Bridge; its Principles and Rules of Play - BestLightNovel.com
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If the discard of a heart is made, indicating weakness, A is compelled to choose between the clubs and spades, and as he cannot afford to lead from the king of spades once protected will undoubtedly lead the jack of clubs.
The discard from weakness in this hand, should A guess the wrong suit, may lose six or seven tricks.
ILl.u.s.tRATIVE HAND NO. 12
_The Discard of Strength versus Weakness._
The score is 24 to 0 against the dealer on the rubber game. The dealer, Z, makes it no-trump, and A leads for the first trick.
[S] 9 8 7 6 [C] 8 3 2 [D] 9 6 2 [H] 10 5 2 +---------+ [S] K 10 Y [S] A Q J 5 4 3 2 [C] J 10 5 [C] None [D] A K Q 4 A B [D] 7 5 [H] 7 6 4 3 [H] K J 9 8 Z +---------+ [S] None [C] A K Q 9 7 6 4 [D] J 10 8 3 [H] A Q
+-------+---------------+---------------+---------------+---------------+
TRICK
A
Y
B
Z
+-------+---------------+---------------+---------------+---------------+
1
The dealer loses three by-cards and the rubber.
BRIDGE FOR THREE PLAYERS
When the game is played by three persons the cards are cut to decide which shall have the dummy; the one cutting the lowest card has the deal and a permanent dummy during the game or the rubber, as the case may be.
It is then customary for each player to have dummy in turn, during one game or rubber.
In playing rubbers, 100 points are added to the score of the winning side.
In playing games, 50 points are added to score of the winning side.
If the make is pa.s.sed to dummy, four aces or three aces const.i.tute a compulsory "no-trump" declaration; otherwise, dummy must declare the longest suit.
When there are two suits of equal length, dummy must select the suit which counts most by spots, the ace counting eleven and the other honours ten each. If the suits are still equal, dummy declares the one having the higher trick valuation.
Only one adversary, the leader, can double.
If the dealer has seen the two hands, he is not allowed to re-double.
The dummy hand is not exposed until the doubling has been settled and a card led.
When the dummy is the leader, his partner must look at dummy hand and lead from it before seeing his own cards; and dummy alone has the right to double.
DUPLICATE BRIDGE
Bridge, when first introduced, was played almost entirely for a stake; but, in the last few years, many players have taken up the game--_per se_--on account of its interesting possibilities and the intellectual pleasure it gives. Duplicate and Progressive Bridge have, therefore, become very popular.
The object of Duplicate Bridge is to eliminate, as nearly as is possible, the element of luck, and to make the game not so much a question of holding good cards as a comparative test of skill between players. A perfect test cannot be made by a single trial, as an unusual distribution of the cards might defeat two strong players, but in a series of duplicate games, good makes and good plays will undoubtedly mark the better Bridge players.
As Duplicate Bridge is played for points, not games or rubbers, the honour score requires as much attention as the trick score.
Remember that holding three red honours you can stand the loss of two odd tricks (unless the mate is doubled) without losing on the deal, and that there is almost an even chance that your partner will hold another honour.
It you make it red with but one honour, your adversaries will probably secure the honour score.
If you declare "no-trump" with but one ace the honours will probably be even; but you may find three aces against you.
Remember that four honours in clubs count as much as the average deal is worth.
PROGRESSIVE BRIDGE
Progressive Bridge may be played in much the same manner as Progressive Euchre. While to win at this game is very largely a matter of holding good cards, it forms an interesting social amus.e.m.e.nt; and, to players who are unaccustomed to the arrangement of the cards in Duplicate Bridge, is much less confusing.
In Progressive Bridge the players are usually numbered, 1, 2, 3, 4 playing at Table 1, and 5, 6, 7, 8 at Table 2, etc.
At each table the cards are cut in the usual manner for partners and for the deal; and a stated number of hands played for points, tricks and honours included, without regard to games or rubbers.
After playing the number of deals decided upon, the winning pair move to the next table, where the cards are again cut for partners, and for the deal.
An individual score is kept of the points lost and won during the entire game; the points lost being deducted from those won, and the player making the best net score being declared the winner.
THE LAWS OF BRIDGE
REVISED, 1905
_The laws of Bridge published in this edition have been prepared by the author, who has used as a foundation the codes accepted by the princ.i.p.al clubs of the world. The author does not favour the exaction of a penalty for the dealer's lead out of turn. The American opinion on this point is divided, but the English practice is to exact no penalty. Otherwise the various club codes show but minor differences._
THE RUBBER
1. The partners first winning two games win the rubber. If the first two games be won by the same partners, the third game is not played.
SCORING
2. A game consists of thirty points obtained by tricks alone, exclusive of any points counted for honours, chicane or slam.
3. Every hand is played out, and any points in excess of thirty points necessary for the game are counted.
4. Each trick above six counts two points when spades are trumps, four points when clubs are trumps, six points when diamonds are trumps, eight points when hearts are trumps, and twelve points when there are no trumps.
5. Honours are ace, king, queen, knave and ten of the trump suit; or the aces when no trump is declared.
6. Honours are credited to the original holders and are valued as follows:
+------------------------------------+-----+-----+-----+-----+--------+ Declaration. [S] [C] [D] [H] No Trumps +------------------------------------+-----+-----+-----+-----+--------+ Each Trick above Six 2 4 6 8 12 { 3 Honours 4 8 12 16 30 { 4 " 8 16 24 32 40 HONOURS { 4 " (All in one hand) 16 32 48 64 100 { 5 " 10 20 30 40 -- { 5 " (4 in one hand) 18 36 64 72 -- { 5 " (All in one hand) 20 40 60 80 -- Chicane 4 8 12 16 -- +------------------------------------+-----+-----+-----+-----+--------+ Rubber 100, Grand Slam 40, Little Slam 20. +---------------------------------------------------------------------+
7. If a player and his partner make thirteen tricks, independently of any tricks gained by the revoke penalty, they score Grand Slam and add forty points to their honour count.