`Game Show Network et al. v. Stephenson
`Trial IPR2013-00289
`
`
`
`
`
`
`ENCYCLOPEDIA
`
`OF
`
`CARD GAMES
`
`by John Scame
`
`EB
`
`PERENNIAI. lIIIARY
`L..._L_J
`
`Harper 84: Row, Publishers, New York
`Grand Rapids, Philadelphia, St. Louis, San Francisco _
`London, Singapore, Sydney, Tokyo, Toronto
`
`
`
`
`
`ii 3
`
`
`
`The material in this book has been excerpted, with alterations and additions, from Scarne’s Encyclopedia of
`Games by John Scame (Harper & Row, 1973).
`
`PortiOns appearing in Chapters 2, 3, 9 and 12 taken in part from Scarne on Cards by John
`Scarne. Copyright 1949 by John Scarne. Reprinted by permission of the publishers, Crown
`Publishers Inc.
`.
`.
`' Rules appearing in Chapter 7 condensed from The LaWS of Contract Bridge. COpyright 1963 by
`the American Contract Bridge League. Reprinted by permission of the American Contract
`Bridge League.
`Rules appearing in Chapter 7 condensed from The Laws of Contract Bridge. Copyright 1935
`by the National LaWS Commission. Reprinted by permission of the National Laws Commission.
`Excerpts appearing in Chapters 7, 13, 14 and 17 taken from Official Rules of Card Games.
`Copyright 1966 by United States Playing Card Company. Reprinted by permission of the
`United States Playing Card Company.
`'
`Material appearing on pages 138 to 140 taken from The Complete Card Player. Copyright
`1945 by Albert A. Ostrow. Reprinted by permission of McGraw-Hill Book Company.
`Portions appearing in Chapters 16 and 22 taken in part from Scarne’s Complete Guide to
`Gambling by John Scarne. Copyright 1961 by John Scarne. Reprinted by permission of the
`publishers, Simon and Schuster.
`.
`Portions appearing in Chapter 18 taken in part from Skurney by John Scarne. Copyright 1967
`by John Scarne Games, Inc. Reprinted by permission of John Scarne Games, Inc.
`Portions appearing in Chapter 21 taken from 100 Ways to Play Solitaire. Copyright 1939 by
`Whitman Publishing Company. Reprinted by permission of the United States Playing Card
`Company.
`
`Scamey Baccarat®, Skamey® Copyright © John Scame Games, Inc. The designs and names are trade-marked
`and their contents copyrighted and no part of these games can be reproduced in any form without written
`permission from their owner and distributors: John Scarne Games, Inc., 4319 Meadowview Avenue, North
`Bergen, New Jersey 07047 .
`
`SCARNE'S ENCYCLOPEDIA 0F CARD GAMES. Copyright © 1973, 1983 by John Seame Games, Inc. All rights
`reserved. Printed in the United States of America. No part of this book may be used or reproduced in any
`manner whatsoever without written permission except in the case of brief quotations embodied in critical
`articles and reviews. For information address Harper & Row, Publishers, Inc., 10 East 53rd Street, New York,
`N.Y. 10022.
`
`Library of Congress Cataloging in Publication Data
`
`Scarne. John.
`
`Scarne’s Encyclopedia of card games.
`
`(Harper colophon books; CN/ 1052)
`“Portions. . .previously appeared in Scarne’s Encyclopedia of games”—'[Ip. verso.
`Includes index.
`1. Cards. 1. Title.
`GV1243.SZ7
`1983
`
`83-47571
`
`795.4
`
`ISBN 0-06-273155-6 (pbk.)
