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+The Project Gutenberg EBook of Bridge Axioms and Laws, 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 Axioms and Laws
+
+Author: J. B. Elwell
+
+Release Date: November 24, 2011 [EBook #38120]
+
+Language: English
+
+Character set encoding: ISO-8859-1
+
+*** START OF THIS PROJECT GUTENBERG EBOOK BRIDGE AXIOMS AND LAWS ***
+
+
+
+
+Produced by Chuck Greif and the Online Distributed
+Proofreading Team at http://www.pgdp.net (This file was
+produced from images available at The Internet Archive)
+
+
+
+
+
+
+
+
+BRIDGE AXIOMS AND LAWS
+
+WITH THE CHANGE THE SUIT CALL
+
+REVISED AND EXPLAINED
+
+BY
+
+J. B. ELWELL
+
+_Author of "Elwell on Bridge," "Advanced Bridge," "Bridge Tournament
+Hands," "Bridge Lessons," etc._
+
+[Illustration: spade symbol]
+
+NEW YORK
+
+E. P. DUTTON & COMPANY
+
+31 WEST TWENTY-THIRD STREET
+
+1907
+
+_Copyright_, 1907
+
+BY E. P. DUTTON & CO.
+
+_The Plimpton Press Norwood Mass. U.S.A._
+
+[Illustration: Bridge Axioms]
+
+We not for you our ink on axioms spend, They're but harmless barbs
+directed at your friend.
+
+
+
+
+BRIDGE AXIOMS
+
+
+The best Bridge players are undoubtedly those who can draw inferences
+quickly and correctly.
+
+ * * * * *
+
+Observation is an art enabling one to discover what other people's play
+conceals--as well as reveals.
+
+ * * * * *
+
+Observation always infers, and one inference will lead to another.
+
+ * * * * *
+
+Each card played speaks through its silence, and its language must be
+understood.
+
+ * * * * *
+
+To converse intelligently through the medium of the cards, each must be
+seen as it falls with eyes that grasp its meaning.
+
+ * * * * *
+
+Failure to note the play of a card is not lack of memory, but lack of
+heed.
+
+ * * * * *
+
+Situations are kaleidoscopic and constant, and success may only be
+achieved by being perpetually alert to note them.
+
+ * * * * *
+
+All time at Bridge should be devoted earnestly to what confronts a
+player, not to what is past.
+
+ * * * * *
+
+It is better not to play at all, than to play without earnestness.
+
+ * * * * *
+
+One careful game is worth any number of slipshod, careless efforts
+which are disconcerting to your partner, and the delight of your
+adversaries.
+
+ * * * * *
+
+Bridge abounds with situations which must be learned.
+
+ * * * * *
+
+Promptness in making a conclusion is a mental inspiration as well as an
+aid to expeditious play.
+
+ * * * * *
+
+Hap-hazard play, first from one suit and then from another, will not
+induce a successful campaign in Bridge.
+
+ * * * * *
+
+Haste and waste are anti-types in Bridge, as they are in everything.
+
+ * * * * *
+
+To improve your Bridge, theory and practice must go hand in hand.
+
+Bridge is a game of which much is learned through the mistakes made and
+heeded.
+
+ * * * * *
+
+Do not fail to profit in future games by the mistakes that you discover
+in present play.
+
+ * * * * *
+
+When you see clever plays that are new to you, analyse the motives that
+underlie them.
+
+ * * * * *
+
+The soundest play will sometimes lose, and the worst will sometimes win.
+
+ * * * * *
+
+Uniform good play, no matter what the luck may be, will ultimately
+triumph over bad play.
+
+ * * * * *
+
+Tricks heedlessly lost mar the successful enjoyment of Bridge.
+
+That you happily did not lose on a hand, is no palliation for the bad
+play of which you may have been guilty.
+
+ * * * * *
+
+Do not overlook the tricks which may be gained by the use of a little
+card strategy.
+
+ * * * * *
+
+Memory is simply a matter of observation and practice.
+
+ * * * * *
+
+Careful Bridge cultivates memory.
+
+ * * * * *
+
+What is done with a hand cannot be undone.
+
+ * * * * *
+
+A successful partnership game must be based on perfect faith and
+confidence between partners.
+
+Combined play in Bridge is absolutely essential to success.
+
+ * * * * *
+
+When you accept a partner, you accept him as he is, not as you might
+wish him to be.
+
+ * * * * *
+
+A trust in your partner's Bridge ability will overcome many obstacles in
+the way of drawing inferences.
+
+ * * * * *
+
+If your partner objects to moving, do not advise him to change.
+
+ * * * * *
+
+Do not begin by abusing your partner for the make; you practically say
+your hand is weak and the situation hopeless.
+
+ * * * * *
+
+Your partner will play a better game if he does not fear your adverse
+criticism.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+The chronic complainant is a pessimistic partner and a peevish
+adversary.
+
+ * * * * *
+
+One grain of encouragement is worth a pound of scolding in Bridge.
+
+ * * * * *
+
+If you take advantage of your partner's breach of etiquette, you lay
+yourself open to adverse criticism.
+
+The moment that you show subserviency you admit superiority.
+
+ * * * * *
+
+Cards do not carry with them a license to be unfair or rude.
+
+ * * * * *
+
+It is more important to inform your partner than to deceive your
+adversary.
+
+ * * * * *
+
+Be generous with your praise of a well played hand.
+
+ * * * * *
+
+Play the weak hands as interestedly as the strong.
+
+ * * * * *
+
+Do not criticise at all; but--if you must--criticise fairly.
+
+ * * * * *
+
+Never call attention to the score after the cards have been dealt.
+
+No matter how cleverly the cards are managed, the player who
+underestimates the attention the state of the score demands will
+unnecessarily lose many a rubber.
+
+ * * * * *
+
+The necessity for keeping the score constantly in mind grows upon all
+players as their experience in Bridge increases.
+
+ * * * * *
+
+Know the requisite number of tricks to be taken, both to win and to save
+the game.
+
+ * * * * *
+
+When you are a game behind, do not hesitate to gamble.
+
+ * * * * *
+
+When you are a game to the good, make none but a conservative and sound
+declaration.
+
+When the score is 18 to nothing against you on the first game, or when
+you are a game to the good, avoid a doubtful declaration which may
+enable the adversaries to win the game on your deal.
+
+ * * * * *
+
+When the make is passed to you at a score of 24 all on the rubber game,
+declare your best suit.
+
+ * * * * *
+
+When the game is saved, but cannot possibly be won, the seventh trick
+should be the objective point.
+
+ * * * * *
+
+When you cannot reach game, never hazard the odd trick in an attempt to
+win two odd.
+
+ * * * * *
+
+Many times the game can only be won or saved in case the cards lie in a
+certain position. Assume that the cards are favourably placed and play
+the hand accordingly.
+
+ * * * * *
+
+When the game is seemingly lost, take the one chance of finding in your
+partner's hand the cards that will save it.
+
+ * * * * *
+
+It is surprising how often a desperate expedient will overcome a
+desperate situation.
+
+ * * * * *
+
+To force luck is to attempt to make it--a most idle task.
+
+ * * * * *
+
+Human nature tempts mortals to lose more than they can win, sometimes
+more than they can afford.
+
+Press good fortune while it lasts and do not linger when it refuses to
+smile.
+
+ * * * * *
+
+If you win with invincible cards, your victory is cheap.
+
+ * * * * *
+
+Do not ascribe to bad luck the result of bad play.
+
+ * * * * *
+
+Whoever is favoured by luck may usually take all manner of chances and
+succeed.
+
+ * * * * *
+
+More rubbers are lost by bad makes than by bad plays.
+
+ * * * * *
+
+Often the result of one hand, which proves nothing, will encourage the
+tendency toward unsound makes.
+
+The question "What will be the probable make if I pass?" is of great
+assistance in determining the declaration.
+
+ * * * * *
+
+It is remarkable how many passed "no-trumpers" go astray; and the number
+proves the necessity for more cautious passed makes.
+
+ * * * * *
+
+A good player can take more chances with the make because of his ability
+to play the cards properly.
+
+ * * * * *
+
+No-trump play is an effort to establish and bring in small cards of a
+long suit.
+
+ * * * * *
+
+Many a hand is ruined by careless and hasty play at the first trick.
+
+ * * * * *
+
+Do not play your adversary's game for him, lend him no aid in
+establishing his suit.
+
+ * * * * *
+
+Take all your finesses against the player who holds an established suit.
+
+ * * * * *
+
+If, as dealer, you wish to make four tricks in a suit with but three in
+sight, give the adversaries a chance to discard.
+
+ * * * * *
+
+When there are tricks that the adversaries must win, try to make this
+necessity a benefit to your hand.
+
+ * * * * *
+
+Rid yourself of any high card which may interrupt the continuation of
+your partner's suit.
+
+ * * * * *
+
+The dealer's main plan of a trump hand should be to exhaust trumps and
+bring in a suit.
+
+ * * * * *
+
+Be cognisant of what you should accomplish and then decide how best to
+do it.
+
+ * * * * *
+
+Pitfalls in the form of false leads, false cards and clever under-play
+should be dug for your adversaries at every opportunity.
+
+ * * * * *
+
+Too much haste in showing ability to ruff in the weak trump hand
+frequently brings disaster.
+
+ * * * * *
+
+When you are reasonably assured of every trick but one, lead your
+remaining trump.
+
+ * * * * *
+
+As a rule avoid an inclination to ruff in the strong trump hand.
+
+ * * * * *
+
+Remember that the partner who doubles usually has trump strength, and do
+not strew his pathway with obstructions by forcing him.
+
+ * * * * *
+
+It is unusually bad play to double when you need only an odd trick to
+win the game.
+
+ * * * * *
+
+The card led by your partner is a message of his holding in that suit.
+
+ * * * * *
+
+Many a rubber is lost which the prompt lead of a high card might have
+saved.
+
+It is too late to force when the adversaries hold the remaining trumps
+and an established suit.
+
+ * * * * *
+
+Ruffing with a commanding trump rarely loses a trick and often gains
+one.
+
+ * * * * *
+
+The temptation to over-trump should frequently be resisted.
+
+ * * * * *
+
+Clear your long suit before you part with your card of re-entry.
+
+ * * * * *
+
+Cultivate uniformity in your style of play, let there be no remarkable
+haste or hesitation in making or passing, and look as cheerful as
+possible.
+
+ * * * * *
+
+Hesitation and mannerisms in Bridge should be carefully avoided.
+
+Emphasise no play of your own, and show no pleasure or displeasure at
+any play.
+
+ * * * * *
+
+Superiority of skill is shown by the play of the cards, not by
+mannerisms.
+
+ * * * * *
+
+Continued hesitancy and nervous indecision are serious faults in Bridge.
+
+ * * * * *
+
+Make up your mind to do your best with the cards that have been dealt
+you.
+
+ * * * * *
+
+The occupant of the "high-chair" usually has a monopoly for giving
+advice.
+
+ * * * * *
+
+Let your manner be uniformly such that no one can tell from it whether
+you are winning or losing.
+
+ * * * * *
+
+Play Bridge with an eloquent silence; it will command both respect and
+admiration.
+
+ * * * * *
+
+An occasional mistake is preferable to an irritating delay.
+
+ * * * * *
+
+Slow play is, more or less, a habit. Its effect amounts to a fault.
+
+ * * * * *
+
+When there is an unusual distribution of the cards, remarks are
+superfluous.
+
+ * * * * *
+
+Indecision may tell your adversaries exactly what they are most eager to
+know.
+
+Deliberation at the beginning of a hand is permissible and should be
+encouraged.
+
+ * * * * *
+
+The player who interrupts the game to discuss the play should be
+ostracised from the card room.
+
+ * * * * *
+
+Make no overt remarks during the play which may tend to give the
+adversaries information.
+
+ * * * * *
+
+It is usually the inexperienced player who offers an astonishing amount
+of gratuitous and un-sought-for advice.
+
+ * * * * *
+
+It is often difficult to refrain from showing pleasure at the
+accomplishment of a desired purpose, but consider that undue elation is
+most aggravating to the adversaries.
+
+ * * * * *
+
+Post-mortems have their interest and, as a rule, are unmistakably
+convincing.
+
+ * * * * *
+
+Do not venture upon a post-mortem unless you are certain of what the
+scalpel is going to reveal.
+
+ * * * * *
+
+Do not continue to talk of harassing details when another hand is
+awaiting play.
+
+ * * * * *
+
+General rules are formulated as an assistance to intelligent play.
+
+ * * * * *
+
+Many brilliant plays are made in contravention to rules.
+
+ * * * * *
+
+Certain laws that govern the technicalities are absolute, but rules in
+general are not the masters of Bridge.
+
+ * * * * *
+
+Rules should be considered second to circumstances and to the fall of
+the cards.
+
+ * * * * *
+
+There are hands in Bridge which may be said to play themselves.
+
+ * * * * *
+
+All Bridge penalties should be strictly enforced.
+
+ * * * * *
+
+You gather the cards when your partner takes the first trick.
