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[Characters surrounded by <f> and </f> are characters which were
underlined in the book.
[C]=Clubs
[S]=Spades
[D]=Diamonds
[H]=Hearts
(note of etext transcriber)]
BRIDGE
"Soon as she spreads her hand, the aerial guard
Descend and sit on each important card."
BRIDGE
ITS PRINCIPLES AND RULES
OF PLAY
BY
J. B. ELWELL
[Illustration: colophon]
WITH ILLUSTRATIVE HANDS AND THE
CLUB CODE OF BRIDGE LAWS
NEW YORK
CHARLES SCRIBNER'S SONS
1906
COPYRIGHT, 1902, 1905, BY
J. B. ELWELL
TROW DIRECTORY
PRINTING AND BOOKBINDING COMPANY
NEW YORK
TO HIS PUPILS
AND TO
ALL OTHERS INTERESTED IN
THE GAME OF BRIDGE
THE AUTHOR
WOULD BEG LEAVE TO DEDICATE
THIS BOOK
PREFACE
The main purpose which I have had in view in writing this book has been
to provide my pupils with a SIMPLE and ELEMENTARY work on Bridge. I have
endeavoured to abstain from assuming a knowledge of Whist or Whist terms
on the part of the reader, and have merely attempted to write a
text-book which shall combine clear and concise statements of my rules,
with a reason for and explanation of each one. These rules have stood
the test of practical experiment by myself and others for the last five
years, so that this statement of them will, I trust, be of benefit both
to the beginner and to the advanced player.
J. B. E.
BRIDGE
PLAYERS
Bridge is usually played by four persons. If there are more than four
candidates, the prior right to play is decided by cutting the cards.
CUTTING
This is done from a full pack of fifty-two cards which have been
shuffled and spread face downward on the table. Each player draws a
card. The four cutting the lowest cards play the first rubber. In
cutting ace is low. The cards are also cut to decide partners, the two
highest playing against the two lowest. _The dealer is the player
cutting the lowest card of all_, and he has the choice of the seats and
of the cards. Should the two players who cut the lowest cards draw cards
of equal value, they must cut again to decide which shall deal.
DEALING
Before being dealt, the cards must be shuffled by the dealer and then
cut by the player at his right. It is customary to play with two packs
of cards, the dealer's partner shuffling, or making up, for his
right-hand adversary. The cards are dealt one at a time, from left to
right, until all are exhausted, each player having thirteen cards. The
last card should not be turned face up. There is no penalty for a
misdeal.
THE OBJECT OF THE GAME
There are two separate scores to be played for--trick and honour scores.
The trick score is credited to the side that wins more than six tricks;
the honour score to the side that holds the majority of the trump
honours. The object of the game is to score more points than your
adversaries, tricks and honours included. This is best done by winning a
rubber.
THE GAME
The game consists of thirty or more trick points. All points in excess
of thirty are counted by the side winning them; but only one game can be
won in a deal. Honours are a separate score and do not count toward
winning the game.
THE RUBBER
The rubber is the best of three games. If the first two games are won by
the same partners the third is not played. One hundred points are added
to the total score of the side winning the rubber.
DECLARING THE TRUMP
The hand may be played either without a trump, or a trump suit may be
selected.
The dealer has the option of making a declaration or of passing that
privilege to his partner. If the dealer passes the make, his partner
must announce the trump. A trump once made cannot be changed at any time
during the deal.
TABLE OF TRICK VALUES
(_For each trick over six._)
+-----------------------------------------------+
|When | [S] | are trumps each trick counts | 2 |
|-----+-----+------------------------------+----|
|When | [C] | are trumps each trick counts | 4 |
|-----+-----+------------------------------+----|
|When | [D] | are trumps each trick counts | 6 |
|-----+-----+------------------------------+----|
|When | [H] | are trumps each trick counts | 8 |
|-----+-----+------------------------------+----|
|When | | | |
|there| no | trumps each trick counts | 12 |
|are | | | |
+-----------------------------------------------+
DOUBLING
After the trump has been declared each adversary, in turn, may increase
the value of the tricks by doubling.
The leader--the player at the left of the dealer--has the first right to
double. If the leader does not wish to double his partner may then do
so.
REDOUBLING
If either the leader or his partner has doubled the trump, the dealer or
his partner may re-double, the player who has made the trump having the
first right. This process may continue indefinitely. Doubling or
redoubling does not affect the value of the honours.
THE DUMMY
When the value of each trick has been determined, and after a card has
been led, the dealer's partner places his hand face upward on the
table--the trump suit at his right--and the dealer plays both hands. The
dealer's partner--the dummy--is not allowed to suggest, to touch or to
play a card except at the dealer's bidding. It is the dummy's right,
should the dealer refuse to follow in any suit, to endeavour to prevent
a revoke. (See Conversation of the Game.)
THE PLAY
In the play of the cards the ace is high and deuce low. You must follow
suit, but if you have no card of the suit led, you may either trump or
discard. At no-trump the best card of the suit led wins the trick.
THE CONVERSATION OF THE GAME
In order to avoid giving partner information as to the character of
one's hand, both the _conversation_ of the game and its order should be
strictly adhered to. To find that the wrong person has announced the
trump, or that a player has doubled out of turn, or that one has led
without asking permission, is most irritating to the other players, and
a severe penalty may often be exacted for such a mistake. The dealer may
either declare the trump or say, "I pass." If the dealer passes, his
partner must announce the trump. The leader may either double or say,
"May I Lead, Partner?" this indicates that he does not want to double,
but wishes to give his partner an opportunity to do so. The leader's
partner either says "No, I double," or "lead, please."
The conversation is indicated in the following diagram.
"Spades,"
or
"I make it Spades."
+-------------------+
| Y |
| Dummy |
| |
"May I lead?" | | "No, I double,"
or |A Leader B | or
"I double." | | "Play, please."
| |
| Dealer |
| Z |
+-------------------+
"I make it Hearts,"
or
"I pass."
