| E-W | Gain | Part’s | HAND | N-S | Gain | Part’s |
+-----+------+--------+------+-----+------+--------+
| 8 | | | 1 | 10 | 2 | |
+-----+------+--------+ +-----+------+--------+
| 4 | | 1 & 2 | 2 | 5 | 1 | 3 & 4 |
+-----+------+--------+ +-----+------+--------+
| 6 | 1 | -4 | 3 | 5 | | +4 |
+-----+------+--------+ +-----+------+--------+
| 3 | | | 4 | 5 | 2 | |
+-----+======+========+ +-----+======+========+
| 7 | | | 5 | 8 | 1 | |
+-----+------+--------+ +-----+------+--------+
| 6 | 2 | 1 & 3 | 6 | 4 | | 2 & 4 |
+-----+------+--------+ +-----+------+--------+
| 3 | | +1 | 7 | 4 | 1 | -1 |
+-----+------+--------+ +-----+------+--------+
| 10 | 1 | | 8 | 9 | | |
+-----+======+========+ +-----+======+========+
| 5 | | | 9 | 6 | 1 | |
+-----+------+--------+ +-----+------+--------+
| 9 | | 1 & 4 | 10 | 10 | 1 | 2 & 3 |
+-----+------+--------+ +-----+------+--------+
| 10 | 2 | -1 | 11 | 8 | | +1 |
+-----+------+--------+ +-----+------+--------+
| 2 | | | 12 | 3 | 1 | |
+----------+----------+---------+----------+-------+
| Summary | 1 to 4 | 5 to 8 | 9 to 12 | Total |
+----------+----------+---------+----------+-------+
| No 1 | -4 | +1 | -1 | -4 |
| +----------+---------+----------+-------+
| 2 | -4 | -1 | +1 | -4 |
| +----------+---------+----------+-------+
| 3 | +4 | +1 | +1 | +6 |
| +----------+---------+----------+-------+
| 4 | +4 | -1 | -1 | +2 |
+----------+----------+---------+----------+-------+
]
It must be remembered that the hands which are here scored N & S, in
the 5th column, were E & W when originally dealt; so that the 1st and
5th columns are really the same hands. The score-card should be folded
down the middle during the overplay, so that the original scores cannot
be seen. It is even better to use a new card.
_=Foster’s System=_ of playing two pairs at one table, which was used
at all the matches for the Utica Trophy, in which one pair from a club
challenged the pair that held the trophy for another club, consisted
in having an umpire to transpose the suits between the original and
the overplay of the deals. The trays containing the hands were sent in
to the umpire’s room, and he had an extra pack of cards, from which
he duplicated each hand of thirteen cards as he took it out of the
pocket to which it belonged, but changed the suits, making clubs trumps
instead of hearts, etc. This system was found to do away with the
memory part of the game, it being very difficult to recognize a hand
unless it had some startling feature.
Coupled with the present practice of throwing out all hands in which
there is found to be a suit of more than six cards, and dealing it over
again, Foster’s system for two pairs is the best so far suggested.
_=Eight Individuals.=_ This form of contest is seldom used, because
players dislike the continual changing of position, and the delay in
arriving at the results of the score. It would require seven sets to
exhaust the combinations; and at each table two hands should be dealt,
played, and exchanged with the other table in the set, before the
players change positions. This would require 28 hands to complete the
match.
_=Safford’s System=_ for arranging the players is to have indicator
cards on the tables:--
[Illustration:
N N
+---------+ +---------+
| 4 | | 3 |
W|8 7|E W|1 5|E
| 6 | | 2 |
+---------+ +---------+
S S
]
The players take their seats in any order for the first set; after
which they go to the next higher number; 8 keeping his seat, and 7
going to 1.
_=Scoring.=_ Each individual must keep his own score, adding up the
total tricks taken in each set of four hands. These totals must then be
compared with those of the player occupying the same position, N, S, E,
or W, at the other table in the set; and it will save time in the end
if these are tabulated at once, on a sheet prepared for the purpose.
For instance: Let this be the arrangement of eight players in the first
set:--
b f
a 1 c Hands 1 to 4. e 2 g
d h
If _=a=_ and _=c=_ take 34 tricks E & W; _=e=_ and _=g=_ taking only
30 with the same cards, either _=a=_ and _=c=_ must have gained them,
or _=e=_ and _=g=_ must have lost them. It is a waste of time to put
down both losses and gains, and all that is necessary is to call the
top score zero, and charge all players with the loss of as many tricks
as their total is short of the top score. In this case we charge _=e=_
and _=g=_ with a loss of 4 each. It must be obvious that _=f=_ and
_=h=_ have also made 4 more tricks than _=b=_ and _=d=_; and that the
latter must be charged with a loss of 4 on the same hands that _=e=_
and _=g=_ lose on.