+
+ * * * * *
+
+Do not ask to have the cards placed unless it is solely for your own
+information.
+
+A player has not the right to have the cards placed after they have been
+touched for the purpose of gathering them.
+
+ * * * * *
+
+It is unfair to revoke purposely, or to make a second revoke in order to
+conceal the first.
+
+ * * * * *
+
+The revoking side cannot win the game on that hand, nor score more than
+28 points.
+
+ * * * * *
+
+Clubs is a safer declaration, holding four with two honours, than
+spades, when but one or two are held without an honour.
+
+ * * * * *
+
+Luck is a false friend and only stays with you until you are in
+trouble.
+
+A poor player is most a poor player when he knows not that he is a poor
+player.
+
+ * * * * *
+
+Lost tricks yield a crop of experience attained at the expense of
+rubbers.
+
+ * * * * *
+
+Inattention is a companion that will never travel alone.
+
+ * * * * *
+
+People who find it easy to decide for friends find it hard to decide for
+themselves.
+
+ * * * * *
+
+People who have lots of advice to give dislike to take any.
+
+ * * * * *
+
+The man who plays Bridge when he is angry is sure to make a mistake.
+
+There is some hope for the player who discovers he can be mistaken.
+
+ * * * * *
+
+Improvement comes from avoiding other people's mistakes.
+
+ * * * * *
+
+He who plays the best talks the least of what he is doing.
+
+ * * * * *
+
+Don't spend time grieving over a lost rubber that should be used in
+playing the next.
+
+ * * * * *
+
+Sometimes one hasty play will overthrow the results of a carefully
+planned game.
+
+ * * * * *
+
+Discouragement should make the player more resolute.
+
+ * * * * *
+
+Preserve us from the bore who insists on turning conversation into
+argument.
+
+ * * * * *
+
+It is the critical who are most sensitive to criticism.
+
+ * * * * *
+
+The best way to deal with bad luck is to bear it gracefully.
+
+ * * * * *
+
+The best players are always patient with the novice.
+
+ * * * * *
+
+There are those who teach one Bridge because they play so badly.
+
+ * * * * *
+
+Many people are so busy playing that they don't pause to think how they
+are playing.
+
+ * * * * *
+
+Many call "bad luck" that which is only neglect to improve opportunity.
+
+He who is too busy to consider his faults will never take time to mend
+them.
+
+ * * * * *
+
+Those who think the least have the most time to criticise.
+
+ * * * * *
+
+The expertness of the player who is at the pains to announce it may be
+doubted.
+
+ * * * * *
+
+Some people ask for criticism but grow angry if it is adverse.
+
+ * * * * *
+
+It is not so much your Bridge knowledge, but the use you make of it,
+that counts.
+
+ * * * * *
+
+The novice plays before he thinks, the expert thinks before he plays.
+
+The silent player, like the dog that bites without growling, gets the
+best hold on the game.
+
+ * * * * *
+
+There are people so absorbed in their own Bridge perfection that it is
+impossible for them to see merit in anyone else.
+
+ * * * * *
+
+A good way to succeed in Bridge is to observe what is most successful
+with others.
+
+[Illustration:
+
+ If perchance a friend you crush 'neath the arrow's weight,
+ Then swiftly to the author blame your undeservèd fate.
+]
+
+
+
+
+THE LAWS OF BRIDGE
+
+_Revised_ 1907
+
+
+THE RUBBER
+
+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
+
+A game consists of thirty points obtained by tricks alone, exclusive of
+any points counted for honours, Chicane, or Slam.
+
+ * * * * *
+
+Every hand is played out, and any points in excess of thirty points
+necessary for the game are counted.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Honours are ace, king, queen, knave, and ten of the trump suit; or the
+aces when no-trump is declared.
+
+ * * * * *
+
+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| 54| 72| -- |
+ | {5 " (All in one hand)| 20| 40| 60| 80| -- |
+ | Chicane..... | 4| 8| 12| 16| -- |
+ +------------------------------+---+---+---+---+--------|
+ | Rubber 100, Grand Slam 40, Little Slam 20, |
+ +-------------------------------------------------------+
+
+ ([S]=spades/[C]=clubs/[D]=diamonds/[H]=hearts.
+ Note of etext transcriber.)
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Little Slam is twelve tricks similarly scored, and adds twenty points to
+the honour count.
+
+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.
+
+ * * * * *
+
+The value of honours, Slam, Little Slam, or Chicane, is in no wise
+affected by doubling or re-doubling.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+In cutting, the ace is the lowest card and, as between cards of
+otherwise equal value, the lowest is the heart, next the diamond, next
+the club, and highest the spade.
+
+ * * * * *
+
+In all cases every player must cut from the same pack.
+
+Should a player expose more than one card, he must cut again.
+
+ * * * * *
+
+
+FORMING TABLES
+
+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.
+
+ * * * * *
+
+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.
+
+Six players constitute a full table, and no player shall have a right to
+cut into a game which is complete.
+
+ * * * * *
+
+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
+
+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
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+If anyone break up a table, the remaining players have a prior right to
+play at other tables.
+
+
+SHUFFLING
+
+The pack must neither be shuffled below the table nor so the face of any
+card be seen.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Each player, after shuffling, must place the cards properly collected
+and face downward to the left of the player next to deal.
+
+
+THE DEAL
+
+Each player deals in his turn; the order of dealing goes to the left.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+When the player whose duty it is to cut has once separated the pack he
+can neither re-shuffle nor re-cut the cards.
+
+Should the dealer shuffle the cards, after the pack is cut, the pack
+must be cut again.
+
+ * * * * *
+
+The fifty-two cards shall be dealt face downward. The deal is not
+completed until the last card has been dealt face downward.
+
+ * * * * *
+
+THERE IS NO MISDEAL.
+
+ * * * * *
+
+A NEW DEAL
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Any one dealing with the adversaries' cards must be corrected before the
+play of the first card, otherwise the deal stands good. If any one deals
+when it is the turn of an adversary, such error must be corrected before
+the cards are dealt for the following deal.
+
+A player can neither shuffle, cut, nor deal for his partner without the
+permission of his adversaries.
+
+ * * * * *
+
+
+DECLARING TRUMPS
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+A declaration once made cannot be altered.
+
+ * * * * *
+
+
+DOUBLING, RE-DOUBLING, ETC.
+
+The effect of doubling, re-doubling, and so on, is that the value of
+each trick above six is doubled, quadrupled, and so on.
+
+ * * * * *
+
+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."
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+above.
+
+ * * * * *
+
+The process of re-doubling may be continued indefinitely.[A] The first
+right to continue the re-doubling on behalf of a partnership belongs to
+that player who has last re-doubled. 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. 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.
+
+ [A] 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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Should the eldest hand lead without asking permission, his partner may
+double, but only if the maker of the trump consent.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+As soon as the eldest hand 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.
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+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.
+
+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
+
+All cards exposed by the dealer's adversaries are liable to be called,
+and such cards must be left face upward on the table.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+A card dropped on the floor or elsewhere below the table is not an
+exposed card.
+
+ * * * * *
+
+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 he
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+If either or both of the dealer's adversaries throw his or their cards
+on the table face upwards, 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.
+
+ * * * * *
+
+If a player who has rendered himself liable to have the highest or
+lowest of a suit called 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, or, if called upon to win or lose a trick, fail to do
+so when he can, he is liable to the penalty for revoke, unless such
+play be corrected before the trick is turned and quitted.
+
+ * * * * *
+
+
+LEADS OUT OF TURN
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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 above.
+
+ * * * * *
+
+In no case can a player be compelled to play a card which would oblige
+him to revoke.
+
+ * * * * *
+
+The call of an exposed card may be repeated at every trick until such
+card has been played.
+
+ * * * * *
+
+If a player called on to lead a suit have none of it, the penalty is
+paid.
+
+
+CARDS PLAYED IN ERROR
+
+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.
+
+ * * * * *
+
+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.
+
+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
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+The penalty for a revoke is three tricks taken from the revoking player
+and added to those of the adversaries.
+
+ * * * * *
+
+The penalty is applicable only to the score of the game in which it
+occurs.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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 of the suit
+to the trick in which he has renounced.
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+A revoke must be claimed before the cards have been cut for the
+following deal.
+
+ * * * * *
+
+Should the players on both sides subject themselves to the revoke
+penalty neither can win the game by that hand.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+
+GENERAL RULES
+
+There should not be any consultation between partners as to the
+enforcement of penalties. If they do so consult, the penalty is paid.
+
+ * * * * *
+
+Once a trick is complete, turned, and quitted, it must not be looked at
+until the end of the hand.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+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.
+
+ * * * * *
+
+A card or cards torn or marked must be replaced by agreement or new
+cards furnished.
+
+ * * * * *
+
+
+BYSTANDERS
+
+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.
+
+
+ THE DECLARATION
+
+ +--------------------------------+-------------------+
+ | HOLDING | |
+ +--------------------------------+-------------------+
+ | Four Aces | |
+ | Three Aces | |
+ | Two Aces and a Guarded | |
+ | King or Queen | |
+ | One Ace and a Guarded King | |
+ | or Queen in three other | |
+ | suits. | Declare No-Trump. |
+ | One Established Black Suit | |
+ | (Ace King Queen X X X) | |
+ | and one other Ace | |
+ | With a hand protected in three | |
+ | suits, provided it is a King | |
+ | or an Ace stronger than an | |
+ | average hand. | |
+ +--------------------------------+-------------------+
+ | HOLDING | |
+ +--------------------------------+-------------------+
+ |Holding six cards with an | |
+ | honour | Usually declare |
+ |Holding five cards with two | a Red |
+ | honours | Trump |
+ |Holding four cards with three | |
+ | good honours | |
+ +--------------------------------+-------------------+
+
+Avoid a weak diamond make at a love score or when behind on the game.
+
+ * * * * *
+
+Declare clubs at a score of 18 or more when reasonably assured of the
+game.
+
+ * * * * *
+
+Declare spades at a score of 24 or more when reasonably assured of the
+game.
+
+ * * * * *
+
+
+PASSED MAKES
+
+Be cautious about declaring no-trumps when weak in the red suits.
+
+ * * * * *
+
+Avoid all weak red makes on partner's pass.
+
+Declare clubs instead of spades when you hold but one or two spades and
+a club suit of four or more cards including two honours.
+
+ * * * * *
+
+Declare your best suit at a score of 24 all on the rubber game.
+
+
+ ORIGINAL LEADS AGAINST A DECLARED TRUMP
+
+ +-----------------+-----------------------------+
+ | LEAD | FROM |
+ +-----------------+-----------------------------+
+ | Ace | Ace and others |
+ | | Ace, King only |
+ +-----------------+-----------------------------+
+ | King | Ace, King, Queen |
+ | | Ace, King X |
+ +-----------------+-----------------------------+
+ | Queen | Queen, Jack, ten |
+ | | Queen, Jack, nine |
+ +-----------------+-----------------------------+
+ | Jack | Jack, ten X |
+ | | Jack X |
+ +-----------------+-----------------------------+
+ | Ten | King, Jack, ten |
+ | | Ten X |
+ +-----------------+-----------------------------+
+ | Nine | Nine X |
+ +-----------------+-----------------------------+
+ | Top Card | All short suits except |
+ | | King X X or Queen X X |
+ +-----------------+-----------------------------+
+ | 4th Best | All other combinations |
+ +-----------------+-----------------------------+
+ X indicates others.
+
+
+ THE ORIGINAL LEAD AT NO-TRUMP
+
+ +---------------+-------------------------------------+
+ | LEAD | HOLDING |
+ +---------------+-------------------------------------+
+ | Ace | Ace, Queen, Jack, and others, with |
+ | | a re-entry card. |
+ | | Ace, with 7 or more others. |
+ | | Ace, Queen, with 5 others. |
+ | | Ace, Jack, with 5 others. |
+ +---------------+-------------------------------------+
+ | King | Ace, King, Queen, and others. |
+ | | Ace, King, Jack, and others. |
+ | | Ace, King, ten, and 3 others, with |
+ | | a re-entry card. |
+ | | Ace, King, and 5 or more others. |
+ | | King, Queen, Jack, and others. |
+ | | King, Queen, ten, and others. |
+ | | King, Queen, and 5 others. |
+ +---------------+-------------------------------------+
+ | Queen | Queen, Jack, ten, and others. |
+ | | 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. |
+ +---------------+-------------------------------------+
+ | Highest or | A weak long suit containing no |
+ | Second | honour higher than ten. |
+ | Best | |
+ +---------------+-------------------------------------+
+ | 4th Best | Form other combinations. |
+ +---------------+-------------------------------------+
+
+
+ UNBLOCKING AT NO-TRUMP
+
+ +----------------+-----------------+-------------+
+ | HOLDING | ON PARTNER'S | PLAY |
+ | | LEAD OF | |
+ +----------------+-----------------+-------------+
+ |King X |Ace |King |
+ +----------------+-----------------+-------------+
+ |Ace X |King |Ace |
+ +----------------+-----------------+-------------+
+ |King X |Queen |King |
+ +----------------+-----------------+-------------+
+ |Queen X X |King and Ace |Queen on Ace |
+ +----------------+-----------------+-------------+
+ |King, Queen X |Ace |Queen |
+ +----------------+-----------------+-------------+
+ |Queen, Jack X |Ace |Jack |
+ +----------------+-----------------+-------------+
+ |Queen, Jack X |King |Jack |
+ +----------------+-----------------+-------------+
+ |King, Queen X |Jack |Queen |
+ +----------------+-----------------+-------------+
+ |Jack, six, five,|King |Five |
+ | two | | |
+ +----------------+-----------------+-------------+
+ |Queen, nine, |King |Seven |
+ | seven, three, | | |
+ | two | | |
+ +----------------+-----------------+-------------+
+
+
+THE CHANGE THE SUIT CALL
+
+
+"What is new in the game of Bridge?" is a reiterated question of the
+day, and the invariable answer is "Nothing, nor does the lack of
+innovation tend to simplify the play."