When the trump has been doubled the maker says, "I redouble," or "I am
satisfied." If the maker is satisfied his partner says, "I redouble," or
"I am satisfied." In many clubs the conversation is somewhat changed and
abbreviated. "Pass." "Hearts." "I double." "I go over." "I redouble" or
"I go back." "Enough," or a rap on the table to signify satisfaction.
TO PREVENT A REVOKE
If your partner refuses to follow suit, always ask, "Have you no
(hearts), Partner?" An error may then be rectified, but only before the
trick has been turned and quitted or before another card has been led.
SCORING
The score consists of two separate counts: trick score and honour score.
The trick score is made by the side winning more than six tricks in a
hand. The honour score, by the partners who hold the majority of the
trump honours. With a declared trump the honours are A K Q J and 10. At
no-trump only the Aces count as honours. Doubling does not increase the
honour score.
TABLE SHOWING VALUE OF HONOURS
+-----------------------------------------------------+
| AT NO-TRUMP |
+-----------------------------------+-----------------+
| 3 ACES | count 30 |
| | |
| 4 ACES | " 40 |
| | |
| 4 ACES in one hand | " 100 |
+-----------------------------+-----+-----+-----+-----+
| WHEN TRUMPS ARE | [S] | [C] | [D] | [H] |
+-----------------------------+-----+-----+-----+-----+
| 3 Honours count | 4 | 8 | 12 | 16 |
| | | | | |
| 4 Honours count | 8 | 16 | 24 | 32 |
| | | | | |
| 5 Honours count | 10 | 20 | 30 | 40 |
| | | | | |
| 4 Honours in one hand count | 16 | 32 | 48 | 64 |
| | | | | |
| 4 Honours in one hand, 5th | | | | |
| in the partner's, count | 18 | 36 | 54 | 72 |
| | | | | |
| 5 HONOURS in one hand count | 20 | 40 | 60 | 80 |
+-----------------------------+-----+-----+-----+-----+
A LITTLE SLAM, winning twelve of the thirteen tricks, adds 20 points to
the honour score.
A GRAND SLAM, winning all thirteen tricks, adds 40 points to the honour
score.
CHICANE, a hand which is without a trump, adds the value of three
honours to the honour score.
DOUBLE CHICANE, a player and partner having no trumps, adds the value of
four honours to the honour score.
THE METHOD OF SCORING
We. They.
+----------+----------+
| | |
| | |
| | |
| H| |
| o| |
| 100 n| |
| 64 o| 8 |
| 4 u| 40 |
| 30 r| 16 |
| 24 s| |
| | |
+----------+----------+
1st Game. | 18 | 16 |
| 12 | |
+----------+----------+
2d Game. | | 60 |
| | |
+----------+----------+
| T| |
| r| |
Rubber. | 8 i| 8 |
| 40 c| |
| k| |
| s| |
+----------+----------+
Total. | 300 | 148 |
| | |
| 300 | |
| 148 | |
| --- | |
| 152 points won. |
+---------------------+
After the rubber has been won the honour score and the trick score of
each side are added, and the leaser total deducted from the greater.
THE SCORE
There is no part of the game of Bridge to which I would more urgently
request the attention of the player than to a careful consideration of
the state of the score. _It is useless to attempt to play good Bridge
without a knowledge of the score._ If you blindly follow rules for
making, doubling, and playing, without knowing exactly how many points
you require to win the game as well as the number needed by your
adversaries, you will needlessly lose many rubbers.
Before you declare the trump look at the score to determine the number
of points you must make in order to win the game.
Know the score when you contemplate doubling.
Never lead without knowing how many tricks you must make in order to
SAVE the game.
When you are the dealer outline your play to win the game; and if you
find it impossible to win the game be sure to SAVE it.
THE DECLARATION
While a few tricks may be dropped in the play of a hand, an unsound make
may result in the loss of several hundred points. The importance, both
of making the trump to the score and of considering the probability of
securing an honour score, cannot be too deeply impressed on the player's
mind. This, more than any part of the game, requires the exercise of
sound judgment. The good maker has an enormous advantage over the weak
one.
Try to select the trump that will win the greatest number of points with
a strong hand, and the one that will lose the fewest possible number
with a weak hand. Be liberal and bold when behind in the game and
conservative and timid when ahead.
In suggesting rules for the make this difficulty must be faced: the
exercise of the best judgment in the world will not enable one to select
the successful trump EVERY time; and players are apt to forget the many
times a particular make has won, and to be impressed by the one time the
rule failed them.
Follow consistently the laws for the make with a certainty that in the
large majority of cases they will prove successful; and digress from
these laws only when the score warrants.
NO-TRUMP DECLARATION BY THE DEALER
Provided the hand contain no large honour score in hearts or diamonds,
it is evident that the no-trump declaration is more likely than any
other to result in the gain of a large score; the dealer should,
therefore, first consider his chances of winning at no-trump. There is a
large percentage in favour of the success of an original no-trump make.
The dealer can see and combine his own with the dummy hand; while his
adversary makes the initial lead in the dark. The dealer can play false
cards; while the adversaries cannot afford to deceive each other. In
short the dealer plays the hand with an exact knowledge of the cards
that are held against him, and can take advantage of any error made, or
any information given by the adversaries. As tricks are won by small
suit cards in every no-trump hand, there is no method of estimating how
many tricks your hand may be worth. The dealer, in declaring no-trump,
may assume that his partner's hand will contain an average amount of
strength. If the dealer is weak in one suit he is justified in counting
on his partner's hand for some protection in that suit. The dealer
should not declare no-trump when he is reasonably sure of winning the
game or rubber with a trump suit; neither should the dealer declare
no-trump without an ace in his hand--unless the score is very desperate
and then only when his hand is exceptionally strong.
RULES FOR THE NO-TRUMP DECLARATION BY THE DEALER
{4 Aces.
{3 Aces.
Holding {2 Aces and one other guarded suit.
{1 Ace and three other guarded suits.
{1 long established black suit (A K Q x x x[A]) and one other Ace.