`
`01 00
`
`RRD 20 19 18 17
`
`
`
`
`
`
`Contents
`
`General Rules Applying to All Card Games, 1
`
`Draw Poker, 6
`
`Stud Poker, 33
`
`I
`
`1 2 3
`
`Chapter
`
`Chapter
`
`Chapter
`
`Chapter
`
`Rummy Games, 56
`
`Chapter
`
`Gin Rummy, 86
`
`Chapter
`
`Canasta, 100
`
`Chapter
`
`Chapter
`
`Chapter
`
`Bridge: Contract and Auction, 120
`
`Other Games in the Whist Family, 157
`
`Pinochle with Its Many Variations, 169
`
`Chapter 10
`
`Other Members of the Bezlque Family, 203
`
`Chapter 11
`
`Cribbage and How It is Played, 223
`
`Chapter 12
`
`Casino, 230
`
`'
`
`Chapter 13
`
`The Big Euchre Family, 236
`
`Chapter 14
`
`The Heart Group, 263
`
`Chapter 15
`
`The All-Fours Group, 271
`
`Chapter 16
`
`Banking Card Games, 278
`
`Chapter 17 -
`
`The Stops Games, 329
`
`
`
`
`
`li
`
`iv
`
`Contents
`
`Chapter 18 Skarney® and How It Is Played, 338
`
`Chapter 19 Children and Famity Card Games, 361
`
`Chapter 20 Miscellaneous Card Games, 370
`
`Chapter 21 Solitaire and Patience Games, 388
`
`Chapter 22 Cheating at Card Games, 425
`
`Glossary, 442
`
`‘ Index, 459
`
`
`
`
`
`CHAPTER 1
`
`General Rules
`Applying to All Card Games
`
`
`
`Certain customs of card play are so well
`established that it is unnecessary to repeat
`them as part of the rules for each and every
`game. The following rules can be assumed to
`apply to any game, in the absence of any law
`expressly stating a different rule.
`
`The Pack or Deck
`
`The standard deck or pack of 52 cards con-.
`tains four suits each identified by its symbol,
`or pip; spades (4), hearts (Q7), diamonds
`(0), clubs (in), thirteen cards of each suit;
`aCe (A), king (K), queen (Q), jack (I), 10,
`9, 8, 7, 6, 5, 4, 3, 2. WhereVer the pack used
`for a game is 'stated to be “52 cards,” refer-
`ence is to this standard pack.
`Packs of less than 52 cards are usually
`formed by stripping cards out of the standard
`pack. The various depleted packs may then be
`defined by the total of cards remaining, for
`example:
`40 cards (five is the lowest remaining rank)
`36 cards (six is the lowest remaining rank)
`32 cards (seven is the lowest remaining rank)
`24 cards (nine is the lowest remaining rank)
`The 48-card Spanish deck still bears the old
`suits of Cups, Swords, Coeur, and Batons. The
`40-card Italian deck,pwhich is used in several
`of the games in this book, is made by stripping
`out eights, nines, and tens from a regular 52-
`card deck. The 32-card deck is made up of
`
`stripping out sixes, fives, fours, threes, twos.
`A double deck is formed by mixing two
`52—card packs together, and so has 104 cards
`(plus one or more joker, in some games). A
`triple-deck packet is formed by mixing three
`52-card packs together. Some card packets
`used in banking games make use of four, five,
`six, and eight decks shuffled together. In some
`of the Canasta games that are described in
`Chapter 6 as many as four standard decks
`plus eight jokers (216 cards) are used in play.
`A Pinochle deck of 48 cards consists of two
`
`cards in the four familiar suits (spades, hearts,
`diamonds, and clubs) in each of the following
`denominations: ace (high), king, queen, jack,
`ten, nine (low).' In assembling any multi-
`packs it is usually desirable to use cards of
`identical back design and color.
`Various other kinds of card decks have
`
`been marketed in the past half century, such
`as circle (round) decks and cards marked
`with additional symbols, but
`they have all
`fallen by the wayside and do not merit in-
`clusion in these pages.
`
`How to Select Partnerships
`
`Partnerships are determined by prearrange-
`ment or by cutting. Rules to determine part-
`nerships by cutting follow:
`1. The four players seat themselves at any
`four places around the table; where they sit is
`for the moment irrelevant.
`
`
`
`
`
`CHAPTER 7
`
`Bridge: Contract and Auction
`
`The principle of Bridge goes back more than
`400 years in England. Whist, the basic game,
`developed into Bridge (1896), then Auction
`Bridge (1904), and finally Contract Bridge
`
`(1925). Whist and Auction Bridge still have
`many followers, but since about 1930 Con-
`tract Bridge has been most popular.
`
`CONTRACT BRIDGE
`
`Contract Bridge is the “hobby” game of more
`millions of people than is any other card
`game played in the English-speaking coun-
`tries and throughout the world. It is first in
`the affections of the ultrafashionable circles
`
`frequent Palm Beach, Newport, and
`that
`other famous resorts; and it is equally the
`property of all walks of life, all sections of
`the United States, and all
`types of card
`players,
`from those who play seriously in
`clubs and tournaments to those who play
`casually in their homes.
