I. If the dealer omits to have the pack cut, and his adversaries discover the error before the trump card is turned, and before looking at any of their cards.II. If he deals a card incorrectly, and fails to correct the error before dealing another.III. If he counts the cards on the table or in the remainder of the pack.IV. If, having a perfect pack, he does not deal to each player the proper number of cards, and the error is discovered before all have played to the first trick.V. If he looks at the trump card before the deal is completed.VI. If he places the trump card face downward upon his own or any other player’s cards.
I. If the dealer omits to have the pack cut, and his adversaries discover the error before the trump card is turned, and before looking at any of their cards.
II. If he deals a card incorrectly, and fails to correct the error before dealing another.
III. If he counts the cards on the table or in the remainder of the pack.
IV. If, having a perfect pack, he does not deal to each player the proper number of cards, and the error is discovered before all have played to the first trick.
V. If he looks at the trump card before the deal is completed.
VI. If he places the trump card face downward upon his own or any other player’s cards.
A misdeal loses the deal, unless, during the deal, either of the adversaries touches a card or in any other manner interrupts the dealer.
InBoston,Cayenne, andSolo Whist, the misdealer deals again with the same cards. In Boston he forfeits a red counter to the pool for his error.
InBoston,Cayenne, andSolo Whist, the misdealer deals again with the same cards. In Boston he forfeits a red counter to the pool for his error.
18. The dealer must leave the trump card face upward on the table until it is his turn to play to the first trick; if it is left on the table until after the second trick has been turned and quitted, it is liable to be called. After it has been lawfully taken up, it must not be named, and any player naming it is liable to have his highest or his lowest trump called by either adversary. A player may, however, ask what the trump suit is.
This law does not apply to Boston, or Cayenne.
InBostonand inCayenne, no trump is turned, but a card is cut from the still pack to determine the rank of the suits. See Law 13.InCayenne, the trump suit must be named by the dealer or his partner after they have examined their cards. Thedealer has the first say, and he may select any of the four suits, or he may announce “grand,” playing for the tricks without any trump suit. In Cayenne, he may announce “nullo,” playing to take as few tricks as possible, there being no trump suit. If the dealer makes his choice, his partner must abide by it; but if the dealer has not a hand to justify him in deciding, he may leave the choice to his partner, who must decide. A declaration once made cannot be changed.
InBostonand inCayenne, no trump is turned, but a card is cut from the still pack to determine the rank of the suits. See Law 13.
InCayenne, the trump suit must be named by the dealer or his partner after they have examined their cards. Thedealer has the first say, and he may select any of the four suits, or he may announce “grand,” playing for the tricks without any trump suit. In Cayenne, he may announce “nullo,” playing to take as few tricks as possible, there being no trump suit. If the dealer makes his choice, his partner must abide by it; but if the dealer has not a hand to justify him in deciding, he may leave the choice to his partner, who must decide. A declaration once made cannot be changed.
19. If, at any time after all have played to the first trick, the pack being perfect, a player is found to have either more or less than his correct number of cards and his adversaries have their right number, the latter, upon the discovery of such surplus or deficiency, may consult and shall have the choice:—
I. To have a new deal; orII. To have the hand played out, in which case the surplus or missing card or cards are not taken into account.
I. To have a new deal; or
II. To have the hand played out, in which case the surplus or missing card or cards are not taken into account.
If either of the adversaries also has more or less than his correct number, there must be a new deal.
If any player has a surplus card by reason of an omission to play to a trick, his adversaries can exercise the foregoing privilege only after he has played to the trick following the one in which such omission occurred.
InBoston, if at any time it is discovered that a player opposed to the bidder haslessthan his proper number of cards, whether through the fault of the dealer, or through having played more than one card to a trick, he and his partners must each pay the bidder for his bid and all over-tricks. If the bidder haslessthan his proper number of cards, he is put in for one trick at least, and his adversaries may demand the hand to be played out to put him in for over-tricks. In Misère Partout, any player havinglessthan his proper number of cards forfeits five red counters to each of the other players, and the hands are abandoned. If any player hasmorethan the proper number of cards, it is a misdeal, and the misdealer deals again, after forfeiting one red counter to the pool.InSolo Whist, the deal stands good. Should the player with the incorrect number of cards be the caller or his partner, the hand must be played out. Should the caller make good his proposition, he neither receives nor pays on that hand. If he fails, he must pay. Should the player with the defective hand be the adversary of the caller, he and his partners must pay the stakes on that hand, which may then be abandoned.Should two players have an incorrect number of cards, one of them being the caller, there must be a new deal.
