_=No. 1.=_ | | _=No. 2.=_

A bids 8 on hearts. | T | A bids 8 on hearts.

The draw: A 2; Y 2; | R | The draw: A 2; Y 3;

B 4; Z 5. | I | B 4; Z 4.

---------------------------+ C +---------------------------

A Y B Z | K | A Y B Z

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

♣Q | ♣3 | _♡8_ | ♣5 | 1 | ♡3 | ♡7 | _♡10_ | ♡8

♡2 | ♡6 | _♡Q_ | ♡4 | 2 | _♡Q_ | ♡2 | ♡4 | ♡9

♡10 | _♡J_ | ♣J | ♡9 | 3 | ♡6 | _♡J_ | A♢ | ♣4

_♡K_ | 5♢ | 2♠ | 4♠ | 4 | ♣2 | _7♠_ | K♢ | 6♠

_♡A_ | ♡7 | 6♠ | ♣9 | 5 | ♡K | _♡A_ | ♣3 | ♣6

♡3 | _♡5_ | 10♠ | K♢ | 6 | _♡5_ | 5♢ | 2♢ | ♣10

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

_=No. 1.=_ Y’s draw shows that he holds at least four trumps, so A must

trust his partner to cinch the first trick and return the trump. [See

our suggestions for good play.] At trick 3, Z cinches, to make A play

a high trump. It is evident to A that neither B nor Z holds either

Jack or Seven of trumps; so both those cards must be with Y. As B has

no more trumps the adversaries must have both Pedroes, and Y must have

one, as he holds four trumps. If they are divided, A can catch both by

cinching this trick with the King and leading the Ace; but if Y has

both Pedroes, such a course would lose Jack, Game, and one Pedro. If

A cinches this trick with the Ten, allowing Y to win with the Jack, A

must catch both Pedroes, no matter how they lie, provided Y leads the

trump Seven, for A will refuse to win it.

Y sees his danger, and by leading a Pedro to A, forces him either to

pass it, or to get into the lead and free the other Pedro.

A-B score nothing: Y-Z score 7 for Jack, Game, Pedro; and 8 in

addition, for points bid but not made by A-B; 15 altogether.

_=No. 2.=_ At trick 2, Y sees that he cannot save Low, and the lead

would be a great disadvantage, because either A has all the remaining

trumps, or Y’s partner has an unguarded Pedro. At trick 3, A knows that

if Y has Ace, and Z Pedro, A can still make his bid by catching Jack,

and saving his own Pedro. If the Pedro was not with Z the small trump

is still the best lead, for it puts the lead on A’s left. B gets rid of

cards which might get him into the lead to his partner’s disadvantage.

Unfortunately, Z is unable to take the lead away from Y at trick 4. As

Y is still in the lead, there is no necessity for A to save his Pedro,

for Y cannot possibly catch it, and A must catch Y’s, no matter how Y

plays.

A-B score 10 points; Low, Game, and both Pedroes, 12, from which they

deduct the 2 points made by Y-Z.

_=No. 3.=_ | | _=No. 4.=_

A bids 12 on hearts. | T | A bids 8 on hearts.

The draw: A 3; Y 5; | R | The draw: A 2; Y 4

B 3; Z 2. | I | B 4; Z 4.

------+------+------+------+ C +-------+------+------+-----

A Y B Z | K | A Y B Z

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

_♡A_ | ♡3 | 5♢ | ♡6 | 1 | _♡A_ | ♡6 | ♡J | ♡3

_♡K_ | ♡4 | ♡8 | ♡10 | 2 | ♡8 | ♡7 | ♡4 | _♡9_

♡2 | ♡7 | ♡9 | _♡J_ | 3 | ♡Q | ♡2 | 4♢ | _♡K_

♣Q | _♣K_ | ♣3 | ♣J | 4 | Q♠ | ♣2 | _♣A_ | ♣9

8♠ | _♣A_ | ♣10 | 2♢ | 5 | 5♢ | _♡5_ | ♣J | ♣7

_♡Q_ | Q♠ | K♢ | ♡5 | 6 | _♡10_ | 4♠ | J♢ | 2♢

_=No. 3.=_ At the second trick, A knows that his partner still holds

another trump, because he drew only three cards. This trump must be the

9. Z holds two more trumps, and they must be the Jack and Right Pedro,

because Z would not throw away Game if he had anything smaller. The 7

must be with Y, and if A now leads trump Queen, he will leave the Pedro

good over his Deuce, leaving him only 8 points, whereas he has bid 12.