+
+ * * * * *
+
+All Bridge players have experienced the agony of being forced to discard
+a great suit, thoroughly established, on the dealer's lead, owing to the
+fact that the partner has made two efforts to establish the suit he
+originally opened.
+
+ * * * * *
+
+Many times this continuation is sound: the leader holds a re-entry
+card, and he has secured no information as to his partner's strength
+from the early development of the game.
+
+ * * * * *
+
+It is essential to good play that the dealer's adversaries should each
+gain definite knowledge of the others' holding. Any information that a
+play can convey is of inestimable help to them and of little or no
+benefit to the dealer, who is the master of his own two hands.
+
+ * * * * *
+
+We all sympathise with that constantly uttered regret, "Oh, partner, if
+I had only known that you had that suit," and Bridge players the world
+over have felt the need of some conventional play that would indicate
+to the original leader an adequate reason for a change of suit.
+
+ * * * * *
+
+The Change the Suit Call is a new convention designed to overcome this
+difficulty, one that will save countless tricks and rubbers, and one
+that will tend to minimise the dealer's acknowledged advantage in
+playing the two hands.
+
+ * * * * *
+
+The convention is as follows: _When the original leader's partner has a
+great suit, one that is established or one that may be established by a
+single lead through the dummy hand, an echo should be made in the suit
+led by the dealer._ In other words, an echo in the adversary's suit is a
+command to the original leader to abandon his own unestablished suit
+and to switch to his partner's declared strength.
+
+ * * * * *
+
+The idea is of course based on the call for trumps in Whist, in which
+game an echo in any plain suit is a command to the partner to lead
+trumps. In Bridge it is used principally at no-trump and its application
+is limited to an echo on the _dealer's_ lead.
+
+ * * * * *
+
+The reader will naturally ask, "How, when but two suits have been led,
+can I determine which of the two remaining to choose?" The cards in the
+leader's hand combined with those in the dummy will usually simplify the
+selection. Should the leader hold a re-entry in one of the remaining
+suits it is obvious that he has been asked to lead the other. When it
+happens that both the leader and the dummy are weak in both suits, the
+preference should usually be given to the one in which the combined
+hands contain the fewer number of cards.
+
+ * * * * *
+
+This convention may, moreover, be used to great advantage by the
+original leader. How frequently he finds his suit hopelessly against
+him. Perhaps he holds no re-entry and the dealer in winning the first
+trick false cards. It is then that the original leader can use this echo
+to effect, to suggest that his suit should not be returned.
+
+"The Change the Suit Call" may also be employed to some advantage on the
+dealer's trump or plain suit lead, to show great strength in one of the
+remaining suits, or by the original leader to indicate that the suit
+first led is not to be returned; but its main importance is in the
+no-trump application.
+
+ * * * * *
+
+"The Change the Suit Call" is an absolutely sound trick-gaining
+proposition, and the successful results obtained from its use must
+rapidly establish it as a recognised convention of the game.
+
+
+
+
+
+
+End of the Project Gutenberg EBook of Bridge Axioms and Laws, by J. B. Elwell
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+
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+
+.figcenterr {margin:8% auto 8% auto;text-align:center;text-indent:0%;}
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+</style>
+ </head>
+<body>
+
+
+<pre>
+
+The Project Gutenberg EBook of Bridge Axioms and Laws, 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 Axioms and Laws
+
+Author: J. B. Elwell
+
+Release Date: November 24, 2011 [EBook #38120]
+
+Language: English
+
+Character set encoding: ISO-8859-1
+
+*** START OF THIS PROJECT GUTENBERG EBOOK BRIDGE AXIOMS AND LAWS ***
+
+
+
+
+Produced by Chuck Greif and the Online Distributed
+Proofreading Team at http://www.pgdp.net (This file was
+produced from images available at The Internet Archive)
+
+
+
+
+
+
+</pre>
+
+<hr class="full" />
+
+<p class="figcenterr">
+<a href="images/cover_lg.jpg">
+<img src="images/cover.jpg" width="361" height="550" alt="Image of the book&#39;s cover" title="Image of the book&#39;s cover" /></a>
+</p>
+
+<div class="bbox">
+<div class="bboxx">
+<h1>BRIDGE AXIOMS<br />
+AND LAWS</h1>
+
+<p class="cb">WITH THE CHANGE THE SUIT CALL<br />
+<br />
+REVISED AND EXPLAINED<br />
+<small>BY</small><br />
+<big>J. B. ELWELL</big><br />
+<small><i>Author of "Elwell on Bridge," "Advanced Bridge,"<br />
+"Bridge Tournament
+Hands,"<br />
+"Bridge Lessons," etc.</i></small></p>
+
+<p class="figcenter"
+style="margin:10% auto 10% auto;">
+<img src="images/spade.png" width="25" height="40" alt="spade" title="" />
+</p>
+
+<p class="cb"><small>NEW YORK</small><br />
+E. P. DUTTON &amp; COMPANY<br />
+<small><span class="smcap">31 West Twenty-third Street</span></small><br />
+1907</p>
+</div>
+</div>
+
+<p class="c"><small><i>Copyright</i>, 1907<br />
+BY E. P. DUTTON &amp; CO.<br />
+<i>The Plimpton Press Norwood Mass. U.S.A.</i></small></p>
+
+<p class="figcenter">
+<img src="images/bridge.png" width="390" height="550" alt="We not for you our ink on axioms spend, They're but harmless barbs
+directed at your friend." title="We not for you our ink on axioms spend, They're but harmless barbs
+directed at your friend." />
+</p>
+
+<p><a name="page_001" id="page_001"></a></p>
+
+<h2>BRIDGE AXIOMS</h2>
+
+<p>The best Bridge players are undoubtedly those who can draw inferences
+quickly and correctly.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Observation is an art enabling one to discover what other people's play
+conceals&mdash;as well as reveals.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Observation always infers, and one inference will lead to another.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Each card played speaks through its silence, and its language must be
+understood.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>To converse intelligently through the medium of the cards, each<a name="page_002" id="page_002"></a> must be
+seen as it falls with eyes that grasp its meaning.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Failure to note the play of a card is not lack of memory, but lack of
+heed.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Situations are kaleidoscopic and constant, and success may only be
+achieved by being perpetually alert to note them.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>All time at Bridge should be devoted earnestly to what confronts a
+player, not to what is past.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is better not to play at all, than to play without earnestness.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>One careful game is worth any number of slipshod, careless efforts<a name="page_003" id="page_003"></a>
+which are disconcerting to your partner, and the delight of your
+adversaries.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Bridge abounds with situations which must be learned.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Promptness in making a conclusion is a mental inspiration as well as an
+aid to expeditious play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Hap-hazard play, first from one suit and then from another, will not
+induce a successful campaign in Bridge.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Haste and waste are anti-types in Bridge, as they are in everything.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>To improve your Bridge, theory and practice must go hand in hand.<a name="page_004" id="page_004"></a></p>
+
+<p>Bridge is a game of which much is learned through the mistakes made and
+heeded.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not fail to profit in future games by the mistakes that you discover
+in present play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When you see clever plays that are new to you, analyse the motives that
+underlie them.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The soundest play will sometimes lose, and the worst will sometimes win.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Uniform good play, no matter what the luck may be, will ultimately
+triumph over bad play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Tricks heedlessly lost mar the successful enjoyment of Bridge.<a name="page_005" id="page_005"></a></p>
+
+<p>That you happily did not lose on a hand, is no palliation for the bad
+play of which you may have been guilty.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not overlook the tricks which may be gained by the use of a little
+card strategy.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Memory is simply a matter of observation and practice.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Careful Bridge cultivates memory.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>What is done with a hand cannot be undone.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A successful partnership game must be based on perfect faith and
+confidence between partners.<a name="page_006" id="page_006"></a></p>
+
+<p>Combined play in Bridge is absolutely essential to success.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When you accept a partner, you accept him as he is, not as you might
+wish him to be.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A trust in your partner's Bridge ability will overcome many obstacles in
+the way of drawing inferences.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If your partner objects to moving, do not advise him to change.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not begin by abusing your partner for the make; you practically say
+your hand is weak and the situation hopeless.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Your partner will play a better<a name="page_007" id="page_007"></a> game if he does not fear your adverse
+criticism.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The chronic complainant is a pessimistic partner and a peevish
+adversary.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>One grain of encouragement is worth a pound of scolding in Bridge.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If you take advantage of your partner's breach of etiquette, you lay
+yourself open to adverse criticism.<a name="page_008" id="page_008"></a></p>
+
+<p>The moment that you show subserviency you admit superiority.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Cards do not carry with them a license to be unfair or rude.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is more important to inform your partner than to deceive your
+adversary.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Be generous with your praise of a well played hand.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Play the weak hands as interestedly as the strong.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not criticise at all; but&mdash;if you must&mdash;criticise fairly.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Never call attention to the score after the cards have been dealt.<a name="page_009" id="page_009"></a></p>
+
+<p>No matter how cleverly the cards are managed, the player who
+underestimates the attention the state of the score demands will
+unnecessarily lose many a rubber.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The necessity for keeping the score constantly in mind grows upon all
+players as their experience in Bridge increases.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Know the requisite number of tricks to be taken, both to win and to save
+the game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When you are a game behind, do not hesitate to gamble.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When you are a game to the good, make none but a conservative and sound
+declaration.<a name="page_010" id="page_010"></a></p>
+
+<p>When the score is 18 to nothing against you on the first game, or when
+you are a game to the good, avoid a doubtful declaration which may
+enable the adversaries to win the game on your deal.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When the make is passed to you at a score of 24 all on the rubber game,
+declare your best suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When the game is saved, but cannot possibly be won, the seventh trick
+should be the objective point.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When you cannot reach game, never hazard the odd trick in an attempt to
+win two odd.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Many times the game can only be won or saved in case the cards<a name="page_011" id="page_011"></a> lie in a
+certain position. Assume that the cards are favourably placed and play
+the hand accordingly.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When the game is seemingly lost, take the one chance of finding in your
+partner's hand the cards that will save it.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is surprising how often a desperate expedient will overcome a
+desperate situation.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>To force luck is to attempt to make it&mdash;a most idle task.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Human nature tempts mortals to lose more than they can win, sometimes
+more than they can afford.<a name="page_012" id="page_012"></a></p>
+
+<p>Press good fortune while it lasts and do not linger when it refuses to
+smile.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If you win with invincible cards, your victory is cheap.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not ascribe to bad luck the result of bad play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Whoever is favoured by luck may usually take all manner of chances and
+succeed.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>More rubbers are lost by bad makes than by bad plays.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Often the result of one hand, which proves nothing, will encourage the
+tendency toward unsound makes.<a name="page_013" id="page_013"></a></p>
+
+<p>The question "What will be the probable make if I pass?" is of great
+assistance in determining the declaration.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is remarkable how many passed "no-trumpers" go astray; and the number
+proves the necessity for more cautious passed makes.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A good player can take more chances with the make because of his ability
+to play the cards properly.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>No-trump play is an effort to establish and bring in small cards of a
+long suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Many a hand is ruined by careless<a name="page_014" id="page_014"></a> and hasty play at the first trick.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not play your adversary's game for him, lend him no aid in
+establishing his suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Take all your finesses against the player who holds an established suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If, as dealer, you wish to make four tricks in a suit with but three in
+sight, give the adversaries a chance to discard.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When there are tricks that the adversaries must win, try to make this
+necessity a benefit to your hand.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Rid yourself of any high card<a name="page_015" id="page_015"></a> which may interrupt the continuation of
+your partner's suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The dealer's main plan of a trump hand should be to exhaust trumps and
+bring in a suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Be cognisant of what you should accomplish and then decide how best to
+do it.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Pitfalls in the form of false leads, false cards and clever under-play
+should be dug for your adversaries at every opportunity.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Too much haste in showing ability to ruff in the weak trump hand
