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Foster’s Complete Hoyle

by R. F. Foster

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Bridge

There are two principal varieties of this game; straight bridge, in which the dealer or his partner must make the trump, their opponents having nothing to say about it except to double the value of the tricks. The dealer’s partner is always the dummy, and either side may score toward game by making the odd trick or more. Auction bridge, in which the privilege of making the trump is bid for, the highest bidder playing the hand with his partner as dummy, regardless of the position of the deal, and his side being the only one that can score toward game, the adversaries scoring nothing but penalties in the honour column if they defeat the contract.

As this is the more popular form of bridge at the present time, it will be given first. Since the adoption of the higher value for the spade suit under the name of royal spades, and the change in the value of the suits, the game gradually came to be known as royal auction, but as that change is now universal, the name has slipped back to its original title.

Auction Bridge, or Auction

CARDS. Auction is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2, the Ace being the highest in play, but ranking below the deuce in cutting. Two packs should be used, the one being shuffled while the other is dealt.

MARKERS suitable for scoring the various points made at Bridge have not yet been invented. Some persons use the bézique marker; but it is not a success. The score is usually kept on a sheet of paper, and it should be put down by each side, for purposes of verification.

PLAYERS. Auction is played by four persons, and the table is complete with that number. When there are more than four candidates for play, the selection of the four is made by cutting. These cut again for partners, and the choice of seats and cards.

CUTTING. The usual method of cutting for partners, etc., at auction, is to shuffle the cards thoroughly, and “spread” them face downwards on the table; each candidate drawing a card, and turning it face upwards in front of him. The four cutting the lowest cards playing the first game, or rubber.

The four having been selected, the cards are again shuffled and spread, and partners are cut for; the two lowest pairing against the two highest; the lowest of the four is the dealer, and has the choice of cards and seats.

TIES. As between cards of equal value in cutting, the heart is the lowest, diamonds next, then clubs and then spades.

POSITION OF THE PLAYERS. The four players at the bridge table are indicated by letters; A and B are partners against Y and Z; Z always represents the dealer, who always makes the first bid, A being the second bidder, Y the third and B the fourth.

DEALING. The cards having been properly shuffled the dealer, Z, presents them to the pone, B, to be cut. At least four cards must be left in each packet. Beginning at his left, the dealer distributes the cards one at a time in rotation until the pack is exhausted. When two packs are used, the dealer’s partner shuffles one while the other is dealt, and the deal passes in regular rotation to the left until the rubber is finished.

IRREGULARITIES IN THE DEAL. If any card is found faced in the pack, or if the pack is incorrect or imperfect, the dealer must deal again. If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal. Attention must be called to a deal out of turn, or with the wrong cards, before the last card is dealt, or the deal stands.

There are no misdeals in auction. That is to say, whatever happens the same dealer deals again. Minor irregularities will be found provided for in the laws.

The cards being dealt, each player sorts his hand to see that he has the correct number, thirteen; and the player or players keeping the score should announce it at the beginning of each hand.

STAKES. In auction, the stake is a unit, so much a point. The number of points won or lost on the rubber may be only two or three, or they may run into the hundreds. The average value of a rubber at auction is about 400 points. Any much larger figure shows bad bidding. In straight bridge the average is about 180. In settling at the end of the rubber, it is usual for each losing player to pay his right-hand adversary.

MAKING THE TRUMP. In auction, the dealer begins by naming any one of the four suits, or no trumps, for any number of tricks he pleases. Each player in turn to the left then has the privilege of passing, bidding higher, or doubling. When three players pass a bid, it is the highest made and is known as the Winning Declaration or Contract.

In order to understand the principles that govern the players in their declarations, one should be thoroughly familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by the side that has made the winning declaration do not count. This is the “book,” but all over the book count toward making good on the contract, according to the following table:

WhenSpadesare trumps,each trick counts2points.
″Clubs″ ″″ ″ ″6″
″Diamonds″ ″″ ″ ″7″
″Hearts″ ″″ ″ ″8″
″Royal Spades″ ″″ ″ ″9″
″there are no trumps,″ ″ ″10″

The game is 30 points, which must be made by tricks alone, so that three over the book, called three “by cards,” will go game from love at no trump, or four by cards at hearts or royals. These are called the Major or Winning Suits. As it takes five by cards to go game in clubs or diamonds, and on account of the difficulty of such an undertaking, these are called the Minor or Losing Suits. An original bid of one spade can be made only by the dealer, and it simply means, “I pass.” That is, the dealer has nothing to declare on the first round of the bidding. [See note at foot of page 58.]

RANK OF THE BIDS. In order to over-call a previous bid, whether of the partner or the opponent, the bidder must undertake to win the same number of tricks in a suit of higher value, or a greater number of tricks having the same aggregate value as the preceding bid. Players should restrict themselves to the same form of expression throughout, and all bids, even passing, must be made orally and not by gesture.

Let us suppose this to be the bidding: The dealer, Z, begins with “One spade,” second player, A, says, “I pass,” or simply, “No.” Third bidder, Y, says, “One club,” fourth player, B, “No trump.” The dealer, starting on the second round, says, “Two clubs,” supporting his partner’s declaration. Next player, A, who passed the first time, says, “Two royals.” Both Y and B pass, but the dealer, Z, says, “Three clubs.” Observe that while three clubs is worth no more than two royals, 18, the club bid offers to win more tricks than the royals and therefore ranks as a higher bid. A doubles three clubs. Y passes and B says, “Two no trumps.” As will be explained presently, doubling does not affect the value of the declaration in bidding, so two no trumps, worth 20, over-calls three clubs. Z, A and Y all pass, so two no trumps becomes the winning declaration and B is the declarer, A being the dummy, with Z to lead for the first trick.

In this example, had the bid been left at three clubs, doubled or not, that would have been the winning declaration, and the partner who first named that suit, Y, would be the declarer, Z being the dummy, although Z actually made the highest bid. It is only when the two players that have both named the winning suit are not partners that the higher bidder becomes the declarer.

DOUBLING. No player may double his partner, but he may redouble an opponent who has doubled. All doubling must be strictly in turn, like any other bid. Doubling does not affect the value of the bids, but simply doubles the value of the tricks or penalties when they are scored at the end of the hand. Suppose A bids two royals and Y doubles. B can take A out with three clubs, because, so far as the bidding goes, two royals are still worth only 18.

Any over-call annuls the double, or redouble. Suppose A says two hearts, Y doubles, B redoubles, and Z says two royals. The doubling is all knocked out, and if A were to go three hearts and get the contract, hearts would be worth only 8 a trick in the scoring unless Y doubled all over again. A double reopens the bidding, just the same as any other declaration, allowing the player’s partner, or the player himself in his turn, to take himself out of the double by bidding something else.

IRREGULARITIES IN DECLARING. If any player declares out of turn, either in bidding a suit or in doubling, either opponent may demand a new deal, or may allow the declaration so made to stand, in which case the next player to the left must bid, just as if the declaration had been in turn. If a player pass out of turn there is no penalty, and the player whose turn it was must declare himself. The player who has passed out of his proper turn may re-enter the bidding if the declaration he passed has been over-called or doubled.

If a player makes an insufficient or impossible declaration, either adversary may call attention to it. Suppose the last bid is three royals, and the next player says four clubs. This is not enough, as three royals is worth 27 and four clubs only 24. Unless the player in error correct himself at once, and make it five clubs, either adversary may demand that it be five clubs, and the partner of the corrected player cannot bid unless this five-club bid is over-called or doubled. A player correcting himself must stick to the suit named, not being allowed to say four diamonds when he sees that four clubs is not enough.

If an insufficient declaration is passed or over-called by the player on the left, it is too late to demand any penalty, and the insufficient bid stands as regular. Suppose A bids three royals and Y says four clubs, B and Z passing. A can repeat his bid of three royals if he likes, as that is enough to over-call four clubs.

If a player makes an impossible declaration, such as calling six diamonds over five no trumps, when it is clearly impossible to make any diamond declaration worth 50, either adversary may demand a new deal, or may insist that the last bid made by his own side, five no trumps, shall be the winning declaration, or he may force the player in error to declare a grand slam in diamonds and play it, his partner being forbidden to take him out.

METHOD OF PLAYING. The winning declaration settled, whether doubled or not, the player on the left of the declarer leads for the first trick, and dummy’s cards go down, the declarer playing the combined hands. The declarer gathers the tricks for his side, but either adversary may gather for the other. The first six tricks taken by the declarer make a book, and all over the book count toward his contract. The adversaries have a book as soon as they reach the limit of the tricks they may win without “setting” the contract. If the contract is four hearts, the declarer must win ten tricks, so that his opponents have a book when they get home three tricks. All tricks should be laid so that they may be readily counted by any player at the table.

DUMMY. Until a card is led by the proper player, the declarer’s partner has all the rights of any other player, but as soon as the player to the left of the declarer leads and dummy’s cards are laid on the table, dummy’s duties and rights are restricted to the following:

He may call attention to few cards played to a trick; correct an improper claim of either adversary; call attention to a trick taken by the wrong side; ask his partner if he have none of a suit to which he renounces; correct an erroneous score; consult with the declarer as to which penalty to exact for a revoke; and, if he has not intentionally overlooked the hand of another player, he may call his partner’s attention to an established revoke made by the adversaries, or to a card exposed by them or a lead out of turn made by them.

The Revoke. Should a player fail to follow suit when able to do so, it is a revoke, and the revoke is established when the trick in which it occurs is turned down and quitted by the side that won it, or when the revoking player, or his partner, in his right turn or otherwise, has led or played to the following trick. If a player ask his partner if he has none of the suit led, before the trick is turned down, the revoke may be corrected, unless the player in error replies in the negative, or has led or played to the next trick.

Dummy cannot revoke under any circumstances.

The penalty for the revoke depends on the side in error. If the declarer revokes he cannot score anything but honours as actually held, while the adversaries take 100 points penalty in the honour column, in addition to any they may be entitled to for defeating the declaration. If an adversary revokes, they score honours only, and the declarer may either take the 100 points, or he may take three actual tricks and add them to his own. If he takes the tricks, they may aid him in fulfilling his contract, as the score is then made up as the tricks lie, but the declarer will not be entitled to any bonus in case he was doubled.

Suppose Z is the declarer, and is playing three hearts doubled. He wins the odd trick only, but detects a revoke, for which he takes three tricks. This gives him four by cards, doubled, worth 64 points toward game, but he does not get any bonus for making his contract after being doubled, or for the extra tricks, because they were taken in penalty and not in play.

Exposed Cards. After the deal but before the winning declaration is settled, if any player exposes a card his partner is barred from bidding or doubling, and the card is subject to call. Should the partner of the offending player prove to be the leader to the first trick, the declarer may prohibit the initial lead of the exposed suit.

All cards exposed by the declarer’s adversaries after the original lead are liable to be called and must be left on the table, face upward. Exposed cards are those played two at a time, dropped on the table face up, or so held that the partner might see them, or cards mentioned as being in the hand of the player or his partner. The declarer is not liable to any penalty for exposed cards.

Leading Out of Turn. If either adversary leads out of turn, the declarer may call the card exposed, or call a suit when it is the turn of either adversary to lead. If the declarer leads out of turn, from his own hand or dummy’s, there is no penalty, but he may not correct the error unless directed to do so by an adversary. If the second hand plays to the false lead, it must stand. If the declarer plays from his own hand or from dummy to a false lead, the trick stands. In case the dealer calls a suit and the player has none, the penalty is paid.

Cards Played in Error. If any player but dummy omits to play to a trick, and does not correct the error until he has played to the next trick, the other side may claim a new deal. If the deal stands, the surplus card at the end is supposed to belong to the short trick, but is not a revoke.

OBJECT OF THE GAME. The object in auction is for the declarer to fulfil his contract, and for the adversaries to defeat it. The highest card played to the trick, if of the suit led, wins the trick, and trumps win all other suits. At the end of the hand the declarer counts up the tricks he has won over the book and if he has made good on his contract he scores the value of those tricks toward game. As soon as either side reaches 30, it is a game, but the hands are played out, and all the tricks counted.

RUBBERS. Three games, 30 points or more each, make a rubber, but if the first two are won by the same partners the third game is not played. The side that first wins two games adds 250 rubber points to its score.

SCORING. Apart from the game score, which is made entirely by tricks won on successful declarations, there are several additional scores that have no influence in winning or losing the game, although they may materially affect the ultimate value of the rubber. These are all entered under the head of “honour scores,” or “above the line.”

Honours are the five highest cards in the trump suit, A K Q J 10; when there is no trump, they are the four Aces. The partners holding three, four or five honours between them, or four honours in one hand, or four in one hand and the fifth in the partner’s, or all five in one hand, are entitled to claim and score them, according to the following table. It will be seen that their value varies according to the trump suit; and it must be remembered that this value cannot be increased by doubling.

Table of Honour Values

Royal spades are indicated by “R.”

Declaration♠♣♢♡RNo
trump
Each Trick Above 62678910
HONOURS {3 Honours41214161830
4 Honours82428323640
4 Honours (All in 1 hand)1648566472100
5 Honours1030354045
5 Honours (4 in 1 hand)1854637281
5 Honours (All in 1 hand)2060708090

Rubber 250, Grand Slam 40, Little Slam 20.

When one side has nothing but the odd honour, three out of the five, it is called simple honours. The value of simple honours is always the same as two tricks.

Slams. Little Slam is made by taking twelve of the thirteen tricks; it counts 20 points. Grand Slam is made by taking the thirteen tricks, and it counts 40. Either score must be exclusive of revoke penalties.

PENALTIES. If the declarer succeeds in making his contract, he scores below the line for tricks and above the line for honours according to the table of values already given, and he scores for as many tricks as he wins, regardless of the smaller number he may have bid.

But if the declarer fails to make good on his contract he scores nothing but honours as actually held, while his adversaries score 50 points penalty in the honour column for every trick by which the declaration falls short, no matter what the declaration was, but they never score anything toward game, no matter how many tricks they win, because they are not the declarers. They may, however, score slams.

If we suppose the winning declaration to be three hearts, and the declarer makes the odd trick only, holding simple honours, he scores 16 above the line, while the other side scores 100 points above the line for defeating the contract by two tricks, worth 50 each.