InBoston, if at any time it is discovered that a player opposed to the bidder haslessthan his proper number of cards, whether through the fault of the dealer, or through having played more than one card to a trick, he and his partners must each pay the bidder for his bid and all over-tricks. If the bidder haslessthan his proper number of cards, he is put in for one trick at least, and his adversaries may demand the hand to be played out to put him in for over-tricks. In Misère Partout, any player havinglessthan his proper number of cards forfeits five red counters to each of the other players, and the hands are abandoned. If any player hasmorethan the proper number of cards, it is a misdeal, and the misdealer deals again, after forfeiting one red counter to the pool.
InSolo Whist, the deal stands good. Should the player with the incorrect number of cards be the caller or his partner, the hand must be played out. Should the caller make good his proposition, he neither receives nor pays on that hand. If he fails, he must pay. Should the player with the defective hand be the adversary of the caller, he and his partners must pay the stakes on that hand, which may then be abandoned.Should two players have an incorrect number of cards, one of them being the caller, there must be a new deal.
20. The following cards are liable to be called by either adversary:—
I. Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn.II. Every card thrown with the one led or played to the current trick. The player must indicate the one led or played.III. Every card so held by a player that his partner sees any portion of its face.IV. All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it.V. Every card named by the player holding it.
I. Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn.
II. Every card thrown with the one led or played to the current trick. The player must indicate the one led or played.
III. Every card so held by a player that his partner sees any portion of its face.
IV. All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it.
V. Every card named by the player holding it.
InBostonandSolo Whistthere are no penalties for cards exposed by the single player, because he has no partner to take advantage of the information.
InBostonandSolo Whistthere are no penalties for cards exposed by the single player, because he has no partner to take advantage of the information.
21. All cards liable to be called must be placed and left face upwards on the table. A player must lead or play them when called, provided he can do so without revoking. The call may be repeated at each trick until the card is played. A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play, no penalty remains.
InBostonand inSolo Whist, if the exposed card is a trump, the owner may be called upon by his adversary not to use it for ruffing. If the suit of the exposed card is led, whether trump or not, the adversary may demand that the card be played or not played; or that the highest or lowest of the suit be played. If the owner of the exposed card has no other of the suit, the penalty is paid.Penalties must be exacted by players in their proper turn, or the right to exact them is lost. For instance: In Solo Whist, A is the proposer, B the acceptor, and B has an exposed card in front of him. When Y plays he should say whether or not he wishes to call the exposed card. If he says nothing, B must await Z’s decision.
InBostonand inSolo Whist, if the exposed card is a trump, the owner may be called upon by his adversary not to use it for ruffing. If the suit of the exposed card is led, whether trump or not, the adversary may demand that the card be played or not played; or that the highest or lowest of the suit be played. If the owner of the exposed card has no other of the suit, the penalty is paid.
Penalties must be exacted by players in their proper turn, or the right to exact them is lost. For instance: In Solo Whist, A is the proposer, B the acceptor, and B has an exposed card in front of him. When Y plays he should say whether or not he wishes to call the exposed card. If he says nothing, B must await Z’s decision.
22. If a player leads a card better than any his adversaries hold of the suit, and then leads one or more other cards without waiting for his partner to play, the latter may be called upon by either adversary to take the first trick, and the other cards thus improperly played are liable to be called; it makes no difference whether he plays them one after the other, or throws them all on the tabletogether, after the first card is played, the others are liable to be called.
23. A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called.
24. If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called.
If a player, so called on to lead a suit, has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called and must be taken back.
InBoston, if the adversary of the bidder leads out of turn, and the bidder has not played to the trick, the latter may call a suit from the player whose proper turn it is to lead; or, if it is the bidder’s own lead, he may call a suit when next the adversaries obtain the lead; or he may claim the card played in error as an exposed card. If the bidder has played to the trick the error cannot be rectified. Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected.In Misères, a lead out of turn by the bidder’s adversary immediately loses the game, but there is no penalty for leading out of turn in Misère Partout.
InBoston, if the adversary of the bidder leads out of turn, and the bidder has not played to the trick, the latter may call a suit from the player whose proper turn it is to lead; or, if it is the bidder’s own lead, he may call a suit when next the adversaries obtain the lead; or he may claim the card played in error as an exposed card. If the bidder has played to the trick the error cannot be rectified. Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected.
