of individual players. Such a statement as that the Dummy player may not overlook his adversary’s hand is not a law, because there is no penalty if he does so.

The author is not responsible for the peculiar grammar employed in both the American and English Laws.

THE GAME.

1. A game consists of seven points, each trick above six counting one. The value of the game is determined by deducting the losers’ score from seven.

In Boston, the game is finished in twelve deals.

In Cayenne, a game consists of ten points, each trick above six counting towards game according to the table of values. Honours and Slams also count towards game. Every hand must be played out, and all points made in excess of the ten required to win the game are counted on the next game; so that it is possible to win two or three games in one hand. In Nullo, every trick over the book is counted by the adversaries. Players cannot count out by honours alone; they must win the odd trick or stop at the score of nine. If one side goes out by cards, the other cannot score honours. The rubber is won by the side that first wins four games of ten points each. The value of the rubber is determined by adding 8 points to the winners’ score for tricks, honours, and slams, and then deducting the score of the losers.

In Solo Whist, the game is complete in one deal, and the value of it is determined by the player’s success or failure in his undertaking, and must be settled for at the end of the hand, according to the table of payments.

FORMING THE TABLE.

2. Those first in the room have the preference. If, by reason of two or more arriving at the same time, more than four assemble, the preference among the last comers is determined by cutting, a lower cut giving the preference over all cutting higher. A complete table consists of six; the four having the preference play. Partners are determined by cutting; the highest two play against the lowest two; the lowest deals and has the choice of seats and cards.

In Boston and in Solo Whist, a table is complete with four players. In cutting for positions at the table, the lowest has the choice of seats and cards, and the two highest sit opposite each other.

3. If two players cut intermediate cards of equal value, they cut again; the lower of the new cut plays with the original lowest.

4. If three players cut cards of equal value, they cut again. If the fourth has cut the highest card, the two lowest of the new cut are partners, and the lowest deals. If the fourth has cut the lowest card, he deals, and the two highest of the new cut are partners.

5. At the end of a game, if there are more than four belonging to the table, a sufficient number of the players retire to admit those awaiting their turn to play. In determining which players remain in, those who have played a less number of consecutive games have the preference over all who have played a greater number; between two or more who have played an equal number, the preference is determined by cutting, a lower cut giving the preference over all cutting higher.

In Boston, Cayenne, and Solo Whist, at the end of a game a new table must be formed, those already in having no preference over fresh candidates.

6. To entitle one to enter a table, he must declare his intention to do so before any one of the players has cut for the purpose of commencing a new game or of cutting out.

In Boston, Cayenne, and Solo Whist, this rule does not apply.

CUTTING.

7. In cutting, the ace is the lowest card. All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing cards from the outspread pack may be resorted to in place of cutting.

SHUFFLING.

8. Before every deal, the cards must be shuffled. When two packs are used, the dealer’s partner must collect and shuffle the cards for the ensuing deal and place them at his right hand. In all cases the dealer may shuffle last.

In Boston and in Cayenne, two packs must be used; and in Boston there must be no shuffling of either pack after the first deal.

9. A pack must not be shuffled during the play of a hand, nor so as to expose the face of any card.

CUTTING TO THE DEALER.

10. The dealer must present the pack to his right hand adversary to be cut; the adversary must take a portion from the top of the pack and place it toward the dealer; at least four cards must be left in each packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other.

11. If, in cutting or reuniting the separate packets, a card is exposed, the pack must be reshuffled by the dealer, and cut again; if there is any confusion of the cards, or doubt as to the place where the pack was separated, there must be a new cut.

In Boston, the pack must be cut again; but not shuffled.

12. If the dealer reshuffles the pack after it has been properly cut, he loses his deal.

In Boston, Cayenne, and Solo Whist, the misdealer must deal again.

DEALING.

13. When the pack has been properly cut and reunited, the dealer must distribute the cards, one at a time, to each player in regular rotation, beginning at his left. The last, which is the trump card, must be turned up before the dealer. At the end of the hand, or when the deal is lost, the deal passes to the player next to the dealer on his left, and so on to each in turn.

In Solo Whist, the cards are distributed three at a time until only four remain in the pack. These are dealt one at a time, and the last turned up for trump.