If the dealer is left in with one spade, he cannot lose more than 100 points, even if he is doubled, provided neither he nor his partner redouble. If the adversaries set the contract for one trick, the declarer loses 50 only, and even if he is set for six tricks, he can lose only the 100.

If any other declaration is doubled and fails, the adversaries score 100 points, instead of 50, for every trick by which they defeat the contract. If it is redoubled, they score 200. But if the declarer succeeds after being doubled, he not only scores double value for the tricks toward game, but he gets 50 points for fulfilling a doubled contract and 50 more for any tricks over his contract if he makes them. These figures are 100 in each case if he redoubles.

Suppose the declaration is three no trumps, doubled, and the declarer makes five by cards. He scores 5 times 20 toward game, aces as held, and then 150 in penalties, 50 of which is for fulfilling his contract and twice 50 for the two tricks over his contract.

KEEPING SCORE. Two styles of score-pad are now in general use. In one the tricks and honours are entered in the same vertical column, one above the other, and are all added in one sum at the end. In the other style of pad the tricks are in one column and the honours and penalties in another, so that four additions are required to find the value of the rubber, which is always the difference between the total scores after giving the winners of two games 250 points. The following illustration will show both styles of pad:

WETHEY
36
30
18100
16
8
40
36
250
42492
42
450
WETHEY
816
18100
4030
3636
83476166
876
250
42492
42
450

The scoring on which this rubber is won and lost was as follows: WE started with a contract to win one heart and made it, with simple honours, scoring 8 toward game and 16 above for honours. Then THEY set a contract for two tricks, getting 100 in penalties, against simple honours in royals, scored as 18 above for WE and 100 for THEY. Then THEY made four odd at no trump and 30 aces, winning the first game, under which a line is drawn.

On the next deal THEY made four odd in royals, with four honours, 36 each way, winning the second game and also the rubber, for which they add 250 points. Both scores are now added up and the lower deducted from the higher, showing that THEY win 450 points on the balance.

CUTTING OUT. At the conclusion of the rubber, if there are more than four candidates for play, the selection of the new table is made by cutting; those who have just played having an equal chance with the newcomers. The reason for this is that a Bridge table is complete with four, and that a rubber is usually too long, with its preliminaries of making the trump, and its finalities of settling the score, for players to wait their turn. A rubber at Short Whist is often over in two hands; but a carefully played rubber at Bridge sometimes occupies an hour.

CHEATING. Most of the cheating done at the bridge table is of such a character that it cannot be challenged without difficulty, although there is enough of it to be most annoying.

Some players will place an ace about four cards from the top when they shuffle the cards, so that when the pack is spread for the cut they can draw it and get the first deal. Second dealing is a common trick, especially on ocean steamers, marking the aces and slipping them back if they would fall to an adversary dealing them to the partner instead, who can go no trumps and score a hundred aces several times in an evening. Women are great offenders in trifling matters, such as asking the dealer if she passed it, when nothing has been said; looking over the adversaries’ hands as dummy, and then pushing dummy’s cards forward, as if arranging them, but in reality indicating which one to play. A great deal of petty cheating is done in putting down the score, and also in balancing it by cancellation. In large charity games, some women are so eager to win a prize that they will stoop to all manner of private signals, and some go so far as to make up a table and agree to double everything, so that some one of the four shall have a big score. Another common trick in so-called social games is to have a stool pigeon to overlook the hand of another and signal it up to the confederate who is playing.

There may be some remedy for this sort of thing, but so far no one seems to have found it; or at least they lack the courage to put it in practice and expose the offenders.

SUGGESTIONS FOR GOOD PLAY. The great secret of success in auction lies in sound bidding, so that no bid shall have a double meaning and the partner may be able to rely absolutely on the information which the bid should convey. The complications of the situation are so numerous, owing to the variations introduced by each succeeding bid as the players over-call one another, that it would be impossible to cover them in a work of this kind, and the student would do well to consult some such work as “Whitehead’s Conventions,” which covers every situation that could possibly arise in the bidding.

A few general hints may be of assistance in showing the principles that govern the more common situations.

The Dealer’s Bids may be divided into four parts; a spade, a losing suit, a winning suit, and no trumps. The one-spade bid simply means, “I pass,” but it does not signify that he will not be willing to bid on the second round. It has nothing whatever to do with the spade suit.

The dealer should never call any suit on the first round of bids unless he has two sure tricks in it. If it is a losing suit, he may have just those two tricks and nothing else, and the shorter the suit the better, but the tricks must be A K, or K Q J, or A Q J. If it is a winning suit he must have at least five cards of it and a trick or two in some other suit to back it up.

If the dealer bids two spades, he shows two sure tricks in a short spade suit and a sure trick outside. If he bids three spades he shows five or more spades and strength enough outside for royals, but denies two sure tricks in the spade suit itself. The dealer should bid no trumps when he has not length enough to bid hearts or royals, but has a hand as good as three aces, well protected in three suits.

The Second Hand should declare just as if he were the dealer when the dealer starts with one spade. He may even go no trump on a lighter hand. When the dealer bids a suit, second hand should over-call only when he can make his contract or wishes to indicate a lead in case third hand should go to no trumps. Second hand should never take the dealer out of a losing suit with a winning suit unless he has seven tricks in his own hand. If the dealer bids no trump, second hand should pass, unless he is prepared to over-call any further bid for three tricks.

Third Hand is not obliged to take the dealer out of a spade, and should not do so unless he is a trick or two stronger than he would have to be to declare as dealer. But the dealer must never be left in with a two or three spade bid. If third hand cannot do any better, he should declare a royal. When the dealer bids no trump, third hand should take him out with any weak five card suit and nothing else, simply to warn him that there are no winning cards in the hand. Always take him out with five cards in a winning suit, no matter how strong the rest of the hand.

Take the dealer out of one suit with another suit only to deny his suit. Take him out of a winning suit with no trump, only to deny his suit and show strength in each of the three other suits. If the dealer bids no trump and second hand calls a suit, double if you can stop the suit twice, otherwise show any good suit of your own, but do not go two no-trumps unless you can do it all yourself. Leave that to your partner. Do not assist your partner’s suit bids with less than three tricks if second hand over-calls.

Fourth Hand bids on the bidding much more than on his cards. He should never take the dealer out of a spade that both second and third hand have passed unless he can go game. If the dealer bids a losing suit, second and third hands passing, leave him in unless you can go game and are not afraid of a shift. If the dealer bids a winning suit, second and third hands passing, make any sound declaration. If the dealer starts with no trumps, show any suit that might save the game if led at once by your partner.

Subsequent Bids. Any suit bid on the second round but not on the first, shows length without the tops. When a winning suit is taken out by the partner, a losing suit bid on the second round shows tops in it. Any suit rebid on the second round, without waiting for the partner’s assistance, shows six or seven sure tricks in hand.

Never bid a hand twice, unless its strength is greater than indicated by the first bid. Having bid a club on ace king alone, that is the end of it. If you have an outside ace, which the club bid did not show, you can assist your partner once on that trick, but no more. Having assisted your partner’s suit bid with three tricks, do not bid again unless you have a fourth trick in hand, but if he rebids his suit without waiting for you, you may assist on one trick, especially a high honour in trumps.

Do not double unless you have a certainty and are not afraid of a shift. Do not give up a fair chance for going game yourself just to double an adversary, unless you are sure of 200 in penalties at least, and do not give up the rubber game for less than 300. Always remember that a double may enable an adversary to go game, and will often show the declarer which hand to finesse against.

Free Doubles are opportunities to double when the declarer will go game anyhow if he makes his contract, but they should never be made if there is any chance that he may shift.

Free Bids are anything better than a spade by the dealer, or anything that over-calls a previous bid, because no one is forced to bid on the first round. A Shout is a bid that is a trick more than necessary to over-call the previous bid. It shows a solid suit, or five or six sure tricks in hand. In a losing suit it is a loud call for the partner to go no trumps if he can. A free bid in a losing suit shows the high cards; in a winning suit it shows the tricks in hand.

A Forced Bid is one that is necessary to over-call, such as two diamonds over a heart. This does not mean that the caller would have bid two diamonds originally. A player who must indicate a lead against a no-trumper makes a forced bid.

The Original Lead. The first card must be played before dummy’s hand is exposed.

OPENING LEADS. The position which we have first to consider is that of the eldest hand, usually designated by the letter “A,” who sits on the declarer’s left.

Selecting the Suit to Lead. If your partner has declared a suit, lead the best card you hold of it, regardless of number, unless you have an ace-king suit of your own, in which case lead the king first and have a look at dummy. If partner has not declared anything, lead your own suit. With high cards not in sequence, such as ace-queen, king-jack, or even queen-ten, in every suit but trumps, lead the trump.

There is a great difference between playing against a trump declaration and against no-trumpers; because in the first case the leader is opposed to unusual trump strength and his object must be to make what he can of his winning cards, before the declarer gets into the lead and discards his weak suits, so as to be ready to trump them. But in the second case, there being no trumps, the leader’s object should be to get a suit established against the dealer, if he can, and the longer the suit is, the better. The dealer’s strength in a no-trumper is usually scattered, and he may often be found with a weak or missing suit, which is generally the suit in which the eldest hand or his partner is long.

We shall first consider the leads against trump declarations, because they are more common and are also the more useful. If a player makes a trump-hand lead against a no-trump declaration, he will not do nearly so much harm as if he make a no-trump-hand lead against a trump declaration. For that reason, if a player cannot master both systems of leading, it is better for him to learn the leads against trumps than those against no-trumps.

Rules for Leading High Cards. With such a suit as A K Q 2, no one need be told not to begin with the deuce. Whenever a player holds two or more of the best cards of a suit he should play one of them. If he holds both second and third best, playing one of them will force the best out of his way, leaving him with the commanding card.

The cards which are recognised by bridge players as high, are the A K Q J 10, and if we separate the various combinations from which a player should lead each of them, a study of the groups so formed will greatly facilitate our recollection of them.

In the first group are those containing two or more of the best cards. In this and all following notation, the exact size of any card below a Ten is immaterial.

So far as trick-taking is concerned, it is of no importance which of the winning cards is first led; but good players lead the King from all these combinations in order that the partner may be informed, by its winning, that the leader holds the Ace also.

In the second group are those containing both the second and third best, but not the best.

The King is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen.

Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit.

There is only one combination from which the Queen is led, when it is accompanied by the Jack, and there is no higher card of the suit in the hand. Whether the ten follows the Jack or not, does not matter. With any two high cards in sequence, the lead is a high card when playing against a declared trump.

The Jack is never led except as a supporting card. It is always the top of the suit, and the suit is usually short. The object of making such an opening is to avoid leading suits headed by two honours which are not in sequence. These are good Jack leads:

The Ten is led from one combination only:—

The Ace should not be led if it can be avoided; but it is better to lead it from suits of more than four cards, so as to make it at once. If the Ace is accompanied by the King, the King is the card to lead, not the Ace. If the Ace is accompanied by other honours, such as the Queen or Jack, it is better to avoid opening the suit, unless you have five or more cards of it. But if you do lead a suit headed by the Ace, without the King, be sure that you lead the Ace, when playing against a trump declaration, or you may never make it.

All such combinations as the following should be avoided, if possible, as more can be made out of them by letting them alone:—

But with three honours, A Q J, the Ace should be led.

Rules for Leading Short Suits. It will sometimes happen that the only four-card suit in the leader’s hand will be trumps or a suit headed by honours not in sequence, which it is not desirable to lead. In such cases, if there is no high-card combination in any of the short suits, it is usual to lead the highest card, unless it is an Ace or King. Many good players will not lead the Queen from a three-card suit, unless it is accompanied by the Jack. All such leads are called forced, and are intended to assist the partner, by playing cards which may strengthen him, although of no use to the leader. The best card should be led from any such combinations as the following:—

Small-card Leads. If the suit selected for the lead does not contain any combination of high cards from which it would be right to lead a high card, good players make it a rule to begin with the fourth-best, counting from the top of the suit. This is called the “card of uniformity,” because it indicates to the partner that there are remaining in the leader’s hand exactly three cards higher than the one led.

Should the player be forced to lead any of the undesirable combinations shown on the last page, he would begin with the Ace if he held it; otherwise he would lead the fourth-best. In each of the hands shown this would be the four, and this card would be led, even if there were five or six cards in the suit. From this hand, for instance, the five is the proper lead:—

Rules for Leading Second Round. If the leader wins the first trick, having the best of the suit in his hand, he should follow with the winning card; but if he has several cards which are equally winning cards, he should lead the lowest of them. This is an indication to the partner that the card led is as good as the best; therefore the leader must hold the intermediate cards. When a King wins, your partner knows you have the Ace, if he does not hold it. Then tell him what he does not know, that you have the Queen also.

Suppose you have led the King from these combinations:—

Your partner knows you have the Ace, because your King wins. From the first, go on with the Jack, which is just as good as the Ace, but tells your partner you have not only the Ace but the Queen, still in your hand. From the second, go on with the Queen, the card your partner does not know, which tells him you still have the Ace, but not the Jack. If you have not the Queen, you will have to go on with the Ace, and your leading the Ace will deny the Queen.

If you have not the best, lead one of the second and third-best, if you hold both:—

From the first of these, having led the King, if it wins, go on with the ten, whether you have any smaller cards or not. From the second, if the King wins, go on with the Jack, which denies the ten, but tells your partner you still have the Queen. No mistake is more common among beginners than leading a low card on the second round, on the assumption that the partner must have the Ace. If you have led from King and Queen only, you must go on with the fourth-best; because you have not both the second and third-best. This fourth-best is the card that was the fourth-best originally. Having led the King from this:—

the card to follow the King is the six, if the King wins the first trick.

The Fourth-best. From any combination of cards, if you have not the best, or both the second and third-best, in your hand for the second round, lead your original fourth-best. From all the following, the proper lead on the second round would be the fourth-best, in each case the four of the suit:

Leading Trumps. A trump lead is sometimes adopted when all the plain suits are bad ones to lead away from, such as A Q, or A J, or K J in each and no length. If a player holds high cards which are not in sequence, such as the major tenace, ace and queen, it is very probable that the declarer holds the king. By refusing to lead such suits, and waiting for them to come up to the tenace, the declarer’s high card may be caught and a valuable trick saved. When a good player opens his hand with a trump, right up to the declaration, his partner should lead his best supporting cards boldly up to dummy’s weak suits.

