Any error in the trick score may be corrected before the

last card has been dealt in the following deal; or if the

error occurs in the last hand of a game or rubber, it may be

corrected before the score is agreed to. Errors in other scores

may be corrected at any time before the final score of the game

or rubber is agreed to.

BIDDING.

In _=Boston=_, or _=Solo Whist=_, any player making a bid must

stand by it, and either play or pay. Should he make a bid in

error and correct himself, he must stand by the first bid

unless he is over-called, when he may either amend his bid or

pass.

ENGLISH WHIST LAWS.

THE RUBBER.

1. The rubber is the best of three games. If the first two games are

won by the same players, the third game is not played.

SCORING.

2. A game consists of five points. Each trick, above six, counts one

point.

3. Honours, _i.e._, Ace, King, Queen, and Knave of trumps, are thus

reckoned:

If a player and his partner, either separately or conjointly, hold--

I. The four honours, they score four points.

II. Any three honours, they score two points.

III. Only two honours, they do not score.

4. Those players who, at the commencement of a deal, are at the score

of four, cannot score honours.

5. The penalty for a revoke (_see_ Law 72) takes precedence of all

other scores. Tricks score next. Honours last.

6. Honours, unless claimed before the trump card of the following deal

is turned up, cannot be scored.

7. To score honours is not sufficient; they must be called at the end

of the hand; if so called, they may be scored at any time during the

game.

8. The winners gain--

I. A treble, or game of three points, when their adversaries

have not scored.

II. A double, or game of two points, when their adversaries

have scored less than three.

III. A single, or game of one point, when their adversaries

have scored three or four.

9. The winners of the rubber gain two points (commonly called the

rubber points), in addition to the value of their games.

10. Should the rubber have consisted of three games, the value of the

losers’ game is deducted from the gross number of points gained by

their opponents.

11. If an erroneous score be proved, such mistake can be corrected

prior to the conclusion of the game in which it occurred, and such game

is not concluded until the trump card of the following deal has been

turned up.

12. If an erroneous score, affecting the amount of the rubber, be

proved, such mistake can be rectified at any time during the rubber.

CUTTING.

13. The Ace is the lowest card.

14. In all cases, every one must cut from the same pack.

15. Should a player expose more than one card, he must cut again.

FORMATION OF TABLE.

16. If there are more than four candidates, the players are selected by

cutting; those first in the room having the preference. The four who

cut the lowest cards play first, and cut again to decide on partners;

the two lowest play against the two highest; the lowest is the dealer,

who has choice of cards and seats, and, having once made his selection,

must abide by it.

17. When there are more than six candidates, those who cut the two next

lowest cards belong to the table, which is complete with six players;

on the retirement of one of those six players, the candidate who cut

the next lowest card has a prior right to any aftercomer to enter the

table.

CUTTING CARDS OF EQUAL VALUE.

18. Two players cutting cards of equal value, unless such cards are the

two highest, cut again; should they be the two lowest, a fresh cut is

necessary to decide which of those two deals.

19. Three players cutting cards of equal value cut again; should the

fourth (or remaining) card be the highest, the two lowest of the new

cut are partners, the lower of those two the dealer; should the fourth

card be the lowest, the two highest are partners, the original lowest

the dealer.

CUTTING OUT.

20. At the end of a rubber, should admission be claimed by any one,

or by two candidates, he who has, or they who have, played a greater

number of consecutive rubbers than the others is, or are, out; but

when all have played the same number, they must cut to decide upon the

outgoers; the highest are out.

ENTRY AND RE-ENTRY.

21. A candidate wishing to enter a table must declare such intention

prior to any of the players having cut a card, either for the purpose

of commencing a fresh rubber or of cutting out.

22. In the formation of fresh tables, those candidates who have neither

belonged to nor played at any other table have the prior right of

entry; the others decide their right of admission by cutting.

23. Any one quitting a table prior to the conclusion of a rubber may,

with consent of the other three players, appoint a substitute in his

absence during that rubber.

