BY "CAVENDISH."
1. The rubber is the best of three games. If the first two games be 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—
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[1] 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—
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,[2] 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 again cut 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 after-comer to enter the table.
18. Two players cutting cards of equal value,[3] 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.[4]
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.[5]
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 out-goers; 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[6] of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate.[7]
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,[8] or when a new deal[9] 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 re-shuffle.
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,[10] 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 re-shuffle nor re-cut 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[11]—
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.[12]
44. It is a misdeal[13]—
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,[16] 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;[17] 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;[18] 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;[19] a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called.[20]
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, &c., until the trump card be produced.
55. If the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called at any time during that hand, and, unless it cause him to revoke, must be played; the call may be repeated, but not changed, i.e., from highest to lowest, or vice versâ, until such card is played.
56. All exposed cards are liable to be called, and must be left[21] 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[22] cards:—
57. If any one play to an imperfect trick the best card on the table,[24] or lead one which is a winning card as against his adversaries, and then lead again,[25] 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 upwards, 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 upwards, the hands are abandoned; and no one can again take up his cards. Should this general exhibition show that the game might have been saved, or won, neither claim can be entertained, unless a revoke be established. The revoking players are then liable to the following penalties: they cannot under any circumstances win the game by the result of that hand, and the adversaries may add three to their score, or deduct three from that of the revoking players.
60. A card detached from the rest of the hand so as to be named is liable to be called; but should the adversary name a wrong card, he is liable to have a suit called when he or his partner have the lead.[26]
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, 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[27] to lead.
63. If any player lead out of turn, and the other three 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[28] 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[29] 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 properly belong, and the mistake be not discovered until the hand is played out, he is answerable for all consequent revokes he may have made.[30] If, during the play of the hand, the error be detected, the tricks may be counted face downwards, 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.[31]
72. The penalty for a revoke:—
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 downwards 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.[33]
76. If a player discover his mistake in time to save a revoke, the adversaries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or lowest card to that trick in which he has renounced;—any player or players who have played after him may withdraw their cards and substitute others: the cards withdrawn are not liable to be called.
77. If a revoke be claimed, and the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries, the revoke is established. The mixing of the cards only renders the proof of a revoke difficult, but does not prevent the claim, and possible establishment, of the penalty.
78. A revoke cannot be claimed after the cards have been cut for the following deal.
79. The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be played out.
80. If a revoke occur, be claimed and proved, bets on the odd trick, or on amount of score, must be decided by the actual state of the latter, after the penalty is paid.
81. Should the players on both sides subject themselves to the penalty of one or more revokes, neither can win the game; each is punished at the discretion of his adversary.[34]
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. (Vide Rule 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;[35] 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 towards 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[36] 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.[37]
A player who desires the cards to be placed, or who demands to see the last trick,[38] should do it for his own information only, and not in order to invite the attention of his partner.
No player should object to refer to a bystander who professes himself uninterested in the game, and able to decide any disputed question of facts; as to who played any particular card—whether honours were claimed though not scored, or vice versâ—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:—
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.
Card laws are intended to effect two objects: 1. To preserve the harmony and determine the ordering of the table. Such, for example, are the laws in the previous code, which regulate scoring, cutting, shuffling, &c. and the miscellaneous rules included under the head of Etiquette. 2. To prevent any player from obtaining an unfair advantage.
The word "unfair" must be taken in a restricted sense. It does not mean intentional unfairness. This is not to be dealt with by laws, but by exclusion from the card table. In deciding cases of card law, the offender should be credited with bonâ fides. It follows from this, that offences should not be judged by the intention of the player, but by the amount of injury which his irregularity may inflict on the opponents.
In a perfect code, there should be a penalty for all errors or irregularities, by which the player committing them, or his side, might profit; and on the other hand there should be no penalty for errors by which he who commits them, cannot possibly gain an advantage.
Penalties should be proportioned as closely as possible to the gain which might ensue to the offender. For instance: if the third hand has not played and the fourth plays before his partner, the second hand is informed whether or not his partner is likely to win the trick. The law, therefore, provides that the adversaries shall be entitled to call on the second player either to win the trick, or not to win it, whichever they please. Say, the fourth hand plays an ace out of turn. The second hand may be required to win the trick. If he has none of the suit he must trump it. In the opposite case, if the fourth hand plays a small card, and the second is called on not to win the trick, he must play a small card also. In this manner, the second player is prevented from benefiting by the irregular information afforded him. Other offences are legislated against in a similar way, the point kept in view throughout being, that no player shall be allowed to profit by his own wrong doing.
However carefully a code is drawn up, it will not unfrequently happen in practice, that cases occur which are but imperfectly provided for. Such cases should be referred for decision to some arbitrator. The arbitrator will find himself materially assisted by keeping well before him the two great objects with which the laws have been framed.
The following general rules will also be found useful in guiding him to just decisions:
Where two or more players are in fault, it should be considered with whom the first fault lies, and how far it induced or invited the subsequent error of the adversary.