If A leads the Deuce, his partner’s nine will cinch the trick, and Z

can make only the Jack.

A-B score 10. The 12 actually taken make good the bid; but the 2 points

won by the adversaries must be deducted, leaving 10 to be scored by A-B.

_=No. 4.=_ At the third trick, a hasty or careless player would have

been only too glad of the opportunity to get in his Pedro. But Y

reasons that there are only two trumps unaccounted for, the Ten and

Left Pedro. If B has one, it must fall to this trick. He cannot have

both, for A drew only two cards. If A has both, Y must catch his Pedro,

no matter how A plays; and as long as Y does not get into the lead

himself, he cannot lose his own Pedro. At trick 5, A naturally places

the Pedro with Z, as Y did not save it on the King, and it is perfectly

natural for A to trump with his Pedro, intending to lead the Ten to

catch Z’s.

A-B score nothing, not having made good their bid. Y-Z score Right and

Left Pedro, and Low, 11 points; adding the 8 points bid but not made by

A-B, 19 altogether.

CINCH LAWS.

_=Formation of Table.=_ A cinch table is complete with six players.

If more than four assemble, they cut for preference, the four highest

playing the first game. Partners and deal are then cut for, the two

lowest pairing against the two highest. Partners sit opposite each

other. The highest deals, and has the choice of seats and cards. The

Ace is high, both in cutting and in play. A player exposing more than

one card must cut again.

_=Ties.=_ If the first cut does not decide, the players cutting equal

cards cut again; but the new cut decides nothing but the tie.

_=Cutting Out.=_ At the end of the game, the players cut to decide

which shall give way to those awaiting their turn to play, the lowest

cuts going out. After the second game, those who have played the

greatest number of consecutive games give way, ties being decided by

cutting.

_=Dealing.=_ Every player has the right to shuffle the cards, the

dealer last. The dealer must present the pack to the pone to be cut.

At least four cards must be left in each packet. If a card is exposed

in cutting, the pack must be reshuffled, and cut again. If the dealer

reshuffles the pack after it has been properly cut, he loses his deal.

Beginning on his left, the dealer must give to each player in rotation

three cards at a time for three rounds. No trump is turned. The deal

passes to the left.

There must be a new deal by the same dealer if any card is found faced

in the pack; or if the pack is proved incorrect or imperfect; but any

previous cutting or scores made with the imperfect pack stand good.

The adversaries may demand a new deal if any card is exposed during the

deal, provided they have not touched a card. If an adversary exposes

a card, the dealer may elect to deal again. If a new deal is not

demanded, cards exposed in dealing cannot be called.

The adversaries may stop a player dealing out of turn, or with the

wrong pack, provided they do so before the last three cards are dealt,

alter which the deal stands good.

_=Misdealing.=_ A misdeal loses the deal. It is a misdeal: If the cards

have not been properly cut, if the dealer does not give the same number

of cards to each player on the same round; if he gives too many or too

few cards to any player; if he counts the cards on the table, or those

remaining in the pack; or if he deals a card incorrectly, and fails to

correct the error before dealing another. If the dealer is interrupted

in any way by an adversary, he does not lose his deal.

_=Bidding.=_ After receiving his nine cards, each player in turn,

beginning on the dealer’s left, announces the number of points he will

undertake to win if he is allowed to name the trump suit. No player is

allowed to bid more than fourteen. If he will not bid, he must say: “I

pass.” A bid having been regularly made, any following player must bid

higher or pass. There are no second bids. A bid once made can neither

be amended nor withdrawn.

_=Irregular Bids.=_ If any player bids before the eldest hand has bid

or passed, both the player in error and his partner lose their right

to bid; but the side not in error must bid to decide which of them

shall name the trump. If the eldest hand has decided, and the pone

bids without waiting for the dealer’s partner, the pone loses his bid,

and the dealer may bid before his partner. If the dealer bids without

waiting for his partner, both lose their bids; but the pone may overbid

the eldest hand.

If the dealer’s partner has bid, and the dealer bids without waiting

for the pone, the dealer loses his bid.

If a player whose partner has not yet bid names the trump suit, his

partner loses his bid.

If a player bids with more than nine cards in his hand, his bid is

lost, and the adversaries must draw the superfluous cards from his

hand, face down, placing them about the middle of the undealt portion

of the pack.

If no bid is made, the dealer may name any trump he pleases, without

bidding.

If any player exposes any of his cards before the trump suit is named,

the adversaries may elect to have a new deal by the same dealer.

