ADVANCED BRIDGE

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ADVANCED BRIDGE

THE HIGHER PRINCIPLES OF THE GAME
ANALYSED AND EXPLAINED, AND
THEIR APPLICATION ILLUSTRATED,
BY HANDS TAKEN FROM
ACTUAL PLAY
BY
J. B. ELWELL
AUTHOR OF “ELWELL ON BRIDGE”
“BRIDGE TOURNAMENT HANDS”
SIXTH EDITION
NEW YORK
CHARLES SCRIBNER’S SONS
1907
Copyright, 1904, 1905, by
J. B. ELWELL


TO
Mr. HENRY I. BARBEY
WHO FIRST INTRODUCED BRIDGE IN AMERICA
THE AUTHOR CORDIALLY DEDICATES
THIS BOOK


PREFACE

In the study of any game, the foundation of success must be a thorough acquaintance with the principles of play. This once attained, future progress becomes easy and rapid.

Many writers on Bridge have left much of the play to the individual judgment and knowledge of the player, and in most works on this subject, illustrations of the fundamental principles are largely wanting.

The present work is an attempt to supply these deficiencies; this volume is intended to aid the Bridge student in acquiring a practical acquaintance with the various forms of attack and defence as outlined by the best players. Particular attention is given to the dealer’s play of the dummy hand, the management of trumps is outlined in detail, and the underlying principles are fully illustrated by the complete play of selected hands.

The writer has endeavoured to make this work simple in its arrangement and style so as to be adapted to the capacity of all lovers of Bridge, comprehensive and complete so as to be a sufficient and certain guide in the most difficult as well as in the easy situations.

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 principal 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.

CONTENTS

page
PREFACE [vii]

THE LAWS OF BRIDGE
[ 1]

ETIQUETTE
[22]

BRIDGE FOR THREE PLAYERS
[25]

THE SCORE
[27]
 Declaring to the score [ 27]
 Playing to the score [ 28]
 The non-dealer’s play to the score [ 29]

THE DECLARATION
[ 31]
 “No-Trump” declaration by the dealer [ 32]
 Rules for “No-Trump” declaration by the dealer [ 32]
 “No-Trump” with three aces [ 35]
 “No-Trump” with two aces and one other guarded suit [ 35]
 “No-Trump” with two aces [ 36]
 “No-Trump” with one ace [ 37]
 “No-Trump” without an ace [ 37]
 Examples of “No-Trump” makes [ 38]
 Hearts [ 38]
 Rules for the heart make [ 40]
 Five hearts including three honours [ 40]
 Five hearts including two honours [ 41]
 Five hearts with one honour [ 41]
 Four hearts with three honours [ 41]
 Examples of hands that should not be passed [ 42]
 Hearts in preference to “No-Trump” [ 42]
 Hearts, not “No-Trump” [ 43]
 Diamonds [ 43]
 Clubs [ 46]
 Spades [ 47]
 Passed makes [ 47]
 Abandoning spade hands [ 49]

DOUBLING
[ 51]
 Redoubling [ 54]
 Estimating the value of a hand [ 54]
 The lead when partner has doubled [ 55]
 The heart convention [ 57]
 The weak suit convention [ 57]

THE NON-DEALER’S PLAY AGAINST A DECLARED TRUMP
[ 59]
 The opening lead [ 60]
 Examples of opening leads [ 63]
 Inferences from high card leads [ 64]
 Inferences from low card leads [ 67]
 Examples of inference from opening leads [ 68]
 Original trump openings [ 70]
 Original trump openings from strength [ 72]
 The trump lead against a spade make [ 72]
 How to play to partner’s trump opening [ 73]
 Leading trumps to prevent a ruff in the weak trump hand [ 74]
 Short suit openings [ 74]
 Leading through strength [ 77]
 When to lead through strength [ 78]
 Choice of suits to lead through [ 79]
 Suggestions for third hand play [ 80]
 Inferences from third hand play [ 82]
 Leading up to dummy [ 87]
 The Echo [ 88]
 Forcing [ 89]
 Returning partner’s lead [ 91]
 Second hand play [ 91]
 When you play before the dummy [ 92]
 When you play before the dealer [ 94]

INFERENCES
[ 95]
 The value of information [ 96]
 How to draw inferences [ 97]
 Inferences regarding the make [ 98]
 General inferences [ 99]

THE NON-DEALER’S PLAY OF A “NO-TRUMP” HAND
[102]
 The original lead [103]
 The original lead at “No-Trump” [106]
 Opening a short suit against a “No-Trump” declaration [107]
 Unblocking [108]
 Returning partner’s lead [109]
 Holding up by the non-dealers [111]
 Examples of holding up [112]
 Taking out re-entry cards [115]

THE DISCARD
[116]
 The discard against a declared trump [117]
 The discard at “No-Trump” [118]
 Hints on discarding [121]
 The reverse discard [122]
 Discarding by the dealer [122]

THE DEALER’S PLAY
[124]
 Combining the hands of dealer and dummy [125]
 Ace, Queen, Jack Combination [125]
 Ace, king, jack combination [127]
 Ace, jack, ten combination [129]
 King, jack, ten combination [129]
 Miscellaneous combinations [130]
 Arranging the lead [131]
 Finessing [132]
 The finesse obligatory [134]
 Watching the discards in order to locate finesses [135]
 Second hand plays [136]

