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.