92. If the player in fault be the dealer, the eldest hand may require

him to play the highest or lowest card of the suit in which he has

renounced, provided both adversaries of the dealer have played to the

current trick; but this penalty cannot be exacted against the dealer

when he is fourth in hand, nor can it be enforced at all from dummy.

93. At the end of a hand the claimants of a revoke may search all the

tricks. If the cards have been mixed the claim may be urged and proved

if possible; but no proof is necessary, and the revoke is established

if, after it has been claimed, the accused player or his partner mix the

cards before they have been sufficiently examined by the adversaries.

94. A revoke must be claimed before the cards have been cut for the

following deal.

95. Should the players on both sides subject themselves to the revoke

penalty neither can win the game by that hand.

96. The revoke penalty may be claimed for as many revokes as occur

during a hand; but the accumulated penalty shall in no event exceed

thirteen tricks. (See Law 7.)

GENERAL RULES

97. There should not be any consultation between partners as to the

enforcement of penalties. If they do so consult, the penalty is paid.

98. Once a trick is complete, turned and quitted it must not be looked

at (except under Law 84), until the end of the hand.

99. Any player during the play of a trick or after the four cards are

played and before they are touched for the purpose of gathering them

together, may demand that the cards be placed before their respective

players.

100. If either of the dealer's adversaries, prior to his partner's

playing, should call attention to the trick, either by saying it is his,

or, without being requested so to do, by naming his card or drawing it

toward him, the dealer may require that opponent's partner to play his

highest or lowest card of the suit led, or to win or lose the trick.

101. Either of the dealer's adversaries may call his partner's attention

to the fact that he is about to lead out of turn, but if he make any

unauthorised reference to any incident of the play the dealer may call a

suit from the adversary whose turn it is next to lead.

102. In all cases where a penalty has been incurred, the offender is

bound to give reasonable time for the decision of his adversaries; but

if a wrong penalty be demanded none can be enforced.

103. The partner of the eldest hand may inform him that their

adversaries have incurred a penalty, but may not give any further

information. Should he suggest the penalty, or demand the enforcement

of it, such action shall be deemed a consultation, and no penalty can be

enforced.

NEW CARDS

104. Unless a pack be imperfect, no player shall have the right to call

for one new pack. If fresh cards are demanded, two packs must be

furnished and paid for by the player who has demanded them. If they are

furnished during a rubber, the adversaries shall have their choice of

new cards. If it is the beginning of a new rubber, the dealer, whether

he or one of his adversaries be the party calling for the new cards,

shall have the choice. New cards must be called for before the pack is

cut for a new deal.

105. A card or cards torn or marked must be replaced by agreement or new

cards furnished.

BYSTANDERS

106. While a bystander, by agreement among the players, may decide any

question, yet he must on no account say anything unless appealed to; and

if he make any remark which calls attention to an oversight affecting

the score, or to the exaction of a penalty, he is liable to be called on

by the players to pay the stakes on that rubber.

SPADE CONVENTION

I.--Where players agree "not to play spades" the rule is, that if the

spade make is not doubled, the hand shall be played where either side is

20 or over.

II.--If the third hand player ask, "Shall I play?" or should he lead out

of turn, or should the eldest hand lead without asking permission to

play, the spade maker may take two on the score or may call a lead and

require the hand to be played out.

III.--Should the third hand player double before his partner asks

permission to play, the spade maker may decide whether the double shall

stand or not; but the hand must be played out.

ETIQUETTE

It has been truthfully said that there is no game in which slight

intimations can convey so much information as that of Bridge. In justice

to those who, by their manner, give information, it may be stated that

most of the apparent unfairness at the Bridge table is unintentional.

Hesitation and mannerisms, however, cannot be too carefully avoided;

such a breach of etiquette is an offence for which the adversaries have

no redress except perhaps a refusal to continue the play.

It is obviously a greater fault to take advantage of information thus

given. A play in your judgment may be perfectly sound, but you leave

yourself open to criticism if it is in any way contingent on information

obtained from your partner's manner.

Cultivate uniformity in your style of play; let there be no remarkable

haste or hesitation in making or passing; try always to use the same

formula of words, and do not call attention to the score after the cards

have been dealt.

Remember that any undue hesitancy in regard to doubling will deprive a

fair-minded partner of the privilege of so doing. Such delays are too

frequent at spade declarations.

Emphasise no play of your own and show no pleasure or displeasure at any

other play.

Do not ask to have the cards placed unless it is solely for your own

information.

It is an offence either to revoke purposely or to make a second revoke

in order to conceal the first.

The dealer's partner should not call attention to the score nor to any

card or cards that he or the other players hold, and neither should he

leave his seat for the purpose of watching his partner's play.

When there is an unusual distribution of the cards, no remarks of any

kind should be allowed.

After a hand has been played, it may be discussed to the common benefit;

but the bore who is continually blowing up his partner to show his

superior knowledge, together with the player who interrupts the game to

discuss the play, should be ostracised from the card-room. Superiority

of skill is shown by the play of the cards, not by mannerisms.