MANAGEMENT OF TRUMPS BY THE DEALER
[139]
 When to lead trumps [139]
 When not to lead trumps [141]
 Unblocking the trump suit [142]
 Not forcing your strong trump hand [142]
 Leading trumps to prevent a ruff [143]
 When to draw the remaining trumps [144]
 Discontinuing the lead of trumps [144]
 When to trump [146]
 Overtrumping [147]
 Re-entry cards [148]
 Forcing discards [148]
 Throwing the lead [150]

THE DEALER’S PLAY OF A “NO-TRUMP” DECLARATION
[151]
 Choice of suits [152]
 Keeping the commanding card of the adversaries’ suit [154]
 Re-entry cards [158]
 Unblocking [162]
 Overtaking [164]
 “Ducking” [167]
 “Overtaking and unblocking” [171]
 “Overtaking and ducking” [172]
 The defence against overtaking and “ducking” [173]

CARD STRATEGY
[175]

LOST TRICKS
[183]

“YOUR PARTNER.” HIS IDIOSYNCRASIES, AND SOME OF YOURS
[190]

ILLUSTRATIVE HANDS
[195]

END PLAYS
[277]
 Refusing to draw the losing trump [279]
 Leading the losing trump [280]
 Throwing the lead [281]
 Leading a singleton [282]
 Saving a low trump to lead [283]
 Refusing to over trump [284]
 The extra trump [285]
 Unblocking [286]
 Making a tenace [287]

GLOSSARY
[289]

INDEX
[293]

INDEX TO ILLUSTRATIVE HANDS

no. page
1. Saving an entry card. Leading the losing trump [197]
2. Not showing adversaries that the weak hand can “ruff” [199]
3. Leading the losing trump [201]
4. Arranging the lead [203]
5. Not leading trumps until losing cards have been discarded [205]
6. Leading through [207]
7. Refusing to accept a force [209]
8. Not taking a finesse which, if unsuccessful,
 would block the trump suit [211]
9. Saving an entry card. Overtaking [213]
10. Double entry [215]
11. Making an entry card [217]
12. A card of re-entry [219]
13. Double entry [221]
14. Overtaking to make an entry card [223]
15. Not holding up an ace. Unblocking [225]
16. Holding up a king [227]
17. Overtaking, losing a trick, in order to make a suit [229]
18. Not taking a finesse [231]
19. Forcing discards to locate a finesse [233]
20. Deschapelles coup. Finesse obligatory [235]
21. Not allowing adversary to lead through a once guarded king [237]
22. Not allowing an established suit to make [239]
23. “Ducking” [241]
24. Leading through dummy’s strength [243]
25. Preventing a ruff by the weak trump hand [245]
26. Preventing a ruff by the weak trump hand [247]
27. Not forcing [249]
28. Inference [251]
29. Inference [253]
30. Inference [255]
31. Leading through [257]
32. Overtaking by the adversary [259]
33. Refusing to play the high card of a long suit [261]
34. Arranging the lead [263]
35. Not unblocking. Deschapelles coup [265]
36. Abandoning a suit [267]
37. Discarding commanding cards [269]
38. Counting [271]
39. Allowing the weaker hand to “ruff” [273]
40. Not holding up an ace [275]

ADVANCED BRIDGE


The Laws of Bridge
REVISED 1905

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. ♠  ♣  ♦  ♥  NO 
TRUMPS

Rubber 100, Grand Slam 40, Little Slam 20.
Each Trick above Six 24 68 12
H {3 Honours 48 1216 30
O {4 " 816 2432 40
N {4 " (All in one hand) 1632 4864 100
O {5 " 1632 4864 100
U {5 " (4 in one hand) 1836 5472
R {5 " (All in one hand) 2040 6080
S {Chicane 48 1216

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.

8. Little slam is twelve tricks similarly scored, and adds twenty points to the honour count.

9. Chicane (one hand void of trumps) is equal in value to three honours, i.e. if partner of player having chicane scores honours he adds the value of three honours to his honour score, while, if the adversaries score honours, it deducts an equal value from their honour score. Double Chicane (a player and his partner both void of trumps) is equal in value to four honours, and the value thereof may be deducted from the total honour score of the adversaries.

10. The value of honours, slam, little slam, or chicane, is in nowise affected by doubling or redoubling.

11. At the conclusion of a rubber the scores for tricks, honours, Chicane, and Slam, obtained by each side are added, and one hundred points are added to the score of the winners of the rubber. The difference between the completed scores is the number of points won or lost by the winners of the rubber.

12. If an erroneous score affecting tricks be proven, such mistake must be corrected prior to the conclusion of the game in which it has occurred, and such game shall not be considered as concluded until the following deal has been completed and the trump declared, unless it be that the game is the last one of the rubber,—then the score is subject to inquiry until an agreement between the sides (as to the value of the rubber) shall have been reached.

13. If an erroneous score affecting honours, chicane or slam be proven, such mistake may be corrected at any time before the score of the rubber has been made up and agreed upon.

