省榕城司法强戒所领导深入所属医院开展工作调研
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executive orders
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<president>'s <full number, spelled out> executive order of his <nth> presidency, originally published on <date> by the [<url> White House]. Published as Executive Order <EO number> on <date> in the [<url> ''Federal Reserve'']. Scan: <wikilink to index>
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[edit]THE LAWS OF WHIST
As Revised and Adopted by the Third American Whist Congress.
{{ol |The Game.—A game consists of 7 points, each trick above six counting 1. The value of the game is determined by deducting the loser’s score from seven. |Forming the Table.—Those first in the room have the preference. If, by reason of two or more arriving at the same time, more than four assemble, the preference among the last comers is determined by cutting, a lower cut giving the preference over all cutting higher. A complete table consists of six; the four having the preference play. Partners are determined by cutting—the highest two play against the lowest two; the lowest deals, and has the choice of seats and cards. |If two players cut intermediate cards of equal value, they cut again; the lower of the new cut plays with the original lowest. |If three players cut cards of equal value, they cut again. If the fourth has cut the highest card, the lowest two of the new cut are partners, and the lowest deals. If the fourth has cut the lowest card, he deals, and the highest two of the new cut are partners. |At the end of a game, if there are more than four belonging to the table, a sufficient number of the players retire to admit those awaiting their turn to play. In determining which players remain in, those who have played a less number of consecutive games have the preference over all who have played a greater number; between two or more who have played an equal number, the preference is determined by cutting, a lower giving the preference over all cutting higher. |To entitle one to enter a table, he must declare his intention to do so before any one of the players has cut for the purpose of commencing a new game or of cutting out. |Cutting.—In cutting, the ace is the lowest card. All must cut from the same pack. If a player exposes more than one card, he must cut again. Drawing from the outspread pack may be resorted to in place of cutting. |Shuffling.—Before every deal, the cards must be shuffled. When two packs are used, the dealer’s partner must collect and shuffle the cards for the ensuing deal, and place them at his right hand. In all cases the dealer may shuffle last. |The pack must not be shuffled during the play of a hand, nor so as to expose the face of any card. |Cutting to the Dealer.—The dealer must present the pack to his right-hand adversary to be cut; the adversary must take a portion from the top of the pack and place it toward the dealer. At least four cards must be left in each packet; the dealer must reunite the packets by placing the one not removed in cutting upon the other. |If in cutting or reuniting the separate packets a card is exposed, the pack must be reshuffled by the dealer and cut again. If there is any confusion of the cards, or doubt as to the place where the pack was separated, there must be a new cut. |If the dealer reshuffles the pack after it has been properly cut, he loses his deal. |Dealing.—When the pack has been properly cut and reunited, the dealer must distribute the cards, one at a time, to each player in regular rotation at his left. The last, which is the trump card, must be turned up before the dealer. At the end of the hand, or when the deal is lost, the deal passes to the player next to the dealer on his left, and so on to each in turn. |There must be a new deal by the same dealer:
- If any card except the last is faced in the nack.
- If, during the deal or during the play of the hand, the pack is proved incorrect or imperfect, but any prior score made with that pack shall stand.
|If, during the deal, a card is exposed, the side not in fault may demand a new deal, provided neither of that side has touched a card. If a new deal does not take place, the exposed card is not liable to be called. |Any one dealing out of turn, or with his adversaries' pack, may be stopped before the trump card is turned, after which the deal is valid, and the pack, if changed, so remains. |Misdealing.—It is a misdeal:
- If the dealer omits to have the pack cut, and his adversaries discover the error before the trump card is turned and before looking at any of their cards.
- If he deals a card incorrectly and fails to correct the error before dealing another.
- If he counts the cards on the table or in the remainder of the pack.
- If, having a perfect pack, he does not deal to each player the proper number of cards and the error is discovered before all have played to the first trick.
- If he looks at the trump card before the deal is completed.
- If he places the trump card face downward upon his own or any other player’s cards.
A misdeal loses the deal unless during the deal either of the adversaries touches a card, or in any other manner interrupts the dealer. |The Trump Card.—The dealer must leave the trump card face upward on the table until it is his turn to play to the first trick; if it is left on the table until after the second trick has been turned and quitted, it is liable to be called. After it has been lawfully taken up it must not be named, and any player naming it is liable to have his highest or his lowest trump called by either adversary. A player may, however, ask what the trump suit is. |Irregularities in the Hands.—If, at any time after all have played to the first trick (the pack being perfect), a player is found to have either more or less than his correct number of cards, and his adversaries have their right number, the latter, upon the discovery of such surplus or deficiency, may consult and shall have the choice:
- To have a new deal; or,
- To have the hand played out; in which case the surplus or missing cards are not taken into account.
If either of the adversaries also has more or less than his correct number, there must be a new deal.
If any player has a surplus card by reason of an omission to play to a trick, his adversaries can exercise the foregoing privilege only after he has played to the trick following the one in which the omission occurred. |Cards Liable to be Called.—The following cards are liable to be called by either adversary:
- Every card faced upon the table otherwise than in the regular course of play, but not including a card led out of turn.