`Contract Bridge is an ideal game for the
`entertainment of guests, especially when mar-
`ried couples get together, because it is a part-
`nership game and husband and wife do not
`have to play against each other.
`it
`is as
`ideally adapted for play by clubs which meet
`weekly in groups of eight,
`twelve, or more;
`for large card parties; and for tournament
`play,
`in clubs or homes, among serious
`players. But the most fascinating feature of
`Contract Bridge is that it is equally enjoyable
`to the casual player who does not want to
`take any game too seriously and to the scien-
`
`tific player who wishes to study and master
`the intricacies of the game.
`The following pages describe the funda-
`mentals. of the game, together with its rules,
`ethics, and proprieties. For those who wish to
`learn the game well,
`there are hundreds of
`books, and thousands of professional teachers
`who give lessons in Bridge; but the best and
`quickest way to learn is to play in actual
`Bridge games as often as possible.
`
`The Laws of Contract Bridge
`
`The following rules of Contract Bridge are
`condensed from the Laws of Contract Bridge
`and reprinted here by permission of
`the .
`American Contract Bridge League.
`' Preliminaries
`
`Number of Players. Four, two against two
`as partners. Five or six may take part in the
`same game, but only four play at a time.
`The Deck. 52 cards. Two packs, of con-
`trasting back designs, are invariably used.
`While one pack is being dealt, dealer’s partner
`shuffles the other pack for the next deal.
`
`
`
`
`
`
`
`121 1
`
`Rank of Cards. Ace (high), king, queen,
`jack,
`ten, nine, eight, seven, six, five, four,
`three, two.
`
`The Draw. A shuflled pack is ‘spread face
`down on the table and each player draws one
`card, but not one of the four cards at either
`end. A player who exposes more than one
`card must draw again. No player should
`expose his card before all have drawn.
`The player drawing the highest card deals
`first. He chooses his seat and the pack with
`which he will deal; next highest is his partner
`and sits across the table from him; the two
`others take the other two seats. If two players
`draw cards of the same rank, as V6 and £06,
`the rank of the suits determines the higher
`card.
`
`the
`Precedence. When five wish to play,
`draw establishes order of precedence. Ex—
`ample: North draws cluA, South QK, East {-5,
`West Q72 and a fifth player draws ()2. NOrth
`and South play as partners against East and
`West. After the first rubber the fifth player
`plays and West sits out; after the next rubber
`West reenters the game and East sits out, and
`so on until North has sat out a rubber, after
`which the fifth player sits out again. The
`procedure is the same with six players, except
`that two sit out each rubber.
`,
`
`The Shufi‘le. The player on dealer’s left
`shuflles the cards and places them at
`the
`dealer’s left. The dealer (after shuffling again,
`if he wishes) sets the cards down at his right
`to be cut.
`
`The Cut. The player at dealer’s right must
`lift off a portion of the pack (not fewer than
`four cards nor more than 48) and set it down
`toward dealer. Dealer completes the cut.
`The Dealer. Dealer deals 13 cards to each
`
`in
`player, one card at a time face down,
`clockwise rotation beginning with the player
`at his left.
`
`Rotation. The turn to deal, to bid, and to
`play always passes from player to player to
`the left.
`The Auction
`
`Calls. After looking at his cards, each
`player in turn beginning With dealer must
`make a call (pass, bid, double, or redouble).
`If all four pass in the first round, the deal is
`passed out and there is a new deal by the next
`dealer in turn. If any player makes a bid in
`the first round, the bidding is opened.
`Passing. When a player does not wish to
`bid, to double, or to redouble, he says “Pass.”
`
`
`
`Bridge: Contract and Auction
`
`Bidding. Each bid must name a certain
`number of tricks in excess of six (called odd
`tricks) which the bidder agrees to win, and a
`suit which will become the trump suit, if the
`bid becomes the contract; thus “One spade" is
`a bid to Win seven tricks (6 +1) with spades
`as trumps. A bid may be made in no-trump,
`meaning that there will be no trump suit. The
`lowest possible bid is one, and the highest
`possible bid is seven.