CUTTING

14. The ace is the lowest card.

15. In all cases every player must cut from the same pack.

16. Should a player expose more than one card, he must cut again.

FORMING TABLES

17. The prior right of playing is with those first in the room. If there are more than four candidates for seats at a table, the privilege of playing is decided by cutting. The four who cut the lowest cards play first.

18. After the table is formed, the players cut to decide on partners; the two lowest play against the two highest. The lowest is the dealer, who has choice of cards and seats, and who, having once made his selection, must abide by it.

19. Should the two players who cut lowest, secure cards of equal value, they shall re-cut to determine which of the two shall deal, and the lower on the re-cut deals.

20. Should three players cut cards of equal value, they cut again; if the fourth card be the highest, the two lowest of the new cut are partners and the lower of the two the dealer; if, however, the fourth card be the lowest, the two highest on the re-cut are partners and the original lowest the dealer.

21. Six players constitute a full table, and no player shall have a right to cut into a game which is complete.

22. When there are more than six candidates, the right to succeed any player who may retire is acquired by announcing the desire to do so, and such announcement shall constitute a prior right to the first vacancy.

CUTTING OUT

23. If at the end of a rubber, should admission be claimed by one or two candidates, the player or players having played a greater number of consecutive rubbers shall withdraw; but when all have played the same number, they must cut to decide upon the outgoers; the highest are out.

RIGHTS OF ENTRY

24. A candidate desiring to enter a table must declare such wish before any player at the table cuts a card, either for the purpose of beginning a new rubber or of cutting out.

25. In the formation of new tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry. Those who have already played decide their right of admission by cutting.

26. A player who cuts into one table while belonging to another, shall forfeit his prior right of re-entry into the latter, unless by doing so he enables three candidates to form a fresh table. In this event he may signify his intention of returning to his original table, and his place at the new one can be filled.

27. Should any player quit the table during the progress of a rubber, he may, with the consent of the other three players, appoint a substitute during his absence; but such appointment shall become void with the conclusion of the rubber, and shall not in any way affect the substitute’s rights.

28. If anyone break up a table, the remaining players have a prior right to play at other tables.

SHUFFLING

29. The pack must neither be shuffled below the table nor so the face of any card be seen.

30. The dealer’s partner must collect the cards for the ensuing deal and he has the first right to shuffle the cards. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last, but should a card or cards be seen during his shuffling, or whilst giving the pack to be cut, he must re-shuffle.

31. Each player, after shuffling, must place the cards properly collected and face downward to the left of the player next to deal.

THE DEAL

32. Each player deals in his turn; the order of dealing goes to the left.

33. The player on the dealer’s right cuts the pack, and in dividing it he must not leave fewer than four cards in either packet; if in cutting or in replacing one of the two packets a card be exposed, or if there be any confusion of the cards or a doubt as to the exact place in which the pack was divided, there must be a fresh cut.

34. When the player whose duty it is to cut has once separated the pack he can neither re-shuffle nor re-cut the cards.

35. Should the dealer shuffle the cards, after the pack is cut, the pack must be cut again.

36. The fifty-two cards shall be dealt face downward. The deal is not completed until the last card has been dealt face downward.

37. There is No Misdeal.

A NEW DEAL

38. There must be a new deal—

a If the cards be not dealt into four packets, one at a time, and in regular rotation, beginning at the dealer’s left.

b If, during a deal, or during the play of a hand, the pack be proven incorrect or imperfect.

c If any card be faced in the pack.

d If any player have dealt to him a greater number of cards than thirteen.

e If the dealer deal two cards at once and then deal a third before correcting the error.

f If the dealer omit to have the pack cut and the adversaries call attention to the fact prior to the conclusion of the deal and before looking at their cards.

g If the last card do not come in its regular order to the dealer.

39. There may be a new deal—

a If the dealer or his partner expose a card. The eldest hand may claim a new deal.

b If either adversary expose a card. The dealer or his partner may claim a new deal.

c If, before fifty-one cards are dealt, the dealer should look at any card. His adversaries have the right to see it, and the eldest hand may exact a new deal.

d If, in dealing, one of the last cards be exposed by the dealer or his partner, and the deal is completed before there is reasonable time for the eldest hand to decide as to a new deal. But in all other cases such penalties must be claimed prior to the completion of the deal.

40. The claim for a new deal by reason of a card exposed during the deal may not be made by a player who has looked at any of his cards. If a new deal does not take place, the card exposed during the deal cannot be called.

41. Should three players have their right number of cards, and should the fourth, not being dummy, have less than thirteen and not discover such deficiency until he has played any of his cards, the deal stands good; should he have played, he is answerable for any revoke he may have made as if the missing card or cards had been in his hand. The other pack may be searched for the missing card or cards.

42. If during the play of a deal a pack be proven incorrect or imperfect, such proof renders only the current deal void, and does not affect any prior score. The dealer must deal again (Law 38 b).

43. Any one dealing with the adversaries’ cards must be corrected before the play of the first card, otherwise the deal stands good. If any one deals when it is the turn of an adversary, such error must be corrected before the cards are dealt for the following deal.

