MORT. WHIST À TROIS; OR FRENCH DUMMY.

MORT means simply the dead hand; and is the equivalent of the English word Dummy; the partner being known as Vivant, or the living hand. In these words the English usually sound the t, as they do in such words as piquet, and valet.

CARDS. Mort is played with a full pack of fifty-two cards, ranking as at whist for cutting and playing. Two packs are generally used.

MARKERS are necessary to count the game points only. Four circular counters for each side, preferably of different colours, are employed, or the ordinary whist markers may be used. At the end of each game, the score of the points won or lost by each player must be transferred to a score-sheet, kept for that purpose.

PLAYERS. Mort is played by three persons; but the table is usually composed of four. If there are more than four candidates, the methods described in connection with whist are adopted for deciding which four shall play the first tournée.

The table being formed, the cards are again shuffled and spread to cut for partners and deal.

TIES are decided in the same manner as at whist.

CUTTING. If there are three players, the one cutting the lowest card takes dummy for the first game; he also has the choice of seats and cards, and may deal the first hand for himself or for Mort, as he pleases; but having once made his choice, he must abide by it. The player cutting the intermediate card takes dummy for the second game; and the player cutting the highest card takes it for the third game; each in turn having the choice of seats and cards. These three games finish the rubber or tournée, each having once had the advantage or disadvantage of playing with Mort. It is obligatory to finish the tournée, no player being allowed to withdraw and substitute another without the consent of the other players. In Mort it is very unusual for one person to take dummy continuously.

If there are four players, the one cutting the highest card of the four sits out, and takes no part in the first game. It is customary for him to take Mort’s seat, and to make himself useful in sorting dummy’s cards for him. He plays in the three following games, taking Mort in the fourth, or last. Four games complete the tournée for four players.

POSITION OF THE PLAYERS. The players or hands are distinguished by the letters, M, V, L, and R; which stand respectively for Mort, Vivant, Left, and Right. The Mort is the dead hand, which is turned face up on the table. The Vivant is his partner, who sits opposite him, and plays his cards for him. The Left and Right are the adversaries who sit on the left and right of Mort.

Special attention must be called to the use of the term adversaries in any description of Mort. It is used exclusively to designate the two partners opposed to the Mort and Vivant. In all other cases where opposition is implied, the term opponents must be used.

When necessary to distinguish the dealer from the first, second, or third hand, it is usual to add the letters employed for that purpose in whist; placing them inside the diagram of the table, thus:—

This diagram shows that Vivant dealt, and that the adversary on the Right of Mort had the original lead.

With Three Players. Vivant having selected his seat and cards, the adversaries may select their seats. It is usual for the strongest adversary to sit Right.

With Four Players, we can best describe the arrangement by numbering them 1, 2, 3, and 4, respectively, the lowest number, 1, having cut the lowest card, and the others having the right to play Vivant in their numerical order. The initial arrangement would be as follows:—

For the three succeeding games the arrangement would be:—

It will be seen that each player, immediately after being Vivant, sits out, or takes Mort’s place, for the next game.

DEALING. It is usual for Vivant to deal the first hand for himself, as the disadvantage of exposing fourteen cards is more than compensated for in compelling the adversary to open the game by leading up to an unknown hand. If Vivant deals the first hand for Mort, he must present the pack to the player on dummy’s right to be cut, and deal the cards from right to left, turning up the trump at Mort’s place. If he deals for himself, he presents the pack to the pone to be cut, and proceeds as in whist.

When two packs are used, the French laws require that if the deal is for Mort, the Right shall gather and shuffle the still pack; and that if Vivant deals for himself, the pone shall gather and shuffle. I have found this to be awkward, because the player who is gathering and shuffling the cards of one pack is called upon to cut the other. For this reason I recommend that whichever adversary is the pone for the deal in hands should allow his partner to gather and shuffle the still pack. When either adversary deals, his partner will, of course, gather and shuffle the still pack.

The general rules with regard to irregularities in the deal are the same as at whist, with the following exceptions:—

A misdeal does not lose the deal unless the opponents so elect; they may prefer a new deal by the same dealer. The reason for this is that the deal is a disadvantage, especially for Mort.

If Vivant or Mort offers the pack to one adversary to cut, and then deals as if the other had cut, it is a misdeal; and it is not admissible to shift the packets in order to remedy matters.

It might be imagined that a card exposed in dealing, if dealt to Mort, would make no difference, as all his cards will presently be exposed. But the laws give the opponents of the dealer the option of either allowing the deal to stand, or having a new deal, or calling it a misdeal.

According to the French laws, if there is any discussion in progress with regard to the previous hand or play, the dealer may lay aside the trump card, face down, until the discussion is finished. If this law prevailed in America, I think the trump would very seldom be turned immediately.