In Misères, a lead out of turn by the bidder’s adversary immediately loses the game, but there is no penalty for leading out of turn in Misère Partout.
25. If the third hand plays before the second, the fourth hand also may play before the second.
26. If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led or, if he has none, to trump or not to trump the trick.
InBoston, and inSolo Whist, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners.
InBoston, and inSolo Whist, should an adversary of the single player play out of turn, the bidder may call upon the adversary who has not played to play his highest or lowest of the suit led, or to win or not to win the trick. If the adversary of a Misère player leads or plays out of turn, the bidder may immediately claim the stakes. In Solo Whist, the individual player in fault must pay for himself and for his partners.
27. If all four players throw their cards on the table, face upwards, no further play of that hand is permitted. The result ofthe hand, as then claimed or admitted, is established, provided that, if a revoke is discovered, the revoke penalty attaches.
InSolo Whist, should the bidder abandon his hand, he and his partner, if any, must pay the stakes and settle for all over-tricks as if they had lost all the remaining tricks. If a player, not the bidder, abandons his hand, his partner or partners may demand the hand to be played out with the abandoned hand exposed, and liable to be called by the adversary. If they defeat the call they win nothing, but the player who abandoned his hand must pay the caller just as if he had been successful. If the partner or partners of the exposed hand lose, they must pay their share of the losses.
InSolo Whist, should the bidder abandon his hand, he and his partner, if any, must pay the stakes and settle for all over-tricks as if they had lost all the remaining tricks. If a player, not the bidder, abandons his hand, his partner or partners may demand the hand to be played out with the abandoned hand exposed, and liable to be called by the adversary. If they defeat the call they win nothing, but the player who abandoned his hand must pay the caller just as if he had been successful. If the partner or partners of the exposed hand lose, they must pay their share of the losses.
28. A revoke is a renounce in error, not corrected in time. A player renounces in error, when, holding one or more cards of the suit led, he plays a card of a different suit.
A renounce in error may be corrected by the player making it, before the trick in which it occurs has been turned and quitted, unless either he or his partner, whether in his right turn or otherwise, has led or played to the following trick.
29. If a player corrects his mistake in time to save a revoke, the card improperly played by him is liable to be called; any player or players, who have played after him, may withdraw their cards and substitute others; the cards so withdrawn are not liable to be called.
InBoston, if the bidder revokes and corrects himself in time, there is no penalty unless an adversary has played after him, in which case the bidder’s card may be claimed as exposed. The player who followed him may then amend his play. If a player opposed to the bidder discovers and corrects a revoke made by himself or any of his partners, the bidder may either claim the card played in error as exposed, or may call on the revoking player for his highest or lowest of the suit led.
InBoston, if the bidder revokes and corrects himself in time, there is no penalty unless an adversary has played after him, in which case the bidder’s card may be claimed as exposed. The player who followed him may then amend his play. If a player opposed to the bidder discovers and corrects a revoke made by himself or any of his partners, the bidder may either claim the card played in error as exposed, or may call on the revoking player for his highest or lowest of the suit led.
30. The penalty for revoking is the transfer of two tricks from the revoking side to their adversaries; it can be enforced for as many revokes as occur during the hand. The revoking side cannot win the game in that hand; if both sides revoke, neither can win the game in that hand.
InCayenneandSolo Whist, as a penalty for a revoke, the adversaries of the revoking player may take from him three tricks; or may deduct the value of three tricks from his score; or may add the value of three tricks to their own score. The revoking players cannot score slams or game that hand. All slams must be made independently of the revoke penalty.InBoston, the penalty for a revoke on the part of the bidder is that he is put in for one trick, and must pay four red counters into the next pool. Should an adversary of the bidder revoke, he must pay four red counters into the next pool, and he and his partners must pay the bidder as if he had been successful. On the discovery of a revoke in Boston the hands are usually abandoned; but the cards should be shown to the table, in order that each player may be satisfied that no other revoke has been made. A player revoking in Misère Partout pays five red counters to each of his adversaries and the hands are then abandoned.
InCayenneandSolo Whist, as a penalty for a revoke, the adversaries of the revoking player may take from him three tricks; or may deduct the value of three tricks from his score; or may add the value of three tricks to their own score. The revoking players cannot score slams or game that hand. All slams must be made independently of the revoke penalty.
