HEARTS
HOW TO PLAY HEARTS
Hearts is a four‑handed
card game played with a standard deck of 52 cards, which are ranked ace
(highest) through deuce. To begin the game, the entire deck is dealt, giving
each player a starting hand of 13 cards.
Before play begins, there is
a pass of three downcards to a specified opponent after players look at their
starting hands. All three cards must be passed at the same time, and before
looking at any cards passed to you. Once every four deals there is no pass (a
"hold" hand). Players pass cards to the person on the left the first
deal, right the second deal, across the third deal, and hold all cards the
fourth deal. Then the cycle of passing starts over again on the fifth deal.
Play begins with the
player left of the dealer leading any card of choice.
(There is no requirement for hearts to be broken before they are lead.) Each player
must play a card of that suit if possible; a player out of that suit may
discard on it. After each player has played a card, this is called a trick, and
the highest card of the suit lead takes the trick. There are thirteen tricks
per deal.
The object of the game is to
avoid taking points in the tricks you win. Each heart taken in a trick counts 1
point, and the spade queen counts 13 points, so there are 26 points distributed
each deal. If a player takes all 26 points, this is called a run; that player
takes no points, and instead gains 26 points over each other player. The person
taking all 26 points has the option of going down 26 points in score or putting
everyone else up 26 points each. The usual choice is to go down, because a
player with a score of less than zero collects points that are doubled in value
at the end of the game. The game officially ends when someone reaches a score
of 100 or more points, although a game can be terminated earlier by agreement.
At the end of the game, the
net points for each player are calculated. A player with a lower score gains
the difference in points from a player with a higher score. Each player settles
with all three opponents. In this manner a player's net win or loss is
calculated, and the point total up or down at the end of a session can be
determined.
To determine who deals the
first hand, the players draw cards, with the high card dealing the first hand.
A tie in rank of card is broken by suit, with the suits ranked as in bridge;
spades (highest), hearts, diamonds, clubs. The dealer position rotates one place
clockwise with each new deal. The person on the dealer's left starts play
by leading to the first trick, and thereafter the winner of each trick leads to
the next. A person on lead may lead any card of any suit (no requirement for
hearts to be broken before leading them). Each player must follow suit if
possible. The queen of spades must be played to a trick as soon as one is
legally able, provided the person playing it is assured of not winning the
trick. To not play the spade queen at the first opportunity on a trick known to
be taken by an opponent is a revoke, punished by the offender getting 26 points
and the opponents zero for that deal.
CAVENDISH HEARTS RULES
1. PLAYERS -
‑
Hearts games are limited to four, five or six players. When four or more players
cut, a game is constituted and must be played to completion unless all players
agree otherwise. It is not the obligation of the players in the game to let any
additional players into the game. If a dispute arises as to whether to let an
additional player into the game, a vote of the current players shall be taken.
A clear majority must vote in favor of the additional player being allowed to
play before a game has been constituted. A vote shall be required for each
player requesting to join the game. The house man is exempt from this rule, and
can leave the game for a new player without the approval of any of the other
players.
2.
MISDEALS ‑
A hand is considered misdealt if any card is exposed while dealing. The hand
must be dealt over from the start. If there is a shortage of cards after all
the cards have been dealt, this is a misdeal wherever the missing cards may be.
3. LEAD
OUT OF TURN
‑ A penalty of four points per team is assessed for any lead out of turn
at the top of the sheet. Leads out of turn are defined as:
a. Any lead made before all players have passed.
b.
Any lead (at the first trick or any trick but the last) by the wrong player,
regardless of why the lead out of turn was made. (Entrapment is not an excuse).
In a partnership game, the
partner of the player who leads out of turn is not penalized, and the partner
of the player who is a recipient of the lead out of turn penalty shares in
that penalty.
4.
INCORRECT PASS ‑ Except for “hold” hands, three cards
must be passed from every player to
the correct player. The following rules govern problems with the pass:
a.