The Pone’s Leads. When the pone gets into the lead, if he does not return his partner’s suit, he should open his own suits according to the rules already given for all the high-card combinations. If he has no high-card combination, it is usually better for him to lead some card that will beat Dummy than to lead his fourth-best. Suppose he wishes to lead a diamond, in which he holds Q 10 8 4 3; Dummy having the 9 and 6 only. It is better to lead the ten of diamonds than the fourth-best, because if the declarer does not follow with an honour, your partner will not have to sacrifice an honour to keep Dummy from winning the trick with the 9.

After the opening lead, when Dummy’s cards are exposed, the knowledge of his cards may change the aspect of the game greatly; but the proper cards to lead to and through Dummy will be better understood in connection with the play against no-trumpers.

No-trump Leads. The chief difference in the leads against no-trumpers is, that there is no hurry to make your aces and kings, the chief thing being to make some of the smaller cards good for tricks. When you are long in a suit, if you lead out the winning cards first, your partner may have none to lead you later on, and if you cannot make every trick in the suit before you lose the lead, you may never make anything but your one or two high cards.

The difference in the leads at no-trump is covered by a very simple rule; if you have only two honours in sequence, do not lead either of them, but begin with the fourth-best, even if your honours are the Ace and King. But if you have three honours in the suit, two of them in sequence, always lead an honour against a no-trumper.

The exception to this rule is, that when you are so long in the suit that you may catch some high cards with your high cards, you lead them first. With six or seven in suit to the A K, for instance, lead the King, on the chance of dropping the Queen. With seven in suit headed by the Ace, lead the Ace, but never with less than seven without the King. With six in suit, you may lead the King from K Q, without either Jack or 10; but with less than six in suit never lead the King from K Q unless you have the 10 or the J also.

THIRD HAND PLAY. The leader’s partner must do his best to inform his partner as to the distribution of his suit. The method of doing this is entirely different when there is a trump from that which is adopted when there is no trump. In the first case, all your partner wants to know is, who is going to trump his suit if he goes on with it. In the second case, what he wants to know is his chance for getting his suit cleared or established.

With a Trump. When third hand makes no attempt to win the trick, either because his partner’s or Dummy’s card is better than any he need play, he plays the higher of two cards only, the lowest of three or more. This is called playing down and out. Suppose third hand holds 7 and 2 only, and the lead is a King. The 7 is played. The leader goes on with the Ace, denying the Queen, and the third hand plays the deuce. If the Queen is not in the Dummy, the declarer must have it. In any case, the leader knows that if he goes on, his partner, the third hand, can trump that suit.

With three cards, the lowest falling to the first round, followed by a higher card, will show the leader that the third hand still has another of that suit.

It is not necessary to play down and out with an honour, because the leader can read the situation without it. Suppose third hand holds the J 5. He plays the 5 to the first round, because one of his two cards is an honour. The leader goes on with the Ace, and the Jack falls. Now the third hand must have the Queen or no more, and no matter which it is he can win the third round, with the Queen or with a trump.

Against No-Trumpers. When there is no trump, the third hand uses what is called the Foster echo. This consists in playing always the second-best of the suit, when no attempt is made to win the trick. Suppose the leader begins with the King. Third hand holds 10 8 7 4, and plays the 8. This marks him with only one card higher than the 8, and is a great exposer of false cards played by the declarer.

On the second round, the rule is, always to keep the lowest card of the suit until the last. If third hand held four originally, 10 8 7 4, his play to the second round is the 7, keeping the 4. If he held 10 8 7 only, his play to the second round would be the 10, keeping the 7. This makes it clear to the leader how many and what he holds.

High Cards Third Hand. When the third hand tries to win his partner’s lead, he does so as cheaply as possible. That is, holding both King and Queen, he plays the Queen, not the King. If his cards are not in sequence, he should always play the best he has. With Ace and Queen, for instance, he must play the Ace if the King is not in the Dummy. To play the Queen would be to throw it away if the declarer has the King. If the leader has the King, third hand gets out of his way by giving up the Ace.

FOSTER’S ELEVEN RULE. In trying to win tricks as cheaply as possible, third hand may often be guided by the Eleven Rule, which can be applied to any lead of a small card.

By deducting from eleven the number of pips on any low card led by his partner, the pone may ascertain to a certainty how many cards there are higher than the one led, which are not in the leader’s hand. This rule, which was invented by R.F. Foster in 1881, in connection with the game of whist, is now used by everyone with any pretensions to being a bridge player. The rule itself is this:—

When the eldest hand leads any card which is not an honour, deduct the spots on it from eleven. From the remainder thus found, deduct the number of cards, higher than the one led, which are not in your own hand nor in Dummy’s in that suit. This final remainder is the number of cards which are in the declarer’s hand which are higher than the card led. The principal thing to remember is, that it is only the cards higher than the one led that you need trouble about. To illustrate:—

Suppose you are third hand, and your partner leads the seven of clubs, Dummy lays down the Q 9 2, and you hold A J 3, thus:—

Deducting seven from eleven, you find it leaves four. These four cards, higher than the one lead, are all in sight, Q 9 in Dummy; A J in your own hand, therefore the declarer cannot have any card higher than the seven. If he has, your partner’s lead is not his fourth-best, as you will see if you lay out the cards.

RETURNING SUITS. When the third hand returns his partner’s suit, he should lead the higher of two cards, and the lowest of three, unless he has a card which will beat anything Dummy may hold in the suit, in which case he should always beat Dummy.

PLAYING AGAINST DUMMY. Some of the fine points in bridge arise in situations which require a careful consideration of the Dummy’s cards.

There are three great principles in playing against Dummy:—

1st. Lead through the strong suits, and up to the weak.

2nd. Do not lead through a fourchette.

3rd. Do not lead up to a tenace.

These rules must not be blindly followed in every instance. They are simply general principles, and some of the prettiest coups arise from the exceptional cases.

Leading Through Dummy. The eldest hand, when he does not deem it advisable to go on with his own suit, may be guided in his choice by the strength or weakness of certain suits in Dummy’s hand. The play against Dummy is especially important at no trumps.

Suits which it is good policy to lead through are A x x x, K x x x, or any broken sequences of high cards.

Suits in which Dummy is long, or holds any of the regular high-card combinations, should be avoided; winning or high sequences being especially dangerous. To lead such suits through Dummy’s strength is an invitation to partner to force you in the suit led.

It is not necessary for you to be strong in a suit which you lead through Dummy; and if you are both weak, is often advantageous; especially if it avoids leading one of his strong suits.

With A Q 10 x; Dummy having J x x x; play the 10. If partner has the King you make every trick in the suit.

With A Q 10 x; Dummy having K x x; play the Q. If Dummy passes, you make two tricks; if he covers, you have tenace over the Jack.

With A 10 9 x; Dummy having J x x x; play the 10. If partner has the K, your A 9 is tenace over the Q.

With A J 10 x; Dummy having Q x x x; if the suit must be led, play the Jack; but such positions should be avoided, except in the end game, or when you play for every trick.

With A J 10 x; Dummy having no honour in the suit; if you must lead the suit, play the 10.

In trumps, with K Q x x; Dummy having A J x x; play the Queen. If Dummy wins with A, play a small card for the second round, and he may refuse to put on the J. The declarer not having the 10, would make Dummy cover; but nothing is lost if he does, and it marks the 10 with your partner.

With King and others of a suit in which Dummy has not the Ace; avoid leading the suit until the Ace has fallen.

With King alone, play it if Dummy has the Ace; keep it if he has not.

Trumps. If a player in this position is strong in trumps, he should keep quiet about it and let the maker of the trumps develop the suit. False-carding is perfectly legitimate in trumps, and will deceive the declarer more than your partner.

End Games. There are cases in which it is necessary to play as if partner was known to possess a certain card, for unless he has it the game is lost. For instance: You want one trick, and have Q 10 x x, Dummy having K x x, of an unplayed suit. The Queen is the best play; for if partner has any honour you must get a trick; otherwise it is impossible.

You have K x in one suit, a losing card in another, and a winning card. You want all four tricks to save the game. Play the King, and then the small card; for if your partner has not the Ace and another winning card you must lose the game.

You have a losing trump, and Q x x of a suit in which Dummy has K 10 x. If you want one trick, play the losing trump, counting on partner for an honour in the plain suit. If you must have two tricks, lead the Queen, trusting your partner to hold Ace.

Leading up to Dummy. The best thing for the third hand, or pone, to do, when he does not return his partner’s suit, and has no very strong suit of his own, is to lead up to Dummy’s weak suits, and to lead a card that Dummy cannot beat, if possible.

The general principle of leading up to weakness suggests that we should know what weakness is. Dummy may be considered weak in suits of which he holds three or four small cards, none higher than an 8; Ace and one or two small cards; or King and one or two small cards. In leading up to such suits, your object should be to give your partner a finesse, if possible; and in calculating the probabilities of success it must be remembered that there are only two unknown hands, so that it is an equal chance that he holds either of two unknown cards. It is 3 to 1 against his holding both, or against his holding neither. Of three unknown cards, it is 7 to 1 against his holding all three, or none of them; or about an equal chance that he holds two of the three; or one only.

If Dummy holds any of the weak suits just given, you holding nothing higher than the Ten, you should lead it. Suppose you have 10 9 6; Dummy having A 3 2. The K Q J may be distributed in eight different ways, in any of which your partner will pass your Ten if second hand does not cover. In four cases, second hand would cover with the King, and in one with the Queen and Jack. In the remaining three your partner’s hand would be benefited.

If Dummy has King and one or two small cards, it is not so disadvantageous to lead up to the King as would at first appear; because it is forced out of his hand on the first round, unless declarer plays Ace, and it is usually good policy to force out Dummy’s cards of re-entry early in the hand.

In leading from high-card combinations, the usual bridge leads should be followed; but exceptions must be made on the second round when certain cards are in Dummy’s hand. For instance: With A K J and others, it is usual to stop after the first round, and wait for the finesse of the Jack. This is obviously useless if the Queen is not in Dummy’s hand. So with K Q 10, unless Dummy has the Jack; or K Q 9, unless Dummy has the 10. The lead from A Q J should be avoided if Dummy has the King.

With A Q 10 and others, J in Dummy’s hand, begin with the Queen.

With A J 9 and others, 10 in Dummy’s hand, lead the Jack.

With A J 10, Dummy having K Q x, play the Jack, and do not lead the suit again.

In trumps, with K Q and others, if Dummy has the J singly guarded, begin with the King as usual, but follow it with the Queen instead of the smallest; for declarer may have passed in the hope of making a Bath coup with both Ace and Jack. In plain suits this is a dangerous lead, as declarer having Ace, and wishing to force Dummy, would hold his Ace as a matter of course.

With short suits, such as K x, Q x; or even with King or Queen alone, the honour is a good lead if Dummy has no court cards in the suit. The Queen is rather a better lead than the King, the only danger being that second hand holds fourchette.

With Q J x, or J 10 x, one of the high cards should be played. With Q 10 x, Dummy having Ace or King, the Queen should be led.

With K 10 x, Dummy having Jack, the suit should not be led.

With such combinations as K x x x, Dummy having Q x, the suit should not be led.

When you have a suit which is both long and strong, such as A K x x x, and Dummy has no honour in the suit, it is a common artifice to underplay, by beginning with the smallest, if playing against no-trumps and you have a card of re-entry. This should not be done unless you have the general strength to justify such a finesse.

If you open a long suit, Dummy having only small cards, and your partner wins with Q, J, or 10, and does not return it, he has evidently a finesse in the suit and wants it led again.

End Games. In the end game there are several variations which are made possible by the fact that the cards on your right are exposed.

With A J x, Dummy having Q x x, the small card should be led.

With Q x, and an odd card, Dummy having K x x of the first suit; it is better to play the odd card; but if for any reason this should not be done, lead the Q, hoping to find A 10 with your partner.

The state of the score must be a constant guide in all end games. For instance: You hold Q 10 x, Dummy having J 9 x. If you want only one trick, play the Queen; but if you want two, play the small card.

SECOND HAND PLAY. The easiest position to play as second hand, is, of course, with the Dummy on your left, because Dummy’s cards will show what is best to be done. If a small card is led, you having King, put it on if Dummy has not the Ace; unless you want partner to get the lead. If Dummy has only two cards of the suit, neither of them the Ace, always play your King.

When the declarer leads a suit it is often important to count how many he and your partner can possibly hold. For instance: You have four, K x x x; Dummy has four, A J 10 x, and declarer leads the Queen. It is useless to play your King; for either the Queen is a singleton, and the declarer cannot continue the suit, which will compel Dummy to lead it to you eventually; or, the third round will be trumped, perhaps by your partner. If you have only two small cards with the King, put it on the Queen. You cannot save it, but you may establish your partner’s 9.

In the last three tricks, if you find yourself with a doubtful card, and the best and a small card of a suit which the declarer leads through you, win the trick and lead the doubtful card, for if the declarer held the best of that suit he would have led it first, to be sure of a trick.

Dummy on the Right. When Dummy leads through you, your skill in avoiding any traps the declarer may be setting for you will depend on your knowledge of how he manages his hand, and your ability to infer what he holds.

As a general principle, it may be assumed that any high card led by Dummy forms part of a combination, the unseen part of which is in the declarer’s hand. If Dummy leads a Queen from Q x x, you holding A J x, it is almost a certainty that the declarer holds the King. If you have A K x, the dealer must have J 10 and several others. If you have K x x, the declarer probably holds Ace, or a long suit headed by J 10.

When Dummy leads strengthening cards, they must be to give the declarer a finesse. If he leads a small card from small cards, some high-card combination must be in the declarer’s hand. In such cases it is useless for you to finesse. If you have any sequence superior to the card led, cover with the lowest. There should be no false-carding in this, because your partner is the only one that can be deceived.

With A K and others, play the King, whatever Dummy leads.

With A Q and others, Dummy having nothing higher than the 9, play the Ace.

With K Q 10, play the Queen on a small card led, unless Dummy has the Jack.

With A J 10 x, play Ace if Dummy has no honour in the suit. But if Dummy leads the 9, cover with the 10; if it loses, you lie tenace over the declarer.

With A J x, play the Jack on a 9 led. This prevents the finesse of the 9, and retains command of the suit. If Dummy has both K and Q, play your Ace. It is useless to play the Bath coup, for the declarer knows your cards, and your partner only is deceived.