- Every card thrown with the one led or played to the current trick. The player must indicate the one led or played.
- Every card so held by a player that his partner sees any portion of its face.
- All the cards in a hand lowered or shown by a player so that his partner sees more than one card of it.
- Every card named by the player holding it.
|All cards liable to be called must be placed and left face upward on the table. A player must lead or play them when they are called, providing he can do so without revoking. The call may be repeated at each trick until the card is played. A player cannot be prevented from leading or playing a card liable to be called; if he can get rid of it in the course of play no penalty remains. |If a player leads a card better than any of his adversaries hold of the suit, and then leads one or more other cards without waiting for his partner to play, the latter may be called upon by either adversary to take the first trick, and the other cards thus improperly played are liable to be called; it makes no difference whether he plays them one after the other or throws them all on the table together. After the first card is played the others are liable to be called. |A player having a card liable to be called must not play another until the adversaries have stated whether or not they wish to call the card liable to the penalty. If he plays another card without awaiting the decision of the adversaries, such other card also is liable to be called. |Leading Out of Turn.—If any player leads out of turn, a suit may be called from him or his partner the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can rightfully be called.
If a player called on to lead a suit has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called, and must be taken back.
|Playing Out of Turn.—If the third hand plays before the second, the fourth hand may also play before the second. . |If the third hand has not played, and the fourth hand plays before the second, the latter may be called upon by the third hand to play his highest or lowest card of the suit led; or, if he has none, to trump or not to trump the trick. |Abandoned Hands.—If all four players throw their cards on the table, face upward, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established; provided, that if a revoke is discovered, the revoke penalty attaches. |Revoking.—A revoke is a renounce in error not corrected in time. A player renounces in error when, holding one or more of the cards of the suit led, he plays a card of a different suit.
A renounce in error may be corrected by the player making it, before the trick in which it occurs has been turned and quitted, unless either he or his partner, whether in his right turn or otherwise, has led or played to the following trick, or unless his partner has asked whether or not he has any of the suit renounced.
|If a player corrects his mistake in time to save a revoke, the card improperly played by him is liable to be called. Any player or players who have played after him may withdraw their cards and substitute others; the cards so withdrawn are not liable to be called. |The penalty for revoking is the transfer of two tricks from the revoking side to their adversaries. It can be enforced for as many revokes as occur during the hand. The revoking side cannot win the game in that hand. If both sides revoke, neither can win the game in that hand. |The revoking player and his partner may require the hand in which the revoke has been made to be played out, and score all points made by them up to the score of six. |At the end of a hand, the claimants of a revoke may search all the tricks. If the tricks have been mixed, the claim may be urged and proved, if possible; but no proof is necessary and the revoke is established if, after it has been claimed, the accused player or his partner mixes the cards before they have been examined to the satisfaction of the adversaries. |The revoke can be claimed at any time before the cards have been presented and cut for the following deal, but not thereafter. |Miscellaneous.—Any one, during the play of a trick, and before the cards have been touched for the purpose of gathering them together, may demand that the players draw their cards. |If any one, prior to his partner playing, calls attention in any manner to the trick or to the score, the adversary last to play to the trick may require the offender's partner to play his highest or lowest of the suit led; or, if he has none, to trump or not to trump the trick. |If any player says, "I can win the rest," "The rest are ours," "We have the game," or words to that effect, his partner’s cards must be laid upon the table, and are liable to be called. |When a trick has been turned and quitted, it must not again be seen until after the hand has been played. A violation of this law subjects the offender’s side to the same penalty as in case of a lead out of turn. |If a player is lawfully called upon to play the highest or lowest of a suit, or to trump or not to trump a trick, or to lead a suit, and unnecessarily fails to comply, he is liable to the same penalty as if he had revoked. |In all cases where a penalty has been incurred, the offender must await the decision of the adversaries. If either of them, with or without his partner’s consent, demands a penalty to which they are entitled, such decision is final. If the wrong adversary demands a penalty, or a wrong penalty is demanded, none can be enforced. }}
DUPLICATE WHIST
In this form of the game several tables are engaged. The cards played are not gathered into tricks, but kept in front of the players to whom they were dealt, and after the tricks are scored these cards are placed in a tray provided for the purpose and passed to the next table for the overplay.
THE LAWS OF DUPLICATE WHIST
As Adopted at the Tenth American Whist Congress, 1900, and Amended at the Congresses of 1902, 1903, 1904, 1905, 1906, 1908, 1909, 1910, 1912 and 1914.
Definitions.——The words and phrases used in these laws shall be construed in accordance with the following definitions, unless such construction is inconsistent with the context:
(a.) The thirteen cards received by any one player are termed a "hand."
(b.) The four hands into which a pack is distributed for play are termed a "deal"; the same term is also used to designate the act of distributing the cards to the players.
(c.) A "tray" is a device for retaining the hands of a deal and indicating the order of playing them.