Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date

Part 24

Chapter 244,375 wordsPublic domain

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.

44. It is a misdeal--

I. Unless the cards are dealt into four packets, one at a time in regular rotation, beginning with the player to the dealer’s left.

II. Should the dealer place the last (_i.e._, the trump) card, face downwards, on his own, or any other pack.

III. Should the trump card not come in its regular order to the dealer; but he does not lose his deal if the pack be proved imperfect.

IV. Should a player have fourteen cards, and either of the other three less than thirteen.

V. Should the dealer, under an impression that he has made a mistake, either count the cards on the table or the remainder of the pack.

VI. Should the dealer deal two cards at once, or two cards to the same hand, and then deal a third; but if, prior to dealing that third card, the dealer can, by altering the position of one card only, rectify such error, he may do so, except as provided by the second paragraph of this Law.

VII. Should the dealer omit to have the pack cut to him, and the adversaries discover the error, prior to the trump card being turned up, and before looking at their cards, but not after having done so.

45. A misdeal does not lose the deal if, during the dealing, either of the adversaries touch the cards prior to the dealer’s partner having done so; but should the latter have first interfered with the cards, notwithstanding either or both of the adversaries have subsequently done the same, the deal is lost.

46. Should three players have their right number of cards--the fourth have less than thirteen, and not discover such deficiency until he has played any of his cards, the deal stands good; should he have played, he is as answerable for any revoke he may have made as if the missing card, or cards, had been in his hand; he may search the other pack for it, or them.

47. If a pack, during or after a rubber, be proved incorrect or imperfect, such proof does not alter any past score, game, or rubber; that hand in which the imperfection was detected is null and void; the dealer deals again.

48. Any one dealing out of turn, or with the adversary’s cards, may be stopped before the trump card is turned up, after which the game must proceed as if no mistake had been made.

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

50. If the adversaries interrupt a dealer whilst dealing, either by questioning the score or asserting that it is not his deal, and fail to establish such claim, should a misdeal occur, he may deal again.

51. Should a player take his partner’s deal and misdeal, the latter is liable to the usual penalty, and the adversary next in rotation to the player who ought to have dealt then deals.

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; his partner may at any time remind him of the liability.

53. After the dealer has taken the trump card into his hand, it cannot be asked for; a player naming it at any time during the play of that hand is liable to have his highest or lowest trump called.

54. If the dealer take the trump card into his hand before it is his turn to play, he may be desired to lay it on the table; should he show a wrong card, this card may be called, as also a second, a third, etc., until the trump card be produced.

55. If the dealer declare himself unable to recollect the trump card, his highest or lowest trump may be called at any time during that hand, and unless it cause him to revoke, must be played; the call may be repeated, but not changed, _i.e._, from highest to lowest, or _vice versa_, until such card is played.

CARDS LIABLE TO BE CALLED.

56. All exposed cards are liable to be called, and must be left on the table; but a card is not an exposed card when dropped on the floor, or elsewhere below the table. The following are exposed cards:--

I. Two or more cards played at once.

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

57. If any one play to an imperfect trick the best card on the table, or lead one which is a winning card as against his adversaries, and then lead again, or play several such winning cards, one after the other, without waiting for his partner to play, the latter may be called on to win, if he can, the first or any other of those tricks, and the other cards thus improperly played are exposed cards.

58. If a player, or players, under the impression that the game is lost--or won--or for other reasons--throw his or their cards on the table face upward, such cards are exposed, and liable to be called, each player’s by the adversary; but should one player alone retain his hand, he cannot be forced to abandon it.

59. If all four players throw their cards on the table face upward, the hands are abandoned; and no one can again take up his cards. Should this general exhibition show that the 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.

61. If a player who has rendered himself liable to have the highest or lowest of a suit called, fail to play as desired, or if when called on to lead one suit he lead another, having in his hand one or more cards of that suit demanded, he incurs the penalty of a revoke.

62. If any player lead out of turn, his adversaries may either call the card erroneously led, or may call a suit from him or his partner when it is next the turn of either of them to lead.

63. If any player lead out of turn, and the three others have followed him, the trick is complete, and the error cannot be rectified; but if only the second, or the second and third, have played to the false lead, their cards, on discovery of the mistake, are taken back; there is no penalty against any one, excepting the original offender, whose card may be called, or he, or his partner, when either of them has next the lead, may be compelled to play any suit demanded by the adversaries.

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

65. The call of a card may be repeated until such card has been played.

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

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. If, during the play of the hand, the error be detected, the tricks may be counted face downward, in order to ascertain whether there be among them a card too many; should this be the case, they may be searched, and the card restored; the player is, however, liable for all revokes which he may have meanwhile made.

THE REVOKE.