It is often difficult to refrain from showing _pleasure_ at the

accomplishment of a desired purpose, but undue elation is most

aggravating to the adversaries.

Do not make a dig at the adversaries by confiding to your partner that

your success was due to an ill-judged play of the opponent.

It is not good form to complain of poor cards, as you imply that the

adversaries profit by your weak hands and not by their skill.

The better players rarely criticise unless asked to do so; it is usually

the inexperienced player who offers an astonishing amount of gratuitous

and unsought-for advice.

Do not tell your partner, after seeing all the cards, what he should

have done, but think what you would have done in your partner's place.

Do not criticise at all, but if you must, criticise fairly.

GLOSSARY

=Book.=--The first six tricks won by the same partners.

=By-cards.=--The number of tricks won, more than six, or over the "book,"

is the number "by-cards." For instance, eight tricks are equal to two

by-cards.

=Card of Re-entry.=--A winning card which will bring into play another

suit. Sometimes the re-entry is in the suit itself, but when a suit with

a re-entry is spoken of it means that the re-entry is in another suit.

=Command.=--The best card or cards of a suit. The ability to stop the suit

at any time.

=Covering.=--Putting a higher card on the trick when not the last player.

=Discarding.=--When unable to follow suit, throwing away some card of

another suit which is not trumps.

=Doubling.=--Increasing the value of the trick points.

=Doubtful Card.=--Cards which may or may not win the trick. The king is

led, and you do not know who holds the ace; the king is therefore a

doubtful card.

=Dummy.=--The player whose cards are exposed on the table. The dealer's

partner.

=Duplicate.=--A modification in which each hand is played more than once,

usually in tournaments.

=Echo.=--Playing a higher card before a lower, when no attempt is made to

win the trick.

=Eldest Hand.=--The player on the dealer's left.

=Established Suit.=--A suit in which the partners can win every trick, no

matter who leads it.

=Exposed Card.=--Any card which is shown, but is not played to the trick,

such as two cards played at once, one of which is an exposed card.

=False Cards.=--Playing the ace, holding the king, or any similar attempt

to conceal the cards held.

=Finesse.=--Any attempt to win a trick with a card which is not the best

in the hand, nor in sequence with it.

=Forcing.=--Making a player trump a suit which he does not want to trump.

See Ruffing.

=Fourchette.=--The cards above and below another card. A Q are fourchette

over the K.

=Fourth-best.=--Counting from the highest card in the suit.

=Going Over.=--Doubling the value of the trick points.

=Guarded Suits.=--A high card so protected by smaller cards that it cannot

be caught by the adversaries leading higher cards.

=Holding Up.=--Refusing to play the best card of a suit.

=Honours.=--In trumps, the A K Q J 10 of the suit. At no-trump, the four

aces.

=Leader.=--The first player in any trick.

=Leading Up To.=--Playing a suit with a view to what the fourth hand holds

in it.

=Leading Through.=--Leading a suit with a view to what the second hand

holds in it.

=Little Slam.=--Twelve tricks won out of thirteen.

=Losing Card.=--Any card which cannot possibly take a trick.

=Love-all.=--The state of the score before either side has made a point.

=Odd Trick.=--The first trick over the book of six.

=Original Lead.=--The opening of the hand or suit.

=Re-entry.=--See Card of Re-entry.

=Revoke.=--Renouncing, while still holding cards of the suit led.

=Rubber.=--Two out of three games.

=Ruffing.=--Trumping a trick willingly. See Forcing.

=Slam.=--Winning all thirteen tricks.

=Tenace.=--The best and third best of a suit. A and Q are tenace.

=Third Hand.=--The leader's partner.

=Unblocking.=--Getting rid of any card which might stop the run of a long

suit.

=Weakness.=--Inability to stop a suit.

=Weak Suits.=--Those in which tricks are impossible, or very improbable.

