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diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..6833f05 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,3 @@ +* text=auto +*.txt text +*.md text diff --git a/38120-8.txt b/38120-8.txt new file mode 100644 index 0000000..9f50e06 --- /dev/null +++ b/38120-8.txt @@ -0,0 +1,2246 @@ +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. 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B. Elwell. +</title> +<style type="text/css"> + p {margin-top:.2em;text-align:justify;margin-bottom:.2em;text-indent:2%;} + +.c {text-align:center;text-indent:0%;margin:2% auto 1% auto;} + +.cb {text-align:center;text-indent:0%;font-weight:bold;} + +.hang {text-indent:-3%;margin-left:6%;} + +.red {color:red;} + +small {font-size: 70%;} + +sup {font-size: 60%;} + +.titl {text-align:center;text-indent:0%;margin:2% auto 1% auto;font-size:90%;} + + h1 {text-align:center;clear:both;} + + h2 {margin:8% auto 2% auto;text-align:center;clear:both;font-size:115%;} + + hr.full {width: 50%;margin:5% auto 5% auto;border:4px double gray;} + + table {margin-left:auto;margin-right:auto;border:none;text-align:left;} + + body{margin-left:2%;margin-right:2%;background:#fdfdfd;color:black;font-family:"Times New Roman", serif;font-size:medium;} + +a:link {background-color:#ffffff;color:blue;text-decoration:none;} + + link {background-color:#ffffff;color:blue;text-decoration:none;} + +a:visited {background-color:#ffffff;color:purple;text-decoration:none;} + +a:hover {background-color:#ffffff;color:#FF0000;text-decoration:underline;} + +.smcap {font-variant:small-caps;font-size:95%;} + + img {border:none;} + +.blockquot{margin:auto 5% auto 5%;font-size:90%;} + +.bbox {border:solid 3px red;max-width:20em;margin:auto;padding:1%;} + +.bboxx {border:solid 3px red;max-width:20em;margin:auto;} + +.figcenter {margin:auto;text-align:center;text-indent:0%;} + +.figcenterr {margin:8% auto 8% auto;text-align:center;text-indent:0%;} + +</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's cover" title="Image of the book'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 & 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 & 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—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—if you must—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—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;"> </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>♠</big> +</td><td +style="border-bottom:1px solid black; +border-right:1px solid black;"><big>♣</big> +</td><td +style="border-bottom:1px solid black; +border-right:1px solid black;"><big><span class="red">♦</span></big> +</td><td +style="border-bottom:1px solid black; +border-right:1px solid black;"><big><span class="red">♥</span></big> +</td><td +style="border-bottom:1px solid black; +border-right:1px solid black;">No<br /> +Trumps</td></tr> + +<tr><td> </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 " (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 " ...... </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"> —</td></tr> + +<tr><td style="border-right:1px solid black;">5 " (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"> —</td></tr> + +<tr><td style="border-right:1px solid black;">5 " (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"> —</td></tr> + +<tr><td> </td> +<td align="center" style="border-right:1px solid black;"> + 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"> —</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,—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—</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—</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——</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.—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.—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.—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;"> </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;"> </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 /> +</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 /> + 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 /> + seven, three,<br /> + 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's back cover" title="Image of the book's back cover" /></a> +</p> + +<hr class="full" /> + + + + + + + +<pre> + + + + + +End of the Project Gutenberg EBook of Bridge Axioms and Laws, by J. 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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. + + + + + + +End of the Project Gutenberg EBook of Bridge Axioms and Laws, by J. B. 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