The Club Code laws are--

1.--Each player has a right to shuffle both his own and his adversary's

pack. The dealer has the right to shuffle last.

{54}

2.--The pack must not be shuffled below the table, nor in such a manner as

to expose the faces of the cards, nor during the play of the hand.

3.--A cut must consist of at least two cards, and at least two must be left

in the lower packet.

4.--A player exposing more than one card when cutting for deal must cut

again.

5.--The player who cuts the highest Ecarte card deals, and has choice of

cards and seats. The choice determines both seats and cards during the

play.

6.--The cut for deal holds good even if the pack be incorrect.

7.--If in cutting to the dealer a card be exposed, there must be a fresh

cut.

8.--The dealer must give five cards to his adversary and five to himself,

by two at a time to each, and then by three at a time to each, or _vice

versa_. The dealer, having selected the order in which he will distribute

the cards, must not change it during that game; nor may he change it at the

commencement of any subsequent game, unless he inform the non-dealer before

the pack is cut.

9.--If the dealer give more or less than five cards to his adversary or to

himself, or do not adhere to the order of distribution first selected, and

the error be discovered before the trump card is turned, the non-dealer,

before he looks at his hand, may require the dealer to rectify the error,

or may claim a fresh deal.

10.--The hands having been dealt, the dealer must turn up for trumps the

top card of those remaining.

11.--If the dealer turn up more than one card, the non-dealer, before he

looks at his hand, may {55} choose which of the exposed cards shall be the

trump, or may claim a fresh deal. Should the non-dealer have looked at his

hand, there must be a fresh deal.

12.--If, before the trump card is turned up, a faced card be discovered in

the pack, there must be a fresh deal.

13.--If the dealer expose any of his own cards the deal stands good. If he

expose any of his adversary's cards, the non-dealer, before he looks at his

hand, may claim a fresh deal.

14.--If a player deal out of his turn, or with his adversary's pack, and

the error be discovered before the trump card is turned up, the deal is

void. After the trump card is turned up, it is too late to rectify the

error, and if the adversary's pack has been dealt with, the packs remain

changed.

15.--If, after the trump card is turned up, and before proposing, or, if

there is no proposal, before playing, it be discovered that the non-dealer

has more than five cards, he may claim a fresh deal. Should the non-dealer

not claim a fresh deal, he discards the superfluous cards, and the dealer

is not entitled to see them.

16.--If, after the trump card is turned up, and before proposing, or, if

there is no proposal, before playing, it be discovered that the non-dealer

has less than five cards, he may have his hand completed from the stock, or

may claim a fresh deal.

17.--If, after the trump card is turned up, and before the dealer accepts

or refuses, or, if there is no proposal, before he plays, it be discovered

that he has dealt himself more than five cards, the non-dealer may claim a

fresh deal. Should he not claim {56} a fresh deal, he draws the superfluous

cards from the dealer's hand. Should the dealer have taken up his hand, the

non-dealer is entitled to look at the cards he draws.

18.--If, after the trump card is turned up, and before the dealer accepts

or refuses, or, if there is no proposal, before he plays, it be discovered

that the dealer has less than five cards, the non-dealer may permit the

dealer to complete his hand from the stock, or may claim a fresh deal.

19.--If a fresh deal be not claimed when the wrong number of cards are

dealt, the dealer cannot mark the king turned up.

20.--If the non-dealer play without taking cards, and it be then discovered

that he has more or less than five cards, there must be a fresh deal.

21.--If the dealer play without taking cards, and it be then discovered

that he has more or less than five cards, his adversary may claim a fresh

deal.

22.--If a king be turned up, the dealer is entitled to mark it at any time

before the trump card of the next deal is turned up.

23.--If either player hold the king of trumps, he must announce it before

playing his first card, or he loses the right to mark it. It is not

sufficient to mark the king held in hand without announcing it.

24.--If the king be the card first led, it may be announced at any time

prior to its being played to. If the king be the card first played by the

dealer, he may announce it at any time before he plays again.

25.--If a player, not holding the king, announce it, and fail to declare

his error before he has played a card, the adversary may correct the score,

and has {57} the option of requiring the hands to be played over again,

notwithstanding that he may have abandoned his hand. If the offender win

the point he marks nothing; if he win the vole he marks only one; if he win

the point when his adversary has played without proposing, or has refused

the first proposal, he marks only one. But if the adversary himself hold

the king, there is no penalty.