24. A player cutting into one table, whilst belonging to another, loses

his right of re-entry into that latter, and takes his chance of cutting

in, as if he were a fresh candidate.

25. If any one break up a table, the remaining players have the

prior right to him of entry into any other, and should there not be

sufficient vacancies at such other table to admit all those candidates,

they settle their precedence by cutting.

SHUFFLING

26. The pack must neither be shuffled below the table nor so that the

face of any card be seen.

27. The pack must not be shuffled during the play of the hand.

28. A pack, having been played with, must neither be shuffled by

dealing it into packets, nor across the table.

29. Each player has a right to shuffle, once only, except as provided

by Rule 32, prior to a deal, after a false cut [_see_ Law 34], or when

a new deal [_see_ Law 37] has occurred.

30. The dealer’s partner must collect the cards for the ensuing deal,

and has the first right to shuffle that pack.

31. Each player after shuffling must place the cards properly

collected, and face downwards, to the left of the player about to deal.

32. The dealer has always the right to shuffle last; but should a card

or cards be seen during his shuffling, or whilst giving the pack to be

cut, he may be compelled to reshuffle.

THE DEAL.

33. Each player deals in his turn; the right of dealing goes to the

left.

34. The player on the dealer’s right cuts the pack, and, in dividing

it, must not leave fewer than four cards in either packet; if in

cutting, or in replacing one of the two packets on the other, a card be

exposed, or if there be any confusion of the cards, or a doubt as to

the exact place in which the pack was divided, there must be a fresh

cut.

35. When a player, whose duty it is to cut, has once separated the

pack, he cannot alter his intention; he can neither reshuffle nor recut

the cards.

36. When the pack is cut, should the dealer shuffle the cards, he loses

his deal.

A NEW DEAL.

37. There must be a new deal--

I. If during a deal, or during the play of a hand, the pack be

proved incorrect or imperfect.

II. If any card, excepting the last, be faced in the pack.

38. If, whilst dealing, a card be exposed by the dealer or his partner,

should neither of the adversaries have touched the cards, the latter

can claim a new deal; a card exposed by either adversary gives that

claim to the dealer, provided that his partner has not touched a card;

if a new deal does not take place, the exposed card cannot be called.

39. If, during dealing, a player touch any of his cards, the

adversaries may do the same, without losing their privilege of claiming

a new deal, should chance give them such option.

40. If, in dealing, one of the last cards be exposed, and the dealer

turn up the trump before there is reasonable time for his adversaries

to decide as to a fresh deal, they do not thereby lose their privilege.

41. If a player, whilst dealing, look at the trump card, his

adversaries have a right to see it, and may exact a new deal.

42. If a player take into the hand dealt to him a card belonging to

the other pack, the adversaries, on discovery of the error, may decide

whether they will have a fresh deal or not.

A MISDEAL.

43. A misdeal loses the deal.

44. It is a misdeal--

I. Unless the cards are dealt into four packets, one at a time

in regular rotation, beginning with the player to the dealer’s

left.

II. Should the dealer place the last (_i.e._, the trump) card,

face downwards, on his own, or any other pack.

III. Should the trump card not come in its regular order to the

dealer; but he does not lose his deal if the pack be proved

imperfect.

IV. Should a player have fourteen cards, and either of the

other three less than thirteen.

V. Should the dealer, under an impression that he has made a

mistake, either count the cards on the table or the remainder

of the pack.

VI. Should the dealer deal two cards at once, or two cards to

the same hand, and then deal a third; but if, prior to dealing

that third card, the dealer can, by altering the position of

one card only, rectify such error, he may do so, except as

provided by the second paragraph of this Law.

VII. Should the dealer omit to have the pack cut to him, and

the adversaries discover the error, prior to the trump card

being turned up, and before looking at their cards, but not

after having done so.

45. A misdeal does not lose the deal if, during the dealing, either of

the adversaries touch the cards prior to the dealer’s partner having

done so; but should the latter have first interfered with the cards,

notwithstanding either or both of the adversaries have subsequently

done the same, the deal is lost.

