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Hoyle's Games Modernized - Cards, Board Games and Billiards
Hoyle's Games Modernized - Cards, Board Games and Billiards
Hoyle's Games Modernized - Cards, Board Games and Billiards
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Hoyle's Games Modernized - Cards, Board Games and Billiards

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Originally published in London in the 1920s as a revised and enlarged edition based on Hoyle's early works of the 1700s. The book is an illustrated compendium of over eighty games and their varieties including card, billiard and board games. These are fully explained with rules and advice on play. Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. Home Farm Books are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork.
LanguageEnglish
Release dateApr 16, 2013
ISBN9781447495994
Hoyle's Games Modernized - Cards, Board Games and Billiards

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    Hoyle's Games Modernized - Cards, Board Games and Billiards - Lawrence H. Dawson

    HOYLE’S GAMES MODERNIZED

    ENTIRELY NEW EDITION

    Revised throughout and Enlarged

    BY

    LAWRENCE H. DAWSON

    Author of A Short Guide to Chess etc., etc

    PREFACE

    ______

    EDMUND HOYLE first published his Short Treatise on Whist in the year 1742; in 1748 came the eighth edition, including in it Chapters on Quadrille, Piquet, and Backgammon; and a few years later he put out his final edition—the 11th—with an additional Chapter on Chess.

    It is from such beginnings that the present compendium of over eighty games and varieties takes its source as well as its name; and it has been the object of the editor to maintain the high standard set by the original, so that the good old phrase according to Hoyle should keep its universal significance and imply that he who plays the game according to the rules and suggestions here given will not only always play absolutely correctly, but will have the best chance of success.

    There have been so many editions of Hoyle, both in England and in America, since the death of its first compiler at the ripe old age of 97, in 1769, that it would be well-nigh impossible to say what the precise number of this one would be; but its immediate forbears are that published under the, editorship of the well-known expert, Professor Hoffman, towards the close of the last century, and the revision of this which appeared in 1909, and to which Mr. Ernest Bergholt added certain Chapters in 1913, bringing the total number of games treated to thirty-two.

    In the present volume we have included all of these games and have added to the Card section alone some thirty that have not before appeared in the English Hoyle, and in the later sections a further fifteen; among the Card games treated here for the first time may be mentioned Boston, Hearts, Coon-can, Cassino, Faro, Monte, Spry-Pal, and Pelmanism; Petits Chevaux, Sandown, and Minoru are new to the section including games of chance; Volunteer Snooker has been added to the Billiard section; and of the Parlour Games, from page 444 to the end of the book, all are new to Hoyle, and many have not hitherto found a place in any Cyclopaedia of Games.

    Except for the section on Auction (pp. 32–59), which has been entirely re-written and embodies the salient features of the Laws authorized by the Portland Club in 1928, and for which the editor is solely responsible, the first 164 pages of the present edition are a reprint (with a few minor additions and emendations) of Major Browning’s How to Play Cards; and we would note that the laws of Poker given in this section are those under which the game is played by the leading players in this country, and consequently may be accepted as the Standard Laws of English Draw Poker. We are further indebted to Major Browning for the Chapters on Roulette and Trente et Quarante, which first appeared in the previous edition of Hoyle.

    For permission to include the game of Spry-Pal, we have to thank the inventor, Mr. J. Spry-Palmer; and we are under obligations to Messrs. F. H. Ayres, Ltd., for assistance and permission with reference to Sandown; to Messrs. John Jacques and Sons, Ltd., in respect of Minoru, Rukh-Pat, and Knights Rampant; and to Messrs. H. P. Gibson and Sons, Ltd., for furnishing us with the Rules of and particulars concerning L’Attaque.

    The section on Billiards and other games on the billiard table has, in common with other parts of the book that have been taken over from earlier editions, been largely rewritten; and we are grateful to A. Stanley Thorn, Esq., the Secretary of the Billiards Association and Control Council, for the particulars he so kindly supplied concerning the Association and its valuable work and also for permission to quote from the official Rules. The rules of most of the games played on the board of green cloth have undergone modifications since the welcome amalgamation of the Billiard Association and the Billiards Control Club in 1919; the Laws of Snooker were thoroughly revised in 1926, and in that and the following year the exploitation of certain shots by leading professionals led to alterations in the Laws of Billiards, additional rules having been framed to limit runs of hazards and to make the pendulum cannon illegal; consequently, all books on these games published before those dates are to a certain extent misleading.

