One hand, called Dummy's, lies exposed on the table.
The laws are the same as those of Whist, with the following exceptions:--
I. Dummy deals at the commencement of each rubber.
II. Dummy is not liable to the penalty for a revoke, as his adversaries see his cards: should he[39] revoke and the error not be discovered until the trick is turned and quitted, it stands good.[40]
III. Dummy being blind and deaf, his Partner is not liable to any penalty for an error whence he can gain no advantage. Thus, he may expose some, or all of his cards, or may declare that he has the game, or trick, &c., without incurring any penalty; if, however, he lead from Dummy's Hand when he should lead from his own, or _vice versâ_, a suit may be called from the hand which ought to have led.
Is played by two players, each having a Dummy or exposed hand for his partner. The laws of the game do not differ from Dummy Whist, except in the following special law: There is no misdeal, as the deal is a disadvantage.
[37] The question "Who dealt?" is irregular, and if asked should not be answered.
[39] _i.e._ Dummy's hand. If Dummy's partner revokes, he is liable to the usual penalties.
[40] And the hand proceeds as though the revoke had not been discovered.
Card laws are intended to effect two objects: 1. To preserve the harmony and determine the ordering of the table. Such, for example, are the laws in the previous code, which regulate scoring, cutting, shuffling, &c. and the miscellaneous rules included under the head of Etiquette. 2. To prevent any player from obtaining an unfair advantage.
The word "unfair" must be taken in a restricted sense. It does not mean intentional unfairness. This is not to be dealt with by laws, but by exclusion from the card table. In deciding cases of card law, the offender should be credited with _bonâ fides_. It follows from this, that offences should not be judged by the intention of the player, but by the amount of injury which his irregularity may inflict on the opponents.
In a perfect code, there should be a penalty for all errors or irregularities, by which the player committing them, or his side, _might_ profit; and on the other hand there should be no penalty for errors by which he who commits them, _cannot possibly_ gain an advantage.