[A] "x" signifies small cards.
GUARDED SUITS
The following may be called guarded suits:
K Q x K J x K x Q J x Q x x
WEAK NO-TRUMP MAKES TO THE SCORE
If the score warrants the dealer in taking a chance at a weak make, it
is safer to gamble at no-trump than at a weak red declaration. At
no-trump the dealer's partner has a wider field for assistance, as any
one good suit will help.
On the rubber game, with the score very much against him, the dealer
should declare no-trump.
{2 Aces and a guarded Jack.
{2 Aces, one suit being A K.
Holding {1 Ace, a guarded K or Q and a K Q suit.
{1 Ace and two guarded suits (K or Q).
{1 long established black suit and a guarded King.
HEARTS
In considering a heart make, the dealer should be influenced by the
general strength of his hand and by the number of honours he holds in
the trump suit. Hearts should always be declared with four or five
honours in the hand irrespective of the strength of other suits; the
honour score will probably more than compensate for a possible loss of
trick points. A heart declaration with less than two honours is not
advisable--unless the hand contain great length in the trump suit or
great strength in the other suits--as the honour scores made against the
hand will usually exceed its trick value.
HEARTS IN PREFERENCE TO NO-TRUMP
As it requires three odd tricks to win a game of thirty points without a
trump, and but one trick more to win a game with a heart trump, the
dealer will often have occasion to choose between the two makes. With a
strong heart hand and a doubtful "no-trumper," or if the hand contain
one unguarded suit, hearts should always be given the preference. As the
adversaries have the lead and the privilege of doubling, a weak suit
exposes the hand to some danger at no-trump.
RULES FOR THE HEART MAKE
The dealer should declare hearts:
{6 Hearts, including 1 honour and some protection in other suits.
{5 Hearts, including 2 honours and some protection in other suits.
Holding {5 Hearts, including 1 honour with a good five-card plain suit,
or with strong protection in other suits.
{4 Hearts, including 3 honours and some protection in other suits.
{4 Hearts, including 4 honours, with or without protection
in other suits.
DIAMONDS
As there are two declarations of greater value than diamonds, there is
often a question as to the advisability of passing the make with a fair
diamond hand and of giving partner an opportunity to declare no-trump or
hearts. The dealer should always make the trump diamonds holding four or
five honours in his hand, irrespective of the state of the score;
holding less than four honours the dealer must be influenced by the
number of points that are necessary to win the game, and by the strength
of his hand. Many players are prejudiced against an original diamond
declaration when the score is love all; and, while the writer believes
it safer at this score to declare diamonds with a fair hand than to
chance the uncertainty of a passed make, yet the make SHOULD be
passed:--
When behind on the first game--as 0-24.
Having lost the first and with nothing scored on the second game.
When nothing on the rubber game.
In each of these positions, as the adversaries have the next deal and
may win the game, it is imperative that you score thirty points. To
accomplish this with a diamond trump it is necessary to win eleven of
the thirteen tricks; therefore, unless you hold a hand of more than the
average strength, it is advisable to pass the make in hopes that partner
can declare hearts or no-trump.
If there is a question between a diamond and no-trump declaration, the
latter is usually preferable; for while the risk is greater the reward
is double.
A diamond make is advisable whenever there is a fair chance to win the
game, as when but two or three odd tricks are needed.
RULES FOR THE DIAMOND MAKE
The dealer should declare diamonds:
{6 Diamonds, including 1 honour and some protection in other suits.
Holding {5 Diamonds, including 2 honours and some protection in other suits.
{4 Diamonds, including 4 honours, with or without protection
in other suits.
BLACK SUIT DECLARATIONS
The score should be the one excuse for an original black declaration,
and then only when comparatively sure of winning the game. Otherwise,
when the hand does not admit of a red or a no-trump declaration, the
make should be passed.
CLUBS
Clubs should be made originally only when the score is eighteen or more,
and the hand strong enough, with slight assistance, to win the game.
Clubs may be declared when there are four honours in one hand, providing
the dealer has won the first game and is eight or more on the second.
The trick and honour scores combined will count more than the average
make, and with great help the game _may_ be won.
SPADES
Spades may be made originally when six points or less are needed to win
the game.
DEFENSIVE SPADE MAKES
With a very weak hand some players advise a defensive spade make with
the object of preventing partner's attempting a make which may prove
disastrous. While much may be said in favour of an original black make
under these circumstances, it is doubtful whether it pays; the
adversaries are almost certain to double, and you eliminate the
possibility of securing a large honour score and of winning the game on
that deal. The one time that a defensive spade make might be justifiable
is when you are a game to the good and do not wish to lose the advantage
which this position offers.
SYNOPSIS OF THE MAKES
The dealer should declare
NO-TRUMPS,
{4 Aces.
{3 Aces.
{2 Aces and a guarded K or Q.
Holding {1 Ace and a guarded K or Q in three other suits.
{1 long established black suit (A K Q x x x) and one other Ace.
The dealer should NOT declare no-trumps
With a strong heart and a doubtful no-trump hand,
Or
When the game can be won with a trump suit.
[H] HEARTS. [H]
Holding
6 Hearts, including 1 honour, and some protection in other suits.
5 Hearts, including 1 honour, with a good five-card plain suit or with
strong protection in other suits.
5 Hearts, including 2 honours, and some protection in other suits.
4 Hearts, including 3 honours, and some protection in other suits.
4 Hearts, including 4 honours, with or without protection in other suits.
The dealer should NOT declare hearts
Holding
5 Hearts, including 1 or 2 honours } without protection
4 Hearts, including 3 honours } in other suits.
[D] DIAMONDS. [D]
Holding
6 Diamonds, including 1 honour, and some protection in other suits.
5 Diamonds, including 2 honours, and some protection in other suits.
4 Diamonds, including 4 honours, with or without protection in
other suits.
The dealer should NOT declare diamonds:
When behind on the score, unless there are 4 honours, or 7 or 8 tricks,
in the hand.
When 0 to 24 on the first game.