CARDS EXPOSED DURING THE PASS ‑ If any cards are exposed by the
player making the pass, the cards exposed must
be returned, and cannot be passed. If any cards are exposed by the player receiving the pass, they are kept and
subsequently treated as exposed cards. The exposed cards must be shown to all
the other players after passing has been completed for that deal.
b. TOO FEW
CARDS PASSED – If the player who passed an insufficient number of cards has not
looked at any cards passed to him, no penalty is incurred; he may complete his
pass. If the player has looked at the cards received, he must remove those
cards from his hand, and the player to receive his pass picks enough cards to
complete the pass. The passer is entitled to see any cards drawn.
c. TOO MANY CARDS PASSED ‑ The receiver must place the cards
facedown on the table, mix them, and have the player who passed them to him
pick the cards to be returned. These returned cards are exposed to the table
after all the passes have been completed.
d. PASS MADE TO THE WRONG PLAYER ‑ It is the
responsibility of the passer to see that the right person receives the pass. If one or more players pass
to the wrong person and the person to receive the pass has looked at the cards,
those cards are exposed to all the players after they have passed, and then returned to the player(s) that incorrectly
passed. The cards exposed cannot be part of the pass once corrected. If all
players pass incorrectly in the same manner, the pass stands, and no penalties
are incurred.
5. EXPOSED CARDS ‑ Any card is considered exposed if the card was incorrectly
played to a trick or exposed to one or more players. Cards played out of turn
are considered exposed as are reneges corrected before penalty results. Any
card considered exposed must be played at the first legal opportunity; whether
following suit, discarding or leading. Failure to play an exposed card when a
legal opportunity presents itself must be corrected. The actual card played is
replaced by the first exposed card and the second card now becomes an exposed
card.
6. CLAIMS ‑ If a claim is made
in hearts they must be played from the top. If this claim is false, the claimer
is charged 26 points, like a renege. If it can be proven to all players at the
table that another player had a run, a false claim or renege cannot stop this
run. If a claim is in any suit other than hearts, the hand must have suits
played from the top in the suit-order of spades, hearts, diamonds and clubs. If
there is a claim for any of the last three tricks either by throwing the cards
face down on the table, saying that you claim, or exposing more than one card
when claiming, this player will get the remaining points.
7. CARD
PLAYED OUT OF TURN ‑ If the card played out of turn is demonstrated to affect the
Queen of Spades trick, then offending party will be assessed the Queen.
8.
RENEGES ‑
Failure to follow suit or play the Queen on another player is considered a
renege. Reneges can be legally corrected any time before the player plays a
card to the next trick. The card played in error becomes an exposed card. An
established renege results in the reneging player taking 26 points and all
other players taking 0. Once the cards have been collected there can be no
renege on the hand. A renege cannot stop a run.
9. COMPLETED TRICKS ‑ All tricks must be kept in retainable order. Failure to do so
will result in the benefit of the doubt being given to the inquirer about
reneges if the offending party is the accused reneger.
10. SCORING ‑ The second-lowest card of the seat selection cut is the
scorekeeper unless all players agree to someone else. The scorekeeper is
responsible for all negative scoring errors. When partners are the scorekeeper,
the non‑playing partner cannot be affected negatively by the scoring
error of his partner. If the score is found to be in error, all players are to
make an honest effort to correct the error. An attempt will be made to
reconstruct the hand and if three of the four players agree to what happened
that will constitute the real score. On positive scoring errors that cannot be
reconstructed, the amount will be split among the four players on the following
basis:
1 point – Taken off the high
hand.
2 points – A half-point
point taken off everyone.
3 points – A
half-point point taken off everyone and one point taken off the high hand. Any
player who winds up in the hole will be paid double by the other players.
11. WRONG NUMBER OF CARDS ‑ If it is determined after play has started
that two players have the wrong number of cards, play shall cease immediately.
The two players with the wrong number of cards shall take 13 points each; the
other players 0.
12. FAILURE TO ABIDE BY THE RULES - Individual games may elect to play by their
own rules. Players entering these games must be informed as to the
discrepancies with the standard rules. If a player is not informed of any
special rules of the particular game, the standard rules are in effect. Any
player that refuses to abide by these rules shall be barred from playing hearts
at the club.
Anything not covered under these rules will be
either:
1. Decided by a majority of
the players in the game.
2. Decided by someone not in
the game, agreed to by all players.
If something happens that cannot be decided under the above, the game will stop at that point and a committee will take up the issue. The committee will be made up of a person or persons chosen by the management.