DECLARING TO THE SCORE

With a game to the good, the advantage conferred by the position is

too great to risk by a rash make. When you are a game ahead, make

none but a conservative and sound declaration. When you are a game

behind, the score justifies a bold make.

On the rubber game, particularly if the adversaries are over twenty,

the dealer may attempt a forward declaration, but his partner should

not be too reckless, realising that the dealer knew the situation and

did not consider his hand worth a venture.

At twenty-four or more on the score, with a strong black suit the

make should not be passed; average assistance in your partner’s hand

will probably enable you to win the game; and with weak red suits,

a passed red declaration may be doubled and the game won by the

adversaries.

When the score is twenty-four to nothing against you either on the

first game or when you are a game to the good, avoid a doubtful

declaration which may enable the adversaries to win the game on your

deal. There is a vast difference whether the adversaries start their

deal wanting a few points or whether they have the first deal on a

new game.

When the score is twenty-four all on the rubber game, the dealer

may pass a fairly strong hand trusting he can win the game with any

declaration; and at this score dummy should not hesitate to declare

his best suit. It is highly probable that the adversaries would win

out on the next deal.

Advanced Bridge; The Higher Principles of the Game Analysed and Explained · 第 54 / 256 题