With K x x, if Dummy has not the Ace, do not play the King, no matter what is led.

With Q x x, unless Dummy has both A and K, do not play the Queen. If your partner has the Jack guarded, one of you must make a trick. If Dummy has A J, and leads J, put on the Queen; it may make the 9 or 10 good in your partner’s hand.

With A x x, Dummy leading Jack, play the Ace.

With any fourchette, cover the card led.

If Dummy remains with one or two small cards of a suit that has been led, and you have the best, play it on the second round. Dummy’s play is evidently for the ruff, and if the declarer has not the second best, your partner has.

If you have King, and only one or two small cards, Dummy leading Queen from Q 10 x x, play your King. You cannot save yourself; but you may make the 9 good in partner’s hand. If you have three or more small cards, do not play the King, for either partner or the declarer must be short in the suit. So if Dummy leads Jack from J 10 and others, play the King with a short suit. If partner has Queen you establish it; if not, you cannot make a trick in the suit.

With short suits it is usually best to cover an honour with an honour; but with several small cards, such as K x x x, Dummy leading a singleton Queen, you should pass.

With K 10 x, Dummy having J and others, play honour on honour; small card on small card, whichever Dummy leads.

It is often important for the second hand to cover with what is called an imperfect fourchette. A true fourchette is the card immediately above and below the one led; such as K J over the Q, or Q 10 over the J. An imperfect fourchette is the card above the one led, and another next but one below it; such as K 10 over a Q led, or Q 9 over a J led. Covering forces the opponents to play two honours to win one trick, and will often make an intermediate card good in your partner’s hand.

THIRD HAND PLAY. In addition to the methods of echoing on the partner’s leads of high cards in the suit first opened, third hand must be ready to adapt himself and his play to any change of suit and will require constant practice in putting himself in his partner’s place, asking himself what the object is in leading certain cards through Dummy’s hand. The inferences from the conventional leads should be sufficiently familiar to need no further explanation; but even good players occasionally overlook indications that partner holds certain cards. For instance: A leads a small card; Y, Dummy, holds Q x x, and plays Q. You play the King and win the trick. This marks not only the Ace, but the Jack in partner’s hand; because the declarer would not play a twice guarded Queen from Dummy’s hand if he had the Jack guarded himself.

False cards should be avoided by the third hand as much as possible. The declarer will give your partner enough to puzzle over without your adding to the confusion. There are some exceptions in trumps. For instance: You have K Q x; Dummy has A J x x, and your partner leads. Unless Dummy plays Ace, you should put on the King, and change the suit.

If you hold Ace and others in a plain suit, partner leading Jack, pass it if Dummy has no honour. Perhaps by winning the second round you can give the invited force. With any other honours than the Ace, pass a partner’s Jack led.

If partner leads you a suit of which he knows, or should know, you have not the best, he must have a good finesse in the suit which he does not lead, and you should take the first opportunity to lead that suit to him.

In returning partner’s suits, some modification may be suggested by the condition of Dummy’s hand. For instance: With K x x; Dummy having A Q J x; if you win, third hand, on Dummy’s finesse, you may be sure your partner’s lead was a weak suit. If Dummy is weak in the two other plain suits, your partner may have a good finesse in one or both of them.

When your partner wins the first round of an adverse suit, and immediately returns it, he is inviting a force.

Dummy on the Left. When the player is third hand with Dummy on his left, his chief care will be to divine his partner’s object in leading certain cards up to Dummy.

The general principles of inference are the same as in the preceding case, and cards may often be inferred in the same manner from the evident intention of partner. For instance: You hold K x x; partner leads J, declarer covering with Queen. A glance at Dummy’s cards shows him to have 10 x x; so your partner may be credited with A 9. You have x x; your partner leading Q, covered by declarer with K, and Dummy having J x x. You may credit your partner with A 10. You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King.

There are several cases in which you should not allow Dummy to win the trick. If you have only one card of a suit in which your partner leads Ace then Queen, and Dummy has the King twice guarded, trump at once, if you can to prevent Dummy from getting into the lead. Your partner leads Queen; you holding A 10 x, and Dummy having K x x. Let the King make on the first round.

If your partner leads a small card up to strength in Dummy’s hand, he is either inviting a force, or trying to establish a long suit. Under such circumstances, if you have the Ace, play it, and lead a second round of the suit immediately, which will settle the question.

If you have Q J 10 of a suit in which partner leads King, play the Jack, so that he will count you for Q or no more, and will not go on with the Ace.

IN GENERAL. Both the adversaries of Dummy should adopt the usual tactics for unblocking, etc., especially in no-trumpers, and in some cases Dummy’s exposed cards will make the matter more simple. For instance: You hold A Q alone, of a suit which partner leads. If you are the pone, and Dummy has not the King, play Ace and return the Queen.

FOURTH HAND. There is only one difference from the usual methods in playing fourth hand, and that is in indicating sequences by winning with the best and returning the lowest to show the intermediate cards. For instance: Fourth player, holding K Q J x, wins with King and returns the Jack. Or with A K Q, wins with Ace and returns the Queen. The reason for this is that the declarer gains nothing by the information, for he knows from the first what cards are out against him; but the information may be valuable to your partner, the second hand. If it is not the intention to return the suit at once, the lowest of the sequence should be played.

PLAYING TO THE SCORE. This is a most important element, and there is no surer indication of a careless or weak player than his inattention to the score.

One cannot be too early impressed with the importance of saving the game before trying to win it; although great risks may be taken to win a game that cannot be lost that hand.

Never risk a sure contract in the hope of making more; unless the two will win the game, and the odd trick will not win it. Never risk a trick that will save the game in the hope of winning more, and always set a contract while you can.

DISCARDING. This is one of the still unsettled questions of bridge tactics, some believing in discarding the weak suit always; others the strong suit always, and others one or the other according to the declaration. Against a trump declaration almost every one agrees that it is best to discard the best suit, so that if your partner gets in before you do, he may have something to guide him as to what your best chance is for any more tricks.

Against no-trumpers, the majority of players hug every possible trick in their long suit and discard their weak suits, on the ground that it is folly to throw away cards that might win tricks. While this is true, it is also true that in discarding their weak suit they too often enable the declarer to win tricks that they might have stopped. For this reason, many players discard the suit they are not afraid of; that is, their best protected suit, and keep what protection they have in the weak suits, even if it is nothing but three to a Jack or ten. Unfortunately, no one has yet been able to advance any argument sufficiently convincing for either system to demonstrate that it is better than the other. Some of the best teachers of the game advocate the discard from strength against no-trumps; others teach the weak discard.

ENCOURAGING DISCARDS. In order to distinguish between discards from weakness and those from strength, many players use what is called an encouraging card. This is anything higher than a six, if they have protection in the suit, or want it led. A player with an established suit, and A 8 2 of another suit, for instance, would discard the 8, to encourage his partner to lead that suit and put him in. In case there is no card higher than the six, the reverse discard is used. With A 4 2, the play would be the 4 and then the 2. Some use this reverse or encouraging card to induce the partner to continue the suit he is leading, but the practice is confusing.

THE DECLARER’S PLAY. The chief difference between the play of the Dummy and partner, and that of their adversaries, is that there is no occasion for the former to play on the probability of partner’s holding certain cards, because a glance will show whether he holds them or not. There is no hoping that he may have certain cards of re-entry, or strength in trumps, or that he will be able to stop an adverse suit, or anything of that sort, for the facts are exposed from the first. Instead of adapting his play to the slowly ascertained conditions of partner’s hand, the declarer should have it mapped out and determined upon before he plays a card. He may see two courses open to him; to draw the trumps and make a long suit, or to secure such discards as will give him a good cross-ruff. A rapid estimate of the probable results of each line of play, a glance at the score, and his mind should be made up. Several examples of this foresight will be found in the example hands.

Another point of difference is, that the declarer should play false cards whenever possible. He has not a partner who, if he plays the King, might jump to the conclusion that he can trump a suit, or has not the Queen. The more thoroughly the adversaries are confused, the greater the advantage to the declarer, especially in the end game.

With a Trump. When the winning declaration is a suit for trumps, the declarer’s first consideration upon getting into the lead must be whether or not to lead trumps. As a rule, the trumps should be led at once, so as to exhaust the adversaries; but there are exceptional cases, the principal ones being:—

Do not lead trumps from the strong trump hand if it would be to your advantage to put the other hand in the lead with a plain suit, so as to let the trump lead come from the weaker hand to the stronger, as when a finesse in trumps is desirable.

Do not lead trumps if you have no good plain suit, and can make more tricks by playing for a cross-ruff.

Do not lead trumps if the weaker hand can trump some of your losing cards first. It often happens that a losing trump can be used to win a trick before trumps are led.

At No-trump. The declarer’s first care in a no-trumper must be to select the suit that he will play for. Four simple rules cover this choice:—

1. Always lead from the weak hand to the strong if the suit is not already established.

2. Play for the suit in which you have the greatest number of cards between the two hands, because it will probably yield the greatest number of tricks.

3. If two suits are equal in number, play for the one in which you have the greatest number of cards massed in one hand. That is, if you have two suits of eight cards each, select the one that has six of those cards in one hand, in preference to the suit with four in each hand.

4. Everything else being equal, play for the suit which is shown in the Dummy, so as to conceal from the adversaries as long as possible the strength in your own hand.

A suit is said to be established when you can win every remaining trick in it, no matter who leads it. As it is very important that the hand which is longer in the suit should be able to lead it without interruption when it is established, good players make it a rule always to play the high cards from the shorter hand first, so as to get out of the way. With Q 10 and three others in one hand, K J and one other in the other hand, the play is the K and J from the short hand, keeping the Q 10 in the long hand.

If there is any choice, that suit should be selected which contains the longest sequence, or the sequence with the fewest breaks. It should be noticed that the sequence need not be in one hand; for it is almost as valuable if divided, and it is especially advantageous to have the higher cards concealed in the declarer’s hand. Its continuity is the chief point. For instance: Declarer and Dummy hold between them one suit of K J 9 7 5 4 3, and another of Q J 10 9 8 7 5. The latter should be selected, because two leads must establish it.

In establishing a long suit it is very important to note the fall of the missing cards in the sequences. In the first of the two combinations just given, the declarer should be as careful to watch for the fall of the 8 and 6 as for the A Q and 10.

Leading. It is quite unnecessary to follow any system of leads, further than to distinguish between the combinations from which high or low cards are led. But it is important to remember that although a high-card combination may be divided, it should be played as if in one hand. For instance: The declarer holds Q J x x x of a suit; Dummy having A x x. By leading Q or J, Dummy is enabled to finesse, as if he held A Q J. The declarer holds K J x x x; Dummy having Q x x. The play is to force the Ace, as if the combination of K Q J x x were in one hand.

Many opportunities arise for leading the Ace first from a short suit, in order to secure a ruff on the second or third round.

Second Hand Play. If any card is led by the adversaries which the fourth hand cannot win, the second hand should cover it if possible; for unless he does so, his weakness will be exposed, and the suit will be continued. This is especially true of cases in which the second hand holds single honours, such as Jack and others, or Queen and others. Even the King should be played second hand in such cases, unless it is so well guarded that the Ace must fall before the King can be forced out.

If the fourth hand can win the card led, it is seldom necessary to cover second hand. For instance: If the Jack of trumps is led, the dealer holding Q 9 7 4, and Dummy having A 6 3 2; there is no need to play the Queen. If the King is in third hand, such play would establish the Ten. If the King is with the leader, it or the Ten must make. If Dummy were second hand with the same cards, Jack being led, he should not play the Ace, for third hand must play the King to shut out the Queen.

With A Q 9, partner having K and others, it is best to play A on J led.

If the dealer has Ace and several others of a suit led, Dummy having only two small cards, a force may be certainly secured by passing the first round. If Dummy has the Ace, and passes second hand, the dealer failing to win the trick, the adversaries will of course see that the play is made in order to force the dealer on the third round.

If Dummy is weak in trumps, and has only one card of a suit in which the dealer has Ace and others, the Ace should be played, and Dummy forced, unless there is a better game.

It is a disadvantage to play in second hand from suits in which each has a guarded honour. If the dealer has Q x x, and Dummy has J x, they must make a trick in that suit if they play a small card second hand, and avoid leading the suit. The same is true of the adversaries; but they must play on the chance that the partner has the honour, whereas the dealer knows it.

Finessing. This is a very important part of the strategy of the game for the dealer. The adversaries of the dealer never finesse in bridge; but the dealer himself relies upon finessing for any extra tricks he may want.

A finesse is any attempt to win a trick with a card which is not the best you hold, nor in sequence with it. Suppose you have Ace and Queen in the hand which is longer in the suit and lead from the shorter hand a small card. If you play the Queen, that is a finesse, because you hope to take a trick with it, although the King is against you.

It is usually bad play to finesse when there are nine cards of the suit between the two hands, dealer’s and Dummy’s, because there is a good chance that the card you wish to finesse against may fall.

When it will be necessary to take two finesses in the same suit, the lead must come twice from the weaker hand. Suppose the dealer holds A Q J and others. If the first finesse of the Jack wins, he should put Dummy in again, so as to take a second finesse of the Queen. Suppose the dealer holds A J 10, and finesses the ten the first time. If it falls to the Queen, he should get Dummy in again, so as to take the second finesse with the Jack. The idea is to take advantage of the fact that the odds are against both King and Queen being in one hand. If they are both on the right, one of them will be played on the small card led from Dummy, and then the dealer can win it with the Ace and force out the other high card with his Jack, which will have become one of the second and third-best of the suit.

Re-entry Cards. After a suit has been cleared, or established, it will be necessary to get into the lead with it. For this purpose the dealer must be careful to preserve a re-entry card in the hand which is longer in the suit. Suppose that Dummy’s long suit is clubs, but that the Ace is against him, and that his only winning card outside is the Ace of diamonds. If diamonds are led, and the dealer has the Queen, he must let the lead come up to his hand so as to keep Dummy’s Ace of diamonds for a re-entry to bring the clubs into play after the Ace has been forced out and the suit established. Many of the prettiest plays in bridge are in the management of re-entry cards.