    The editor also acknowledges his indebtedness to Mr. Ernest Bergholt’s New Book of Patience Games and to his excellent little manual on Solitaire; and to Mr. H. F. Lewis’ book on Dominoes.

    L.H.D.

    CONTENTS

    PART I

    CARD GAMES

    WHIST

    AUCTION

    SOLO WHIST

    PIQUET

    ÉCARTÉ

    EUCHRE

    COLONEL (COON-CAN FOR TWO PLAYERS)

    CRIBBAGE

    POKER

    LOO

    NAPOLEON

    SPOIL FIVE

    BACCARAT

    CHEMIN-DER-FER

    VINGT-UN

    BLIND HOOKEY

    SLIPPERY SAM

    BEZIQUE

    RUBICON BEZIQUE

    BOSTON

    BOSTON DE FONTAINEBLEAU

    HEARTS

    HEARTSETTE

    CATCH THE TEN

    GERMAN WHIST

    SPRY-PAL

    COON-CAN

    CASSINO

    VARIETIES OF CASSINO

    BRAG

    SLOBBERHANNES

    POPE JOAN

    NEWMARKET

    SPINADO

    FAN TAN

    QUINZE

    THIRTY-ONE

    FIVE HUNDRED

    QUINTO

    PELMANISM

    COMMERCE

    MATRIMONY

    OLD MAID

    ALL-FOURS

    SPECULATION

    RANTER-GO-ROUND

    POKER PATIENCE

    PATIENCE GAMES

    LANSQUENET

    MONTE BANK

    FARO

    PART II

    GAMES OF CHANCE AND RACE-GAMES

    ROULETTE

    TRENTE-ET-QUARANTE

    PETITS CHEVAUX

    SANDOWN

    MINORU

    PART III

    BILLIARDS, ETC.

    BILLIARDS

    POOL

    PYRAMIDS

    SHELL-OUT

    SNOOKER

    VOLUNTEER SNOOKER

    BAGATELLE

    SANS ÉGAL BAGATELLE

    THE CANNON GAME

    PART IV

    BOARD GAMES

    CHESS

    DRAUGHTS

    BACKGAMMON

    HALMA

    REVERSI

    RUKH-PAT

    KNIGHTS RAMPANT

    L’ATTAQUE

    MORELLES (NINE MEN’S MORRIS)

    GO-BANG

    PART V

    TABLE GAMES

    DOMINOES

    SOLITAIRE

    MAH JONGG

    ALPHABETICAL CONTENTS

    ALL-FOURS

    AUCTION

    BACCARAT

    BACKGAMMON

    BAGATELLE

    BAGATELLE, SANS ÈGAI

    BEZIQUE

    BEZIQUE, RUBICON

    BILLIARDS

    BLIND HOOKEY

    BOSTON

    BOSTON DE FONTAINEBLEAU

    BRAG

    BRIDGE(See AUCTION)

    CANNON GAME (BAGATELLE)

    CASSINO

    CATCH THE TEN

    CHEMIN-DE-FER

    CHESS

    COLONEL

    COMMERCE

    COON-CAN

    COON-CAN (for two players)

    CRIBBAGE

    DOMINOES

    DRAUGHTS

    ÉCARTÉ

    EUCHRE

    FAN TAN

    FARO

    FIVE HUNDRED

    GERMAN WHIST

    GO-BANG

    HALMA

    HEARTS

    HEARTSETTE

    KNIGHTS RAMPANT

    LANSQUENET

    L’ATTAQUE

    LOO

    MAH JONGG

    MATRIMONY

    MINORU

    MONTE BANK

    MORELLES

    NAPOLEON

    NEWMARKET

    NINE MEN’S MORRIS

    OLD MAID

    PATIENCE GAMES

    PELMANISM

    PETITS CHEVAUX

    PIQUET

    POKER

    POKER PATIENCE

    POOL

    POPE JOAN

    PYRAMIDS

    QUINTO

    QUINZE

    RANTER-GO-ROUND

    REVERSI

    ROULETTE

    RUKH-PAT

    SANDOWN

    SHELL-OUT

    SLIPPERY SAM

    SLOBBERHANNES

    SNOOKER

    SOLITAIRE

    SOLO WHIST

    SPECULATION

    SPINADO

    SPOIL FIVE

    SPRY-PAL

    THIRTY-ONE

    TRENTE-ET-QUARANTE

    VINGT-UN

    VOLUNTEER SNOOKER

    WHIST

    HOYLE’S GAMES.