44. A player can neither shuffle, cut nor deal for his partner without the permission of his adversaries.

DECLARING TRUMPS

45. The trump is declared. No card is turned.

a The dealer may either make the trump or pass the declaration to his partner.

b If the declaration be passed to partner, he must make the trump.

46. Should the dealer’s partner make the trump without receiving permission from the dealer, the eldest hand may demand,

1st. That the trump shall stand, or
2d. That there shall be a new deal.

But if any declaration as to doubling, or not doubling, shall have been made, or if a new deal be not claimed, the declaration wrongly made shall stand. The eldest hand is the player on the left of the dealer.

47. Should the dealer’s partner pass the declaration to the dealer it shall be the right of the eldest hand to claim a new deal or to compel the offending player to declare the trump; provided, that no declaration as to doubling has been made.

48. If either of the dealer’s adversaries make or pass the declaration, the dealer may, after looking at his hand, either claim a new deal or proceed as if no declaration had been made.

49. A declaration once made cannot be altered.

DOUBLING, REDOUBLING, ETC.

50. The effect of doubling, re-doubling, and so on, is that the value of each trick above six is doubled, quadrupled, and so on.

51. After the trump declaration has been made by the dealer or his partner, their adversaries have the right to double. The eldest hand has the first right. If he does not wish to double, he may ask his partner, “May I lead?” His partner shall answer, “Yes” or “I double.”

52. If either of their adversaries elect to double, the dealer and his partner have the right to redouble. The player who has declared the trump shall have the first right. He may say, “I redouble” or “Satisfied.” Should he say the latter, his partner may redouble.

53. If the dealer or his partner elect to redouble, their adversaries shall have the right to again double. The original doubler has the first right.

54. If the right-hand adversary of the dealer double before his partner has asked “May I lead?” the declarer of the trump shall have the right to say whether or not the double shall stand. If he decide that the double shall stand, the process of re-doubling may continue as described in paragraphs 52, 53, 55.

55. The process of re-doubling may be continued indefinitely.[1] The first right to continue the re-doubling on behalf of a partnership belongs to that player who has last redoubled. Should he, however, express himself satisfied, the right to continue the re-doubling passes to his partner. Should any player redouble out of turn, the adversary who last doubled shall decide whether or not such double shall stand. If it is decided that the redouble shall stand, the process of re-doubling may continue as described in this and foregoing laws (52 and 53). If any double or redouble out of turn be not accepted there shall be no further doubling in that hand. Any consultation between partners as to doubling or re-doubling will entitle the maker of the trump or the eldest hand, without consultation, to a new deal.

56. If the eldest hand lead before the doubling be completed, his partner may redouble only with the consent of the adversary who last doubled; but such lead shall not affect the right of either adversary to double.

57. When the question, “May I lead?” has been answered in the affirmative or when the player who has the last right to continue the doubling, expresses himself satisfied, the play shall begin.

58. Should the eldest hand lead without asking permission, his partner may double, but only if the maker of the trump consent.

59. Should the right-hand adversary of the dealer ask permission to lead, the eldest hand does not thereby lose his right to double. Should the right-hand adversary of the dealer double before his partner has asked “May I lead?” the maker of the trump shall have the right to say whether or not the double shall stand. If he decide that the double shall stand, the process of re-doubling may continue as described in Laws 52, 53, 55.

60. If the right-hand adversary of the dealer lead out of turn, the maker of the trump may call a suit from the eldest hand, who may only double if the maker of the trump consent.

A declaration as to doubling or re-doubling once made cannot be altered.


[ [1] In some clubs, doubling ceases whenever the value of the odd trick exceeds one hundred points; in other clubs the limit is placed at two hundred points.


DUMMY

61. As soon as the eldest hand has led, the dealer’s partner shall place his cards face upward on the table, and the duty of playing the cards from that hand shall devolve upon the dealer, unassisted by his partner.

62. Before exposing his cards, the dealer’s partner has all the rights of a player, but after his cards have been shown the dealer’s partner takes no part whatever in the play, except that he has the right—

a To ask the dealer whether he has none of the suit in which he may have renounced.

b To ask the dealer when called upon to play his highest or lowest card whether he has conformed to the penalty.

c To call the dealer’s attention to the fact that a trick has not been completed.

d To correct the claim of either adversary to a penalty to which the latter is not entitled.

e To call attention to the fact that a trick has been erroneously taken by either side.

f To participate in the discussion of any disputed question of fact which may arise between the dealer and either adversary.

g To correct an erroneous score.

63. Should the dealer’s partner call attention to any other incident of the play, in consequence of which any penalty might be exacted, the fact of his so doing precludes the dealer exacting such penalty.

64. If the dealer’s partner, by touching a card or otherwise, suggest the play of a card from dummy, either of the adversaries may, but without consultation, call upon the dealer to play or not to play the card suggested.

65. Dummy is not liable to the penalty for a revoke; and if he should revoke and the error be not discovered until the trick is turned and quitted, the trick stands good.

66. A card from the dealer’s hand is not played until actually quitted; but should the dealer name or touch a card from the dummy hand, such card is considered as played, unless the dealer in touching the card or cards says, “I arrange,” or words to that effect.

