THE LAWS OF HEARTS.

1. Formation of table. Those first in the room have the preference. If more than the necessary number assemble, the choice shall be determined by cutting, those cutting the lowest cards having the right to play. Six persons is the largest number that can play at one table. The player cutting the lowest card has the deal.

2. In cutting, the Ace is low. Players cutting cards of equal value, cut again. All must cut from the same pack, and any person exposing more than one card must cut again. Drawing cards from an outspread pack is equivalent to cutting.

3. A complete Heart pack consists of fifty-two cards, which rank in the following order:—A K Q J 10 9 8 7 6 5 4 3 2, the Ace being highest in play. In Three-Handed Hearts, the spade deuce is thrown out. In Five-Handed, both the black deuces are laid aside. In Six-Handed, all four deuces are discarded. In Joker Hearts the heart deuce is replaced by the Joker.

4. When two packs are used, the player next but one on the dealer’s left must collect and shuffle the cards for the next deal, placing them on his right. The dealer has the privilege of shuffling last.

5. The dealer must present the pack to his right-hand adversary to be cut. Not less than four cards shall constitute a cut.

6. In case of any confusion or exposure of the cards in cutting, or in reuniting them after cutting, the pack must be shuffled and cut again.

7. If the dealer reshuffles the cards after they have been properly cut, or looks at the bottom card, he loses his deal.

8. After the cards have been cut, the dealer must distribute them one at a time to each player in rotation, beginning at his left, and continuing until the pack is exhausted; or in Two-Handed Hearts, until each player has thirteen.

9. The deal passes to the left.

10. There must be a new deal by the same dealer if the pack is proved to be incorrect, either during the deal or during the play of a hand; or if any card is faced in the pack, or is found to be so marked or mutilated that it can be named. In the last case a new pack must be used.

11. If a card is exposed during the deal, the player to whom it is dealt may demand a new deal, provided he has not touched any of his cards. If the deal stands, the exposed card cannot be called.

12. Any one dealing out of turn may be stopped before the last card is dealt. After that the deal must stand, and the packs, if changed, must so remain.

13. It is a misdeal: If the dealer omits to have the pack cut, and the error is discovered before the last card is dealt; or if he deals a card incorrectly, and fails to remedy it before dealing another; or if he counts the cards on the table, or those remaining in the pack; or if it is discovered before all have played to the first trick that any player has not his proper number of cards, the pack being perfect.

14. A misdeal loses the deal unless one of the other players has touched his cards, or in any way interrupted the dealer.

15. If, after the first trick is played to, any two players are found to have more or less than their correct number of cards, the pack being perfect, the one having less shall draw from the hand of the one having more, and each shall pay a forfeit of five counters into the pool.

16. If a player omits to play to any trick, and plays to the following one, he shall not be allowed to correct the error; but shall be compelled to take in the last trick, with whatever hearts it may contain.

17. Should a player be found during or at the end of a hand to be a card short, all the others having the right number, and all having played to the first trick, he shall be compelled to take in the last trick.

18. If a player leads or plays two cards to a trick, he must indicate the one intended, and leave the other face up on the table. Any card exposed, except in the proper course of play, or any card named by the player holding it, must be left face up on the table.

19. A player must lead or play any exposed card when called upon to do so by any other player, provided he can do so without revoking. He cannot be prevented from playing an exposed card, and if he can so get rid of it, no penalty remains.

20. If a player leads out of turn, a suit may be called from him when it is next his proper turn to lead. This penalty can be enforced only by the player on his right. If he has none of the suit called, or if all have played to the false lead, no penalty can be enforced. If all have not played to the false lead, the cards can be taken back, and are not exposed cards.

21. If the third hand plays before the second, the fourth hand may demand that the card be taken back, and may call upon the third hand to play the highest card he has of the suit; or may call upon him not to discard hearts. If the fourth plays before the third, the second player may demand the penalty.

22. The first player to any trick having led, the others must follow suit if they can. Should a player revoke, and discover the error before the trick in which it occurs has been turned and quitted, he may amend his play, and the card played in error becomes an exposed card. Any who have played after him may withdraw their cards and substitute others, the cards first played not being exposed.

23. If the revoke is discovered during the play of the hand, the hand must be played out, and at the end the revoking player must pay all losses in that hand. Should the revoking player win the pool himself, he must pay to the pool thirteen counters and leave them for a Jack. Should he divide it, he must pay the other winner six counters, and leave up seven for a Jack.

24. Should two or more players revoke in the same hand, each must pay the entire losses in the hand, as if he were alone in error; so that if two should revoke, and a third win the pool, he would receive twenty-six counters, instead of thirteen. In Auction Hearts the revoking player must pay the amount of the bid in addition.

25. The claimant of a revoke may search all the tricks at the end of a hand. The revoke is established if the accused player mixes the cards before the claimants have time to examine them.

26. A revoke must be claimed before the tricks have been mixed, preparatory to shuffling for the next deal.

27. If a player is lawfully called upon to lead a certain suit, or to play the highest of it, and unnecessarily fails to comply, he is liable to the penalties for a revoke.

28. Any trick once turned and quitted must not again be seen until the hand is played. Any player violating this rule is subject to the same penalties as for a lead out of turn.

29. In settling at the end of the hand, the player having taken no hearts, [each of the others having taken at least one,] wins the pool. Two players having taken none, the other two having each at least one, divide it, the odd counter remaining until the next pool. Three players having taken none, the thirteen counters remain in the pool, forming a Jack, which can be won only by one player taking no hearts, each of the others having taken at least one. During the time the Jack is played for, and until it is won, each player must add to the pool by paying for the hearts he takes in each hand.

30. In Auction Hearts, the player to the left of the dealer has the first bid, the dealer the last, and there is no second bid.