ebook img

The Laws and Principles of Whist by Henry Jones PDF

488 Pages·2021·1.16 MB·English
by  
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview The Laws and Principles of Whist by Henry Jones

The Project Gutenberg EBook of Cavendish on Whist, by Henry Jones This eBook is for the use of anyone anywhere in the United States and most other parts of the world at no cost and with almost no restrictions whatsoever. You may copy it, give it away or re-use it under the terms of the Project Gutenberg License included with this eBook or online at www.gutenberg.org. If you are not located in the United States, you'll have to check the laws of the country where you are located before using this ebook. Title: Cavendish on Whist 18th edition Author: Henry Jones Release Date: January 25, 2016 [EBook #51039] Language: English Character set encoding: UTF-8 *** START OF THIS PROJECT GUTENBERG EBOOK CAVENDISH ON WHIST *** Produced by Richard Tonsing, Colin Bell and the Online Distributed Proofreading Team at http://www.pgdp.net FRONTISPIECE. RUFF and HONOURS (from the Compleat Gamester 1680). "Lastly, observe the Women with what grace They sit, and look their Partners in the face, Who from their eyes shoot Cupids fiery darts; Thus make them lose at once their Game and Hearts." [Pg iv] [Pg v] THE LAWS AND PRINCIPLES OF WHIST STATED AND EXPLAINED AND ITS PRACTICE ILLUSTRATED ON AN ORIGINAL SYSTEM BY MEANS OF HANDS PLAYED COMPLETELY THROUGH. BY "CAVENDISH." EIGHTEENTH EDITION. LONDON: THOS. DE LA RUE & CO. 1889. ALL RIGHTS RESERVED. PRINTED BY THOMAS DE LA RUE AND CO., BUNHILL ROW, LONDON. [Pg vi] [Pg vii] DEDICATION TO THE NINTH EDITION. TO JAMES CLAY, Esq., M.P. (Chairman of the Whist Laws Committee of the Arlington Club, 1864,) This Book IS CORDIALLY DEDICATED BY HIS SINCERE FRIEND, THE AUTHOR. [Pg viii] DEDICATION TO THE TENTH EDITION. To the memory OF JAMES CLAY [Pg ix] PREFACE TO THE FIRST EDITION. It has often occurred to the Author that there are two principal defects in the existing treatises on the game of Whist— the one that the principles of play are, in general, laid down as so many isolated and arbitrary conventions, the reasons upon which such principles are based being seldom, if at all, and scarcely ever fully, stated; the other, that suitable illustrations, by which alone the principles can be brought forcibly home and fixed in the memory, are almost entirely wanting. The present work is an attempt to supply these deficiencies. With regard to the latter, the Author feels that nothing, in point of illustration of principles, can be so instructive as a selection of hands played completely through, and accompanied by copious explanations. The idea, it is believed, as applied to Whist, is a new one, though a similar plan has long been in use in treatises on Chess. It has not been deemed necessary to occupy space by detailing the mode of playing and of scoring, as this information can be readily acquired at the table. The reader is, therefore, credited with this elementary knowledge, and is conducted at once to the General Principles, which he is advised to consider carefully before proceeding to the Hands. [Pg x] PREFACE TO THE SIXTEENTH EDITION. The attention of the Reader is particularly directed to Appendix A, explanatory of American Leads. The Author is firmly convinced that American Leads are founded on true principles of whist play, and they therefore have his hearty approval. But, he hesitates to insist upon these leads in the body of the "Principles," as they have not yet met with universal,—and, perhaps, hardly with general,—acceptance. The advanced player is also invited to consider, with care, Appendix B, which treats briefly of The Plain-Suit Echo. PREFACE TO THE EIGHTEENTH EDITION. The advanced player is invited to consider, with care, Appendix C, which treats of the leads from ace, king, and from king, queen suits. [Pg xi] CONTENTS. PAGE The Laws Of Whist 1 Etiquette Of Whist 19 Cases And Decisions 22 Historical 31 PART I. GENERAL PRINCIPLES. THE FIRST HAND OR LEAD. Original Leads 56 Leads From Strong Suits 56 " From Sequences 62 " Analysis Of, In Detail 64 " From Weak Suits 72 " At Advanced Periods 74 Returned Leads 79 THE SECOND HAND. Play of the Second Hand 82 " " With Strong Suits 82 " " With Sequences 83 " " Analysis Of, In Detail 85 THE THIRD HAND. Play of the Third Hand when the Lead is from Strong Suits 92 Play of the Third Hand when the Lead is from Weak Suits 93 Finessing 92 THE FOURTH HAND. Play Of The Fourth Hand 96 The Command Of Suits 96 Underplay 101 Discarding 104 The Conversation of the Game 108 TRUMPS. The Management Of Trumps 119 Leading Trumps 120 Asking For Trumps 125 Trumping 129 Forcing 131 Playing to the Score 134 Drawing Inferences 134 Coups 141 PART II. Hands 156 APPENDIX A. American Leads 281 APPENDIX B. [Pg xii] The Plain-Suit Echo 287 APPENDIX C. On The Original Lead Of King 289 THE LAWS OF WHIST. BY PERMISSION, VERBATIM FROM THE CLUB CODE. THE FOOT NOTES ARE ADDED BY THE AUTHOR. THE RUBBER. 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. SCORING. 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. 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— 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,[2] be proved, such mistake can be rectified at any time during the rubber. CUTTING. 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. FORMATION OF TABLE. 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. CUTTING CARDS OF EQUAL VALUE. [Pg 1] [Pg 2] [Pg 3] [Pg 4] 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] CUTTING OUT. 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. ENTRY AND RE-ENTRY. 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. SHUFFLING. 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. THE DEAL. 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. A NEW DEAL. 37. There must be a new deal[11]— 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. [Pg 5] [Pg 6] [Pg 7] 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. A MISDEAL. 43. A misdeal loses the deal.[12] 44. It is a misdeal[13]— 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[14] cards, and either of the other three less than thirteen.[15] 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,[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. THE TRUMP CARD. 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. CARDS LIABLE TO BE CALLED. [Pg 8] [Pg 9] [Pg 10] [Pg 11] 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:— I. Two or more cards played at once.[23] II. Any card dropped with its face upwards, 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,[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. CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK. 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. THE REVOKE. 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:— [Pg 12] [Pg 13] [Pg 14] [Pg 15]

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.