While the code of laws drawn up by the American Whist League, and

finally approved and adopted at the Third Congress, [in Chicago, June

20th to 24th, 1893,] refers exclusively to the parent game of Whist,

its general provisions equally apply to all members of the whist

family of games. The author believes it will save much repetition and

confusion to interlineate the exceptions which are necessary in order

to cover the special features of such important variations as Boston,

Cayenne, and Solo Whist. Where no exceptions are made, the law applies

equally to these games and to Whist. The unnumbered paragraphs show the

inserted laws.

It is a common practice for the framers of laws to insert rules which

are simply descriptive of the manner of play. The author believes in

adhering to the proper definition of a law, which is a rule carrying

with it some penalty for its infraction, or defining the rights of

individual players. Such a statement as that the Dummy player may not

overlook his adversary’s hand is not a law, because there is no penalty

if he does so.

The author is not responsible for the peculiar grammar employed in both

the American and English Laws.

THE GAME.

1. A game consists of seven points, each trick above six counting one.

The value of the game is determined by deducting the losers’ score from

seven.

In _=Boston=_, the game is finished in twelve deals.

In _=Cayenne=_, a game consists of ten points, each trick above

six counting towards game according to the table of values.

Honours and Slams also count towards game. Every hand must be

played out, and all points made in excess of the ten required

to win the game are counted on the next game; so that it is

possible to win two or three games in one hand. In Nullo, every

trick over the book is counted by the adversaries. Players

cannot count out by honours alone; they must win the odd trick

or stop at the score of nine. If one side goes out by cards,

the other cannot score honours. The rubber is won by the side

that first wins four games of ten points each. The value of the

rubber is determined by adding 8 points to the winners’ score

for tricks, honours, and slams, and then deducting the score of

the losers.

In _=Solo Whist=_, the game is complete in one deal, and the

value of it is determined by the player’s success or failure

in his undertaking, and must be settled for at the end of the

hand, according to the table of payments.

FORMING THE TABLE.

2. Those first in the room have the preference. If, by reason of two or

more arriving at the same time, more than four assemble, the preference

among the last comers is determined by cutting, a lower cut giving

the preference over all cutting higher. A complete table consists of

six; the four having the preference play. Partners are determined by

cutting; the highest two play against the lowest two; the lowest deals

and has the choice of seats and cards.

In _=Boston=_ and in _=Solo Whist=_, a table is complete with

four players. In cutting for positions at the table, the lowest

has the choice of seats and cards, and the two highest sit

opposite each other.

3. If two players cut intermediate cards of equal value, they cut

again; the lower of the new cut plays with the original lowest.

4. If three players cut cards of equal value, they cut again. If the

fourth has cut the highest card, the two lowest of the new cut are

partners, and the lowest deals. If the fourth has cut the lowest card,

he deals, and the two highest of the new cut are partners.

5. At the end of a game, if there are more than four belonging to

the table, a sufficient number of the players retire to admit those

awaiting their turn to play. In determining which players remain in,

those who have played a less number of consecutive games have the

preference over all who have played a greater number; between two or

more who have played an equal number, the preference is determined by

cutting, a lower cut giving the preference over all cutting higher.

In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, at the end of

a game a new table must be formed, those already in having no

preference over fresh candidates.

6. To entitle one to enter a table, he must declare his intention to do

so before any one of the players has cut for the purpose of commencing

a new game or of cutting out.

In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, this rule does

not apply.

CUTTING.

7. In cutting, the ace is the lowest card. All must cut from the same

pack. If a player exposes more than one card, he must cut again.

Drawing cards from the outspread pack may be resorted to in place of

cutting.

SHUFFLING.

8. Before every deal, the cards must be shuffled. When two packs are

used, the dealer’s partner must collect and shuffle the cards for the

ensuing deal and place them at his right hand. In all cases the dealer

may shuffle last.

In _=Boston=_ and in _=Cayenne=_, two packs must be used; and

in Boston there must be no shuffling of either pack after the

first deal.

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

expose the face of any card.

