SEC. 1. If any one calls attention in any manner to the trick before

his partner has played thereto, the adversary last to play to the trick

may require the offender’s partner to play his highest or lowest of the

suit led, and, if he has none of that suit, to trump or not to trump

the trick.

SEC 2. A player has the right to remind his partner that it is his

privilege to enforce a penalty and also to inform him of the penalty he

can enforce.

SEC. 3. A player has the right to prevent his partner from committing

any irregularity, and for that purpose, may ask his partner whether or

not he has a card of a suit to which he has renounced on a trick which

has not been turned and quitted.

SEC. 4. If either of the adversaries, whether 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, or either adversary waives a penalty, none can be

enforced except in case of a revoke.

SEC. 5. If a player is lawfully called upon to play the highest or

lowest of a suit, to trump or not to trump a trick, to lead a suit or

to win a trick, and unnecessarily fails to comply, he is liable to the

same penalty as if he had revoked.

SEC. 6. If any one leads or plays a card, and then, before his partner

has played to the trick, leads one or more other cards, or plays

two or more cards together, all of which are better than any of his

adversaries hold of the suit, his partner may be called upon by either

adversary to win the first or any subsequent trick to which any of said

cards are played, and the remaining cards so played are liable to be

called.

For the Rules of Etiquette of Duplicate Whist, see page 85.

SINGLE TABLE, OR MNEMONIC DUPLICATE.

The laws of Duplicate Whist govern where applicable, except as follows:

Each player plays each deal twice, the second time playing a hand

previously played by an adversary. Instead of turning the trump, a

single suit may be declared trumps for the game. On the overplay, the

cards may be gathered into tricks instead of playing them as required

by law (Law VIII, Sec. 1). In case of the discovery of an irregularity

in the hands, there must always be a new deal.

MNEMONIC DUPLICATE FOR MORE THAN ONE TABLE.

Except a contest played in comparison with a progressive match, the

replaying of the cards by the same players--“up and back,” as it

is sometimes called--is the only possible method of approximating

to Duplicate Whist for one table; but where eight or more players

participate, this form of the game is extremely undesirable, from the

element of memory entering into the replay and destroying the integrity

of the game and its value as a test of Whist skill. It has been well

described as “a mongrel game--partly Whist and partly Dummy, but

lacking in the best features of each.”

In the early days of Duplicate Whist, Mnemonic Duplicate was, to some

extent, played even when several tables of players were participating.

It still survives in a few circles, chiefly where Duplicate Whist has

never been tried. It can be played under any of the Duplicate Whist

schedules by playing them through twice--the second time with the North

and South hands given to the East and West players, and vice versa. As

each deal is played twice by each pair, double the time is required to

play the same number of deals, as at Duplicate Whist. Allowance must be

made for this in fixing the number of deals to be played.

The Snow System of movement, where practicable, is preferable. Where

the Howell pair system of movement is used, the scores do not require

“equating”, as they are equalised on the replay. Under other systems,

only the North and South scores need be kept, as the comparison can be

made quite as readily as by direct comparison of these scores.

DUMMY.

There are three forms of Dummy: The English game, for three players;

the French game, for three or four: and the game now generally known

as Bridge, or Bridge Whist. Dummy is not recognized in any form by the

American Whist League, and there are no American Laws governing it. We

shall describe each variety of the game in its turn; beginning with the

English.

_=Cards.=_ _=ENGLISH DUMMY=_, is played with a full pack of fifty-two

cards, ranking as at whist both for cutting and playing. Two packs are

generally used.

_=Markers=_ are necessary, and are of the same patterns as those used

in whist.

_=Players.=_ According to the English usage, Dummy is played by three

persons, and the table is complete with that number.