`Each bid must name a greater number of
`odd tricks than the last preceding bid, or an
`equal number of a higher denomination. No-
`trump is the highest denomination, outrank-
`ing spades. Thus, a bid of two no—trump will
`overcall a bid of two hearts, and a bid of four
`diamonds is required to overcall a bid of
`three hearts.
`I
`
`Doubling and Redoublz'ng. Any player in
`turn may double the last preceding bid if it
`was made by an opponent. The effect of a
`double is to increase the value of odd tricks,
`overtricks, and undertrick penalties (see Scor-
`ing Table 123) if the doubled bid becomes
`the contract.
`.
`
`Any player in turn may redouble the last
`preceding bid if it was made by his side and
`doubled by an opponent. A redouble again
`increases the scoring values.
`A doubled or redoubled contract may be
`overcalled by any bid which would be suffi-
`cient
`to overcall
`the same contract
`un—
`doubled:
`thus,
`if a bid of two diamonds is
`doubled and redoubled, it may still be over-
`called by a bid of two in hearts, spades, or no-
`trump and by a bid of three clubs, or by any
`higher bid.
`to Previous Calls. Any
`Information as
`player in turn may ask to have all previous
`calls made in the auction restated,
`in the
`order in which they were made.
`Final Bid and the Declarer. When a bid,
`double, or redouble is followed by three con-
`secutive passes in rotation,
`the auction is
`closed. The final bid in the auction becomes
`
`the contract. The player who, for his side,
`first bid the denomination named in the con-
`tract becomes the declarer. If the contract
`
`names a trump suit, every card of that suit
`becomes a trump. Declarer’s partner becomes
`dummy, and the other side become defenders.
`The Play
`Leads and Plays. A play consists of taking
`a card from one’s hand and placing it, face
`up, in the center of the table. Four cards so
`
`
`
`
`
`
`
`
`
`Scarne’s Encyclopedia of Card Games
`
`[ 122
`
`According to Contract Bridge rules, this trick consists of a card from eachplayer; declarer (bottom) also plays
`partner's hand—the dummy (top).
`‘
`‘
`'
`
`
`trump is won by the band playing the highest
`
`played, one from each hand in rotation, con-
`stitute a trick. The first card played to a trick
`is a lead.
`The leader to a trick may lead any card.
`The other three hands must follow suit if they
`can, but,
`if unable to follow suit, may play
`any card.
`
`Opening Lead; Facing the Dummy Hand.
`The defender on declarer’s left makes the first
`lead. Dummy then spreads his hand in front
`of him, face up, grouped in suits with the
`trumps at his right.
`Winning of Tricks. A trick containing a
`
`
`
`
`
`123]
`
`Bridge: Contract and Auction
`
`
`
`In Contract Bridge the first six tricks (bottom) make up the "book," and the remaining four score toward the
`contract.
`
`trump. A trick not containing a trump is won
`by the hand playing the highest card of the
`suit led. The winner of each trick leads to the
`next.
`
`and
`Dummy. Declarer plays both his
`turn.
`dummy’s cards, but each in proper
`Dummy may reply to a proper question but
`may not comment or take an active part in
`the play; except that he may eat] attention to
`an irregularity and may Warn declarer (or
`any other player) against infringing a law of
`the game; as by saying “It’s not your lead,” or
`asking “No spades?” when a player fails to
`follow suit
`to a spade lead. See Dummy’s
`Rights, page 128.
`Played Card. Declarer plays a card from
`his own hand when he places it on the table
`or names it as an intended play; and from
`dummy when he touches it (except to arrange
`dummy’s cards) or names it. A defender
`plays a card when he exposes it, with appar-
`ent intent to play, so that his partner can see
`its face. A card once played may not be
`withdrawu, except to correct a revoke or in
`the course of correcting-an irregularity.
`Taking in Tricks Won. A completed trick
`is gathered and turned face doWn on the
`table. The deciarer and the partner of the
`defender winning the first trick for his side
`should keep all tricks won by his side in front
`of him, so arranged that it is apparent how
`many tricks each side has won, and the
`sequence in which they were won.
`Claim or Concession of Tricks by Declarer.
`If deciarer claims or concedes one or more of
`
`the remaining tricks, or otherwise suggests
`that play be curtailed, play should cease, and
`declarer, with his hand face up on the table,
`should forthwith make any statement neces-
`sary to indicate his intended line of play. A
`defender may face his hand and may suggest
`a play to his partner. If both defenders con—
`cede, play ceases and declarer is considered to
`have won the tricks claimed. If a defender '
`
`disputes declarer’s claim~see page 129.