71. Is when a player, holding one or more cards of the suit led, plays a card of a different suit.

72. The penalty for a revoke--

I. Is at the option of the adversaries, who at the end of the hand may either take three tricks from the revoking player or deduct three points from his score, or add three to their own score;

II. Can be claimed for as many revokes as occur during the hand;

III. Is applicable only to the score of the game in which it occurs;

IV. Cannot be divided, _i.e._, a player cannot add one or two to his own score and deduct one or two from the revoking player;

V. Takes precedence of every other score--_e.g._, the claimants two, their opponents nothing; the former add three to their score, and thereby win a treble game, even should the latter have made thirteen tricks, and held four honours.

73. A revoke is established if the trick in which it occur be turned and quitted, _i.e._, the hand removed from that trick after it has been turned face downward on the table, or if either the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick.

74. A player may ask his partner whether he has not a card of the suit which he has renounced; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish the revoke, and the error may be corrected, unless the question be answered in the negative, or unless the revoking player or his partner have led or played to the following trick.

75. At the end of the hand, the claimants of a revoke may search all the tricks.

76. If a player discover his mistake in time to save a revoke, the adversaries, whenever they think fit, may call the card thus played in error, or may require him to play his highest or lowest card to that trick in which he has renounced; any player 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.

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. (_See_ Law 61.)

CALLING FOR NEW CARDS.

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.

GENERAL RULES.

84. Where a player and his partner have an option of exacting from their adversaries one of two penalties, they should agree who is to make the election, but must not consult with one another which of the two penalties it is advisable to exact; if they do so consult, they lose their right; and if either of them, with or without consent of his partner, demand a penalty to which he is entitled, such decision is final.

[This rule does not apply in exacting the penalties for a revoke; partners have then a right to consult.]

85. Any one during the play of a trick, or after the four cards are played, and before, but not after, they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players.

86. If any one, prior to his partner playing, should call attention to the trick--either by saying that it is his, or by naming his card, or, without being required so to do, by drawing it toward him--the adversaries may require that opponent’s partner to play the highest or lowest of the suit then led, or to win or lose the trick.

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

88. If a bystander make any remark which calls the attention of a player or players to an oversight affecting the score, he is liable to be called on, by the players only, to pay the stakes and all bets on that game or rubber.

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

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

91. Any player may demand to see the last trick turned, and no more. Under no circumstances can more than eight cards be seen during the play of the hand, _viz._: the four cards on the table which have not been turned and quitted, and the last trick turned.

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, and the only remedy is to cease to play with players who habitually disregard them:

Two packs of cards are invariably used at Clubs; if possible, this should be adhered to.

Any one, having the lead and several winning cards to play, should not draw a second card out of his hand until his partner has played to the first trick, such act being a distinct intimation that the former has played a winning card.

No intimation whatever, by word or gesture, should be given by a player as to the state of his hand, or of the game.

A player who desires the cards to be placed, or who demands to see the last trick, should do it for his own information only, and not in order to invite the attention of his partner.

No player should object to refer to a bystander who professes himself uninterested in the game, and able to decide any disputed question of facts; as to who played any particular card--whether honours were claimed though not scored, or _vice versa_--etc., etc.

It is unfair to revoke purposely; having made a revoke, a player is not justified in making a second in order to conceal the first.

Until the players have made such bets as they wish, bets should not be made with bystanders.

Bystanders should make no remark, neither should they by word or gesture give any intimation of the state of the game until concluded and scored, nor should they walk round the table to look at the different hands.

No one should look over the hand of a player against whom he is betting.

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:

I. Dummy deals at the commencement of each rubber.

II. Dummy is not liable to the penalty for a revoke, as his adversaries see his cards; should he revoke, and the error not be discovered until the trick is turned and quitted, it stands good.

III. Dummy being blind and deaf, his partner is not liable to any penalty for an error whence he can gain no advantage. Thus, he may expose some or all of his cards--or may declare that he has the game, or trick, etc., without incurring any penalty; if, however, he lead from Dummy’s hand when he should lead from his own, or _vice versa_, 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 Dummy Whist, except in the following special Law: There is no misdeal, as the deal is a disadvantage.

THE POKER FAMILY.

Properly speaking, Poker is not the founder, but simply the most famous representative of a very ancient and always very popular family of games, all of which can be traced to one source, the old French game of Gilet, which was undoubtedly of Italian origin, perhaps a variety of Primero. Gilet we find changed to Brelan in the time of Charles IX., and although Brelan is no longer played, the word is still used in all French games to signify triplets, and “brelan-carré” is the common French term for four of a kind in _le poker Américain_. From Brelan we trace the French games of Bouillotte, and Ambigu, and the English game of Brag; but the game of poker, as first played in the United States, five cards to each player from a twenty-card pack, is undoubtedly the Persian game of _as nas_.