CUTTING TO THE DEALER.

10. The dealer must present the pack to his right hand adversary to be

cut; the adversary must take a portion from the top of the pack and

place it toward the dealer; at least four cards must be left in each

packet; the dealer must reunite the packets by placing the one not

removed in cutting upon the other.

11. If, in cutting or reuniting the separate packets, a card is

exposed, the pack must be reshuffled by the dealer, and cut again; if

there is any confusion of the cards, or doubt as to the place where the

pack was separated, there must be a new cut.

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

12. If the dealer reshuffles the pack after it has been properly cut,

he loses his deal.

In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, the misdealer

must deal again.

DEALING.

13. When the pack has been properly cut and reunited, the dealer

must distribute the cards, one at a time, to each player in regular

rotation, beginning at his left. The last, which is the trump card,

must be turned up before the dealer. At the end of the hand, or when

the deal is lost, the deal passes to the player next to the dealer on

his left, and so on to each in turn.

In _=Solo Whist=_, the cards are distributed three at a time

until only four remain in the pack. These are dealt one at a

time, and the last turned up for trump.

In _=Boston=_ and in _=Cayenne=_, the cards are dealt four at

a time for two rounds, and then five at a time. No trump is

turned. After the cards have been dealt the player opposite

the dealer presents the still pack to be cut by the player on

the dealer’s left, and the top card of the portion left on the

table is turned up.

In _=Boston=_, _=Cayenne=_, or _=Solo Whist=_, the deal is

never lost. The same dealer deals again with the same pack.

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

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

II. If, during the deal or during the play of the hand, the

pack is proved incorrect or imperfect; but any prior score made

with that pack shall stand.

15. If, during the deal, a card is exposed, the side not in fault may

demand a new deal, provided neither of that side has touched a card. If

a new deal does not take place, the exposed card is not liable to be

called.

16. Any one dealing out of turn, or with his adversaries’ pack, may be

stopped before the trump card is turned, after which the deal is valid,

and the packs, if changed, so remain.

In _=Boston=_ and _=Cayenne=_, the dealer must be stopped

before the last card is dealt.

MISDEALING.

17. It is a misdeal:--

I. If the dealer omits to have the pack cut, and his

adversaries discover the error before the trump card is turned,

and before looking at any of their cards.

II. If he deals a card incorrectly, and fails to correct the

error before dealing another.

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

the pack.

IV. If, having a perfect pack, he does not deal to each player

the proper number of cards, and the error is discovered before

all have played to the first trick.

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

VI. If he places the trump card face downward upon his own or

any other player’s cards.

A misdeal loses the deal, unless, during the deal, either of the

adversaries touches a card or in any other manner interrupts the dealer.

In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, the misdealer

deals again with the same cards. In Boston he forfeits a red

counter to the pool for his error.

THE TRUMP CARD.

18. The dealer must leave the trump card face upward on the table

until it is his turn to play to the first trick; if it is left on the

table until after the second trick has been turned and quitted, it is

liable to be called. After it has been lawfully taken up, it must not

be named, and any player naming it is liable to have his highest or his

lowest trump called by either adversary. A player may, however, ask

what the trump suit is.

This law does not apply to Boston, or Cayenne.

In _=Boston=_ and in _=Cayenne=_, no trump is turned, but a

card is cut from the still pack to determine the rank of the

suits. See Law 13.

In _=Cayenne=_, the trump suit must be named by the dealer or

his partner after they have examined their cards. The dealer

has the first say, and he may select any of the four suits, or

he may announce “grand,” playing for the tricks without any

trump suit. In Cayenne, he may announce “nullo,” playing to

take as few tricks as possible, there being no trump suit. If

the dealer makes his choice, his partner must abide by it; but

if the dealer has not a hand to justify him in deciding, he may

leave the choice to his partner, who must decide. A declaration

once made cannot be changed.

IRREGULARITIES IN THE HANDS.

