_=PIVOT BRIDGE.=_ This is simply a movement of the players, very

popular in social games, which requires that the four originally

seated at a table shall remain at that table until the game is ended,

and shall not cut for partners after the first rubber, but change in

regular order. The usual way is for the first dealer to sit still all

the time, the three other players moving round her in a circle at the

end of each rubber. This will compel the player on her left to pass

behind her and take the seat on her right. At the end of three rubbers,

each will have had each of the others for a partner. When there are

a number of tables in play, it will be necessary to have a prize for

each, giving the first choice to the player who has the highest score

in the room.

When this method is adopted, it is not necessary to deduct the lower

score from the higher at the end of each rubber, so that each player

can keep what she gets, the comparative result being the same if the

players remain at the same table. This method is open to the objection

that if two strong players are opposed to weak ones all the time, it is

a great advantage. It is also liable to abuse, if four players agree to

double everything, so that some one at the table shall be high score.

_=PROGRESSIVE BRIDGE.=_ This is simply a movement of the players from

table to table, much as described under the heading of _=compass

whist=_. The players may either agree that all the N & S pairs shall

sit still, all the E & W pairs moving one table; or they may arrange

for the winners to move in a certain direction. In all progressive

games, sometimes called _=Drive Bridge=_, there are no rubbers or

games, as one table would keep all the others waiting. An even number

of deals, usually four, is the rule for each round before moving.

_=DUPLICATE BRIDGE.=_ This is bridge with the hands kept separate and

put into trays to be carried from table to table. The methods will be

found fully described under the titles for duplicate whist. In order

to prevent the players from giving too much attention to the honours

in declaring, it is sometimes the rule to add a certain number of

points to the trick scores, as a bonus. This is called _=Bridge to the

Score=_. Four deals is a round, before changing adversaries, and fifty

points are added to the score of the side having the greater trick

score. Another method is to add fifty points to the side winning a

game, if a game is won before moving, and then to add a definite number

of points for every trick point that one side may be ahead of the other

on unfinished games; or as many points as the higher score below the

line.

None of these methods have proved attractive enough to be popular,

however, although the first is the one commonly adopted for club

tournaments, adding fifty points bonus for the higher trick score,

regardless of any games or rubbers. All the additions of percentages

require special score cards and the services of some alleged expert to

run the game, and even then they are not attractive. The problem of

duplicate bridge remains as yet unsolved, so far as a popular game is

concerned.

_=SIX-HAND BRIDGE.=_ This is played by six persons, sitting with two

card tables pushed together so as to make one. Each dealer sits at the

long end of the table, the two dealers being partners. On each side of

one sits a pair of adversaries so that the initial arrangement, if pair

A had the deal, would be this:--

[Illustration:

B C

+-----+-----+

| 5 | 6 |

| | |

A |1 | 4| A

| | |

| 2 | 3 |

+-----+-----+

B C

]

Numbers are placed on the tables to indicate the positions to which the

players shall move after each deal. The player at 6 goes to 5; 4 to 3;

3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into

the end seats, have the deal.

If the dealer at either end will not declare on his own cards, he

passes it, and the Dummy hand opposite him must be handed to the dealer

that sits at the other end of the long table, who must declare for his

partner. The usual four hands are dealt and played at each table, and

scored as usual.

Three scores must be kept, because there are three separate rubbers

going on at once,--that between A and B; between A and C, and between

B and C. If one pair wins its rubber against one of the others, three

players will be idle at one end of the table for one deal, but then all

will come into play again, for the next deal. Some persons think this

is better than four playing a rubber while two look on.

_=DOUBLE DUMMY BRIDGE.=_ In this form of the game, the dealer always

deals for himself. His adversary sits next him on the left for the

first deal, and leads for the first trick before the Dummies are

exposed. There is no doubling. On the next deal, the adversary must

sort his Dummy’s hand and must lead from it, before looking at his own.

If the declaration is passed, Dummy must make it on the lines laid down

for passed makes in Bridge for Three, which has already been described.

There is no penalty for a revoke made by either Dummy; but otherwise

the laws of bridge govern.

