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diff --git a/38000.txt b/38000.txt new file mode 100644 index 0000000..5ebda9c --- /dev/null +++ b/38000.txt @@ -0,0 +1,4730 @@ +Project Gutenberg's Bridge; its Principles and Rules of Play, by J.B. Elwell + +This eBook is for the use of anyone anywhere at no cost and with +almost no restrictions whatsoever. You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at www.gutenberg.org + + +Title: Bridge; its Principles and Rules of Play + with Illustrative Hands and the Club Code of Bridge Laws + +Author: J.B. Elwell + +Release Date: November 12, 2011 [EBook #38000] + +Language: English + +Character set encoding: ASCII + +*** START OF THIS PROJECT GUTENBERG EBOOK BRIDGE *** + + + + +Produced by Chuck Greif and the Online Distributed +Proofreading Team at http://www.pgdp.net (This book was +produced from scanned images of public domain material +from the Google Print project.) + + + + + + + + [Characters surrounded by <f> and </f> are characters which were + underlined in the book. + + [C]=Clubs + [S]=Spades + [D]=Diamonds + [H]=Hearts + (note of etext transcriber)] + + + + +BRIDGE + + + "Soon as she spreads her hand, the aerial guard + Descend and sit on each important card." + + + + +BRIDGE + +ITS PRINCIPLES AND RULES +OF PLAY + +BY +J. B. ELWELL + +[Illustration: colophon] + +WITH ILLUSTRATIVE HANDS AND THE +CLUB CODE OF BRIDGE LAWS + +NEW YORK +CHARLES SCRIBNER'S SONS +1906 + +COPYRIGHT, 1902, 1905, BY + +J. B. ELWELL + +TROW DIRECTORY +PRINTING AND BOOKBINDING COMPANY +NEW YORK + + + TO HIS PUPILS + AND TO + ALL OTHERS INTERESTED IN + THE GAME OF BRIDGE + THE AUTHOR + WOULD BEG LEAVE TO DEDICATE + THIS BOOK + + + + +PREFACE + + +The main purpose which I have had in view in writing this book has been +to provide my pupils with a SIMPLE and ELEMENTARY work on Bridge. I have +endeavoured to abstain from assuming a knowledge of Whist or Whist terms +on the part of the reader, and have merely attempted to write a +text-book which shall combine clear and concise statements of my rules, +with a reason for and explanation of each one. These rules have stood +the test of practical experiment by myself and others for the last five +years, so that this statement of them will, I trust, be of benefit both +to the beginner and to the advanced player. + +J. B. E. + + + + +BRIDGE + + +PLAYERS + +Bridge is usually played by four persons. If there are more than four +candidates, the prior right to play is decided by cutting the cards. + + +CUTTING + +This is done from a full pack of fifty-two cards which have been +shuffled and spread face downward on the table. Each player draws a +card. The four cutting the lowest cards play the first rubber. In +cutting ace is low. The cards are also cut to decide partners, the two +highest playing against the two lowest. _The dealer is the player +cutting the lowest card of all_, and he has the choice of the seats and +of the cards. Should the two players who cut the lowest cards draw cards +of equal value, they must cut again to decide which shall deal. + + +DEALING + +Before being dealt, the cards must be shuffled by the dealer and then +cut by the player at his right. It is customary to play with two packs +of cards, the dealer's partner shuffling, or making up, for his +right-hand adversary. The cards are dealt one at a time, from left to +right, until all are exhausted, each player having thirteen cards. The +last card should not be turned face up. There is no penalty for a +misdeal. + + +THE OBJECT OF THE GAME + +There are two separate scores to be played for--trick and honour scores. +The trick score is credited to the side that wins more than six tricks; +the honour score to the side that holds the majority of the trump +honours. The object of the game is to score more points than your +adversaries, tricks and honours included. This is best done by winning a +rubber. + + +THE GAME + +The game consists of thirty or more trick points. All points in excess +of thirty are counted by the side winning them; but only one game can be +won in a deal. Honours are a separate score and do not count toward +winning the game. + + +THE RUBBER + +The rubber is the best of three games. If the first two games are won by +the same partners the third is not played. One hundred points are added +to the total score of the side winning the rubber. + + +DECLARING THE TRUMP + +The hand may be played either without a trump, or a trump suit may be +selected. + +The dealer has the option of making a declaration or of passing that +privilege to his partner. If the dealer passes the make, his partner +must announce the trump. A trump once made cannot be changed at any time +during the deal. + + +TABLE OF TRICK VALUES + +(_For each trick over six._) + + +-----------------------------------------------+ + |When | [S] | are trumps each trick counts | 2 | + |-----+-----+------------------------------+----| + |When | [C] | are trumps each trick counts | 4 | + |-----+-----+------------------------------+----| + |When | [D] | are trumps each trick counts | 6 | + |-----+-----+------------------------------+----| + |When | [H] | are trumps each trick counts | 8 | + |-----+-----+------------------------------+----| + |When | | | | + |there| no | trumps each trick counts | 12 | + |are | | | | + +-----------------------------------------------+ + + +DOUBLING + +After the trump has been declared each adversary, in turn, may increase +the value of the tricks by doubling. + +The leader--the player at the left of the dealer--has the first right to +double. If the leader does not wish to double his partner may then do +so. + + +REDOUBLING + +If either the leader or his partner has doubled the trump, the dealer or +his partner may re-double, the player who has made the trump having the +first right. This process may continue indefinitely. Doubling or +redoubling does not affect the value of the honours. + + +THE DUMMY + +When the value of each trick has been determined, and after a card has +been led, the dealer's partner places his hand face upward on the +table--the trump suit at his right--and the dealer plays both hands. The +dealer's partner--the dummy--is not allowed to suggest, to touch or to +play a card except at the dealer's bidding. It is the dummy's right, +should the dealer refuse to follow in any suit, to endeavour to prevent +a revoke. (See Conversation of the Game.) + + +THE PLAY + +In the play of the cards the ace is high and deuce low. You must follow +suit, but if you have no card of the suit led, you may either trump or +discard. At no-trump the best card of the suit led wins the trick. + + +THE CONVERSATION OF THE GAME + +In order to avoid giving partner information as to the character of +one's hand, both the _conversation_ of the game and its order should be +strictly adhered to. To find that the wrong person has announced the +trump, or that a player has doubled out of turn, or that one has led +without asking permission, is most irritating to the other players, and +a severe penalty may often be exacted for such a mistake. The dealer may +either declare the trump or say, "I pass." If the dealer passes, his +partner must announce the trump. The leader may either double or say, +"May I Lead, Partner?" this indicates that he does not want to double, +but wishes to give his partner an opportunity to do so. The leader's +partner either says "No, I double," or "lead, please." + +The conversation is indicated in the following diagram. + + "Spades," + or + "I make it Spades." + + +-------------------+ + | Y | + | Dummy | + | | + "May I lead?" | | "No, I double," + or |A Leader B | or + "I double." | | "Play, please." + | | + | Dealer | + | Z | + +-------------------+ + "I make it Hearts," + or + "I pass." + +When the trump has been doubled the maker says, "I redouble," or "I am +satisfied." If the maker is satisfied his partner says, "I redouble," or +"I am satisfied." In many clubs the conversation is somewhat changed and +abbreviated. "Pass." "Hearts." "I double." "I go over." "I redouble" or +"I go back." "Enough," or a rap on the table to signify satisfaction. + + +TO PREVENT A REVOKE + +If your partner refuses to follow suit, always ask, "Have you no +(hearts), Partner?" An error may then be rectified, but only before the +trick has been turned and quitted or before another card has been led. + + +SCORING + +The score consists of two separate counts: trick score and honour score. +The trick score is made by the side winning more than six tricks in a +hand. The honour score, by the partners who hold the majority of the +trump honours. With a declared trump the honours are A K Q J and 10. At +no-trump only the Aces count as honours. Doubling does not increase the +honour score. + +TABLE SHOWING VALUE OF HONOURS + + +-----------------------------------------------------+ + | AT NO-TRUMP | + +-----------------------------------+-----------------+ + | 3 ACES | count 30 | + | | | + | 4 ACES | " 40 | + | | | + | 4 ACES in one hand | " 100 | + +-----------------------------+-----+-----+-----+-----+ + | WHEN TRUMPS ARE | [S] | [C] | [D] | [H] | + +-----------------------------+-----+-----+-----+-----+ + | 3 Honours count | 4 | 8 | 12 | 16 | + | | | | | | + | 4 Honours count | 8 | 16 | 24 | 32 | + | | | | | | + | 5 Honours count | 10 | 20 | 30 | 40 | + | | | | | | + | 4 Honours in one hand count | 16 | 32 | 48 | 64 | + | | | | | | + | 4 Honours in one hand, 5th | | | | | + | in the partner's, count | 18 | 36 | 54 | 72 | + | | | | | | + | 5 HONOURS in one hand count | 20 | 40 | 60 | 80 | + +-----------------------------+-----+-----+-----+-----+ + +A LITTLE SLAM, winning twelve of the thirteen tricks, adds 20 points to +the honour score. + +A GRAND SLAM, winning all thirteen tricks, adds 40 points to the honour +score. + +CHICANE, a hand which is without a trump, adds the value of three +honours to the honour score. + +DOUBLE CHICANE, a player and partner having no trumps, adds the value of +four honours to the honour score. + +THE METHOD OF SCORING + + We. They. + +----------+----------+ + | | | + | | | + | | | + | H| | + | o| | + | 100 n| | + | 64 o| 8 | + | 4 u| 40 | + | 30 r| 16 | + | 24 s| | + | | | + +----------+----------+ + 1st Game. | 18 | 16 | + | 12 | | + +----------+----------+ + 2d Game. | | 60 | + | | | + +----------+----------+ + | T| | + | r| | + Rubber. | 8 i| 8 | + | 40 c| | + | k| | + | s| | + +----------+----------+ + Total. | 300 | 148 | + | | | + | 300 | | + | 148 | | + | --- | | + | 152 points won. | + +---------------------+ + +After the rubber has been won the honour score and the trick score of +each side are added, and the leaser total deducted from the greater. + + +THE SCORE + +There is no part of the game of Bridge to which I would more urgently +request the attention of the player than to a careful consideration of +the state of the score. _It is useless to attempt to play good Bridge +without a knowledge of the score._ If you blindly follow rules for +making, doubling, and playing, without knowing exactly how many points +you require to win the game as well as the number needed by your +adversaries, you will needlessly lose many rubbers. + +Before you declare the trump look at the score to determine the number +of points you must make in order to win the game. + +Know the score when you contemplate doubling. + +Never lead without knowing how many tricks you must make in order to +SAVE the game. + +When you are the dealer outline your play to win the game; and if you +find it impossible to win the game be sure to SAVE it. + + +THE DECLARATION + +While a few tricks may be dropped in the play of a hand, an unsound make +may result in the loss of several hundred points. The importance, both +of making the trump to the score and of considering the probability of +securing an honour score, cannot be too deeply impressed on the player's +mind. This, more than any part of the game, requires the exercise of +sound judgment. The good maker has an enormous advantage over the weak +one. + +Try to select the trump that will win the greatest number of points with +a strong hand, and the one that will lose the fewest possible number +with a weak hand. Be liberal and bold when behind in the game and +conservative and timid when ahead. + +In suggesting rules for the make this difficulty must be faced: the +exercise of the best judgment in the world will not enable one to select +the successful trump EVERY time; and players are apt to forget the many +times a particular make has won, and to be impressed by the one time the +rule failed them. + +Follow consistently the laws for the make with a certainty that in the +large majority of cases they will prove successful; and digress from +these laws only when the score warrants. + + +NO-TRUMP DECLARATION BY THE DEALER + +Provided the hand contain no large honour score in hearts or diamonds, +it is evident that the no-trump declaration is more likely than any +other to result in the gain of a large score; the dealer should, +therefore, first consider his chances of winning at no-trump. There is a +large percentage in favour of the success of an original no-trump make. +The dealer can see and combine his own with the dummy hand; while his +adversary makes the initial lead in the dark. The dealer can play false +cards; while the adversaries cannot afford to deceive each other. In +short the dealer plays the hand with an exact knowledge of the cards +that are held against him, and can take advantage of any error made, or +any information given by the adversaries. As tricks are won by small +suit cards in every no-trump hand, there is no method of estimating how +many tricks your hand may be worth. The dealer, in declaring no-trump, +may assume that his partner's hand will contain an average amount of +strength. If the dealer is weak in one suit he is justified in counting +on his partner's hand for some protection in that suit. The dealer +should not declare no-trump when he is reasonably sure of winning the +game or rubber with a trump suit; neither should the dealer declare +no-trump without an ace in his hand--unless the score is very desperate +and then only when his hand is exceptionally strong. + + +RULES FOR THE NO-TRUMP DECLARATION BY THE DEALER + + {4 Aces. + {3 Aces. + Holding {2 Aces and one other guarded suit. + {1 Ace and three other guarded suits. + {1 long established black suit (A K Q x x x[A]) and one other Ace. + + + [A] "x" signifies small cards. + + +GUARDED SUITS + +The following may be called guarded suits: + + K Q x K J x K x Q J x Q x x + + +WEAK NO-TRUMP MAKES TO THE SCORE + +If the score warrants the dealer in taking a chance at a weak make, it +is safer to gamble at no-trump than at a weak red declaration. At +no-trump the dealer's partner has a wider field for assistance, as any +one good suit will help. + +On the rubber game, with the score very much against him, the dealer +should declare no-trump. + + {2 Aces and a guarded Jack. + {2 Aces, one suit being A K. + Holding {1 Ace, a guarded K or Q and a K Q suit. + {1 Ace and two guarded suits (K or Q). + {1 long established black suit and a guarded King. + + +HEARTS + +In considering a heart make, the dealer should be influenced by the +general strength of his hand and by the number of honours he holds in +the trump suit. Hearts should always be declared with four or five +honours in the hand irrespective of the strength of other suits; the +honour score will probably more than compensate for a possible loss of +trick points. A heart declaration with less than two honours is not +advisable--unless the hand contain great length in the trump suit or +great strength in the other suits--as the honour scores made against the +hand will usually exceed its trick value. + + +HEARTS IN PREFERENCE TO NO-TRUMP + +As it requires three odd tricks to win a game of thirty points without a +trump, and but one trick more to win a game with a heart trump, the +dealer will often have occasion to choose between the two makes. With a +strong heart hand and a doubtful "no-trumper," or if the hand contain +one unguarded suit, hearts should always be given the preference. As the +adversaries have the lead and the privilege of doubling, a weak suit +exposes the hand to some danger at no-trump. + + +RULES FOR THE HEART MAKE + +The dealer should declare hearts: + + {6 Hearts, including 1 honour and some protection in other suits. + {5 Hearts, including 2 honours and some protection in other suits. + Holding {5 Hearts, including 1 honour with a good five-card plain suit, + or with strong protection in other suits. + {4 Hearts, including 3 honours and some protection in other suits. + {4 Hearts, including 4 honours, with or without protection + in other suits. + + +DIAMONDS + +As there are two declarations of greater value than diamonds, there is +often a question as to the advisability of passing the make with a fair +diamond hand and of giving partner an opportunity to declare no-trump or +hearts. The dealer should always make the trump diamonds holding four or +five honours in his hand, irrespective of the state of the score; +holding less than four honours the dealer must be influenced by the +number of points that are necessary to win the game, and by the strength +of his hand. Many players are prejudiced against an original diamond +declaration when the score is love all; and, while the writer believes +it safer at this score to declare diamonds with a fair hand than to +chance the uncertainty of a passed make, yet the make SHOULD be +passed:-- + +When behind on the first game--as 0-24. + +Having lost the first and with nothing scored on the second game. + +When nothing on the rubber game. + +In each of these positions, as the adversaries have the next deal and +may win the game, it is imperative that you score thirty points. To +accomplish this with a diamond trump it is necessary to win eleven of +the thirteen tricks; therefore, unless you hold a hand of more than the +average strength, it is advisable to pass the make in hopes that partner +can declare hearts or no-trump. + +If there is a question between a diamond and no-trump declaration, the +latter is usually preferable; for while the risk is greater the reward +is double. + +A diamond make is advisable whenever there is a fair chance to win the +game, as when but