+-----+------+--------+------+-----+------+--------+

| 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.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 13 / 70 段