46. Should three players have their right number of cards--the fourth

have less than thirteen, and not discover such deficiency until he has

played any of his cards, the deal stands good; should he have played,

he is as answerable for any revoke he may have made as if the missing

card, or cards, had been in his hand; he may search the other pack for

it, or them.

47. If a pack, during or after a rubber, be proved incorrect or

imperfect, such proof does not alter any past score, game, or rubber;

that hand in which the imperfection was detected is null and void; the

dealer deals again.

48. Any one dealing out of turn, or with the adversary’s cards, may be

stopped before the trump card is turned up, after which the game must

proceed as if no mistake had been made.

49. A player can neither shuffle, cut, nor deal for his partner,

without the permission of his opponents.

50. If the adversaries interrupt a dealer whilst dealing, either by

questioning the score or asserting that it is not his deal, and fail to

establish such claim, should a misdeal occur, he may deal again.

51. Should a player take his partner’s deal and misdeal, the latter is

liable to the usual penalty, and the adversary next in rotation to the

player who ought to have dealt then deals.

THE TRUMP CARD.

52. The dealer, when it is his turn to play to the first trick, should

take the trump card into his hand; if left on the table after the first

trick be turned and quitted, it is liable to be called; his partner may

at any time remind him of the liability.

53. After the dealer has taken the trump card into his hand, it cannot

be asked for; a player naming it at any time during the play of that

hand is liable to have his highest or lowest trump called.

54. If the dealer take the trump card into his hand before it is his

turn to play, he may be desired to lay it on the table; should he show

a wrong card, this card may be called, as also a second, a third, etc.,

until the trump card be produced.

55. If the dealer declare himself unable to recollect the trump card,

his highest or lowest trump may be called at any time during that hand,

and unless it cause him to revoke, must be played; the call may be

repeated, but not changed, _i.e._, from highest to lowest, or _vice

versa_, until such card is played.

CARDS LIABLE TO BE CALLED.

56. All exposed cards are liable to be called, and must be left on the

table; but a card is not an exposed card when dropped on the floor, or

elsewhere below the table. The following are exposed cards:--

I. Two or more cards played at once.

II. Any card dropped with its face upward, or in any way

exposed on or above the table, even though snatched up so

quickly that no one can name it.

57. If any one play to an imperfect trick the best card on the table,

or lead one which is a winning card as against his adversaries, and

then lead again, or play several such winning cards, one after the

other, without waiting for his partner to play, the latter may be

called on to win, if he can, the first or any other of those tricks,

and the other cards thus improperly played are exposed cards.

58. If a player, or players, under the impression that the game is

lost--or won--or for other reasons--throw his or their cards on the

table face upward, such cards are exposed, and liable to be called,

each player’s by the adversary; but should one player alone retain his

hand, he cannot be forced to abandon it.

59. If all four players throw their cards on the table face upward, the

hands are abandoned; and no one can again take up his cards. Should

this general exhibition show that the game might have been saved, or

won, neither claim can be entertained, unless a revoke be established.

The revoking players are then liable to the following penalties: they

cannot under any circumstances win the game by the result of that hand,

and the adversaries may add three to their score, or deduct three from

that of the revoking players.

60. A card detached from the rest of the hand so as to be named is

liable to be called; but should the adversary name a wrong card, he is

liable to have a suit called when he or his partner have the lead.

61. If a player who has rendered himself liable to have the highest or

lowest of a suit called, fail to play as desired, or if when called on

to lead one suit he lead another, having in his hand one or more cards

of that suit demanded, he incurs the penalty of a revoke.

62. If any player lead out of turn, his adversaries may either call the

card erroneously led, or may call a suit from him or his partner when

it is next the turn of either of them to lead.

63. If any player lead out of turn, and the three others have followed

him, the trick is complete, and the error cannot be rectified; but if

only the second, or the second and third, have played to the false

lead, their cards, on discovery of the mistake, are taken back; there

is no penalty against any one, excepting the original offender, whose

card may be called, or he, or his partner, when either of them has next

the lead, may be compelled to play any suit demanded by the adversaries.