`Trick Conceded in Error. The concession
`
`of a trick which cannot be lost by any play of
`the cards is void.
`
`Inspecting Tricks During Play. Declarer or
`either defender may, until his side' has led or
`played to the next trick, inspect a trick and
`inquire which hand played any card to it.
`The Scoring. When the last (thirteenth) trick
`has been played, the tricks taken by the re—
`spective sides are counted and their number
`agreed upon. The points earned by each side
`in that deal are then entered to the credit of
`
`that side on the score sheet. See the Scoring
`Table on page 125 for the point values.
`Any player may keep score. If only one
`player keeps score, both sides are equally re-
`sponsible to see that the score for each deal is
`correctly entered.
`Each side has a trick score and a premium
`score.
`
`Trick Score. If declarer made his contract,
`the trick-point value of the odd tricks he bid
`for is entered to the credit of his side in its
`
`trick score (called below the line; see page
`125).
`
`
`
`x.i
`
`ii
`
`(a
`
`'2
`in
`
`
`
`
`
`
`
`Scarne's Encyclopedia of Card Games
`
`[ 124
`
`Premium Score. Odd tricks won by de~
`clarer in excess of his contract are overtricks
`
`a rubber by 950 he is +10, if he wins it by
`940 he is +9.
`.
`
`and are scored to the credit of his side in its
`premium score (called above the line; see
`page 125). Honors held in one hand and
`premiums for slams bid and made, for win—
`ning the rubber, and for undertricks are
`scored to the credit of the side earning them,
`in its premium score.
`Undertricks. When declarer wins fewer odd
`
`tricks than he bids for, his opponents score,
`in
`their premium score,
`the undertrick
`premium for each trick by which he fell short
`of his contract.
`'
`.
`Slams. If a side bids and makes a contract
`
`of six odd tricks (all but one trick), it re-
`ceives the premium for a little slam; seven
`odd tricks (all the tricks), the premium for a
`grand slam.
`_
`Vulnerable. A side which has won its first
`
`game toward the rubber becomes vulnerable.
`It is exposed to increased undertrick penalties
`if it fails to make a contract, but receives
`increased premiums for slams, and for over-
`tricks made in doubled or redoubled cen-
`tracts.
`.
`
`Honors. When there is a trump suit, the
`ace, king, queen, jack, and ten of that suit are
`honors. If a player holds four trump honors
`in his hand, his side receives a 100-point
`premium whether he is declarer, dummy, or a
`defender; five trump honors in one hand, or
`all four aces at a no—trump contract, 150-
`point premium.
`Game. When a side amasses 100 or more
`
`points in trick points (whether these points
`are scored in one or more hands), it wins a
`game. Both sides then start at zero trick score
`on the next.
`
`Rubber. When a side has won two games,
`it receiveSethe premium for the rubber—500
`points if. the other side has won one game,
`700 points if the other side has not won a
`game. The scores of the two sides are then
`totaled,
`including both trick points
`and
`premium points, and the side which has
`scored the most points has won the rubber.
`The players then draw again for partners and
`seats (page 121) and a new rubber is begun.
`(Or they may pivotu-see page .147.)
`Back Score. After
`each rubber,
`
`each
`
`player’s standing, plus (+) or minus (—), in
`even hundreds of points, is entered on a sepa-
`rate score called the back score. An odd 50
`
`points or more counts 100, so if a player wins
`
`Four-Deal Bridge, or Chicago, or Club
`Bridge. In a cut-in game, a player who is cut
`out often has a long wait till the rubber ends
`and he can get back in. Playing Four-Deal
`I Bridge, a player seldom has to wait more than
`15 or 20 minutes. The game is often called
`Chicago because it originated in the Standard
`Club of Chicago.
`A round consists of four deals, one by each
`player in turn. Vulnerability is automatic, as
`follows:
`First Deal: Neither side vulnerable.
`Second and Third Deals: Dealer’s side vul—
`
`nerable, opponents not Vulnerable (even if
`they previously made game).
`Fourth Deal: Both sides vulnerable.
`
`A passed-out deal is redealt by the same
`dealer. There is a bOnus of 300 for making
`game when not vulnerable and 500 when vul-
`nerable. A part score carries over as in rubber
`Bridge and can help to make game in the next
`deal or deals, but is canceled by any game.