_=DRAW BRIDGE.=_ This is double Dummy; but instead of laying Dummy’s

cards face up on the table, each player is provided with a holder in

which he places his partner’s cards in such a manner that his adversary

cannot see them. As it comes to Dummy’s turn to play to each trick,

a card is drawn from the holder. All four hands are responsible for

revokes.

_=KING’S BRIDGE.=_ This is sometimes called _=Four Hand Bridge=_, each

player being for himself. The movements of the players are the same as

those described in Pivot Bridge, one player sitting still all the time,

while each of the others in turn becomes his partner for four deals.

The dealer declares. If he passes, the player sitting opposite him must

make it according to the mechanical rules given in Bridge for Three.

There is no doubling. The score of each player is kept in a separate

column, and the trick and honour score is put down in one lump, plus or

minus, the new score being added to or deduced from the previous one.

It is simpler, however, to put down nothing but the plus scores, so

that when the declaration is defeated, the points are credited to each

of the three other players. Suppose the dealer wins 16 and 16. He is

put down as 32 plus. If he should lose 12 and 30, his score would not

be touched, but each of the others would be put down 42 plus.

There are no games or rubbers. At the end of four deals the players

change partners by the pivot system. At the end of twelve deals, each

has played four deals with each of the others. The scores are then

added up and balanced by the method described in connection with the

game of Skat.

_=REVERSI BRIDGE.=_ This is playing bridge to lose, and the object of

the declaration is to pick out the make which is likely to win the

least tricks. At the end of the hand, each side scores what the other

makes; so that if the dealer declares no-trumps, and loses two by

cards, and finds thirty aces against him, he scores 24 and 30 to his

own credit. The adversaries can double if they wish to, and all the

rules of regular bridge apply, except that if a revoke is made the

usual penalty is reversed, the player in error taking three tricks

instead of losing them.

_=SHORT BRIDGE.=_ This is bridge without any doubling or rubbers,

and is played for so much a game instead of for so much a point, the

winners being the side that has the higher score for tricks and honours

combined when either side reaches thirty points below the line. It is

a good game for occasions upon which the players may be interrupted at

any time, or have not time to finish a full rubber.

THE AMERICAN LAWS OF BRIDGE.

REVISED TO NOVEMBER, 1913.

_Reprinted and Copyrighted, 1913, by permission of The Whist Club of

New York._

THE RUBBER.

1. The partners first winning two games win the rubber. When the first

two games decide the rubber, a third is not played.

SCORING.

2. Each side has a trick score and a score for all other counts,

generally known as the honour score. In the trick score the only

entries made are points for tricks won (see Law 3), which count both

toward the game and in the total of the rubber.

All other points, including honours, penalties, slam, little slam, and

under-tricks, are recorded in the honour score, which counts only in

the total of the rubber.

3. When the declarer wins the number of tricks bid or more, each above

six counts on the trick score; two points when spades are trumps, six

when clubs are trumps, seven when diamonds are trumps, eight when

hearts are trumps, nine when royal spades are trumps, and ten when the

declaration is no trump.

4. A game consists of thirty points made by tricks alone. Every deal

is played out, whether or not during it the game be concluded, and any

points made (even if in excess of thirty) are counted.

5. The ace, king, queen, knave, and ten of the trump suit are the

honours; when no trump is declared, the aces are the honours.

6. Honours are credited to the original holders; they are valued as

follows:

_When a Trump is Declared._

3[1] honours held between partners equal value of 2 tricks.

4 ” ” ” ” ” ” 4 ”

5 ” ” ” ” ” ” 5 ”

4 ” ” in 1 hand ” ” 8 ”

4 ” ” ” 1 ” { 5th in } ” ” 9 ”

5 ” ” ” 1 ” {partner’s} ” ” 10 ”

_When No Trump is Declared._

3 aces held between partners count 30

4 ” ” ” ” ” 40

4 ” ” in one hand ” 100

7. Slam is made when partners take thirteen tricks.[2] It counts 40

points in the honour score.

8. Little slam is made when partners take twelve tricks.[3] It counts

20 points in the honour score.

9. The value of honours, slam, or little slam, is not affected by

doubling or redoubling.

