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.