They cut for partners and for the deal; the player cutting the lowest

card takes dummy for the first rubber; the one cutting the next lowest

takes dummy for the second rubber; and the one cutting the highest

takes it for the last rubber. It is considered obligatory to play three

rubbers, in order that each may have whatever advantage or disadvantage

may be supposed to attach to the dummy. The three rubbers so played are

called a Tournée. It is sometimes agreed that one player shall take

dummy continuously, on condition that he concedes to his adversaries

one point in each rubber. When this is done, the largest rubber that

the dummy’s partner can win is one of seven; and he may win nothing;

whereas his adversaries may win a rubber of nine, and must win at least

two. This concession of a point is not made, as many imagine, because

it is an advantage to have the (dummy) partner’s hand exposed; but

because it is an advantage to have the player’s hand concealed. He

knows the collective contents of the adversaries’ hands; each of them

knows only the contents of dummy’s hand and his own.

_=Cutting.=_ The player cutting the lowest card has the choice of

seats and cards; but he must deal the first hand for his dummy; not

for himself. The methods of spreading, cutting, deciding ties, etc.,

described in connection with whist, are those employed in dummy.

_=Position of the Players.=_ The players are distinguished, as at

whist, by the two first and last letters of the alphabet, and their

positions at the table are indicated in the same manner. There is no

mark to distinguish the dummy hand; a defect which is remedied in the

French system.

_=Dealing.=_ At the beginning of a rubber, dummy’s partner presents the

pack to his _=left-hand=_ adversary to be cut, and deals from right to

left, beginning with the player on his right, and turning up the last

card for dummy’s trump. When two packs are used, there is no rule as to

which player shall collect and shuffle the still pack. On this point

the French rules are very explicit.

The general rules with regard to irregularities in the deal are the

same as at whist.

The cards having been dealt, it is usual for dummy’s partner to take up

and sort the dummy first. There are several ways of laying out dummy’s

hand; the most common being to run the suits down in rows, with the

turn-up across and to the right of the other trumps, if any.

[Illustration:

🂡 🃊 🃞 🂽

🂪 🃉 🃝 🂺

🂥 🃄 🃖 🂸

🃃 Trump.

METHOD OF SPREADING DUMMY’S CARDS.

]

_=Stakes.=_ The remarks made on this subject in connection with whist

apply equally to dummy. Dummy’s partner must pay to, or receive from

each adversary the amount agreed.

_=Method of Playing.=_ The general method of playing is identical with

that of whist, with the following exceptions:--

When it is dummy’s turn to play, his partner selects the card.

_=The Revoke.=_ For this dummy is not liable to any penalty, as his

adversaries can see his cards. Even should the revoke be occasioned

by dummy’s cards being disarranged, or one of them covered up, the

adversaries should be as able to detect the error as the partner.

Should dummy’s hand revoke, it cannot be remedied after the trick in

which it occurs has been turned and quitted; and the game must proceed

as if no revoke had occurred. All the penalties for a revoke may be

enforced against dummy’s partner, should he renounce in error, and

not correct it in time. There being no American laws for dummy, the

English penalty of three tricks or three points may be enforced, and

the revoking player cannot win the game that hand.

_=Cards Played in Error.=_ Dummy’s partner is not liable to any penalty

for cards dropped face upwards on the table, or two or more played at

once, because it is obvious that Dummy cannot gain any advantage from

such exposed cards.

_=Leading out of Turn.=_ Should either dummy or his partner lead out

of turn, the adversaries may call a suit from the one that should have

led. It should be noticed that if it was not the turn of either to

lead, there is no penalty; for neither can have gained any advantage

from knowing what suit the other wished to lead, or from the exposed

card. Should all have played to the erroneous lead, the error cannot be

corrected, and no penalty remains.

The methods of _=Taking Tricks=_; _=Scoring=_; _=Claiming and Counting

Honours=_; _=Marking Rubber Points=_, etc., are the same as in whist,

and the counters are used in the same manner.

_=Cutting Out.=_ As already observed, there is no change of partners,

or of the rotation of the deal, until the completion of a rubber;

but at the beginning of each rubber, dummy must deal the first hand.

Should one side win the first two games in any rubber, the third is not

played. At the end of the tournée, should any player wish to retire,

and another offer to take his place, the cards must be shuffled and cut

as at the beginning; a player’s position in one tournée giving him no

rights in the next. There is nothing in the English game to recognize

that there may be more than three candidates for dummy; as it is

supposed that if four were present, they would prefer playing whist.