We give as an illustration a sheet balanced in this way, showing the
losses of the various players. The totals at the end of the match show
that _c_ is the winner, losing less tricks than any other player.
[Illustration:
+-------+----+----+----+----+----+----+----+----+
|Players| a | b | c | d | e | f | g | h |
|-------+----+----+----+----+----+----+----+----+
|Set 1 | - | 4 | - | 4 | 4 | - | 4 | - |
| +----+----+----+----+----+----+----+----+
| 2 | - | 2 | - | 2 | - | 2 | - | 2 |
| +----+----+----+----+----+----+----+----+
| 3 | 5 | 5 | - | - | - | - | 5 | 5 |
| +----+----+----+----+----+----+----+----+
| 4 | 1 | - | - | 1 | 1 | - | - | 1 |
| +----+----+----+----+----+----+----+----+
| 5 | - | - | 3 | 3 | - | - | 3 | 3 |
| +----+----+----+----+----+----+----+----+
| 6 | - | - | - | - | 3 | 3 | 3 | 3 |
| +----+----+----+----+----+----+----+----+
| 7 | 4 | - | - | 4 | - | 4 | 4 | - |
+-------+----+----+----+----+----+----+----+----+
|Totals | 10 | 11 | 3 | 14 | 8 | 9 | 19 | 14 |
+-------+----+----+----+----+----+----+----+----+
]
_=Large Numbers of Individuals.=_ Several ingenious methods have been
devised for handling large numbers of players, especially in domestic
parties; Safford and Mitchell having both distinguished themselves in
this line. The simplest form has been suggested by Mitchell, and is
especially adapted for social gatherings of ladies and gentlemen.
As many tables as possible are filled; all the ladies sitting N & E;
the gentlemen S and W.
[Illustration:
LADY L
+---------+ +---------+
| N | | N |
GENTLEMAN|W E|LADY G|W E|L
| S | | S |
+---------+ +---------+
GENTLEMAN G
]
The number of hands dealt at each table must be adjusted to the number
of tables filled, and the time to be devoted to play. The trays
containing the hands are passed to the West, and all the gentlemen move
one table to the East, the ladies sitting still. In all the changes
each gentleman keeps to his original point of the compass, South
or West. When he arrives at the table he started from, the round is
finished. If an odd number of tables are engaged in play, the changes
may take place in regular order to the end. If even, a dummy must be
put in; but as that is objectionable in a social gathering, it is
better to adopt one of the two systems following, unless half the
number of tables is an odd number, when the method already described
may be used.
_=1st Method.=_ Some table in the series, which must not be either the
first or the last, deals no original hands, but overplays all the hands
coming from the other tables to the East of it. The four players sit
still, taking no part in the progression; thus obliging those whose
turn it would be to play at their table to pass on to the next.
_=2nd Method.=_ Each gentleman should carefully note the number of the
hand originally dealt at the table from which he starts. He progresses
until he meets this hand again. The first to observe this should give
notice to the company by a bell tap, as all the gentlemen must meet
their original hands at the same time. Instead of stopping at the table
at which this tray is encountered, all the gentlemen move on to the
next, leaving the trays as they are. This skip enables each to finish
the round without playing any of the hands twice.
_=Scoring.=_ There must be four winners; the ladies with the best
scores for the N & E hands respectively, and the gentlemen with the
best S & W scores. If a choice is necessary, the lady and the gentleman
taking the greatest number of tricks above the average should be
selected as the winners.
_=MARRIED COUPLES.=_ Safford has an ingenious schedule for eight
married couples, so arranged in two sets that no husband and wife
are ever in the same set at the same time. When seven sets have been
played, every lady will have overplayed four hands against every other
lady and gentleman, including four held by her husband. The same will
be true of every man. Indicators are placed on the tables to show
players their successive positions. The numbers represent the husbands,
and the letters the wives, the couples being a-1, b-2, etc. The couple
a-1 always sit still; the ladies go to the next higher letter of the
alphabet, and the men to the next higher number; _=h=_ going to _=b=_,
as _=a=_ sits still; and 8 to 2.
[Illustration:
N N N N
+-----+ +-----+ +-----+ +-----+
| 6 | | 3 | | f | | c |
W|a 1 2|E W|d 2 8|E W|1 3 b|E W|4 4 h|E
| g | | e | | 6 | | 5 |
+-----+ +-----+ +-----+ +-----+
S S S S
]
One hand is dealt at each table, and overplayed at each of the others.