10. At the conclusion of a rubber the trick and honour scores of each

side are added and 250 additional points added to the score of the

winners of the rubber. The size of the rubber is the difference between

the completed scores. If the score of the losers of the rubber exceed

that of the winners, the losers win the amount of the excess.

11. When a rubber is started with the agreement that the play shall

terminate (_i.e._, no new deal shall commence) at a specified time,

and the rubber is unfinished at that hour, the score is made up as it

stands, 125 being added to the score of the winners of a game. A deal

if started must be finished.

12. A proved error in the honour score may be corrected at any time

before the score of the rubber has been made up and agreed upon.

13. A proved error in the trick score may be corrected at any time

before a declaration has been made in the following game, or, if it

occur in the final game of the rubber, before the score has been made

up and agreed upon.

CUTTING.

14. In cutting the ace is the lowest card; between cards of otherwise

equal value the heart is the lowest, the diamond next, the club next,

and spade the highest.

15. Every player must cut from the same pack.

16. Should a player expose more than one card, the highest is his cut.

FORMING TABLES.

17. Those first in the room have the prior right to play. Candidates of

equal standing decide their order by cutting; those who cut lowest play

first.

18. Six players constitute a complete table.

19. After the table has been formed, the players cut to decide upon

partners, the two lower play against the two higher. The lowest is

the dealer, who has choice of cards and seats, and, having made his

selection, must abide by it.[4]

20. The right to succeed players as they retire is acquired by

announcing the desire to do so, and such announcements, in the order

made, entitle candidates to fill vacancies as they occur.

CUTTING OUT.

21. If, at the end of a rubber, admission be claimed by one or two

candidates, the player or players who have played the greatest number

of consecutive rubbers withdraw; when all have played the same number,

they cut to decide upon the outgoers; the highest are out.[5]

RIGHT OF ENTRY.

22. At the end of a rubber a candidate is not entitled to enter a table

unless he declare his intention before any player cut, either for

partners, for a new rubber, or for cutting out.

23. In the formation of new tables candidates who have not played at an

existing table have the prior right of entry. Others decide their right

to admission by cutting.

24. When one or more players belonging to an existing table aid in

making up a new one, which cannot be formed without him, he or they

shall be the last to cut out.

25. A player belonging to one table who enters another, or announces a

desire to do so, forfeits his rights at his original table, unless the

new table cannot be formed without him in which case he may retain his

position at his original table by announcing his intention to return as

soon as his place at the new table can be filled.

26. Should a player leave a table during the progress of a rubber, he

may, with the consent of the three others, appoint a substitute to

play during his absence; but such appointment becomes void upon the

conclusion of the rubber, and does not in any way affect the rights of

the substitute.

27. If a player break up a table, the others have a prior right of

entry elsewhere.

SHUFFLING.

28. The pack must not be shuffled below the table nor so the face of

any card be seen.

29. The dealer’s partner must collect the cards from the preceding

deal and has the right to shuffle first. 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 while giving the

pack to be cut, he must reshuffle.

30. After shuffling, the cards, properly collected, must be placed

face downward to the left of the next dealer, where they must remain

untouched until the end of the current deal.

THE DEAL.

31. Players deal in turn; the order of dealing is to the left.

32. Immediately before the deal, the player on the dealer’s right cuts,

so that each packet contains at least four cards. If, in or after

cutting and prior to the beginning of the deal, a card be exposed,

or if any doubt exist as to the place of the cut, the dealer must

reshuffle and the same player must cut again.

33. After the pack has been properly cut, it should not be reshuffled

or recut except as provided in Law 32.

34. Should the dealer shuffle after the cut, his adversaries may also

shuffle and the pack must be cut again.

35. The fifty-two cards must be dealt face downward. The deal is

completed when the last card is dealt.

36. In the event of a misdeal, the same pack must be dealt again by the

same player.

A NEW DEAL.

37. There _must_ be a new deal:

(_a_) If the cards be not dealt, beginning at the dealer’s left

into four packets one at a time and in regular rotation.

(_b_) If, during a deal, or during the play the pack be proved

incorrect.

(_c_) If, during a deal, any card be faced in the pack or

exposed, on, above, or below the table.

(_d_) If more than thirteen cards be dealt to any player.[6]

(_e_) If the last card does not come in its regular order to

the dealer.