In Boston and in Cayenne, the cards are dealt four at a time for two rounds, and then five at a time. No trump is turned. After the cards have been dealt the player opposite the dealer presents the still pack to be cut by the player on the dealer’s left, and the top card of the portion left on the table is turned up.

In Boston, Cayenne, or Solo Whist, the deal is never lost. The same dealer deals again with the same pack.

14. There must be a new deal by the same dealer:—

I. If any card except the last is faced in the pack.

II. If, during the deal or during the play of the hand, the pack is proved incorrect or imperfect; but any prior score made with that pack shall stand.

15. If, during the deal, a card is exposed, the side not in fault may demand a new deal, provided neither of that side has touched a card. If a new deal does not take place, the exposed card is not liable to be called.

16. Any one dealing out of turn, or with his adversaries’ pack, may be stopped before the trump card is turned, after which the deal is valid, and the packs, if changed, so remain.

In Boston and Cayenne, the dealer must be stopped before the last card is dealt.

MISDEALING.

17. It is a misdeal:—

I. If the dealer omits to have the pack cut, and his adversaries discover the error before the trump card is turned, and before looking at any of their cards.

II. If he deals a card incorrectly, and fails to correct the error before dealing another.

III. If he counts the cards on the table or in the remainder of the pack.

IV. If, having a perfect pack, he does not deal to each player the proper number of cards, and the error is discovered before all have played to the first trick.

V. If he looks at the trump card before the deal is completed.

VI. If he places the trump card face downward upon his own or any other player’s cards.

A misdeal loses the deal, unless, during the deal, either of the adversaries touches a card or in any other manner interrupts the dealer.

In Boston, Cayenne, and Solo Whist, the misdealer deals again with the same cards. In Boston he forfeits a red counter to the pool for his error.

THE TRUMP CARD.

18. The dealer must leave the trump card face upward on the table until it is his turn to play to the first trick; if it is left on the table until after the second trick has been turned and quitted, it is liable to be called. After it has been lawfully taken up, it must not be named, and any player naming it is liable to have his highest or his lowest trump called by either adversary. A player may, however, ask what the trump suit is.

This law does not apply to Boston, or Cayenne.

In Boston and in Cayenne, no trump is turned, but a card is cut from the still pack to determine the rank of the suits. See Law 13.

In Cayenne, the trump suit must be named by the dealer or his partner after they have examined their cards. The dealer has the first say, and he may select any of the four suits, or he may announce “grand,” playing for the tricks without any trump suit. In Cayenne, he may announce “nullo,” playing to take as few tricks as possible, there being no trump suit. If the dealer makes his choice, his partner must abide by it; but if the dealer has not a hand to justify him in deciding, he may leave the choice to his partner, who must decide. A declaration once made cannot be changed.

IRREGULARITIES IN THE HANDS.

19. If, at any time after all have played to the first trick, the pack being perfect, a player is found to have either more or less than his correct number of cards and his adversaries have their right number, the latter, upon the discovery of such surplus or deficiency, may consult and shall have the choice:—

I. To have a new deal; or

II. To have the hand played out, in which case the surplus or missing card or cards are not taken into account.

If either of the adversaries also has more or less than his correct number, there must be a new deal.

If any player has a surplus card by reason of an omission to play to a trick, his adversaries can exercise the foregoing privilege only after he has played to the trick following the one in which such omission occurred.

In Boston, if at any time it is discovered that a player opposed to the bidder has less than his proper number of cards, whether through the fault of the dealer, or through having played more than one card to a trick, he and his partners must each pay the bidder for his bid and all over-tricks. If the bidder has less than his proper number of cards, he is put in for one trick at least, and his adversaries may demand the hand to be played out to put him in for over-tricks. In Misère Partout, any player having less than his proper number of cards forfeits five red counters to each of the other players, and the hands are abandoned. If any player has more than the proper number of cards, it is a misdeal, and the misdealer deals again, after forfeiting one red counter to the pool.

In Solo Whist, the deal stands good. Should the player with the incorrect number of cards be the caller or his partner, the hand must be played out. Should the caller make good his proposition, he neither receives nor pays on that hand. If he fails, he must pay. Should the player with the defective hand be the adversary of the caller, he and his partners must pay the stakes on that hand, which may then be abandoned. Should two players have an incorrect number of cards, one of them being the caller, there must be a new deal.

