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.