CARDS EXPOSED BEFORE PLAY

67. If, after the deal has been completed and before the trump declaration has been made, either the dealer or his partner expose a card from his hand, the eldest hand may, without consulting with his partner, claim a new deal.

68. If, after the deal has been completed and before a card is led, any player shall expose a card, his partner shall forfeit any right to double or redouble which he otherwise would have been entitled to exercise; and in case of a card being so exposed by the leader’s partner, the dealer may either call the card or require the leader not to lead the suit of the exposed card.

CARDS EXPOSED DURING PLAY

69. All cards exposed by the dealer’s adversaries are liable to be called, and such cards must be left face upward on the table.

70. The following are exposed cards:

1st. Two or more cards played at once.

2d. Any card dropped with its face upward, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it.

3d. Every card so held by a player that his partner can see any portion of its face.

71. A card dropped on the floor or elsewhere below the table is not an exposed card.

72. If two or more cards be played at once, by either of the dealer’s adversaries, the dealer shall have the right to call which one he pleases to the current trick, and the other card or cards shall remain face upward on the table and may be called at any time.

73. If, without waiting for his partner to play, either of the dealer’s adversaries should play on the table the best card or lead one which is a winning card, as against the dealer and dummy, or should continue (without waiting for his partner to play) to lead several such cards, the dealer may demand that the partner of the player in fault, win, if he can, the first, or any other of these tricks, and the other cards thus improperly played are exposed cards.

74. If either or both of the dealer’s adversaries throw his or their cards on the table face upward, such cards are exposed and are liable to be called; but if either adversary retain his hand he cannot be forced to abandon it. If, however, the dealer should say, “I have the rest,” or any other words indicating that the remaining tricks are his, the adversaries of the dealer are not liable to have any of their cards called should they expose them, believing the dealer’s claim to be true, should it subsequently prove false.

75. If a player who has rendered himself liable to have the highest or lowest of a suit called (Laws 82, 91, 92 and 100), fail to play as directed, or if, when called on to lead one suit, lead another, having in his hand one or more cards of the suit demanded (Law 76), or if called upon to win or lose a trick, fail to do so when he can (Laws 73, 82 and 100), he is liable to the penalty for revoke, unless such play be corrected before the trick is turned and quitted.

LEADS OUT OF TURN

76. If either of the dealer’s adversaries lead out of turn, the dealer may call the card erroneously led, or may call a suit when it is the turn of either adversary to lead.

77. If the dealer lead out of turn, either from his own hand or dummy, he incurs no penalty; but he may not rectify the error after the second hand has played.

78. If any player lead out of turn and the other three follow him, the trick is complete and the error cannot be rectified; but if only the second, or second and third play to the false lead, their cards may be taken back; there is no penalty against anyone except the original offender, who, if he be one of the dealer’s adversaries, may be penalised as provided in Laws 60 and 76.

79. In no case can a player be compelled to play a card which would oblige him to revoke.

80. The call of an exposed card may be repeated at every trick until such card has been played.

81. If a player called on to lead a suit have none of it, the penalty is paid.

CARDS PLAYED IN ERROR

82. Should the third hand not have played and the fourth play before his partner, the latter (not being dummy or dealer) may be called upon to play his highest or lowest card of the suit played, or to win or lose the trick.

83. If anyone, not being dummy, omit playing to a former trick and such error be not corrected until he has played to the next, the adversaries may claim a new deal; should they decide that the deal stands good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein.

84. If anyone (except dummy) play two cards to the same trick, or mix a card with a trick to which it does not belong, and the mistake be not discovered until the hand is played out, he is answerable for any consequent revokes he may have made. If during the play of the hand the error be detected, the tricks may be counted face downward, in order to ascertain whether there be among them a card too many; should this be the case, the trick which contains a surplus card may be examined and the card restored to its original holder, who (not being dummy) shall be liable for any revoke he may meanwhile have made.

THE REVOKE

85. A revoke occurs when a player (other than dummy), holding one or more cards of the suit led, plays a card of a different suit. The penalty for a revoke takes precedence of all other counts.

86. A revoke is established if the trick in which it occurs be turned and quitted, i.e. the hand removed from the trick after it has been gathered and placed face downward on the table; or if either the revoking player or his partner, whether in his right turn or otherwise, have led or played to the following trick.

87. The penalty for a revoke is three tricks taken from the revoking player and added to those of the adversaries.

88. The penalty is applicable only to the score of the game in which it occurs.

89. Under no circumstances can the revoking side score game, in that hand. Whatever their previous score may have been, the side revoking cannot attain a higher score toward game than twenty-eight.

90. A player may ask his partner, whether he has not a card of the suit which he has renounced; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish a revoke, and the error may be corrected unless the question be answered in the negative or unless the revoking player or his partner has led or played to the following trick.

91. If a player correct his mistake in time to save a revoke, any player or players who have followed him may withdraw their cards and substitute others, and the cards so withdrawn are not exposed cards. If the player in fault be one of the dealer’s adversaries, the card played in error is an exposed card, and the dealer can call it whenever he pleases; or he may require the offender to play his highest or lowest card of the suit to the trick in which he has renounced.