A different point of the compass should deal at each table, in order to
equalise the lead.
_=Scoring.=_ The score of each four hands should be added up by each
individual player, and the results tabulated at the end of every four
hands, in the manner described for eight individuals. The winner is the
player who loses the fewest tricks. This is the only known system for
deciding whether or not a man can play whist better than his wife.
_=PROGRESSIVE DUPLICATE WHIST=_ is the generic name by which those
systems of duplicate are known in which the purpose is to have as many
as possible of the players meet one another during the progress of the
match. Most of the systems we have been describing belong to this class.
* * * * *
There are at present only two works on Duplicate Whist; but a number of
articles on the subject may be found in “_Whist_.”
Duplicate Whist; by John T. Mitchell, 1896.
Foster’s Duplicate Whist; 1894.
Whist; Jan., 1892; Jan., 1894; Aug., 1894; Oct., 1894; Jan., 1895:
Mar., 1895; May, 1895; July, 1895; Oct., 1895.
THE LAWS OF DUPLICATE WHIST.
_The Laws of Duplicate Whist as Amended and Adopted at the Whist
Congress, Niagara Falls, New York, July, 1900; as amended at the
Twelfth Congress, June, 1902; as amended at the Thirteenth Congress,
July, 1903; Fourteenth A.W.L. Congress, July, 1904; Fifteenth Congress,
July, 1905; Sixteenth Congress, July, 1906; Twentieth Congress, July
1910._
DEFINITIONS.
The words and phrases used in these laws shall be construed in
accordance with the following definitions unless such construction is
inconsistent with the context:
(a) The thirteen cards received by any one player are termed a “hand.”
(b) The four hands into which a pack is distributed for play are
termed a “deal;” the same term is also used to designate the act of
distributing the cards to the players.
(c) A “tray” is a device for retaining the hands of a deal and
indicating the order of playing them.
(d) The player who is entitled to the trump card is termed the
“dealer,” whether the cards have or have not been dealt by him.
(e) The first play of a deal is termed “the original play;” the second
or any subsequent play of such deal, the “overplay.”
(f) “Duplicate Whist” is that form of the game of whist in which each
deal is played only once by each player, and in which each deal is so
overplayed as to bring the play of teams, pairs of individuals into
comparison.
(g) A player “renounces” when he does not follow suit to the card led;
he “renounces in error” when, although holding one or more cards of
the suit led, he plays a card of a different suit; if such renounce in
error is not lawfully corrected it constitutes a “revoke.”
(h) A card is “played” whenever, in the course of play, it is placed or
dropped face upwards on the table.
(i) A trick is “turned and quitted” when all four players have turned
and quitted their respective cards.
LAW I.--SHUFFLING.
SEC. 1. Before the cards are dealt they must be shuffled in the
presence of an adversary or the umpire.
SEC. 2. The pack must not be so shuffled as to expose the face of any
card; if a card is so exposed the pack must be reshuffled.
LAW II.--CUTTING FOR THE TRUMP.
SEC. 1. The dealer must present the cards to his right hand adversary
to be cut; such adversary must take from the top of the pack at least
four cards and place them toward the dealer, leaving at least four
cards in the remaining packet; the dealer must reunite the packets by
placing the one not removed in cutting upon the other. If, in cutting
or in reuniting the separate packets, a card is exposed, the pack must
be reshuffled 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.
LAW III.--DEALING.
SEC. 1. When the pack has been properly cut and reunited, the cards
must be dealt, one at a time, face down, from the top of the pack, the
first to the player at the left of the dealer, and each successive card
to the player at the left of the one to whom the last preceding card
has been dealt. The last, which is the trump card, must be turned and
placed face up on the tray, if one is used; otherwise, at the right of
the dealer.
SEC. 2. There must be a new deal--
(a) If any card except the last is faced or exposed in any way in
dealing;
(b) If the pack is proved incorrect or imperfect;
(c) If either more or less than thirteen cards are dealt to any player;
(d) If, after the first trick has been turned and quitted on the
original play of a deal, one or more cards are found to have been left
in the tray.
LAW IV.--THE TRUMP CARD.
SEC. 1. The trump card and the number of the deal must be recorded,
before the play begins, on a slip provided for that purpose, and must
not be elsewhere recorded. Such slip must be shown to an adversary,
then turned face down and placed in the tray, if one is used.