+frequently brings disaster.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When you are reasonably assured<a name="page_016" id="page_016"></a> of every trick but one, lead your
+remaining trump.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>As a rule avoid an inclination to ruff in the strong trump hand.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Remember that the partner who doubles usually has trump strength, and do
+not strew his pathway with obstructions by forcing him.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is unusually bad play to double when you need only an odd trick to
+win the game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The card led by your partner is a message of his holding in that suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Many a rubber is lost which the prompt lead of a high card might have
+saved.<a name="page_017" id="page_017"></a></p>
+
+<p>It is too late to force when the adversaries hold the remaining trumps
+and an established suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Ruffing with a commanding trump rarely loses a trick and often gains
+one.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The temptation to over-trump should frequently be resisted.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Clear your long suit before you part with your card of re-entry.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Cultivate uniformity in your style of play, let there be no remarkable
+haste or hesitation in making or passing, and look as cheerful as
+possible.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Hesitation and mannerisms in Bridge should be carefully avoided.<a name="page_018" id="page_018"></a></p>
+
+<p>Emphasise no play of your own, and show no pleasure or displeasure at
+any play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Superiority of skill is shown by the play of the cards, not by
+mannerisms.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Continued hesitancy and nervous indecision are serious faults in Bridge.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Make up your mind to do your best with the cards that have been dealt
+you.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The occupant of the "high-chair" usually has a monopoly for giving
+advice.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Let your manner be uniformly<a name="page_019" id="page_019"></a> such that no one can tell from it whether
+you are winning or losing.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Play Bridge with an eloquent silence; it will command both respect and
+admiration.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>An occasional mistake is preferable to an irritating delay.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Slow play is, more or less, a habit. Its effect amounts to a fault.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When there is an unusual distribution of the cards, remarks are
+superfluous.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Indecision may tell your adversaries exactly what they are most eager to
+know.<a name="page_020" id="page_020"></a></p>
+
+<p>Deliberation at the beginning of a hand is permissible and should be
+encouraged.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The player who interrupts the game to discuss the play should be
+ostracised from the card room.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Make no overt remarks during the play which may tend to give the
+adversaries information.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is usually the inexperienced player who offers an astonishing amount
+of gratuitous and un-sought-for advice.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is often difficult to refrain from showing pleasure at the
+accomplishment of a desired purpose, but consider that undue<a name="page_021" id="page_021"></a> elation is
+most aggravating to the adversaries.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Post-mortems have their interest and, as a rule, are unmistakably
+convincing.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not venture upon a post-mortem unless you are certain of what the
+scalpel is going to reveal.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not continue to talk of harassing details when another hand is
+awaiting play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>General rules are formulated as an assistance to intelligent play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Many brilliant plays are made in contravention to rules.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Certain laws that govern the<a name="page_022" id="page_022"></a> technicalities are absolute, but rules in
+general are not the masters of Bridge.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Rules should be considered second to circumstances and to the fall of
+the cards.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>There are hands in Bridge which may be said to play themselves.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>All Bridge penalties should be strictly enforced.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>You gather the cards when your partner takes the first trick.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not ask to have the cards placed unless it is solely for your own
+information.<a name="page_023" id="page_023"></a></p>
+
+<p>A player has not the right to have the cards placed after they have been
+touched for the purpose of gathering them.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is unfair to revoke purposely, or to make a second revoke in order to
+conceal the first.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The revoking side cannot win the game on that hand, nor score more than
+28 points.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Clubs is a safer declaration, holding four with two honours, than
+spades, when but one or two are held without an honour.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Luck is a false friend and only stays with you until you are in
+trouble.<a name="page_024" id="page_024"></a></p>
+
+<p>A poor player is most a poor player when he knows not that he is a poor
+player.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Lost tricks yield a crop of experience attained at the expense of
+rubbers.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Inattention is a companion that will never travel alone.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>People who find it easy to decide for friends find it hard to decide for
+themselves.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>People who have lots of advice to give dislike to take any.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The man who plays Bridge when he is angry is sure to make a mistake.<a name="page_025" id="page_025"></a></p>
+
+<p>There is some hope for the player who discovers he can be mistaken.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Improvement comes from avoiding other people's mistakes.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>He who plays the best talks the least of what he is doing.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Don't spend time grieving over a lost rubber that should be used in
+playing the next.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Sometimes one hasty play will overthrow the results of a carefully
+planned game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Discouragement should make the player more resolute.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Preserve us from the bore who<a name="page_026" id="page_026"></a> insists on turning conversation into
+argument.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is the critical who are most sensitive to criticism.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The best way to deal with bad luck is to bear it gracefully.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The best players are always patient with the novice.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>There are those who teach one Bridge because they play so badly.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Many people are so busy playing that they don't pause to think how they
+are playing.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Many call "bad luck" that which is only neglect to improve opportunity.<a name="page_027" id="page_027"></a></p>
+
+<p>He who is too busy to consider his faults will never take time to mend
+them.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Those who think the least have the most time to criticise.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The expertness of the player who is at the pains to announce it may be
+doubted.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Some people ask for criticism but grow angry if it is adverse.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is not so much your Bridge knowledge, but the use you make of it,
+that counts.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The novice plays before he thinks, the expert thinks before he plays.<a name="page_028" id="page_028"></a></p>
+
+<p>The silent player, like the dog that bites without growling, gets the
+best hold on the game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>There are people so absorbed in their own Bridge perfection that it is
+impossible for them to see merit in anyone else.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A good way to succeed in Bridge is to observe what is most successful
+with others.</p>
+
+<p class="figcenter">
+<img src="images/ill_pg_028.png" width="400" height="187" alt="If perchance a friend you crush 'neath the arrow's weight,
+Then swiftly to the author blame your undeservèd fate." title="If perchance a friend you crush 'neath the arrow's weight,
+Then swiftly to the author blame your undeservèd fate." />
+</p>
+
+<p><a name="page_029" id="page_029"></a></p>
+
+<h2><a name="THE_LAWS_OF_BRIDGE" id="THE_LAWS_OF_BRIDGE"></a>THE LAWS OF BRIDGE<br />
+<i>Revised</i> 1907</h2>
+
+<p class="titl">THE RUBBER</p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">SCORING</p>
+
+<p>A game consists of thirty points obtained by tricks alone, exclusive of
+any points counted for honours, Chicane, or Slam.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Every hand is played out, and any points in excess of thirty<a name="page_030" id="page_030"></a> points
+necessary for the game are counted.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Honours are ace, king, queen, knave, and ten of the trump suit; or the
+aces when no-trump is declared.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Honours are credited to the original holders and are valued as follows:<a name="page_031" id="page_031"></a></p>
+
+<table border="0" cellpadding="5" cellspacing="0" summary="DECLARATION"
+style="border:3px black solid;padding:0%;margin:5% auto 5% auto;">
+
+<tr align="center">
+<td
+style="border-bottom:1px solid black;">&nbsp;</td>
+<td
+style="border-bottom:1px solid black;
+border-right:1px solid black;">Declaration
+</td><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;"><big>&spades;</big>
+</td><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;"><big>&clubs;</big>
+</td><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;"><big><span class="red">&diams;</span></big>
+</td><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;"><big><span class="red">&hearts;</span></big>
+</td><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;">No<br />
+Trumps</td></tr>
+
+<tr><td>&nbsp;</td><td style="border-right:1px solid black;">Each Trick above Six </td><td
+align="right"
+style="border-right:1px solid black;"> 2</td><td
+align="right"
+style="border-right:1px solid black;"> 4</td><td
+align="right"
+style="border-right:1px solid black;"> 6</td><td
+align="right"
+style="border-right:1px solid black;"> 8</td><td
+align="right"> 12</td></tr>
+
+<tr><td
+rowspan="7"
+valign="middle"
+style="border-right:1px solid black;">HONOURS-</td></tr>
+
+<tr>
+<td
+style="border-right:1px solid black;">3 Honours...... </td>
+<td align="right" style="border-right:1px solid black;"> 4</td>
+<td align="right" style="border-right:1px solid black;"> 8</td>
+<td align="right" style="border-right:1px solid black;"> 12</td>
+<td align="right" style="border-right:1px solid black;"> 16</td>
+<td align="right"> 30</td></tr>
+
+<tr>
+<td style="border-right:1px solid black;"> 4 " ......</td>
+<td align="right" style="border-right:1px solid black;"> 8</td>
+<td align="right" style="border-right:1px solid black;"> 16</td>
+<td align="right" style="border-right:1px solid black;"> 24</td>
+<td align="right" style="border-right:1px solid black;"> 32</td>
+<td align="right"> 40</td></tr>
+
+<tr><td style="border-right:1px solid black;">4 &nbsp; &nbsp; " (All in one hand)</td><td
+align="right"
+style="border-right:1px solid black;"> 16</td><td
+align="right"
+style="border-right:1px solid black;"> 32</td><td
+align="right"
+style="border-right:1px solid black;"> 48</td><td
+align="right"
+style="border-right:1px solid black;"> 64</td><td
+align="right"> 100</td></tr>
+
+<tr><td style="border-right:1px solid black;">5 &nbsp; &nbsp; " ...... </td><td
+align="right"
+style="border-right:1px solid black;"> 10</td><td
+align="right"
+style="border-right:1px solid black;"> 20</td><td
+align="right"
+style="border-right:1px solid black;"> 30</td><td
+align="right"
+style="border-right:1px solid black;"> 40</td><td
+align="right"> &mdash;</td></tr>
+
+<tr><td style="border-right:1px solid black;">5 &nbsp; &nbsp; " (4 in one hand) </td><td
+align="right"
+style="border-right:1px solid black;"> 18</td><td
+align="right"
+style="border-right:1px solid black;"> 36</td><td
+align="right"
+style="border-right:1px solid black;"> 54</td><td
+align="right"
+style="border-right:1px solid black;"> 72</td><td
+align="right"> &mdash;</td></tr>
+
+<tr><td style="border-right:1px solid black;">5 &nbsp; &nbsp; " (All in one hand)</td><td
+align="right"
+style="border-right:1px solid black;"> 20</td><td
+align="right"
+style="border-right:1px solid black;"> 40</td><td
+align="right"
+style="border-right:1px solid black;"> 60</td><td
+align="right"
+style="border-right:1px solid black;"> 80</td><td
+align="right"> &mdash;</td></tr>
+
+<tr><td>&nbsp;</td>
+<td align="center" style="border-right:1px solid black;">
+&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Chicane..... </td>
+<td align="right" style="border-right:1px solid black;"> 4</td>
+<td align="right" style="border-right:1px solid black;"> 8</td>
+<td align="right" style="border-right:1px solid black;"> 12</td>
+<td align="right" style="border-right:1px solid black;"> 16</td>
+<td align="right"> &mdash;</td></tr>
+
+<tr><td
+align="center"
+colspan="7"
+style="border-top:1px solid black;">Rubber 100, Grand Slam 40, Little Slam 20,</td></tr>
+
+</table>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Little Slam is twelve tricks similarly scored, and adds twenty points to
+the honour count.<a name="page_032" id="page_032"></a></p>
+
+<p>Chicane (one hand void of trumps) is equal in value to three honours,
+<i>i.e.</i>, 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The value of honours, Slam, Little Slam, or Chicane, is in no wise
+affected by doubling or re-doubling.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>At the conclusion of a rubber<a name="page_033" id="page_033"></a> 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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,&mdash;then the score is subject to
+inquiry<a name="page_034" id="page_034"></a> until an agreement between the sides (as to the value of the
+rubber) shall have been reached.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">CUTTING</p>
+
+<p>In cutting, the ace is the lowest card and, as between cards of
+otherwise equal value, the lowest is the heart, next the diamond, next
+the club, and highest the spade.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>In all cases every player must cut from the same pack.<a name="page_035" id="page_035"></a></p>
+
+<p>Should a player expose more than one card, he must cut again.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">FORMING TABLES</p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.<a name="page_036" id="page_036"></a></p>
+
+<p>Six players constitute a full table, and no player shall have a right to