_=Discarding.=_ The trump named, each player must put out at least

three of his cards, and may discard as many more as he pleases. All

such discards must be placed on the table face up. Should a player

discard a trump, his partner may call his attention to it, and it may

be taken back, provided the player has not been helped to cards, or has

not lifted the cards drawn.

_=Drawing.=_ The players having discarded, the dealer, beginning on his

left, must give to each in turn from the top of the pack, face down, as

many cards as may be necessary to restore the number in each hand to

six.

_=Robbing the Deck.=_ When it comes to the dealer’s turn to draw cards,

instead of taking them from the top of the pack, face down, he may

search the remainder of the pack, and take from it any cards he pleases

to restore the number in his hand to six. Should he find in his own

hand and in the remainder of the pack, more than six trumps, he must

discard those he does not want, face upward on the table.

_=Irregular Drawing.=_ Should a player ask for too many or too

few cards, and not discover his error until the next player has

been helped, if he has too few he may make his hand good from the

discards, but must not take a trump therefrom. If he has too many, the

adversaries must be allowed to draw the superfluous ones at random,

face down, placing them on the top of the pack.

_=Playing.=_ The maker of the trump must lead for the first trick, any

card he pleases. If a trump is led, all must follow suit if able. If a

plain suit is led, a player may trump, even when holding a card of the

suit led; but if he does not trump he must follow suit if he can, or he

is liable to the penalty for a revoke.

The last trick turned and quitted may be seen, but no other.

_=Irregularities in the Hands.=_ If any player is found to have an

incorrect number of cards, it is a misdeal if no bid has been made.

If a bid has been made, the deal stands good if three players have

their right number of cards. If the first trick has been played to by

a person holding too many cards, neither he nor his partner can score

anything that hand; but they may play the hand out to save what points

they can. If a player has too few cards, there is no penalty, but he

should draw from the discard to make up the deficiency, plain-suit

cards only being available.

_=Exposed Cards.=_ The following are exposed cards, which must be left

face up on the table, and are liable to be called by either adversary:

1. Every card faced upon the table otherwise than in the regular course

of play. 2. Two or more cards played to a trick; the adversaries may

elect which shall be played. 3. Any card named by the player holding it.

The adversary on the right of an exposed card must call it before he

plays himself. If it will be the turn of the player holding the exposed

card to lead for the next trick, the card, if wanted, must be called

before the current trick is turned and quitted. Should a player having

the lead, and an exposed card in front of him, play before the previous

trick is turned and quitted, the card so led may also be claimed as

exposed.

If a trump is exposed after the trump suit has been named, the

adversaries may prevent the playing of such a card; but the holder of

it is not liable to any penalty for a revoke under such circumstances.

_=Leading Out of Turn.=_ If a player leads when it was his partner’s

turn, the partner may be called upon by his right-hand adversary to

lead or not to lead a trump; but a specified plain suit cannot be

called. If it was the turn of neither of the side in error to lead, the

card played in error is simply exposed. If all have played to the false

lead, the error cannot be rectified. If all have not followed, the

cards played to the false lead may be taken back, and are not liable to

be called.

_=Playing Out of Turn.=_ If the third hand plays before the second, the

fourth may play before the second also; either of his own volition,

or by the direction of the second hand, who may say: “Play, partner.”

If the fourth hand plays before the second, the third hand not having

played, the trick may be claimed by the adversaries, no matter who

actually wins it; but the actual winner of it must lead for the next

trick.

If any player abandons his hand, the cards in it may be claimed as

exposed, and called by the adversaries.

_=The Revoke.=_ A revoke is a renounce in error, not corrected in time,

or non-compliance with a performable penalty. It is a revoke if a

player has one of the suit led, and neither follows suit nor trumps.

A person prohibited from playing an exposed trump is not liable to any

penalty if it causes him to revoke.

A revoke is established when the trick in which it occurs has been

turned and quitted; or when either the revoking player or his partner,

whether in his right turn or otherwise, has led or played to the

following trick.

If a revoke is claimed and proved, the revoking side cannot score

any points that deal; but they may play the hand out to prevent the

adversaries from making points.

If an adversary of the bidder revokes, the bidder’s side scores

whatever points it makes that deal, regardless of the number bid.

A player may ask his partner whether or not he has a card of the suit

in which he renounces and does not trump, and the player may correct

his error if the question is asked before the trick is turned and

quitted. But if he answers in the negative, there is no remedy.

_=Drawing Cards.=_ Any player may ask the others to indicate the cards

played by them to the current trick; but he must confine himself to the

expression: “Draw cards.”

