Part 2 (1/2)
62. Is when a player, holding one or more cards of the suit led, plays a card of a different suit.
63. The penalty of a revoke is three points, except in the case of a lone hand, when it is five; and the penalty may be claimed as often as the revoke is repeated in the hand.
64. A revoke is established if the trick in which it occurs be turned and quitted; or if the revoking player or his partner, whether in his right turn or otherwise, lead or play to the following trick.
65. A player may ask his partner whether he has not a card of the suit renounced. Should the question be asked before the trick be 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.
66. At the end of the hand the claimants of a revoke may search all the tricks.
67. Should 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.
68. A revoke cannot be claimed after the cards are cut for the next deal.
69. If a player discover his mistake in time to save a revoke, the adversaries may call the card played in error. Any player or players who have played after him, except his partner, may withdraw their cards and subst.i.tute others; the cards so withdrawn are not liable to be called.
70. A revoking player and his partner may require the hand on which the revoke occurred to be played out.
71. An equal number of revokes on different sides cancel each other.
CALLING FOR NEW CARDS.
72. Any player (on paying for them) before, but not after, the pack is cut for the deal, may call for fresh cards. He must call for two new packs, of which the dealer has the choice.
73. A card or cards torn or marked must be replaced by agreement, or new cards called for at the expense of the table.
MAKING THE TRUMP AND PLAYING.
74. The trump card having been turned, the eldest hand may pa.s.s, order up, or play alone; in either of the last two cases the third hand may take it from him and play alone.
75. Should the eldest hand pa.s.s, the second hand may pa.s.s, a.s.sist, or play alone; in either of the last two cases the dealer may take it from him and play alone.
76. Should the second hand pa.s.s, the third hand can pa.s.s, order up, or play alone; and after him the dealer must pa.s.s, take up the trump, or play alone.
77. Should all four players pa.s.s, the trump is turned down, and the first hand can name a suit, or pa.s.s; and so on in turn around the table.
Should all pa.s.s again, the deal is at an end, and the next player deals.
78. Should the player ent.i.tled to make a trump name a suit, he cannot change; and should he name the suit turned down, he is considered to have pa.s.sed.
79. Should the player, after naming the suit turned down, or pa.s.sing, mention the suit he intended to make trumps, his partner also must pa.s.s.
80. Should a player pa.s.s, and then attempt to a.s.sist, or order up the trump, his partner also must pa.s.s. The adversaries, however, may elect that it shall be played.
81. Should a player make a declaration, and his partner not hear it and pa.s.s, the declaration is not invalidated.
82. No player can take away another's right by pa.s.sing, ordering up, or a.s.sisting, out of turn; but should the dealer turn down the trump card, or on the second round throw his cards on the table, such action is binding on his partner.
83. If any one, prior to his partner's playing, should call attention to the trick either by saying that it is or is not his, or by naming his card or by drawing it without being asked to do so, or call on his partner to take or not to take the trick, the adversaries may require that opponent's partner to play his highest or lowest of the suit led, or to win or lose the trick.