+cut into a game which is complete.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">CUTTING OUT</p>
+
+<p>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<a name="page_037" id="page_037"></a> to decide upon the outgoers; the highest are out.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">RIGHTS OF ENTRY</p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A player who cuts into one table while belonging to another shall<a name="page_038" id="page_038"></a>
+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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If anyone break up a table, the remaining players have a prior right to
+play at other tables.<a name="page_039" id="page_039"></a></p>
+
+<p class="titl">SHUFFLING</p>
+
+<p>The pack must neither be shuffled below the table nor so the face of any
+card be seen.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Each player, after shuffling, must place the cards properly collected
+and face downward to the left of the player next to deal.<a name="page_040" id="page_040"></a></p>
+
+<p class="titl">THE DEAL</p>
+
+<p>Each player deals in his turn; the order of dealing goes to the left.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When the player whose duty it is to cut has once separated the pack he
+can neither re-shuffle nor re-cut the cards.</p>
+
+<p>Should the dealer shuffle the<a name="page_041" id="page_041"></a> cards, after the pack is cut, the pack
+must be cut again.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The fifty-two cards shall be dealt face downward. The deal is not
+completed until the last card has been dealt face downward.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="c">T<small>HERE IS</small> N<small>O</small> M<small>ISDEAL.</small></p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">A NEW DEAL</p>
+
+<p>There must be a new deal&mdash;</p>
+
+<div class="blockquot"><p class="hang">a If the cards be not dealt into four packets, one at a time, and
+in regular rotation, beginning at the dealer's left.</p>
+
+<p class="hang">b If, during a deal, or during the play of a hand, the pack be
+proven incorrect or imperfect.</p>
+
+<p class="hang">c If any card be faced in the pack.</p>
+
+<p class="hang">d If any player have dealt to him a greater number of cards than
+thirteen.<a name="page_042" id="page_042"></a></p>
+
+<p class="hang">e If the dealer deal two cards at once and then deal a third before
+correcting the error.</p>
+
+<p class="hang">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.</p>
+
+<p class="hang">g If the last card do not come in its regular order to the dealer.</p></div>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>There may be a new deal&mdash;</p>
+
+<div class="blockquot"><p class="hang">a If the dealer or his partner expose a card. The eldest hand may
+claim a new deal.</p>
+
+<p class="hang">b If either adversary expose a card. The dealer or his partner may
+claim a new deal.</p>
+
+<p class="hang">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.</p>
+
+<p class="hang">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.<a name="page_043" id="page_043"></a> But in all
+other cases such penalties must be claimed prior to the completion
+of the deal.</p></div>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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<a name="page_044" id="page_044"></a> card or cards had been in his hand. The other pack
+may be searched for the missing card or cards.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Any one dealing with the adversaries' cards must be corrected before the
+play of the first card, otherwise the deal stands good. If any one deals
+when it is the turn of an adversary, such error must be corrected before
+the cards are dealt for the following deal.<a name="page_045" id="page_045"></a></p>
+
+<p>A player can neither shuffle, cut, nor deal for his partner without the
+permission of his adversaries.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">DECLARING TRUMPS</p>
+
+<p>The trump is declared. No card is turned.</p>
+
+<div class="blockquot"><p class="hang">a The dealer may either make the trump or pass the declaration to
+his partner.</p>
+
+<p class="hang">b If the declaration be passed to partner, he must make the trump.</p></div>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Should the dealer's partner make the trump without receiving permission
+from the dealer, the eldest hand may demand,</p>
+
+<div class="blockquot"><p class="hang">1st. That the trump shall stand, or</p>
+<p class="hang">2d. That there shall be a new deal.</p></div>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>But if any declaration as to doubling, or not doubling, shall have<a name="page_046" id="page_046"></a> 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.<a name="page_047" id="page_047"></a></p>
+
+<p>A declaration once made cannot be altered.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">DOUBLING, RE-DOUBLING, ETC.</p>
+
+<p>The effect of doubling, re-doubling, and so on, is that the value of
+each trick above six is doubled, quadrupled, and so on.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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."</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If either of their adversaries elect to double, the dealer and his<a name="page_048" id="page_048"></a>
+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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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<a name="page_049" id="page_049"></a> may continue as described
+above.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The process of re-doubling may be continued indefinitely.<a name="FNanchor_A_1"
+ id="FNanchor_A_1"></a><a href="#Footnote_A_1"><sup>[A]</sup></a> The first
+right to continue the re-doubling on behalf of a partnership belongs to
+that player who has last re-doubled. 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<a name="page_050" id="page_050"></a>
+as described in this and foregoing laws. 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.</p>
+
+<p class="c"><a name="Footnote_A_1" id="Footnote_A_1"></a><a href="#FNanchor_A_1">
+<sup>[A]</sup></a> 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>When the question, "May I lead?" has been answered in the<a name="page_051" id="page_051"></a> affirmative,
+or when the player who has the last right to continue the doubling
+expresses himself satisfied, the play shall begin.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Should the eldest hand lead without asking permission, his partner may
+double, but only if the maker of the trump consent.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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<a name="page_052" id="page_052"></a> shall
+stand, the process of re-doubling may continue.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A declaration as to doubling or re-doubling once made cannot be altered.</p>
+
+<p class="titl">DUMMY</p>
+
+<p>As soon as the eldest hand 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.<a name="page_053" id="page_053"></a></p>
+
+<p>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&mdash;&mdash;</p>
+
+<div class="blockquot"><p class="hang">a To ask the dealer whether he has none of the suit in which he may
+have renounced.</p>
+
+<p class="hang">b To ask the dealer when called upon to play his highest or lowest
+card whether he has conformed to the penalty.</p>
+
+<p class="hang">c To call the dealer's attention to the fact that a trick has not
+been completed.</p>
+
+<p class="hang">d To correct the claim of either adversary to a penalty to which
+the latter is not entitled.</p>
+
+<p class="hang">e To call attention to the fact that a trick has been erroneously
+taken by either side.</p>
+
+<p class="hang">f To participate in the discussion of any disputed question of fact
+which may<a name="page_054" id="page_054"></a> arise between the dealer and either adversary.</p>
+
+<p class="hang">g To correct an erroneous score.</p></div>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Dummy is not liable to the penalty for a revoke; and if he should<a name="page_055" id="page_055"></a>
+revoke and the error be not discovered until the trick is turned and
+quitted, the trick stands good.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">CARDS EXPOSED BEFORE PLAY</p>
+
+<p>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.<a name="page_056" id="page_056"></a></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">CARDS EXPOSED DURING PLAY</p>
+
+<p>All cards exposed by the dealer's adversaries are liable to be called,
+and such cards must be left face upward on the table.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The following are exposed cards:</p>
+
+<div class="blockquot"><p class="hang">1st. Two or more cards played at once.<a name="page_057" id="page_057"></a></p>
+
+<p class="hang">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.</p>
+
+<p class="hang">3d. Every card so held by a player that his partner can see any
+portion of its face.</p></div>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A card dropped on the floor or elsewhere below the table is not an
+exposed card.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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 he
+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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If, without waiting for his partner<a name="page_058" id="page_058"></a> 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If either or both of the dealer's adversaries throw his or their cards
+on the table face upwards, 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<a name="page_059" id="page_059"></a> 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If a player who has rendered himself liable to have the highest or
+lowest of a suit called 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, or, if called upon to win or lose a trick, fail to do
+so when he can, he is liable to the penalty for revoke, unless<a name="page_060" id="page_060"></a> such
+play be corrected before the trick is turned and quitted.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">LEADS OUT OF TURN</p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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<a name="page_061" id="page_061"></a> 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 above.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>In no case can a player be compelled to play a card which would oblige
+him to revoke.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The call of an exposed card may be repeated at every trick until such
+card has been played.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>If a player called on to lead a suit have none of it, the penalty is
+paid.<a name="page_062" id="page_062"></a></p>
+
+<p class="titl">CARDS PLAYED IN ERROR</p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.<a name="page_063" id="page_063"></a></p>
+
+<p>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.<a name="page_064" id="page_064"></a></p>
+
+<p class="titl">THE REVOKE</p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A revoke is established if the trick in which it occurs be turned and
+quitted, <i>i.e.</i>, 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The penalty for a revoke is three tricks taken from the revoking<a name="page_065" id="page_065"></a> player
+and added to those of the adversaries.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The penalty is applicable only to the score of the game in which it
+occurs.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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<a name="page_066" id="page_066"></a> 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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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 of the suit
+to the trick in which he has renounced.<a name="page_067" id="page_067"></a></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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<a name="page_068" id="page_068"></a> have been sufficiently examined by the adversaries.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A revoke must be claimed before the cards have been cut for the
+following deal.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Should the players on both sides subject themselves to the revoke
+penalty neither can win the game by that hand.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">GENERAL RULES</p>
+
+<p>There should not be any consultation between partners as to<a name="page_069" id="page_069"></a> the
+enforcement of penalties. If they do so consult, the penalty is paid.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Once a trick is complete, turned, and quitted, it must not be looked at
+until the end of the hand.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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,<a name="page_070" id="page_070"></a>
+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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>In all cases where a penalty has been incurred, the offender is bound to
+give reasonable time for the decision of his adversaries; but<a name="page_071" id="page_071"></a> if a
+wrong penalty be demanded none can be enforced.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">NEW CARDS</p>
+
+<p>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<a name="page_072" id="page_072"></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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>A card or cards torn or marked must be replaced by agreement or new
+cards furnished.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">BYSTANDERS</p>
+
+<p>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<a name="page_073" id="page_073"></a> 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.<a name="page_074" id="page_074"></a></p>
+
+<p class="c">SPADE CONVENTION</p>
+
+<p>I.&mdash;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.</p>
+
+<p>II.&mdash;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.</p>
+
+<p>III.&mdash;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.<a name="page_075" id="page_075"></a></p>
+
+<p class="c">ETIQUETTE</p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is obviously a greater fault to take advantage of information thus<a name="page_076" id="page_076"></a>
+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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.<a name="page_077" id="page_077"></a></p>
+
+<p>Emphasise no play of your own and show no pleasure or displeasure at any
+other play.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Do not ask to have the cards placed unless it is solely for your own
+information.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is an offence either to revoke purposely or to make a second revoke
+in order to conceal the first.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>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.<a name="page_078" id="page_078"></a></p>
+
+<p class="c">THE DECLARATION</p>
+
+<table border="0" cellpadding="5" cellspacing="0" summary="DECLARATION"
+style="border:3px black solid;padding:0%;margin:5% auto 5% auto;">
+
+<tr><td align="center"
+style="border-right:1px solid black;
+border-bottom:1px solid black;"> <small>HOLDING</small> </td>
+<td style="border-bottom:1px solid black;">&nbsp;</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Four Aces</td><td valign="middle"
+rowspan="6">Declare No-Trump.</td></tr>
+<tr><td
+style="border-right:1px solid black;">Three Aces</td></tr>
+<tr><td
+style="border-right:1px solid black;">Two Aces and a Guarded<br />
+ King or Queen</td></tr>
+<tr><td
+style="border-right:1px solid black;">One Ace and a Guarded King <br />
+ or Queen in three other <br />
+ suits.</td></tr>
+<tr><td
+style="border-right:1px solid black;">One Established Black Suit<br />
+ (Ace King Queen X X X)<br />
+ and one other Ace</td></tr>
+<tr><td
+style="border-right:1px solid black;">With a hand protected in three<br />
+ suits, provided it is a King<br />
+ or an Ace stronger than an<br />
+ average hand.</td></tr>
+
+<tr><td align="center"
+style="border-right:1px solid black;
+border-top:1px solid black;
+border-bottom:1px solid black;"> <small>HOLDING</small> </td> <td
+style="border-top:1px solid black;