_=Suggestions for Good Play.=_ As these are equally proper to any form

of dummy, we shall postpone their consideration until we have described

the other varieties of the game; French dummy, and Bridge; giving them

all at the end of the chapter on “Bridge.”

DOUBLE DUMMY.

_=CARDS.=_ Double Dummy is played with a full pack of fifty-two cards,

ranking as at whist both for cutting and playing. Two packs are

generally used.

_=MARKERS=_ are necessary, and are of the same description as those

used in whist.

_=PLAYERS.=_ According to the English usage, double dummy is played by

two persons, and the table is complete with that number.

_=CUTTING.=_ The players cut for the deal; the player cutting the

lowest card deals for his dummy first, and has the choice of sitting

to the right or left of his opponent. It is usual to select the seat

on the right of the living player, because it is possible that one may

forget whether or not certain cards have been played, and under such

circumstances it is better to lead up to an exposed hand than to one

whose contents you are not sure of.

The methods of spreading, cutting, deciding ties, etc., are the same as

those employed at whist.

_=POSITION OF THE PLAYERS.=_ It is not usually considered necessary to

distinguish the players further than to indicate which hand had the

original lead. For this purpose the whist notation is used, A being the

leader, and Z the dealer.

[Illustration:

Y

+---+

ORIGINAL LEADER, A| |B

+---+

Z

]

_=DEALING.=_ When two packs are used, the still pack should be shuffled

by the non-dealer, and placed on the left of the player or dummy whose

turn it will be to deal next.

The general rules with regard to irregularities in the deal are the

same as in whist.

The cards being dealt, it is usual to sort the dummy hands first,

running the suits down in rows, with the turn-up trump across, and to

the right of the others.

_=STAKES.=_ The remarks already made on this subject in connection with

whist and dummy, apply equally to double dummy, except that there is

no double payment; but each player wins from or loses to his living

adversary the unit agreed upon.

_=METHOD OF PLAYING.=_ This so closely resembles dummy as to need no

further description. Neither dummy can revoke, and there are no such

things as exposed cards, or cards played in error. It is very common

for one player to claim that he will win a certain number of tricks,

and for his adversary to admit it, and allow him to score them, without

playing the hand out.

_=LEADING OUT OF TURN.=_ Should either of the dummies or the players

lead out of turn, the adversary may call a suit from the one that ought

to have led; but if it was the turn of neither, there is no penalty. If

all four have played to the trick, the error cannot be corrected, and

no penalty remains.

The methods of _=Taking Tricks=_; _=Scoring=_; _=Claiming and Counting

Honours=_; _=Marking Rubber Points=_, etc., are the same as in whist,

and the counters are used in the same manner.

_=RUBBERS.=_ If the first two games are won by the same player and

his dummy, the third is not played. Tournées are not played, and the

completion of the rubber breaks up the table.

_=CUTTING IN.=_ The table being complete with two, at the end of a

rubber a new table must be formed.

_=SUGGESTIONS FOR GOOD PLAY.=_ The player should first carefully

examine the exposed hands, and by comparing them with his own, suit by

suit, should fix in his mind the cards held by his living adversary.

This takes time, and in many places it is the custom to expose the

four hands upon the table. Players who have better memories than their

opponents object to this, for the same reason that they prefer sitting

on the right of the living player. It is not at all uncommon for a

player to forget that certain cards have been played, to his very

serious loss.

The hands once fixed in the mind, some time should be given to a

careful consideration of the best course to pursue; after which the

play should proceed pretty rapidly until the last few tricks, when

another problem may present itself.

There is nothing in the game beyond the skilful use of the tenace

position, discarding, and establishing cross-ruffs. Analysis is the

mental power chiefly engaged. There are no such things as inferences,

false cards, finesse, underplay, speculative trump leads, or judgment

of human nature. The practice of the game is totally different from any

other form of whist, and much more closely resembles chess.

The laws of Dummy will be found at the end of the English Whist Laws.

HUMBUG WHIST.

This is a variation on double dummy, in which two players sit opposite

each other. The deal and seats are cut for in the usual manner; four

hands of thirteen cards each are dealt, and the last card is turned for

trump.

