E-Book, Englisch, 500 Seiten
Jones Cavendish on Whist
1. Auflage 2016
ISBN: 978-3-7364-0587-5
Verlag: anboco
Format: EPUB
Kopierschutz: 6 - ePub Watermark
E-Book, Englisch, 500 Seiten
ISBN: 978-3-7364-0587-5
Verlag: anboco
Format: EPUB
Kopierschutz: 6 - ePub Watermark
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]
Autoren/Hrsg.
Weitere Infos & Material
THELAWS AND PRINCIPLESOF WHIST STATED AND EXPLAINED AND ITS PRACTICE ILLUSTRATED ON AN ORIGINAL SYSTEM BY MEANS OF HANDS PLAYED COMPLETELY THROUGH.
BY "CAVENDISH."
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—
- The four honours, they score four points.
- Any three honours, they score two points.
- 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—
- A treble, or game of three points, when their adversaries have not scored.
- A double, or game of two points, when their adversaries have scored less than three.
- 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.
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]—
- If, during a deal, or during the play of a hand, the pack be proved incorrect or imperfect.
- If any card, excepting the last, be faced in the pack.
38. If, whilst dealing, a card be exposed by the dealer or his partner, should neither of the adversaries have touched the cards, the latter can claim a new deal; a card exposed by either adversary gives that claim to the dealer, provided that his partner has not touched a card; if a new deal does not take place, the exposed card cannot be called.
39. If, during dealing, a player touch any of his cards, the adversaries may do the same, without losing their privilege of claiming a new deal, should chance give them such option.
40. If, in dealing, one of the last cards be exposed, and the dealer turn up the trump before there is reasonable time for his adversaries to decide as to a fresh deal, they do not thereby lose their privilege.
41. If a player, whilst dealing, look at the trump card, his adversaries have a right to see it, and may exact a new deal.
42. If a player take into the hand dealt to him a card belonging to the other pack, the adversaries, on discovery of the error, may decide whether they will have a fresh deal or not.
A MISDEAL.
43. A misdeal loses the deal.[12]
44. It is a misdeal[13]—
- Unless the cards are dealt into four packets, one at a time in regular rotation, beginning with the player to the dealer's left.
- Should the dealer place the last (i.e., the trump) card, face downwards, on his own, or any other pack.
- 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.
- Should a player have fourteen[14] cards, and either of the other three less than thirteen.[15]
- Should the dealer, under an impression that he has made a mistake, either count the cards on the table, or the remainder of the...