    PART I

    WHIST

    IT is pretty safe to assume that every reader of these pages has some general knowledge of the game of Whist, though comparatively few may be conversant with the minutiæ of Whist practice. Whist is governed by an elaborate and carefully considered code of laws, which is universally accepted by all English players. In this instance, therefore, contrary to our usual course of procedure, we shall begin by stating these laws, which should be carefully studied, as forming the best possible introduction to further instruction in the game.

    THE LAWS OF WHIST

    (Reprinted, by permission, from the Revised Code)

    CARDS:

    1.—Two packs of cards are used, one being used by each side.

    2.—A card or cards torn or marked must be either replaced by agreement, or new cards called for at the expense of the table.

    3.—Any player, before the pack is cut for the deal, may call for fresh cards on paying for them. He must call for two new packs, of which the dealer takes his choice.

    CUTTING OR DRAWING:

    4.—The ace is the lowest card in cutting or drawing.

    5.—In all cases, every one must cut or draw from the same pack.

    6.—Should a player expose or draw more than one card, he must cut or draw again.

    FORMATION OF TABLE:

    7.—(a) The candidates first in the room have the preference. When there are more than six candidates, and there is a doubt or question as to the preference of two or more of them, they determine their preference by drawing. Those drawing the lower cards have the preference. The table is complete with six players. On the retirement of any of those six players, the candidates who, in the first draw, drew the lowest cards have the prior right to enter the table.

    (b) If there are more than four players they all draw, and the four who draw the lowest cards play first.

    (c) When two or more candidates or players draw cards of equal value they draw again, if necessary, to determine their precedence.

    PARTNERS:

    8.—The four who play first again draw to decide on partners. The two lowest play against the two highest. The lowest is the dealer and has choice of cards and seats, and, having once made his selection, must abide by it.

    9.—Two players drawing cards of equal value, which are not the two highest, draw again. If the equal cards are not the two lowest, the higher in the new draw plays with the highest in the original draw; if the equal cards are the two lowest, the new draw decides who is to deal.*

    10.—Three players drawing cards of equal value draw again; should the fourth (or remaining) card be the highest in the original draw, the two lowest of the new draw 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.*

    CUTTING OUT:

    11.—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 other is, or are, out; but when two or more have played the same number, they must, when necessary, cut or draw to decide upon the outgoers; the highest are out.

    ENTRY AND RE-ENTRY:

    12.—A candidate wishing to enter a table must declare such intention prior to any of the players having drawn a card, either for the purpose of commencing a fresh rubber or of cutting out.

    12a.—Any candidate may declare into any table that is not complete. If he do so he shall have priority over any candidate who has not previously declared in.

    13.—In the formation of fresh tables, those candidates who have not played at any other table have the prior right of entry; the others decide their right of admission by drawing.

    14.—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.

    15.—A player cutting into one table, whilst belonging to another, loses his prior right of re-entry into that latter, and takes his chance of cutting in, as if he were a fresh candidate, and last in the room.

    16.—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 drawing.

    SHUFFLING:

    17.—After the selection of cards for the first deal has been made, it is the duty of an adversary to shuffle the pack selected, and of the player who is about to deal, or of his partner, to shuffle the other pack.

    18.—The pack must neither be shuffled below the table, nor so that the face of any card be seen.

    19—The pack must not be shuffled during the play of the hand.

    20.—A pack, having been played with, must not be shuffled by dealing it into packets.

    21.—Each player has a right to shuffle once only, except as provided by Law 24, prior to a deal, after a false cut (see Law 26), or prior to a new deal (see Law 29).

    22.—The dealer’s partner must collect the cards for the ensuing deal, and has the first right to shuffle that pack.

    23.—Each player, after shuffling, must place the cards, properly collected and face downwards, to the left of the player about to deal them.

    24.—The dealer has always the right to shuffle last. 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.

    THE DEAL:

    25.—The deal commences with the player who cut the original lowest card, the next deal falls to the player on his left, and so on until the rubber is finished.

    26.—When the pack has been finally shuffled, the player about to deal shall present it to the adversary on his right, who shall cut it, 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 after the two packets have been re-united, Law 30 comes into operation, 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.

    27.—When the player whose duty it is to cut has once separated the pack, he cannot alter his intention; he can neither re-shuffle not re-cut the cards.

    28.—When the pack is cut, should the dealer shuffle the cards, he loses his deal.