Each player examines the hand dealt to him, without touching those to

his right or left. If he is content with his hand, he announces it, if

not, he may exchange it for the one on his right. In case of exchange,

the discarded hand is placed on the table face down; and the other

taken up and played. If a player retains the hand originally dealt him,

he must not look at the others. If the dealer exchanges, he loses the

turn-up card, but the trump suit remains the same. Each player deals

for himself in turn, there being no deal for the dead hands. Whist laws

govern the deal and its errors.

_=METHOD OF PLAYING.=_ The dealer’s adversary has the first lead; the

other must follow suit if he can, and the highest card of the suit led

wins the trick. Trumps win all other suits.

_=SCORING.=_ Each trick above six counts one point towards game. Of

the four honours, A K Q J of trumps, if each player holds two, neither

can count. But if one player has only one honour, or none, the other

counts 2 points for two honours, if he holds them; 3 points for three;

and 4 points for four. The honours count towards game as in whist. The

penalty for a revoke is three tricks, and it takes precedence of other

scores; tricks count next, honours last. Five points is game.

_=SUGGESTIONS FOR GOOD PLAY.=_ It is considered best for a player not

finding four reasonably sure tricks in his hand to exchange; for there

is a certain advantage to be gained by knowing thirteen cards which

cannot be in the adversary’s hand. Before changing, the player should

fix in his memory the exact cards of each suit in the hand which he

is about to discard. By combining his knowledge of them with his own

cards, he may often be able to direct his play to advantage. Beyond

this there is little skill in the game.

A variation is sometimes made by the dealer announcing a trump suit

after he has examined his hand, instead of turning up the last card.

His adversary then has the right either to play his hand, or to

exchange it for the one on his right; but the dealer must play the hand

dealt to him.

THIRTEEN AND THE ODD.

This is Humbug Whist without the discard. The dealer gives thirteen

cards to his adversary and to himself, one at a time, and turns up

the next for the trump. The trump card belongs to neither player. The

winner of the odd trick scores a point. Five points is game.

MORT. WHIST À TROIS; OR FRENCH DUMMY.

_=MORT=_ means simply the dead hand; and is the equivalent of the

English word Dummy; the partner being known as _=Vivant=_, or the

living hand. In these words the English usually sound the _=t=_, as

they do in such words as _=piquet=_, and _=valet=_.

_=CARDS.=_ Mort is played with a full pack of fifty-two cards, ranking

as at whist for cutting and playing. Two packs are generally used.

_=MARKERS=_ are necessary to count the game points only. Four circular

counters for each side, preferably of different colours, are employed,

or the ordinary whist markers may be used. At the end of each game, the

score of the points won or lost by each player must be transferred to a

score-sheet, kept for that purpose.

_=PLAYERS.=_ Mort is played by three persons; but the table is usually

composed of four. If there are more than four candidates, the methods

described in connection with whist are adopted for deciding which four

shall play the first tournée.

The table being formed, the cards are again shuffled and spread to cut

for partners and deal.

_=TIES=_ are decided in the same manner as at whist.

_=CUTTING.=_ If there are three players, the one cutting the lowest

card takes dummy for the first game; he also has the choice of seats

and cards, and may deal the first hand for himself or for Mort, as he

pleases; but having once made his choice, he must abide by it. The

player cutting the intermediate card takes dummy for the second game;

and the player cutting the highest card takes it for the third game;

each in turn having the choice of seats and cards. These three games

finish the rubber or tournée, each having once had the advantage or

disadvantage of playing with Mort. It is obligatory to finish the

tournée, no player being allowed to withdraw and substitute another

without the consent of the other players. In Mort it is very unusual

for one person to take dummy continuously.

If there are four players, the one cutting the highest card of the four

sits out, and takes no part in the first game. It is customary for him

to take Mort’s seat, and to make himself useful in sorting dummy’s

cards for him. He plays in the three following games, taking Mort in

the fourth, or last. Four games complete the tournée for four players.

_=POSITION OF THE PLAYERS.=_ The players or hands are distinguished by

the letters, M, V, L, and R; which stand respectively for Mort, Vivant,

Left, and Right. The Mort is the dead hand, which is turned face up on

the table. The Vivant is his partner, who sits opposite him, and plays

his cards for him. The Left and Right are the adversaries who sit on

the left and right of _=Mort=_.