64. In no case can a player be compelled to play a card which would

oblige him to revoke.

65. The call of a card may be repeated until such card has been played.

66. If a player called on to lead a suit have none of it, the penalty

is paid.

CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK.

67. If the third hand play before the second, the fourth hand may play

before his partner.

68. Should the third hand not have played, and the fourth play before

his partner, the latter may be called on to win, or not to win the

trick.

69. If any one omit playing to a former trick, and such error be not

discovered until he has played to the next, the adversaries may claim

a new deal; should they decide that the deal stand good, the surplus

card at the end of the hand is considered to have been played to the

imperfect trick, but does not constitute a revoke therein.

70. If any one play two cards to the same trick, or mix his trump,

or other card, with a trick to which it does not properly belong,

and the mistake be not discovered until the hand is played out, he is

answerable for all consequent revokes he may have made. If, during the

play of the hand, the error be detected, the tricks may be counted face

downward, in order to ascertain whether there be among them a card

too many; should this be the case, they may be searched, and the card

restored; the player is, however, liable for all revokes which he may

have meanwhile made.

THE REVOKE.

71. Is when a player, holding one or more cards of the suit led, plays

a card of a different suit.

72. The penalty for a revoke--

I. Is at the option of the adversaries, who at the end of the

hand may either take three tricks from the revoking player or

deduct three points from his score, or add three to their own

score;

II. Can be claimed for as many revokes as occur during the hand;

III. Is applicable only to the score of the game in which it

occurs;

IV. Cannot be divided, _i.e._, a player cannot add one or two

to his own score and deduct one or two from the revoking player;

V. Takes precedence of every other score--_e.g._, the claimants

two, their opponents nothing; the former add three to their

score, and thereby win a treble game, even should the latter

have made thirteen tricks, and held four honours.

73. A revoke is established if the trick in which it occur be turned

and quitted, _i.e._, the hand removed from that trick after it has been

turned face downward on the table, or if either the revoking player or

his partner, whether in his right turn or otherwise, lead or play to

the following trick.

74. A player may ask his partner whether he has not a card of the

suit which he has renounced; should the question be asked before the

trick is turned and quitted, subsequent turning and quitting does

not establish the revoke, and the error may be corrected, unless the

question be answered in the negative, or unless the revoking player or

his partner have led or played to the following trick.

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

the tricks.

76. If a player discover his mistake in time to save a revoke, the

adversaries, whenever they think fit, may call the card thus played in

error, or may require him to play his highest or lowest card to that

trick in which he has renounced; any player or players who have played

after him may withdraw their cards and substitute others: the cards

withdrawn are not liable to be called.

77. If a revoke be claimed, and the accused player or his partner

mix the cards before they have been sufficiently examined by the

adversaries, the revoke is established. The mixing of the cards only

renders the proof of a revoke difficult; but does not prevent the claim

and possible establishment of the penalty.

78. A revoke cannot be claimed after the cards have been cut for the

following deal.

79. The revoking player and his partner may, under all circumstances,

require the hand in which the revoke has been detected to be played out.

80. If a revoke occur, be claimed and proved, bets on the odd trick or

on amount of score, must be decided by the actual state of the latter,

after the penalty is paid.

81. Should the players on both sides subject themselves to the penalty

of one or more revokes, neither can win the game; each is punished at

the discretion of his adversary.

82. In whatever way the penalty be enforced, under no circumstances can

a player win the game by the result of the hand during which he has

revoked; he cannot score more than four. (_See_ Law 61.)

CALLING FOR NEW CARDS.

83. Any player (on paying for them) before, but not after, the pack be

cut for the deal, may call for fresh cards. He must call for two new

packs, of which the dealer takes his choice.

GENERAL RULES.

84. Where a player and his partner have an option of exacting from

their adversaries one of two penalties, they should agree who is to

make the election, but must not consult with one another which of the

two penalties it is advisable to exact; if they do so consult, they

lose their right; and if either of them, with or without consent of his

partner, demand a penalty to which he is entitled, such decision is

final.