INDEX

Aces, second hand, playing, 23

Advantages of discarding strength, 41

Avoid leading certain combinations, 27

Avoid leading trumps, 57

Bad red-suit makes, 22

Beating dummy's cards, 43

Black suit declarations, 16

Bridge, duplicate, 97

Bridge for three players, 96

Bridge, laws of, 101

Bridge, progressive, 98

Bystanders, 125

Cards played in error, 120

Chicane and double chicane, 7

Choice of seats and cards, 1

Clubs, 16

Combining hands of dealer and dummy, 64

Commanding card, holding up, 54

Conversation of the game, 4

Covering honours with honours, 42

Cutting, 104

Cutting for the right to play, 1

Cutting out, 105

Dealer's play at no-trump, 53

Dealer's play with a declared trump, 45

Dealer's play with a trump, 49

Dealing, 1, 107

Declaration, the, 9

Declaring trumps, 110

Determining value of the rubber, 9

Diamond make, rules for, 16

Diamonds, 14

Different systems of discarding, 39

Discard after showing a suit, 38

Discard, the reverse, 41

Discarding, 38

Discarding, hints on, 41

Discarding strength always, 38

Don't change suits, 48

Don'ts for bridge players, 58

Doubling no-trumpers, 23

Doubling, rules for, 23

Doubling spades, 23

Doubling trick values, 3

Doubling with success, 22

Doubtful no-trumpers, 43

Dummy, 114

Dummy bridge, 64

Dummy's hand and duties, 4

Dummy holding tenaces, 43

Duplicate bridge, 97

Echo at no trump, 45

Echo, the, 44

Echo to show you can ruff, 45

Eleven, the rule of, 30

Entry, rights of, 106

Error, cards played in, 120

Estimating value of hands, 22

Examples of original leads, 32

Examples of original makes, 20

Exposing cards before play, 116

Exposing cards during play, 117

Finessing, 66

Finessing by the dealer, 57

Finessing on partner's lead, 44

First trick, after the, 34

Forcing the strong trump hand, 35

Forming tables, 104

Fourth-best leads, 30

Game, points in the, 2

General rules of play, 123

Giving partner information, 29

Glossary, 130

Going over, 111

Good suits to lead, 29

Guarded suits, meaning of, 12

Hand, estimating value of, 22

Heart contention, 26

Hearts, 13

Hearts instead of no-trump, 13

Hearts led at double no-trump, 26

Hearts, rules for make, 14

High cards, second hand, 43

Hints for discarding, 41

Holding a combination, 56

Holding up the command, 55

Honours are a separate score, 2

Honours, value of, 7

Honours when there is trump, 7

Honours when there is no trump, 7

Illustrative hands, 73

Importance of good makes, 10

Importance of the score, 9

Inferences, 62

Inferring what dealer holds, 48

Judgment in the makes, 10

Keeping command of a suit, 73

Laws of bridge, 101

Lead when partner has doubled, 25

Leading aces first, 29

Leading from three honours, 29

Leading from weakness to strength, 34, 56

Leading high cards, 27

Leading red suits instead of black, 51

Leading short suits, 36

Leading through strength, 56

Leading to partner's suit, 48

Leading trumps, 46

Leading up to weakness, 31

Leading weak suits, 51

Leads out of turn, 117

Letting the weak hand ruff, 47

Longest suit should be played first, 54

Makes, examples of original, 20

Makes, passed, 19

Making the trump, 10

Making up the table, 1

Mannerisms, 59

Memory, 60

Method of scoring, 6

Misdeals, none in bridge, 2

New cards, 125

New deal, 108

Non-dealer's play against a declared trump, 27

Non-dealer's play at no-trump, 47

Non-dealer's play, second hand, 42

Non-dealer's play, third hand, 43

No-trump declaration by dealer, rules for, 12

No-trump makes, 10

Object of leading through strength, 56

Object of the game, 2

Opening leads at "no-trump," 50

Opening leads, examples of, 32

Original lends against a declared trump, 28

Original leads in no-trump, 52

Original leads with a trump, 28

Original makes, examples of, 20

Original no-trump makes, 17

Partner doubles, suit to lead, 22

Partner's suit, leading to, 49

Passed makes, 19

Placing aces, second hand, 43

Placing cards by eleven rule, 30

Play of the cards, 4

Players, number of, 1

Playing your suit, not partner's, 49

Points in the game, 2

Preventing revokes, 6

Probable value of partner's hand, 11

Progressive bridge, 98

Protection, or guarded suits, 12

Protecting suits and honours, 42

Rank of cards in cutting, 1

Rank of cards in play, 4

Redoubling trick values, 3, 4

Re-entry cards, 77

Returning partner's suits, 48

Reverse discards, 41

Revoke, the, 121

Revoke, to prevent a, 6

Rights of entry, 106

Rubber, the, 101

Rubber points added, 2

Ruff before leading trumps, 83

Rules for discarding, 38, 41

Rules for doubling, 23

Rules for finessing, 59, 66

Rules for forcing, 35

Rules for inferences, 62

Rules for leading short suits, 36

Rules for leading trumps, 46

Rules for no-trump makes, 12

Rules for passed makes, 19

Ruled for playing to the score, 9

Score-sheet, how used, 8

Scoring, 6, 101

Scoring, knowledge of, 9

Scoring, method of, 8

Second-hand play, dealer and dummy, 65

Second-hand plays, 67

Seeing dummy's hand, 27

Short suits, when to lead, 36

Shuffling, 107

Shuffling the still pack, 1

Slams and their value, 7

Spade makes, defensive, 17

Spades, 16

Specimen score-sheet, 8

Suggestions for doubting, 23

Suggestions for the non-dealer, 63

Table of honour values, 7

Table of leads at no-trump, 52

Tables, forming, 104

Taking the lead, 54

Three-handed bridge, 96

Trick values, table of, 3

Trump, declaring the, 3

Trump, the, 102

Trumps, avoid leading, 57

Trumps, declaring, 110

Trumps, how made, 5

Trumps, leading, 46

Unblocking, 53

Value of any hand, 22

Value of partner's hand, 11

Value of trumps you hold, 23

Weak no-trump makes, 21

Weakness, leading up to, 31

Weak suits at doubled no-trump, 31

Weak-suit convention, 25

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