InBoston, the penalty for a revoke on the part of the bidder is that he is put in for one trick, and must pay four red counters into the next pool. Should an adversary of the bidder revoke, he must pay four red counters into the next pool, and he and his partners must pay the bidder as if he had been successful. On the discovery of a revoke in Boston the hands are usually abandoned; but the cards should be shown to the table, in order that each player may be satisfied that no other revoke has been made. A player revoking in Misère Partout pays five red counters to each of his adversaries and the hands are then abandoned.
31. The revoking player and his partner may require the hand in which the revoke has been made, to be played out, and score all points made by them up to the score of six.
InBoston, the hands are abandoned after the revoke is claimed and proved.InCayenne, the revoking players must stop at nine.InSolo Whist, the revoking players must pay all the red counters involved in the call, whether they win or lose, but they may play the hand out to save over-tricks. If the caller or his partner revokes they must jointly pay the losses involved; but if an adversary of the caller revokes, he must individually pay the entire loss unless he can show that the callers would have won in spite of the revoke. Should he be able to do this, his partners must stand their share of the losses, but the revoking player must individually pay for the three tricks taken as the revoke penalty. If the single player revokes, either on solo or abundance, he loses the red counters involved in any case, but may play the hand out to save over-tricks. If the single player in a misère or a slam revokes, the hand is abandoned and he must pay the stakes. If an adversary of a misère or a slam revokes, he must individually pay the whole stakes.
InBoston, the hands are abandoned after the revoke is claimed and proved.
InCayenne, the revoking players must stop at nine.
InSolo Whist, the revoking players must pay all the red counters involved in the call, whether they win or lose, but they may play the hand out to save over-tricks. If the caller or his partner revokes they must jointly pay the losses involved; but if an adversary of the caller revokes, he must individually pay the entire loss unless he can show that the callers would have won in spite of the revoke. Should he be able to do this, his partners must stand their share of the losses, but the revoking player must individually pay for the three tricks taken as the revoke penalty. If the single player revokes, either on solo or abundance, he loses the red counters involved in any case, but may play the hand out to save over-tricks. If the single player in a misère or a slam revokes, the hand is abandoned and he must pay the stakes. If an adversary of a misère or a slam revokes, he must individually pay the whole stakes.
32. At the end of a hand, the claimants of a revoke may search all the tricks. If the cards have been mixed, the claim may be urged and proved, if possible; but no proof is necessary and the revoke is established, if, after it has been claimed, the accused player or his partner mixes the cards before they have been examined to the satisfaction of the adversaries.
33. The revoke can be claimed at any time before the cards have been presented and cut for the following deal, but not thereafter.
34. Any one, during the play of a trick and before the cards have been touched for the purpose of gathering them together, may demand that the players draw their cards.
35. If any one, prior to his partner playing, calls attention in any manner to the trick or to the score, the adversary last to play tothe trick may require the offender’s partner to play his highest or lowest of the suit led or, if he has none, to trump or not to trump the trick.
36. If any player says “I can win the rest,” “The rest are ours,” “We have the game,” or words to that effect, his partner’s cards must be laid upon the table and are liable to be called.
37. When a trick has been turned and quitted, it must not again be seen until after the hand has been played. A violation of this law subjects the offender’s side to the same penalty as in case of a lead out of turn.
InBoston,Cayenne, andSolo Whist, it is still the custom to permit looking at the last trick, except in Misères. The penalty in a misère game is the same as for a lead out of turn.
InBoston,Cayenne, andSolo Whist, it is still the custom to permit looking at the last trick, except in Misères. The penalty in a misère game is the same as for a lead out of turn.
38. If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked.
39. In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced.
The following rules belong to the established code of Whist Etiquette. They are formulated with a view to discourage and repress certain improprieties of conduct, therein pointed out, which are not reached by the laws. The courtesy which marks the intercourse of gentlemen will regulate other more obvious cases.
1. No conversation should be indulged in during the play, except such as is allowed by the laws of the game.
2. No player should in any manner whatsoever give any intimation as to the state of his hand or of the game, or of approval or disapproval of a play.
3. No player should lead until the preceding trick is turned and quitted.
4. No player should, after having led a winning card, draw a card from his hand for another lead until his partner has played to the current trick.
5. No player should play a card in any manner so as to call particular attention to it, nor should he demand that the cards be placed in order to attract the attention of his partner.