`There is a bonus of 100 for making a part
`score on the fourth deal. After four deals
`
`have been played, the scores are totaled and
`entered on the back score,
`as
`in rubber
`Bridge, and there is a new cut for partners,
`seats, and deal.
`
`Some play that on the second and third
`deals the dealer’s side is not vulnerable and
`
`the opposing side is vulnerable.
`More points are usually scored in Four-
`Deal Bridge than in the same number of deals
`at rubber Bridge—estimates vary from 15 to
`50 percent more. This is chiefly because at
`least one side is vulnerable in three deals out
`of four.
`
`Illustration of Contract Bridge Scoring
`((2) We bid two hearts and win nine tricks,
`scoring 60 points below the line (trick score)
`for two tricks at hearts bid and made (30
`each), and 30 points above the line (honor
`score)
`for one overtrick at hearts. We now
`have a part score of 60 toward game.
`(b) We bid two clubs and make four odd,
`scoring 40 points trick score for two tricks bid
`and made (20 each), completing our game
`(100 points), so a line is drawn across both
`columns to show end of first game of rubber.
`We also score 40 points for two overtricks at
`clubs
`(20 each), and 100 points for four
`honors in one hand (one of us held do A K J
`10). We are now vulnerable.
`
`am?“
`
`
`
`
`
`
`
`Bridge: Contract and Auction
`
`WE
`
`THEY
`
`
`
`Typical Contract Bridge pad. Points for holding
`honors. winning overtricks, making little slam or
`grand slam, penalties, etc., go above the line. Points
`for tricks over six, bid in contract, go below the
`line; amount of each side's score toward game.
`
`(c) We bid four hearts and are doubled
`and set one trick. They score 200 for defeat-
`ing our contract because we are vulnerable.
`(d) They bid four spades but
`take only
`nine tricks, being set one. We score 50 points,
`for they are not vulnerable and we did not
`double. One of them held a A Q J 10, so they
`score 100 points for honors even though they
`did not make their contract.
`
`(e) We bid and make one no-trump. This
`scores 40 points for us below the line. We
`need only 60 points more to make a game.
`(f) They bid and make three no-trump,
`scoring 40 for the first, 30 for the second, and
`30 for the third trick over six (100 points
`below the line), a game. Another horizontal
`line is drawn across both columns, marking
`end of second game. Our part score no longer
`can count toward a game. Now both sides are
`vulnerable.
`
`held 100 honors as well. They score 800 for
`the set and 100 for the honors.
`
`(h) We bid and make six diamonds, a
`small slam, scoring 120 points trick score,
`750 for a little slam, and 500 for Winning the
`rubber.
`_
`Adding the score for both sides, we have
`1,730 points, they 1,300; we win the rubber
`by 430. This giVes us a 4-point rubber (see
`Back Score, page 124).
`
`CONTRACT BRIDGE SCORING TABLE
`
`GAME: 100 points.
`Each trick over six:
`30
`A
`30
`V
`e
`20
`0
`20
`No Trump: First Trick—40; Each subse-
`quent trick—30
`
`As in the Table:
`
`TRICK VALUES
`
`Tricks
`over six One Two Three Fouer've Six Seven
`Clubs
`20
`4D
`60
`80
`100
`120
`140
`Diamonds
`2O 40
`60
`80
`100
`120
`140
`Hearts
`30
`60
`90
`120
`150
`180
`210
`Spades
`30
`60
`90
`120
`150
`180 Q10
`Nontrump
`40
`70
`100
`130
`160
`190
`220
`
`Doubling multiplies each of these values by 2.
`Redoubling multiplies them by 4.
`Vulnerability does not affect trick values.
`
`PREMIUMS
`
`Not
`Vulnerable Vulnerable
`
`Trick Value Trick Value
`100
`200
`200
`400 ,
`
`50
`
`50
`
`500
`1,000
`
`750
`1,500
`
`HONORS
`(in one hand)
`Four
`Five
`4 Aces, No-trump
`
`100
`150
`150
`
`
`
`Overtricks
`
`Undoubled, each
`Doubled, each
`Redoubled, each
`Making doubled or
`redoubled contract
`
`Slams
`
`Little Slam
`Grand Slam
`
`RUBBER
`Won in 2 games
`Won in 3 games
`Unfinished 1 game
`Unfinished, It only
`one side has part
`score on unfinished
`game
`
`700
`500
`300
`
`50
`
`(g) We bid two spades and are doubled.