Having lost the first and 0 on the second game.
When 0 on the rubber game.
The dealer should NOT declare clubs Unless his score is 18 or more
points, and the hand strong enough to win the game.
The dealer should NOT declare spades Unless his score is 24 or more
points, and the hand strong enough to win the game.
PASSED MAKES
The dummy hand, in declaring the trump, should keep in mind the rules
suggested for the dealer, and, at the same time, be governed in his
choice by the state of the score, by the general strength of his hand,
and by the dealer's acknowledged weakness. When the make has been
passed, one must infer that the dealer has not a strong hand, neither
has he much strength in the red suits. While the latter inference may be
doubtful, the dealer often passing a fair diamond hand, it is dangerous
to declare no-trump without protection in the red suits, and the
declaration may result in a disastrous loss.
The following suggestions may prove useful:
The fact that your hand is exposed gives the adversaries an opportunity
to take advantage of its weak points.
A no-trump make that is weak in the red suits, unless justified by the
score, is unsound.
A no-trump make that is weak in Hearts is liable to be doubled.
When a game ahead be conservative. When a game behind be bold.
Endeavour to prevent the adversaries from winning the first game on your
deal. When the adversaries have won a game and have the first deal on
the second, they hold an advantage you will find most difficult to
overcome.
If your hand is worth less than four tricks don't make the trump red.
If your hand is worth less than four tricks make the trump to lose as
little as possible.
EXAMPLES OF ORIGINAL MAKES
NO-TRUMPERS WITH 3 ACES.
[C] [D] [S] [H]
A 10 5 3 A J 9 K 8 A 10 6 5
A K Q 10 6 4 2 A J 6 5 3 A
8 5 4 A 8 3 A 3 2 A 9 7 5
WITH 2 ACES AND 2 GUARDED SUITS.
[C] [D] [S] [H]
A K K Q J 8 4 K 9 5 A 8 3
A 7 6 3 K J x Q J 3 A 10 9
K Q 10 5 4 A K 5 4 A 8 7 4
A K Q A 9 Q 9 7 6 5 Q 10 8
A 10 3 Q 10 5 3 A 9 6 Q 9 6
Q J 10 9 A 7 J 10 8 6 A 10 2
WITH 2 ACES AND 1 PROTECTION.
[C] [D] [S] [H]
K J 8 7 5 J 3 A 6 A K 9 6
A 9 8 A 8 6 K J 4 3 8 5 4
A Q 7 K J 10 4 Q 5 A Q J 5
A K J 8 A Q Q 9 7 6 10 4 2
A 9 6 10 4 K 10 8 6 A J 6 2
A J 4 9 5 A 10 2 Q 10 9 6 5
A 10 8 6 5 A Q 3 8 Q J 10 4
WITH 1 ACE AND 3 PROTECTIONS.
[C] [D] [S] [H]
A 5 4 K 8 K Q 9 8 4 K Q 3
Q J 3 A 3 2 K 7 6 5 K 10 4
A 10 4 A J 10 Q J 3 K 9 8 7
Q 9 6 K J 8 A K 8 J 10 8 4
A Q 5 Q 7 4 K 9 5 3 Q 10 9
DOUBTFUL NO-TRUMPERS.
[C] [D] [S] [H]
J 9 7 3 A 10 9 4 J 5 A 9 6
10 6 A Q 5 A 10 7 2 J 10 8 3
10 5 A Q 6 4 J 8 6 A K 9 6
A J 5 3 K 8 2 8 6 K Q 7 2
9 A J 10 Q 10 8 6 4 K J 8 6
8 10 9 A K Q 9 7 6 4 K 10 4
A K Q 9 5 ---- J 10 5 3 Q 10 8 6
HEARTS, NOT "NO-TRUMPS."
[C] [D] [S] [H]
K Q 10 5 4 A K Q 2 A 5 4 3
A K Q 8 6 Q A Q 5 A K Q 4
A K J 9 K J 8 5 3 Q Q J 8
Q J 10 9 7 6 A 7 6 A A 5 3
A Q J 9 7 A J 9 8 6 K x Q
A K 10 9 6 A 8 7 6 5 4 K 9
K J 10 7 2 A 8 6 Q 8 4 K 10
BAD "RED" MAKES.
[C] [D] [S] [H]
8 6 9 8 7 J 5 4 J 10 7 6 5
10 9 5 3 10 6 5 4 3 A K Q 4
Q 7 5 J 10 2 6 2 J 8 6 4 3
6 4 3 K 10 7 6 3 8 6 J 9 7
9 4 3 6 2 9 8 7 Q 10 7 5 4
Q 6 3 10 7 3 6 4 2 K Q J 7
DOUBLING
If you--being the leader or his partner--are reasonably sure of the odd
trick, it is decidedly to your advantage to increase its value; but to
double "just for a gamble" rarely pays; it often results in a redouble,
and you are apt to find the sport expensive and your partner very
disagreeable.
In order to double with any degree of success, you must consider the
state of the score, the possibility of a redouble, and your position in
regard to the maker. Above all things, DEPEND ON YOUR OWN HAND and don't
expect your partner to take MOST of the tricks.
My advice to a beginner is: Be cautious and, until you have learned to
value your hand, be satisfied with the number of points you can make
without doubling.
ESTIMATING THE VALUE OF A HAND
To determine the probable trick-taking value of your hand, count each
Ace and King as a trick, and add to these the number of tricks you can
take in the trump suit. Queens count only as possible tricks, as the
third round of a suit may be trumped.
In determining the number of tricks you can take in the trump suit you
must remember that it makes a great difference on which side of you the
trump strength lies. For instance, holding Ace, Queen, and ten of
trumps, if you play after the maker, you will probably get three tricks;
but if the maker plays after you, your trumps can be led through, and
you may make but one trump trick.