(_f_) If the dealer omit having the pack cut, deal out of turn

or with the adversaries’ cards, and either adversary call

attention to the fact before the end of the deal and before

looking at any of his cards.

38. Should a correction of any offence mentioned in 37 _f_ not be made

in time, or should an adversary who has looked at any of his cards be

the first to call attention to the error, the deal stands, and the

game proceeds as if the deal had been correct, the player to the left

dealing the next. When the deal has been with the wrong cards, the

next dealer may take whichever pack he prefers.

39. If, prior to the cut for the following deal, a pack be proved

incorrect, the deal is void, but all prior scores stand.[7]

The pack is not incorrect when a missing card or cards are found in the

other pack, among the quitted tricks, below the table, or in any other

place which makes it possible that such card or cards were part of the

pack during the deal.

40. Should three players have their proper number of cards, the

fourth, less, the missing card or cards, if found, belong to him,

and he, unless dummy, is answerable for any established revoke or

revokes he may have made just as if the missing card or cards had been

continuously in his hand. When a card is missing, any player may search

the other pack, the quitted tricks, or elsewhere for it.

If before, during or at the conclusion of play, one player hold more

than the proper number of cards, and another less, the deal is void.

41. A player may not cut, shuffle, or deal for his partner if either

adversary object.

THE DECLARATION.

42. The dealer, having examined his hand, must declare to win at least

one odd trick,[8] either with a specified suit, or at no trump.

43. After the dealer has declared, each player in turn, beginning on

the dealer’s left, must pass, make a higher declaration, double the

last declaration, or redouble a declaration which has been doubled,

subject to the provisions of Law 54.

44. A declaration of a greater number of tricks in a suit of lower

value, which equals the last declaration in value of points, is a

higher declaration; _e.g._, a declaration of “three spades” is higher

than “one club.”

45. A player in his turn may overbid the previous adverse declaration

any number of times, and may also overbid his partner, but he cannot

overbid his own declaration which has been passed by the three others.

46. The player who makes the final declaration[9] must play the

combined hands, his partner becoming dummy, unless the suit or no trump

finally declared was bid by the partner before it was called by the

final declarer, in which case the partner, no matter what bids have

intervened, must play the combined hands.

47. When the player of the two hands (hereinafter termed “the

declarer”) wins at least as many tricks as he declared, he scores the

full value of the tricks won (see Law 3).[10]

47_a_. When the declarer fails to win as many tricks as he declares,

neither he nor his adversaries score anything toward the game, but his

adversaries score in their honour column 50 points for each under-trick

(_i.e._, each trick short of the number declared). If the declaration

be doubled, the adversaries score 100 points; if redoubled, 200 points

for each under-trick.

48. The loss on the dealer’s original declaration of “one spade” is

limited to 100 points, whether doubled or not, unless redoubled.

Honours are scored as held.

49. If a player make a declaration (other than passing) out of turn,

either adversary may demand a new deal, or may allow such declaration

to stand, in which case the bidding shall continue as if the

declaration had been in turn.

If a player pass out of turn, the order of the bidding is not affected,

_i.e._, it is still the turn of the player to the left of the last

declarer. The player who has passed out of turn may re-enter the

bidding in his proper turn if the declaration he has passed be overbid

or doubled.

50. If a player make an insufficient or impossible declaration,

either adversary may demand that it be penalized. The penalty for an

insufficient declaration is that the bid is made sufficient in the

declaration named and the partner of the declarer may not further

declare unless an adversary subsequently bid or double. The penalty for

an impossible declaration is that the bid is made seven in the suit

named and the partner of the declarer may not further declare unless

an adversary subsequently bid or double. Either adversary, instead of

penalizing an impossible declaration, may demand a new deal, or that

the last declaration made on behalf of his partnership become the final

declaration.

50_a_. If a player who has been debarred from bidding under Laws 50 or

65, during the period of such prohibition, make any declaration (other

than passing), either adversary may decide whether such declaration

stand, and neither the offending player nor his partner may further

participate in the bidding even if the adversaries double or declare.