Questions of fact should be settled before the case is referred, either by a majority of the players, or, if they are divided in opinion, by an onlooker agreed to by both parties, the decision of this referee being final.
When the facts are agreed to they should be written down, and the written statement submitted to the judge, who should return a written answer.
Should it so happen that a case is referred, wherein the players are divided in opinion as to the facts, the arbitrator will do well to decline to give a decision. The disputants, however, may be reminded that the player whom it is proposed to punish is entitled to the benefit of reasonable doubt.
Questions of interpretation of law should be decided liberally, in accordance with the spirit rather than the letter of the law. On the other hand, the arbitrator should bear in mind the great inconvenience of a lax interpretation of card laws, and, having made up his mind as to the intention of the law, should decide all cases with the utmost strictness.
The following cases, with decisions, selected from a large number which have been brought under the author's notice as having occurred in actual play, are given in exemplification of the foregoing remarks.
The play of the hand shows that AB (partners) hold no honour. The hand is therefore abandoned and the adversaries (YZ) score the game. It is then discovered that Y has only twelve cards, and one of the honours is found on the floor. AB then object to the score on the ground that YZ only "held" three honours (vide Law 3).
Decision—YZ are entitled to score four by honours. Y is not obliged to play with his cards in his hand. Besides, the game having been abandoned, Law 59 comes into operation. The penalty for playing with twelve cards is laid down in Law 46. Y is liable for any revoke he may have made.
AB claim "the game" and score it. After the trump card of the following deal is turned up, YZ object that AB have not claimed honours (vide Laws 6 and 7).
Decision—The honours were claimed within the meaning of the law. The objection to the score, if made really in ignorance of how it accrued, should have been taken at once. YZ should not wait the completion of the deal, so as to entrap AB on a mere technicality.
Note. This is a good instance of interpretation in accordance with the spirit of the law. Laws should never be so construed as to inflict a wholly unnecessary wrong, as would happen in this case were the law insisted on literally. The intention of Law 7 is to require AB to draw attention to the claim; and this is sufficiently done by the claim of "the game."
Y throws down his hand and claims "the game." B (Y's adversary) thinking that Y is referring only to the tricks, says, "You are not game." Y then marks four. After the trump card of the following deal is turned up, A remarks, "if Y had scored his honours, he would have been game." Y then claims the game, on the ground that he made the claim in time, and only withdrew it in consequence of B's contradiction. Is Y entitled to score the game?
Decision—No. Y's claim of "the game" is irregular. He is bound to state in what way he wins it (vide Law 6). There is no evidence that Y was referring to his honours when he claimed the game, but rather the contrary, as he afterwards withdrew his claim and said nothing about honours.
Note. This is an example of two players being in fault. It seems hard on Y that he should suffer through B's mistake; but it must be borne in mind that the confusion was introduced by Y's own irregularity, and that the omission to score honours was due to his subsequent forgetfulness.
Compare with Case II.
At the conclusion of the deal the trump card comes to the hand on the dealer's left. The dealer requests the players to count their cards. The player to the dealer's left appropriates a packet of cards lying a little to his own right hand, between himself and the dealer, and finds twelve cards in it. The other hands each contain thirteen. The dealer now claims the hand with twelve cards in it as his hand. Must the players accept the hands thus given to them, or is it a misdeal?
Decision—It is a misdeal. The fault is entirely with the dealer. If he deals so carelessly that there is any doubt as to the ownership of the hands, he must apportion them, and having once done so, he must not shift the hands about, so as to make a hand with twelve cards in it fall to himself.
Y throws down his cards, remarking, "We have lost the game." On this, A and B (Y's adversaries) throw down their cards. Z retains his hand. AB plead that they were misled by Y and that therefore they are not liable to Law 58.
Decision—A's, Y's, and B's hands are exposed, and must be left on the table to be called, each player's by the adversary. Z is not bound to abandon the game because his partner chooses to do so. Consequently, Y's remark does not bind Z. A and B ought to keep up their cards, until they have ascertained that both adversaries have abandoned the game.
Note. The written law is sufficient to decide this case (vide Law 58); but inasmuch as the irregularity in question is a fertile source of disputes, the case has been deemed worthy of insertion.
When it comes to the last trick of a hand, it appears that the player who has to lead has no card. What is to be done?
Decision—(a) If either of the other players remains with two cards, it is a misdeal (vide Law 44, paragraph iv). (b) If the other players have their right number of cards, the missing card should be searched for (vide Law 70) and when found assigned to the leader, who is liable to Law 46. (c) If the missing card cannot be found, the tricks may be searched to find what card is wanting, and the absent card assumed to have belonged to the player who had but twelve cards.
Note. It may seem that decision c is severe on a player playing bonâ fide with an imperfect pack. But each player should protect himself, by counting his hand before he plays. His playing to the first trick signifies his acceptance of the hand. If he accepts an imperfect one he must take the consequences.
Towards the end of a hand a spade is led. The third hand, when it comes to his turn to play, lays down the ace of trumps (hearts) and says "There's the game." He then throws his hand on the table. The hand contains several spades. Is it a revoke?
DecisionvideLaw 73).