19. If, at any time after all have played to the first trick, the pack

being perfect, a player is found to have either more or less than his

correct number of cards and his adversaries have their right number,

the latter, upon the discovery of such surplus or deficiency, may

consult and shall have the choice:--

I. To have a new deal; or

II. To have the hand played out, in which case the surplus or

missing card or cards are not taken into account.

If either of the adversaries also has more or less than his correct

number, there must be a new deal.

If any player has a surplus card by reason of an omission to play to a

trick, his adversaries can exercise the foregoing privilege only after

he has played to the trick following the one in which such omission

occurred.

In _=Boston=_, if at any time it is discovered that a

player opposed to the bidder has _=less=_ than his proper

number of cards, whether through the fault of the dealer,

or through having played more than one card to a trick, he

and his partners must each pay the bidder for his bid and

all over-tricks. If the bidder has _=less=_ than his proper

number of cards, he is put in for one trick at least, and his

adversaries may demand the hand to be played out to put him in

for over-tricks. In Misère Partout, any player having _=less=_

than his proper number of cards forfeits five red counters to

each of the other players, and the hands are abandoned. If any

player has _=more=_ than the proper number of cards, it is a

misdeal, and the misdealer deals again, after forfeiting one

red counter to the pool.

In _=Solo Whist=_, the deal stands good. Should the player with

the incorrect number of cards be the caller or his partner,

the hand must be played out. Should the caller make good his

proposition, he neither receives nor pays on that hand. If he

fails, he must pay. Should the player with the defective hand

be the adversary of the caller, he and his partners must pay

the stakes on that hand, which may then be abandoned. Should

two players have an incorrect number of cards, one of them

being the caller, there must be a new deal.

CARDS LIABLE TO BE CALLED.

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

I. Every card faced upon the table otherwise than in the

regular course of play, but not including a card led out of

turn.

II. Every card thrown with the one led or played to the current

trick. The player must indicate the one led or played.

III. Every card so held by a player that his partner sees any

portion of its face.

IV. All the cards in a hand lowered or shown by a player so

that his partner sees more than one card of it.

V. Every card named by the player holding it.

In _=Boston=_ and _=Solo Whist=_ there are no penalties for

cards exposed by the single player, because he has no partner

to take advantage of the information.

21. All cards liable to be called must be placed and left face upwards

on the table. A player must lead or play them when called, provided

he can do so without revoking. The call may be repeated at each trick

until the card is played. A player cannot be prevented from leading

or playing a card liable to be called; if he can get rid of it in the

course of play, no penalty remains.

In _=Boston=_ and in _=Solo Whist=_, if the exposed card is a

trump, the owner may be called upon by his adversary not to use

it for ruffing. If the suit of the exposed card is led, whether

trump or not, the adversary may demand that the card be played

or not played; or that the highest or lowest of the suit be

played. If the owner of the exposed card has no other of the

suit, the penalty is paid.

Penalties must be exacted by players in their proper turn, or

the right to exact them is lost. For instance: In Solo Whist,

A is the proposer, B the acceptor, and B has an exposed card

in front of him. When Y plays he should say whether or not he

wishes to call the exposed card. If he says nothing, B must

await Z’s decision.

22. If a player leads a card better than any his adversaries hold of

the suit, and then leads one or more other cards without waiting for

his partner to play, the latter may be called upon by either adversary

to take the first trick, and the other cards thus improperly played are

liable to be called; it makes no difference whether he plays them one

after the other, or throws them all on the table together, after the

first card is played, the others are liable to be called.

23. A player having a card liable to be called must not play another

until the adversaries have stated whether or not they wish to call the

card liable to the penalty. If he plays another card without awaiting

the decision of the adversaries, such other card also is liable to be

called.

LEADING OUT OF TURN.

24. If any player leads out of turn, a suit may be called from him or

his partner, the first time it is the turn of either of them to lead.

The penalty can be enforced only by the adversary on the right of the

player from whom a suit can be lawfully called.

If a player, so called on to lead a suit, has none of it, or if all

have played to the false lead, no penalty can be enforced. If all have

not played to the trick, the cards erroneously played to such false

lead are not liable to be called and must be taken back.