50_b_. A penalty for a declaration out of turn (see Law 49), an

insufficient or impossible declaration (see Law 50), or a bid when

prohibited (see Law 50_a_) may not be enforced if either adversary

pass, double, or declare before the penalty be demanded.[11]

50_c_. Laws which give to either adversary the right to enforce a

penalty, do not permit unlimited consultation. Either adversary may

call attention to the offence and select the penalty, or may say,

“Partner, you determine the penalty,” or words to that effect. Any

other consultation is prohibited,[12] and if it take place, the right

to demand any penalty is lost. The first decision made by either

adversary is final and cannot be altered.

51. At any time during the declaration, a question asked by a player

concerning any previous bid must be answered, but, after the final

declaration has been accepted, if an adversary of the declarer inform

his partner regarding any previous declaration, the declarer may

call a lead from the adversary whose next turn it is to lead. If the

dummy give such information to the declarer, either adversary of the

declarer may call a lead. A player, however, at any time may ask what

declaration is being played and the question must be answered.

52. A declaration legitimately made cannot be changed after the next

player pass, declare, or double. Prior to such action a declaration

inadvertently made may be corrected. If, prior to such correction, an

adversary call attention to an insufficient or impossible declaration,

it may not thereafter be corrected nor may the penalty be avoided.

DOUBLING AND REDOUBLING.

53. Doubling and redoubling doubles and quadruples the value of each

trick over six, but it does not alter the value of a declaration;

_e.g._, a declaration of “three clubs” is higher than “two royal

spades” doubled or redoubled.

54. Any declaration may be doubled and redoubled once, but not more;

a player may not double his partner’s declaration nor redouble his

partner’s double, but he may redouble a declaration of his partner

which has been doubled by an adversary.

The penalty for redoubling more than once is 100 points in the adverse

honour score or a new deal; for doubling a partner’s declaration, or

redoubling a partner’s double it is 50 points in the adverse honour

score. Either adversary may demand any penalty enforceable under this

law.

55. Doubling or redoubling reopens the bidding. When a declaration has

been doubled or redoubled, any one of the three succeeding players,

including the player whose declaration has been doubled, may, in his

proper turn, make a further declaration of higher value.

56. When a player whose declaration has been doubled wins the declared

number of tricks, he scores a bonus of 50 points in his honour score,

and a further 50 points for each additional trick. When he or his

partner has redoubled, he scores 100 points for making the contract

and an additional 100 for each extra trick.

57. A double or redouble is a declaration, and a player who doubles or

redoubles out of turn is subject to the penalty provided by Law 49.

58. After the final declaration has been accepted, the play begins; the

player on the left of the declarer leads.

DUMMY.

59. As soon as the player on the left of the declarer leads, the

declarer’s partner places his cards face upward on the table, and the

declarer plays the cards from that hand.

60. The partner of the declarer has all the rights of a player

(including the right to call attention to a lead from the wrong hand),

until his cards are placed face upward on the table.[13] He then

becomes the dummy, and takes no part whatever in the play, except that

he has the right:

(_a_) To call the declarer’s attention to the fact that too

many or too few cards have been played to a trick;

(_b_) to correct an improper claim of either adversary;

(_c_) to call attention to a trick erroneously taken by either

side;

(_d_) to participate in the discussion of any disputed question

of fact after it has arisen between the declarer and either

adversary;

(_e_) to correct any erroneous score;

(_f_) to consult with and advise the declarer as to which

penalty to exact for a revoke;

(_g_) to ask the declarer whether he have any of a suit he has

renounced.

The dummy, if he have not intentionally looked at any card in the hand

of a player, has also the following additional rights:

(_h_) To call the attention of the declarer to an established

adverse revoke;

(_i_) to call the attention of the declarer to a card exposed

by an adversary or to an adverse lead out of turn.

61. Should the dummy call attention to any other incident in the play

in consequence of which any penalty might have been exacted, the

declarer may not exact such penalty. Should the dummy avail himself

of rights (_h_) or (_i_), after intentionally looking at a card in

the hand of a player, the declarer may not exact any penalty for the

offence in question.

62. If the dummy, by touching a card or otherwise, suggest the play of

one of his cards, either adversary may require the declarer to play or

not to play such card.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 6 / 70 段