+border-bottom:1px solid black;">&nbsp;</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Holding six cards with an<br />
+ honour </td><td valign="middle" rowspan="3">Usually declare<br />
+a Red<br />
+Trump</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Holding five cards with two<br />
+ honours</td></tr>
+<tr><td
+style="border-right:1px solid black;">Holding four cards with three<br />
+ good honours</td></tr>
+
+</table>
+
+<p><a name="page_079" id="page_079"></a></p>
+
+<p>Avoid a weak diamond make at a love score or when behind on the game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Declare clubs at a score of 18 or more when reasonably assured of the
+game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Declare spades at a score of 24 or more when reasonably assured of the
+game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p class="titl">PASSED MAKES</p>
+
+<p>Be cautious about declaring no-trumps when weak in the red suits.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Avoid all weak red makes on partner's pass.<a name="page_080" id="page_080"></a></p>
+
+<p>Declare clubs instead of spades when you hold but one or two spades and
+a club suit of four or more cards including two honours.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Declare your best suit at a score of 24 all on the rubber game.<a name="page_081" id="page_081"></a></p>
+
+<p class="cb">ORIGINAL LEADS AGAINST A DECLARED TRUMP</p>
+
+<table border="0" cellpadding="5" cellspacing="0" summary="ORIGINAL LEADS AGAINST A DECLARED TRUMP"
+style="border:3px black solid;padding:0%;margin:5% auto 5% auto;">
+
+<tr><td align="center"
+style="border-right:1px solid black;
+border-bottom:1px solid black;"><small>LEAD</small></td>
+<td align="center"
+style="border-right:1px solid black;
+border-bottom:1px solid black;"><small>FROM</small></td></tr>
+
+<tr><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"
+valign="middle">Ace</td><td
+style="border-bottom:1px solid black;">Ace and others<br />
+Ace, King only</td></tr>
+
+<tr><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"
+valign="middle">King</td><td
+style="border-bottom:1px solid black;">Ace, King, Queen<br />
+Ace, King X</td></tr>
+
+<tr><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"
+valign="middle">Queen </td><td
+style="border-bottom:1px solid black;"> Queen, Jack, ten<br />
+Queen, Jack, nine</td></tr>
+
+<tr><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"
+valign="middle">Jack </td><td
+style="border-bottom:1px solid black;"> Jack, ten XvJack X</td></tr>
+
+<tr><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"
+valign="middle">Ten </td><td
+style="border-bottom:1px solid black;"> King, Jack, ten<br />
+Ten X</td></tr>
+
+<tr><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;">Nine </td><td
+style="border-bottom:1px solid black;"> Nine X</td></tr>
+
+<tr><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"
+valign="middle">Top Card </td><td
+style="border-bottom:1px solid black;"> All short suits except<br />
+King X X or Queen X X</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">4th Best </td><td> All other combinations</td></tr>
+</table>
+
+<p class="c">X indicates others.<a name="page_082" id="page_082"></a></p>
+
+<p>
+<br />&nbsp;
+</p>
+
+<p class="cb">THE ORIGINAL LEAD AT NO-TRUMP</p>
+
+<table border="0" cellpadding="5" cellspacing="0" summary="THE ORIGINAL LEAD AT NO-TRUMP"
+style="border:3px black solid;padding:0%;margin:5% auto 5% auto;">
+
+<tr><td align="center"
+style="border-right:1px solid black;
+border-bottom:1px solid black;"><small>LEAD</small></td>
+<td align="center"
+style="border-right:1px solid black;
+border-bottom:1px solid black;"><small>FROM</small></td></tr>
+
+<tr><td
+rowspan="4"
+valign="top"
+style="border-bottom:1px solid black;
+border-right:1px solid black;">Ace </td><td
+style="border-bottom:1px solid black;"> Ace, Queen, Jack, and others, with<br />
+a re-entry card.</td></tr>
+
+<tr><td
+style="border-bottom:1px solid black;"> Ace, with 7 or more others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> Ace, Queen, with 5 others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> Ace, Jack, with 5 others.</td></tr>
+
+<tr><td
+rowspan="7"
+valign="top"
+style="border-bottom:1px solid black;
+border-right:1px solid black;">King </td><td
+style="border-bottom:1px solid black;"> Ace, King, Queen, and others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> Ace, King, Jack, and others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> Ace, King, ten, and 3 others, with<br />
+a re-entry card.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> Ace, King, and 5 or more others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> King, Queen, Jack, and others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> King, Queen, ten, and others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> King, Queen, and 5 others.</td></tr>
+
+<tr><td
+rowspan="3"
+valign="top"
+style="border-bottom:1px solid black;
+border-right:1px solid black;">Queen </td><td
+style="border-bottom:1px solid black;"> Queen, Jack, ten, and others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> Queen, Jack, nine, and others.</td></tr>
+<tr><td
+style="border-bottom:1px solid black;"> Ace, Queen, Jack, and others. No<br />
+card of re-entry.</td></tr>
+
+<tr><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;">Jack </td><td
+style="border-bottom:1px solid black;"> Jack, ten, nine, and others.</td></tr>
+
+<tr><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;">Ten </td><td
+style="border-bottom:1px solid black;"> King, Jack, ten, and others.</td></tr>
+
+<tr><td
+style="border-bottom:1px solid black;
+border-right:1px solid black;"
+valign="top">Highest or<br />
+Second<br />
+Best</td>
+<td
+style="border-bottom:1px solid black;"> A weak long suit containing no<br />
+honour higher than ten.</td></tr>
+
+<tr><td
+style="border-right:1px solid black;"
+valign="top">4th Best </td><td>Form other combinations.</td></tr>
+
+</table>
+
+<p><a name="page_083" id="page_083"></a></p>
+
+<p class="cb">UNBLOCKING AT NO-TRUMP</p>
+
+<table border="0" cellpadding="5" cellspacing="0" summary="UNBLOCKING AT NO-TRUMP"
+style="border:3px black solid;padding:0%;margin:5% auto 5% auto;">
+
+<tr align="center"><td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"> <small>HOLDING</small></td>
+<td
+style="border-right:1px solid black;
+border-bottom:1px solid black;"><small>ON PARTNER'S</small><br />
+<small>LEAD OF</small></td><td
+style="border-bottom:1px solid black;"><small>PLAY</small></td></tr>
+
+<tr><td
+style="border-right:1px solid black;">King X
+</td><td
+style="border-right:1px solid black;">
+Ace
+</td><td>
+King</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Ace X
+</td><td
+style="border-right:1px solid black;">
+King
+</td><td>
+Ace</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">King X
+</td><td
+style="border-right:1px solid black;">
+Queen
+</td><td>
+King</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Queen X X
+</td><td
+style="border-right:1px solid black;">
+King and Ace
+</td><td>
+Queen on Ace</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">King, Queen X
+</td><td
+style="border-right:1px solid black;">
+Ace
+</td><td>
+Queen</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Queen, Jack X
+</td><td
+style="border-right:1px solid black;">
+Ace
+</td><td>
+Jack</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Queen, Jack X
+</td><td
+style="border-right:1px solid black;">
+King
+</td><td>
+Jack</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">King, Queen X
+</td><td
+style="border-right:1px solid black;">
+Jack
+</td><td>
+Queen</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Jack, six, five,<br />
+&nbsp; &nbsp; two
+</td><td
+style="border-right:1px solid black;">
+King
+</td><td>
+Five</td></tr>
+
+<tr><td
+style="border-right:1px solid black;">Queen, nine,<br />
+&nbsp; &nbsp; seven, three,<br />
+&nbsp; &nbsp; two
+</td><td
+style="border-right:1px solid black;">
+King
+</td><td>
+Seven</td></tr>
+
+</table>
+
+<p class="cb">
+THE CHANGE THE SUIT<br />
+CALL</p>
+
+<p>"What is new in the game of Bridge?" is a reiterated question of the
+day, and the invariable answer is "Nothing, nor does the lack of
+innovation tend to simplify the play."</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>All Bridge players have experienced the agony of being forced to discard
+a great suit, thoroughly established, on the dealer's lead, owing to the
+fact that the partner has made two efforts to establish the suit he
+originally opened.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>Many times this continuation is sound: the leader holds a re-entry<a name="page_085" id="page_085"></a>
+card, and he has secured no information as to his partner's strength
+from the early development of the game.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>It is essential to good play that the dealer's adversaries should each
+gain definite knowledge of the others' holding. Any information that a
+play can convey is of inestimable help to them and of little or no
+benefit to the dealer, who is the master of his own two hands.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>We all sympathise with that constantly uttered regret, "Oh, partner, if
+I had only known that you had that suit," and Bridge players the world
+over have felt the need of some conventional play that<a name="page_086" id="page_086"></a> would indicate
+to the original leader an adequate reason for a change of suit.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The Change the Suit Call is a new convention designed to overcome this
+difficulty, one that will save countless tricks and rubbers, and one
+that will tend to minimise the dealer's acknowledged advantage in
+playing the two hands.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The convention is as follows: <i>When the original leader's partner has a
+great suit, one that is established or one that may be established by a
+single lead through the dummy hand, an echo should be made in the suit
+led by the dealer.</i> In other words, an echo in the adversary's suit is a
+command to the<a name="page_087" id="page_087"></a> original leader to abandon his own unestablished suit
+and to switch to his partner's declared strength.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The idea is of course based on the call for trumps in Whist, in which
+game an echo in any plain suit is a command to the partner to lead
+trumps. In Bridge it is used principally at no-trump and its application
+is limited to an echo on the <i>dealer's</i> lead.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>The reader will naturally ask, "How, when but two suits have been led,
+can I determine which of the two remaining to choose?" The cards in the
+leader's hand combined with those in the dummy will usually simplify the
+selection. Should the leader hold a re-entry<a name="page_088" id="page_088"></a> in one of the remaining
+suits it is obvious that he has been asked to lead the other. When it
+happens that both the leader and the dummy are weak in both suits, the
+preference should usually be given to the one in which the combined
+hands contain the fewer number of cards.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>This convention may, moreover, be used to great advantage by the
+original leader. How frequently he finds his suit hopelessly against
+him. Perhaps he holds no re-entry and the dealer in winning the first
+trick false cards. It is then that the original leader can use this echo
+to effect, to suggest that his suit should not be returned.<a name="page_089" id="page_089"></a></p>
+
+<p>"The Change the Suit Call" may also be employed to some advantage on the
+dealer's trump or plain suit lead, to show great strength in one of the
+remaining suits, or by the original leader to indicate that the suit
+first led is not to be returned; but its main importance is in the
+no-trump application.</p>
+
+<p class="figcenter"><img src="images/ill_break.png" width="55" height="19" alt="thought break" /></p>
+
+<p>"The Change the Suit Call" is an absolutely sound trick-gaining
+proposition, and the successful results obtained from its use must
+rapidly establish it as a recognised convention of the game.</p>
+
+<p class="figcenterr">
+<a href="images/back_lg.jpg">
+<img src="images/back.jpg" width="356" height="550" alt="Image of the book&#39;s back cover" title="Image of the book&#39;s back cover" /></a>
+</p>
+
+<hr class="full" />
+
+
+
+
+
+
+
+<pre>
+
+
+
+
+
+End of the Project Gutenberg EBook of Bridge Axioms and Laws, by J. B. Elwell
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+</pre>
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+</body>
+</html>
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+The Project Gutenberg EBook of Bridge Axioms and Laws, 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 Axioms and Laws
+
+Author: J. B. Elwell
+
+Release Date: November 24, 2011 [EBook #38120]
+
+Language: English
+
+Character set encoding: ASCII
+
+*** START OF THIS PROJECT GUTENBERG EBOOK BRIDGE AXIOMS AND LAWS ***
+
+
+
+
+Produced by Chuck Greif and the Online Distributed
+Proofreading Team at http://www.pgdp.net (This file was
+produced from images available at The Internet Archive)
+
+
+
+
+
+
+
+
+BRIDGE AXIOMS AND LAWS
+
+WITH THE CHANGE THE SUIT CALL
+
+REVISED AND EXPLAINED
+
+BY
+
+J. B. ELWELL
+
+_Author of "Elwell on Bridge," "Advanced Bridge," "Bridge Tournament
+Hands," "Bridge Lessons," etc._
+
+[Illustration: spade symbol]
+
+NEW YORK
+
+E. P. DUTTON & COMPANY
+
+31 WEST TWENTY-THIRD STREET
+
+1907
+
+_Copyright_, 1907
+
+BY E. P. DUTTON & CO.
+
+_The Plimpton Press Norwood Mass. U.S.A._
+
+[Illustration: Bridge Axioms]
+
+We not for you our ink on axioms spend, They're but harmless barbs
+directed at your friend.
+
+
+
+
+BRIDGE AXIOMS
+
+
+The best Bridge players are undoubtedly those who can draw inferences
+quickly and correctly.
+
+ * * * * *
+
+Observation is an art enabling one to discover what other people's play
+conceals--as well as reveals.
+
+ * * * * *
+
+Observation always infers, and one inference will lead to another.
+
+ * * * * *
+
+Each card played speaks through its silence, and its language must be
+understood.
+
+ * * * * *
+
+To converse intelligently through the medium of the cards, each must be
+seen as it falls with eyes that grasp its meaning.
+
+ * * * * *
+
+Failure to note the play of a card is not lack of memory, but lack of
+heed.
+
+ * * * * *
+
+Situations are kaleidoscopic and constant, and success may only be
+achieved by being perpetually alert to note them.
+
+ * * * * *
+
+All time at Bridge should be devoted earnestly to what confronts a
+player, not to what is past.
+
+ * * * * *
+
+It is better not to play at all, than to play without earnestness.
+
+ * * * * *
+
+One careful game is worth any number of slipshod, careless efforts
+which are disconcerting to your partner, and the delight of your
+adversaries.
+
+ * * * * *
+
+Bridge abounds with situations which must be learned.
+
+ * * * * *
+
+Promptness in making a conclusion is a mental inspiration as well as an
+aid to expeditious play.
+
+ * * * * *
+
+Hap-hazard play, first from one suit and then from another, will not
+induce a successful campaign in Bridge.
+
+ * * * * *
+
+Haste and waste are anti-types in Bridge, as they are in everything.
+
+ * * * * *
+
+To improve your Bridge, theory and practice must go hand in hand.
+
+Bridge is a game of which much is learned through the mistakes made and
+heeded.
+
+ * * * * *
+
+Do not fail to profit in future games by the mistakes that you discover
+in present play.
+
+ * * * * *
+
+When you see clever plays that are new to you, analyse the motives that
+underlie them.
+
+ * * * * *
+
+The soundest play will sometimes lose, and the worst will sometimes win.
+
+ * * * * *
+
+Uniform good play, no matter what the luck may be, will ultimately
+triumph over bad play.
+
+ * * * * *
+
+Tricks heedlessly lost mar the successful enjoyment of Bridge.
+
+That you happily did not lose on a hand, is no palliation for the bad
+play of which you may have been guilty.
+
+ * * * * *
+
+Do not overlook the tricks which may be gained by the use of a little
+card strategy.
+
+ * * * * *
+
+Memory is simply a matter of observation and practice.
+
+ * * * * *
+
+Careful Bridge cultivates memory.
+
+ * * * * *
+
+What is done with a hand cannot be undone.