`We are set
`three tricks and the opponents
`
`Doubling and redoubling do not atfect
`honor, slam, or rubber points.
`
`
`
`
`
`
`
`
`Scarne’s Encyclopedia of Card Games
`
`[ 126
`
`PENALTIES FOR UNDERTRICKS
`(scored by defenders)
`
`defective trick (page 129) applies. If a miss- “
`ing card is not found, there must be a redeal
`Surplus Card. If a player has a surplus card
`owing to an incorrect pack or incorrect deal, I
`there must be a redeal. If the surplus is due to
`omission to play to a trick, the law on defec~
`tive trick- (page 129) applies.
`Drawing Attention to an Irregularity. Any
`player (except dummy if he has forfeited his
`rights) may draw attention to an irregularity.
`Any player may give or obtain information as
`to the law covering it. The fact
`that
`the
`olfending side draws attention to its own
`irregularity does not affect the rights of the
`opponents.
`Enforcing a Penalty. Either opponent (but
`not dummy) may select or enforce a penalty.
`If partners consult as to selection of enforce-
`ment, the right to penalize is canceled.
`If by
`Improper Remarks and Gestures.
`remark or unmistakable gesture a player
`other than declarer discloses his intentions,
`desires, or the nature of an unfaced hand, or
`the presence or absence of a card in an un-
`faced hand, or improperly suggests a lead,
`play, or plan of play,
`the offender‘s side is
`subject to penalty as follows:
`1. If the offense occurred during the auc-
`tion, either opponent may require the offend-
`ing side to pass at every subsequent turn; and
`if that side becomes the defenders, declarer
`may require or forbid the opening lead of a
`specified suit by the offender‘s partner, for as
`long as he retains the lead.
`2. If the offense occurred during the play,
`declarer or either defender (as the case may
`be) may require the offender’s partner, on
`any one subsequent trick, to withdraw a lead
`or play suggested by the improper remark or
`gesture and substitute a card not so suggested.
`Cards Exposed During the Auction. If dur-
`ing the auction a player exposes a single card
`lower than a ten there is no penalty. If a
`player exposes an ace, king, queen,
`jack, or
`ten, or a lower card prematurely led, or more
`than one card, such cards must be left face
`up on the table and become penalty cards
`(see page 128) if the owner becomes a de-
`fender; and the partner of the offender must
`pass at his next turn.
`Improper Call Overcalled. If the offender’s
`left-hand opponent calls before the penalty
`for an illegal call has been enforced,
`the
`auction proceeds as though the illegal call
`had been a legal call, except that it becomes a
`
`
`
`
`Vulnerable
`
`Un-
`
`Doubled doubled
`100
`
`
`Not Vulnerable
`
`
`
`
`If redoubled, the penalties are twlce those for doubled
`
`two
`Revoke: Penalty for first revoke in each suit,
`tricks won after the revoke. No penalty for a sub-
`sequent revoke in same suit by same player.
`
`Irregularities in Contract Bridge
`The Scope of the Laws. The laws are de-
`signed to define correct procedure and to
`provide an adequate remedy where a player,
`by irregularity, gains an. unintentional but
`unfair advantage. The laws are not designed
`to prevent dishonorable practices. Ostracism
`is
`the
`ultimate
`remedy
`for
`intentional
`offenses.
`
`New Shufiie and Cut. Before the first card
`is dealt, any player may demand a new shufile
`and cut. There must be a new shuffle and out
`
`if a card is faced in shuffling or cutting.
`Changing the Pack. A pack containing a
`distinguishable damaged card must be re-
`placed. The pack originally belonging to a
`side must be restored if reclaimed.
`Redeal. There must be a redeal if, before
`the last card is dealt, a redeal is demanded
`because a player is dealing out of turn or with
`an uncut deck. There must be a redeal if the
`
`cards are not dealt correctly, if a card is faced
`in the pack or elsewhere, if a player picks up
`the wrong hand and looks at it, or if at any
`time (until
`the end of play) one hand is
`found to have too many cards and another
`too few (and the discrepancy is not caused by
`errors in play).