SEC. 2. The dealer must leave the trump card face up until it is his
turn to play to the first trick; he must take the trump card into his
hand and turn down the trump slip before the second trick is turned and
quitted.
SEC. 3. When a deal is taken up for overplay, the dealer must show the
trump slip to an adversary, and thereafter the trump slip and trump
card shall be treated as in the case of an original deal.
SEC. 4. After the trump card has been lawfully taken into the hand and
the trump slip turned face down, the trump card must not be named nor
the trump slip examined during the play of the deal; a player may,
however, ask what the trump suit is.
SEC. 5. If a player unlawfully looks at the trump slip, his highest
or lowest trump may be called; if a player unlawfully names the trump
card, or unlawfully shows the trump slip to his partner, his partner’s
highest or lowest trump may be called.
SEC. 6. These penalties can be inflicted by either adversary at any
time during the play of the deal in which they are incurred before the
player from whom the call can be made has played to the current trick;
the call may be repeated at each or any trick until the card is played,
but cannot be changed.
SEC. 7. When a deal has been played the cards of the respective
players, including the trump card, must be placed in the tray face down
and the trump slip placed face up on top of the dealer’s cards.
SEC. 8. If on the overplay of a deal, the dealer turns a trump card
other than the one recorded on the trump slip, and such error is
discovered and corrected before the play of the deal is commenced, the
card turned in error is liable to be called.
SEC. 9. If such error is not corrected until after the overplay has
begun and more than two tables are engaged in play, the players at
that table shall take the average score for the deal; if less than
three tables are in play there must be a new deal.
SEC. 10. Should a player record on the trump slip a different trump
from one turned in dealing and the error be discovered at the next
table, there must be a new deal. If the deal has been played at one or
more tables with the wrong trump, the recorded trump must be taken as
correct and the players at the original table take the average score
for the deal; if less than three tables are in play, there must be a
new deal.
SEC. 11. By the unanimous consent of the players in any match, a trump
suit may be declared and no trump turned.
LAW V.--IRREGULARITIES IN THE HAND.
SEC. 1. If, on the overplay, a player is found to have more than his
correct number of cards or the trump card is not in the dealer’s hand,
or any card except the trump card is so faced as to expose any of the
printing on its face, and less than three tables are engaged, there
must be a new deal. If more than two tables are in play, the hands must
be rectified and then passed to the next table; the table at which the
error was discovered must not overplay the deal but shall take the
average score.
SEC. 2. If after the first trick has been turned and quitted on the
overplay of a deal, a player is found to have less than his correct
number of cards, and the others have their correct number, such player
shall be answerable for the missing card or cards and for any revoke or
revokes which he has made by reason of its or their absence.
LAW VI.--PLAYING, TURNING AND QUITTING THE CARDS.
SEC. 1. Each player when it is his turn to play, must place his card
face up before him and towards the center of the table and allow it
to remain in this position until all have played to the trick, when
he must turn it over and place its face down and nearer to himself,
placing each successive card as he turns it, so that it overlaps the
last card played by him and with the ends towards the winners of the
trick. After he has played his card and also after he has turned it, he
must quit it by removing his hand.
SEC. 2. The cards must be left in the order in which they were played
and quitted until the scores for the deal are recorded.
SEC. 3. During the play of a deal a player must not pick up or turn
another player’s card.
SEC. 4. Before a trick is turned and quitted any player may require any
of the other players to show the face of the card played to that trick.
SEC. 5. If a player names a card of a trick which has been turned and
quitted or turns or raises any such card so that any portion of its
face can be seen by himself or his partner he is liable to the same
penalty as if he had led out of turn.
LAW VII.--CARDS LIABLE TO BE CALLED.
SEC. 1. The following cards are liable to be called:
(a) Every card so placed upon the table as to expose any of the
printing on its face, except such cards as these laws specifically
provide, shall not be so liable.
(b) Every card so held by a player as to expose any of the printing on
its face to his partner or to both of his adversaries at the same time.
(c) Every card, except the trump card, named by the player holding it.
SEC. 2. If a player says. “I can win the rest,” “The rest are ours,”
“It makes no difference how you play,” or words to that effect, or if
he plays or exposes his remaining cards before his partner has played
to the current trick, his partner’s cards must be laid face up on the
table and are liable to be called.
SEC. 3. All cards liable to be called must be placed face up on the
table and so left until played. A player must lead or play them when
lawfully called, provided he can do so without revoking; the call may
be repeated at each or any trick until the card is played. A player
cannot, however, be prevented from leading or playing a card liable to
be called; if he can get rid of it in the course of a play no penalty
remains.