_=Irregular Remarks.=_ A player calling attention in any manner to the

trick or to the score, may be called upon to play his highest or lowest

of the suit led; or to trump or not to trump the trick during the play

of which the remark is made.

_=Scoring.=_ A game consists of fifty-one points; fourteen of which

must be made on every deal, as follows:--

1 for _=High=_, or the Ace of trumps.

1 for _=Low=_, or the Deuce of trumps.

1 for the _=Jack=_ of trumps.

1 for _=Game=_, or the Ten of trumps.

5 for _=Right Pedro=_, or the Five of trumps.

5 for _=Left Pedro=_, or Five of the same colour as the trump suit. All

points count to the side winning them.

Any trumps found among the discards at the end of the hand count for

the side that made the trump.

At the end of the hand, the number of points won by each side is added

up, and the lower deducted from the higher, the difference being scored

by the winners of the majority. If the result is a tie, neither scores.

For instance: If A-B make 11, Y-Z must make the remaining 3, which

deducted from 11 leaves 8 points for A-B to score.

If the side naming the trump suit fails to make as many points as they

bid, they score nothing for that deal, and the number bid is scored by

the adversaries, in addition to any other points that the adversaries

may have made in play. The number bid and the number actually won, must

be compared before deducting the points made by the adversaries.

The side first making fifty-one points wins the game.

* * * * *

_=Text Books.=_ There are two very good text-books on the game.

_The Laws and Principles of Cinch_, by G.W. Hall, 1891.

_The Laws and Etiquette of Cinch_, issued by the Chicago Cinch Club,

1890.

HEARTS.

Hearts is supposed by some persons to be an entirely new game; but its

leading principle, losing instead of winning tricks, is to be found

in many other card games, some of which are quite old. Slobberhannes,

Enflé, Schwellen, Polignac, and The Four Jacks, all belong to the same

family, but most of them have given way to the more popular game of

Hearts.

There are several varieties of Hearts, but the principal arrangements

are the same in all, and the chief differences are in the manner of

settling at the end of the hand.

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

rank A K Q J 10 9 8 7 6 5 4 3 2: the ace is the highest in play, but in

cutting it ranks below the deuce. There is no trump suit.

When three persons play, the deuce of spades is thrown out of the

pack; when five play, both the black deuces are laid aside, and when

six play, all four deuces are discarded. It is usual to play with two

packs, one being shuffled while the other is dealt.

_=COUNTERS.=_ Every deal is a game in itself, and must be settled for

in counters immediately. It is usual for each player to begin with

fifty counters, which are purchased from some person who is agreed

upon to act as banker. When only two play, the game may be scored on a

pull-up cribbage board, and settled for at the end.

_=PLAYERS.=_ Any number from two to six persons may play, but four is

the usual number, each playing for himself against all the others. The

players on the dealer’s right and left are known as the _=pone=_ and

the _=eldest hand=_, respectively.

_=STAKES.=_ The value of the counters must be agreed upon before

play begins, and the method of settling should also be understood,

Sweepstake Hearts and Howell’s Settling being entirely different games,

and requiring totally different methods of play.

_=CUTTING.=_ If seven players assemble, it is usual to make up a table

in which the dealer takes no cards. If there are more than seven

candidates for play, two tables must be formed.

Players draw from an outspread pack for the choice of seats and cards,

the lowest cut having the first choice, and the others following in

their order. The player cutting the lowest card takes the first deal,

which afterward passes in regular rotation to the left.

In cutting, the ace is low. Any player exposing more than one card must

cut again.

_=TIES.=_ If the first cut does not decide, those tying must cut again,

but the new cut decides nothing but the tie.

_=DEALING.=_ Any player has the right to shuffle the pack, the dealer

last. The cards are then presented to the pone to be cut, who must

leave at least four in each packet. The cards are dealt from left to

right, one at a time to each player in rotation until the pack is

exhausted. No trump is turned. In Two-handed Hearts, the dealer stops

when each player has received thirteen cards. The deal passes to the

left.

_=Misdealing.=_ It is a misdeal if the dealer omits to have the pack

cut, and the error is discovered before the last card is dealt; if he

deals a card incorrectly, and does not remedy the error before dealing

another; or if he counts the cards on the table, or those remaining in

the pack; or if it is discovered before all have played to the first

trick that any player has too many or too few cards. A misdeal loses

the deal unless one of the other players has touched the cards, or has

in any way interrupted the dealer.

If any card is exposed by the dealer, the player to whom it is dealt

may demand a new deal, provided he has not touched any of his cards.