The peculiar and distinguishing characteristic of Poker we find well described by Seymour, in his chapter on “Brag,” in the “Court Gamester,” 1719: “The endeavour to impose on the judgment of the rest who play, and particularly on the person who chiefly offers to oppose you, by boasting or bragging of the cards in your hand. Those who by fashioning their looks and gestures, can give a proper air to their actions, as will so deceive an unskilful antagonist, that sometimes a pair of fives, trays or deuces, in such a hand, with the advantage of his composed countenance, and subtle manner of over-awing the other, shall out-brag a much greater hand, and win the stakes, with great applause and laughter on his side from the whole company.”

Quite a number of card games retain the feature of pairs, triplets, sequences, and flushes, but omit the element of brag or bluff, and can therefore hardly be considered full-blooded members of the poker family. Whiskey Poker, for instance, has really little or nothing in common with the true spirit of poker, and is simply the very ancient game of Commerce, played with five cards instead of three. The descriptions of this game in the earliest Hoyles betray its French origin; particularly in the use of the piquet pack; the French custom of cutting to the left and dealing to the right; and the use of the words “brelan,” and “tricon.” In later descriptions of the “new form” of Commerce, about 1835, we find 52 cards are used, and dealt from left to right, and the names of the combinations are changed to “pairs-royal,” “sequences,” and “flushes.”

There appears to be little or nothing modern in the game of Poker but the increased number of cards dealt to each player, which makes it possible for one to hold double combinations, such as two pairs, triplets with a pair, etc. The old games were all played with three cards only, and the “brelan-carré,” or four of a kind, could be made only by combining the three cards held by the player with the card which was sometimes turned up on the talon, or remainder of the pack. The blind, the straddle, the raise, the bluff, table stakes, and freeze-out, are all to be found in Bouillotte, which flourished in the time of the French Revolution, and the “draw” from the remainder of the pack existed in the old French game of Ambigu.

The first mention we have of poker in print is in Green’s Reformed Gambler, which contains a description of a game of poker played on a river steamer in June, 1834. The author undertook a series of investigations with a view to discovering the origin of poker, the results of which were published in the N.Y. Sun, May 22, 1904. It would seem that poker came from Persia to this country by way of New Orleans. The French settlers in Louisiana, recognizing the similarity between the combinations held in the newcomer from the East, _as nas_, and those with which they were already familiar in their own game of poque, called the Persian game poque, instead of _as nas_, and our present word, “poker,” seems to be nothing but a mispronunciation of the French term, dividing it into two syllables, as if it were “po-que.”

There is no authoritative code of laws for the game of Poker, simply because the best clubs do not admit the game to their card rooms, and consequently decry the necessity for adopting any laws for its government. In the absence of any official code, the daily press is called upon for hundreds of decisions every week. The author has gathered and compared a great number of these newspaper rulings, and has drawn from them and other sources to form a brief code of poker laws, which will be found amply sufficient to cover all irregularities for which any penalty can be enforced, or which interfere with the rights of any individual player.

DRAW POKER.

_=CARDS.=_ Poker is played with a full pack of fifty-two cards, ranking: A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest or lowest in play, according to the wish of the holder, but ranking below the deuce in cutting. In some localities a special pack of sixty cards is used, the eight extra cards being elevens and twelves in each suit, which rank above the ten, and below the Jack. It is very unusual to play Poker with two packs.

_=COUNTERS, or CHIPS.=_ Although not absolutely necessary, counters are much more convenient than money. The most common are red, white, and blue circular chips, which should “stack up” accurately, so that equal numbers may be measured without counting them. The red are usually worth five whites, and the blue worth five reds, or twenty-five whites. At the beginning of the game one player should act as banker, and be responsible for all counters at the table. It is usual for each player to purchase, at the beginning of the game, the equivalent of 100 white counters in white, red, and blue.

_=PLAYERS.=_ Poker may be played by any number of persons from two to seven. When there are more than seven candidates for play, two tables should be formed, unless the majority vote against it. In some localities it is the custom for the dealer to take no cards when there are eight players, which is thought to make a better game than two tables of only four players each. When the sixty-card pack is used, eight players may take cards.

_=CUTTING.=_ The players who shall form the table, and their positions at the beginning of the game, must be decided by throwing round a card to each candidate, face up, or by drawing cards from an outspread pack. If there are more than eight candidates, the four cutting the highest cards should play together at one table, and the others at another table. If there are an even number of candidates, the tables divide evenly, but if the number is odd, the smaller table is formed by those cutting the highest cards.

The table formed, the pack must be shuffled and spread, and positions drawn for. The player cutting the lowest card has the choice of seats, and must deal the first hand. The player cutting the next lowest has the next choice, and so on, until all are seated.

_=TIES.=_ If the first cut does not decide, those tying must cut again. Should two or more players cut cards of equal value, the new cut will decide nothing but the tie; for even should one of those cutting to decide a tie draw a card lower than one previously cut by another player, the original low cannot be deprived of his right. For instance: there are six players.