Underplay. When the dealer is afraid of a suit which is opened against him, and has only one winning card in it, such as the Ace, he should hold up that card until the third hand has no more of the suit to lead to his partner. The original leader will then have to get in himself, because his partner cannot help him; but if the dealer gave up the Ace on the first trick, it would not matter which partner got into the lead, they would return to the suit first opened.

Ducking. This is a method of play by which the dealer hopes to make his own suit even when the hand that is longer in it has no re-entry card. Suppose Dummy holds six clubs to the Ace King, and not another trick in his hand. The dealer has two small clubs only to lead. If the two winning clubs are led right out, it is impossible to catch the Q J 10, no matter how those cards lie, therefore the dealer leads a club, but makes no attempt to win the first round. No matter what is played by the adversaries he ducks the first round, keeping his Ace and King. Next time the dealer gets in, he leads another club, and now he is able to win the second and third rounds of the suit, and will probably catch all the adverse cards and establish it.

The dealer’s play always requires careful planning of the whole hand in advance.

THE NULLO. Although not yet in the official laws of the game, this bid seems to be a popular one with many players. It is a contract to lose tricks instead of winning them, and is primarily a defence against overwhelmingly strong no-trumpers. A bid of three nullos means that the declarer will force his opponents to win nine tricks, he winning four only, so that each trick under seven counts for the nullo player on his side.

SCORING. There is some difference of opinion as to the proper value for the nullo, but the general verdict seems to be to put it just below the no-trumper at 10 a trick, no honours. Two no-trumps will outbid two nullos. If the adversaries of a nullo revoke, the declarer can give them three of his tricks, or take 100 in honours as penalty. If he revokes, they take 100 penalty as usual.

SUGGESTIONS FOR BIDDING. The dealer should never bid a nullo originally, as it gives his partner no information as to the distribution of the suits. When any player has one long suit good for either no trumps or nullos, such as A K Q 6 4 2, he should “shout,” bidding a trick more than necessary. Singletons and missing suits are valuable parts of a nullo hand, as they afford opportunities for discards. It is always dangerous to bid a nullo without the deuce of the longest suit. If the dealer bids a spade, his partner may safely bid one nullo, because the contract is seldom or never obtained for less than two or three, but he should not persist in the nullo if his partner does not assist it. The greater the opposition from a no-trumper, the more probable that the nullo will succeed, but it is a dangerous declaration in any case. The player with aces and kings is sure to win tricks, regardless of his partner’s hand, but deuces and treys are not sure to lose, as the partner may have all high cards, although not the tops.

SUGGESTIONS FOR THE PLAY. The declarer should count up the tricks he must win, and as a rule win them early, bunching his high cards as much as possible. Suits with two small cards and two high ones must win one trick, but should escape with that. The great point is to lead losing cards from one hand and discard dangerous cards in other suits from the other hand whenever possible.

The opponents of a nullo should lead their shortest suits, so as to get discards later, keeping their eyes on the dummy and forcing it to win tricks whenever possible, but never allowing it to get a discard. The partner’s leads should be returned unless a singleton can be led at once. It is usual to lead the top of two cards, the intermediate of three or more, and to avoid leading suits that are safe, with small cards at the bottom.

Illustrative Auction Hands

Zis the dealer in both instances, but Y makes the winning declaration, so that B leads for the first trick. The first illustration is straight auction; the second is a nullo. The underlined card wins the trick and the card under it is the next one led.

AYBZAYBZ
Q♠2♠9♠♣21A♢Q♢J♢9♢
A♠6♠8♠♡32K♢6♢8♢5♢
K♠10♠4♠♡7310♢4♢♡A3♢
5♠J♠3♠♡J4J♠3♠9♠A♠
2♢Q♢4♢5♢55♠Q♠K♠6♠
10♢9♢7♢J♢6♣Q♣6♣J♣K
♡43♢8♢A♢77♢♡J♡5♡10
7♠♡5♡9K♢810♠♡7♡Q♡9
♡8♣3♡26♢9♣5♣4♣2♣3
♣4♣Q♣10♣9107♠2♠4♠♡K
♣5♣A♡6♣711♣10♡4♣A♡8
♣8♣K♡10♡Q12♣8♡3♣9♡6
♣J♣6♡A♡K13♣72♢8♠♡2

In the first example the dealer, Z, bids a heart. A says one royal and Y two clubs. This bid of Y’s denies any support for his partner’s hearts, but shows a supporting minor suit, in case Z is strong enough to go on with the hearts. B bids two royals as he can stop the hearts twice and ruff the clubs. Z cannot pursue the hearts, but shows his supporting minor suit, bidding three diamonds. This says to Y, “Go no trumps if you can stop the spades.” When A passes, having bid his hand on the first round, Y goes two no trumps and makes game. B leads the top of his partner’s declared suit, and A leads a fourth round, hoping to get in with the club jack. At tricks 8 and 9, B signals control in hearts. A keeps the protection in clubs to the end and saves a trick by it. Y keeps two clubs in dummy, so that if club is led, he will have one to return after he has made his diamonds.

In the second example, they are playing nullos, Y declaring. The points in the play are holding the spade queen, so as to lead a diamond or a spade at trick 6. This B prevents, hoping to force two clubs on Y and Z and set the contract. At trick 7, if the hearts are split, the queen must win the ten. If not, Z must win one heart trick. Y makes his contract, losing four odd.

Bridge

The difference between straight bridge, as it is sometimes called, and auction is in the method of selecting the trump, which must be declared by the dealer or his partner, the opponents having nothing to say except to double the declaration if they think it will not win the odd trick. Another point is that either side can score toward game by getting the odd trick or more, there being no penalties for failure to make the odd except losing the value of the tricks because the dealer never declares to make any given number of tricks on the hand.

There are some irregularities which are peculiar to straight bridge that would not apply to auction. These are fully covered by the following description of the game, all other matters, such as the correct card to lead and the manner of combining the hands, have been fully described in connection with auction.

MAKING THE TRUMP. This is the chief peculiarity in bridge. The trump is not turned up, but the suit is named by the dealer or his partner, after they have examined their cards. In order properly to understand the considerations which guide them in making the trump, one should first be familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by one side do not count; but each trick above that number counts toward game according to the following table:—

WhenSpadesare trumps,each trick counts2points.
″Clubs″ ″″ ″ ″4″
″Diamonds″ ″″ ″ ″6″
″Hearts″ ″″ ″ ″8″
″there is no trump,″ ″ ″12″

Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them.

It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it. Second, to save himself, if he is weak; or the game, if it is in danger. As a general proposition, it may be said that his decision will be indicated by the colour of the trump he names. If it is red, he is strong, and plays to win; if it is black, he is taking to the woods. A further element may enter into his calculations, the state of the score. If he feels sure of the few points necessary to win the game or the rubber with a black trump, there is no necessity to risk making it red. This is a part of the subject which we shall go into further when we come to the suggestions for good play.

The dealer has the first say in making the trump. If he does not feel himself strong enough to make it no trump, or red, although his hand may be black enough to promise a good score in clubs or spades, he should transfer to his partner the privilege of making the trump by saying: “I leave it to you, partner.” Guided by this indication, his partner must fix on some suit for the trump or go no-trumps, and must announce it.

Either the dealer or his partner may elect to play without a trump, if he has sufficient strength in all the suits to do so.

IRREGULARITIES IN DECLARING. If the dealer’s partner makes a declaration before being asked to do so, either adversary may demand that the declaration shall stand, or that there shall be a new deal. In England, only the eldest hand, A, may exact the penalty. If the dealer’s partner passes the declaration to the dealer, either adversary may claim a new deal or may insist that the player in error shall make the declaration. In England, the eldest hand exacts this penalty.

Should an adversary of the dealer make a declaration, the dealer may, after looking at his own hand, either have a new deal or proceed as if nothing had been said.

SETTLING THE VALUE OF THE TRICKS. The trump suit having been announced, the first hand or leader, A, before he plays a card, has the privilege of doubling the value of the tricks if he thinks the opponents cannot win the odd trick with the trump named. To do this, he simply says: “I double.” If he does not feel justified in doubling, he transfers the opportunity to his partner, by asking him: “Shall I play?” That is to say, “shall we play without doubling?” If his partner will not double, he answers: “Yes.” Either A or B having doubled, it becomes the privilege of the player who made the trump to double him again; making the value of the trick four times greater than that given in the table. If he does not do so, he says: “I pass”; and his partner then has the privilege. If either the dealer or his partner doubles, the adversary who first doubled may repeat it; or if he passes, his partner may double. This doubling may be continued until the value of each trick over the book is 100 points, when it must cease.

IRREGULARITIES IN DOUBLING. If the pone doubles before his partner has asked him “Shall I play?” the maker of the trump shall say whether or not the double shall stand. If he allows it to stand it may be redoubled. Should a player redouble out of turn, the one whom he redoubles shall have the right to say whether or not the redouble shall stand.

Any consultation between partners as to doubling or redoubling will entitle their adversaries to insist on a new deal.

If the eldest hand leads without asking his partner’s permission to play, the pone cannot double without the consent of the maker of the trump. Should the pone ask the eldest hand, “Shall I play?” that does not deprive the eldest hand of the right to double.

METHOD OF PLAYING. The trump suit and the value of the tricks settled, the player on the dealer’s left begins by leading any card he pleases. After he has played, the second player, Y, lays his hand face up on the table, and takes no further part in the play beyond availing himself of the privilege of asking his partner if he has none of a suit to which he renounces. From the moment that Y’s cards are exposed the game becomes Dummy, the dealer, Z, playing Y’s cards for him.

The dealer gathers the tricks for his side; either adversary may gather for the other. The first six tricks taken by one side make a “book” and all over six count toward game. The tricks should be so laid that they can be readily counted by any player at the table.

The Revoke. Should a player fail to follow suit when able to do so, it is a revoke. Dummy cannot revoke under any circumstances; but the penalty for any other player is the loss of three tricks for each revoke made, which are taken from the side in error at the end of the hand. In England, the penalty may be exacted in any of three ways; three tricks, or the value of three tricks in points, or the addition of a like amount to opponent’s score. A slam cannot be scored if the tricks necessary to make it were taken for the revoke penalty. The side making a revoke cannot win the game that hand, no matter what they score; but they may play the hand out, and count all they make to within two points of game, or 28. Players cannot score a slam in a hand in which they have revoked.

Exposed Cards. If the dealer or his partner exposes a card before the declaration has been made, either adversary may claim a new deal. If any player exposes a card before the first card is led, his partner forfeits the right to double or redouble. If the pone exposes a card in this manner, the dealer may call it an exposed card, or he may require the eldest hand not to lead that suit.

If, during the play of the hand, either adversary of the dealer exposes a card, by playing two cards at once, dropping one face up on the table, or holding it so that his partner can see any portion of its face, the card so exposed must be left face upward on the table, and is liable to be called.

Exposed cards can be called by the dealer at any time, but he cannot compel the play of a card which would constitute a revoke.

Leading Out of Turn. If either of the dealer’s adversaries lead out of turn, the dealer may either call the card exposed, or may call a suit when it is the turn of either adversary to lead. If the dealer leads out of turn, there is no penalty, but he cannot correct the error if the second hand has played.

Cards Played in Error. If any player but the Dummy omits to play to a trick and does not correct the error until he has played to the next trick, his adversaries may claim a new deal. If any one, excepting Dummy, plays two cards to a trick and does not discover it, he is responsible for any revokes that he may make in consequence of not having the card in his hand.

OBJECT OF THE GAME. As in all members of the whist family, the object in Bridge is to win tricks, the highest card played of the suit led winning, and trumps, if any, winning against all other suits. At the end of each hand the side that has won any tricks in excess of the book, scores them, after multiplying their number by the unit of value settled upon by the doubling, if any took place. As soon as either side reaches or passes 30, they win the game; but the hand must be played out, and all tricks taken must be counted. The total is written on the score-sheet; the score of the losers standing to their credit until the final accounting at the end of the rubber.

RUBBERS. Three games, of 30 points each, constitute a rubber; but if the first two are won by the same players, the third is not played. The side winning the majority of the games adds 100 (rubber) points to its score.

SUGGESTIONS FOR GOOD PLAY. The points which the beginner may profitably study in Bridge are chiefly in making the trump, and in the methods by which the hands of the partners are combined, so as to work together.

Making the Trump. The bridge player’s first consideration should be the state of the score, which will show how many points he needs to win the game. Let us suppose this number to be 12, he having already scored 18. These 12 points can be made by winning six by cards with spades for trumps; three by cards with clubs; or two by cards with diamonds or hearts. But if the hand can be played without a trump, the odd trick wins the game.

It is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose; nor would he undertake to win three by cards with clubs for trumps, if he had as good a chance of making two by cards with diamonds or hearts. In other words, the player should not make the trump which promises the greatest number of tricks, but should select that which will yield the largest number of points.

It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort.

It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red.

In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two. Generally speaking, the maker of the trump should have four pretty certain tricks in his own hand.

The dealer should seldom announce a black trump unless he has a certainty of the game in his own hand, without any assistance from his partner, or unless he has such a poor hand that he must make it a “defensive spade.” If he cannot safely make it no-trump or red, he should pass, and allow his partner the chance. With such a hand as seven clubs, including four honours, and absolutely worthless cards otherwise, the dealer should make it clubs, except when the adversaries have won the first game, and are about 20 points in the second. This makes it not unlikely that they will win the rubber on the next hand with their deal. Under such circumstances the dealer must invariably leave it to his partner, in the hope that he can save the rubber by making it no-trump.

The dealer’s partner should be aware that there cannot be any reasonable hope of four tricks in red in the leader’s hand, or a red trump would have been announced; and unless he has at least five probable tricks in his own hand he should not make it red. With three Aces he should make it no-trump. Four Aces is always a no-trumper, no matter what the rest of the hand may be. If he is obliged to make it black, and has three or four probable tricks, he should announce whichever suit he is best in. Attention should be paid to the score; for in many instances the suit must be selected so that the adversaries cannot win the game with the odd trick, even if they double.

Doubling. The dealer or his partner having announced the trump, the adversary should carefully consider the score before doubling or playing. Most players consider themselves justified in doubling when they have six reasonably certain tricks in their own hands, trusting partner for one only. Great caution should be used in doubling no-trumpers, the position of the lead being carefully studied; because the odd trick usually settles the fate of the game when a no-trumper is doubled. While a player with the lead, and seven certain tricks in one suit, should double a no-trumper, his partner would be very foolish to do so, unless he had, in addition to his long suit, the heart ace; for it is a conventionality of the game for A to lead hearts if B doubles a no-trumper.