    29.—There must be a new deal by the same dealer (see also Laws 36 and 41)—

      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.

    III. If a player takes up another player’s hand.

    30.—If, whilst dealing, a card be exposed on or below the table 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.

    31.—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.

    32.—If, in dealing, one of the 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.

    33.—If a player, whilst dealing, look at the trump card, his adversaries have a right to see it, and either may exact a new deal.

    34.—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.

    35.—A player can neither shuffle, cut, nor deal for his partner, without the permission of his opponents.

    36.—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.

    A MISDEAL:

    37.—It is a misdeal (see also Law 28)—

         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 (which is called the trump) card, face downwards, on his own or on any other packet.

       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 or more cards, and any of the other three less than thirteen;* unless the excess has arisen through the act of an adversary, in which case there must be a fresh deal.

      V. Should the dealer touch, for the purpose of counting, 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.

    38.—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.

    39.—A misdeal loses the deal (except as provided in Law 36); unless, 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.

    40.—Should three players have their right number of cards—the fourth have less than thirteen, and not discover such deficiency until the first trick has been turned and quitted, the pack shall be assumed to be complete, and the deal stands good; and he will be answerable for any revoke he may have; made, in the same way as if the missing card or cards had been in his hand.

    41.—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 (except in the case of such deficiency as is provided for by Law 40); the dealer deals again.

    THE TRUMP CARD:

    42.—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 second trick be turned and quitted, it is liable to be called (it is not usual to call the trump card if left on the table). His partner may at any time remind him of the liability.

    43.—After the dealer has taken the trump card into his hand, it must not 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. Such call cannot be repeated. Any player may at any time inquire what the trump suit is.

    44.—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.

    45.—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.

    THE RUBBER:

    46.—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.

    SCORING:

    47.—A game consists of five points. Each trick, above six, counts one point.

    48.—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.

    49.—Those players who, at the commencement of a deal, are at the score of four, cannot score honours.

    50.—The penalty for a revoke (see Law 75) takes precedence of all other scores. Tricks score next. Honours last.

    51.—Honours, unless claimed before the trump card of the following deal is turned up, cannot be scored.

    52.—To score honours is not sufficient; they must be claimed at the end of the hand; if so claimed, they may be scored at any time during the game. If the tricks won, added to honours held, suffice to make game, it is sufficient to call game.

    53.—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 theii adversaries have scored one or two.

    III. A single, or game of one point, when their adversaries have scored three or four.

    54.—The winner of the rubber gain two points (commonly called the rubber points) in addition to the value of their games.

    55.—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.

    56.—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.

    57.—If an erroneous score, affecting the value of the rubber (i.e., if a single is scored by mistake for a double or treble, or vice versâ), be proved, such mistake can be rectified at any time during the rubber.

    CARDS LIABLE TO BE CALLED:

    58.—The following are exposed cards:—

      I. Two or more cards played at once, face upwards.

     II. Any card dropped with its face upwards, in any way on or above the table, even though snatched up so quickly that no one can name it.

    III. Every card named by the player holding it.

    59.—All exposed cards are liable to be called, and must be left or placed face upwards on the table. If two or more cards are played at once, the adversaries have a right to call which they please to the trick in course of play, and afterwards to call the remainder. A card is not an exposed card, under the preceding Law, when dropped on the floor, or elsewhere below the table. An adversary may not require any exposed card to be played before it is the turn of the owner of the card to play; should he do so, he loses his right to exact the penalty for that trick.

    60.—If any one play to an imperfect trick the winning card on the table, and then lead without waiting for his partner to play, or lead one which is a winning card as against his adversaries, and then lead again, without waiting for his partner to play, 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 subsequent cards thus improperly played are exposed cards.

    61.—If a player or players (not being all) throw his or their cards on the table face upwards, such cards are exposed, and liable to be called, each players by the adversary; but no player who retains his hand can be forced to abandon it.

    62.—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 by the losers, 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, for each revoke.

    63.—If a card be detached from the rest of the hand, which an adversary at once correctly names, such card becomes an exposed card; but should the adversary name a wrong card, he is liable to have a suit called when he or his partner next have the lead.

    64.—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. The penalty of calling a suit must be exacted from whichever of them next first obtains the lead. It follows that if the player who leads out of turn is the partner of the person who ought to have led, and a suit is called, it must be called at once from the right leader. If he is allowed to play as he pleases, the only penalty that remains is to call the card erroneously led. The fact that the card erroneously led has been played without having been called, does not deprive the adversaries of their right to call a suit. If a suit is called, the card erroneously led may be replaced in the owners hand.