26.--If a player propose, he cannot retract; nor can he alter the number of

cards asked for.[22]

27.--The dealer, having accepted or refused, cannot retract. The dealer, if

required, must inform his adversary how many cards he has taken.

28.--Each player, before taking cards, must put his discard face downward

on the table, apart from the stock, and from his adversary's discard. Cards

once discarded must not be looked at.

29.--If the non-dealer take more cards than he has discarded, and mix any

of them with his hand, the dealer may claim a fresh deal. If the dealer

elect to play the hand, he draws the superfluous cards from the

non-dealer's hand. Should the non-dealer have taken up any of the cards

given him, the dealer is entitled to look at the cards he draws.

30.--If the non-dealer asks for less cards than he has discarded, the

dealer counts as tricks all cards which cannot be played to.

31.--If the dealer give his adversary more cards than he has asked for, the

non-dealer may claim a fresh deal. If the non-dealer elect to play the

hand, {58} he discards the superfluous cards, and the dealer is not

entitled to see them.

32.--If the dealer give his adversary less cards than he has asked for, the

non-dealer may claim a fresh deal. If the non-dealer elect to play the

hand, he has it completed from the stock.

33.--If the dealer give himself more cards than he has discarded, and mix

any of them with his hand, the non-dealer may claim a fresh deal. If the

non-dealer elect to play the hand, he draws the superfluous cards from the

dealer's hand. Should the dealer have taken up any of the cards he has

given himself, the non-dealer is entitled to look at the cards he draws.

34.--If the dealer give himself less cards than he has discarded, he may,

before playing, complete his hand from the stock. If the dealer play with

less than five cards, the non-dealer counts as tricks all cards which

cannot be played to.

35.--If a faced card be found in the stock after discarding, both players

have a right to see it. The faced card must be thrown aside, and the next

card given instead.

36.--If, in giving cards, any of the non-dealer's are exposed, he has the

option of taking them; should the non-dealer refuse them, they must be

thrown aside and the next cards given instead. If the dealer expose any of

his own cards, he must take them.

37.--If, after giving the cards, the dealer turn up a card in error, as

though it were the trump card, he cannot refuse another discard. If another

be demanded, the non-dealer has the option of taking the exposed card. {59}

38.--If the dealer accept when there are not sufficient cards left in the

stock to enable the players to exchange as many cards as they wish, the

non-dealer is entitled to exchange as many as he asked for, or, if there

are not enough, as many as there are left, and the dealer must play his

hand; the dealer is at liberty to accept, conditionally, on there being

cards enough in the stock.

39.--A card led in turn cannot be taken up again. A card played to a lead

may be taken up again to save a revoke or to correct the error of not

winning a trick when able, and then only prior to another card being led.

40.--If a card be led out of turn, it may be taken up again, prior to its

being played to; after it has been played to, the error cannot be

rectified.

41.--If the leader name one suit and play another, the adversary may play

to the card led, or may require the leader to play the suit named. If the

leader have none of the suit named, the card led cannot be withdrawn.

42.--If a player abandon his hand when he has not made a trick, his

adversary is entitled to mark the vole. If a player abandon his hand after

he has made one or two tricks, his adversary is entitled to mark the point.

But if a player throw down his cards, claiming to score, the hand is not

abandoned, and there is no penalty.

43.--If a player renounce when he holds a card of the suit led, or if a

player fail to win the trick when able, his adversary has the option of

requiring the hands to be played again, notwithstanding that he may have

abandoned his hand. If the offender win the point he marks nothing; if he

win the vole, {60} he marks only one; if he win the point when his

adversary has played without proposing, or has refused the first proposal,

he marks only one. Should the card played in error be taken up again prior

to another card being led (as provided by Law 39), there is no penalty.

44.--A player may call for new cards at his own expense, at any time before

the pack is cut for the next deal. He must call for two new packs, of which

the dealer has choice.

45.--If a pack be discovered to be incorrect, redundant, or imperfect, the

deal in which the discovery is made is void; all preceding deals stand

good.

46.--The game is five up. By agreement, the game may count a treble if the

adversary has not scored; a double if he has scored one or two; a single if

he has scored three or four.

47.--A player turning up a king, or holding the king of trumps in his hand,

is entitled to mark one.

