KERALA CLUB ANNUAL TOURNAMENT 1997
CARDS 28
1. Each team consists of
three players whose name are
taken by lot from the pool of players who are present at
the time of registration.
The same players should remain
in all their 'matches' and 'games'.
No player can be
added to, deleted or replaced from the team, after the team
is finalized.
If it happens,
the team forfeits the match to the
opposing team.
2. The 'draw' for the games
will be held on the day
assigned for the competition. Once
the draws are
finalized, the team captains will be informed of the same.
3. The tournament will be
held on a 'knock out' basis.
i.e., the losing team is eliminated from the
competition after each match.
4. There will be only one
prize for the winners. All the
members in the team will receive the prizes.
5. Each match will be of
24 'deals', except the
finals
which consists of at least 36
deals. The team
with the
higher number of points at the end of each match will be the
winner. In the event of a
'tie' at the end of the
regular number of deals, there will be 6 more deals as
continuation of the
match to decide the winner. If
it
is still a 'tie', the 'tie breaker' is applied by having
only 1(one) more deal
as a continuation of the match.
The winner of that game(deal) will be the winner of the
match.
6. The points are allotted to
the teams at the end of each
game. The allotment of points is as
follows:
The Bidding team
And the Bidding team Captures
Otherwise the
fixes a number
those points, then it will receive
other team gets
From 16 through
19
1 point
2 points
From 20 through
28
2 point
3 points
'Thani'
3 point
4 points
7. 'Who has to deal first' is
determined by the toss of a
coin or some other method as deemed fit by
the 'umpire'.
The winner of the toss/the other method can elect to deal
first or receive the 'opening'.
8. The bidding starts at the
number 16 from the first
player who gets the 'opening'. It
is compulsory for
him/her to bid. Then it is up to the opposite team to make
the higher bid or say pass.
The opposing
team member who sits next to the bidder
gets the first chance, followed by the next
team member,
then by the last person of that team. In
the event that no
one from the opposing team
overbids, the team members get
a chance to raise it to 'honors' ('20'),
28 or 'Thani'.
The 'turn' comes
in an anticlockwise manner starting
from the dealer of the cards, i.e., in the
direction of
right hand of the dealer of the cards. It
is necessary that
each member of the team has to say
pass before the next
team member makes the call. If
in case, any member makes
the call in advance, then the team member who was supposed
to make the call has to put the
trump with the same
number as called by the team member. The
last person can
then raise it to
next higher level i.e., honors, 28 or
'Thani'. Each person gets
only one call.
9. If the bid is less than
20, & the bidding team got all
the tricks, they have a chance to call 'quote' when at
least 2 cards are left with the person who has the control
of the trick at that particular
time. Only the person
who has the control of the trick has to right to call quote.
The opposing team members at any
time can ask the person of
the bidding team who posses the control of the
trick at
the time of asking if they prefer
to go for the quote, when
their . Asking
the quote means that the opposing team
have already conceded the game with the call that was made.
When a 'quote' is called, the bidding team is supposed to
win all the tricks. If the bidding
team wins the quote
they get 2 points, and if they fail, they lose 3 points.
In the event
that bidding team loses all the previous
tricks, the opposite team can call for "MaruQuote'
with at
least with one card left to play. In
this case, the bidding
team loses 3 points
as opposed to 2 points. If
the
opposing team fails to get 'MaruQuote', they lose 3 points.
When a member of
a team bids 'Thani', only he needs to
play from that team and he gets the
privilege of
starting the game. The game is
played on a notrump basis in
'Thani' and it is upto the
bidder to get all the tricks.
The other members of bidding team
do not participate in the
game.
10. No talking or gestures
disturbing the game in anyway,
will be allowed while game is in progress.
If any player
who is caught cheating, (playing the
wrong card, changing the trump etc.), the team will be
penalized by awarding that 'game' and an extra point to the
opposing team. 'Awarding
the game' means one of the
following:
(1) The team that offended the rule had fixed the bid.
Then, that team has lost the 'game'.
(2) The other team has fixed the bid. Then, that team
has won that 'game'.
11. If any error (like
'cards being open' or a player gets
less number of cards etc.) occurs when the
cards are
dealt, the 'deal' is canceled and again dealt after
shuffling by the same player.
12. If a single player gets all
four 'Jacks' or a player
gets all the cards in the same color, it results in the
cancellation of the deal and cards are shuffled and redealt
by the same player who had dealt the
cards earlier.
13. In case of any dispute, the
decision of the Judging
Committee (Comprising of the Chairpersons
and the Co-
Chairperson) will be final and binding to all concerned.
The Judging Committee also has
the right to add or amend
the existing rules, whenever it feels that it is necessary.
KERALA CLUB ANNUAL TOURNAMENT 1997
CARDS 56
1. Each team consists of
three players whose names are
taken by lot from the pool of players who
are present at
the time of registration.