    65.—If it is one player’s lead, and he and his partner lead simultaneously, the penalty of calling the highest or lowest card of the suit properly led may be exacted from the player in error, or the card simultaneously led may be treated as a card liable to be called.

    66.—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 (whichever of them next first has the lead), may be compelled to play any suit demanded by the adversaries.

    67.—In no case can a player be compelled to play a card which would oblige him to revoke.

    68.—The call of a card may be repeated at every trick, until such card has been played.

    69.—If a player called on to lead a suit have none of it, the penalty is paid.

    IRREGULAR PLAY:

    70.—If the third hand play before the second, the fourth hand may play before his partner.

    71.—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.

    72.—If any one omit playing to a 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.

    73.—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 (see also Law 40). 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. If no revoke has been made, the card can be treated as an exposed card.

    THE REVOKE:

    74.—It is a revoke when a player, holding one or more cards of the suit led, plays a card of a different suit.

    75.—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, and add them to their own tricks, or deduct three points from his score, or add three to their own score (the adversaries may consult as to which penalty they will exact);

     II. Can be claimed for as many revokes as occur during the hand, and a different penalty may be exacted for each revoke;

    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.

    76.—If a player who has become liable to have the highest or lowest of a suit called, or to win or not to win a trick (when able to do so), fail to play as desired, or if a player, 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.

    77.—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. Throwing down the hand or claiming game, constitute acts of play within the meaning of leading or playing to the following trick.

    78.—A player may ask his partner whether he has not a card of the suit which he has renounced, or whether he has played as desired or demanded; should the question be asked before the trick is turned and quitted, subsequent turning and quitting by the adversaries 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; but if the revoking player or his partner has turned the trick before the question is answered, the revoke is established.

    79.—At the end of a hand, the claimants of a revoke may search all the tricks (see Law 81).

    80.—If a player discover his error 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.

    81.—If a revoke be claimed, and the accused player or his partner, after such claim has been made, mix the cards before they have been sufficiently examined by the adversaries, the revoke is established. Prior to such claim, the mixing of the cards renders the proof of a revoke difficult, but does not prevent the claim, and possible establishment, of the penalty.

    82.—A revoke cannot be claimed after the cards have been duly cut for the following deal.

    83.—The revoking player and his partner may, under all circumstances, require the hand in which the revoke has been detected to be played out.

    84.—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.

    85.—Should the players on both sides subject themselves to the penalty of one or more revokes, neither can win the game, and the revokes cancel each other.

    86.—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.

    EXACTION OF PENALTIES:

    87.—Where a player and his partner have an option of exacting from their adversaries one of two penalties, they must agree who is to make the election, and 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 to demand any penalty; 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.

    88.—Any player demanding a penalty which is not authorised for the offence committed, forfeits all right to exact any penalty for the offence in question.

    GENERAL RULES:

    89.—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.

    90.—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 not to win the trick.

    91.—In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries.

    92.—If a bystander make any remark, before the stakes have been paid, 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.

    93.—A bystander, by agreement among the players, may decide any question.

    94.—When a trick has been turned and quitted, it must not again be looked at until the hand has been played out, except as provided by Law 73. A violation of this Law renders the offender, or his partner, liable to have a suit called when it is the next turn of either of them to lead.

    THE ETIQUETTE OF WHIST:

    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.

    Any one having the lead should not draw a second card out of his hand until his partner has played to the 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 asks what the trump suit is, 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, &c., &c.

    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, 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.

    DUMMY:

    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:—

    1. Dummy deals at the commencement of each rubber.

    2. 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. If Dummy’s partner revokes, he is liable to the usual penalties.

    3. There is no misdeal.

    4. 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 declare that he has the game or trick, &c., without incurring any penalty; if, however, he lead from Dummy’s hand when he should lead from his own, or vice versâ, a suit may be called from the hand which ought to have led.

    DOUBLE DUMMY:

    Is played by two players, each having a Dummy or exposed hand for his partner.

    The Laws of the game do not differ from those of Dummy Whist.

    HOW TO LEARN WHIST, AND TO BECOME A GOOD PLAYER.

