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_.