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.


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 the score of the winning side.

If the make is passed to dummy, four aces or three aces constitute 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 redouble.

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 the dummy hand and lead from it before seeing his own cards; and dummy alone has the right to double.

There are various methods of playing Dummy Bridge. An approved feature is to allow either adversary to double the dealer’s make and to eliminate doubling on a forced make.


THE SCORE

Practise soon shows a player the relative importance of playing for the greatest possible number of points and tricks, and of playing to win or to save the game. No matter how cleverly the cards are managed, the player who underestimates the attention the state of the score demands, will unnecessarily lose many a rubber. The declaration largely depends upon the score, and much of the play is influenced by the number of tricks required to win or to save the game.

Most Bridge players take means to ascertain the score before announcing a declaration; it is only an occasional game that is lost by a hasty declaration regardless of the state of the score; but in the play of the hand, the score is frequently entirely overlooked. Interested in his scheme of play, the dealer will try for too much or too little, and quite lose sight of what should be his first goal—to win or to save the game.

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.

PLAYING TO THE SCORE

Correct dealer’s play is closely influenced by the state of the score. The game is an important goal which should never be hazarded for the sake of an extra trick; but, if this goal is not assured, the loss of a few extra points in an effort to reach it, demands but small consideration.

When there is the slightest chance that the adversaries may win the game on your deal, hasten to secure the tricks needful to insure its safety. Many times the game can only be won or saved in case the cards lie in a certain position, and the dealer must assume that the cards are favourably placed and play the hand accordingly.

When the game is saved, but with no possibility of winning it, the seventh trick should be the objective point in the dealer’s play. When you cannot reach game, never hazard the odd trick in an attempt to win two tricks. In a no-trump declaration, the risk would be twenty-four points for a possible gain of twelve points; and if you lose the odd trick, it may enable the adversaries to win the game on their deal.

THE NON-DEALER’S PLAY TO THE SCORE

The probabilities are not in favour of winning against declared strength. The score will indicate the number of tricks needful to save the game, and the adversaries should take no chances until this important object is attained. Until the game is saved, make no effort to gain extra tricks. Many a rubber which the prompt lead of a high card might have saved is lost by trying for too much.

If you find that the continuation of a certain line of play will lose the rubber, abandon your scheme and take the one chance of finding in your partner’s hand the cards that will save the game. The loss of an extra trick is of slight importance compared with the loss of the game.


THE DECLARATION

The advantage of the deal is enormous, and it is important to utilise it properly to make the largest possible score with the least possible risk. The make shows the great increase in percentage of the good player over the poor one. More rubbers are lost by bad makes than by bad play. The cautious man who passes “no-trumpers” will lose many games by his extreme carefulness. The reckless man loses even more by declaring “no-trump” when his partner must have a “no-trumper” to pull him through. As the element of luck has a potent influence on the result of a make, a sound declaration based on the merits of the hand may be unsuccessful. No one can select the winning trump every time, and an occasional loss must be borne with equanimity for the sake of the many successes; the make that will win with average strength in the dummy hand will pay in the long run. Do not hope for too much, or expect too little assistance from your partner; give him credit for no more and no less than the average hand. If you question yourself—what will my partner probably make it if I pass?—you will find it a great help in determining the declaration. He will usually make it your weak suit, and it follows that you may depend on him for protection in that suit.

A sound make may necessitate the sacrifice of the possibility of a large score for the sake of positively winning the game. The chance for the game takes precedence of all other considerations.

As Bridge is played for points, a fair amount of regard is also due the honour score. A declaration that is apt to give honours to the adversaries is a costly method of winning the game.

It is difficult for the beginner to understand the reason for certain formulated rules for the makes, but it will pay the average novice to accept the judgment of those who have learned by, often bitter, experience. Sound makes will win in the long run, and the rules should not be scorned merely because in a few hands the cards were badly placed.

“NO-TRUMP” DECLARATION BY THE DEALER

While a good red declaration is always preferable to a doubtful “no-trumper,” yet when a bold dash for the game must be made, a forward “no-trump” declaration is the safest risk; and experience certainly shows that what is called a doubtful “no-trumper” will succeed more often than it fails. Such a declaration has a great advantage over a light red make. There is a wider range for assistance in the dummy hand. The make does not disclose the dealer’s principal strength. It offers the adversaries a larger scope for errors, and an error is more costly in a “no-trump” hand. The opponents have no means of knowing their combined strength, and for this reason their best suit may never be made; while the dealer knows the suit to establish and can arrange the lead to bring it in. In short, the dealer can utilise his strength and the adversaries’ drawbacks to the best advantage in a “no-trump” hand. As a logical consequence, a strong player may take more chances in the make.

Your goal is the game, and at a love score, this can be reached with fewest tricks at a “no-trump” declaration. Therefore, lacking a good red hand, a “no-trump” declaration that with average strength in your partner’s hand will secure the odd trick, will more often win than lose.

What constitutes an average hand, and how much help should you expect from your partner, are frequent inquiries. As the trick-taking value of a hand may depend entirely on the distribution of the remaining cards, these questions are difficult to answer. An average hand, however, contains the equivalent of one ace, one king, one queen, etc.