    It is not within the province of this article to enter into any elaborate detail of the play at Whist; our purpose here is merely to point out the general lines on which the game should be played, and, as the game has occupied the attention of so many clear-thinking men for so many years, these may be said to be both well-defined and rigid. The first step towards becoming a good whist player is to learn the leads. Long experience has proved these leads to be correct, and since they are adopted by all good players, it follows that any one deviating from them is greatly reducing his chance of success, both by failing to win tricks on his own account, and by causing such confusion to his partner as may put him entirely out of harmony, with the play. The leads, therefore, are of primary importance and must be thoroughly understood and followed by each player; failing this, no inferences can be drawn from the cards played, and neither reason nor judgment can be brought to bear by individual players.

    The original lead should always be from the strongest suit, and strength at whist means length. The one rossible exception to this rule is, when the hand is evenly divided, containing three cards in three suits, and four in the other, which happens to be the trump suit. Then possibly it may be unwise to lead from the strongest—the trump suit. But even here sound whist players contend that nothing will be lost by such a lead in the long run.

    We append here a list of the correct original leads, and in all cases where none of the combinations set out is held, the lead should be the fourth best card in the longest suit.

    We speak here generally of original leads, but the same principle must be followed for subsequent leads, remembering always that the object of opening up a suit at whist is eventually to win a trick or tricks in the suit, so that once the king or queen has become, the established winning card this naturally would be led out to win its trick. Later on in the hand the saving of the game may be vital, or the winning of it in sight, when in either ease it might be the obvious play to depart from those opening, and to lead an ace at once to make certain of the trick. But the leader, and this applies to all players when it is their turn to lead, must be careful not to play a card, although the best card, which one adversary can trump and the other discard to. This lead as a rule is certain to cause loss, and the situation always can be known provided the conventional leads are stuck to, but before showing this by example it is necessary to touch on the play by the original leader’s partner. The conventional play for this player, and it applies to all players when in similar situation, is most important and allows of no variation. Win with the smallest and return the highest. This means that the third player, should he hold cards of equal value, must put up the smallest of these cards, and if he wishes to return the suit, he must lead the highest. Thus a player holds Ace, King, Queen of the suit opened, he will win the trick with the Queen, and lead back the Ace—that is, of course, should it be advisable to return that suit. Or should the third player hold Knave, ten, nine, of his partner’s suit, he will head the trick with the nine, and when leading the suit back, play the Knave. Under other circumstances the leader’s partner must play his highest card in the suit, and return the highest card if he held three of the suit originally, the lowest card if more than three were held.

    Now we can observe how the correct original lead combined with correct play by third in hand will as a rule indicate the position of remaining cards of the suit.

    Original leader has Queen, nine, eight, six, two, and correctly leads the six, his partner plays the Ace and returns the three. To this, second player puts up the King, our original leader plays the deuce, and the fourth player plays a small one. The position is now clear. Original leader’s partner holds no more of the suit—he cannot possibly have held more than three originally (had he held remaining unseen cards, viz., Knave and ten, by convention he would return the Knave, or had he held one of them, he would have led it back, being the highest of three). Thus his three is single; further this player having observed that his partner led the six, and then played the deuce knows for certain that his partner holds exactly three more of the suit, the six being his fourth best.

    As another example, a two is led from the Ace, six, five, two. Partner plays the eight, and the trick is won by the King. Leader’s partner, when next he gets in, leads the Knave, which at once marks the position of the remaining cards of the suit. Leader’s partner must still hold the ten, nine, and the fourth player must hold the Queen—his partner having won the first trick with the King, he cannot hold the Queen. On the second round of the suit original leader put up his Ace, and last player plays small—the latter’s partner is now marked with no more of the suit. An exception to this play is when leader’s partner holds what is known as a compulsory finesse—that is Ace, Queen, in his partner’s suit. In this case he will play his Queen, finessing against the King, and if it wins he will return the Ace, and the fall of the cards to these two rounds will tell the original leader the exact position of the remaining cards. One further exception is when the Ace and King only are held in the suit lead. The trick should be won with the Ace, and the King led back. This is a signal that but two in the suit are held. The leader’s partner must play his cards in this manner—the adversaries may do so provided they are anxious to make a ruff on the third round. The signal is only employed in the case of Ace, King; not when holding King, Queen only, or Queen, Knave, and so on.

    So far, we have talked of the suit being returned, but it must not be assumed that the suit must necessarily be returned at the first opportunity. The player may wish to show his own suit first, when, of course, he becomes an original leader himself, and must lead off according to the usual convention. As a rule, indeed, it is wiser to open your own suit, if you have one worth trying to establish. The immediate return of

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