[This rule does not apply in exacting the penalties for a revoke;

partners have then a right to consult.]

85. Any one during the play of a trick, or after the four cards are

played, and before, but not after, they are touched for the purpose of

gathering them together, may demand that the cards be placed before

their respective players.

86. If any one, prior to his partner playing, should call attention

to the trick--either by saying that it is his, or by naming his card,

or, without being required so to do, by drawing it toward him--the

adversaries may require that opponent’s partner to play the highest or

lowest of the suit then led, or to win or lose the trick.

87. In all cases where a penalty has been incurred, the offender is

bound to give reasonable time for the decision of his adversaries.

88. If a bystander make any remark which calls the attention of a

player or players to an oversight affecting the score, he is liable to

be called on, by the players only, to pay the stakes and all bets on

that game or rubber.

89. A bystander, by agreement among the players, may decide any

question.

90. A card or cards torn or marked must be either replaced by

agreement, or new cards called at the expense of the table.

91. Any player may demand to see the last trick turned, and no more.

Under no circumstances can more than eight cards be seen during the

play of the hand, _viz._: the four cards on the table which have not

been turned and quitted, and the last trick turned.

ETIQUETTE OF WHIST.

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

are not called laws, as it is difficult--in some cases impossible--to

apply any penalty to their infraction, and the only remedy is to cease

to play with players who habitually disregard them:

Two packs of cards are invariably used at Clubs; if possible, this

should be adhered to.

Any one, having the lead and several winning cards to play, should not

draw a second card out of his hand until his partner has played to the

first trick, such act being a distinct intimation that the former has

played a winning card.

No intimation whatever, by word or gesture, should be given by a player

as to the state of his hand, or of the game.

A player who desires the cards to be placed, or who demands to see the

last trick, should do it for his own information only, and not in order

to invite the attention of his partner.

No player should object to refer to a bystander who professes himself

uninterested in the game, and able to decide any disputed question

of facts; as to who played any particular card--whether honours were

claimed though not scored, or _vice versa_--etc., etc.

It is unfair to revoke purposely; having made a revoke, a player is not

justified in making a second in order to conceal the first.

Until the players have made such bets as they wish, bets should not be

made with bystanders.

Bystanders should make no remark, neither should they by word or

gesture give any intimation of the state of the game until concluded

and scored, nor should they walk round the table to look at the

different hands.

No one should look over the hand of a player against whom he is

betting.

DUMMY.

Is played by three players.

One hand, called Dummy’s, lies exposed on the table.

The laws are the same as those of Whist, with the following exceptions:

I. Dummy deals at the commencement of each rubber.

II. Dummy is not liable to the penalty for a revoke, as his adversaries

see his cards; should he revoke, and the error not be discovered until

the trick is turned and quitted, it stands good.

III. Dummy being blind and deaf, his partner is not liable to any

penalty for an error whence he can gain no advantage. Thus, he may

expose some or all of his cards--or may declare that he has the game,

or trick, etc., without incurring any penalty; if, however, he lead

from Dummy’s hand when he should lead from his own, or _vice versa_, a

suit may be called from the hand which ought to have led.

DOUBLE DUMMY.

Is played by two players, each having a Dummy or exposed hand for his

partner. The laws of the game do not differ from Dummy Whist, except

in the following special Law: There is no misdeal, as the deal is a

disadvantage.

THE POKER FAMILY.

Properly speaking, Poker is not the founder, but simply the most famous

representative of a very ancient and always very popular family of

games, all of which can be traced to one source, the old French game of

Gilet, which was undoubtedly of Italian origin, perhaps a variety of

Primero. Gilet we find changed to Brelan in the time of Charles IX.,

and although Brelan is no longer played, the word is still used in all

French games to signify triplets, and “brelan-carré” is the common

French term for four of a kind in _le poker Américain_. From Brelan we

trace the French games of Bouillotte, and Ambigu, and the English game

of Brag; but the game of poker, as first played in the United States,

five cards to each player from a twenty-card pack, is undoubtedly the

Persian game of _as nas_.

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 21 / 70 段