CARDS LIABLE TO BE CALLED.

20. The following cards are liable to be called by either adversary:—

I. Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn.

II. Every card thrown with the one led or played to the current trick. The player must indicate the one led or played.

III. Every card so held by a player that his partner sees any portion of its face.

IV. All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it.

V. Every card named by the player holding it.

In Boston and Solo Whist there are no penalties for cards exposed by the single player, because he has no partner to take advantage of the information.

21. All cards liable to be called must be placed and left face upwards on the table. A player must lead or play them when called, provided he can do so without revoking. The call may be repeated at each trick until the card is played. A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play, no penalty remains.

In Boston and in Solo Whist, if the exposed card is a trump, the owner may be called upon by his adversary not to use it for ruffing. If the suit of the exposed card is led, whether trump or not, the adversary may demand that the card be played or not played; or that the highest or lowest of the suit be played. If the owner of the exposed card has no other of the suit, the penalty is paid.

Penalties must be exacted by players in their proper turn, or the right to exact them is lost. For instance: In Solo Whist, A is the proposer, B the acceptor, and B has an exposed card in front of him. When Y plays he should say whether or not he wishes to call the exposed card. If he says nothing, B must await Z’s decision.

22. If a player leads a card better than any his adversaries hold of the suit, and then leads one or more other cards without waiting for his partner to play, the latter may be called upon by either adversary to take the first trick, and the other cards thus improperly played are liable to be called; it makes no difference whether he plays them one after the other, or throws them all on the table together, after the first card is played, the others are liable to be called.

23. A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called.

LEADING OUT OF TURN.

24. If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called.

If a player, so called on to lead a suit, has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called and must be taken back.

In Boston, if the adversary of the bidder leads out of turn, and the bidder has not played to the trick, the latter may call a suit from the player whose proper turn it is to lead; or, if it is the bidder’s own lead, he may call a suit when next the adversaries obtain the lead; or he may claim the card played in error as an exposed card. If the bidder has played to the trick the error cannot be rectified. Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected.

In Misères, a lead out of turn by the bidder’s adversary immediately loses the game, but there is no penalty for leading out of turn in Misère Partout.

PLAYING OUT OF TURN.

25. If the third hand plays before the second, the fourth hand also may play before the second.

26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick.

In Boston, and in Solo Whist, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners.

ABANDONED HANDS.

27. If all four players throw their cards on the table, face upwards, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established, provided that, if a revoke is discovered, the revoke penalty attaches.

In Solo Whist, should the bidder abandon his hand, he and his partner, if any, must pay the stakes and settle for all over-tricks as if they had lost all the remaining tricks. If a player, not the bidder, abandons his hand, his partner or partners may demand the hand to be played out with the abandoned hand exposed, and liable to be called by the adversary. If they defeat the call they win nothing, but the player who abandoned his hand must pay the caller just as if he had been successful. If the partner or partners of the exposed hand lose, they must pay their share of the losses.

REVOKING.

28. A revoke is a renounce in error, not corrected in time. A player renounces in error, when, holding one or more cards of the suit led, he plays a card of a different suit.

A renounce in error may be corrected by the player making it, before the trick in which it occurs has been turned and quitted, unless either he or his partner, whether in his right turn or otherwise, has led or played to the following trick.

29. If a player corrects his mistake in time to save a revoke, the card improperly played by him is liable to be called; any player or players, who have played after him, may withdraw their cards and substitute others; the cards so withdrawn are not liable to be called.

In Boston, if the bidder revokes and corrects himself in time, there is no penalty unless an adversary has played after him, in which case the bidder’s card may be claimed as exposed. The player who followed him may then amend his play. If a player opposed to the bidder discovers and corrects a revoke made by himself or any of his partners, the bidder may either claim the card played in error as exposed, or may call on the revoking player for his highest or lowest of the suit led.

30. The penalty for revoking is the transfer of two tricks from the revoking side to their adversaries; it can be enforced for as many revokes as occur during the hand. The revoking side cannot win the game in that hand; if both sides revoke, neither can win the game in that hand.