The first pick in each team is
the Captain. The same
players should remain in all their
'matches' and 'games'.
In case of extreme emergency,
Substitution can be done at the discretion of the Judging
committe. In that case, a member
from the losing teams can
be selected by lot.
2. The 'draw' for the games
will be held from among the
members who are present at 2:30 P.M.,
October 4th Saturday
the day assigned for the competition. Once
the draws are
finalized, the team
captains will be informed of the
same and the first round matches should begin rightaway.
3. The tournament will be
held on a 'knock out' basis.
i.e., the losing team is eliminated from the
competition after each match except in case of 1st round.
If there are 10 teams altogethor, the
best 3 losers will
be added to the next round play which includes the other 5
winners. There
will be always 8 teams in the second
round. From then onwards, the
knockoout rule begins. If
there are 11 teams(odd numbers), 1 team as determined by lot
will get a 'bye' to the next round,
together with the
best 2 losers from the first round. In
case of tie, the
team which had the highest number
of wins in 36 shuffles
will advance.
4. There will be prizes for
the finalists. All the
members in the team will receive the prizes.
5. Each match will be of
24 'deals', except the
finals
which consists of at least 36
deals. The team
with the
higher number of points at the end of each match will be the
winner. In the event of a
'tie' at the end of the
regular number of deals, there will be 6 more deals as
continuation of the
match to decide the winner. If
it
is still a 'tie', the 'tie breaker' is applied by having
only 1(one) more deal
as a continuation of the match.
The winner of that game(deal) will be the winner of the
match.
6. The points are allotted to
the teams at the end of each
game. The allotment of points is as
follows:
The Bidding team
And the Bidding team Captures
Otherwise the
fixes a number
those points, then it will receive
other team gets
From 28 through
39 1 point
2 points
From 40 through
47
2 point 3 points
From 48 through
55 3 point
4 points
56
4
point
5 points
==================
=======================
==================
In the event of
'doubling' or 'doubling and
redoubling', the points allocated will increase by
1(one) or 2(two) respectively.
Each point is
equivalent to a base card transacted
between teams after each play. A
base card is a '+' point
and a card given is a '-' point.
The captains of both
teams must verify base transactions
after each play and
also jointly record the final call and points.
7. 'Who has to deal first' is
determined by the toss of a
coin or some other method as deemed fit by
the
'committee'. The winner of the toss
can elect to deal first
or receive the 'opening'.
8. The bidding starts at the
number 28 from the first
player who gets the 'opening'. It
is compulsory for
him/her to bid. A 'pass' by
him/her means the bid is '28
no trumps'. The others can elect to
'pass' or 'raise the
bid' only when their turn comes. The
'turn' comes in an
anticlockwise manner starting
from the dealer of the
cards, i.e., in the direction of right hand of the dealer of
the cards.
9. The bidding gets fixed
when a number bid by a player
gets 'passed' without being changed by all
the other 5
players(completes 1 round). Then,
the bidder is permitted
to make a one time 'self-
raise' to a higher number
(either 40, 48 or 56) in the same suit of his/her bid, if
he/she desires so.
'Doubling' and 'Re-doubling' are
permitted after this 'self-raise'; but
no more bidding by
any player is allowed.
Doubling and
redoubling are permitted only at one's
turn. A doubled call can be changed
to another
trump
by either team. Redoubling is
final.
Plus, Reverse
and Nos calls are allowed.
No 'review' of
bidding or 'closed tricks' will be
permitted. One is allowed to check
back only the
immediate previous call.
10. No talking or gestures
disturbing the game in anyway,
will be allowed while game is in progress.
At the end of
the game, some casual talk may be
permitted if it does not affect the smooth
conduct of the
competition. In any case, the
committee's rulings and
directions have to be accepted
by all the players.
To bid in a
color, the bidder should have at least one
card in that color. If
caught, offenders of this
or
any other rule will be penalized by awarding that 'game' and
an extra point to the opposing
team. 'Awarding the game'
means one of the following:
(1) The team that offended the rule had fixed the bid.
Then, that team has lost the 'game'.
(2) The other team has fixed the bid. Then, that team
has won that 'game'.
11. If any error (like
'cards being open' or a player gets
less number of cards etc.) occurs when the
cards are
dealt, the 'deal' is canceled and again dealt after
shuffling by the same player.
12. If a single player gets all 8
'Jacks' or a player gets
all the cards in the same suit, it results in the
cancellation of the deal and cards are re-shuffled by the
same player who dealt previously.
During the
course of play, if it is found that the
opposing team do not have any trump, that
particular play
is canceled. The deck will be
reshuffled without the lose
of a chance.
13. In case of any dispute, the
decision of the Judging
Committee (Comprising of the Chairperson
and 2 other
selected members) will be final and binding to all
concerned. The Judging
Committee also has the right to add
or amend the existing rules, whenever it feels that it is
necessary.