`When there is a redeal,
`
`the same dealer
`
`deals (unless the deal was out of turn) with
`the same pack, after a new shuffle and cut.
`Missing Card. If a missing card is found, it
`is deemed to belong to the deficient hand,
`which may then be answerable for exposing
`the card and for revoke through failure to
`play the card in a previous trick. , But if a
`missing card is found in another hand, there
`must be a redeal; or in a trick, the law on
`
`
`
`
`
`127 ]
`
`pass if it was a bid of 'more than seven, a call
`after the auction is closed, a double or re-
`double when the only proper call was a pass
`or bid.
`,
`
`Changing a Call. A player may change an
`inadvertent call Without penalty ifhe does so
`without pause. Any other attempted change
`of call is void. If the first call was illegal, it is
`subject to the appropriate law. If it was a
`legal call, the offender may either (a) allow
`his first call to stand, whereupon his partner
`must pass at his next turn; or (b) substitute
`any other legal call, whereupon his partner
`must pass at every subsequent turn.
`Insufficient Bid. If a player makes an in-
`sufficient bid, he must substitute either a
`suflicient bid or a pass. If he substitutes (a)
`the lowest suflicient bid in the same denomi-
`
`(b) any other
`there is no penalty;
`nation,
`sufiicient bid, his partner must pass at every
`subsequent turn; (c) a pass (or a double or
`redouble, which is treated as a pass), his
`partner must pass at every subsequent turn,
`and if the offending side becomes the de-
`fenders, declarer may impose a lead penalty
`(see next paragraph) on the opening lead.
`Lead Penalty. When declarer may impose a
`lead penalty, he may specify a suit and either
`require the lead of that suit or forbid the lead
`of that suit for as long as the opponent re-
`tains the lead. When in the following pages
`only a “lead penalty” is cited, declarer has
`these rights. There are some other cases in
`which declarer has some control over a de-
`fender’s lead, but not so much. In such cases,
`the exact penalty will be specified.
`Information Given in Changing Call. A
`denomination named and then canceled in
`
`making or correcting an illegal call is subject
`to penalty if an opponent becomes declarer:
`if a suit, was named, declarer may impose a
`lead penalty (see above); if no trump was
`named, declarer may call
`a suit,
`if
`the
`offender’s partner has the opening lead; if a
`double or redouble was canceled, the penal-
`ties are the same as when a pass is substituted
`for an insufficient bid.
`
`Barred Player. A player who is barred
`once, or for one round, must pass the next
`time it
`is his turn to bid; a player who is
`barred throughout must pass in every turn
`until the auction of the current deal is Com-
`pleted.
`‘ Waiver of Penalty. When a player calls or
`plays OVer an illegal call or play by his right-
`
`
`
`
`
`Btidge: Contract and Auction
`
`hand opponent, he accepts the illegal call or
`play and waives a penalty. The game con—
`tinues as though no irregularity had occurred.
`Retention of the Right to Call. A player
`cannot lose his only chance to call by the fact
`that an illegal pass by his partner has been
`accepted by an opponent. The auction must
`continue until the player has had at least one
`chance to call.
`
`Call Out of Rotation (or “out of turn”).
`Any call out of rotation is canceled when
`attention is drawn to it. The auction reverts
`
`to the player whose turn it was. Rectification
`and penalty depend on whether it was a pass,
`a bid, or a double or redouble, as follows:
`A call is not out of rotation if made with-
`
`out waiting for the right-hand opponent to
`pass if that opponent
`is legally obliged to
`pass; nor if it would have been in rotation
`had not the left-hand opponent called out of
`rotation. A call made simultaneously with
`another player’s call in rotation is deemed to
`be subsequent to it.
`Pass Out of Turn. If it occurs (a) before
`any player has bid, or when it was the turn of
`the» offender’s
`right—hand
`opponent,
`the
`ofiender must pass when his regular
`turn
`comes; (b) after there has been a bid and
`
`when it was the turn of the offender’s partner,
`the
`offender
`is
`barred
`throughout;
`the
`oflender’s partner may not double or redouble
`at
`that
`turn; and if the otfender’s partner
`passes and the opponents play the hand, de-
`clarer may impose a lead penalty.
`Bid Out of Turn. If it occurs (a) before
`any player has called, the offender’s partner is
`barred throughout; (b) after any player has
`called and when it was the turn of
`the
`
`the offender’s