+
+ * * * * *
+
+A successful partnership game must be based on perfect faith and
+confidence between partners.
+
+Combined play in Bridge is absolutely essential to success.
+
+ * * * * *
+
+When you accept a partner, you accept him as he is, not as you might
+wish him to be.
+
+ * * * * *
+
+A trust in your partner's Bridge ability will overcome many obstacles in
+the way of drawing inferences.
+
+ * * * * *
+
+If your partner objects to moving, do not advise him to change.
+
+ * * * * *
+
+Do not begin by abusing your partner for the make; you practically say
+your hand is weak and the situation hopeless.
+
+ * * * * *
+
+Your partner will play a better game if he does not fear your adverse
+criticism.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+The chronic complainant is a pessimistic partner and a peevish
+adversary.
+
+ * * * * *
+
+One grain of encouragement is worth a pound of scolding in Bridge.
+
+ * * * * *
+
+If you take advantage of your partner's breach of etiquette, you lay
+yourself open to adverse criticism.
+
+The moment that you show subserviency you admit superiority.
+
+ * * * * *
+
+Cards do not carry with them a license to be unfair or rude.
+
+ * * * * *
+
+It is more important to inform your partner than to deceive your
+adversary.
+
+ * * * * *
+
+Be generous with your praise of a well played hand.
+
+ * * * * *
+
+Play the weak hands as interestedly as the strong.
+
+ * * * * *
+
+Do not criticise at all; but--if you must--criticise fairly.
+
+ * * * * *
+
+Never call attention to the score after the cards have been dealt.
+
+No matter how cleverly the cards are managed, the player who
+underestimates the attention the state of the score demands will
+unnecessarily lose many a rubber.
+
+ * * * * *
+
+The necessity for keeping the score constantly in mind grows upon all
+players as their experience in Bridge increases.
+
+ * * * * *
+
+Know the requisite number of tricks to be taken, both to win and to save
+the game.
+
+ * * * * *
+
+When you are a game behind, do not hesitate to gamble.
+
+ * * * * *
+
+When you are a game to the good, make none but a conservative and sound
+declaration.
+
+When the score is 18 to nothing against you on the first game, or when
+you are a game to the good, avoid a doubtful declaration which may
+enable the adversaries to win the game on your deal.
+
+ * * * * *
+
+When the make is passed to you at a score of 24 all on the rubber game,
+declare your best suit.
+
+ * * * * *
+
+When the game is saved, but cannot possibly be won, the seventh trick
+should be the objective point.
+
+ * * * * *
+
+When you cannot reach game, never hazard the odd trick in an attempt to
+win two odd.
+
+ * * * * *
+
+Many times the game can only be won or saved in case the cards lie in a
+certain position. Assume that the cards are favourably placed and play
+the hand accordingly.
+
+ * * * * *
+
+When the game is seemingly lost, take the one chance of finding in your
+partner's hand the cards that will save it.
+
+ * * * * *
+
+It is surprising how often a desperate expedient will overcome a
+desperate situation.
+
+ * * * * *
+
+To force luck is to attempt to make it--a most idle task.
+
+ * * * * *
+
+Human nature tempts mortals to lose more than they can win, sometimes
+more than they can afford.
+
+Press good fortune while it lasts and do not linger when it refuses to
+smile.
+
+ * * * * *
+
+If you win with invincible cards, your victory is cheap.
+
+ * * * * *
+
+Do not ascribe to bad luck the result of bad play.
+
+ * * * * *
+
+Whoever is favoured by luck may usually take all manner of chances and
+succeed.
+
+ * * * * *
+
+More rubbers are lost by bad makes than by bad plays.
+
+ * * * * *
+
+Often the result of one hand, which proves nothing, will encourage the
+tendency toward unsound makes.
+
+The question "What will be the probable make if I pass?" is of great
+assistance in determining the declaration.
+
+ * * * * *
+
+It is remarkable how many passed "no-trumpers" go astray; and the number
+proves the necessity for more cautious passed makes.
+
+ * * * * *
+
+A good player can take more chances with the make because of his ability
+to play the cards properly.
+
+ * * * * *
+
+No-trump play is an effort to establish and bring in small cards of a
+long suit.
+
+ * * * * *
+
+Many a hand is ruined by careless and hasty play at the first trick.
+
+ * * * * *
+
+Do not play your adversary's game for him, lend him no aid in
+establishing his suit.
+
+ * * * * *
+
+Take all your finesses against the player who holds an established suit.
+
+ * * * * *
+
+If, as dealer, you wish to make four tricks in a suit with but three in
+sight, give the adversaries a chance to discard.
+
+ * * * * *
+
+When there are tricks that the adversaries must win, try to make this
+necessity a benefit to your hand.
+
+ * * * * *
+
+Rid yourself of any high card which may interrupt the continuation of
+your partner's suit.
+
+ * * * * *
+
+The dealer's main plan of a trump hand should be to exhaust trumps and
+bring in a suit.
+
+ * * * * *
+
+Be cognisant of what you should accomplish and then decide how best to
+do it.
+
+ * * * * *
+
+Pitfalls in the form of false leads, false cards and clever under-play
+should be dug for your adversaries at every opportunity.
+
+ * * * * *
+
+Too much haste in showing ability to ruff in the weak trump hand
+frequently brings disaster.
+
+ * * * * *
+
+When you are reasonably assured of every trick but one, lead your
+remaining trump.
+
+ * * * * *
+
+As a rule avoid an inclination to ruff in the strong trump hand.
+
+ * * * * *
+
+Remember that the partner who doubles usually has trump strength, and do
+not strew his pathway with obstructions by forcing him.
+
+ * * * * *
+
+It is unusually bad play to double when you need only an odd trick to
+win the game.
+
+ * * * * *
+
+The card led by your partner is a message of his holding in that suit.
+
+ * * * * *
+
+Many a rubber is lost which the prompt lead of a high card might have
+saved.
+
+It is too late to force when the adversaries hold the remaining trumps
+and an established suit.
+
+ * * * * *
+
+Ruffing with a commanding trump rarely loses a trick and often gains
+one.
+
+ * * * * *
+
+The temptation to over-trump should frequently be resisted.
+
+ * * * * *
+
+Clear your long suit before you part with your card of re-entry.
+
+ * * * * *
+
+Cultivate uniformity in your style of play, let there be no remarkable
+haste or hesitation in making or passing, and look as cheerful as
+possible.
+
+ * * * * *
+
+Hesitation and mannerisms in Bridge should be carefully avoided.
+
+Emphasise no play of your own, and show no pleasure or displeasure at
+any play.
+
+ * * * * *
+
+Superiority of skill is shown by the play of the cards, not by
+mannerisms.
+
+ * * * * *
+
+Continued hesitancy and nervous indecision are serious faults in Bridge.
+
+ * * * * *
+
+Make up your mind to do your best with the cards that have been dealt
+you.
+
+ * * * * *
+
+The occupant of the "high-chair" usually has a monopoly for giving
+advice.
+
+ * * * * *
+
+Let your manner be uniformly such that no one can tell from it whether
+you are winning or losing.
+
+ * * * * *
+
+Play Bridge with an eloquent silence; it will command both respect and
+admiration.
+
+ * * * * *
+
+An occasional mistake is preferable to an irritating delay.
+
+ * * * * *
+
+Slow play is, more or less, a habit. Its effect amounts to a fault.
+
+ * * * * *
+
+When there is an unusual distribution of the cards, remarks are
+superfluous.
+
+ * * * * *
+
+Indecision may tell your adversaries exactly what they are most eager to
+know.
+
+Deliberation at the beginning of a hand is permissible and should be
+encouraged.
+
+ * * * * *
+
+The player who interrupts the game to discuss the play should be
+ostracised from the card room.
+
+ * * * * *
+
+Make no overt remarks during the play which may tend to give the
+adversaries information.
+
+ * * * * *
+
+It is usually the inexperienced player who offers an astonishing amount
+of gratuitous and un-sought-for advice.
+
+ * * * * *
+
+It is often difficult to refrain from showing pleasure at the
+accomplishment of a desired purpose, but consider that undue elation is
+most aggravating to the adversaries.
+
+ * * * * *
+
+Post-mortems have their interest and, as a rule, are unmistakably
+convincing.
+
+ * * * * *
+
+Do not venture upon a post-mortem unless you are certain of what the
+scalpel is going to reveal.
+
+ * * * * *
+
+Do not continue to talk of harassing details when another hand is
+awaiting play.
+
+ * * * * *
+
+General rules are formulated as an assistance to intelligent play.
+
+ * * * * *
+
+Many brilliant plays are made in contravention to rules.
+
+ * * * * *
+
+Certain laws that govern the technicalities are absolute, but rules in
+general are not the masters of Bridge.
+
+ * * * * *
+
+Rules should be considered second to circumstances and to the fall of
+the cards.
+
+ * * * * *
+
+There are hands in Bridge which may be said to play themselves.
+
+ * * * * *
+
+All Bridge penalties should be strictly enforced.
+
+ * * * * *
+
+You gather the cards when your partner takes the first trick.
+
+ * * * * *
+
+Do not ask to have the cards placed unless it is solely for your own
+information.
+
+A player has not the right to have the cards placed after they have been
+touched for the purpose of gathering them.
+
+ * * * * *
+
+It is unfair to revoke purposely, or to make a second revoke in order to
+conceal the first.
+
+ * * * * *
+
+The revoking side cannot win the game on that hand, nor score more than
+28 points.
+
+ * * * * *
+
+Clubs is a safer declaration, holding four with two honours, than
+spades, when but one or two are held without an honour.
+
+ * * * * *
+
+Luck is a false friend and only stays with you until you are in
+trouble.
+
+A poor player is most a poor player when he knows not that he is a poor
+player.
+
+ * * * * *
+
+Lost tricks yield a crop of experience attained at the expense of
+rubbers.
+
+ * * * * *
+
+Inattention is a companion that will never travel alone.
+
+ * * * * *
+
+People who find it easy to decide for friends find it hard to decide for
+themselves.
+
+ * * * * *
+
+People who have lots of advice to give dislike to take any.
+
+ * * * * *
+
+The man who plays Bridge when he is angry is sure to make a mistake.
+
+There is some hope for the player who discovers he can be mistaken.
+
+ * * * * *
+
+Improvement comes from avoiding other people's mistakes.
+
+ * * * * *
+
+He who plays the best talks the least of what he is doing.
+
+ * * * * *
+
+Don't spend time grieving over a lost rubber that should be used in
+playing the next.
+
+ * * * * *
+
+Sometimes one hasty play will overthrow the results of a carefully
+planned game.
+
+ * * * * *
+
+Discouragement should make the player more resolute.
+
+ * * * * *
+
+Preserve us from the bore who insists on turning conversation into
+argument.
+
+ * * * * *
+
+It is the critical who are most sensitive to criticism.
+
+ * * * * *
+
+The best way to deal with bad luck is to bear it gracefully.
+
+ * * * * *
+
+The best players are always patient with the novice.
+
+ * * * * *
+
+There are those who teach one Bridge because they play so badly.
+
+ * * * * *
+
+Many people are so busy playing that they don't pause to think how they
+are playing.
+
+ * * * * *
+
+Many call "bad luck" that which is only neglect to improve opportunity.
+
+He who is too busy to consider his faults will never take time to mend
+them.
+
+ * * * * *
+
+Those who think the least have the most time to criticise.
+
+ * * * * *
+
+The expertness of the player who is at the pains to announce it may be
+doubted.
+
+ * * * * *
+
+Some people ask for criticism but grow angry if it is adverse.
+
+ * * * * *
+
+It is not so much your Bridge knowledge, but the use you make of it,
+that counts.
+
+ * * * * *
+
+The novice plays before he thinks, the expert thinks before he plays.
+
+The silent player, like the dog that bites without growling, gets the
+best hold on the game.
+
+ * * * * *
+
+There are people so absorbed in their own Bridge perfection that it is
+impossible for them to see merit in anyone else.
+
+ * * * * *
+
+A good way to succeed in Bridge is to observe what is most successful
+with others.
+
+[Illustration:
+
+ If perchance a friend you crush 'neath the arrow's weight,
+ Then swiftly to the author blame your undeserved fate.
+]
+
+
+
+
+THE LAWS OF BRIDGE
+
+_Revised_ 1907
+
+
+THE RUBBER
+
+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
+
+A game consists of thirty points obtained by tricks alone, exclusive of
+any points counted for honours, Chicane, or Slam.
+
+ * * * * *
+
+Every hand is played out, and any points in excess of thirty points
+necessary for the game are counted.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Honours are ace, king, queen, knave, and ten of the trump suit; or the
+aces when no-trump is declared.
+
+ * * * * *
+
+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| 54| 72| -- |
+ | {5 " (All in one hand)| 20| 40| 60| 80| -- |
+ | Chicane..... | 4| 8| 12| 16| -- |
+ +------------------------------+---+---+---+---+--------|
+ | Rubber 100, Grand Slam 40, Little Slam 20, |
+ +-------------------------------------------------------+
+
+ ([S]=spades/[C]=clubs/[D]=diamonds/[H]=hearts.