The original maker of the trump should be very strong to justify him in redoubling the adversary. If he had four probable tricks originally, he may count the adversary who doubles for five, and of the four doubtful tricks remaining, the odds are against partner having the three which would be necessary to win the odd trick.

Opening Leads. The first lead must necessarily be made in the dark, but the selection of the suit will often depend on the trump, and whether it was named by the dealer or by his partner.

If the dealer has made it red, and A has the A K of any plain suit, he should play the King, so as to retain the lead until Dummy’s hand is exposed.

If the dealer passes it to his partner, he is probably weak in red. If Y makes it hearts, A should lead a supporting diamond, unless he has strength in another suit. If Y has made it diamonds, A should lead a supporting heart. But in either case, if A has in his hand such cards as A K, even of a black suit, he should play the King, and wait to see the Dummy’s hand. If Y has made it black, A must be guided by his own cards, but should give a red suit the preference for his opening lead.

Details as to the correct card to lead and the play after the opening lead have been fully covered in connection with auction bridge, which see.

The discard is usually coupled with the system of opening against a doubled no-trumper. If your partner says he is “heart and strong” he means that if you double a no-trumper and he is eldest hand, he will lead you his best heart, and that he will discard his strong suit when playing against a no-trumper. If he says he is “heart and weak,” he will lead the top heart; but he will discard his weak suit. If he says he is “weak and weak,” he means that he will lead the shortest or weakest suit in his hand, if you double no-trumps, that being the almost universal custom in England.

All the situations which have been covered in the play of the second, third and fourth hands at auction can be studied with advantage by the bridge player, as the manner of securing the best results from certain distributions of the cards is the same in both games. The chief difference lies in the value of the tricks, because at bridge the opponents of the declaration can score toward game, and it is therefore frequently advisable to take a finesse or make a play that would be quite unjustifiable at auction, if there is any chance that such a play may win a game that would be otherwise impossible.

Close attention to the score is an important factor in bridge which does not operate in auction, because in that game any previous score toward game is seldom of any use, eighteen out of every twenty deals being game hands or nothing, and the dealer having no more advantage in the selection of the trump than any other player. In bridge, one always calculates that the dealer will go out if he is 18 or 20 up on the score, as almost any suit will do. This prompts the side that has the deal, or a chance to go game, to lose no opportunity to win at once, before the other side gets a chance at it.

Illustrative Bridge Hands

The dealer is Z in both instances. In the first example, he makes it no-trump. In the second, Dummy, Y, makes it no-trump. A leads in both cases:—

AYBZAYBZ
7♢3♢J♢K♢1♡6♡A♡7♡3
♣Q♣2♣K♣J2♣5♣K♣3♣2
A♢8♢6♢2♢3♣8♣10♣7♣J
4♢Q♢2♠5♢45♢3♢♣A♣4
♣4♣3♣A♣105♡K♡2♡9♡J
♡3♡5♡J♡A6♡5♡46♢♡Q
8♠♣9♡2♣875♠3♠6♠♣Q
9♠♣73♠♡487♢4♠8♠♣9
♡6♣64♠♡Q99♢4♢10♠♣6
♡9♣5♡87♠10A♠9♠J♠7♠
9♢J♠5♠Q♠11♡10Q♠8♢2♠
10♢♡76♠A♠12♡8K♠10♢2♢
♡K♡10K♠10♠13K♢A♢Q♢J♢

The first of these examples shows the importance of playing for the suit which is longest between the two hands. Observe that the dealer plays the high cards from the hand which is shorter in the suit, and on the second round of clubs is careful to give up the higher of two cards, so as to get out of Dummy’s way and clear, or establish, the suit. B, hoping to get his partner into the lead again, leads a heart up to Dummy’s weakness, and leads a heart which will beat Dummy’s best heart. At the eleventh trick, unless the dealer can make two tricks in spades by the finesse, he cannot win the game.

The second example shows the importance of preserving a re-entry card in the hand which is longer in the suit the dealer intends playing for. If the dealer lets the heart come up to him, it is true that he will make win the first trick with the Jack; but he will never win a trick with the Queen, and therefore he can never get in to make his clubs, even if he establishes them. By putting up the Ace of hearts, and keeping both Q and J in his own hand, he is certain of a re-entry in hearts. On the second round of clubs, the adversary still holding up or underplaying, the dealer must be careful to overtake Dummy’s ten with his own Jack, so as to continue the suit without losing the lead.

Varieties of Bridge

THREE HAND AUCTION. This is a game for three active players only, but four may form a table. Each player is for himself, there being no partnerships except the temporary combination against the declarer for each deal. The player who cuts the lowest card chooses his seat and cards and the player with the next lower cut sits on his left, the other on his right.

The cards are dealt one at a time into four packets, of thirteen each, just as in the ordinary game of auction, the odd hand remaining untouched until the winning declaration is decided. The dealer makes the first bid and then each bids in turn until two pass. The penalty for bidding out of turn is 50 points added to the score of each opponent, for doubling out of turn it is 100. If both pass the irregularity there is no penalty, but if only one passes, the third may call attention to it.

The highest bidder takes up the dummy hand, sorts it and lays it on the table opposite him, face up, as soon as the eldest hand leads a card. If there is a player sitting opposite the highest bidder, he moves to the vacant seat.

The game is 30 points, and the winner of a game adds 125 points to his score at once. The first player to win two games not only adds the 125 for the second game, but 250 more for winning the rubber. Honours are scored by each player separately, every honour being worth as much as a trick in that suit. Four or five in one hand count double. At no trump, the aces count for 10 each to the holders, four in one hand 100. The declarer scores his dummy’s honours.

At the end of the rubber, each wins from or loses to each of the others. The score is usually made up in this way, the final amounts to the credit of each being shown in the top line:

A, 240B, 980C, 456
-740+740+215
-215+524-524
-955+1264-309

DUPLICATE AUCTION. This game may be played in any of the ways described for the movement of trays and players under the head of duplicate whist. Tricks and honours are scored as usual, but there are no games or rubbers. Should the declarer make 30 or more points on a single hand he gets 125 points bonus in the honour column. This game is now covered by the official laws for auction, which see.

BRIDGE FOR THREE. Sometimes called Dummy Bridge, or Cut-Throat. The lowest cut deals the first hand and plays the Dummy. If the dealer will not declare on his own cards, he passes, and Dummy must declare according to a fixed schedule. With three or four aces; no-trumps, no matter what the rest of the hand may be. With less than three aces, Dummy cannot make it no-trumps under any circumstances; but must name the longest suit. If two suits are equal, the pips on each are counted, reckoning aces as 11 each, other honours at 10 each, and the larger number of pips is the suit. If this is still equal, the more valuable suit must be declared.

No one but the eldest hand may double, and no one but the dealer may redouble. In order to make this fair for both sides, it is usual to let the pone sort and declare on Dummy’s cards, so that the dealer shall not see them until the first card is led.

No matter what points are made for tricks, the dealer only can score them below the line, to count toward game. If the adversaries make the odd trick, they score above the line, in the honour column, so that no one can go out except on his own deal.

After the deal is finished and scored, the players move, so as to bring about a change of partners. The one on the left of the vacant place moves into it, and the player on his right deals. Three of these movements bring about the original position.

Each player’s score is kept individually, and when one of the three has won two games, the scores are added up and balanced, after giving the winner 100 rubber points. Each then pays the difference to the others. Suppose the winner to be A, with 320; B having 80 and C 64. A wins 240 from B and 256 from C; while B wins 16 from C.

BRIDGE FOR TWO. Sometimes called “Chinese Bridge.” The dealer gives his adversary four cards face down, and then deals four to himself, also face down. He then distributes the remainder of the pack by dealing to his adversary and himself alternately, one card at a time, keeping them separate from the first four. Without lifting or looking at any of these twenty-two cards, each player places eleven of them in two rows, face down, and then the other eleven on the top of the first, but face up. This gives each player eleven cards face up on the table, covering eleven face down under them, and a separate hand of four cards.

The dealer looks at his four cards, without showing them to his adversary, and after due consideration of what he sees on the table, declares. His adversary can double if he likes, or he can simply play a card. Tricks and honours count as in the ordinary rubber.

The declaration made, the non-dealer leads any card he pleases, from the four in his hand or from the eleven face up on the table, and the dealer must follow suit if he can, either from his hand or from the table. The moment a card is played from the table, the card under it must be turned face up, and becomes playable; but no card which is on the top of another card can be shifted, so that the card under it cannot be turned up until its covering card is legitimately played away.

The second player having played to the trick, the original leader must play to it in his turn, and then his adversary plays the fourth card, completing the trick. The winner of the trick takes it in, turns it down, and leads for the next trick, and so on until all thirteen tricks have been played. The winner of the rubber scores 100 points extra.

MISERY BRIDGE. This is a game for two players, who sit opposite each other. Four hands of thirteen cards each are dealt, the dealer beginning on his left. Before declaring, the dealer may discard any number of cards from one to four, laying them on the table at his left, but face up, where they so remain during the play of the hand.

In place of this discard, the dealer takes an equal number of cards from the top of the hand on his left. These are not shown to the adversary. Having discarded and drawn, the dealer declares. There is no doubling; but the dealer himself may undertake to win at least eight of the thirteen tricks, and if he announces “eight tricks,” he can score them at double value if he succeeds. If he fails to get the full eight, his adversary scores ten points penalty, the dealer scoring nothing at all. No matter what the trump suit, the penalty of ten points remains the same.

After discarding, drawing and declaring, the stock hand is laid aside, still face down, and the non-dealer takes up and sorts the hand on his left, turning it face up on the table, like a Dummy. This hand belongs to the non-dealer, who leads first and plays both hands, so that the dealer is practically opposed to two hands of thirteen cards each.

If the dealer does not want to discard and draw, he can play misery, which is a no-trumper, but played to lose tricks, instead of to win them. If the dealer takes more than one trick, his adversary scores five points penalty for each so taken. But if the dealer succeeds in taking only one trick, or none at all, he scores five points for every trick his adversary has taken over the book of six.

PIVOT BRIDGE. This is simply a movement of the players, very popular in social games, which requires that the four originally seated at a table shall remain at that table until the game is ended, and shall not cut for partners after the first rubber, but change in regular order. The usual way is for the first dealer to sit still all the time, the three other players moving round her in a circle at the end of each rubber. This will compel the player on her left to pass behind her and take the seat on her right. At the end of three rubbers, each will have had each of the others for a partner. When there are a number of tables in play, it will be necessary to have a prize for each, giving the first choice to the player who has the highest score in the room.

When this method is adopted, it is not necessary to deduct the lower score from the higher at the end of each rubber, so that each player can keep what she gets, the comparative result being the same if the players remain at the same table. This method is open to the objection that if two strong players are opposed to weak ones all the time, it is a great advantage. It is also liable to abuse, if four players agree to double everything, so that some one at the table shall be high score.

PROGRESSIVE BRIDGE. This is simply a movement of the players from table to table, much as described under the heading of compass whist. The players may either agree that all the N & S pairs shall sit still, all the E & W pairs moving one table; or they may arrange for the winners to move in a certain direction. In all progressive games, sometimes called Drive Bridge, there are no rubbers or games, as one table would keep all the others waiting. An even number of deals, usually four, is the rule for each round before moving.

DUPLICATE BRIDGE. This is bridge with the hands kept separate and put into trays to be carried from table to table. The methods will be found fully described under the titles for duplicate whist. In order to prevent the players from giving too much attention to the honours in declaring, it is sometimes the rule to add a certain number of points to the trick scores, as a bonus. This is called Bridge to the Score. Four deals is a round, before changing adversaries, and fifty points are added to the score of the side having the greater trick score. Another method is to add fifty points to the side winning a game, if a game is won before moving, and then to add a definite number of points for every trick point that one side may be ahead of the other on unfinished games; or as many points as the higher score below the line.

None of these methods have proved attractive enough to be popular, however, although the first is the one commonly adopted for club tournaments, adding fifty points bonus for the higher trick score, regardless of any games or rubbers. All the additions of percentages require special score cards and the services of some alleged expert to run the game, and even then they are not attractive. The problem of duplicate bridge remains as yet unsolved, so far as a popular game is concerned.

SIX-HAND BRIDGE. This is played by six persons, sitting with two card tables pushed together so as to make one. Each dealer sits at the long end of the table, the two dealers being partners. On each side of one sits a pair of adversaries so that the initial arrangement, if pair A had the deal, would be this:—

Numbers are placed on the tables to indicate the positions to which the players shall move after each deal. The player at 6 goes to 5; 4 to 3; 3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into the end seats, have the deal.

If the dealer at either end will not declare on his own cards, he passes it, and the Dummy hand opposite him must be handed to the dealer that sits at the other end of the long table, who must declare for his partner. The usual four hands are dealt and played at each table, and scored as usual.

Three scores must be kept, because there are three separate rubbers going on at once,—that between A and B; between A and C, and between B and C. If one pair wins its rubber against one of the others, three players will be idle at one end of the table for one deal, but then all will come into play again, for the next deal. Some persons think this is better than four playing a rubber while two look on.

DOUBLE DUMMY BRIDGE. In this form of the game, the dealer always deals for himself. His adversary sits next him on the left for the first deal, and leads for the first trick before the Dummies are exposed. There is no doubling. On the next deal, the adversary must sort his Dummy’s hand and must lead from it, before looking at his own. If the declaration is passed, Dummy must make it on the lines laid down for passed makes in Bridge for Three, which has already been described. There is no penalty for a revoke made by either Dummy; but otherwise the laws of bridge govern.

DRAW BRIDGE. This is double Dummy; but instead of laying Dummy’s cards face up on the table, each player is provided with a holder in which he places his partner’s cards in such a manner that his adversary cannot see them. As it comes to Dummy’s turn to play to each trick, a card is drawn from the holder. All four hands are responsible for revokes.

KING’S BRIDGE. This is sometimes called Four Hand Bridge, each player being for himself. The movements of the players are the same as those described in Pivot Bridge, one player sitting still all the time, while each of the others in turn becomes his partner for four deals.