In Cayenne and Solo Whist, as a penalty for a revoke, the adversaries of the revoking player may take from him three tricks; or may deduct the value of three tricks from his score; or may add the value of three tricks to their own score. The revoking players cannot score slams or game that hand. All slams must be made independently of the revoke penalty.

In Boston, the penalty for a revoke on the part of the bidder is that he is put in for one trick, and must pay four red counters into the next pool. Should an adversary of the bidder revoke, he must pay four red counters into the next pool, and he and his partners must pay the bidder as if he had been successful. On the discovery of a revoke in Boston the hands are usually abandoned; but the cards should be shown to the table, in order that each player may be satisfied that no other revoke has been made. A player revoking in Misère Partout pays five red counters to each of his adversaries and the hands are then abandoned.

31. The revoking player and his partner may require the hand in which the revoke has been made, to be played out, and score all points made by them up to the score of six.

In Boston, the hands are abandoned after the revoke is claimed and proved.

In Cayenne, the revoking players must stop at nine.

In Solo Whist, the revoking players must pay all the red counters involved in the call, whether they win or lose, but they may play the hand out to save over-tricks. If the caller or his partner revokes they must jointly pay the losses involved; but if an adversary of the caller revokes, he must individually pay the entire loss unless he can show that the callers would have won in spite of the revoke. Should he be able to do this, his partners must stand their share of the losses, but the revoking player must individually pay for the three tricks taken as the revoke penalty. If the single player revokes, either on solo or abundance, he loses the red counters involved in any case, but may play the hand out to save over-tricks. If the single player in a misère or a slam revokes, the hand is abandoned and he must pay the stakes. If an adversary of a misère or a slam revokes, he must individually pay the whole stakes.

32. At the end of a hand, the claimants of a revoke may search all the tricks. If the cards have been mixed, the claim may be urged and proved, if possible; but no proof is necessary and the revoke is established, if, after it has been claimed, the accused player or his partner mixes the cards before they have been examined to the satisfaction of the adversaries.

33. The revoke can be claimed at any time before the cards have been presented and cut for the following deal, but not thereafter.

MISCELLANEOUS.

34. Any one, during the play of a trick and before the cards have been touched for the purpose of gathering them together, may demand that the players draw their cards.

35. If any one, prior to his partner playing, calls attention in any manner to the trick or to the score, the adversary last to play to the trick may require the offender’s partner to play his highest or lowest of the suit led or, if he has none, to trump or not to trump the trick.

36. If any player says “I can win the rest,” “The rest are ours,” “We have the game,” or words to that effect, his partner’s cards must be laid upon the table and are liable to be called.

37. When a trick has been turned and quitted, it must not again be seen until after the hand has been played. A violation of this law subjects the offender’s side to the same penalty as in case of a lead out of turn.

In Boston, Cayenne, and Solo Whist, it is still the custom to permit looking at the last trick, except in Misères. The penalty in a misère game is the same as for a lead out of turn.

38. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked.

39. In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced.

The following rules belong to the established code of Whist Etiquette. They are formulated with a view to discourage and repress certain improprieties of conduct, therein pointed out, which are not reached by the laws. The courtesy which marks the intercourse of gentlemen will regulate other more obvious cases.

1. No conversation should be indulged in during the play, except such as is allowed by the laws of the game.

2. No player should in any manner whatsoever give any intimation as to the state of his hand or of the game, or of approval or disapproval of a play.

3. No player should lead until the preceding trick is turned and quitted.

4. No player should, after having led a winning card, draw a card from his hand for another lead until his partner has played to the current trick.

5. No player should play a card in any manner so as to call particular attention to it, nor should he demand that the cards be placed in order to attract the attention of his partner.

6. No player should purposely incur a penalty because he is willing to pay it, nor should he make a second revoke in order to conceal one previously made.

7. No player should take advantage of information imparted by his partner through a breach of etiquette.

8. No player should object to referring a disputed question of fact to a bystander who professes himself uninterested in the result of the game, and able to decide the question.

9. Bystanders should not in any manner call attention to, or give any intimation concerning the play or the state of the game, during the play of a hand. They should not look over the hand of a player without his permission; nor should they walk round the table to look at the different hands.

ERRONEOUS SCORES.