two or three odd tricks are needed. + + +RULES FOR THE DIAMOND MAKE + +The dealer should declare diamonds: + + {6 Diamonds, including 1 honour and some protection in other suits. + Holding {5 Diamonds, including 2 honours and some protection in other suits. + {4 Diamonds, including 4 honours, with or without protection + in other suits. + + +BLACK SUIT DECLARATIONS + +The score should be the one excuse for an original black declaration, +and then only when comparatively sure of winning the game. Otherwise, +when the hand does not admit of a red or a no-trump declaration, the +make should be passed. + + +CLUBS + +Clubs should be made originally only when the score is eighteen or more, +and the hand strong enough, with slight assistance, to win the game. +Clubs may be declared when there are four honours in one hand, providing +the dealer has won the first game and is eight or more on the second. +The trick and honour scores combined will count more than the average +make, and with great help the game _may_ be won. + + +SPADES + +Spades may be made originally when six points or less are needed to win +the game. + + +DEFENSIVE SPADE MAKES + +With a very weak hand some players advise a defensive spade make with +the object of preventing partner's attempting a make which may prove +disastrous. While much may be said in favour of an original black make +under these circumstances, it is doubtful whether it pays; the +adversaries are almost certain to double, and you eliminate the +possibility of securing a large honour score and of winning the game on +that deal. The one time that a defensive spade make might be justifiable +is when you are a game to the good and do not wish to lose the advantage +which this position offers. + + +SYNOPSIS OF THE MAKES + +The dealer should declare + + +NO-TRUMPS, + + {4 Aces. + {3 Aces. + {2 Aces and a guarded K or Q. + Holding {1 Ace and a guarded K or Q in three other suits. + {1 long established black suit (A K Q x x x) and one other Ace. + +The dealer should NOT declare no-trumps + +With a strong heart and a doubtful no-trump hand, + +Or + +When the game can be won with a trump suit. + +[H] HEARTS. [H] + + Holding + + 6 Hearts, including 1 honour, and some protection in other suits. + 5 Hearts, including 1 honour, with a good five-card plain suit or with + strong protection in other suits. + 5 Hearts, including 2 honours, and some protection in other suits. + 4 Hearts, including 3 honours, and some protection in other suits. + 4 Hearts, including 4 honours, with or without protection in other suits. + +The dealer should NOT declare hearts + + Holding + + 5 Hearts, including 1 or 2 honours } without protection + 4 Hearts, including 3 honours } in other suits. + +[D] DIAMONDS. [D] + + Holding + + 6 Diamonds, including 1 honour, and some protection in other suits. + 5 Diamonds, including 2 honours, and some protection in other suits. + 4 Diamonds, including 4 honours, with or without protection in + other suits. + +The dealer should NOT declare diamonds: + +When behind on the score, unless there are 4 honours, or 7 or 8 tricks, +in the hand. + +When 0 to 24 on the first game. + +Having lost the first and 0 on the second game. + +When 0 on the rubber game. + +The dealer should NOT declare clubs Unless his score is 18 or more +points, and the hand strong enough to win the game. + +The dealer should NOT declare spades Unless his score is 24 or more +points, and the hand strong enough to win the game. + + +PASSED MAKES + +The dummy hand, in declaring the trump, should keep in mind the rules +suggested for the dealer, and, at the same time, be governed in his +choice by the state of the score, by the general strength of his hand, +and by the dealer's acknowledged weakness. When the make has been +passed, one must infer that the dealer has not a strong hand, neither +has he much strength in the red suits. While the latter inference may be +doubtful, the dealer often passing a fair diamond hand, it is dangerous +to declare no-trump without protection in the red suits, and the +declaration may result in a disastrous loss. + +The following suggestions may prove useful: + +The fact that your hand is exposed gives the adversaries an opportunity +to take advantage of its weak points. + +A no-trump make that is weak in the red suits, unless justified by the +score, is unsound. + +A no-trump make that is weak in Hearts is liable to be doubled. + +When a game ahead be conservative. When a game behind be bold. + +Endeavour to prevent the adversaries from winning the first game on your +deal. When the adversaries have won a game and have the first deal on +the second, they hold an advantage you will find most difficult to +overcome. + +If your hand is worth less than four tricks don't make the trump red. + +If your hand is worth less than four tricks make the trump to lose as +little as possible. + + +EXAMPLES OF ORIGINAL MAKES + + NO-TRUMPERS WITH 3 ACES. + + [C] [D] [S] [H] + + A 10 5 3 A J 9 K 8 A 10 6 5 + A K Q 10 6 4 2 A J 6 5 3 A + 8 5 4 A 8 3 A 3 2 A 9 7 5 + + WITH 2 ACES AND 2 GUARDED SUITS. + + [C] [D] [S] [H] + + A K K Q J 8 4 K 9 5 A 8 3 + A 7 6 3 K J x Q J 3 A 10 9 + K Q 10 5 4 A K 5 4 A 8 7 4 + A K Q A 9 Q 9 7 6 5 Q 10 8 + A 10 3 Q 10 5 3 A 9 6 Q 9 6 + Q J 10 9 A 7 J 10 8 6 A 10 2 + + WITH 2 ACES AND 1 PROTECTION. + + [C] [D] [S] [H] + + K J 8 7 5 J 3 A 6 A K 9 6 + A 9 8 A 8 6 K J 4 3 8 5 4 + A Q 7 K J 10 4 Q 5 A Q J 5 + A K J 8 A Q Q 9 7 6 10 4 2 + A 9 6 10 4 K 10 8 6 A J 6 2 + A J 4 9 5 A 10 2 Q 10 9 6 5 + A 10 8 6 5 A Q 3 8 Q J 10 4 + + WITH 1 ACE AND 3 PROTECTIONS. + + [C] [D] [S] [H] + + A 5 4 K 8 K Q 9 8 4 K Q 3 + Q J 3 A 3 2 K 7 6 5 K 10 4 + A 10 4 A J 10 Q J 3 K 9 8 7 + Q 9 6 K J 8 A K 8 J 10 8 4 + A Q 5 Q 7 4 K 9 5 3 Q 10 9 + + DOUBTFUL NO-TRUMPERS. + + [C] [D] [S] [H] + + J 9 7 3 A 10 9 4 J 5 A 9 6 + 10 6 A Q 5 A 10 7 2 J 10 8 3 + 10 5 A Q 6 4 J 8 6 A K 9 6 + A J 5 3 K 8 2 8 6 K Q 7 2 + 9 A J 10 Q 10 8 6 4 K J 8 6 + 8 10 9 A K Q 9 7 6 4 K 10 4 + A K Q 9 5 ---- J 10 5 3 Q 10 8 6 + + HEARTS, NOT "NO-TRUMPS." + + [C] [D] [S] [H] + + K Q 10 5 4 A K Q 2 A 5 4 3 + A K Q 8 6 Q A Q 5 A K Q 4 + A K J 9 K J 8 5 3 Q Q J 8 + Q J 10 9 7 6 A 7 6 A A 5 3 + A Q J 9 7 A J 9 8 6 K x Q + A K 10 9 6 A 8 7 6 5 4 K 9 + K J 10 7 2 A 8 6 Q 8 4 K 10 + + BAD "RED" MAKES. + + [C] [D] [S] [H] + + 8 6 9 8 7 J 5 4 J 10 7 6 5 + 10 9 5 3 10 6 5 4 3 A K Q 4 + Q 7 5 J 10 2 6 2 J 8 6 4 3 + 6 4 3 K 10 7 6 3 8 6 J 9 7 + 9 4 3 6 2 9 8 7 Q 10 7 5 4 + Q 6 3 10 7 3 6 4 2 K Q J 7 + + +DOUBLING + +If you--being the leader or his partner--are reasonably sure of the odd +trick, it is decidedly to your advantage to increase its value; but to +double "just for a gamble" rarely pays; it often results in a redouble, +and you are apt to find the sport expensive and your partner very +disagreeable. + +In order to double with any degree of success, you must consider the +state of the score, the possibility of a redouble, and your position in +regard to the maker. Above all things, DEPEND ON YOUR OWN HAND and don't +expect your partner to take MOST of the tricks. + +My advice to a beginner is: Be cautious and, until you have learned to +value your hand, be satisfied with the number of points you can make +without doubling. + + +ESTIMATING THE VALUE OF A HAND + +To determine the probable trick-taking value of your hand, count each +Ace and King as a trick, and add to these the number of tricks you can +take in the trump suit. Queens count only as possible tricks, as the +third round of a suit may be trumped. + +In determining the number of tricks you can take in the trump suit you +must remember that it makes a great difference on which side of you the +trump strength lies. For instance, holding Ace, Queen, and ten of +trumps, if you play after the maker, you will probably get three tricks; +but if the maker plays after you, your trumps can be led through, and +you may make but one trump trick. + +If you play after the maker, + + J x x x of trumps are worth 1 trick + Q x x " " " " 1 " + Q J x " " " " 1 " + Q J x x " " " " 2 " + K Q x " " " " 2 " + K J x " " " " 2 " + K Q 10 x " " " " 3 " + A Q 10 " " " " 3 " + A 10 9 7 2 " " " " 3 " + + +RULES FOR DOUBLING + +To double spades, you should hold in your hand 4 tricks and a possible +5th. + +To double hearts, diamonds, or clubs, you should hold five tricks and a +possible 6th. + +To double "no-trumps," you should hold 6 tricks and a possible 7th. + +Be careful about doubling "no-trumps," unless you hold a long +established suit. Your adversary may have seven tricks in _his_ long +suit, and it is hard to discard from a "good all-round hand." + +Spades may be doubled when weak in trumps; but, to double hearts, +diamonds, or clubs, you should have some trump strength. + +When doubling remember + +That you show the dealer where the strength lies. + +That you stand a better chance of winning the odd trick by not exposing +your strength. + +That when the "maker" is on your right, you have the advantage that your +trumps are over his. + +That when the "maker" is on your left you are at a disadvantage; his +trumps are over yours. + +That it is a good time to double when the odd trick wins the game for +your adversaries, and does not win it for you. + +That it is a poor time to double when the odd trick wins the game for +you and does not win it for your adversaries. + +That with a doubtful hand it is better to be satisfied with what you can +make without doubling. + +That if you double "no-trumps" your partner will lead you his best +heart. + + +THE LEAD WHEN PARTNER HAS DOUBLED + +When your partner has doubled, the opening lead must depend greatly on +the scheme you adopt for the play of your hand. It is a mistake to +suppose your partner wishes a trump led EVERY time he doubles. On the +contrary, spades--when doubled--are seldom led by good players, unless +with a strong hand, until they have gained information to justify the +trump lead. + +The majority of hands will be covered by the following rules: + +If spades have been doubled and you hold four or more trumps you should +usually lead trumps. + +It is fair to assume that your partner has doubled with a good suit +hand. Lead trumps if you are weak in spades, but hold a strong suit +hand. Your partner has probably doubled with trump strength. + +If hearts, diamonds, or clubs have been doubled and dummy is the "maker" +it is usually good play to lead trumps; that is, when you have no short +suit and so are unable to use your trumps for ruffing. + +If possible lead to take the first trick. After you have seen the dummy +you are in a position to judge as to the advisability of the trump +lead. + +When hearts, diamonds, or clubs have been doubled and the dealer is the +maker, it is not sound play to lead trumps. You would place your partner +in a bad position by leading up to the dealer's declared strength. + +When leading trumps always lead the top of two or three and the lowest +of four. + + +HEART CONVENTION + +When you have the first lead and your partner has doubled a "no-trump" +make you are expected to lead your highest heart. As there are very few +hands where it is advisable to double "no-trump" on general strength, it +is necessary for the leader to know what suit to lead when his partner +has doubled. + +When the leader holds an A K or an A K Q suit he should first lead the K +of that suit and then his highest heart. + + +WEAK-SUIT CONVENTION + +In England and in some parts of this country the leader tries to guess +his partner's suit by leading the one in which he himself is weakest. +While this convention affords many more opportunities of doubling, it is +not nearly so safe as the heart convention. There is about an even +chance that the weak suit led will put the dealer or the dummy hand in +the lead. + + +THE NON-DEALER'S PLAY AGAINST A DECLARED TRUMP + +The principles of play adopted against a trump and against a no-trump +declaration are entirely different; and it is for this reason that +Bridge is confusing to the beginner. + +The important principles that govern the play against a trump +declaration are: + + To hold the lead in order to see the dummy hand. + To make high cards before they can be trumped. + To give your partner information. + +The importance of first seeing the thirteen cards in the dummy is +self-evident. The play of an entire hand is often influenced by the +cards in the dummy; therefore, if you can win the first trick, you are +in a better position on the second lead to play your own and your +partner's hand to advantage. + +These combinations should be selected in their order for the original +lead without reference to the length of the suit. + + A K Q + A K + +Ace from any other combination except A Q with one or two more. + + K Q J + K Q + Q J 10 + +As the maker, more especially if the trump is red, has shown strength, +your first consideration should be to save the game. This is best done +by leading your Aces and other high cards before the dealer has a chance +to discard and to trump. This is particularly true when there is an +established suit in the dummy hand; for then the dealer may be able to +exhaust trumps and discard his own losing cards on this established +suit. + + +ORIGINAL LEADS AGAINST A DECLARED TRUMP + + +------------------+----------------------+ + | FROM | LEAD | + +------------------+----------------------+ + | A K Q | King, then Queen. | + | A K | King. | + +------------------+----------------------+ + | K Q J and others | King. | + | K Q | | + +------------------+----------------------+ + | Q J 10 | Queen. | + | Q J 9 | | + +------------------+----------------------+ + | K J 10 | 10. | + +------------------+----------------------+ + | A x x x or more. | Ace, then small one. | + | A J x x | " " " " | + | A Q J x | Ace, then Queen. | + | A Q x x x | Ace, then small one. | + +------------------+----------------------+ + +When opposed to the dealer, aim to give your partner as much information +as possible. You certainly cannot expect to gain much by deceiving the +dealer--he knows what is held against him--and it is a decided advantage +for your partner to know where certain cards are and to understand what +you are trying to do. The best method of indicating the cards you hold +is to adhere strictly to the correct lead from each combination of +cards. + +From all other combinations, such as + + K J 7 5 2 } + K 8 6 2 } + Q 9 7 5 } lead the 4th best card. + J 6 5 2 } + 10 8 6 3 } + +Don't lead low from suits headed by an Ace. + +The lead of an _Ace_ followed by the _King_ shows no more of that suit. + +The lead of a _King_ indicates the _Ace_, the _Queen_, or both. + +With any three honours in a suit, your lead is always one of the +honours. + +Holding but 3 or 4 cards in any of the following suits avoid leading if +possible. Wait until they are led to you. + + A Q x x + A J x x + K J x x + K x x x + +If in any doubt as to your lead select your longest and strongest suit +and lead the 4th best. + +WHY THE 4TH BEST CARD IS LED + +There are two reasons for leading the 4th best card of your long suit. + +To show partner how many cards you hold in the suit. + +To show partner what you have in the suit. + +If you lead 4th best and afterward either discard or play a smaller one, +your partner will know that you originally held more than four cards in +that suit. The lead of a deuce, for instance, shows but four cards in +the suit. Your partner, by applying the "Rule of Eleven," can very often +tell the exact combination of cards from which you have led. + + +THE RULE OF ELEVEN + +Deduct the size of the card led from eleven, and the difference will +show how many cards HIGHER than the one led are held outside the +leader's hand. If, for instance, your partner lead an eight spot, the +dummy having the queen and you holding A 10 x of the suit, as you see +three cards above the eight, you know the dealer cannot play higher and +that your partner must have led from K J 9 8. + + Q 6 2 (11 - 8 = 3) + +---------+ + | Y | + | | + 8 | A B | A 10 4 + | | + | Z | + +---------+ + +This rule is especially important at "no-trump"; but players should not +give it much attention unless the card originally led is higher than a +five. + +If your partner has had the original lead, and you have taken a trick, +either make your high cards or + + +LEAD UP TO WEAKNESS + +Weakness means no high cards, and leading up to, is making a person play +fourth in hand to a trick. By leading a suit in which dummy has weak +cards, you may enable your partner to win a trick cheaply. Whenever the +dummy hand is on your right you should take this advantage of its +weakness. It is sometimes good play to lead a card higher than the +dummy's best. This, if the card you lead is not covered, gives your +partner a chance to pass the trick. + + +EXAMPLES OF OPENING LEADS + +THE CARD IN RED INDICATES THE LEAD. + +(_Hearts_) TRUMP DECLARED BY DEALER. + +_Holding the Lead._ + + ---------+--------------+-------------+---------- + [H] | [S] | [D] | [C] + ---------+--------------+-------------+---------- + Q 6 2 | K J 7 6 | A K Q 6 2 | 8 + 7 5 | A K 4 | A 9 7 5 2 | 6 4 2 + 5 3 2 | 9 8 6 2 | K J 6 2 | A K + 8 | A Q 8 7 6 3 | K 7 6 | Q 9 8 + 10 4 | A 8 | A J 7 6 3 2| 9 6 2 + 7 5 | A Q J 10 9 2 | 5 3 | 9 7 4 + Q 9 |10 7 5 | K J 9 3 | A 8 6 5 + J 10 3 | A 9 6 |10 7 6 4 | J 4 3 + 6 4 2 | 8 7 4 | A J 8 4 | 9 6 2 + 9 5 4 | A 7 | K 8 7 3 | A Q 6 2 + J 7 5 | 8 6 5 2 | A 10 | 9 7 4 3 + =========+==============+=============+========== + + +_Leading from a Sequence._ + + ---------+--------------+-------------+---------- + 9 2 | K Q J 8 5 2| A J 7 | A 4 + J 8 7 | 9 | K Q J 9 6 2 | Q 4 2 + Q 8 4 | A Q 3 | A 7 3 | Q J 10 4 + A J 3 | K Q J | 7 5 3 2 | K 9 7 + K 9 4 | A 7 6 | K Q 7 5 | K 8 6 + K 7 4 | Q J 10 |10 7 4 2 | 8 6 3 + 9 8 6 3 | K Q J 10 | A 9 6 2 | 5 + =========+==============+=============+========== + + _Leading from Long Suits._ + + ----------+----------+--------------+------------ + [H] | [S] | [D] | [C] + ----------+----------+--------------+------------ + K 5 | 10 6 2 | Q 10 9 6 5 | J 8 7 + Q 7 4 | A Q 5 | 10 7 4 3 | K 10 3 + 9 5 | A J 2 | 9 8 6 2 | K 10 7 4 + 8 3 2 | Q 8 7 4 | 9 6 2 | 10 6 3 + J 7 6 5 | 8 | A 4 2 | K 10 6 5 3 + A J 8 6 | J 4 | 10 9 7 6 2 | 3 2 + J 10 | A J 6 | A Q 7 5 | Q J 4 2 + 4 2 | K 8 4 | K J 10 7 5 | A J 3 + K 6 | 7 5 2 | 9 8 4 | Q J 9 6 2 + Q 10 7 6 | J 9 4 | A 5 | K 10 8 4 + ==========+==========+==============+============ + + + _Leading from Short Suits._ + + ----------+----------+-------------+----------- + 9 4 3 | A J 9 4 | 10 9 | A Q 8 6 + J 4 2 | Q 7 4 | K 8 7 6 5 | J 9 + 9 6 4 | 10 6 4 2 | A 4 3 | Q J 5 + A 9 5 | 8 6 | 10 6 4 3 | J 9 5 2 + 7 4 3 2 | 8 | 9 7 6 4 2 | Q 6 3 + A Q 2 | K J 7 4 | J 10 | K 9 6 3 + K 5 3 | J 10 4 | K 9 7 | Q 7 6 3 + 9 8 6 | A Q 9 8 | 10 | J 9 5 3 2 + Q 7 4 | A J 9 6 | K Q | K J 7 3 + A 6 2 | Q | K 8 6 4 3 | J 9 4 2 + ==========+==========+=============+=========== + + + (_Hearts_) TRUMP "PASSED MAKE." + + ----------+-----------+------------+----------- + J 10 | K 9 8 6 | A Q 7 | K 6 4 2 + 8 5 2 | A Q 7 3 | K J 6 | A J 8 + 4 3 | K 9 4 2 | Q 10 7 6 | J 9 4 + J 4 2 | 10 6 | Q 10 9 4 2| Q 8 3 + Q 6 | Q 7 4 3 | K Q 10 | 8 6 4 2 + Q | K 8 5 2 | Q 8 3 | A Q 5 4 3 + Q 6 2 | A 5 | K 10 7 5 2| 9 7 4 + 9 4 3 | A Q 7 6 5| J 9 | K 8 6 + K 8 5 | K 9 7 4 | Q J | K 9 4 3 + 8 7 | Q 6 3 | K J 9 3 | A 8 6 5 + 9 8 | A Q 6 3 2| Q J 6 2 | K 7 + ==========+===========+============+=========== + + +AFTER THE FIRST TRICK + +After you have led and have won the first trick, examine the exposed +hand carefully; then either continue with the suit led originally or +lead through strength. + + +LEADING THROUGH STRENGTH + +The beginner will appreciate the fact that strength in a suit consists +of high cards, but is apt to find the term "leading through" difficult +to understand. Leading through means to make a person play second in +hand to the trick. You always lead through your left-hand adversary. + +The object of leading through strength is to help your partner make his +high cards by giving him the advantage of playing after the exposed +hand. + +Holding a sequence of two or more cards, headed by a Queen, Jack, or +Ten, when there is an honour in the dummy it is good play to lead the +highest card. If the dummy does not cover this lead, it gives your +partner an opportunity to pass the trick. + +Holding one or two high cards of dummy's strong suit that are _not_ in +sequence, avoid leading the suit. Wait until dummy leads to you. + +Don't lead through strength when dummy holds a sequence of three or more +cards, as + + A K Q + K Q J + Q J 10 + +Holding a high card or cards in a suit in which the dummy is weak, avoid +leading that suit. Try to put your partner in the lead, so that he may +lead it to you. + +Holding no high cards in the suit, the following combinations should be +led through: + + A Q x + A J x + A x x + K Q x + K J x + K x x + Q x x + +Holding a sequence of two or more cards the following combinations +should be led through: + + K x x + K x + Q x x + + +FORCING + +Judicious forcing will do more than anything else to break up a strong +trump hand. + +Forcing means making a player trump--the object being to weaken his +hand. + +It is good play to force the strong trump hand. + +When the strong trump hand holds no more cards of your long suit, do all +damage possible with it. Unless trumps are out, the suit is of no other +use to you. + +It is bad play to force the weak trump hand. Unless you can make the +strong hand trump it is better to stop leading the suit. + +Do not lead a suit that will allow the weak hand to trump and the other +hand to discard; the adversaries take the trick and get rid of a losing +card. + +It is too late to force when the dummy has an established suit and the +dealer has the last trump or trumps. Make what you can before giving up +the lead. + +When the weak hand can ruff your suit, it is sometimes good play to lead +trumps; but only when, in doing so, you are leading trumps through the +strong hand, and when you have some protection in the other suits. + + +SHORT SUITS + +There are two lines of play that may be followed to make tricks against +the dealer. The first--to make your high cards--has been explained. The +second is to make your small trumps by ruffing. + +When you have no high card lead, or if you are anxious to be led up to, +it is often good play to throw the lead and, at the same time, to try +to make your small trumps. This can be done by leading a short suit. + +A short suit is a suit of less than four cards; but the term is commonly +used to denote a singleton or a two-card suit. + +In order that your partner may understand that you are leading a short +suit (and not the fourth best card of a long one) it is customary to +lead the highest card. (If you are forced to open a suit with K J x, K x +x or Q x x, the low card should be led.) + +To detect a short suit apply the "Rule of Eleven." If there are (in your +hand and the dummy) more higher cards than the rule allows, the lead +cannot be the fourth-best card. + +Under the following circumstances a short suit should not be led. + +If you hold four trumps, including any one honour, don't lead a short +suit. Your best play is to open your long suit and force the dealer to +trump. In this way you weaken the dealer's hand and you may prevent his +bringing in his long suit or you may even establish and make your own. + +If the make has been passed, don't lead a short black suit. It is +natural to suppose that the dealer is strong in black suits--if in +any--and you would be leading up to declared strength. + +If you can take the first trick, do so and then judge of the +advisability of the short-suit lead. + + +THE DISCARD + +There is considerable discussion and a wide diversity of opinion among +Bridge Players as to the best suit to throw away. You should, therefore, +before playing, ask your partner which method he adopts. Some advantage +may be claimed for each theory of discard; but the main object of them +all is the same--to indicate to partner the suit you wish led and at the +same time protect any honours you may hold in other suits. + +The three different discards used by Bridge Players are: + + Strength, both with a trump and at "no-trump." + Strength, with a trump and weakness at "no-trump." + Weakness, both with a trump and at "no-trump." + +The discard of strength with a trump and weakness at "no-trump" is the +one most commonly used. This discard of weakness at "no-trump," while it +has the advantage of saving all the cards of the long suit, which you +may make, has also several disadvantages. + +To show your suit absolutely you need two discards. + +In order not to deceive your partner it may be necessary to unguard +honours, such as J x x x, 10 x x x, Q x x, or even K x. + +By discarding weakness you show the dealer against which hand to +finesse. + +The writer, after the analysis of many thousand hands, believes that at +"no-trump" the first discard from strength, _i.e._, the long suit or the +suit you wish partner to lead, is the safest and best, both for +protecting the hand and for showing the suit beyond possibility of +mistake. + +The main advantages of the strength discard are: + +It takes but one discard positively to show the suit wanted. + +You can protect the high cards in your weaker suits without deceiving +your partner. + +It does not show the dealer so clearly on which side to take a finesse. + +By showing your suit earlier in the hand, you enable your partner to +discard to better advantage. + +There are but few "no-trump" hands in which it is possible to make all +the small cards of one's suit against the dealer--unless it be the suit +first opened. Occasionally the suit in which the dealer is weak in both +hands will be made; but more often this suit is never brought in, +because the adversaries do not know the cards they hold in the two +hands. + +For years whist authorities have agreed that with trump strength +declared against you the first discard should be from strength. Why, +then, when strength in all of the suits has been declared, should not +the strength discard be the best defensive discard for the majority of +bridge hands? In order not to lose an opportunity of making all of the +long suit, players will continually unguard cards in the weak suits +which, if properly protected, would win tricks; and when using the weak +suit discard these cards _must_ be unguarded in order to show partner +your suit. + +There may be an occasional trick lost by discarding from strength at +"no-trump," but there are so many tricks thrown away by unguarding +honours in weak suits, and so many games and rubbers lost by guessing +the wrong suit, that Bridge Players will find the strength discard will +save more and lose less than any other discard. You do not expect to win +on your adversaries' make; you hope to prevent their winning a large +score. + +If you have once led, you have shown your strength, and may then discard +from any suit you wish. + +Discard only once from your strength, and then as the situation and the +hand warrant. + + +THE REVERSE DISCARD + +In discarding, the play of a high and then a lower card reverses the +original meaning of the discard. If you adopt the strength discard, and +wish to throw away your weak suit at "no-trump," do so by discarding +first a high and then a lower card. If you use the weak discard and wish +to throw away your strong suit, discard first a high and then a lower +card. + +The reverse discard should be used only when it is clearly shown that +two discards can be made. + + +HINTS ON DISCARDING + +Watch the dealer's discards and protect the suit that he is saving. + +After you have led or shown your suit, the discard of a high and then a +lower card in another suit shows command of the second suit. + +The discard of an Ace shows great strength in the suit. + +If a spade declaration has been doubled by you or your partner--and +especially when either of you has indicated strength by leading +trumps--the first discard should be from weakness. + +In discarding at "no-trump," don't throw away all the cards of one suit: +it exposes your partner's hand, and makes it easy for the dealer to +tell how that suit is placed. Besides, you may need one card of that +suit to put your partner in the lead. + +Save at least one card of your partner's long suit, unless you are +forced to give it up in order to protect your hand. + +After you have led or shown your suit your discard should be from +weakness. + +If your partner is discarding from weakness, protect the suit that he is +throwing away, if you can. + +If forced to protect honours in other suits, don't be afraid to unguard +honours in the suit in which partner is strong. + + +NON-DEALER'S PLAY + +SECOND HAND + +In determining the card to play second in hand, you will find it a great +assistance to ask yourself why the dealer is leading that suit. You can +usually infer from the dummy's cards and your own hand what the dealer +must hold to have led the suit. + +Cover an honour with an honour. This should always be done holding a +perfect or an imperfect fourchette (a card higher and a card lower than +the one led). An honour should be covered when by so doing you hope to +make a card good in your partner's hand. Don't cover holding a K, Q, or +J three times guarded, unless your next best card is a nine or better. + +Don't hesitate. By hesitation a player often shows the dealer how to +play his cards. Play quickly, and if there is any doubt as to your play, +play the lowest card you hold. + +If the dummy has a tenace over your cards or can take any card you hold, +play low; let the dealer do the guessing. + +Holding any two or more honours in sequence, play the lowest honour of +the sequence. + + A K K Q + Q J J 10 + +Beat the dummy. When the dealer leads, it is usually advisable to play a +card higher than the best in the dummy. + +If you hold ace and others of the suit which the dummy leads, and the +trumps are all against you, play your ace second in hand. If you wait, +your ace may be trumped. + + +THIRD HAND + +In this position your play should be guided by a knowledge of the leads, +an application of the "Rule of Eleven," and a close observance of the +dummy hand. + +Unless you hold two or more honours in sequence, play your highest card. +The object of doing this is either to win the trick, or, by forcing a +still higher card from your adversary, to make a card good in your +partner's hand. + +Do not deceive your partner by playing an unnecessarily high card. +Holding any two honours in sequence, play the lower. + + +FINESSING ON PARTNER'S LEAD + +When the dummy holds no honour, it is not good play to "finesse against +your partner." If you hold K J or A Q, by playing any card but the best +you not only give the dealer an opportunity to make a trick, but you run +the risk of losing your own high cards in that suit. If, however, the +dummy holds an honour, K or Q, and you hold A and J of the suit, you are +justified in finessing the J, hoping your partner holds the missing +honour. At "no-trump"--when the dummy holds an honour--it is customary +to finesse much deeper, hoping to catch the honour exposed on the table +and so establish partner's suit. + + +THE ECHO + +Some players use the echo only when they can trump the third round of a +suit. + +The echo is a signal used by Bridge players to show ability to win the +third round of the suit either with a trump or a high card. + +If your partner leads the K and then the A when you hold only two cards +of that suit, show you can trump the third round by playing first the +higher and then the lower. + +If you hold the Q and your partner leads the K and A, show in the same +manner that you can win the third round of the suit. + +Don't echo with an honour; it may deceive your partner. + +At "no-trump" the echo is used to encourage partner to continue that +suit. + +On a doubled spade, if your partner leads a high trump, echo with three +by playing the intermediate trump to the first round. + + +THE DEALER'S PLAY WITH A DECLARED TRUMP + +In playing the two hands, the dealer must take advantage of any +information he can gain from the leads and plays of the adversaries; +and, in return, try to convey a false impression of his own hand. Above +all, the dealer should know the score and estimate the number of tricks +he must take to win the game; always bearing in mind that if he cannot +win the game, he should try to prevent the adversaries from so doing. + + +LEADING TRUMPS + +One of the worst faults of the beginner is refusing to lead trumps. When +you hold seven or more trumps in the two hands, usually lead them. If +you hold commanding suit cards, the trump lead will prevent their being +ruffed. When you have no suit to make the lead will establish your trump +suit. If you hold high cards that should be led up to, lead trumps to +throw the lead and to compel the adversaries to lead to you. + +Arrange to lead your trumps advantageously--from the weak hand to the +strong. + +After trumps are exhausted, try to clearer establish the longest suit in +the two hands. + +It is usually good play to draw two trumps for one; but when the best +trump is against you, do not waste two of yours to get it out. + +Lead the losing trump only when you have an established suit and a sure +re-entry. + +When you hold one or more trumps and a losing card, always lead the +trumps. This will force the adversaries to discard and they may not save +the right suit. + +Aim to discard your losing cards from the one hand, on the commanding +cards in the other. + +With a weak hand you are more likely to make your high cards if you put +your adversaries in the lead. + + +NOT LEADING TRUMPS + +The exception to the trump lead is when the weaker of the two trump +hands contains a short suit and can ruff; then, before leading trumps, +allow the weak hand to trump your losing cards. + +Unless a cross ruff can be established, it is usually bad play to weaken +your strong trump hand by forcing it to ruff. If you do this, you will +find it difficult to exhaust trumps from the adversaries' hands and to +make any commanding suit cards you may hold. + +If your adversary has doubled, be cautious about leading trumps. It is +good play to lead through the doubling hand; but bad play to lead up to +it. + + +THE NON-DEALER'S PLAY OF A "NO-TRUMP" HAND + +With a declared trump you aim to make your high cards; but at no-trump +the high cards take care of themselves and you must try to establish +your small cards. + +If you are the leader at "no-trump," open your longest suit. Save the +high cards of your other suits for re-entry and try to establish the +small cards of your long suit. + +Don't lead your aces and kings to take a look at dummy; later in the +hand you will need them to get the lead and bring in your established +suit. + +The majority of "no-trump" makes are strong in three suits. Your long +suits may be the weak spot in the dealer's hand. + +Try to infer, from the dummy hand and your own, the high cards the +dealer must hold to have declared "no-trump." You will be surprised to +find how many times an inference thus drawn will enable you to play your +hand to advantage. + +Having started your long suit, usually the best play is to continue that +suit until it becomes established, especially if you hold one or two +re-entry cards. + +Don't change suits unless your suit is hopelessly against you. When it +requires two leads to clear your suit, and you hold no cards of +re-entry, abandon it and play for your partner's suit--the suit that he +has shown by his discard, or the suit which must be his, judging from +your own and the dummy hand. + +In leading to your partner's declared suit, always lead your highest +card; this will enable him to tell what high cards are held against his +suit and it will prevent your blocking his hand. + + +RETURN YOUR PARTNER'S LEAD + +If your partner has had the original lead, RETURN HIS SUIT. There are +very few "no-trump" hands where it is possible to bring in more than +one suit, and if, instead of returning your partner's suit, you lead +your own, you are playing for one suit and your partner for another, and +as a result you will probably establish neither. + +When it is evident that your suit is stronger than your partner's--i.e., +if you have re-entry cards and can establish the suit in one lead--then, +by all means, play for your own suit; but don't be deterred from +returning your partner's lead simply because you see that the best card +of his suit is against him. That card will have to make anyway, and by +forcing it out of dummy at once you may enable partner to make the rest +of his suit. + +In returning your partner's lead, return your highest card. The +importance of this is apparent: your partner can see the cards in his +own and in the dummy hand, and if you return your best card he also +knows what the dealer holds in that suit. It may prevent his leading up +to the dealer's tenace; it may show him that the suit should be +abandoned or that it should be again led from your hand. Returning the +highest card minimises the risk of blocking the suit. Very often, by not +getting rid of a 7, 8, 9, or 10 early in the hand, you make it +impossible for your partner to make his small cards. + +Don't be deceived by the dealer's play. His object is to fool you; and +if he holds cards of equal value, he will probably take the trick with +the highest. + +Notice carefully your partner's first discard. It shows you the suit to +lead and may also affect your own discard. + +Don't, because the dealer leads the suit, refuse to take tricks with +your aces and kings. By taking the trick, you may make a card good in +your partner's hand. It is only the dealer who is in a position to know +when to refuse tricks; he sees the two hands. + +When there is no chance that your partner can take a trick in the suit +led, it is sometimes wise to keep the commanding card until one hand +cannot put the other in the lead, especially when there is no re-entry +card in the hand with the long suit. + + +OPENING LEAD AT "NO-TRUMP" + +Unless your partner has doubled (see Heart and Weak Suit Conventions) +lead from your longest suit. It is not advisable, especially when you +hold no cards of re-entry, to lead aces and kings, except when you hope +to catch all of the smaller cards. Two rounds may exhaust the suit in +your partner's hand; and if you have no re-entry card and he has none of +your suit to lead you, your long suit, even though established, is +absolutely worthless. + +The lead of an ace, king, or queen indicates great strength, either +seven cards or three honours. + +Holding two suits of equal length and strength, lead a red suit in +preference to a black, especially if the make has been passed, + +Holding two suits of equal length, keep for re-entry the suit with the +higher cards, as, + + { A 8 6 3 2 + holding { and if you open the Q suit + { Q 9 8 6 3 + +and establish it, the ace is a sure re-entry card; if you open the ace +suit the queen is a very doubtful card of re-entry. + +With a weak long suit and no re-entry card, many good bridge players +open the highest card of a short suit, preferably hearts or diamonds. +The theory is that, had the dealer been strong in the red suits, he +would have declared a red trump; and with a worthless hand, this short +suit lead may assist partner. While there is much to be said in favour +of this play, I would suggest that, unless your partner thoroughly +understands the game and your play, it is safer to open your long suit. + +When you are opening a long, weak suit from a hand without re-entry +cards it is advisable that you convey this information to your partner. +This you can do by leading the top or an intermediate card of your long +suit; your partner, by applying the "Rule of Eleven," can see that you +are not leading the fourth best card, and unless it is for the best +interest of the two hands will not return the suit. For example: + + From 10 8 7 6 3, lead the 8 + From 9 8 5 3 2, lead the 9 + From 8 7 5 3, lead the 8 + + +THE ORIGINAL LEAD IN NO-TRUMPS + + +----------+----------------------------------------------------+ + | LEAD | HOLDING | + +----------+----------------------------------------------------+ + | | Ace, Queen, Jack, and others with a Re-entry card. | + | ACE | Ace, with 7 or more others. | + | | Ace, Queen, with 5 others. | + | | Ace, Jack, with 5 others. | + +----------+----------------------------------------------------+ + | | Ace, King, Queen, and others. | + | | Ace, King, Jack, and others. | + | | Ace, King, ten, and 3 others, with a Re-entry card.| + | KING | Ace, King, and 5 or more others. | + | | King, Queen, Jack, and others. | + | | King, Queen, ten, and others. | + | | King, Queen, and 5 others. | + +----------+----------------------------------------------------+ + | | Queen, Jack, ten, and others. | + | QUEEN | Queen, Jack, nine, and others. | + | | Ace, Queen, Jack, and others. No card of Re-entry. | + +----------+----------------------------------------------------+ + | JACK | Jack, ten, nine, and others. | + +----------+----------------------------------------------------+ + | TEN | King, Jack, ten, and others. | + +----------+----------------------------------------------------+ + | 4TH BEST | From other combinations. | + +----------+----------------------------------------------------+ + + +UNBLOCKING + +Unblocking is getting rid of high cards so that your partner can make +smaller ones. + +You seldom unblock except at "no-trump." + +Study the "no-trump" leads, and on the lead of any high card prepare to +get out of your partner's way. It is rarely that you can lose more than +one trick by unblocking, and a failure to take advantage of the position +when it presents itself may result in the loss of three to six tricks. + +With four cards of the suit of which your partner leads the A, K, or Q, +keep the lowest card until the final round. + + +---------+----------------------+--------+ + | HOLDING | ON PARTNER'S LEAD OF | PLAY | + +---------+----------------------+--------+ + | K x | A | K | + | A x | K | A | + | K x | Q | K | + | Q x x | K and A | Q on A | + | K Q x | A | Q | + | Q J x | A | J | + | Q J x | K | J | + | K Q x | J | Q | + +---------+----------------------+--------+ + + +THE DEALER'S PLAY OF A NO-TRUMP HAND + +The dealer's play of a "no-trump" hand is both the most interesting and +the most intricate part of Bridge. Very often a single error will +result in the loss of three or more tricks; so that it behooves the +dealer--as he has no assistance from his partner--to make himself +thoroughly conversant with the strategy of the game. + +The following rules cover all the important points in the dealer's play. + +Keep the commanding card of your adversary's suit. + +This the beginner invariably refuses to do; he is too anxious to take a +trick and does not realise that he will often gain several by passing. + +Before playing the commanding card of your adversaries' suit, wait--if +you can--until the leader's partner has played his last card of that +suit; he is then unable to return the lead, and there may be no card of +re-entry in his partner's hand. + +Rarely refuse to take tricks with your Kings and Queens. + +When an entire suit is against you, it pays to take the lead; the +adversaries may change the suit. + +When you see in your hands enough tricks to win the game, always take +the lead. + +Always take the lead when doing so makes a card good in either of your +hands. + +Play for the longest suit in the two hands. + +After taking the lead, count the cards of each suit in the combined +hands and make it your object to play for the longest. It may sometimes +be necessary, in order to lead the suit to the best advantage, to wait +until it can be led from the other hand. + +With two suits of equal length, play for the one in the hand that has +cards of re-entry. + +With two suits of equal length, play for the one that is shown on the +table. Don't give your opponents unnecessary information of your +strength. + +With two suits of equal length, play for the one which, when +established, will give you the greater number of tricks, as + + 7 cards in one hand and 1 in the other. + 6 cards in one hand and 2 in the other. + 5 cards in one hand and 3 in the other. + 4 cards in one hand and 4 in the other. + +Holding only seven cards of a suit, you will often find an adversary +with four cards of that suit. + +Holding only six cards of a suit, remember that your adversaries have +seven and that leading the suit will establish it against you. + +When the best card of your suit is against you, lead to get it out of +your way. It pays to establish one suit. + +The beginner will usually play his high cards, and, after establishing +one or two tricks in that suit for his adversaries, proceed to do the +same with another suit and end by abusing his partner for making it +"no-trump" with so weak a hand. + +Lead from the weak hand to the strong. + +This is the secret of playing the two hands well. Play for the longest +suit in the two hands; but arrange the lead so that it comes from the +hand that has no high cards. + + Lead from to + x x x K x x x + x x x A Q x x + x x x K Q x x + 10 x x K J x 4 + +Holding a combination of Ace, Queen, Jack in the two hands, try to catch +the King by leading the highest card from the one hand up to the Ace in +the other. + +This is really a continuation of the last rule, but its importance +demands a separate heading. The correct play of this combination will +win more tricks than any one other play in Bridge. + +If the King is guarded, and you lead the Ace or from the Ace, the King +_must_ win; but if you lead from the other hand, there is an even +chance that you will find the King on the side you wish. If it is in the +other hand, it would probably make anyhow. + +Avoid blocking your suit, by leading or playing the high cards from the +shorter of the two hands. + +As with A K x in one hand and Q x x x x x in the other, play A K x. + +As with A Q x in one hand and K x x x x x in the other, play A Q x. + +Keep a re-entry card in the hand that has the long suit. + +If you are able to take the trick in either hand, do not take it with +the hand that has the long suit, unless that suit is established. If you +cannot place the lead in the hand with the long suit, it is useless to +establish that suit. It is often advisable to refuse to part with the +highest card of a long suit, if that card is the only re-entry for the +suit. + + +FINESSING + +At "no-trump" the dealer has many opportunities to win tricks with cards +that are not the best. In attempting this he should be guided by the +following principles. + +It is better to finesse on the second round of the suit than on the +first. + +By forcing discards, you can often tell which adversary is holding and +protecting an honour in the suit in question, and on which side the +finesse should be taken. + +When there is a question on which side to take the finesse, be careful +to shut out the hand with the established suit. + +Do not finesse with nine cards of a suit in the two hands, including +both the Ace and King. As there are but four more cards of the suit, the +Queen will probably fall on one of the two leads. + +Holding ten cards of one suit, including the Ace, Queen, Jack +combination, lead the Queen toward the Ace; but if the Queen is not +covered by the King, play the Ace on it. + + +"BRIDGE DON'TS" + +Don't form the habit of playing slowly. + +Don't expect your partner to play well when you criticise him. A little +encouragement will win you rubbers and will add to your popularity. + +Don't forget that it requires more skill to play a poor hand than it +does to play a good one. + +Don't miss an opportunity to win the game or to save it. + +Don't complain if you hold poor cards and don't exult over good ones. + +Don't criticise at all; but, if you must, wait until the hand is +finished. + +Don't hurry when exacting a penalty. + +Don't think entirely of your own hand. + +Don't take advantage of your partner's breach of etiquette. + +Don't think that bad play won't sometimes win tricks. + +Don't forget the score for an instant. + +Don't ignore the value of small cards. + +Don't fail to see your partner's first discard. + +Don't be deceived by the dealer's play. + + +RULES + +It is impossible to suggest rules that will cover the play of every +hand. Rules are formulated after the analysis of a great many hands, and +are therefore made to meet the _usual_ distribution of the cards. When +the fall of the cards reveals an unusual situation, unusual means must +be adopted to meet it; and here your reason and common sense must come +to your aid. + +The best Bridge players have the greatest regard for the rules; but the +strong player recognises a situation for which a rule is not provided, +and he allows his reason to dictate to him the times to follow and the +times to violate them. + + +MANNERISMS + +There is nobody who cares to be told that he plays cards unfairly; but, +if you permit your manner to give your partner or the opponents the +slightest intimation of the cards you hold, you lay yourself open to +such criticism. Cards do not carry with them a license to be unfair or +rude, yet, at the Bridge table, many socially correct people are both. + +Try always to pause the same length of time before making the trump or +passing. Do not allow your manner to express approval or disapproval of +your partner's make or of the cards he plays, and select each of your +own cards with equal deliberation. When you hold good cards be content +to win tricks with them, without manifesting glee at your adversaries' +defeat. When your cards are poor, do not complain of them; you imply +that the opponents profit by your weak hands and not by their own skill, +and, as a rule, the more you rail at your luck the worse it becomes. Be +generous with your praise of a well-played hand, and be sure your +partner will play a better game if he does not fear your adverse +criticism. Do not permit yourself to take advantage of, or be deceived +by, any mannerisms of your partner or of the opponents, and let your own +manner be uniformly such that nobody can tell from it whether you are +winning or losing. + + +MEMORY + +It is not necessary to have a fine memory in order to play Bridge well; +but it _does_ require the ability to count thirteen. If you know _how +many_ cards of a suit have been played, you soon will be able to tell +_what_ cards have been played. + +Begin with one suit, preferably your own, and count each card of that +suit as it is played; you will be surprised to find that you will soon +notice not only where the cards of that suit are, but just what cards +have been played. A little practice will enable you to do the same with +all of the suits. + +No matter what may be your position at the table, you may cultivate your +memory by observing carefully the cards laid down by the dummy. The +number of cards remaining in a suit at any stage of the play will assist +you in recalling how many rounds of that suit have been played, and this +will help you in recollecting what high cards were played in those +rounds. + +When you are dummy, and have nothing to do with the play, occupy your +time and attention with a determined effort to remember each card played +by your partner, the dealer. At the end of the hand see if you can +recall how many of each suit he held. With a little practice you will be +able to recall what his high cards were as well as the number in each +suit. Memory is simply a matter of observation and practice. + + +INFERENCES + +The play of each card conveys some information; and the secret of +playing Bridge well lies in being able to draw inferences rapidly and +correctly and in utilising the knowledge thus gained. If you simply +look, in a mechanical way, at the cards as they fall without inferring +what was meant by the play, you are apt to find yourself in the lead and +at a complete loss as to what to do next. + + +THE FOLLOWING ARE SUGGESTIONS FOR INFERENCES TO BE DRAWN BY THE DEALER. + +What will the make probably be if you pass? Your partner is apt to make +it the suit in which you are weakest. + +Does the opening lead show a long or a short suit? If short, be on the +alert to get the lead and exhaust trumps. If long, how many cards does +the leader hold, and what high cards does his lead show? + +Ask yourself why does the adversary discard one suit and save another? +This will aid in locating honours and in making successful finesses. + +If the left-hand adversary leads through the Ace Queen suit in dummy, he +probably does not hold the King and is tempting you to finesse. If he +refuses to lead through the Ace Queen suit he is very likely waiting for +you to up to his King. + +If the make has been doubled try to infer what trump honours are in the +doubling hand; this will enable you to judge as to the advisability of +the trump lead. + + +SUGGESTIONS FOR THE NON-DEALER + +From what combination of cards is your partner leading? Remember the +high cards that he holds. + +The lead of a King, for instance, shows you that partner has the Ace, +the Queen, or both. + +The lead of a Jack indicates the top of a suit. + +The lead of a seven, eight, or nine probably means the highest card of a +short suit. + +Don't draw rigid inferences from the dealer's play; he will endeavour to +deceive you by playing false cards. + +If it is an original make, your own and the dummy hand will help you to +infer what trumps or high cards the dealer holds. + +If the dealer seems backward in leading trump he is probably aiming to +ruff with the weak hand and a trump lead from you may prevent this. + +Endeavour to understand your partner's discards. You can then protect +the suit in which he is weak, and, if necessary, unguard honours in the +suit in which he has shown strength. + +When partner returns your lead in No-trump, notice carefully the card +that he plays. It will help you to place the suit and prevent your +leading to a possible tenace in the dealer's hand. + + +COMBINING THE HANDS OF DEALER AND DUMMY + +The following table gives the different combinations of cards and shows +how they should be played to get the best results when the dealer holds +one combination and the dummy holds the other. An "x" means one or more +small cards. + +The following combinations may be led from either hand: + + +----------------+-----------------+ + | _In One Hand._ | _In the Other._ | + +----------------+-----------------+ + | A K x | Q x x | + | A Q x | K x x | + | K Q x | J x x | + | K J x | Q x x | + | K x x | Q J x | + | Q J x | 10 x x | + | Q 10 x | J x x | + | Q x x | J 10 x | + +----------------+-----------------+ + +If forced to lead from any of the following combinations, lead from the +weaker of the two hands. In these, lead the highest card of the three +in the weak hand: + + +---------+---------+ + | _In One | _In the | + | Hand._ | Other._ | + +---------+---------+ + | x x x | K Q x | First trick, play queen. + | x x x | K J x | First trick, play jack. + | x x x | K x x | First trick, play king. + | J x x | K x x | First trick, play low. + +---------+---------+ + +In the following, lead from the weaker hand, but begin by playing the +lowest card: + + +---------+---------+ + | _In One | _In the | + | Hand._ | Other._ | + +---------+---------+ + | Q x x | A x x | First trick, play ace. + | J x x | A x x | First trick, play ace. + | Q x x | K x x | First trick, play king. + | J x x | Q x x | First trick, play queen. + +---------+---------+ + +These rules are based on the supposition that the second hand has not +played a higher card than any in the hand to which you lead. + +There is a difference of one or two tricks in all these combinations, +depending on whether you or your adversaries open the suit. Try to get +the adversaries to open such suits for you, as you do so yourself to a +disadvantage. Throw the lead into their hands and make them lead to you. + + +FINESSING + +COMBINING THE HANDS OF DEALER AND DUMMY. + +With any of the following combinations divided between the two hands, +the lead should always be from the weaker hand, in the left-hand column, +and the _highest_ card should be led, always playing the _smallest_ card +from the stronger combination. For instance, in the first one given, you +should lead the jack from J 10 x and play the small card from A K x. An +"x" means any small card, or more than one small. + + +----------------+-----------------+ + | _In One Hand._ | _In the Other._ | + +----------------+-----------------+ + | J 10 x | A K x | + | x x x | A K J | + | x x x | A Q J | + | J x x | A Q x | + | Q x x | A J x | + | Q J x | A x x | + | x x x | K J 10 | + | 10 x x | K J x | + | J x x | K 10 x | + | J x x | K x x | + | x x x | Q 10 x | + | 10 x x | Q x x | + +----------------+-----------------+ + +In the following combinations, the lead should be the best card in the +weaker hand, and the smallest card in the stronger hand should be played +to the first round, allowing the adversary to win the first trick. The +weak hand must then get into the lead again, so as to take the second +finesse, hoping both honours are not on the wrong side: + + +----------------+-----------------+ + | _In One Hand._ | _In the Other._ | + +----------------+-----------------+ + | x x x | A J 10 | + | 10 x x | A J x | + | x x x | A J x | + | J x x | A 10 x | + | J 10 x | A x x | + | x x x | A J 9 | + +----------------+-----------------+ + + +SECOND-HAND PLAYS + +Showing all of the different combinations between dealer and dummy and +their play. The second hand is the hand that is led through, it being +supposed that a small card is led. + + +------------+-------------+--------------------+ + | _2d Hand._ | _4th Hand._ | _Play._ | + +------------+-------------+--------------------+ + | A K x | J x x | K, _or_ Low | + | A K x | 10 x x | King (T) Low (N T) | + | A Q x | J x x | Low | + | A Q x | 10 x x | Low | + | A Q x | x x x | Queen | + | A J x | Q x x | Low | + | A 10 x | J x x | Low | + | A x x | Q x x | Low | + | K Q x | x x x | Queen | + | K J x | x x x | Low | + | K J | x x x | Jack (T) K (N T) | + | K J | A x x | Jack | + | K J x | 10 x x | Low | + | K 10 x | J x x | Low | + | K x x | Q x | Low | + | K x | x x | Low (T) K (N T) | + | K x | J x x | Low | + | K x | Q x x | Low (T) K (N T) | + | K x | Q 10 x | Low | + | K x | A 10 x | Low | + | K x | A J x | Low | + | Q J x | x x x | Jack | + | Q J x | A x x | Jack | + | Q 10 x | A x x | Low | + | Q x x | K x x | Low | + | Q x x | x x x | Low | + | Q x | A x x | Queen | + | Q x | A 10 x | Low | + | Q x | A J x | Low | + | Q x | K x x | Low (T) Q (N T) | + | Q x | J x x | Low | + | Q x | x x x | Queen | + | J 10 x | A K x | Ten | + | J 10 x | A x x | Ten | + | J 10 x | K x x | Ten | + | J x | K 10 x | Low | + | J x | K x x | Jack | + | J x | Q x x | Low | + | J x | A K x | Jack | + | J x | A Q x | Low | + | 10 x | A K x | Ten | + | 10 x | A Q x | Ten | + | 10 x | A J x | Low | + +------------+-------------+--------------------+ + +(T) means with a declared trump. + +(N T) means with no trumps. + +[Illustration: ILLUSTRATIVE HANDS] + + +NOTES ON ILLUSTRATIVE HAND NO. 1 + +TRICK 1.--The dealer refuses to give up the A of spades, as he wishes to +exhaust the spades in one hand before he attempts to clear his club +suit. + +TRICK 4.--B, hoping to take the last club from the dealer's hand, +refuses to part with the A of clubs. + +TRICK 6.--B tries to put his partner in the lead so that he may make the +spades. + + +ILLUSTRATIVE HAND NO. 1 + +_Keeping the Command of the Adversaries' Suit._ + +The score is love-all, rubber game. The dealer, Z, makes it no-trump. A +leads for the first trick. The underlined card wins the trick and the +card under it is the one led for the next trick. + + [S] 9 + [C] K Q J 5 4 2 + [D] Q 6 5 + [H] 7 6 3 + +---------+ + [S] K Q J 8 6 2 | Y | [S] 10 7 5 + [C] 9 8 | | [C] A 7 + [D] 9 4 |A B| [D] J 10 8 7 + [H] 10 8 2 | | [H] A J 9 5 + | Z | + +---------+ + [S] A 4 3 + [C] 10 6 3 + [D] A K 3 2 + [H] K Q 4 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + +-------+---------------+---------------+---------------+---------------+ + | 1 | <f>K[S]</f>| 9[S] | 5[S] | 3[S] | + | 2 | <f>Q[S]</f>| [H]3 | 7[S] | 4[S] | + | 3 | 2[S] | [H]6 | 10[S] | <f>A[S]</f>| + | 4 | [C]8 | [C]2 | [C]7 | <f>[C]10</f> | + | 5 | [C]9 | [C]J | <f>[C]A</f> | [C]6 | + | 6 | [H]2 | [H]7 | [H]5 | <f>[H]K</f> | + | 7 | 6[S] | <f>[C]4</f> | [H]9 | [C]3 | + | 8 | 8[S] | <f>[C]5</f> | [H]J | [H]4 | + | 9 | J[S] | <f>[C]Q</f> | 7[D] | [H]Q | + | 10 | 4[D] | <f>[C]K</f> | 8[D] | 2[D] | + | 11 | 9[D] | <f>Q[D]</f>| 10[D] | 3[D] | + | 12 | [H]8 | 6[D] | J[D] | <f>K[D]</f>| + | 13 | [H]10 | 5[D] | [H]A | <f>A[D]</f>| + +-------+---------------+---------------+---------------+---------------+ + +The dealer wins ten tricks. + + +NOTES ON ILLUSTRATIVE HAND NO. 2 + +TRICK 1.--A leads from his longest suit. + +TRICK 2.--B returns his partner's lead with his highest card, which the +dealer refuses to take, as he wishes to wait until B has no more of the +suit. + +TRICK 3.--A again leads a diamond, as he has the K of spades for +re-entry and wishes to establish the diamond suit. + +TRICK 4.--The dealer plays for the clubs, his longest suit, and takes +the first trick, as he holds J and 10 and can clear the suit in one more +lead. + +TRICK 6.--B, having no diamonds, opens his heart suit, hoping to put his +partner in the lead. The dealer applying the "Rule of Eleven," and +finding that he holds the four cards above the seven, passes so as to +take the lead in the dummy hand. + +TRICK 7.--Leading through. + +TRICKS 8 AND 9.--Making the clubs and putting the dummy hand in the lead +so as to come through the K and J of hearts. + + +ILLUSTRATIVE HAND NO. 2 + +_Playing for the Longest Suit in the Two Hands._ + +The score is love-all, rubber game. The dealer, Z, makes it no-trump and +A leads for the first trick. + + [S] 8 6 4 + [C] 7 6 5 2 + [D] A 6 3 + [H] 9 5 4 + +---------+ + [S] K J 10 2 | Y | [S] Q 7 5 + [C] 9 8 | | [C] K Q 3 + [D] Q J 7 5 4 |A B| [D] K 8 2 + [H] 6 3 | | [H] K J 8 7 + | Z | + +---------+ + [S] A 9 3 + [C] A J 10 4 + [D] 10 9 + [H] A Q 10 2 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + +-------+---------------+---------------+---------------+---------------+ + | 1 | 5[D] | 3[D] | <f>K[D]</f>| 9[D] | + | 2 | <f>J[D]</f>| 6[D] | 8[D] | 10[D] | + | 3 | 4[D] | <f>A[D]</f>| 2[D] | 3[S] | + | 4 | [C]8 | [C]2 | [C]Q | <f>[C]A</f> | + | 5 | [C]9 | [C]5 | <f>[C]K</f> | [C]J | + | 6 | [H]3 | <f>[H]9</f> | [H]7 | [H]2 | + | 7 | [H]6 | [H]4 | [H]8 | <f>[H]10</f> | + | 8 | 2[S] | [C]6 | [C]3 | <f>[C]10</f> | + | 9 | 10[S] | <f>[C]7</f> | 5[S] | [C]4 | + | 10 | 7[D] | [H]5 | [H]J | <f>[H]Q</f> | + | 11 | Q[D] | 4[C] | [H]K | <f>[H]A</f> | + | 12 | J[S] | 6[S] | 7[S] | <f>A[S]</f>| + | 13 | <f>K[S]</f>| 8[S] | Q[S] | 9[S] | + +-------+---------------+---------------+---------------+---------------+ + +The dealer wins nine tricks. + + +NOTES ON ILLUSTRATIVE HAND NO. 3 + +TRICK 1.--A opens his fourth best heart, as his hand is strong, and he +wishes his partner to return that suit. + +THE DEALER.--As the longest suit in the two hands is diamonds, the +dealer takes the first trick with the A of hearts, so that he may be +able, if necessary, to put the dummy hand in the lead; also so that the +adversaries may not know the cards he holds in the heart suit. + +TRICK 2.--A refuses to part with the commanding card of the diamond +suit. + +TRICK 3.--The dealer takes the lead in the dummy hand in order to +establish his diamond suit. + +TRICK 4.--As the dealer has now no diamonds, it is useless to hold up +any longer. + +TRICK 6.--If A leads either clubs or spades he must lose a trick; his +best play is to continue with the heart suit. + + +ILLUSTRATIVE HAND NO. 3 + +_Making a Re-entry Card for Dummy's Long Suit._ + +The score is 24 to 0 against the dealer on the rubber game. The dealer, +Z, makes it no-trump and A leads for the first trick. + + [S] A 2 + [C] J 10 + [D] Q J 9 5 4 3 2 + [H] Q 7 + +---------+ + [S] K J 4 | Y | [S] 10 9 7 5 + [C] A 4 | | [C] Q 9 6 3 + [D] A 8 6 |A B| [D] 10 7 + [H] 10 8 6 5 4 | | [H] 9 3 2 + | Z | + +---------+ + [S] Q 8 6 3 + [C] K 8 7 5 2 + [D] K + [H] A K J + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + +-------+---------------+---------------+---------------+---------------+ + | 1 | [H]5 | [H]7 | [H]9 | <f>[H]A</f> | + | 2 | 6[D] | 2[D] | 7[D] | <f>K[D]</f>| + | 3 | [H]4 | <f>[H]Q</f> | [H]2 | [H]J | + | 4 | <f>A[D]</f>| Q[D] | 10[D] | [C]2 | + | 5 | [H]6 | [C]10 | [H]3 | <f>[H]K</f> | + | 6 | 4[S] | <f>A[S]</f>| 5[S] | 3[S] | + | 7 | 8[D] | <f>J[D]</f>| [C]3 | [C]5 | + | 8 | [C]4 | <f>9[D]</f>| 7[S] | [C]7 | + | 9 | J[S] | <f>5[D]</f>| 9[S] | 6[S] | + | 10 | [H]8 | <f>4[D]</f>| 10[S] | 8[S] | + | 11 | [H]10 | <f>3[D]</f>| [C]6 | Q[S] | + | 12 | <f>[C]A</f> | [C]J | [C]Q | [C]K | + | 13 | <f>K[S]</f>| 2[S] | [C]9 | [C]8 | + +-------+---------------+---------------+---------------+---------------+ + +The dealer wins ten tricks. + + +NOTES ON ILLUSTRATIVE HAND NO. 4 + +TRICK 2.--As the adversaries must take one trick in the spade suit, the +dealer allows them to win the first trick, in order to take the third +round with the A, the A being the only re-entry card in the dummy. + +TRICK 3.--A continues with his long suit. The dealer, hoping that the A +of diamonds is in B's hand, refuses to give up the commanding card. + +TRICK 5.--The dealer, so that the suit will not be blocked, leads the K +of spades. + +TRICK 6.--The diamond discard loses a trick. + +TRICK 9.--The dealer, holding the A of clubs for re-entry, now clears +the diamond suit. + + +ILLUSTRATIVE HAND NO. 4 + +_Saving a Re-entry Card for the Dummy's Long Suit._ + +The score is love-all, rubber game. The dealer, Z, makes it no-trump, +and A leads for the first trick. + + [S] A 9 6 5 2 + [C] 9 8 7 + [D] 6 5 4 + [H] 6 5 + +---------+ + [S] J 10 | Y | [S] Q 7 4 + [C] K 10 | | [C] Q J 5 4 3 + [D] J 9 7 2 |A B| [D] A 3 + [H] K J 8 4 2 | | [H] 10 9 7 + | Z | + +---------+ + [S] K 8 3 + [C] A 6 2 + [D] K Q 10 8 + [H] A Q 3 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + +-------+---------------+---------------+---------------+---------------+ + | 1 | [H]4 | [H]5 | [H]9 | <f>[H]Q</f> | + | 2 | <f>10[S]</f>| 2[S] | 4[S] | 3[S] | + | 3 | <f>[H]J</f> | [H]6 | [H]7 | [H]3 | + | 4 | [H]2 | [C]7 | [H]10 | <f>[H]A</f> | + | 5 | J[S] | 5[S] | 7[S] | <f>K[S]</f>| + | 6 | 2[D] | <f>A[S]</f>| Q[S] | 8[S] | + | 7 | 7[D] | <f>9[S]</f>| [C]3 | [C]2 | + | 8 | 9[D] | <f>6[S]</f>| 3[D] | [C]6 | + | 9 | J[D] | 4[D] | <f>A[D]</f>| 8[D] | + | 10 | [C]10 | [C]8 | [C]4 | <f>[C]A</f> | + | 11 | [H]8 | 5[D] | [C]5 | <f>K[D]</f>| + | 12 | [H]K | 6[D] | [C]J | <f>Q[D]</f>| + | 13 | [C]K | [C]9 | [C]Q | <f>10[D]</f>| + +-------+---------------+---------------+---------------+---------------+ + +The dealer wins ten tricks. + +NOTES ON ILLUSTRATIVE HAND NO. 5 + +TRICK 1.--A opens his longest suit with the fourth best card. + +TRICK 2.--B returns his partner's lead. + +TRICK 3.--A continues with his suit in order to establish it, as he +holds the K of diamonds and the Q of clubs for re-entry. + +TRICK 4.--The dealer has the choice of three suits, the spades, clubs, +and diamonds being of equal length. If he leads a spade he takes away +the re-entry card for the dummy's club suit. If he takes the lead in the +dummy and attempts to catch the K of diamonds by leading the Q up to the +A, he gives A an opportunity of making his two hearts and of saving the +game. In order to win three by-cards and the game, he must prevent A +from getting the lead; he therefore leads the club and allows B to win +the trick. + +TRICK 5.--The dealer must play the A of diamonds; for if the clubs fall +evenly the rest of the tricks are his. + + +ILLUSTRATIVE HAND NO. 5 + +_Keeping the Hand Holding an Established Suit from Getting into the +Lead._ + +The score is 24 to 0 against the dealer, Z, who makes it no-trump. A +leads for the first trick. + + [S] Q 10 8 + [C] A K 9 8 7 2 + [D] Q 9 + [H] J 2 + +---------+ + [S] 5 4 2 | Y | [S] 9 7 6 + [C] Q 4 3 | | [C] J 10 6 + [D] K 8 |A B| [D] 5 4 3 2 + [H] K 10 5 4 3 | | [H] A 9 6 + | Z | + +---------+ + [S] A K J 3 + [C] 5 + [D] A J 10 7 6 + [H] Q 8 7 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + |-------+---------------+---------------+---------------+---------------| + | 1 | [H]4 | [H]2 | <f>[H]A</f | [H]7 | + | 2 | <f>[H]K</f> | [H]J | [H]9 | [H]8 | + | 3 | [H]3 | 8[S] | [H]6 | <f>[H]Q</f> | + | 4 | [C]3 | [C]7 | <f>[C]10</f> | [C]5 | + | 5 | 8[D] | 9[D] | 2[D] | <f>A[D]</f> | + | 6 | 2[S] | <f>Q[S]</f> | 6[S] | 3[S] | + | 7 | [C]4 | <f>[C]A</f> | [C]6 | 6[D] | + | 8 | [C]Q | <f>[C]K</f> | [C]J | 7[D] | + | 9 | 4[S] | <f>[C]9</f> | 7[S] | 10[D] | + | 10 | 5[S] | <f>[C]8</f> | 9[S] | J[D] | + | 11 | [H]5 | <f>[C]2</f> | 3[D] | J[S] | + | 12 | [H]10 | 10[S] | 4[D] | <f>K[S]</f> | + | 13 | K[D] | Q[D] | 5[D] | <f>A[S]</f> | + +-------+---------------+---------------+---------------+---------------+ + +The dealer wins ten tricks. + + +NOTES ON ILLUSTRATIVE HAND NO. 6 + +TRICK 1.--A leads from his only four-card suit. The dealer plays the ace +second in hand in order to trump his losing diamond. + +TRICK 2.--The dealer false-cards so that the adversaries will not know +that he holds the queen. + +TRICK 3.--As A led the deuce of diamonds, showing but four cards in the +suit, the dealer knows that B has one more diamond. He therefore, before +leading trumps, allows dummy to trump a losing card. + +TRICKS 4, 5, AND 6.--The dealer now proceeds to lead trumps, and, as he +has no strength in clubs in his own hand, he throws away clubs from the +dummy hand. + +TRICK 7.--Holding but six spades in the two hands, the dealer tries to +force discards of spades. + +TRICK 8.--Forcing another discard with the best diamond. + +TRICKS 9, 10, AND 11.--The spades fall, leaving dummy with the best +spade and the ace of clubs as re-entry. + +ILLUSTRATIVE HAND NO. 6 + +_Allowing the Weaker of the Two Hands to "Ruff" before Leading Trumps._ + +The score is love-all. The dealer, Z, makes it hearts, having four +honours in one hand. A leads to the first trick. + + [S] A 6 4 3 + [C] A J 9 4 3 + [D] A 4 + [H] 9 5 + +---------+ + [S] Q 10 5 | Y | [S] 9 8 7 2 + [C] 8 7 6 | | [C] K Q 10 + [D] J 9 7 2 |A B| [D] 10 8 6 + [H] 7 6 4 | | [H] 10 3 2 + | Z | + +---------+ + [S] K J + [C] 5 2 + [D] K Q 5 3 + [H] A K Q J 8 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + |-------+---------------+---------------+---------------+---------------| + | 1 | 2[D] | <f>A[D]</f> | 6[D] | 3[D] | + | 2 | 7[D] | 4[D] | 8[D] | <f>K[D]</f> | + | 3 | 9[D] | <f>[H]5</f> | 10[D] | 5[D] | + | 4 | [H]4 | [H]9 | [H]2 |<f>[H]A</f> | + | 5 | [H]6 | [C]3 | [H]3 |<f>[H]K</f> | + | 6 | [H]7 | [C]4 | [H]10 |<f>[H]Q</f> | + | 7 | [C]6 | [C]9 | [C]10 |<f>[H]J</f> | + | 8 | J[D] | [C]J | 2[S] | <f>Q[D]</f> | + | 9 | 5[S] | 3[S] | 7[S] | <f>K[S]</f> | + | 10 | Q[S] | <f>A[S]</f> | 8[S] | J[S] | + | 11 | 10[S] | 4[S] | 9[S] |<f>[H]8</f> | + | 12 | [C]7 | <f>[C]A</f> | [C]Q | [C]2 | + | 13 | [C]8 | <f>6[S]</f> | [C]K | [C]5 | + +-------+---------------+---------------+---------------+---------------+ + +The dealer makes a grand slam. + +NOTES ON ILLUSTRATIVE HAND NO. 7 + +TRICK 1.--The scheme which the dealer must adopt for the play of the two +hands is to exhaust trumps and to establish the club suit. Holding the +A, Q, and J of diamonds, in order to catch the K, the lead must come +from the dummy; and so that he may lead up to his tenace in trumps, the +dealer trumps the Q of hearts. + +TRICK 2.--As the finesse succeeds the dealer must place the lead in +dummy so that he may again lead through the K of diamonds. + +TRICK 3.--The dealer holds too many clubs, so must use the A of spades +to get the lead in dummy, even though it clears the spade suit for the +adversaries. + +TRICKS 4 AND 5.--The trumps fall evenly, leaving the dealer with the +last trump. + +TRICK 6.--The K of clubs, being guarded, must make. + +ILLUSTRATIVE HAND NO. 7 + +_Trumping Your Own Trick to get the Lead into the Right Hand._ + +The score is 18 to 0 in favour of the dealer, Z, who has a game in and +makes it diamonds, having four honours. + + [S] A 8 7 6 5 + [C] A Q 10 5 4 + [D] 8 7 6 + [H] None + +---------+ + [S] K J 9 3 | Y | [S] Q 10 4 + [C] None | | [C] K 7 + [D] 5 4 3 |A B| [D] K 9 2 + [H] K J 10 8 4 2 | | [H] 9 7 6 5 3 + | Z | + +---------+ + [S] 2 + [C] J 9 8 6 3 2 + [D] A Q J 10 + [H] A Q + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + |-------+---------------+---------------+---------------+---------------| + | 1 | [H]10 | <f>6[D]</f> | [H]3 | [H]Q | + | 2 | 3[D] | 7[D] | 2[D] | <f>Q[D]</f> | + | 3 | 3[S] | <f>A[S]</f> | 4[S] | 2[S] | + | 4 | 4[D] | 8[D] | 9[D] | <f>J[D]</f> | + | 5 | 5[D] | 5[S] | K[D] | <f>A[D]</f> | + | 6 | [H]2 | [C]10 |<f>[C]K</f> | [C]2 | + | 7 | [H]4 | 6[S] | [H]5 |<f>[H]A</f> | + | 8 | [H]8 |<f>[C]Q</f> | [C]7 | [C]3 | + | 9 | [H]J |<f>[C]A</f> | [H]6 | [C]6 | + | 10 | [H]K | [C]5 | [H]7 |<f>[C]8</f> | + | 11 | 9[S] | [C]4 | [H]9 |<f>[C]9</f> | + | 12 | J[S] | 7[S] | 10[S] |<f>[C]J</f> | + | 13 | K[S] | 8[S] | Q[S] |<f>10[D]</f> | + +-------+---------------+---------------+---------------+---------------+ + +The dealer makes a little slam. + +NOTES ON ILLUSTRATIVE HAND NO. 8 + +TRICK 1.