If you play after the maker,
J x x x of trumps are worth 1 trick
Q x x " " " " 1 "
Q J x " " " " 1 "
Q J x x " " " " 2 "
K Q x " " " " 2 "
K J x " " " " 2 "
K Q 10 x " " " " 3 "
A Q 10 " " " " 3 "
A 10 9 7 2 " " " " 3 "
RULES FOR DOUBLING
To double spades, you should hold in your hand 4 tricks and a possible
5th.
To double hearts, diamonds, or clubs, you should hold five tricks and a
possible 6th.
To double "no-trumps," you should hold 6 tricks and a possible 7th.
Be careful about doubling "no-trumps," unless you hold a long
established suit. Your adversary may have seven tricks in _his_ long
suit, and it is hard to discard from a "good all-round hand."
Spades may be doubled when weak in trumps; but, to double hearts,
diamonds, or clubs, you should have some trump strength.
When doubling remember
That you show the dealer where the strength lies.
That you stand a better chance of winning the odd trick by not exposing
your strength.
That when the "maker" is on your right, you have the advantage that your
trumps are over his.
That when the "maker" is on your left you are at a disadvantage; his
trumps are over yours.
That it is a good time to double when the odd trick wins the game for
your adversaries, and does not win it for you.
That it is a poor time to double when the odd trick wins the game for
you and does not win it for your adversaries.
That with a doubtful hand it is better to be satisfied with what you can
make without doubling.
That if you double "no-trumps" your partner will lead you his best
heart.
THE LEAD WHEN PARTNER HAS DOUBLED
When your partner has doubled, the opening lead must depend greatly on
the scheme you adopt for the play of your hand. It is a mistake to
suppose your partner wishes a trump led EVERY time he doubles. On the
contrary, spades--when doubled--are seldom led by good players, unless
with a strong hand, until they have gained information to justify the
trump lead.
The majority of hands will be covered by the following rules:
If spades have been doubled and you hold four or more trumps you should
usually lead trumps.
It is fair to assume that your partner has doubled with a good suit
hand. Lead trumps if you are weak in spades, but hold a strong suit
hand. Your partner has probably doubled with trump strength.
If hearts, diamonds, or clubs have been doubled and dummy is the "maker"
it is usually good play to lead trumps; that is, when you have no short
suit and so are unable to use your trumps for ruffing.
If possible lead to take the first trick. After you have seen the dummy
you are in a position to judge as to the advisability of the trump
lead.
When hearts, diamonds, or clubs have been doubled and the dealer is the
maker, it is not sound play to lead trumps. You would place your partner
in a bad position by leading up to the dealer's declared strength.
When leading trumps always lead the top of two or three and the lowest
of four.
HEART CONVENTION
When you have the first lead and your partner has doubled a "no-trump"
make you are expected to lead your highest heart. As there are very few
hands where it is advisable to double "no-trump" on general strength, it
is necessary for the leader to know what suit to lead when his partner
has doubled.
When the leader holds an A K or an A K Q suit he should first lead the K
of that suit and then his highest heart.
WEAK-SUIT CONVENTION
In England and in some parts of this country the leader tries to guess
his partner's suit by leading the one in which he himself is weakest.
While this convention affords many more opportunities of doubling, it is
not nearly so safe as the heart convention. There is about an even
chance that the weak suit led will put the dealer or the dummy hand in
the lead.
THE NON-DEALER'S PLAY AGAINST A DECLARED TRUMP
The principles of play adopted against a trump and against a no-trump
declaration are entirely different; and it is for this reason that
Bridge is confusing to the beginner.
The important principles that govern the play against a trump
declaration are:
To hold the lead in order to see the dummy hand.
To make high cards before they can be trumped.
To give your partner information.
The importance of first seeing the thirteen cards in the dummy is
self-evident. The play of an entire hand is often influenced by the
cards in the dummy; therefore, if you can win the first trick, you are
in a better position on the second lead to play your own and your
partner's hand to advantage.
These combinations should be selected in their order for the original
lead without reference to the length of the suit.
A K Q
A K
Ace from any other combination except A Q with one or two more.
K Q J
K Q
Q J 10
As the maker, more especially if the trump is red, has shown strength,
your first consideration should be to save the game. This is best done
by leading your Aces and other high cards before the dealer has a chance
to discard and to trump. This is particularly true when there is an
established suit in the dummy hand; for then the dealer may be able to
exhaust trumps and discard his own losing cards on this established
suit.
ORIGINAL LEADS AGAINST A DECLARED TRUMP
+------------------+----------------------+
| FROM | LEAD |
+------------------+----------------------+
| A K Q | King, then Queen. |
| A K | King. |
+------------------+----------------------+
| K Q J and others | King. |
| K Q | |
+------------------+----------------------+
| Q J 10 | Queen. |
| Q J 9 | |
+------------------+----------------------+
| K J 10 | 10. |
+------------------+----------------------+
| A x x x or more. | Ace, then small one. |
| A J x x | " " " " |
| A Q J x | Ace, then Queen. |
| A Q x x x | Ace, then small one. |
+------------------+----------------------+
When opposed to the dealer, aim to give your partner as much information
as possible. You certainly cannot expect to gain much by deceiving the
dealer--he knows what is held against him--and it is a decided advantage
for your partner to know where certain cards are and to understand what
you are trying to do. The best method of indicating the cards you hold
is to adhere strictly to the correct lead from each combination of
cards.
From all other combinations, such as
K J 7 5 2 }
K 8 6 2 }
Q 9 7 5 } lead the 4th best card.
J 6 5 2 }
10 8 6 3 }
Don't lead low from suits headed by an Ace.
The lead of an _Ace_ followed by the _King_ shows no more of that suit.
The lead of a _King_ indicates the _Ace_, the _Queen_, or both.
With any three honours in a suit, your lead is always one of the
honours.
Holding but 3 or 4 cards in any of the following suits avoid leading if
possible. Wait until they are led to you.
A Q x x
A J x x
K J x x
K x x x
If in any doubt as to your lead select your longest and strongest suit
and lead the 4th best.
WHY THE 4TH BEST CARD IS LED
There are two reasons for leading the 4th best card of your long suit.
To show partner how many cards you hold in the suit.