In _=Boston=_, if the adversary of the bidder leads out of

turn, and the bidder has not played to the trick, the latter

may call a suit from the player whose proper turn it is to

lead; or, if it is the bidder’s own lead, he may call a suit

when next the adversaries obtain the lead; or he may claim the

card played in error as an exposed card. If the bidder has

played to the trick the error cannot be rectified. Should the

bidder lead out of turn, and the player on his left follow the

erroneous lead, the error cannot be corrected.

In Misères, a lead out of turn by the bidder’s adversary

immediately loses the game, but there is no penalty for leading

out of turn in Misère Partout.

PLAYING OUT OF TURN.

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

play before the second.

26. If the third hand has not played, and the fourth hand plays before

the second, the latter may be called upon by the third hand to play his

highest or lowest card of the suit led or, if he has none, to trump or

not to trump the trick.

In _=Boston=_, and in _=Solo Whist=_, should an adversary of

the single player play out of turn, the bidder may call upon

the adversary who has not played to play his highest or lowest

of the suit led, or to win or not to win the trick. If the

adversary of a Misère player leads or plays out of turn, the

bidder may immediately claim the stakes. In Solo Whist, the

individual player in fault must pay for himself and for his

partners.

ABANDONED HANDS.

27. If all four players throw their cards on the table, face upwards,

no further play of that hand is permitted. The result of the hand, as

then claimed or admitted, is established, provided that, if a revoke is

discovered, the revoke penalty attaches.

In _=Solo Whist=_, should the bidder abandon his hand, he

and his partner, if any, must pay the stakes and settle

for all over-tricks as if they had lost all the remaining

tricks. If a player, not the bidder, abandons his hand, his

partner or partners may demand the hand to be played out with

the abandoned hand exposed, and liable to be called by the

adversary. If they defeat the call they win nothing, but the

player who abandoned his hand must pay the caller just as if he

had been successful. If the partner or partners of the exposed

hand lose, they must pay their share of the losses.

REVOKING.

28. A revoke is a renounce in error, not corrected in time. A player

renounces in error, when, holding one or more cards of the suit led, he

plays a card of a different suit.

A renounce in error may be corrected by the player making it, before

the trick in which it occurs has been turned and quitted, unless either

he or his partner, whether in his right turn or otherwise, has led or

played to the following trick.

29. If a player corrects his mistake in time to save a revoke, the card

improperly played by him is liable to be called; any player or players,

who have played after him, may withdraw their cards and substitute

others; the cards so withdrawn are not liable to be called.

In _=Boston=_, if the bidder revokes and corrects himself in

time, there is no penalty unless an adversary has played after

him, in which case the bidder’s card may be claimed as exposed.

The player who followed him may then amend his play. If a

player opposed to the bidder discovers and corrects a revoke

made by himself or any of his partners, the bidder may either

claim the card played in error as exposed, or may call on the

revoking player for his highest or lowest of the suit led.

30. The penalty for revoking is the transfer of two tricks from the

revoking side to their adversaries; it can be enforced for as many

revokes as occur during the hand. The revoking side cannot win the game

in that hand; if both sides revoke, neither can win the game in that

hand.

In _=Cayenne=_ and _=Solo Whist=_, as a penalty for a revoke,

the adversaries of the revoking player may take from him three

tricks; or may deduct the value of three tricks from his score;

or may add the value of three tricks to their own score. The

revoking players cannot score slams or game that hand. All

slams must be made independently of the revoke penalty.

In _=Boston=_, the penalty for a revoke on the part of the

bidder is that he is put in for one trick, and must pay four

red counters into the next pool. Should an adversary of the

bidder revoke, he must pay four red counters into the next

pool, and he and his partners must pay the bidder as if he had

been successful. On the discovery of a revoke in Boston the

hands are usually abandoned; but the cards should be shown to

the table, in order that each player may be satisfied that no

other revoke has been made. A player revoking in Misère Partout

pays five red counters to each of his adversaries and the hands

are then abandoned.