--By playing the king of spades second in hand, the dealer hopes +to win two tricks in that suit. + +TRICK 2.--As the adversaries must make one trick in the club suit, Z +tries to place the lead in A's hand so that the queen of spades may be +led up to. + +The eight of clubs is a clever play. If the king were led, A would know +positively that Z held the ace. + +TRICK 3.--The leader has but little information to guide him in his next +play. He does not dare to lead the hearts, as it may establish that suit +against him; the lead of the queen of clubs is tempting; but judging +from the development of the hand the ace of spades is probably his best +play. + +ILLUSTRATIVE HAND NO. 8 + +_Throwing the Lead and Refusing to take First Trick in Long Suit._ + +The score is 22 to 0 against the dealer, Z, who makes it no-trump. A +leads for the first trick. + + [S] K 7 + [C] K 8 + [D] Q 10 7 3 + [H] Q 10 5 4 3 + +---------+ + [S] A J 6 4 3 | Y | [S] 10 8 2 + [C] Q 10 | | [C] J 4 2 + [D] 8 6 4 2 |A B| [D] 9 5 + [H] 8 7 | | [H] A K J 9 2 + | Z | + +---------+ + [S] Q 9 5 + [C] A 9 7 6 5 3 + [D] A K J + [H] 6 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + |-------+---------------+---------------+---------------+---------------| + | 1 | 4[S] | <f>K[S]</f> | 2[S] | 5[S] | + | 2 | <f>[C]10</f> | [C]8 | [C]2 | [C]3 | + | 3 | <f>A[S]</f> | 7[S] | 8[S] | 9[S] | + | 4 | 3[S] | [H]3 | 10[S] | <f>Q[S]</f> | + | 5 | [C]Q |<f>[C]K</f> | [C]4 | [C]5 | + | 6 | 2[D] | 3[D] | 5[D] | <f>A[D]</f> | + | 7 | 6[S] | [H]4 | [C]J |<f>[C]A</f> | + | 8 | J[S] | [H]5 | [H]2 |<f>[C]9</f> | + | 9 | 4[D] | [H]10 | [H]9 |<f>[C]7</f> | + | 10 | 6[D] | [H]Q | [H]J |<f>[C]6</f> | + | 11 | 8[D] | 7[D] | 9[D] | <f>K[D]</f> | + | 12 | [H]7 | <f>Q[D]</f> | [H]K | J[D] | + | 13 | [H]8 | f>10[D]</f> | [H]A | [H]6 | + +-------+---------------+---------------+---------------+---------------+ + +The dealer wins eleven tricks. + +NOTES ON ILLUSTRATIVE HAND NO. 9 + +TRICK 1.--The correct second in hand play of this combination is the +queen, hoping to win two tricks in the suit. Z, in order to win three +by-cards and the rubber, must take a finesse in spades; and so not only +refuses to play the queen second in hand, but will not take the trick +fourth in hand. His object is to wait until B's last heart has been +played. + +TRICK 2.--If B starts the diamond suit, the dealer cannot make more than +the odd trick; but the situation looks as if A holds both ace and king +of hearts. + +TRICK 3.--A, having a possible re-entry card, must establish his suit. + +TRICK 4.--Z leads the club suit in order to force discards, and arranges +the lead so that his tenace in spades may be led up to. + +TRICK 9.--Z cannot afford to let A get the lead. + +ILLUSTRATIVE HAND NO. 9 + +_Refusing to Win Either the First or the Second Round of the +Adversaries' Suit._ + +It is the rubber game. Score 24 to 0 against the dealer. Z, the dealer, +makes it no-trump, and A leads for the first trick. + + [S] A Q 8 7 3 + [C] K J 8 5 + [D] J 9 + [H] Q 5 + +---------+ + [S] 6 4 | Y | [S] K 9 5 + [C] 7 3 | | [C] 9 6 4 + [D] K 10 5 |A B| [D] Q 8 6 4 2 + [H] A J 9 7 4 3 | | [H] 10 8 + | Z | + +---------+ + [S] J 10 2 + [C] A Q 10 2 + [D] A 7 3 + [H] K 6 2 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + |-------+---------------+---------------+---------------+---------------| + | 1 | [H]7 | [H]5 |<f>[H]10</f> | [H]2 | + | 2 |<f>[H]A</f> | [H]Q | [H]8 | [H]6 | + | 3 | [H]3 | [C]5 | 2[D] |<f>[H]K</f> | + | 4 | [C]3 |<f>[C]K</f> | [C]4 | [C]2 | + | 5 | [C]7 |<f>[C]J</f> | [C]6 | [C]10 | + | 6 | 4[S] | [C]8 | [C]9 |<f>[C]Q</f> | + | 7 | 5[D] | 9[D] | 5[S] |<f>[C]A</f> | + | 8 | 6[S] | 3[S] | <f>K[S]</f> | J[S] | + | 9 | 10[D] | J[D] | 4[D] |<f>A[D]</f> | + | 10 | [H]4 | 7[S] | 9[S] |<f>10[S]</f> | + | 11 | [H]9 | <f>A[S]</f> | 6[D] | 2[S] | + | 12 | [H]J | <f>Q[S]</f> | 8[D] | 3[D] | + | 13 | K[D] | <f>8[S]</f> | Q[D] | 7[D] | + +-------+---------------+---------------+---------------+---------------+ + +The dealer wins ten tricks. + + +NOTES ON ILLUSTRATIVE HAND NO. 10 + +TRICK 1.--As A may have both king and queen of diamonds, Z passes the +first trick, hoping to win with his ten. + +TRICK 2.--Many players would lead the club suit because of dummy's +weakness; but in the original play of this hand B led the queen of +hearts. + +TRICK 3.--Z starts the spade suit and finds the queen is guarded in A's +hand. + +TRICK 4.--In order to prevent the queen of spades from winning, Z must +get the lead in his own hand. If he takes the finesse in clubs and it +loses, the adversaries must make the entire heart suit. The finesse can +win only _one_ trick, and it might lose five or six tricks. + +TRICK 5--To catch the queen of spades is now easy. + +TRICK 7--- A clever play to get the lead and to play through the king of +diamonds. + + +ILLUSTRATIVE HAND NO. 10 + +_Leading Through._ + +The score is love-all. The dealer, Z, passes the make. Y declares +no-trump. A leads for the first trick. + + [S] A K J 10 5 2 + [C] 2 + [D] A J 9 4 3 + [H] A + +---------+ + [S] Q 8 3 | Y | [S] NONE + [C] K 8 4 | | [C] J 10 9 7 6 5 + [D] K 8 6 2 |A B| [D] Q + [H] K 5 4 | | [H] Q J 10 9 8 7 + | Z | + +---------+ + [S] 9 7 6 4 + [C] A Q 3 + [D] 10 7 5 + [H] 6 3 2 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + +-------+---------------+---------------+---------------+---------------+ + | 1 | 2[D] | 3[D] | <f>Q[D]</f>| 5[D] | + | 2 | [H]4 | <f>[H]A</f> | [H]Q | [H]2 | + | 3 | 3[S] | <f>K[S]</f>| [C]5 | 4[S] | + | 4 | [C]4 | [C]2 | [C]9 | <f>[C]A</f> | + | 5 | 8[S] | <f>10[S]</f>| [C]6 | 6[S] | + | 6 | Q[S] | <f>A[S]</f>| [H]7 | 7[S] | + | 7 | [H]K | 2[S] | [C]7 | <f>9[S]</f>| + | 8 | 6[D] | 4[D] | [H]8 | <f>10[D]</f>| + | 9 | 8[D] | <f>9[D]</f>| [C]10 | 7[D] | + | 10 | K[D] | <f>A[D]</f>| [H]9 | [H]3 | + | 11 | [C]8 | <f>J[D]</f>| [C]J | [H]6 | + | 12 | [H]5 | <f>J[S]</f>| [H]10 | [C]3 | + | 13 | [C]K | <f>5[S]</f>| [H]J | [C]Q | + +-------+---------------+---------------+---------------+---------------+ + +The dealer makes a little slam. + + +NOTES ON ILLUSTRATIVE HAND NO. 11 + +TRICK 1.--A leads from his long suit, and Z wins the trick with the +singleton ace. + +TRICK 2.--The dealer, having eight clubs and eight spades in the two +hands, has now a choice of suits. The king of spades _must_ make against +him while he has a finesse in the club suit. If he leads the clubs first +he is compelled to guess in which hand to take the finesse; he therefore +leads the spade, hoping by establishing that suit to force discards and +find out where the two queens are. + +TRICK 3.--B might make it more difficult for A by not playing the king +of spades. + +TRICKS 5, 6, 7, AND 8.--A's two discards of clubs show that the queen is +not in his hand, while B's heart discard indicates that he does not hold +the queen of hearts. The queen of hearts is also marked in A's hand by +the fact that he is discarding his winning diamonds and protecting +hearts. + + +ILLUSTRATIVE HAND NO. 11 + +_Choice of Suits.--Watching the Adversaries' Discards._ + +The score is love-all. The dealer, Z, makes it no-trump, and A leads for +the first trick. + + [S] A 9 7 5 + [C] K J 3 2 + [D] K 8 + [H] K 10 7 + +---------+ + [S] J 3 | Y | [S] K 6 4 + [C] 6 5 | | [C] Q 9 7 + [D] Q 9 7 6 5 4 |A B| [D] J 10 3 2 + [H] Q 9 3 | | [H] 6 5 4 + | Z | + +---------+ + [S] Q 10 8 2 + [C] A 10 8 4 + [D] A + [H] A J 8 2 + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + +-------+---------------+---------------+---------------+---------------+ + | 1 | 6[D] | 8[D] | 10[D] | <f>A[D]</f>| + | 2 | 3[S] | <f>A[S]</f>| 4[S] | 2[S] | + | 3 | J[S] | 5[S] | <f>K[S]</f>| 8[S] | + | 4 | 4[D] | <f>K[D]</f>| J[D] | [C]4 | + | 5 | [C]5 | 7[S] | 6[S] | <f>Q[S]</f>| + | 6 | [C]6 | 9[S] | [H]4 | <f>10[S]</f>| + | 7 | 5[D] | <f>[C]K</f> | [C]7 | [C]8 | + | 8 | 7[D] | [C]2 | [C]9 | <f>[C]10</f> | + | 9 | 9[D] | [C]3 | [C]Q | <f>[C]A</f> | + | 10 | [H]3 | <f>[H]10</f> | [H]5 | [H]2 | + | 11 | Q[D] | <f>[C]J</f> | 2[D] | [H]8 | + | 12 | [H]9 | <f>[H]K</f> | [H]6 | [H]J | + | 13 | [H]Q | [H]7 | 3[D] | <f>[H]A</f> | + +-------+---------------+---------------+---------------+---------------+ + +The dealer makes a little slam. + + +NOTES ON ILLUSTRATIVE HAND NO. 12 + +TRICKS 1 AND 2.--A leads high, hoping in three leads to drop all the +diamonds. + +TRICK 3.--B discards a spade, plainly indicating the suit he wishes A to +lead. + +If the discard of a heart is made, indicating weakness, A is compelled +to choose between the clubs and spades, and as he cannot afford to lead +from the king of spades once protected will undoubtedly lead the jack of +clubs. + +The discard from weakness in this hand, should A guess the wrong suit, +may lose six or seven tricks. + + +ILLUSTRATIVE HAND NO. 12 + +_The Discard of Strength versus Weakness._ + +The score is 24 to 0 against the dealer on the rubber game. The dealer, +Z, makes it no-trump, and A leads for the first trick. + + [S] 9 8 7 6 + [C] 8 3 2 + [D] 9 6 2 + [H] 10 5 2 + +---------+ + [S] K 10 | Y | [S] A Q J 5 4 3 2 + [C] J 10 5 | | [C] None + [D] A K Q 4 |A B| [D] 7 5 + [H] 7 6 4 3 | | [H] K J 9 8 + | Z | + +---------+ + [S] None + [C] A K Q 9 7 6 4 + [D] J 10 8 3 + [H] A Q + + +-------+---------------+---------------+---------------+---------------+ + | TRICK | A | Y | B | Z | + +-------+---------------+---------------+---------------+---------------+ + | 1 | <f>K[D]</f>| 2[D] | 5[D] | 3[D] | + | 2 | <f>Q[D]</f>| 6[D] | 7[D] | 8[D] | + | 3 | <f>A[D]</f>| 9[D] | 2[S] | 10[D] | + | 4 | <f>K[S]</f>| 8[S] | 3[S] | [H]Q | + | 5 | 10[S] | 7[S] | <f>A[S]</f>| [C]4 | + | 6 | 4[D] | 8[S] | <f>Q[S]</f>| [C]6 | + | 7 | [H]3 | 9[S] | <f>J[S]</f>| [C]7 | + | 8 | [H]4 | [C]2 | <f>5[S]</f>| [C]9 | + | 9 | [H]6 | [C]3 | <f>4[S]</f>| [C]Q | + | 10 | [H]7 | [H]2 | [H]8 | <f>[H]A</f> | + | 11 | [C]5 | [C]8 | [H]9 | <f>[C]A</f> | + | 12 | [C]10 | [H]5 | [H]J | <f>[C]K</f> | + | 13 | [C]J | [H]10 | [H]K | <f>J[D]</f>| + +-------+---------------+---------------+---------------+---------------+ + +The dealer loses three by-cards and the rubber. + + +BRIDGE FOR THREE PLAYERS + +When the game is played by three persons the cards are cut to decide +which shall have the dummy; the one cutting the lowest card has the deal +and a permanent dummy during the game or the rubber, as the case may be. +It is then customary for each player to have dummy in turn, during one +game or rubber. + +In playing rubbers, 100 points are added to the score of the winning +side. + +In playing games, 50 points are added to score of the winning side. + +If the make is passed to dummy, four aces or three aces constitute a +compulsory "no-trump" declaration; otherwise, dummy must declare the +longest suit. + +When there are two suits of equal length, dummy must select the suit +which counts most by spots, the ace counting eleven and the other +honours ten each. If the suits are still equal, dummy declares the one +having the higher trick valuation. + +Only one adversary, the leader, can double. + +If the dealer has seen the two hands, he is not allowed to re-double. + +The dummy hand is not exposed until the doubling has been settled and a +card led. + +When the dummy is the leader, his partner must look at dummy hand and +lead from it before seeing his own cards; and dummy alone has the right +to double. + + +DUPLICATE BRIDGE + +Bridge, when first introduced, was played almost entirely for a stake; +but, in the last few years, many players have taken up the game--_per +se_--on account of its interesting possibilities and the intellectual +pleasure it gives. Duplicate and Progressive Bridge have, therefore, +become very popular. + +The object of Duplicate Bridge is to eliminate, as nearly as is +possible, the element of luck, and to make the game not so much a +question of holding good cards as a comparative test of skill between +players. A perfect test cannot be made by a single trial, as an unusual +distribution of the cards might defeat two strong players, but in a +series of duplicate games, good makes and good plays will undoubtedly +mark the better Bridge players. + +As Duplicate Bridge is played for points, not games or rubbers, the +honour score requires as much attention as the trick score. + +Remember that holding three red honours you can stand the loss of two +odd tricks (unless the mate is doubled) without losing on the deal, and +that there is almost an even chance that your partner will hold another +honour. + +It you make it red with but one honour, your adversaries will probably +secure the honour score. + +If you declare "no-trump" with but one ace the honours will probably be +even; but you may find three aces against you. + +Remember that four honours in clubs count as much as the average deal is +worth. + + +PROGRESSIVE BRIDGE + +Progressive Bridge may be played in much the same manner as Progressive +Euchre. While to win at this game is very largely a matter of holding +good cards, it forms an interesting social amusement; and, to players +who are unaccustomed to the arrangement of the cards in Duplicate +Bridge, is much less confusing. + +In Progressive Bridge the players are usually numbered, 1, 2, 3, 4 +playing at Table 1, and 5, 6, 7, 8 at Table 2, etc. + +At each table the cards are cut in the usual manner for partners and for +the deal; and a stated number of hands played for points, tricks and +honours included, without regard to games or rubbers. + +After playing the number of deals decided upon, the winning pair move +to the next table, where the cards are again cut for partners, and for +the deal. + +An individual score is kept of the points lost and won during the entire +game; the points lost being deducted from those won, and the player +making the best net score being declared the winner. + + + + +THE LAWS OF BRIDGE + +REVISED, 1905 + +_The laws of Bridge published in this edition have been prepared by the +author, who has used as a foundation the codes accepted by the principal +clubs of the world. The author does not favour the exaction of a penalty +for the dealer's lead out of turn. The American opinion on this point is +divided, but the English practice is to exact no penalty. Otherwise the +various club codes show but minor differences._ + + +THE RUBBER + +1. The partners first winning two games win the rubber. If the first two +games be won by the same partners, the third game is not played. + + +SCORING + +2. A game consists of thirty points obtained by tricks alone, exclusive +of any points counted for honours, chicane or slam. + +3. Every hand is played out, and any points in excess of thirty points +necessary for the game are counted. + +4. Each trick above six counts two points when spades are trumps, four +points when clubs are trumps, six points when diamonds are trumps, +eight points when hearts are trumps, and twelve points when there are no +trumps. + +5. Honours are ace, king, queen, knave and ten of the trump suit; or the +aces when no trump is declared. + +6. Honours are credited to the original holders and are valued as +follows: + + +------------------------------------+-----+-----+-----+-----+--------+ + | Declaration. | [S] | [C] | [D] | [H] | No | + | | | | | | Trumps | + +------------------------------------+-----+-----+-----+-----+--------+ + | Each Trick above Six | 2 | 4 | 6 | 8 | 12 | + | { 3 Honours | 4 | 8 | 12 | 16 | 30 | + | { 4 " | 8 | 16 | 24 | 32 | 40 | + |HONOURS { 4 " (All in one hand)| 16 | 32 | 48 | 64 | 100 | + | { 5 " | 10 | 20 | 30 | 40 | -- | + | { 5 " (4 in one hand) | 18 | 36 | 64 | 72 | -- | + | { 5 " (All in one hand)| 20 | 40 | 60 | 80 | -- | + | Chicane | 4 | 8 | 12 | 16 | -- | + +------------------------------------+-----+-----+-----+-----+--------+ + | Rubber 100, Grand Slam 40, Little Slam 20. | + +---------------------------------------------------------------------+ + +7. If a player and his partner make thirteen tricks, independently of +any tricks gained by the revoke penalty, they score Grand Slam and add +forty points to their honour count. + +8. Little slam is twelve tricks similarly scored, and adds twenty points +to the honour count. + +9. Chicane (one hand void of trumps) is equal in value to three +honours, _i.e._, if partner of player having chicane scores honours he +adds the value of three honours to his honour score, while, if the +adversaries score honours, it deducts an equal value from their honour +score. Double Chicane (a player and his partner both void of trumps) is +equal in value to four honours, and the value thereof may be deducted +from the total honour score of the adversaries. + +10. The value of honours, slam, little slam, or chicane, is in nowise +affected by doubling or redoubling. + +11. At the conclusion of a rubber the scores for tricks, honours, +Chicane, and Slam, obtained by each side are added, and one hundred +points are added to the score of the winners of the rubber. The +difference between the completed scores is the number of points won or +lost by the winners of the rubber. + +12. If an erroneous score affecting tricks be proven, such mistake must +be corrected prior to the conclusion of the game in which it has +occurred, and such game shall not be considered as concluded until the +following deal has been completed and the trump declared, unless it be +that the game is the last one of the rubber,--then the score is subject +to inquiry until an agreement between the sides (as to the value of the +rubber) shall have been reached. + +13. If an erroneous score affecting honours, chicane or slam be proven, +such mistake may be corrected at any time before the score of the rubber +has been made up and agreed upon. + + +CUTTING + +14. The ace is the lowest card. + +15. In all cases every player must cut from the same pack. + +16. Should a player expose more than one card, he must cut again. + + +FORMING TABLES + +17. The prior right of playing is with those first in the room. If there +are more than four candidates for seats at a table, the privilege of +playing is decided by cutting. The four who cut the lowest cards play +first. + +18. After the table is formed, the players cut to decide on partners; +the two lowest play against the two highest. The lowest is the dealer, +who has choice of cards and seats, and who, having once made his +selection, must abide by