To show partner what you have in the suit.
If you lead 4th best and afterward either discard or play a smaller one,
your partner will know that you originally held more than four cards in
that suit. The lead of a deuce, for instance, shows but four cards in
the suit. Your partner, by applying the "Rule of Eleven," can very often
tell the exact combination of cards from which you have led.
THE RULE OF ELEVEN
Deduct the size of the card led from eleven, and the difference will
show how many cards HIGHER than the one led are held outside the
leader's hand. If, for instance, your partner lead an eight spot, the
dummy having the queen and you holding A 10 x of the suit, as you see
three cards above the eight, you know the dealer cannot play higher and
that your partner must have led from K J 9 8.
Q 6 2 (11 - 8 = 3)
+---------+
| Y |
| |
8 | A B | A 10 4
| |
| Z |
+---------+
This rule is especially important at "no-trump"; but players should not
give it much attention unless the card originally led is higher than a
five.
If your partner has had the original lead, and you have taken a trick,
either make your high cards or
LEAD UP TO WEAKNESS
Weakness means no high cards, and leading up to, is making a person play
fourth in hand to a trick. By leading a suit in which dummy has weak
cards, you may enable your partner to win a trick cheaply. Whenever the
dummy hand is on your right you should take this advantage of its
weakness. It is sometimes good play to lead a card higher than the
dummy's best. This, if the card you lead is not covered, gives your
partner a chance to pass the trick.
EXAMPLES OF OPENING LEADS
THE CARD IN RED INDICATES THE LEAD.
(_Hearts_) TRUMP DECLARED BY DEALER.
_Holding the Lead._
---------+--------------+-------------+----------
[H] | [S] | [D] | [C]
---------+--------------+-------------+----------
Q 6 2 | K J 7 6 | A K Q 6 2 | 8
7 5 | A K 4 | A 9 7 5 2 | 6 4 2
5 3 2 | 9 8 6 2 | K J 6 2 | A K
8 | A Q 8 7 6 3 | K 7 6 | Q 9 8
10 4 | A 8 | A J 7 6 3 2| 9 6 2
7 5 | A Q J 10 9 2 | 5 3 | 9 7 4
Q 9 |10 7 5 | K J 9 3 | A 8 6 5
J 10 3 | A 9 6 |10 7 6 4 | J 4 3
6 4 2 | 8 7 4 | A J 8 4 | 9 6 2
9 5 4 | A 7 | K 8 7 3 | A Q 6 2
J 7 5 | 8 6 5 2 | A 10 | 9 7 4 3
=========+==============+=============+==========
_Leading from a Sequence._
---------+--------------+-------------+----------
9 2 | K Q J 8 5 2| A J 7 | A 4
J 8 7 | 9 | K Q J 9 6 2 | Q 4 2
Q 8 4 | A Q 3 | A 7 3 | Q J 10 4
A J 3 | K Q J | 7 5 3 2 | K 9 7
K 9 4 | A 7 6 | K Q 7 5 | K 8 6
K 7 4 | Q J 10 |10 7 4 2 | 8 6 3
9 8 6 3 | K Q J 10 | A 9 6 2 | 5
=========+==============+=============+==========
_Leading from Long Suits._
----------+----------+--------------+------------
[H] | [S] | [D] | [C]
----------+----------+--------------+------------
K 5 | 10 6 2 | Q 10 9 6 5 | J 8 7
Q 7 4 | A Q 5 | 10 7 4 3 | K 10 3
9 5 | A J 2 | 9 8 6 2 | K 10 7 4
8 3 2 | Q 8 7 4 | 9 6 2 | 10 6 3
J 7 6 5 | 8 | A 4 2 | K 10 6 5 3
A J 8 6 | J 4 | 10 9 7 6 2 | 3 2
J 10 | A J 6 | A Q 7 5 | Q J 4 2
4 2 | K 8 4 | K J 10 7 5 | A J 3
K 6 | 7 5 2 | 9 8 4 | Q J 9 6 2
Q 10 7 6 | J 9 4 | A 5 | K 10 8 4
==========+==========+==============+============
_Leading from Short Suits._
----------+----------+-------------+-----------
9 4 3 | A J 9 4 | 10 9 | A Q 8 6
J 4 2 | Q 7 4 | K 8 7 6 5 | J 9
9 6 4 | 10 6 4 2 | A 4 3 | Q J 5
A 9 5 | 8 6 | 10 6 4 3 | J 9 5 2
7 4 3 2 | 8 | 9 7 6 4 2 | Q 6 3
A Q 2 | K J 7 4 | J 10 | K 9 6 3
K 5 3 | J 10 4 | K 9 7 | Q 7 6 3
9 8 6 | A Q 9 8 | 10 | J 9 5 3 2
Q 7 4 | A J 9 6 | K Q | K J 7 3
A 6 2 | Q | K 8 6 4 3 | J 9 4 2
==========+==========+=============+===========
(_Hearts_) TRUMP "PASSED MAKE."
----------+-----------+------------+-----------
J 10 | K 9 8 6 | A Q 7 | K 6 4 2
8 5 2 | A Q 7 3 | K J 6 | A J 8
4 3 | K 9 4 2 | Q 10 7 6 | J 9 4
J 4 2 | 10 6 | Q 10 9 4 2| Q 8 3
Q 6 | Q 7 4 3 | K Q 10 | 8 6 4 2
Q | K 8 5 2 | Q 8 3 | A Q 5 4 3
Q 6 2 | A 5 | K 10 7 5 2| 9 7 4
9 4 3 | A Q 7 6 5| J 9 | K 8 6
K 8 5 | K 9 7 4 | Q J | K 9 4 3
8 7 | Q 6 3 | K J 9 3 | A 8 6 5
9 8 | A Q 6 3 2| Q J 6 2 | K 7
==========+===========+============+===========
AFTER THE FIRST TRICK
After you have led and have won the first trick, examine the exposed
hand carefully; then either continue with the suit led originally or
lead through strength.