An established suit that can be made before the adversaries obtain the lead the second time is always a great advantage.

A “no-trump” make that is not protected in three suits is dangerous, but, even if you are entirely void of a suit with real strength in the other three, you can reasonably expect your partner to supply protection in the missing suit. Aces are an important help in establishing your suits, and are much greater strength than kings or queens, which may be led through and captured. A no-trump make without an ace is liable to score honours for the adversaries—in rare cases 100 points—and is almost never sound.

RULES FOR “NO-TRUMP” DECLARATION BY THE DEALER

There should be a certain set standard for a “no-trump” make, but at times it is difficult to draw the line that divides the hands that should be passed from those that warrant a “no-trump” declaration. It is obvious that a good player will make more with a hand than a poor one; consequently a greater risk may be taken by players who thoroughly understand the finesse and strategy of the game. The make which would prove successful if played correctly, if badly played might be disastrous. Then again your adversaries must be regarded; if pitted against weak players, you are more apt to pull a “no-trumper” through than when matched against opponents who will take advantage of any failing in your hand or play.



4

Aces.
Declare3 Aces.
“No-trumps”2 Aces and one other guarded suit.
holding1 Ace and three other guarded suits.
1 long established black suit (A K Q x x x)
  and one other Ace.

“NO-TRUMP” WITH THREE ACES

Unless you hold a strong heart hand, or, unless the game can be won with a trump declaration, three aces should usually be considered an obligatory “no-trumper.” No doubt a three-ace hand containing no other honour, is a weak one with which to make the strongest declaration; but experience demonstrates that if your partner holds an average hand or any one long suit, loss seldom occurs. When the make does lose, the points secured above the line usually compensate for the loss sustained in trick points, and if the rule is consistently followed, the total gain will be many times greater than the aggregate loss.

“NO-TRUMP” WITH TWO ACES AND ONE OTHER GUARDED SUIT

At a love score, if the ace suits contain additional honours, “no-trumps” should always be declared with two aces and a guarded honour in another suit. This is particularly true if the aces are red; if you hold the two red aces, it is doubtful if your partner could declare any other than a black make. A long suit, particularly one that can be easily established, is additional strength; and jacks, tens and nines are an important assistance to a two-ace “no-trump” declaration.

If all the remaining cards in the ace suits are small, and if the protection in the third suit is doubtful, “no-trumps” can scarcely be considered a safe declaration. A guarded honour or a protected suit is supposed to imply a certain trick; but a king once guarded or a queen twice guarded may be led through and captured.

Guarded suits are:

K Q J K 10 x Q J 10 Q x x
K Q x K x x Q J x J 10 x x
K J x K x Q 10 x J x x x

The value of these suits is greater or less according to the size of the top honour, the number of cards in sequence, and the length of the suit.

An ace suit may contain:

A K x  A Q x  A J x  A 10 x  A x x  A

But the value of the ace suit diminishes according to the decreased value of the next card. A single ace is of little use in blocking the adversaries’ suit, and it may often block the long suit in dummy.

“NO-TRUMP” WITH TWO ACES

A “no-trump” declaration that is unguarded in two suits, is always dangerous; while you can rely on your partner to protect one suit, it is a bit sanguine to expect him to hold guards in two. However, a hand containing a long established suit, headed by ace, king, queen, and another ace, wins at “no-trump” many more times than it loses, and the make must, therefore, be classed as sound. If you hold two suits headed by ace king, and particularly if these suits are red, a “no-trump” declaration is preferable to passing; but with less strength, the make should not be attempted except at an adverse score.

“NO-TRUMP” WITH ONE ACE

With one ace and general protection in all the suits, “no-trump” should be declared. Of course, the adversaries may secure the honour score, and it is probable that such a hand will contain no long suit; but any good suit in your partner’s hand will ensure the safety of the make.

With one ace and but two other protected suits, “no-trumps” should not be declared unless the guarded suits include at least two honours. “No-trump” declarations with one ace and a single honour in each of two other suits are often made to the score, but a venture of this kind is dangerous and is more apt to lose than to win.

A six or seven card suit headed by ace, king, and queen, with a guarded king in another suit, will usually succeed as a “no-trumper.”

“NO-TRUMP” WITHOUT AN ACE

A “no-trump” make without an ace is almost never sound. There are, no doubt, extreme cases where, with a king and queen in each suit, this make may be justifiable; but the honour score obtained by the adversaries will usually far exceed the trick points secured by the dealer.