STAKES. In Mort the stake is a unit, so much a point. It may assist players in regulating the value of the stake to remember that six is the smallest number of points that can be won or lost on a single game, and that thirty-seven is probably the highest, although fifty, or even a hundred is not impossible. The average is about twelve. The same customs as at whist prevail with regard to outside betting.

The Vivant must pay or receive double, as he has to settle with each adversary. If four play, the one sitting out has nothing to do with the stakes; but he may make outside wagers on the result of the game.

THE METHOD OF PLAYING is practically the same as at whist, with the following exceptions:—

When it is the turn of Mort to play, Vivant selects the card for him.

The Revoke. The rules governing this are the same as those already given for English Dummy. Mort is not liable to penalty under any circumstances. If any other player revokes, his opponents may take three points from the score of his side; or add three points to their score; or take three of his tricks. The penalty cannot be divided; but if two or more revokes are made by the same side, the penalty for each may be enforced in a different manner. For instance: If the score is 3 to 2 in favor of the adversaries, Vivant may take three points from their score for one revoke, and add three to his own score for the other. It is not permissible to reduce the revoking player’s tricks to nothing. At least one must be left in order to prevent slams being made through revoke penalties.

Cards Played in Error. Vivant is not liable to any penalty for dropping his cards face up on the table; but if he or Mort plays two cards at once to a trick, the adversaries may select which they will allow to be played. The adversaries are subject to the same penalties as in whist for all cards played in error.

Leading Out of Turn. If Vivant or Mort lead out of turn, the adversaries may let the lead stand, or demand it be taken back. If it was the turn of neither, no penalty can be enforced, and if all have played to the trick, the error cannot be corrected.

Taking Tricks. The methods of taking tricks, and placing them so that they can be easily counted, have been fully described in connection with whist.

OBJECT OF THE GAME. As in whist, the object is to take tricks; the highest card played of the suit led wins, and trumps win against all other suits. The first six tricks taken by one side, and forming a book, do not count; but all above that number count toward game. At the end of each hand, the side that has taken any tricks in excess of the book scores them, their opponents counting nothing. As soon as either side reaches five points, they win the game, but the concluding hand must be played out, and the winners are entitled to score all the points over five that they can make on that hand. For instance: The score is 4 to 3 in favor of Vivant and Mort. They win the first seven tricks, which makes them game; but they do not cease playing. If they succeed in gaining eleven tricks out of the thirteen, they win a game of 9 points, instead of 5.

As already observed, Vivant loses or gains double the value of the points in each hand. In the three-handed game this must be so; but in my opinion it would be a great improvement in the four-handed game to allow the player sitting out to share the fortunes of the Vivant, as in Bridge, and in many German games of cards, notably Skat.

SLAMS. The two great differences between French and English Dummy are that honours are not counted in Mort, and that a special value is attached to slams. A slam is made when one side takes the thirteen tricks. These must be actually won, and cannot be partly made up of tricks taken in penalty for revokes. Players cannot score a slam in a hand in which they have revoked.

A slam counts 20 points to the side making it; but these 20 points have nothing to do with the game score. For instance: The score is 4 all. Vivant and Mort make a slam. This does not win the game; but the 20 points are debited and credited on the score-sheet; the deal passes to the left, and the game proceeds with the score still 4 all, as if nothing had happened.

SCORING. The number of points won on each game are put down on the score-sheet, each side being credited with the number of points appearing on their markers when the game is finished. To the winners’ score is added: 3 points, for a triple game, if their opponents have not scored; 2 points, for a double game, if their opponents are not half way, or 1 point, for a simple game, if their opponents are 3 or 4. In addition to this, the winners add 4 points, for bonus or consolation, in every instance. From the total thus found must be deducted whatever points have been scored by the losers, whether game points, slams, or both. For instance: Vivant and Mort win a game with the score 8 to 2 in their favor, which is a double. This is put down on the score sheets thus:—

8 + 2 for the double, + 4 consolation, = 14, minus 2 scored by the opponents; making 12 the net value of the game. Vivant therefore wins 24 points, and each of the adversaries, R and L, lose 12. Again:—

R and L win a simple with a score of 5 to 4, V and M having made a slam. 5 + 1 for the simple, + 4 for consolation, = 10, minus 4 points scored, and 20 for the slam = 24; showing that R and L lose 14 points each, although they won the game. Again:—

V and M win a triple, with a score of 8 to 0; R and L having revoked. 8, + 3, + 4, + 3 for the revoke = 18, from which there is nothing to deduct.

The greatest number of points that can be made on a game, exclusive of slams and revokes, is 17; and the least number is 6.

MARKING. The methods of using the counters in scoring the game points have already been described in connection with whist.

CUTTING OUT. If there are more than four candidates for play at the conclusion of a tournée, the selection of the new table must be made as if no tournée had been played; all having equal rights to cut in.

CHEATING. Mort offers even less opportunity to the greek than whist, as the deal is a disadvantage, and nothing is gained by turning up an honour, beyond its possession.