LEADING THROUGH STRENGTH
The beginner will appreciate the fact that strength in a suit consists
of high cards, but is apt to find the term "leading through" difficult
to understand. Leading through means to make a person play second in
hand to the trick. You always lead through your left-hand adversary.
The object of leading through strength is to help your partner make his
high cards by giving him the advantage of playing after the exposed
hand.
Holding a sequence of two or more cards, headed by a Queen, Jack, or
Ten, when there is an honour in the dummy it is good play to lead the
highest card. If the dummy does not cover this lead, it gives your
partner an opportunity to pass the trick.
Holding one or two high cards of dummy's strong suit that are _not_ in
sequence, avoid leading the suit. Wait until dummy leads to you.
Don't lead through strength when dummy holds a sequence of three or more
cards, as
A K Q
K Q J
Q J 10
Holding a high card or cards in a suit in which the dummy is weak, avoid
leading that suit. Try to put your partner in the lead, so that he may
lead it to you.
Holding no high cards in the suit, the following combinations should be
led through:
A Q x
A J x
A x x
K Q x
K J x
K x x
Q x x
Holding a sequence of two or more cards the following combinations
should be led through:
K x x
K x
Q x x
FORCING
Judicious forcing will do more than anything else to break up a strong
trump hand.
Forcing means making a player trump--the object being to weaken his
hand.
It is good play to force the strong trump hand.
When the strong trump hand holds no more cards of your long suit, do all
damage possible with it. Unless trumps are out, the suit is of no other
use to you.
It is bad play to force the weak trump hand. Unless you can make the
strong hand trump it is better to stop leading the suit.
Do not lead a suit that will allow the weak hand to trump and the other
hand to discard; the adversaries take the trick and get rid of a losing
card.
It is too late to force when the dummy has an established suit and the
dealer has the last trump or trumps. Make what you can before giving up
the lead.
When the weak hand can ruff your suit, it is sometimes good play to lead
trumps; but only when, in doing so, you are leading trumps through the
strong hand, and when you have some protection in the other suits.
SHORT SUITS
There are two lines of play that may be followed to make tricks against
the dealer. The first--to make your high cards--has been explained. The
second is to make your small trumps by ruffing.
When you have no high card lead, or if you are anxious to be led up to,
it is often good play to throw the lead and, at the same time, to try
to make your small trumps. This can be done by leading a short suit.
A short suit is a suit of less than four cards; but the term is commonly
used to denote a singleton or a two-card suit.
In order that your partner may understand that you are leading a short
suit (and not the fourth best card of a long one) it is customary to
lead the highest card. (If you are forced to open a suit with K J x, K x
x or Q x x, the low card should be led.)
To detect a short suit apply the "Rule of Eleven." If there are (in your
hand and the dummy) more higher cards than the rule allows, the lead
cannot be the fourth-best card.
Under the following circumstances a short suit should not be led.
If you hold four trumps, including any one honour, don't lead a short
suit. Your best play is to open your long suit and force the dealer to
trump. In this way you weaken the dealer's hand and you may prevent his
bringing in his long suit or you may even establish and make your own.
If the make has been passed, don't lead a short black suit. It is
natural to suppose that the dealer is strong in black suits--if in
any--and you would be leading up to declared strength.
If you can take the first trick, do so and then judge of the
advisability of the short-suit lead.
THE DISCARD
There is considerable discussion and a wide diversity of opinion among
Bridge Players as to the best suit to throw away. You should, therefore,
before playing, ask your partner which method he adopts. Some advantage
may be claimed for each theory of discard; but the main object of them
all is the same--to indicate to partner the suit you wish led and at the
same time protect any honours you may hold in other suits.
The three different discards used by Bridge Players are:
Strength, both with a trump and at "no-trump."
Strength, with a trump and weakness at "no-trump."
Weakness, both with a trump and at "no-trump."
The discard of strength with a trump and weakness at "no-trump" is the
one most commonly used. This discard of weakness at "no-trump," while it
has the advantage of saving all the cards of the long suit, which you
may make, has also several disadvantages.
To show your suit absolutely you need two discards.
In order not to deceive your partner it may be necessary to unguard
honours, such as J x x x, 10 x x x, Q x x, or even K x.
By discarding weakness you show the dealer against which hand to
finesse.
The writer, after the analysis of many thousand hands, believes that at
"no-trump" the first discard from strength, _i.e._, the long suit or the
suit you wish partner to lead, is the safest and best, both for
protecting the hand and for showing the suit beyond possibility of
mistake.
The main advantages of the strength discard are:
It takes but one discard positively to show the suit wanted.
You can protect the high cards in your weaker suits without deceiving
your partner.
It does not show the dealer so clearly on which side to take a finesse.
By showing your suit earlier in the hand, you enable your partner to
discard to better advantage.
There are but few "no-trump" hands in which it is possible to make all
the small cards of one's suit against the dealer--unless it be the suit
first opened. Occasionally the suit in which the dealer is weak in both
hands will be made; but more often this suit is never brought in,
because the adversaries do not know the cards they hold in the two
hands.
For years whist authorities have agreed that with trump strength
declared against you the first discard should be from strength. Why,
then, when strength in all of the suits has been declared, should not
the strength discard be the best defensive discard for the majority of
bridge hands? In order not to lose an opportunity of making all of the
long suit, players will continually unguard cards in the weak suits
which, if properly protected, would win tricks; and when using the weak
suit discard these cards _must_ be unguarded in order to show partner
your suit.
There may be an occasional trick lost by discarding from strength at
"no-trump," but there are so many tricks thrown away by unguarding
honours in weak suits, and so many games and rubbers lost by guessing
the wrong suit, that Bridge Players will find the strength discard will
save more and lose less than any other discard. You do not expect to win
on your adversaries' make; you hope to prevent their winning a large
score.
If you have once led, you have shown your strength, and may then discard
from any suit you wish.
Discard only once from your strength, and then as the situation and the
hand warrant.