6. No player should purposely incur a penalty because he is willing to pay it, nor should he make a second revoke in order to conceal one previously made.
7. No player should take advantage of information imparted by his partner through a breach of etiquette.
8. No player should object to referring a disputed question of fact to a bystander who professes himself uninterested in the result of the game, and able to decide the question.
9. Bystanders should not in any manner call attention to, or give any intimation concerning the play or the state of the game, during the play of a hand. They should not look over the hand of a player without his permission; nor should they walk round the table to look at the different hands.
ERRONEOUS SCORES.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.InBoston, orSolo 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.
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.
InBoston, orSolo 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.
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.
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.
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 (seeLaw 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.
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.
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.
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.
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.
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.
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.
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 [seeLaw 34], or when a new deal [seeLaw 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.
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.
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.
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.
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.
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.
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, orvice versa, until such card is played.
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.
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 gamemight 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.
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 properlybelong, 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.
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.
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 orplayers 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. (SeeLaw 61.)
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.
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.
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, orvice 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.
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, orvice versa, a suit may be called from the hand which ought to have led.
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.
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 inle 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 ofas nas.
The peculiar and distinguishing characteristic of Poker we find well described by Seymour, in his chapter on “Brag,” in the “Court Gamester,” 1719: “The endeavour to impose on the judgment of the rest who play, and particularly on the person who chiefly offers to oppose you, by boasting or bragging of the cards in your hand. Those who by fashioning their looks and gestures, can give a proper air to their actions, as will so deceive an unskilful antagonist, that sometimes a pair of fives, trays or deuces, in such a hand, with the advantage of his composed countenance, and subtle manner of over-awing the other, shall out-brag a much greater hand, and win the stakes, with great applause and laughter on his side from the whole company.”
Quite a number of card games retain the feature of pairs, triplets, sequences, and flushes, but omit the element of brag or bluff, and can therefore hardly be considered full-blooded members of the poker family. Whiskey Poker, for instance, has really little or nothing in common with the true spirit of poker, and is simply the very ancient game of Commerce, played with five cards instead of three. The descriptions of this game in the earliest Hoyles betray its French origin; particularly in the use of the piquet pack; the French custom of cutting to the left and dealing to the right; and the use of the words “brelan,” and “tricon.” In later descriptions of the “new form” of Commerce, about 1835, we find 52 cards are used, and dealt from left to right, and the names of the combinations are changed to “pairs-royal,” “sequences,” and “flushes.”
There appears to be little or nothing modern in the game ofPoker but the increased number of cards dealt to each player, which makes it possible for one to hold double combinations, such as two pairs, triplets with a pair, etc. The old games were all played with three cards only, and the “brelan-carré,” or four of a kind, could be made only by combining the three cards held by the player with the card which was sometimes turned up on the talon, or remainder of the pack. The blind, the straddle, the raise, the bluff, table stakes, and freeze-out, are all to be found in Bouillotte, which flourished in the time of the French Revolution, and the “draw” from the remainder of the pack existed in the old French game of Ambigu.
The first mention we have of poker in print is in Green’s Reformed Gambler, which contains a description of a game of poker played on a river steamer in June, 1834. The author undertook a series of investigations with a view to discovering the origin of poker, the results of which were published in the N.Y. Sun, May 22, 1904. It would seem that poker came from Persia to this country by way of New Orleans. The French settlers in Louisiana, recognizing the similarity between the combinations held in the newcomer from the East,as nas, and those with which they were already familiar in their own game of poque, called the Persian game poque, instead ofas nas, and our present word, “poker,” seems to be nothing but a mispronunciation of the French term, dividing it into two syllables, as if it were “po-que.”
There is no authoritative code of laws for the game of Poker, simply because the best clubs do not admit the game to their card rooms, and consequently decry the necessity for adopting any laws for its government. In the absence of any official code, the daily press is called upon for hundreds of decisions every week. The author has gathered and compared a great number of these newspaper rulings, and has drawn from them and other sources to form a brief code of poker laws, which will be found amply sufficient to cover all irregularities for which any penalty can be enforced, or which interfere with the rights of any individual player.
CARDS.Poker is played with a full pack of fifty-two cards, ranking: A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest or lowest in play, according to the wish of the holder, but ranking below the deuce in cutting. In some localities a special pack of sixty cards is used, the eight extra cards being elevens and twelves in each suit, which rank above the ten, and below the Jack. It is very unusual to play Poker with two packs.