EXAMPLES OF NO-TRUMP MAKES

A 8 5 3 A 10 6 4 7 2 A 8 3
A Q 6 7 3 A J 10 8 4 A 6 2
A 5 A Q 10 8  A J 10 6 10 7 4
8 3 A Q 7 5 A J 10 7 K J 5
K J 4 8 6 A J 7 4 A 10 6 5
8 6 A Q 10 7 A K 7 5 Q 8 4
A 10 8 6  Q J 10 A J 9 4 7 3
A 7 5 K Q 8 Q J 10 6 K 8 6
J 10 7 4 A K Q Q 8 5 K Q 6
A 10 4 A K 3 K Q J 9 4 Q 7
A J 5 3 9 3 2 A K Q 9 7 5
K A J 7 4 A K Q 8 5  6 3 2
K 7 6 5 7 2 A K Q J 7 5 2
K Q 6 K J 7 A K 4 2 6 3 2
K J 9 7 A Q 9 8 K Q 6 4 10
K Q 9 8 K J 3 A Q 10 4 10 6

HEARTS

The advisability of a heart make is contingent on the length and strength of the heart suit, as well as on the probable trick-taking value of the hand. However, as the honour score must also be regarded, hearts should be declared with four honours irrespective of the strength of the other suits; the honour score will usually more than compensate for any possible loss in trick points.

Declare hearts with but four cards, including three high honours, provided you hold another long suit or two outside tricks; results show conclusively that this make is sound.

Hearts should be declared with five hearts, including two honours and at least one outside trick. Without this extra trick a five-heart declaration with two honours—unless they are ace and king—is unsafe.

Hearts should be declared with six trumps, including one honour; but, with fewer than six trumps, a one honour make is doubtful. Occasionally it may not be advisable to pass five hearts with one honour—holding, say, five hearts and four diamonds; your partner’s make would probably be black.

In considering such a declaration, the value of a long side suit that either is, or can be easily established, must not be overlooked. The strength of a five-card trump hand with a long suit and a re-entry card, is apparent to those who have had Whist experience. It requires but one trump honour from your partner to make this a winning hand, and unless the remaining cards are very unfortunately placed, it is difficult to defeat the make.

With a good side suit, do not hesitate to declare hearts with five, including an honour. Even a four-card side suit is usually a help. It is when the hand is divided 5, 3, 3, 2, that you are apt to lose by being forced to follow suit. Therefore a short suit is a help to a five-trump hand; to be sure, it may at times enable the adversaries to force you, but as you can always prevent the adversaries’ high cards in that suit from making, a short suit is a greater benefit than detriment.

RULES FOR THE HEART MAKE

Generally declare a red make holding six cards with one honour, five cards with two honours, or four with three honours. Some makes may be attempted with or without outside strength, while others require a certain amount of strength in side suits. The value of a long suit and the importance of inferring the probable passed make, has been mentioned.

Below are given various combinations of honours showing the strength required for a red make. Only general rules are cited and the particular value of the hand must be left to the individual judgment. In these examples, the score has not been considered.

FIVE HEARTS INCLUDING THREE HONOURS

A K Q
A K J
A K 10
A Q J With or without other tricks.
K Q J
A J 10
K Q 10

K J 10


With one outside trick.
Q J 10

FIVE HEARTS INCLUDING TWO HONOURS

A K With or without an outside trick.

A Q
K Q
A J With one outside trick.
K J
A 10

K 10


Q 10 With a four or five card plain suit,
J 10  or two outside tricks.

FIVE HEARTS WITH ONE HONOUR



 With any good four or five card plain suit,
  when partner will probably declare black,
  or with two or three outside tricks.
 With an established black suit, especially
  when void in one suit, or with two or three
  outside tricks.
A
K
Q
J
10

FOUR HEARTS WITH THREE HONOURS


A K Q

A K J With any good suit, with an outside ace,
A K 10 or with two or more outside tricks.
K Q J

EXAMPLES OF HANDS THAT SHOULD NOT BE PASSED

A number of hands are given below to illustrate the value of a long suit. If your partner holds an average hand the long suit can usually be made.

J 10 8 6 4 7 5 A K 5 3 2 8
10 9 8 7 5 None K Q J 7 6 3 K 7
K J 8 6 4 6 8 3 K 10 8 7 4
A 9 7 6 4 K 8 6 5 3 4 2 6
J 9 8 7 4 6 A K Q 10 8 7 6
K 9 8 6 5 4 A Q J 6 3 3 2
Q 9 7 6 3 None K J 10 7 5 A 10 4
A 9 8 5 3 K 7 6 K Q J 9 6
10 9 8 6 5 None Q J 9 A K Q 7 5

HEARTS IN PREFERENCE TO “NO-TRUMP”

There are many players who delight in declaring “no-trumps,” overlooking the fact that they may hold a suit declaration that would be certain to win the game without the risk attending a “no-trump” make.

Although one more trick is necessary at hearts, the chances are that if the game can be won at “no-trump,” it will be won with equal facility at hearts. The adversaries may hold an established suit or may establish and make a suit at “no-trump” which it would be impossible for them to bring in with a trump declaration. There is no rule so universally followed among the better players as that of declaring hearts in preference to “no-trump.”

HEARTS, NOT “NO-TRUMPS”

A Q J 9 5 A 6 4 A 7 5 7 3
K Q J 9 6 3 A 7 5 3 A 8 4
A K Q 9 8 A Q 7 A K Q J 4
A K Q 9 A 8 4 5 J 10 8 6 3
A K Q 9 7 Q 1O 5 K J 8 5 3
K Q J 9 7 A A 5 K J 9 8 7
A K Q 9 8 K Q 7 A Q 5 3 2 None