it. + +19. Should the two players who cut lowest, secure cards of equal value, +they shall re-cut to determine which of the two shall deal, and the +lower on the re-cut deals. + +20. Should three players cut cards of equal value, they cut again; if +the fourth card be the highest, the two lowest of the new cut are +partners and the lower of the two the dealer; if, however, the fourth +card be the lowest, the two highest on the re-cut are partners and the +original lowest the dealer. + +21. Six players constitute a full table, and no player shall have a +right to cut into a game which is complete. + +22. When there are more than six candidates, the right to succeed any +player who may retire is acquired by announcing the desire to do so, and +such announcement shall constitute a prior right to the first vacancy. + + +CUTTING OUT + +23. If at the end of a rubber, should admission be claimed by one or two +candidates, the player or players having played a greater number of +consecutive rubbers shall withdraw; but when all have played the same +number, they must cut to decide upon the outgoers; the highest are out. + + +RIGHTS OF ENTRY + +24. A candidate desiring to enter a table must declare such wish before +any player at the table cuts a card, either for the purpose of beginning +a new rubber or of cutting out. + +25. In the formation of new tables, those candidates who have neither +belonged to nor played at any other table have the prior right of entry. +Those who have already played decide their right of admission by +cutting. + +26. A player who cuts into one table while belonging to another, shall +forfeit his prior right of re-entry into the latter, unless by doing so +he enables three candidates to form a fresh table. In this event he may +signify his intention of returning to his original table, and his place +at the new one can be filled. + +27. Should any player quit the table during the progress of a rubber, he +may, with the consent of the other three players, appoint a substitute +during his absence; but such appointment shall become void with the +conclusion of the rubber, and shall not in any way affect the +substitute's rights. + +28. If anyone break up a table, the remaining players have a prior right +to play at other tables. + + +SHUFFLING + +29. The pack must neither be shuffled below the table nor so the face of +any card be seen. + +30. The dealer's partner must collect the cards for the ensuing deal and +he has the first right to shuffle the cards. Each player has the right +to shuffle subsequently. The dealer has the right to shuffle last, but +should a card or cards be seen during his shuffling, or whilst giving +the pack to be cut, he must re-shuffle. + +31. Each player, after shuffling, must place the cards properly +collected and face downward to the left of the player next to deal. + + +THE DEAL + +32. Each player deals in his turn; the order of dealing goes to the +left. + +33. The player on the dealer's right cuts the pack, and in dividing it +he must not leave fewer than four cards in either packet; if in cutting +or in replacing one of the two packets a card be exposed, or if there be +any confusion of the cards or a doubt as to the exact place in which +the pack was divided, there must be a fresh cut. + +34. When the player whose duty it is to cut has once separated the pack +he can neither re-shuffle nor re-cut the cards. + +35. Should the dealer shuffle the cards, after the pack is cut, the pack +must be cut again. + +36. The fifty-two cards shall be dealt face downward. The deal is not +completed until the last card has been dealt face downward. + +37. THERE IS NO MISDEAL. + + +A NEW DEAL + +38. There must be a new deal-- + +_a_ If the cards be not dealt into four packets, one at a time, and in +regular rotation, beginning at the dealer's left. + +_b_ If, during a deal, or during the play of a hand, the pack be proven +incorrect or imperfect. + +_c_ If any card be faced in the pack. + +_d_ If any player have dealt to him a greater number of cards than +thirteen. + +_e_ If the dealer deal two cards at once and then deal a third before +correcting the error. + +_f_ If the dealer omit to have the pack cut and the adversaries call +attention to the fact prior to the conclusion of the deal and before +looking at their cards. + +_g_ If the last card do not come in its regular order to the dealer. + +39. There may be a new deal-- + +_a_ If the dealer or his partner expose a card. The eldest hand may +claim a new deal. + +_b_ If either adversary expose a card. The dealer or his partner may +claim a new deal. + +_c_ If, before fifty-one cards are dealt, the dealer should look at any +card. His adversaries have the right to see it, and the eldest hand may +exact a new deal. + +_d_ If, in dealing, one of the last cards be exposed by the dealer or +his partner, and the deal is completed before there is reasonable time +for the eldest hand to decide as to a new deal. But in all other cases +such penalties must be claimed prior to the completion of the deal. + +40. The claim for a new deal by reason of a card exposed during the deal +may not be made by a player who has looked at any of his cards. If a new +deal does not take place, the card exposed during the deal cannot be +called. + +41. Should three players have their right number of cards, and should +the fourth, not being dummy, have less than thirteen and not discover +such deficiency until he has played any of his cards, the deal stands +good; should he have played, he is answerable for any revoke he may have +made as if the missing card or cards had been in his hand. The other +pack may be searched for the missing card or cards. + +42. If during the play of a deal a pack be proven incorrect or +imperfect, such proof renders only the current deal void, and does not +affect any prior score. The dealer must deal again (Law 38, _b_). + +43. Anyone dealing with the adversaries' cards must be corrected before +the play of the first card, otherwise the deal stands good. If anyone +deals when it is the turn of an adversary, such error must be corrected +before the cards are dealt for the following deal. + +44. A player can neither shuffle, cut nor deal for his partner without +the permission of his adversaries. + + +DECLARING TRUMPS + +45. The trump is declared. No card is turned. + +_a_ The dealer may either make the trump or pass the declaration to his +partner. + +_b_ If the declaration be passed to partner, he must make the trump. + +46. Should the dealer's partner make the trump without receiving +permission from the dealer, the eldest hand may demand, + + 1st. That the trump shall stand, or + + 2d. That there shall be a new deal. + +But if any declaration as to doubling, or not doubling, shall have been +made, or if a new deal be not claimed, the declaration wrongly made +shall stand. The eldest hand is the player on the left of the dealer. + +47. Should the dealer's partner pass the declaration to the dealer it +shall be the right of the eldest hand to claim a new deal or to compel +the offending player to declare the trump; provided, that no declaration +as to doubling has been made. + +48. If either of the dealer's adversaries make or pass the declaration, +the dealer may, after looking at his hand, either claim a new deal or +proceed as if no declaration had been made. + +49. A declaration once made cannot be altered. + + +DOUBLING, RE-DOUBLING, ETC. + +50. The effect of doubling, re-doubling, and so on, is that the value of +each trick above six is doubled, quadrupled, and so on. + +51. After the trump declaration has been made by the dealer or his +partner, their adversaries have the right to double. The eldest hand has +the first right. If he does not wish to double, he may ask his partner, +"May I lead?" His partner shall answer, "Yes" or "I double." + +52. If either of their adversaries elect to double, the dealer and his +partner have the right to re-double. The player who has declared the +trump shall have the first right. He may say, "I re-double" or +"Satisfied." Should he say the latter, his partner may re-double. + +53. If the dealer or his partner elect to re-double, their adversaries +shall have the right to again double. The original doubler has the first +right. + +54. If the right-hand adversary of the dealer double before his partner +has asked "May I lead?" the declarer of the trump shall have the right +to say whether or not the double shall stand. If he decide that the +double shall stand, the process of re-doubling may continue as described +in paragraphs 52, 53, 55. + +55. The process of re-doubling may be continued indefinitely.[B] The +first right to continue the re-doubling on behalf of a partnership +belongs to that player who has last redoubled. Should he, however, +express himself satisfied, the right to continue the re-doubling passes +to his partner. Should any player re-double out of turn, the adversary +who last doubled shall decide whether or not such double shall stand. If +it is decided that the re-double shall stand, the process of re-doubling +may continue as described in this and foregoing laws (52 and 53). If any +double or re-double out of turn be not accepted there shall be no +further doubling in that hand. Any consultation between partners as to +doubling or re-doubling will entitle the maker of the trump or the +eldest hand, without consultation, to a new deal. + +56. If the eldest hand lead before the doubling be completed, his +partner may re-double only with the consent of the adversary who last +doubled; but such lead shall not affect the right of either adversary to +double. + + [B] In some clubs, doubling ceases whenever the value of the + odd trick exceeds one hundred points; in other clubs the limit is placed + at two hundred points. + +57. When the question, "May I lead?" has been answered in the +affirmative or when the player who has the last right to continue the +doubling, expresses himself satisfied, the play shall begin. + +58. Should the eldest hand lead without asking permission, his partner +may double, but only if the maker of the trump consent. + +59. Should the right-hand adversary of the dealer ask permission to +lead, the eldest hand does not thereby lose his right to double. Should +the right-hand adversary of the dealer double before his partner has +asked "May I lead?" the maker of the trump shall have the right to say +whether or not the double shall stand. If he decide that the double +shall stand, the process of re-doubling may continue as described in +Laws 52, 53, 55. + +60. If the right-hand adversary of the dealer lead out of turn, the +maker of the trump may call a suit from the eldest hand, who may only +double if the maker of the trump consent. + +A declaration as to doubling or re-doubling once made cannot be altered. + + +DUMMY + +61. As soon as the eldest had has led, the dealer's partner shall place +his cards face upward on the table, and the duty of playing the cards +from that hand shall devolve upon the dealer, unassisted by his partner. + +62. Before exposing his cards, the dealer's partner has all the rights +of a player, but after his cards have been shown the dealer's partner +takes no part whatever in the play, except that he has the right-- + +_a_ To ask the dealer whether he has none of the suit in which he may +have renounced. + +_b_ To ask the dealer when called upon to play his highest or lowest +card whether he has conformed to the penalty. + +_c_ To call the dealer's attention to the fact that a trick has not been +completed. + +_d_ To correct the claim of either adversary to a penalty to which the +latter is not entitled. + +_e_ To call attention to the fact that a trick has been erroneously +taken by either side. + +_f_ To participate in the discussion of any disputed question of fact +which may arise between the dealer and either adversary. + +_g_ To correct an erroneous score. + +63. Should the dealer's partner call attention to any other incident of +the play, in consequence of which any penalty might be exacted, the fact +of his so doing precludes the dealer exacting such penalty. + +64. If the dealer's partner, by touching a card or otherwise, suggest +the play of a card from dummy, either of the adversaries may, but +without consultation, call upon the dealer to play or not to play the +card suggested. + +65. Dummy is not liable to the penalty for a revoke; and if he should +revoke and the error be not discovered until the trick is turned and +quitted, the trick stands good. + +66. A card from the dealer's hand is not played until actually quitted; +but should the dealer name or touch a card from the dummy hand, such +card is considered as played, unless the dealer in touching the card or +cards says, "I arrange," or words to that effect. + + +CARDS EXPOSED BEFORE PLAY + +67. If, after the deal has been completed and before the trump +declaration has been made, either the dealer or his partner expose a +card from his hand, the eldest hand may, without consulting with his +partner, claim a new deal. + +68. If, after the deal has been completed and before a card is led, any +player shall expose a card, his partner shall forfeit any right to +double or re-double which he otherwise would have been entitled to +exercise; and in case of a card being so exposed by the leader's +partner, the dealer may either call the card or require the leader not +to lead the suit of the exposed card. + + +CARDS EXPOSED DURING PLAY + +69. All cards exposed by the dealer's adversaries are liable to be +called, and such cards must be left face upward on the table. + +70. The following are exposed cards: + +1st. Two or more cards played at once. + +2d. Any card dropped with its face upward, or in any way exposed on or +above the table, even though snatched up so quickly that no one can name +it. + +3d. Every card so held by a player that his partner can see any portion +of its face. + +71. A card dropped on the floor or elsewhere below the table is not an +exposed card. + +72. If two or more cards be played at once, by either of the dealer's +adversaries, the dealer shall have the right to call which one be +pleases to the current trick, and the other card or cards shall remain +face upward on the table and may be called at any time. + +73. If, without waiting for his partner to play, either of the dealer's +adversaries should play on the table the best card or lead one which is +a winning card, as against the dealer and dummy, or should continue +(without waiting for his partner to play) to lead several such cards, +the dealer may demand that the partner of the player in fault, win, if +he can, the first, or any other of these tricks, and the other cards +thus improperly played are exposed cards. + +74. If either or both of the dealer's adversaries throw his or their +cards on the table face upward, such cards are exposed and are liable to +be called; but if either adversary retain his hand he cannot be forced +to abandon it. If, however, the dealer should say, "I have the rest," or +any other words indicating that the remaining tricks are his, the +adversaries of the dealer are not liable to have any of their cards +called should they expose them, believing the dealer's claim to be true, +should it subsequently prove false. + +75. If a player who has rendered himself liable to have the highest or +lowest of a suit called (Laws 82, 91, 92 and 100), fail to play as +directed, or if, when called on to lead one suit, lead another, having +in his hand one or more cards of the suit demanded (Law 76), or if +called upon to win or lose a trick, fail to do so when he can (Laws 73, +82 and 100), he is liable to the penalty for revoke, unless such play be +corrected before the trick is turned and quitted. + + +LEADS OUT OF TURN + +76. If either of the dealer's adversaries lead out of turn, the dealer +may call the card erroneously led, or may call a suit when it is the +turn of either adversary to lead. + +77. If the dealer lead out of turn, either from his own hand or dummy, +he incurs no penalty; but he may not rectify the error after the second +hand has played. + +78. If any player lead out of turn and the other three follow him, the +trick is complete and the error cannot be rectified; but if only the +second, or second and third play to the false lead, their cards may be +taken back; there is no penalty against anyone except the original +offender, who, if he be one of the dealer's adversaries, may be +penalised as provided in Laws 60 and 76. + +79. In no case can a player he compelled to play a card which would +oblige him to revoke. + +80. The call of an exposed card may be repeated at every trick until +such card has been played. + +81. If a player called on to lead a suit have none of it, the penalty is +paid. + + +CARDS PLAYED IN ERROR + +82. Should the third hand not have played and the fourth play before his +partner, the latter (not being dummy or dealer) may be called upon to +play his highest or lowest card of the suit played, or to win or lose +the trick. + +83. If anyone, not being dummy, omit playing to a former trick and such +error be not corrected until he has played to the next, the adversaries +may claim a new deal; should they decide that the deal stands good, the +surplus card at the end of the hand is considered to have been played to +the imperfect trick, but does not constitute a revoke therein. + +84. If anyone (except dummy) play two cards to the same trick, or mix a +card with a trick to which it does not belong, and the mistake be not +discovered until the hand is played out, he is answerable for any +consequent revokes he may have made. If during the play of the hand the +error be detected, the tricks may be counted face downward, in order to +ascertain whether there be among them a card too many; should this be +the case, the trick which contains a surplus card may be examined and +the card restored to its original holder, who (not being dummy) shall +be liable for any revoke he may meanwhile have made. + + +THE REVOKE + +85. A revoke occurs when a player (other than dummy), holding one or +more cards of the suit led, plays a card of a different suit. The +penalty for a revoke takes precedence of all other counts. + +86. A revoke is established if the trick in which it occurs be turned +and quitted, _i.e._, the hand removed from the trick after it has been +gathered and placed face downward on the table; or if either the +revoking player or his partner, whether in his right turn or otherwise, +have led or played to the following trick. + +87. The penalty for a revoke is three tricks taken from the revoking +player and added to those of the adversaries. + +88. The penalty is applicable only to the score of the game in which it +occurs. + +89. Under no circumstances can the revoking side score game in that +hand. Whatever their previous score may have been, the side revoking +cannot attain a higher score toward game than twenty-eight. + +90. A player may ask his partner whether he has not a card of the suit +which he has renounced; should the question be asked before the trick is +turned and quitted, subsequent turning and quitting does not establish a +revoke, and the error may be corrected unless the question be answered +in the negative or unless the revoking player or his partner has led or +played to the following trick. + +91. If a player correct his mistake in time to save a revoke, any player +or players who have followed him may withdraw their cards and substitute +others, and the cards so withdrawn are not exposed cards. If the player +in fault be one of the dealer's adversaries, the card played in error is +an exposed card, and the dealer can call it whenever he pleases; or he +may require the offender to play his highest or lowest card or the suit +to the trick in which he has renounced. + +92. If the player in fault be the dealer, the eldest hand may require +him to play the highest or lowest card of the suit in which he has +renounced, provided both adversaries of the dealer have played to the +current trick; but this penalty cannot be exacted against the dealer +when he is fourth in hand, nor can it be enforced at all from dummy. + +93. At the end of a hand the claimants of a revoke may search all the +tricks. If the cards 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 mix the +cards before they have been sufficiently examined by the adversaries. + +94. A revoke must be claimed before the cards have been cut for the +following deal. + +95. Should the players on both sides subject themselves to the revoke +penalty neither can win the game by that hand. + +96. The revoke penalty may be claimed for as many revokes as occur +during a hand; but the accumulated penalty shall in no event exceed +thirteen tricks. (See Law 7.) + + +GENERAL RULES + +97. There should not be any consultation between partners as to the +enforcement of penalties. If they do so consult, the penalty is paid. + +98. Once a trick is complete, turned and quitted it must not be looked +at (except under Law 84), until the end of the hand. + +99. Any player during the play of a trick or after the four cards are +played and before they are touched for the purpose of gathering them +together, may demand that the cards be placed before their respective +players. + +100. If either of the dealer's adversaries, prior to his partner's +playing, should call attention to the trick, either by saying it is his, +or, without being requested so to do, by naming his card or drawing it +toward him, the dealer may require that opponent's partner to play his +highest or lowest card of the suit led, or to win or lose the trick. + +101. Either of the dealer's adversaries may call his partner's attention +to the fact that he is about to lead out of turn, but if he make any +unauthorised reference to any incident of the play the dealer may call a +suit from the adversary whose turn it is next to lead. + +102. In all cases where a penalty has been incurred, the offender is +bound to give reasonable time for the decision of his adversaries; but +if a wrong penalty be demanded none can be enforced. + +103. The partner of the eldest hand may inform him that their +adversaries have incurred a penalty, but may not give any further +information. Should he suggest the penalty, or demand the enforcement +of it, such action shall be deemed a consultation, and no penalty can be +enforced. + + +NEW CARDS + +104. Unless a pack be imperfect, no player shall have the right to call +for one new pack. If fresh cards are demanded, two packs must be +furnished and paid for by the player who has demanded them. If they are +furnished during a rubber, the adversaries shall have their choice of +new cards. If it is the beginning of a new rubber, the dealer, whether +he or one of his adversaries be the party calling for the new cards, +shall have the choice. New cards must be called for before the pack is +cut for a new deal. + +105. A card or cards torn or marked must be replaced by agreement or new +cards furnished. + + +BYSTANDERS + +106. While a bystander, by agreement among the players, may decide any +question, yet he must on no account say anything unless appealed to; and +if he make any remark which calls attention to an oversight affecting +the score, or to the exaction of a penalty, he is liable to be called on +by the players to pay the stakes on that rubber. + + +SPADE CONVENTION + +I.--Where players agree "not to play spades" the rule is, that if the +spade make is not doubled, the hand shall be played where either side is +20 or over. + +II.--If the third hand player ask, "Shall I play?" or should he lead out +of turn, or should the eldest hand lead without asking permission to +play, the spade maker may take two on the score or may call a lead and +require the hand to be played out. + +III.--Should the third hand player double before his partner asks +permission to play, the spade maker may decide whether the double shall +stand or not; but the hand must be played out. + + +ETIQUETTE + +It has been truthfully said that there is no game in which slight +intimations can convey so much information as that of Bridge. In justice +to those who, by their manner, give information, it may be stated that +most of the apparent unfairness at the Bridge table is unintentional. +Hesitation and mannerisms, however, cannot be too carefully avoided; +such a breach of etiquette is an offence for which the adversaries have +no redress except perhaps a refusal to continue the play. + +It is obviously a greater fault to take advantage of information thus +given. A play in your judgment may be perfectly sound, but you leave +yourself open to criticism if it is in any way contingent on information +obtained from your partner's manner. + +Cultivate uniformity in your style of play; let there be no remarkable +haste or hesitation in making or passing; try always to use the same +formula of words, and do not call attention to the score after the cards +have been dealt. + +Remember that any undue hesitancy in regard to doubling will deprive a +fair-minded partner of the privilege of so doing. Such delays are too +frequent at spade declarations. + +Emphasise no play of your own and show no pleasure or displeasure at any +other play. + +Do not ask to have the cards placed unless it is solely for your own +information. + +It is an offence either to revoke purposely or to make a second revoke +in order to conceal the first. + +The dealer's partner should not call attention to the score nor to any +card or cards that he or the other players hold, and neither should he +leave his seat for the purpose of watching his partner's play. + +When there is an unusual distribution of the cards, no remarks of any +kind should be allowed. + +After a hand has been played, it may be discussed to the common benefit; +but the bore who is continually blowing up his partner to show his +superior knowledge, together with the player who interrupts the game to +discuss the play, should be ostracised from the card-room. Superiority +of skill is shown by the play of the cards, not by mannerisms. + +It is often difficult to refrain from showing _pleasure_ at the +accomplishment of a desired purpose, but undue elation is most +aggravating to the adversaries. + +Do not make a dig at the adversaries by confiding to your partner that +your success was due to an ill-judged play of the opponent. + +It is not good form to complain of poor cards, as you imply that the +adversaries profit by your weak hands and not by their skill. + +The better players rarely criticise unless asked to do so; it is usually +the inexperienced player who offers an astonishing amount of gratuitous +and unsought-for advice. + +Do not tell your partner, after seeing all the cards, what he should +have done, but think what you would have done in your partner's place. +Do not criticise at all, but if you must, criticise fairly. + + + + +GLOSSARY + + +=Book.=--The first six tricks won by the same partners. + +=By-cards.=--The number of tricks won, more than six, or over the "book," +is the number "by-cards." For instance, eight tricks are equal to two +by-cards. + +=Card of Re-entry.=--A winning card which will bring into play another +suit. Sometimes the re-entry is in the suit itself, but when a suit with +a re-entry is spoken of it means that the re-entry is in another suit. + +=Command.=--The best card or cards of a suit. The ability to stop the suit +at any time. + +=Covering.=--Putting a higher card on the trick when not the last player. + +=Discarding.=--When unable to follow suit, throwing away some card of +another suit which is not trumps. + +=Doubling.=--Increasing the value of the trick points. + +=Doubtful Card.=--Cards which may or may not win the trick. The king is +led, and you do not know who holds the ace; the king is therefore a +doubtful card. + +=Dummy.=--The player whose cards are exposed on the table. The dealer's +partner. + +=Duplicate.=--A modification in which each hand is played more than once, +usually in tournaments. + +=Echo.=--Playing a higher card before a lower, when no attempt is made to +win the trick. + +=Eldest Hand.=--The player on the dealer's left. + +=Established Suit.=--A suit in which the partners can win every trick, no +matter who leads it. + +=Exposed Card.=--Any card which is shown, but is not played to the trick, +such as two cards played at once, one of which is an exposed card. + +=False Cards.=--Playing the ace, holding the king, or any similar attempt +to conceal the cards held. + +=Finesse.=--Any attempt to win a trick with a card which is not the best +in the hand, nor in sequence with it. + +=Forcing.=--Making a player trump a suit which he does not want to trump. +See Ruffing. + +=Fourchette.=--The cards above and below another card. A Q are fourchette +over the K. + +=Fourth-best.=--Counting from the highest card in the suit. + +=Going Over.=--Doubling the value of the trick points. + +=Guarded Suits.=--A high card so protected by smaller cards that it cannot +be caught by the adversaries leading higher cards. + +=Holding Up.=--Refusing to play the best card of a suit. + +=Honours.=--In trumps, the A K Q J 10 of the suit. At no-trump, the four +aces. + +=Leader.=--The first player in any trick. + +=Leading Up To.=--Playing a suit with a view to what the fourth hand holds +in it. + +=Leading Through.=--Leading a suit with a view to what the second hand +holds in it. + +=Little Slam.=--Twelve tricks won out of thirteen. + +=Losing Card.=--Any card which cannot possibly take a trick. + +=Love-all.=--The state of the score before either side has made a point. + +=Odd Trick.=--The first trick over the book of six. + +=Original Lead.=--The opening of the hand or suit. + +=Re-entry.=--See Card of Re-entry. + +=Revoke.=--Renouncing, while still holding cards of the suit led. + +=Rubber.=--Two out of three games. + +=Ruffing.=--Trumping a trick willingly. See Forcing. + +=Slam.=--Winning all thirteen tricks. + +=Tenace.=--The best and third best of a suit. A and Q are tenace. + +=Third Hand.=--The leader's partner. + +=Unblocking.=--Getting rid of any card which might stop the run of a long +suit. + +=Weakness.=--Inability to stop a suit. + +=Weak Suits.=--Those in which tricks are impossible, or very improbable. + + + + +INDEX + + +Aces, second hand, playing, 23 + +Advantages of discarding strength, 41 + +Avoid leading certain combinations, 27 + +Avoid leading trumps, 57 + + +Bad red-suit makes, 22 + +Beating dummy's cards, 43 + +Black suit declarations, 16 + +Bridge, duplicate, 97 + +Bridge for three players, 96 + +Bridge, laws of, 101 + +Bridge, progressive, 98 + +Bystanders, 125 + + +Cards played in error, 120 + +Chicane and double chicane, 7 + +Choice of seats and cards, 1 + +Clubs, 16 + +Combining hands of dealer and dummy, 64 + +Commanding card, holding up, 54 + +Conversation of the game, 4 + +Covering honours with honours, 42 + +Cutting, 104 + +Cutting for the right to play, 1 + +Cutting out, 105 + +Dealer's play at no-trump, 53 + +Dealer's play with a declared trump, 45 + +Dealer's play with a trump, 49 + +Dealing, 1, 107 + +Declaration, the, 9 + +Declaring trumps, 110 + +Determining value of the rubber, 9 + +Diamond make, rules for, 16 + +Diamonds, 14 + +Different systems of discarding, 39 + +Discard after showing a suit, 38 + +Discard, the reverse, 41 + +Discarding, 38 + +Discarding, hints on, 41 + +Discarding strength always, 38 + +Don't change suits, 48 + +Don'ts for bridge players, 58 + +Doubling no-trumpers, 23 + +Doubling, rules for, 23 + +Doubling spades, 23 + +Doubling trick values, 3 + +Doubling with success, 22 + +Doubtful no-trumpers, 43 + +Dummy, 114 + +Dummy bridge, 64 + +Dummy's hand and duties, 4 + +Dummy holding tenaces, 43 + +Duplicate bridge, 97 + + +Echo at no trump, 45 + +Echo, the, 44 + +Echo to show you can ruff, 45 + +Eleven, the rule of, 30 + +Entry, rights of, 106 + +Error, cards played in, 120 + +Estimating value of hands, 22 + +Examples of original leads, 32 + +Examples of original makes, 20 + +Exposing cards before play, 116 + +Exposing cards during play, 117 + + +Finessing, 66 + +Finessing by the dealer, 57 + +Finessing on partner's lead, 44 + +First trick, after the, 34 + +Forcing the strong trump hand, 35 + +Forming tables, 104 + +Fourth-best leads, 30 + + +Game, points in the, 2 + +General rules of play, 123 + +Giving partner information, 29 + +Glossary, 130 + +Going over, 111 + +Good suits to lead, 29 + +Guarded suits, meaning of, 12 + + +Hand, estimating value of, 22 + +Heart contention, 26 + +Hearts, 13 + +Hearts instead of no-trump, 13 + +Hearts led at double no-trump, 26 + +Hearts, rules for make, 14 + +High cards, second hand, 43 + +Hints for discarding, 41 + +Holding a combination, 56 + +Holding up the command, 55 + +Honours are a separate score, 2 + +Honours, value of, 7 + +Honours when there is trump, 7 + +Honours when there is no trump, 7 + + +Illustrative hands, 73 + +Importance of good makes, 10 + +Importance of the score, 9 + +Inferences, 62 + +Inferring what dealer holds, 48 + + +Judgment in the makes, 10 + + +Keeping command of a suit, 73 + + +Laws of bridge, 101 + +Lead when partner has doubled, 25 + +Leading aces first, 29 + +Leading from three honours, 29 + +Leading from weakness to strength, 34, 56 + +Leading high cards, 27 + +Leading red suits instead of black, 51 + +Leading short suits, 36 + +Leading through strength, 56 + +Leading to partner's suit, 48 + +Leading trumps, 46 + +Leading up to weakness, 31 + +Leading weak suits, 51 + +Leads out of turn, 117 + +Letting the weak hand ruff, 47 + +Longest suit should be played first, 54 + + +Makes, examples of original, 20 + +Makes, passed, 19 + +Making the trump, 10 + +Making up the table, 1 + +Mannerisms, 59 + +Memory, 60 + +Method of scoring, 6 + +Misdeals, none in bridge, 2 + + +New cards, 125 + +New deal, 108 + +Non-dealer's play against a declared trump, 27 + +Non-dealer's play at no-trump, 47 + +Non-dealer's play, second hand, 42 + +Non-dealer's play, third hand, 43 + +No-trump declaration by dealer, rules for, 12 + +No-trump makes, 10 + + +Object of leading through strength, 56 + +Object of the game, 2 + +Opening leads at "no-trump," 50 + +Opening leads, examples of, 32 + +Original lends against a declared trump, 28 + +Original leads in no-trump, 52 + +Original leads with a trump, 28 + +Original makes, examples of, 20 + +Original no-trump makes, 17 + + +Partner doubles, suit to lead, 22 + +Partner's suit, leading to, 49 + +Passed makes, 19 + +Placing aces, second hand, 43 + +Placing cards by eleven rule, 30 + +Play of the cards, 4 + +Players, number of, 1 + +Playing your suit, not partner's, 49 + +Points in the game, 2 + +Preventing revokes, 6 + +Probable value of partner's hand, 11 + +Progressive bridge, 98 + +Protection, or guarded suits, 12 + +Protecting suits and honours, 42 + + +Rank of cards in cutting, 1 + +Rank of cards in play, 4 + +Redoubling trick values, 3, 4 + +Re-entry cards, 77 + +Returning partner's suits, 48 + +Reverse discards, 41 + +Revoke, the, 121 + +Revoke, to prevent a, 6 + +Rights of entry, 106 + +Rubber, the, 101 + +Rubber points added, 2 + +Ruff before leading trumps, 83 + +Rules for discarding, 38, 41 + +Rules for doubling, 23 + +Rules for finessing, 59, 66 + +Rules for forcing, 35 + +Rules for inferences, 62 + +Rules for leading short suits, 36 + +Rules for leading trumps, 46 + +Rules for no-trump makes, 12 + +Rules for passed makes, 19 + +Ruled for playing to the score, 9 + + +Score-sheet, how used, 8 + +Scoring, 6, 101 + +Scoring, knowledge of, 9 + +Scoring, method of, 8 + +Second-hand play, dealer and dummy, 65 + +Second-hand plays, 67 + +Seeing dummy's hand, 27 + +Short suits, when to lead, 36 + +Shuffling, 107 + +Shuffling the still pack, 1 + +Slams and their value, 7 + +Spade makes, defensive, 17 + +Spades, 16 + +Specimen score-sheet, 8 + +Suggestions for doubting, 23 + +Suggestions for the non-dealer, 63 + + +Table of honour values, 7 + +Table of leads at no-trump, 52 + +Tables, forming, 104 + +Taking the lead, 54 + +Three-handed bridge, 96 + +Trick values, table of, 3 + +Trump, declaring the, 3 + +Trump, the, 102 + +Trumps, avoid leading, 57 + +Trumps, declaring, 110 + +Trumps, how made, 5 + +Trumps, leading, 46 + + +Unblocking, 53 + + +Value of any hand, 22 + +Value of partner's hand, 11 + +Value of trumps you hold, 23 + + +Weak no-trump makes, 21 + +Weakness, leading up to, 31 + +Weak suits at doubled no-trump, 31 + +Weak-suit convention, 25 + + + + + + + +End of the Project Gutenberg EBook of Bridge; its Principles and Rules of Play, by +J.B. 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