31. The revoking player and his partner may require the hand in which

the revoke has been made, to be played out, and score all points made

by them up to the score of six.

In _=Boston=_, the hands are abandoned after the revoke is

claimed and proved.

In _=Cayenne=_, the revoking players must stop at nine.

In _=Solo Whist=_, the revoking players must pay all the red

counters involved in the call, whether they win or lose,

but they may play the hand out to save over-tricks. If the

caller or his partner revokes they must jointly pay the losses

involved; but if an adversary of the caller revokes, he must

individually pay the entire loss unless he can show that the

callers would have won in spite of the revoke. Should he be

able to do this, his partners must stand their share of the

losses, but the revoking player must individually pay for

the three tricks taken as the revoke penalty. If the single

player revokes, either on solo or abundance, he loses the

red counters involved in any case, but may play the hand out

to save over-tricks. If the single player in a misère or

a slam revokes, the hand is abandoned and he must pay the

stakes. If an adversary of a misère or a slam revokes, he must

individually pay the whole stakes.

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

the tricks. If the cards have been mixed, the claim may be urged and

proved, if possible; but no proof is necessary and the revoke is

established, if, after it has been claimed, the accused player or

his partner mixes the cards before they have been examined to the

satisfaction of the adversaries.

33. The revoke can be claimed at any time before the cards have been

presented and cut for the following deal, but not thereafter.

MISCELLANEOUS.

34. Any one, during the play of a trick and before the cards have been

touched for the purpose of gathering them together, may demand that the

players draw their cards.

35. If any one, prior to his partner playing, calls attention in any

manner to the trick or to the score, the adversary last to play to the

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

of the suit led or, if he has none, to trump or not to trump the trick.

36. If any player says “I can win the rest,” “The rest are ours,” “We

have the game,” or words to that effect, his partner’s cards must be

laid upon the table and are liable to be called.

37. When a trick has been turned and quitted, it must not again be seen

until after the hand has been played. A violation of this law subjects

the offender’s side to the same penalty as in case of a lead out of

turn.

In _=Boston=_, _=Cayenne=_, and _=Solo Whist=_, it is still the

custom to permit looking at the last trick, except in Misères.

The penalty in a misère game is the same as for a lead out of

turn.

38. If a player is lawfully called upon to play the highest or lowest

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

unnecessarily fails to comply, he is liable to the same penalty as if

he had revoked.

39. In all cases where a penalty has been incurred, the offender must

await the decision of the adversaries. If either of them, with or

without his partner’s consent, demands a penalty to which they are

entitled, such decision is final. If the wrong adversary demands a

penalty, or a wrong penalty is demanded, none can be enforced.

* * * * *

The following rules belong to the established code of Whist Etiquette.

They are formulated with a view to discourage and repress certain

improprieties of conduct, therein pointed out, which are not reached by

the laws. The courtesy which marks the intercourse of gentlemen will

regulate other more obvious cases.

1. No conversation should be indulged in during the play, except such

as is allowed by the laws of the game.

2. No player should in any manner whatsoever give any intimation as to

the state of his hand or of the game, or of approval or disapproval of

a play.

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

quitted.

4. No player should, after having led a winning card, draw a card from

his hand for another lead until his partner has played to the current

trick.

5. No player should play a card in any manner so as to call particular

attention to it, nor should he demand that the cards be placed in order

to attract the attention of his partner.

6. No player should purposely incur a penalty because he is willing

to pay it, nor should he make a second revoke in order to conceal one

previously made.

7. No player should take advantage of information imparted by his

partner through a breach of etiquette.

8. No player should object to referring a disputed question of fact to

a bystander who professes himself uninterested in the result of the

game, and able to decide the question.

9. Bystanders should not in any manner call attention to, or give any

intimation concerning the play or the state of the game, during the

play of a hand. They should not look over the hand of a player without

his permission; nor should they walk round the table to look at the

different hands.

ERRONEOUS SCORES.

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 20 / 70 段