Any error in the trick score may be corrected before the last card has been dealt in the following deal; or if the error occurs in the last hand of a game or rubber, it may be corrected before the score is agreed to. Errors in other scores may be corrected at any time before the final score of the game or rubber is agreed to.

BIDDING.

In Boston, or Solo Whist, any player making a bid must stand by it, and either play or pay. Should he make a bid in error and correct himself, he must stand by the first bid unless he is over-called, when he may either amend his bid or pass.

ENGLISH WHIST LAWS.

THE RUBBER.

1. The rubber is the best of three games. If the first two games are won by the same players, the third game is not played.

SCORING.

2. A game consists of five points. Each trick, above six, counts one point.

3. Honours, i.e., Ace, King, Queen, and Knave of trumps, are thus reckoned:

If a player and his partner, either separately or conjointly, hold—

I. The four honours, they score four points.

II. Any three honours, they score two points.

III. Only two honours, they do not score.

4. Those players who, at the commencement of a deal, are at the score of four, cannot score honours.

5. The penalty for a revoke (see Law 72) takes precedence of all other scores. Tricks score next. Honours last.

6. Honours, unless claimed before the trump card of the following deal is turned up, cannot be scored.

7. To score honours is not sufficient; they must be called at the end of the hand; if so called, they may be scored at any time during the game.

8. The winners gain—

I. A treble, or game of three points, when their adversaries have not scored.

II. A double, or game of two points, when their adversaries have scored less than three.

III. A single, or game of one point, when their adversaries have scored three or four.

9. The winners of the rubber gain two points (commonly called the rubber points), in addition to the value of their games.

10. Should the rubber have consisted of three games, the value of the losers’ game is deducted from the gross number of points gained by their opponents.

11. If an erroneous score be proved, such mistake can be corrected prior to the conclusion of the game in which it occurred, and such game is not concluded until the trump card of the following deal has been turned up.

12. If an erroneous score, affecting the amount of the rubber, be proved, such mistake can be rectified at any time during the rubber.

CUTTING.

13. The Ace is the lowest card.

14. In all cases, every one must cut from the same pack.

15. Should a player expose more than one card, he must cut again.

FORMATION OF TABLE.

16. If there are more than four candidates, the players are selected by cutting; those first in the room having the preference. The four who cut the lowest cards play first, and cut again to decide on partners; the two lowest play against the two highest; the lowest is the dealer, who has choice of cards and seats, and, having once made his selection, must abide by it.

17. When there are more than six candidates, those who cut the two next lowest cards belong to the table, which is complete with six players; on the retirement of one of those six players, the candidate who cut the next lowest card has a prior right to any aftercomer to enter the table.

CUTTING CARDS OF EQUAL VALUE.

18. Two players cutting cards of equal value, unless such cards are the two highest, cut again; should they be the two lowest, a fresh cut is necessary to decide which of those two deals.

19. Three players cutting cards of equal value cut again; should the fourth (or remaining) card be the highest, the two lowest of the new cut are partners, the lower of those two the dealer; should the fourth card be the lowest, the two highest are partners, the original lowest the dealer.

CUTTING OUT.

20. At the end of a rubber, should admission be claimed by any one, or by two candidates, he who has, or they who have, played a greater number of consecutive rubbers than the others is, or are, out; but when all have played the same number, they must cut to decide upon the outgoers; the highest are out.

ENTRY AND RE-ENTRY.

21. A candidate wishing to enter a table must declare such intention prior to any of the players having cut a card, either for the purpose of commencing a fresh rubber or of cutting out.

22. In the formation of fresh tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry; the others decide their right of admission by cutting.

23. Any one quitting a table prior to the conclusion of a rubber may, with consent of the other three players, appoint a substitute in his absence during that rubber.

24. A player cutting into one table, whilst belonging to another, loses his right of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate.

25. If any one break up a table, the remaining players have the prior right to him of entry into any other, and should there not be sufficient vacancies at such other table to admit all those candidates, they settle their precedence by cutting.

SHUFFLING

26. The pack must neither be shuffled below the table nor so that the face of any card be seen.

27. The pack must not be shuffled during the play of the hand.

28. A pack, having been played with, must neither be shuffled by dealing it into packets, nor across the table.

29. Each player has a right to shuffle, once only, except as provided by Rule 32, prior to a deal, after a false cut [see Law 34], or when a new deal [see Law 37] has occurred.