+ Note of etext transcriber.)
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Little Slam is twelve tricks similarly scored, and adds twenty points to
+the honour count.
+
+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.
+
+ * * * * *
+
+The value of honours, Slam, Little Slam, or Chicane, is in no wise
+affected by doubling or re-doubling.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+In cutting, the ace is the lowest card and, as between cards of
+otherwise equal value, the lowest is the heart, next the diamond, next
+the club, and highest the spade.
+
+ * * * * *
+
+In all cases every player must cut from the same pack.
+
+Should a player expose more than one card, he must cut again.
+
+ * * * * *
+
+
+FORMING TABLES
+
+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.
+
+ * * * * *
+
+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.
+
+Six players constitute a full table, and no player shall have a right to
+cut into a game which is complete.
+
+ * * * * *
+
+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
+
+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
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+If anyone break up a table, the remaining players have a prior right to
+play at other tables.
+
+
+SHUFFLING
+
+The pack must neither be shuffled below the table nor so the face of any
+card be seen.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Each player, after shuffling, must place the cards properly collected
+and face downward to the left of the player next to deal.
+
+
+THE DEAL
+
+Each player deals in his turn; the order of dealing goes to the left.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+When the player whose duty it is to cut has once separated the pack he
+can neither re-shuffle nor re-cut the cards.
+
+Should the dealer shuffle the cards, after the pack is cut, the pack
+must be cut again.
+
+ * * * * *
+
+The fifty-two cards shall be dealt face downward. The deal is not
+completed until the last card has been dealt face downward.
+
+ * * * * *
+
+THERE IS NO MISDEAL.
+
+ * * * * *
+
+A NEW DEAL
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Any one dealing with the adversaries' cards must be corrected before the
+play of the first card, otherwise the deal stands good. If any one deals
+when it is the turn of an adversary, such error must be corrected before
+the cards are dealt for the following deal.
+
+A player can neither shuffle, cut, nor deal for his partner without the
+permission of his adversaries.
+
+ * * * * *
+
+
+DECLARING TRUMPS
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+A declaration once made cannot be altered.
+
+ * * * * *
+
+
+DOUBLING, RE-DOUBLING, ETC.
+
+The effect of doubling, re-doubling, and so on, is that the value of
+each trick above six is doubled, quadrupled, and so on.
+
+ * * * * *
+
+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."
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+above.
+
+ * * * * *
+
+The process of re-doubling may be continued indefinitely.[A] The first
+right to continue the re-doubling on behalf of a partnership belongs to
+that player who has last re-doubled. 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. 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.
+
+ [A] 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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+Should the eldest hand lead without asking permission, his partner may
+double, but only if the maker of the trump consent.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+As soon as the eldest hand 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.
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+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.
+
+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
+
+All cards exposed by the dealer's adversaries are liable to be called,
+and such cards must be left face upward on the table.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+A card dropped on the floor or elsewhere below the table is not an
+exposed card.
+
+ * * * * *
+
+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 he
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+If either or both of the dealer's adversaries throw his or their cards
+on the table face upwards, 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.
+
+ * * * * *
+
+If a player who has rendered himself liable to have the highest or
+lowest of a suit called 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, or, if called upon to win or lose a trick, fail to do
+so when he can, he is liable to the penalty for revoke, unless such
+play be corrected before the trick is turned and quitted.
+
+ * * * * *
+
+
+LEADS OUT OF TURN
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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 above.
+
+ * * * * *
+
+In no case can a player be compelled to play a card which would oblige
+him to revoke.
+
+ * * * * *
+
+The call of an exposed card may be repeated at every trick until such
+card has been played.
+
+ * * * * *
+
+If a player called on to lead a suit have none of it, the penalty is
+paid.
+
+
+CARDS PLAYED IN ERROR
+
+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.
+
+ * * * * *
+
+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.
+
+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
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+The penalty for a revoke is three tricks taken from the revoking player
+and added to those of the adversaries.
+
+ * * * * *
+
+The penalty is applicable only to the score of the game in which it
+occurs.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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 of the suit
+to the trick in which he has renounced.
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+A revoke must be claimed before the cards have been cut for the
+following deal.
+
+ * * * * *
+
+Should the players on both sides subject themselves to the revoke
+penalty neither can win the game by that hand.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+
+GENERAL RULES
+
+There should not be any consultation between partners as to the
+enforcement of penalties. If they do so consult, the penalty is paid.
+
+ * * * * *
+
+Once a trick is complete, turned, and quitted, it must not be looked at
+until the end of the hand.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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.
+
+ * * * * *
+
+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
+
+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.
+
+ * * * * *
+
+A card or cards torn or marked must be replaced by agreement or new
+cards furnished.
+
+ * * * * *
+
+
+BYSTANDERS
+
+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.
+
+
+ THE DECLARATION
+
+ +--------------------------------+-------------------+
+ | HOLDING | |
+ +--------------------------------+-------------------+
+ | Four Aces | |
+ | Three Aces | |
+ | Two Aces and a Guarded | |
+ | King or Queen | |
+ | One Ace and a Guarded King | |
+ | or Queen in three other | |
+ | suits. | Declare No-Trump. |
+ | One Established Black Suit | |
+ | (Ace King Queen X X X) | |
+ | and one other Ace | |
+ | With a hand protected in three | |
+ | suits, provided it is a King | |
+ | or an Ace stronger than an | |
+ | average hand. | |
+ +--------------------------------+-------------------+
+ | HOLDING | |
+ +--------------------------------+-------------------+
+ |Holding six cards with an | |
+ | honour | Usually declare |
+ |Holding five cards with two | a Red |
+ | honours | Trump |
+ |Holding four cards with three | |
+ | good honours | |
+ +--------------------------------+-------------------+
+
+Avoid a weak diamond make at a love score or when behind on the game.
+
+ * * * * *
+
+Declare clubs at a score of 18 or more when reasonably assured of the
+game.
+
+ * * * * *
+
+Declare spades at a score of 24 or more when reasonably assured of the
+game.
+
+ * * * * *
+
+
+PASSED MAKES
+
+Be cautious about declaring no-trumps when weak in the red suits.
+
+ * * * * *
+
+Avoid all weak red makes on partner's pass.
+
+Declare clubs instead of spades when you hold but one or two spades and
+a club suit of four or more cards including two honours.
+
+ * * * * *
+
+Declare your best suit at a score of 24 all on the rubber game.
+
+
+ ORIGINAL LEADS AGAINST A DECLARED TRUMP
+
+ +-----------------+-----------------------------+
+ | LEAD | FROM |
+ +-----------------+-----------------------------+
+ | Ace | Ace and others |
+ | | Ace, King only |
+ +-----------------+-----------------------------+
+ | King | Ace, King, Queen |
+ | | Ace, King X |
+ +-----------------+-----------------------------+
+ | Queen | Queen, Jack, ten |
+ | | Queen, Jack, nine |
+ +-----------------+-----------------------------+
+ | Jack | Jack, ten X |
+ | | Jack X |
+ +-----------------+-----------------------------+
+ | Ten | King, Jack, ten |
+ | | Ten X |
+ +-----------------+-----------------------------+
+ | Nine | Nine X |
+ +-----------------+-----------------------------+
+ | Top Card | All short suits except |
+ | | King X X or Queen X X |
+ +-----------------+-----------------------------+
+ | 4th Best | All other combinations |
+ +-----------------+-----------------------------+
+ X indicates others.
+
+
+ THE ORIGINAL LEAD AT NO-TRUMP
+
+ +---------------+-------------------------------------+
+ | LEAD | HOLDING |
+ +---------------+-------------------------------------+
+ | Ace | Ace, Queen, Jack, and others, with |
+ | | a re-entry card. |
+ | | Ace, with 7 or more others. |
+ | | Ace, Queen, with 5 others. |
+ | | Ace, Jack, with 5 others. |
+ +---------------+-------------------------------------+
+ | King | Ace, King, Queen, and others. |
+ | | Ace, King, Jack, and others. |
+ | | Ace, King, ten, and 3 others, with |
+ | | a re-entry card. |
+ | | Ace, King, and 5 or more others. |
+ | | King, Queen, Jack, and others. |
+ | | King, Queen, ten, and others. |
+ | | King, Queen, and 5 others. |
+ +---------------+-------------------------------------+
+ | Queen | Queen, Jack, ten, and others. |
+ | | 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. |
+ +---------------+-------------------------------------+
+ | Highest or | A weak long suit containing no |
+ | Second | honour higher than ten. |
+ | Best | |
+ +---------------+-------------------------------------+
+ | 4th Best | Form other combinations. |
+ +---------------+-------------------------------------+
+
+
+ UNBLOCKING AT NO-TRUMP
+
+ +----------------+-----------------+-------------+
+ | HOLDING | ON PARTNER'S | PLAY |
+ | | LEAD OF | |
+ +----------------+-----------------+-------------+
+ |King X |Ace |King |
+ +----------------+-----------------+-------------+
+ |Ace X |King |Ace |
+ +----------------+-----------------+-------------+
+ |King X |Queen |King |
+ +----------------+-----------------+-------------+
+ |Queen X X |King and Ace |Queen on Ace |
+ +----------------+-----------------+-------------+
+ |King, Queen X |Ace |Queen |
+ +----------------+-----------------+-------------+
+ |Queen, Jack X |Ace |Jack |
+ +----------------+-----------------+-------------+
+ |Queen, Jack X |King |Jack |
+ +----------------+-----------------+-------------+
+ |King, Queen X |Jack |Queen |
+ +----------------+-----------------+-------------+
+ |Jack, six, five,|King |Five |
+ | two | | |
+ +----------------+-----------------+-------------+
+ |Queen, nine, |King |Seven |
+ | seven, three, | | |
+ | two | | |
+ +----------------+-----------------+-------------+
+
+
+THE CHANGE THE SUIT CALL
+
+
+"What is new in the game of Bridge?" is a reiterated question of the
+day, and the invariable answer is "Nothing, nor does the lack of
+innovation tend to simplify the play."
+
+ * * * * *
+
+All Bridge players have experienced the agony of being forced to discard
+a great suit, thoroughly established, on the dealer's lead, owing to the
+fact that the partner has made two efforts to establish the suit he
+originally opened.
+
+ * * * * *
+
+Many times this continuation is sound: the leader holds a re-entry
+card, and he has secured no information as to his partner's strength
+from the early development of the game.
+
+ * * * * *
+
+It is essential to good play that the dealer's adversaries should each
+gain definite knowledge of the others' holding. Any information that a
+play can convey is of inestimable help to them and of little or no
+benefit to the dealer, who is the master of his own two hands.
+
+ * * * * *
+
+We all sympathise with that constantly uttered regret, "Oh, partner, if
+I had only known that you had that suit," and Bridge players the world
+over have felt the need of some conventional play that would indicate
+to the original leader an adequate reason for a change of suit.
+
+ * * * * *
+
+The Change the Suit Call is a new convention designed to overcome this
+difficulty, one that will save countless tricks and rubbers, and one
+that will tend to minimise the dealer's acknowledged advantage in
+playing the two hands.
+
+ * * * * *
+
+The convention is as follows: _When the original leader's partner has a
+great suit, one that is established or one that may be established by a
+single lead through the dummy hand, an echo should be made in the suit
+led by the dealer._ In other words, an echo in the adversary's suit is a
+command to the original leader to abandon his own unestablished suit
+and to switch to his partner's declared strength.
+
+ * * * * *
+
+The idea is of course based on the call for trumps in Whist, in which
+game an echo in any plain suit is a command to the partner to lead
+trumps. In Bridge it is used principally at no-trump and its application
+is limited to an echo on the _dealer's_ lead.
+
+ * * * * *
+
+The reader will naturally ask, "How, when but two suits have been led,
+can I determine which of the two remaining to choose?" The cards in the
+leader's hand combined with those in the dummy will usually simplify the
+selection. Should the leader hold a re-entry in one of the remaining
+suits it is obvious that he has been asked to lead the other. When it
+happens that both the leader and the dummy are weak in both suits, the
+preference should usually be given to the one in which the combined
+hands contain the fewer number of cards.
+
+ * * * * *
+
+This convention may, moreover, be used to great advantage by the
+original leader. How frequently he finds his suit hopelessly against
+him. Perhaps he holds no re-entry and the dealer in winning the first
+trick false cards. It is then that the original leader can use this echo
+to effect, to suggest that his suit should not be returned.
+
+"The Change the Suit Call" may also be employed to some advantage on the
+dealer's trump or plain suit lead, to show great strength in one of the
+remaining suits, or by the original leader to indicate that the suit
+first led is not to be returned; but its main importance is in the
+no-trump application.
+
+ * * * * *
+
+"The Change the Suit Call" is an absolutely sound trick-gaining
+proposition, and the successful results obtained from its use must
+rapidly establish it as a recognised convention of the game.
+
+
+
+
+
+
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