THE REVERSE DISCARD
In discarding, the play of a high and then a lower card reverses the
original meaning of the discard. If you adopt the strength discard, and
wish to throw away your weak suit at "no-trump," do so by discarding
first a high and then a lower card. If you use the weak discard and wish
to throw away your strong suit, discard first a high and then a lower
card.
The reverse discard should be used only when it is clearly shown that
two discards can be made.
HINTS ON DISCARDING
Watch the dealer's discards and protect the suit that he is saving.
After you have led or shown your suit, the discard of a high and then a
lower card in another suit shows command of the second suit.
The discard of an Ace shows great strength in the suit.
If a spade declaration has been doubled by you or your partner--and
especially when either of you has indicated strength by leading
trumps--the first discard should be from weakness.
In discarding at "no-trump," don't throw away all the cards of one suit:
it exposes your partner's hand, and makes it easy for the dealer to
tell how that suit is placed. Besides, you may need one card of that
suit to put your partner in the lead.
Save at least one card of your partner's long suit, unless you are
forced to give it up in order to protect your hand.
After you have led or shown your suit your discard should be from
weakness.
If your partner is discarding from weakness, protect the suit that he is
throwing away, if you can.
If forced to protect honours in other suits, don't be afraid to unguard
honours in the suit in which partner is strong.
NON-DEALER'S PLAY
SECOND HAND
In determining the card to play second in hand, you will find it a great
assistance to ask yourself why the dealer is leading that suit. You can
usually infer from the dummy's cards and your own hand what the dealer
must hold to have led the suit.
Cover an honour with an honour. This should always be done holding a
perfect or an imperfect fourchette (a card higher and a card lower than
the one led). An honour should be covered when by so doing you hope to
make a card good in your partner's hand. Don't cover holding a K, Q, or
J three times guarded, unless your next best card is a nine or better.
Don't hesitate. By hesitation a player often shows the dealer how to
play his cards. Play quickly, and if there is any doubt as to your play,
play the lowest card you hold.
If the dummy has a tenace over your cards or can take any card you hold,
play low; let the dealer do the guessing.
Holding any two or more honours in sequence, play the lowest honour of
the sequence.
A K K Q
Q J J 10
Beat the dummy. When the dealer leads, it is usually advisable to play a
card higher than the best in the dummy.
If you hold ace and others of the suit which the dummy leads, and the
trumps are all against you, play your ace second in hand. If you wait,
your ace may be trumped.
THIRD HAND
In this position your play should be guided by a knowledge of the leads,
an application of the "Rule of Eleven," and a close observance of the
dummy hand.
Unless you hold two or more honours in sequence, play your highest card.
The object of doing this is either to win the trick, or, by forcing a
still higher card from your adversary, to make a card good in your
partner's hand.
Do not deceive your partner by playing an unnecessarily high card.
Holding any two honours in sequence, play the lower.
FINESSING ON PARTNER'S LEAD
When the dummy holds no honour, it is not good play to "finesse against
your partner." If you hold K J or A Q, by playing any card but the best
you not only give the dealer an opportunity to make a trick, but you run
the risk of losing your own high cards in that suit. If, however, the
dummy holds an honour, K or Q, and you hold A and J of the suit, you are
justified in finessing the J, hoping your partner holds the missing
honour. At "no-trump"--when the dummy holds an honour--it is customary
to finesse much deeper, hoping to catch the honour exposed on the table
and so establish partner's suit.
THE ECHO
Some players use the echo only when they can trump the third round of a
suit.
The echo is a signal used by Bridge players to show ability to win the
third round of the suit either with a trump or a high card.
If your partner leads the K and then the A when you hold only two cards
of that suit, show you can trump the third round by playing first the
higher and then the lower.
If you hold the Q and your partner leads the K and A, show in the same
manner that you can win the third round of the suit.
Don't echo with an honour; it may deceive your partner.
At "no-trump" the echo is used to encourage partner to continue that
suit.
On a doubled spade, if your partner leads a high trump, echo with three
by playing the intermediate trump to the first round.
THE DEALER'S PLAY WITH A DECLARED TRUMP
In playing the two hands, the dealer must take advantage of any
information he can gain from the leads and plays of the adversaries;
and, in return, try to convey a false impression of his own hand. Above
all, the dealer should know the score and estimate the number of tricks
he must take to win the game; always bearing in mind that if he cannot
win the game, he should try to prevent the adversaries from so doing.
LEADING TRUMPS
One of the worst faults of the beginner is refusing to lead trumps. When
you hold seven or more trumps in the two hands, usually lead them. If
you hold commanding suit cards, the trump lead will prevent their being
ruffed. When you have no suit to make the lead will establish your trump
suit. If you hold high cards that should be led up to, lead trumps to
throw the lead and to compel the adversaries to lead to you.
Arrange to lead your trumps advantageously--from the weak hand to the
strong.
After trumps are exhausted, try to clearer establish the longest suit in
the two hands.
It is usually good play to draw two trumps for one; but when the best
trump is against you, do not waste two of yours to get it out.
Lead the losing trump only when you have an established suit and a sure
re-entry.
When you hold one or more trumps and a losing card, always lead the
trumps. This will force the adversaries to discard and they may not save
the right suit.
Aim to discard your losing cards from the one hand, on the commanding
cards in the other.
With a weak hand you are more likely to make your high cards if you put
your adversaries in the lead.
NOT LEADING TRUMPS
The exception to the trump lead is when the weaker of the two trump
hands contains a short suit and can ruff; then, before leading trumps,
allow the weak hand to trump your losing cards.
Unless a cross ruff can be established, it is usually bad play to weaken
your strong trump hand by forcing it to ruff. If you do this, you will
find it difficult to exhaust trumps from the adversaries' hands and to
make any commanding suit cards you may hold.
If your adversary has doubled, be cautious about leading trumps. It is
good play to lead through the doubling hand; but bad play to lead up to
it.
THE NON-DEALER'S PLAY OF A "NO-TRUMP" HAND
With a declared trump you aim to make your high cards; but at no-trump
the high cards take care of themselves and you must try to establish
your small cards.