Special attention must be called to the use of the term _=adversaries=_

in any description of Mort. It is used exclusively to designate the

two partners opposed to the Mort and Vivant. In all other cases where

opposition is implied, the term _=opponents=_ must be used.

When necessary to distinguish the dealer from the first, second, or

third hand, it is usual to add the letters employed for that purpose in

whist; placing them inside the diagram of the table, thus:--

[Illustration:

V

+---------+

| z |

L | b a | R

| y |

+---------+

M

]

This diagram shows that Vivant dealt, and that the adversary on the

Right of Mort had the original lead.

_=With Three Players.=_ Vivant having selected his seat and cards,

the adversaries may select their seats. It is usual for the strongest

adversary to sit Right.

_=With Four Players=_, we can best describe the arrangement by

numbering them 1, 2, 3, and 4, respectively, the lowest number, 1,

having cut the lowest card, and the others having the right to play

Vivant in their numerical order. The initial arrangement would be as

follows:--

[Illustration:

4 4

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

| Mort. | | Mort. |

2 | | 3 or this:-- 3 | | 2

| Vivant. | | Vivant. |

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

1 1

]

For the three succeeding games the arrangement would be:--

[Illustration:

1 2 3

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

| Mort. | | Mort. | | Mort. |

3 | | 4 4 | | 1 1 | | 2

| Vivant. | | Vivant. | | Vivant. |

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

2 3 4

]

It will be seen that each player, immediately after being Vivant, sits

out, or takes Mort’s place, for the next game.

_=DEALING.=_ It is usual for Vivant to deal the first hand for

himself, as the disadvantage of exposing fourteen cards is more than

compensated for in compelling the adversary to open the game by leading

up to an unknown hand. If Vivant deals the first hand for Mort, he must

present the pack to the player on dummy’s right to be cut, and deal

the cards from right to left, turning up the trump at Mort’s place. If

he deals for himself, he presents the pack to the pone to be cut, and

proceeds as in whist.

When two packs are used, the French laws require that if the deal is

for Mort, the Right shall gather and shuffle the still pack; and that

if Vivant deals for himself, the pone shall gather and shuffle. I have

found this to be awkward, because the player who is gathering and

shuffling the cards of one pack is called upon to cut the other. For

this reason I recommend that whichever adversary is the pone for the

deal in hands should allow his partner to gather and shuffle the still

pack. When either adversary deals, his partner will, of course, gather

and shuffle the still pack.

The general rules with regard to irregularities in the deal are the

same as at whist, with the following exceptions:--

A misdeal does not lose the deal unless the opponents so elect; they

may prefer a new deal by the same dealer. The reason for this is that

the deal is a disadvantage, especially for Mort.

If Vivant or Mort offers the pack to one adversary to cut, and

then deals as if the other had cut, it is a misdeal; and it is not

admissible to shift the packets in order to remedy matters.

It might be imagined that a card exposed in dealing, if dealt to Mort,

would make no difference, as all his cards will presently be exposed.

But the laws give the opponents of the dealer the option of either

allowing the deal to stand, or having a new deal, or calling it a

misdeal.

According to the French laws, if there is any discussion in progress

with regard to the previous hand or play, the dealer may lay aside the

trump card, face down, until the discussion is finished. If this law

prevailed in America, I think the trump would very seldom be turned

immediately.

_=STAKES.=_ In Mort the stake is a unit, so much a point. It may assist

players in regulating the value of the stake to remember that six is

the smallest number of points that can be won or lost on a single game,

and that thirty-seven is probably the highest, although fifty, or even

a hundred is not impossible. The average is about twelve. The same

customs as at whist prevail with regard to outside betting.

The Vivant must pay or receive double, as he has to settle with each

adversary. If four play, the one sitting out has nothing to do with the

stakes; but he may make outside wagers on the result of the game.

_=THE METHOD OF PLAYING=_ is practically the same as at whist, with the

following exceptions:--

When it is the turn of Mort to play, Vivant selects the card for him.

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 14 / 70 段