SEC. 4. The holder of a card liable to be called can be required to
play it only by the adversary on his right. If such adversary plays
without calling it, the holder may play to that trick as he pleases.
If it is the holder’s turn to lead, the card must be called before the
preceding trick has been turned and quitted, or before the holder has
led a different card; otherwise he may lead as he pleases.
LAW VIII.--LEADING OUT OF TURN.
SEC. 1. If a player leads when it is the turn of an adversary to lead,
and the error is discovered before all have played to such lead, a suit
may be called from him or from his partner, as the case may be, the
first time thereafter it is the right of either of them to lead. The
penalty can be enforced only by the adversary on the right of the one
from whom a lead can lawfully be called, and the right thereto is lost
unless such adversary calls the suit he desires led before the first
trick won by the offender or his partner subsequent to the offence is
turned and quitted.
SEC. 2. If a player leads when it is his partner’s turn and the error
is discovered before all have played to such lead, a suit may at once
be called from the proper leader by his right-hand adversary. Until
the penalty has been exacted, waived or forfeited, the proper leader
must not lead; should he so lead, the card led by him is liable to be
called.
SEC. 3. If a player when called on to lead a suit has none of it, he
may lead as he pleases.
SEC. 4. If all have not played to a lead out of turn when the error is
discovered, the card erroneously led and all cards played to such lead
are not liable to be called, and must be taken into the hand.
LAW IX.--PLAYING OUT OF TURN.
SEC. 1. If the third hand plays before the second, the fourth hand may
also play before the second.
SEC. 2. 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, and, if he has none
of that suit, to trump or not trump the trick; the penalty cannot be
inflicted after the third hand has played to the trick. If the player
liable to this penalty plays before it has been inflicted, waived or
lost, the card so played is liable to be called.
LAW X.--THE REVOKE.
SEC. 1. A renounce in error may be corrected by the player making it,
except in the following cases, in which a revoke is established and the
penalty therefore incurred:
(a) When the trick in which it occurs has been turned and quitted.
(b) When the renouncing player or his partner, whether in his right
turn or otherwise, has led or played to the following trick.
SEC. 2. At any time before the trick is turned and quitted a player may
ask an adversary if he has any of a suit, to which such adversary has
renounced in that trick, and can require the error to be corrected in
case such adversary is found to have any of such suit.
SEC. 3. If a player, who has renounced in error, lawfully corrects his
mistake, the card improperly played by him is liable to be called, and,
if he be the second or third hand player and his left hand adversary
has played to the trick before attention has been called to the
renounce, he may be required by such adversary to play his highest or
his lowest card to the trick in which he has renounced, and shall not
play to that trick until such adversary has inflicted or waived the
penalty. Any player who has played to the trick after the renouncing
player, may withdraw his card and substitute another; a card so
withdrawn is not liable to be called.
SEC. 4. The penalty for a revoke is the transfer of two tricks from
the revoking side to their adversaries. If more than one revoke during
the play of a deal is made by one side, the penalty for each revoke,
after the first, is the transfer of one trick only. The revoking
players cannot score more, nor their adversaries less than the average
on the deal in which the revoke occurs; except that in no case shall
the infliction of the revoke penalty deprive the revoking players of
any tricks won by them before their first revoke occurs.
In Pair Matches the score shall be recorded as made, independently
of the revoke penalty, which shall be separately indicated as plus
or minus revoke (“-R” for the revoking side, and “+R” for their
adversaries). In such matches, the penalty for a revoke shall not
increase the score of the opponents of the revoking players above the
maximum, as made at the other tables, on the deal in which the revoke
occurs; provided, however, that if the opponents win more tricks than
such maximum, independently of the revoke penalty, their score shall
stand as made. Nor shall the score of the revoking players be reduced,
by the infliction of the revoke penalty, below the minimum so made at
the other tables until the averages for the match and the relative
scores of the other players have been determined; the score of the
revoking players shall then, if necessary, be further reduced, so that
in all cases they shall suffer the full penalty as provided in the
first paragraph of this section.
SEC. 5. A revoke cannot be claimed if the claimant or his partner has
played to the following deal, or if both have left the table at which
the revoke occurred. If the revoke is discovered in season, the penalty
must be enforced and cannot be waived.
SEC. 6. At the end of the play of a deal the claimants of a revoke can
examine all of the cards; if any hand has been shuffled 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 disturbs the order of the cards before they have been
examined to the satisfaction of the adversaries.
LAW XI.--MISCELLANEOUS.