The dealer declares. If he passes, the player sitting opposite him must make it according to the mechanical rules given in Bridge for Three. There is no doubling. The score of each player is kept in a separate column, and the trick and honour score is put down in one lump, plus or minus, the new score being added to or deduced from the previous one. It is simpler, however, to put down nothing but the plus scores, so that when the declaration is defeated, the points are credited to each of the three other players. Suppose the dealer wins 16 and 16. He is put down as 32 plus. If he should lose 12 and 30, his score would not be touched, but each of the others would be put down 42 plus.

There are no games or rubbers. At the end of four deals the players change partners by the pivot system. At the end of twelve deals, each has played four deals with each of the others. The scores are then added up and balanced by the method described in connection with the game of Skat.

REVERSI BRIDGE. This is playing bridge to lose, and the object of the declaration is to pick out the make which is likely to win the least tricks. At the end of the hand, each side scores what the other makes; so that if the dealer declares no-trumps, and loses two by cards, and finds thirty aces against him, he scores 24 and 30 to his own credit. The adversaries can double if they wish to, and all the rules of regular bridge apply, except that if a revoke is made the usual penalty is reversed, the player in error taking three tricks instead of losing them.

SHORT BRIDGE. This is bridge without any doubling or rubbers, and is played for so much a game instead of for so much a point, the winners being the side that has the higher score for tricks and honours combined when either side reaches thirty points below the line. It is a good game for occasions upon which the players may be interrupted at any time, or have not time to finish a full rubber.

The American Laws of Bridge

Revised to November, 1913.

Reprinted and Copyrighted, 1913, by permission of The Whist Club of New York.

The Rubber

1. The partners first winning two games win the rubber. When the first two games decide the rubber, a third is not played.

Scoring

2. Each side has a trick score and a score for all other counts, generally known as the honour score. In the trick score the only entries made are points for tricks won (see Law 3), which count both toward the game and in the total of the rubber.

All other points, including honours, penalties, slam, little slam, and under-tricks, are recorded in the honour score, which counts only in the total of the rubber.

3. When the declarer wins the number of tricks bid or more, each above six counts on the trick score; two points when spades are trumps, six when clubs are trumps, seven when diamonds are trumps, eight when hearts are trumps, nine when royal spades are trumps, and ten when the declaration is no trump.

4. A game consists of thirty points made by tricks alone. Every deal is played out, whether or not during it the game be concluded, and any points made (even if in excess of thirty) are counted.

5. The ace, king, queen, knave, and ten of the trump suit are the honours; when no trump is declared, the aces are the honours.

6. Honours are credited to the original holders; they are valued as follows:

When a Trump is Declared.

31honours heldbetweenpartnersequal value of2tricks.
4″ ″″″″ ″4″
5″ ″″″″ ″5″
4″ ″in 1 hand″ ″8″
4″ ″″ 1 ″5th in
partner’s
″ ″9″
5″ ″″ 1 ″″ ″10″

When No Trump is Declared.

3aces heldbetween partnerscount30
4″ ″″ ″″40
4″ ″in one hand″100

7. Slam is made when partners take thirteen tricks.2 It counts 40 points in the honour score.

8. Little slam is made when partners take twelve tricks.3 It counts 20 points in the honour score.

9. The value of honours, slam, or little slam, is not affected by doubling or redoubling.

10. At the conclusion of a rubber the trick and honour scores of each side are added and 250 additional points added to the score of the winners of the rubber. The size of the rubber is the difference between the completed scores. If the score of the losers of the rubber exceed that of the winners, the losers win the amount of the excess.

11. When a rubber is started with the agreement that the play shall terminate (i.e., no new deal shall commence) at a specified time, and the rubber is unfinished at that hour, the score is made up as it stands, 125 being added to the score of the winners of a game. A deal if started must be finished.

12. A proved error in the honour score may be corrected at any time before the score of the rubber has been made up and agreed upon.

13. A proved error in the trick score may be corrected at any time before a declaration has been made in the following game, or, if it occur in the final game of the rubber, before the score has been made up and agreed upon.

Cutting

14. In cutting the ace is the lowest card; between cards of otherwise equal value the heart is the lowest, the diamond next, the club next, and spade the highest.

15. Every player must cut from the same pack.

16. Should a player expose more than one card, the highest is his cut.

Forming Tables

17. Those first in the room have the prior right to play. Candidates of equal standing decide their order by cutting; those who cut lowest play first.

18. Six players constitute a complete table.

19. After the table has been formed, the players cut to decide upon partners, the two lower play against the two higher. The lowest is the dealer, who has choice of cards and seats, and, having made his selection, must abide by it.4

20. The right to succeed players as they retire is acquired by announcing the desire to do so, and such announcements, in the order made, entitle candidates to fill vacancies as they occur.

Cutting Out

21. If, at the end of a rubber, admission be claimed by one or two candidates, the player or players who have played the greatest number of consecutive rubbers withdraw; when all have played the same number, they cut to decide upon the outgoers; the highest are out.5

Right of Entry

22. At the end of a rubber a candidate is not entitled to enter a table unless he declare his intention before any player cut, either for partners, for a new rubber, or for cutting out.

23. In the formation of new tables candidates who have not played at an existing table have the prior right of entry. Others decide their right to admission by cutting.

24. When one or more players belonging to an existing table aid in making up a new one, which cannot be formed without him, he or they shall be the last to cut out.

25. A player belonging to one table who enters another, or announces a desire to do so, forfeits his rights at his original table, unless the new table cannot be formed without him in which case he may retain his position at his original table by announcing his intention to return as soon as his place at the new table can be filled.

26. Should a player leave a table during the progress of a rubber, he may, with the consent of the three others, appoint a substitute to play during his absence; but such appointment becomes void upon the conclusion of the rubber, and does not in any way affect the rights of the substitute.

27. If a player break up a table, the others have a prior right of entry elsewhere.

Shuffling

28. The pack must not be shuffled below the table nor so the face of any card be seen.

29. The dealer’s partner must collect the cards from the preceding deal and has the right to shuffle first. 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 while giving the pack to be cut, he must reshuffle.

30. After shuffling, the cards, properly collected, must be placed face downward to the left of the next dealer, where they must remain untouched until the end of the current deal.

The Deal

31. Players deal in turn; the order of dealing is to the left.

32. Immediately before the deal, the player on the dealer’s right cuts, so that each packet contains at least four cards. If, in or after cutting and prior to the beginning of the deal, a card be exposed, or if any doubt exist as to the place of the cut, the dealer must reshuffle and the same player must cut again.

33. After the pack has been properly cut, it should not be reshuffled or recut except as provided in Law 32.

34. Should the dealer shuffle after the cut, his adversaries may also shuffle and the pack must be cut again.

35. The fifty-two cards must be dealt face downward. The deal is completed when the last card is dealt.

36. In the event of a misdeal, the same pack must be dealt again by the same player.

A New Deal

37. There must be a new deal:

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

(b) If, during a deal, or during the play the pack be proved incorrect.

(c) If, during a deal, any card be faced in the pack or exposed, on, above, or below the table.

(d) If more than thirteen cards be dealt to any player.6

(e) If the last card does not come in its regular order to the dealer.

(f) If the dealer omit having the pack cut, deal out of turn or with the adversaries’ cards, and either adversary call attention to the fact before the end of the deal and before looking at any of his cards.

38. Should a correction of any offence mentioned in 37 f not be made in time, or should an adversary who has looked at any of his cards be the first to call attention to the error, the deal stands, and the game proceeds as if the deal had been correct, the player to the left dealing the next. When the deal has been with the wrong cards, the next dealer may take whichever pack he prefers.

39. If, prior to the cut for the following deal, a pack be proved incorrect, the deal is void, but all prior scores stand.7

The pack is not incorrect when a missing card or cards are found in the other pack, among the quitted tricks, below the table, or in any other place which makes it possible that such card or cards were part of the pack during the deal.

40. Should three players have their proper number of cards, the fourth, less, the missing card or cards, if found, belong to him, and he, unless dummy, is answerable for any established revoke or revokes he may have made just as if the missing card or cards had been continuously in his hand. When a card is missing, any player may search the other pack, the quitted tricks, or elsewhere for it.

If before, during or at the conclusion of play, one player hold more than the proper number of cards, and another less, the deal is void.

41. A player may not cut, shuffle, or deal for his partner if either adversary object.

The Declaration

42. The dealer, having examined his hand, must declare to win at least one odd trick,8 either with a specified suit, or at no trump.

43. After the dealer has declared, each player in turn, beginning on the dealer’s left, must pass, make a higher declaration, double the last declaration, or redouble a declaration which has been doubled, subject to the provisions of Law 54.

44. A declaration of a greater number of tricks in a suit of lower value, which equals the last declaration in value of points, is a higher declaration; e.g., a declaration of “three spades” is higher than “one club.”

45. A player in his turn may overbid the previous adverse declaration any number of times, and may also overbid his partner, but he cannot overbid his own declaration which has been passed by the three others.

46. The player who makes the final declaration9 must play the combined hands, his partner becoming dummy, unless the suit or no trump finally declared was bid by the partner before it was called by the final declarer, in which case the partner, no matter what bids have intervened, must play the combined hands.

47. When the player of the two hands (hereinafter termed “the declarer”) wins at least as many tricks as he declared, he scores the full value of the tricks won (see Law 3).10

47a. When the declarer fails to win as many tricks as he declares, neither he nor his adversaries score anything toward the game, but his adversaries score in their honour column 50 points for each under-trick (i.e., each trick short of the number declared). If the declaration be doubled, the adversaries score 100 points; if redoubled, 200 points for each under-trick.

48. The loss on the dealer’s original declaration of “one spade” is limited to 100 points, whether doubled or not, unless redoubled. Honours are scored as held.

49. If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow such declaration to stand, in which case the bidding shall continue as if the declaration had been in turn.

If a player pass out of turn, the order of the bidding is not affected, i.e., it is still the turn of the player to the left of the last declarer. The player who has passed out of turn may re-enter the bidding in his proper turn if the declaration he has passed be overbid or doubled.

50. If a player make an insufficient or impossible declaration, either adversary may demand that it be penalized. The penalty for an insufficient declaration is that the bid is made sufficient in the declaration named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. The penalty for an impossible declaration is that the bid is made seven in the suit named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. Either adversary, instead of penalizing an impossible declaration, may demand a new deal, or that the last declaration made on behalf of his partnership become the final declaration.

50a. If a player who has been debarred from bidding under Laws 50 or 65, during the period of such prohibition, make any declaration (other than passing), either adversary may decide whether such declaration stand, and neither the offending player nor his partner may further participate in the bidding even if the adversaries double or declare.

50b. A penalty for a declaration out of turn (see Law 49), an insufficient or impossible declaration (see Law 50), or a bid when prohibited (see Law 50a) may not be enforced if either adversary pass, double, or declare before the penalty be demanded.11

50c. Laws which give to either adversary the right to enforce a penalty, do not permit unlimited consultation. Either adversary may call attention to the offence and select the penalty, or may say, “Partner, you determine the penalty,” or words to that effect. Any other consultation is prohibited,12 and if it take place, the right to demand any penalty is lost. The first decision made by either adversary is final and cannot be altered.

51. At any time during the declaration, a question asked by a player concerning any previous bid must be answered, but, after the final declaration has been accepted, if an adversary of the declarer inform his partner regarding any previous declaration, the declarer may call a lead from the adversary whose next turn it is to lead. If the dummy give such information to the declarer, either adversary of the declarer may call a lead. A player, however, at any time may ask what declaration is being played and the question must be answered.

52. A declaration legitimately made cannot be changed after the next player pass, declare, or double. Prior to such action a declaration inadvertently made may be corrected. If, prior to such correction, an adversary call attention to an insufficient or impossible declaration, it may not thereafter be corrected nor may the penalty be avoided.

Doubling and Redoubling

53. Doubling and redoubling doubles and quadruples the value of each trick over six, but it does not alter the value of a declaration; e.g., a declaration of “three clubs” is higher than “two royal spades” doubled or redoubled.

54. Any declaration may be doubled and redoubled once, but not more; a player may not double his partner’s declaration nor redouble his partner’s double, but he may redouble a declaration of his partner which has been doubled by an adversary.

The penalty for redoubling more than once is 100 points in the adverse honour score or a new deal; for doubling a partner’s declaration, or redoubling a partner’s double it is 50 points in the adverse honour score. Either adversary may demand any penalty enforceable under this law.

55. Doubling or redoubling reopens the bidding. When a declaration has been doubled or redoubled, any one of the three succeeding players, including the player whose declaration has been doubled, may, in his proper turn, make a further declaration of higher value.

56. When a player whose declaration has been doubled wins the declared number of tricks, he scores a bonus of 50 points in his honour score, and a further 50 points for each additional trick. When he or his partner has redoubled, he scores 100 points for making the contract and an additional 100 for each extra trick.

57. A double or redouble is a declaration, and a player who doubles or redoubles out of turn is subject to the penalty provided by Law 49.

58. After the final declaration has been accepted, the play begins; the player on the left of the declarer leads.

Dummy

59. As soon as the player on the left of the declarer leads, the declarer’s partner places his cards face upward on the table, and the declarer plays the cards from that hand.

60. The partner of the declarer has all the rights of a player (including the right to call attention to a lead from the wrong hand), until his cards are placed face upward on the table.13 He then becomes the dummy, and takes no part whatever in the play, except that he has the right:

(a) To call the declarer’s attention to the fact that too many or too few cards have been played to a trick;

(b) to correct an improper claim of either adversary;

(c) to call attention to a trick erroneously taken by either side;

(d) to participate in the discussion of any disputed question of fact after it has arisen between the declarer and either adversary;

(e) to correct any erroneous score;

(f) to consult with and advise the declarer as to which penalty to exact for a revoke;

(g) to ask the declarer whether he have any of a suit he has renounced.

The dummy, if he have not intentionally looked at any card in the hand of a player, has also the following additional rights:

(h) To call the attention of the declarer to an established adverse revoke;

(i) to call the attention of the declarer to a card exposed by an adversary or to an adverse lead out of turn.

61. Should the dummy call attention to any other incident in the play in consequence of which any penalty might have been exacted, the declarer may not exact such penalty. Should the dummy avail himself of rights (h) or (i), after intentionally looking at a card in the hand of a player, the declarer may not exact any penalty for the offence in question.

62. If the dummy, by touching a card or otherwise, suggest the play of one of his cards, either adversary may require the declarer to play or not to play such card.