30. The dealer’s partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack.

31. Each player after shuffling must place the cards properly collected, and face downwards, to the left of the player about to deal.

32. The dealer has always the right to shuffle last; but should a card or cards be seen during his shuffling, or whilst giving the pack to be cut, he may be compelled to reshuffle.

THE DEAL.

33. Each player deals in his turn; the right of dealing goes to the left.

34. The player on the dealer’s right cuts the pack, and, in dividing it, must not leave fewer than four cards in either packet; if in cutting, or in replacing one of the two packets on the other, a card be exposed, or if there be any confusion of the cards, or a doubt as to the exact place in which the pack was divided, there must be a fresh cut.

35. When a player, whose duty it is to cut, has once separated the pack, he cannot alter his intention; he can neither reshuffle nor recut the cards.

36. When the pack is cut, should the dealer shuffle the cards, he loses his deal.

A NEW DEAL.

37. There must be a new deal—

I. If during a deal, or during the play of a hand, the pack be proved incorrect or imperfect.

II. If any card, excepting the last, be faced in the pack.

38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal; a card exposed by either adversary gives that claim to the dealer, provided that his partner has not touched a card; if a new deal does not take place, the exposed card cannot be called.

39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their privilege of claiming a new deal, should chance give them such option.

40. If, in dealing, one of the last cards be exposed, and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege.

41. If a player, whilst dealing, look at the trump card, his adversaries have a right to see it, and may exact a new deal.

42. If a player take into the hand dealt to him a card belonging to the other pack, the adversaries, on discovery of the error, may decide whether they will have a fresh deal or not.

A MISDEAL.

43. A misdeal loses the deal.

44. It is a misdeal—

I. Unless the cards are dealt into four packets, one at a time in regular rotation, beginning with the player to the dealer’s left.

II. Should the dealer place the last (i.e., the trump) card, face downwards, on his own, or any other pack.

III. Should the trump card not come in its regular order to the dealer; but he does not lose his deal if the pack be proved imperfect.

IV. Should a player have fourteen cards, and either of the other three less than thirteen.

V. Should the dealer, under an impression that he has made a mistake, either count the cards on the table or the remainder of the pack.

VI. Should the dealer deal two cards at once, or two cards to the same hand, and then deal a third; but if, prior to dealing that third card, the dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second paragraph of this Law.

VII. Should the dealer omit to have the pack cut to him, and the adversaries discover the error, prior to the trump card being turned up, and before looking at their cards, but not after having done so.

45. A misdeal does not lose the deal if, during the dealing, either of the adversaries touch the cards prior to the dealer’s partner having done so; but should the latter have first interfered with the cards, notwithstanding either or both of the adversaries have subsequently done the same, the deal is lost.

46. Should three players have their right number of cards—the fourth have less than thirteen, and not discover such deficiency until he has played any of his cards, the deal stands good; should he have played, he is as answerable for any revoke he may have made as if the missing card, or cards, had been in his hand; he may search the other pack for it, or them.

47. If a pack, during or after a rubber, be proved incorrect or imperfect, such proof does not alter any past score, game, or rubber; that hand in which the imperfection was detected is null and void; the dealer deals again.

48. Any one dealing out of turn, or with the adversary’s cards, may be stopped before the trump card is turned up, after which the game must proceed as if no mistake had been made.

49. A player can neither shuffle, cut, nor deal for his partner, without the permission of his opponents.

50. If the adversaries interrupt a dealer whilst dealing, either by questioning the score or asserting that it is not his deal, and fail to establish such claim, should a misdeal occur, he may deal again.

51. Should a player take his partner’s deal and misdeal, the latter is liable to the usual penalty, and the adversary next in rotation to the player who ought to have dealt then deals.

THE TRUMP CARD.

52. The dealer, when it is his turn to play to the first trick, should take the trump card into his hand; if left on the table after the first trick be turned and quitted, it is liable to be called; his partner may at any time remind him of the liability.

53. After the dealer has taken the trump card into his hand, it cannot be asked for; a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called.

54. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table; should he show a wrong card, this card may be called, as also a second, a third, etc., until the trump card be produced.

