Be careful about doubling "no-trumps," unless you hold a lon

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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.

Bridge; its Principles and Rules of Play with Illustrative Hands and the Club Code of Bridge Laws · 第 1 / 5 段