48.--A player winning the point is entitled to mark one; a player winning

the vole is entitled to mark two.

49.--If the non-dealer play without proposing, and fail to win the point,

his adversary is entitled to mark two. If the dealer refuse the first

proposal, and fail to win the point, the non-dealer is entitled to mark

two. These scores apply only to the first proposal or refusal in a hand,

and only to the point, the score for the vole being unaffected.

50.--If a player omit to mark his score, he may rectify the omission at any

time before the trump card of the next deal is turned up. {61}

51.--An admitted overscore can be taken down at any time during the

game.[23]

The following French terms are commonly used at Ecarte:

ATOUT. Trump.--COUPER. To cut.--DONNER. To deal.--ECART. The cards

thrown aside.--FORCER. To play a superior on an inferior card.--LA

VOLE. All five tricks made by either player.--LE POINT. Three out of

the five made by either player. PROPOSER. Asking for fresh

cards.--RENONCER. Not to answer the suit led.

We will now suppose, by way of illustration, that A and Y play a game of

Ecarte.

Two packs of different colour or pattern, say a red and a white pack, are

used. From these packs the cards from two to six are extracted. A and Y cut

for deal; A cuts the knave, Y the ace. A therefore deals, as knave is in

this game higher than ace.

The cards having been shuffled, A gives the pack to Y to be cut. A then

deals three cards to his adversary, three to himself, then two to his

adversary and two to himself, and turns up the king of spades. "I mark the

king," says A (see Law 22).

A does not look at his cards, but waits to see what his adversary will do.

Y looks at his hand, and says, "I propose." A looks at his hand, and finds

in it queen, knave, ace of spades, the ace of diamonds, and the eight of

hearts. A has the trick now to a {62} certainty, and cannot lose it by

accepting, the low heart being the weak point in his hand. The hand of Y

was ten of spades, king of hearts, ten and seven of diamonds, and nine of

clubs. Y takes three cards; A takes two. Y takes in the king of diamonds,

the seven of spades, and the seven of hearts; A takes in the nine and eight

of spades, and must win the vole.

Y now deals, and turns the nine of clubs as trumps. A looks at his hand,

and finds in it the king and ace of diamonds, the eight and seven of

hearts, and the ten of spades. A proposes. Y looks at his hand, and finds

king, queen, knave of spades, eight and seven of clubs. "Play," says Y, and

he wins the vole. Score: Y = 2; A = 3.

With such a hand as Y held, to accept the proposal would have been wrong,

the chances being in his favour.

A now deals, and turns knave of diamonds. Y looks at his cards, and finds

they consist of queen, ten of diamonds, ten and eight of clubs, and eight

of hearts. He elects to play without proposing. A's hand consists of knave

of clubs, ace, knave, ten of hearts, and eight of diamonds. Y may now win

or lose the point, according to the cards he leads.

If he led queen, then ten of diamonds, he would lose the point. If he led

ten of clubs, he would win the point. The reader should place the cards and

play out these hands.

We will suppose that Y played correctly and won the point; the game stands

at 3 all.

It is now Y's turn to deal. We will suppose that he does so, and wins the

point; the game is then, Y = 4; A = 3. {63}

A now deals, and turns the nine of diamonds. Y's hand consists of queen,

knave of diamonds, king, queen, ace of spades. Y elects to play. A looks at

his hands, and finds in it the king, ace of diamonds, the ace of hearts,

the king of clubs, and the eight of spades.

Y must win the game if he play correctly; but, being anxious to win more

tricks than are necessary, he loses it by reckless play. Y leads king of

spades, on which A plays eight of spades, _without marking the king_. A

does this because Y, having played without proposing, will lose two if he

lose the point. To mark the king will be useless, if Y win the point; hence

A conceals from Y the fact of his holding the king. Y plays incautiously,

and leads as his second lead queen of diamonds; A wins with king of

diamonds, and leads king of clubs, which Y trumps, and leads queen of

spades, which A trumps, and leads ace of hearts, which wins the game.

If Y had followed his first lead with queen of spades, he must have won the

game; but, imagining that A could not hold the king because he did not mark

it, he played feebly, and lost the game.

This example will give some idea of the play of a hand, and of the

different results which follow the correct and incorrect play of even five

cards.

Hoyle's Games Modernized · 第 58 / 461 题