55. If the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called at any time during that hand, and unless it cause him to revoke, must be played; the call may be repeated, but not changed, i.e., from highest to lowest, or vice versa, until such card is played.

CARDS LIABLE TO BE CALLED.

56. All exposed cards are liable to be called, and must be left on the table; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following are exposed cards:—

I. Two or more cards played at once.

II. Any card dropped with its face upward, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it.

57. If any one play to an imperfect trick the best card on the table, or lead one which is a winning card as against his adversaries, and then lead again, or play several such winning cards, one after the other, without waiting for his partner to play, the latter may be called on to win, if he can, the first or any other of those tricks, and the other cards thus improperly played are exposed cards.

58. If a player, or players, under the impression that the game is lost—or won—or for other reasons—throw his or their cards on the table face upward, such cards are exposed, and liable to be called, each player’s by the adversary; but should one player alone retain his hand, he cannot be forced to abandon it.

59. If all four players throw their cards on the table face upward, the hands are abandoned; and no one can again take up his cards. Should this general exhibition show that the game might have been saved, or won, neither claim can be entertained, unless a revoke be established. The revoking players are then liable to the following penalties: they cannot under any circumstances win the game by the result of that hand, and the adversaries may add three to their score, or deduct three from that of the revoking players.

60. A card detached from the rest of the hand so as to be named is liable to be called; but should the adversary name a wrong card, he is liable to have a suit called when he or his partner have the lead.

61. If a player who has rendered himself liable to have the highest or lowest of a suit called, fail to play as desired, or if when called on to lead one suit he lead another, having in his hand one or more cards of that suit demanded, he incurs the penalty of a revoke.

62. If any player lead out of turn, his adversaries may either call the card erroneously led, or may call a suit from him or his partner when it is next the turn of either of them to lead.

63. If any player lead out of turn, and the three others have followed him, the trick is complete, and the error cannot be rectified; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back; there is no penalty against any one, excepting the original offender, whose card may be called, or he, or his partner, when either of them has next the lead, may be compelled to play any suit demanded by the adversaries.

64. In no case can a player be compelled to play a card which would oblige him to revoke.

65. The call of a card may be repeated until such card has been played.

66. If a player called on to lead a suit have none of it, the penalty is paid.

CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK.

67. If the third hand play before the second, the fourth hand may play before his partner.

68. Should the third hand not have played, and the fourth play before his partner, the latter may be called on to win, or not to win the trick.

69. If any one omit playing to a former trick, and such error be not discovered until he has played to the next, the adversaries may claim a new deal; should they decide that the deal stand good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein.

70. If any one play two cards to the same trick, or mix his trump, or other card, with a trick to which it does not properly belong, and the mistake be not discovered until the hand is played out, he is answerable for all consequent revokes he may have made. If, during the play of the hand, the error be detected, the tricks may be counted face downward, in order to ascertain whether there be among them a card too many; should this be the case, they may be searched, and the card restored; the player is, however, liable for all revokes which he may have meanwhile made.

THE REVOKE.

71. Is when a player, holding one or more cards of the suit led, plays a card of a different suit.

72. The penalty for a revoke—

I. Is at the option of the adversaries, who at the end of the hand may either take three tricks from the revoking player or deduct three points from his score, or add three to their own score;

II. Can be claimed for as many revokes as occur during the hand;

III. Is applicable only to the score of the game in which it occurs;

IV. Cannot be divided, i.e., a player cannot add one or two to his own score and deduct one or two from the revoking player;

V. Takes precedence of every other score—e.g., the claimants two, their opponents nothing; the former add three to their score, and thereby win a treble game, even should the latter have made thirteen tricks, and held four honours.

73. A revoke is established if the trick in which it occur be turned and quitted, i.e., the hand removed from that trick after it has been turned face downward on the table, or if either the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick.

74. A player may ask his partner whether he has not a card of the suit which he has renounced; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish the revoke, and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick.

75. At the end of the hand, the claimants of a revoke may search all the tricks.

76. If a player discover his mistake in time to save a revoke, the adversaries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or lowest card to that trick in which he has renounced; any player or players who have played after him may withdraw their cards and substitute others: the cards withdrawn are not liable to be called.

77. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries, the revoke is established. The mixing of the cards only renders the proof of a revoke difficult; but does not prevent the claim and possible establishment of the penalty.

78. A revoke cannot be claimed after the cards have been cut for the following deal.

79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be played out.

80. If a revoke occur, be claimed and proved, bets on the odd trick or on amount of score, must be decided by the actual state of the latter, after the penalty is paid.

81. Should the players on both sides subject themselves to the penalty of one or more revokes, neither can win the game; each is punished at the discretion of his adversary.

82. In whatever way the penalty be enforced, under no circumstances can a player win the game by the result of the hand during which he has revoked; he cannot score more than four. (See Law 61.)

CALLING FOR NEW CARDS.

83. Any player (on paying for them) before, but not after, the pack be cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer takes his choice.

GENERAL RULES.

84. Where a player and his partner have an option of exacting from their adversaries one of two penalties, they should agree who is to make the election, but must not consult with one another which of the two penalties it is advisable to exact; if they do so consult, they lose their right; and if either of them, with or without consent of his partner, demand a penalty to which he is entitled, such decision is final.

[This rule does not apply in exacting the penalties for a revoke; partners have then a right to consult.]

85. Any one during the play of a trick, or after the four cards are played, and before, but not after, they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players.

86. If any one, prior to his partner playing, should call attention to the trick—either by saying that it is his, or by naming his card, or, without being required so to do, by drawing it toward him—the adversaries may require that opponent’s partner to play the highest or lowest of the suit then led, or to win or lose the trick.

87. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries.

88. If a bystander make any remark which calls the attention of a player or players to an oversight affecting the score, he is liable to be called on, by the players only, to pay the stakes and all bets on that game or rubber.

89. A bystander, by agreement among the players, may decide any question.

90. A card or cards torn or marked must be either replaced by agreement, or new cards called at the expense of the table.

91. Any player may demand to see the last trick turned, and no more. Under no circumstances can more than eight cards be seen during the play of the hand, viz.: the four cards on the table which have not been turned and quitted, and the last trick turned.

ETIQUETTE OF WHIST.

The following rules belong to the established Etiquette of Whist. They are not called laws, as it is difficult—in some cases impossible—to apply any penalty to their infraction, and the only remedy is to cease to play with players who habitually disregard them:

Two packs of cards are invariably used at Clubs; if possible, this should be adhered to.

Any one, having the lead and several winning cards to play, should not draw a second card out of his hand until his partner has played to the first trick, such act being a distinct intimation that the former has played a winning card.

No intimation whatever, by word or gesture, should be given by a player as to the state of his hand, or of the game.

A player who desires the cards to be placed, or who demands to see the last trick, should do it for his own information only, and not in order to invite the attention of his partner.

No player should object to refer to a bystander who professes himself uninterested in the game, and able to decide any disputed question of facts; as to who played any particular card—whether honours were claimed though not scored, or vice versa—etc., etc.

It is unfair to revoke purposely; having made a revoke, a player is not justified in making a second in order to conceal the first.

Until the players have made such bets as they wish, bets should not be made with bystanders.

Bystanders should make no remark, neither should they by word or gesture give any intimation of the state of the game until concluded and scored, nor should they walk round the table to look at the different hands.

No one should look over the hand of a player against whom he is betting.

DUMMY.

Is played by three players.

One hand, called Dummy’s, lies exposed on the table.

The laws are the same as those of Whist, with the following exceptions:

I. Dummy deals at the commencement of each rubber.

II. Dummy is not liable to the penalty for a revoke, as his adversaries see his cards; should he revoke, and the error not be discovered until the trick is turned and quitted, it stands good.

III. Dummy being blind and deaf, his partner is not liable to any penalty for an error whence he can gain no advantage. Thus, he may expose some or all of his cards—or may declare that he has the game, or trick, etc., without incurring any penalty; if, however, he lead from Dummy’s hand when he should lead from his own, or vice versa, a suit may be called from the hand which ought to have led.

DOUBLE DUMMY.

Is played by two players, each having a Dummy or exposed hand for his partner. The laws of the game do not differ from Dummy Whist, except in the following special Law: There is no misdeal, as the deal is a disadvantage.

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