Any one dealing out of turn, or with the wrong cards, may be stopped

before the last card is dealt. After that the deal stands good, and the

packs, if changed, must so remain.

_=IRREGULAR HANDS.=_ If, after the first trick has been played to, any

two players are found to have more or less than their correct number

of cards, the pack being perfect, the one having less must draw, face

downward, from the hand of the one having more; and each must pay five

counters into the pool.

_=OBJECTS OF THE GAME.=_ As a general proposition, the object of each

player is to avoid getting any hearts in the tricks he takes in. In

some varieties of the game his object must be to take no hearts; in

others it will be to take less than his adversaries; while in others

it will be to take less than four. After a person has taken in one or

more hearts, his object will be to _=load=_ the others; that is, to see

that they get some hearts also; or it may be to see that a given player

takes at least one heart; or that no one but himself takes any. The

manner in which a person must vary his play in accordance with these

different objects will be discussed when we come to the suggestions for

good play. In the meantime, it is necessary to bear in mind only the

general principle that the object of the game is to avoid winning any

tricks that contain hearts.

_=METHOD OF PLAYING.=_ The cards dealt, the player to the left of the

dealer begins by leading any card he pleases, and the others must

follow suit if they can. The highest card played, if of the suit led,

wins the trick. There is no trump suit. If a player has none of the

suit led, he may discard anything he pleases. The winner of the trick

takes it in and leads for the next trick, and so on until all the cards

have been played. The tricks themselves have no value as such, and need

not be kept separate.

_=Irregularities in Play.=_ If any player omits to play to a trick, and

plays to a following one, he is not allowed to correct his error, but

is compelled to take the thirteenth or last trick, with whatever hearts

it may contain. If a player is found, during or at the end of a hand,

to be a card short, all others at the table having their right number,

and all having played to the first trick, the player with the short

hand is compelled to take the last trick, with whatever hearts it may

contain.

_=Exposed Cards.=_ Should a person lead or play two cards to one trick,

he is allowed to indicate the one intended; but he must leave the other

face upward on the table. All exposed cards are liable to be called

by any player at the table, and should one player call such a card,

his decision is binding on the others. A player with an exposed card

in front of him must play it when called upon, provided he can do so

without revoking; but he cannot be prevented from getting rid of the

exposed card in the course of play, if the opportunity offers.

_=Leading Out of Turn.=_ Should a player lead out of turn, he may be

called upon to lead or not to lead a heart when it is next his turn to

lead. This penalty can be enforced only by the player on his right. If

all have played to the false lead the error cannot be rectified; but if

all have not played, their cards must be taken back, and are not liable

to be called.

If any person plays out of turn in any trick, the player on his left,

not having played, may demand that the card be taken back, and after

the proper player has played the player in error may be called upon to

play his highest or lowest of the suit led, or not to discard a heart.

If the person on the left of the player in error was the leader in the

trick, either he or the player whose proper turn it was to play may

demand the penalty.

_=Revoking.=_ Any player failing to follow suit, when able to do so,

may amend his error if he discovers his mistake before the trick in

which it occurs has been turned and quitted. The card played in error

then becomes an exposed card. Those who have played after him have the

privilege of withdrawing their cards and substituting others, without

penalty. Should the revoking player not discover his error in time,

the hand must be played out, and if the revoke is detected and claimed

the player in error must pay all the losses on that hand. Should

the revoking player win the pool himself, he must pay the thirteen

counters to the pool, and leave them for a _=Jack=_. Should he divide

the pool with another player, he must pay his co-winner six counters,

and put up the other seven for a Jack.

If two or more players revoke in the same hand, each must pay the

entire losses in that hand as if he were alone in error; so that if

two should revoke and a third win the pool, the latter would receive

twenty-six counters instead of thirteen. In Auction Hearts, the

revoking player must also refund the amount put up by the bidder.

A revoke must be claimed and proved before the pool is divided.

Non-compliance with a performable penalty is the same as a revoke.

_=SETTLING.=_ After the last card has been played, each player turns

over his tricks, counts the number of hearts he has taken in, and

announces it. Players should be careful not to gather or mix the cards

until all thirteen hearts have been accounted for. Each player then

pays into the pool for the number of hearts he has taken in, according

to the system of settlement agreed upon before play began. The pool

is then taken down by the player or players winning it, and the deal

passes to the left. The game is at an end any time the players wish to

stop, after a hand has been settled for; but it is usual to agree upon

some definite hour.

There are two ways of settling at the end of the hand, each of which

has its good points.

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 36 / 70 段