62a. If the dummy call to the attention of the declarer that he is about to lead from the wrong hand, either adversary may require that the lead be made from that hand.

63. Dummy is not subject to the revoke penalty; if he revoke and the error be not discovered until the trick be turned and quitted, whether by the rightful winners or not, the trick must stand.

64. A card from the declarer’s hand is not played until actually quitted, but should he name or touch a card in the dummy, such card is played unless he say, “I arrange,” or words to that effect. If he simultaneously touch two or more such cards, he may elect which to play.

Cards Exposed Before Play

65. After the deal and before the declaration has been finally determined, if any player lead or expose a card, his partner may not thereafter bid or double during that declaration,14 and the card is subject to call.15 When the partner of the offending player is the original leader, the declarer may also prohibit the initial lead of the suit of the exposed card.

66. After the final declaration has been accepted and before the lead, if the partner of the proper leader expose or lead a card, the declarer may treat it as exposed or may call a suit from the proper leader. A card exposed by the leader, after the final declaration and before the lead, is subject to call.

Cards Exposed During Play

67. After the original lead, all cards exposed by the declarer’s adversaries are liable to be called and must be left face upward on the table.

68. The following are exposed cards:

(1) Two or more cards played simultaneously;

(2) a card dropped face upward on the table, even though snatched up so quickly that it cannot be named;

(3) a card so held by a player that his partner sees any portion of its face;

(4) a card mentioned by either adversary as being held in his or his partner’s hand.

69. A card dropped on the floor or elsewhere below the table, or so held that it is seen by an adversary but not by the partner, is not an exposed card.

70. Two or more cards played simultaneously by either of the declarer’s adversaries give the declarer the right to call any one of such cards to the current trick and to treat the other card or cards as exposed.

70a. Should an adversary of the declarer expose his last card before his partner play to the twelfth trick, the two cards in his partner’s hand become exposed, must be laid face upward on the table, and are subject to call.

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

72. If either or both of the declarer’s adversaries throw his or their cards face upward on the table, such cards are exposed and liable to be called; but if either adversary retain his hand, he cannot be forced to abandon it. Cards exposed by the declarer are not liable to be called. If the declarer say, “I have the rest,” or any words indicating the remaining tricks or any number thereof are his, he may be required to place his cards face upward on the table. He is not then allowed to call any cards his adversaries may have exposed, nor to take any finesse not previously proved a winner unless he announce it when making his claim.

73. If a player who has rendered himself liable to have the highest or lowest of a suit called (Laws 80, 86, and 92) fail to play as directed, or if, when called on to lead one suit, he lead another, having in his hand one or more cards of the suit demanded (Laws 66, 76, and 93), or if, when called upon to win or lose a trick, he fail to do so when he can (Laws 71, 80, and 92), or if, when called upon not to play a suit, he fail to play as directed (Laws 65 and 66), he is liable to the penalty for revoke (Law 84) unless such play be corrected before the trick be turned and quitted.

74. A player cannot be compelled to play a card which would oblige him to revoke.

75. The call of an exposed card may be repeated until it be played.

Leads Out of Turn

76. If either adversary of the declarer’s lead out of turn, the declarer may either treat the card so led as exposed or may call a suit as soon as it is the turn of either adversary to lead. Should they lead simultaneously, the lead from the proper hand stands, and the other card is exposed.

77. If the declarer lead out of turn, either from his own hand or dummy, he incurs no penalty, but he may not rectify the error unless directed to do so by an adversary.16 If the second hand play, the lead is accepted.

78. If an adversary of the declarer lead out of turn, and the declarer follow either from his own hand or dummy, the trick stands. If the declarer before playing refuse to accept the lead, the leader may be penalized as provided in Law 76.

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

Cards Played in Error

80. Should the fourth hand, not being dummy or declarer, play before the second, the latter may be required to play his highest or lowest card of the suit led, or to win or lose the trick. In such case, if the second hand be void of the suit led, the declarer in lieu of any other penalty may call upon the second hand to play the highest card of any designated suit. If he name a suit of which the second hand is void, the penalty is paid.17

81. If any one, except dummy, omit playing to a trick, and such error be not corrected until he has played to the next, the adversaries or either of them may claim a new deal; should either decide that the deal stand, the surplus card (at the end of the hand) is considered played to the imperfect trick, but does not constitute a revoke therein.18

82. When any one, except dummy, plays two or more cards to the same trick and the mistake is not corrected, he is answerable for any consequent revokes he may make. When the error is detected during the play, the tricks may be counted face downward, to see if any contain more than four cards; should this be the case, the trick which contains a surplus card or cards may be examined and such card or cards restored to the original holder.19

The Revoke20

83. 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. It becomes an established revoke when the trick in which it occurs is turned and quitted by the rightful winners (i.e., the hand removed from the trick after it has been turned face downward on the table), or when either the revoking player or his partner, whether in turn or otherwise, leads or plays to the following trick.

84. The penalty for each established revoke is:

(a) When the declarer revokes, he cannot score for tricks and his adversaries add 100 points to their score in the honour column, in addition to any penalty which he may have incurred for not making good his declaration.

(b) When either of the adversaries revokes, the declarer may either add 100 points to his score in the honour column or take three tricks from his opponents and add them to his own.21 Such tricks may assist the declarer to make good his declaration, but shall not entitle him to score any bonus in the honour column in case the declaration has been doubled or redoubled, nor to a slam or little slam not otherwise obtained.22

(c) When, during the play of a deal, more than one revoke is made by the same side, the penalty for each revoke after the first is 100 points.

The value of their honours is the only score that can be made by a revoking side.

85. A player may ask his partner if he have a card of the suit which he has renounced; should the question be asked before the trick be 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 have led or played to the following trick.

86. If a player correct his mistake in time to save a revoke, any player or players who have followed him may withdraw his or their cards and substitute others, and the cards so withdrawn are not exposed. If the player in fault be one of the declarer’s adversaries, the card played in error is exposed, and the declarer may call it whenever he pleases, or he may require the offender to play his highest or lowest card of the suit to the trick, but this penalty cannot be exacted from the declarer.

87. At the end of the play 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 claim is established if, after it is made, the accused player or his partner mix the cards before they have been sufficiently examined by the adversaries.

88. A revoke cannot be claimed after the cards have been cut for the following deal.

89. Should both sides revoke, the only score permitted is for honours. In such case, if one side revoke more than once, the penalty of 100 points for each extra revoke is scored by the other side.

General Rules

90. A trick turned and quitted may not be looked at (except under Law 82) until the end of the play. The penalty for the violation of this law is 25 points in the adverse honour score.

91. Any player during the play of a trick or after the four cards are played, and before the trick is turned and quitted, may demand that the cards be placed before their respective players.

92. When an adversary of the declarer, before his partner plays, calls attention to the trick, either by saying it is his, or, without being requested to do so, by naming his card or drawing it toward him, the declarer may require such partner to play his highest or lowest card of the suit led, or to win or lose the trick.

93. An adversary of the declarer may call his partner’s attention to the fact that he is about to play or lead out of turn; but if, during the play, he make any unauthorized reference to any incident of the play, the declarer may call a suit from the adversary whose next turn it is to lead.

94. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries.

New Cards

95. Unless a pack be imperfect, no player has the right to call for one new pack. When fresh cards are demanded, two packs must be furnished. When they are produced during a rubber, the adversaries of the player demanding them have the choice of the new cards. If it be the beginning of a new rubber, the dealer, whether he or one of his adversaries call for the new cards, has the choice. New cards cannot be substituted after the pack has been cut for a new deal.

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

Bystanders

97. While a bystander, by agreement among the players, may decide any question, he should not 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 upon by the players to pay the stakes (not extras) lost.

Etiquette of Auction

In the game of Auction slight intimations convey much information. The code succinctly states laws which fix penalties for an offence. To offend against etiquette is far more serious than to offend against a law; for in the latter case the offender is subject to the prescribed penalties; in the former his adversaries are without redress.

1. Declarations should be made in a simple manner, thus: “one heart,” “one no trump,” “pass,” “double”; they should be made orally and not by gesture.

2. Aside from his legitimate declaration, a player should not show by word or gesture the nature of his hand, or his pleasure or displeasure at a play, bid, or double.

3. If a player demand that the cards be placed, he should do so for his own information and not to call his partner’s attention to any card or play.

4. An opponent of the declarer should not lead until the preceding trick has been turned and quitted; nor, after having led a winning card, should he draw another from his hand before his partner has played to the current trick.

5. A card should not be played with such emphasis as to draw attention to it, nor should a player detach one card from his hand and subsequently play another.

6. A player should not purposely incur a penalty because he is willing to pay it, nor should he make a second revoke to conceal a first.

7. Conversation during the play should be avoided, as it may annoy players at the table or at other tables in the room.

8. The dummy should not leave his seat to watch his partner play. He should not call attention to the score nor to any card or cards that he or the other players hold.

9. If a player say, “I have the rest,” or any words indicating that the remaining tricks, or any number thereof, are his, and one or both of the other players expose his or their cards, or request him to play out the hand, he should not allow any information so obtained to influence his play.

10. If a player concede, in error, one or more tricks, the concession should stand.

11. A player having been cut out of one table should not seek admission in another unless willing to cut for the privilege of entry.

12. A player should not look at any of his cards until the end of the deal.

The Laws of Three Hand Auction

The Laws of Auction govern the three-hand game except as follows:

(1) Three players take part in a game and four constitute a complete table. Each plays for himself; there are no partners, except as provided in Law 7.

(2) The player who cuts lowest selects his seat and the cards with which he deals first. The player who cuts next lowest sits on the dealer’s left.

(3) The cards are dealt in four packets, one for each of the three players and one for the dummy.23 The dummy hand is not touched until after the final declaration has been made.

(4) The dealer declares, and the bidding continues as in Auction, except that each player bids exclusively on his own account.

(5) The penalty for a declaration out of turn is that each of the other players receives 50 points in his honour score. A declaration out of turn does not affect the right of the player whose turn it is to declare, unless both he and the other player, either by passing or declaring, accept the improper declaration.

(6) If a player declare out of turn, and the succeeding player either pass or declare, the third player may demand that the mistake be corrected as is provided in Law 5. In such case the player who first declared out of turn is the only one penalized.

(7) The player making the final declaration, i.e., a declaration that has been passed by both of the others, plays his own hand and that of the dummy against the two others, who then, and for that particular hand, assume the relationship of partners.

(8) It is advisable that the game be played at a round table so that the hand of the dummy can be placed in front of the declarer without obliging any player to move; but, in the event of a square table being used, the two players who become the adversaries of the declarer should sit opposite each other, the dummy being opposite the declarer. At the end of the play the original positions should be resumed.

(9) If, after the deal has been completed and before the conclusion of the declaration, any player expose a card, each of his adversaries counts 50 points in his honour score, and the declarer, if he be not the offender, may call upon the player on his left to lead or not to lead the suit of the exposed card. If a card be exposed by the declarer after the final declaration, there is no penalty, but if exposed by an adversary of the declarer, it is subject to the same penalty as in Auction.

(10) If a player double out of turn, each of his adversaries counts 100 points in his respective honour score, and the player whose declaration has been doubled may elect whether the double shall stand. The bidding is then resumed, but if the double shall be disallowed, the declaration may not be doubled by the other player.

(11) The rubber continues until two games have been won by the same player; it may consist of two, three, or four games.

(12) When the declarer fulfils his contract, he scores as in Auction. When he fails to do so, both of his adversaries score as in Auction.

(13) Honours are scored by each player separately, i.e., each player who holds one honour scores the value of a trick; each player who holds two honours scores twice the value of a trick; a player who holds three honours scores three times the value of a trick; a player who holds four honours scores eight times the value of a trick; and a player who holds five honours scores ten times the value of a trick. In a no-trump declaration, each ace counts ten, and four held by one player count 100. The declarer counts separately both his own honours and those held by the dummy.

(14) A player scores 125 points for winning a game, a further 125 points for winning a second game, and 250 points for winning a rubber.

(15) At the end of the rubber, all scores of each player are added and his total obtained. Each one wins from or loses to each other the difference between their respective totals. A player may win from both the others, lose to one and win from the other, or lose to both.

The Laws of Duplicate Auction

Duplicate Auction is governed by the Laws of Auction, except in so far as they are modified by the following special laws:

A. Scoring. In Duplicate Auction there are neither games nor rubbers. Each deal is scored just as in Auction, with the addition that whenever a pair makes 30 or more for tricks as the score of one deal, it adds as a premium 125 points in its honour column.

B. Irregularities in the Hands. If a player have either more or less than his correct number of cards, the course to be pursued is determined by the time of the discovery of the irregularity.

(1) When the irregularity is discovered before or during the original play: There must be a new deal.

(2) When the irregularity is discovered at the time the cards are taken up for overplay and before such overplay has begun: It must be sent back to the table from which it came, and the error be there rectified.

(3) When the irregularity is not discovered until after the overplay has begun: In two-table duplicate there must be a new deal; but in a game in which the same deals are played at more than two tables, the hands must be rectified as is provided above and then passed to the next table without overplay at the table at which the error was discovered; in which case, if a player have less than thirteen cards and his adversary the corresponding surplus, each pair takes the average score for that deal; if, however, his partner have the corresponding surplus, his pair is given the lowest score and his opponents the highest score made at any table for that deal.

C. Playing the cards. Each player, when it is his turn to play, must place his card, face upward, before him and toward the centre of the table. He must allow it to remain upon the table in this position until all have played to the trick, when he must turn it over and place it face downward, nearer to himself; if he or his partner have won the trick, the card should point toward his partner and himself; otherwise it should point toward the adversaries.

The declarer may either play dummy’s cards or may call them by name whenever it is dummy’s turn to play and have dummy play them for him.

A trick is turned and quitted when all four players have turned and ceased to touch their respective cards.

The cards must be left in the order in which they were played until the scores of the deal have been recorded.

D. The Revoke. A revoke may be claimed at any time before the last trick of the deal in which it occurs has been turned and quitted and the scores of that deal agreed upon and recorded, but not thereafter.

E. Error in Score. A proved error in the trick or honour score may be corrected at any time before the final score of the contestants for the deal or deals played before changing opponents has been made up and agreed upon.

F. A New Deal. A new deal is not allowed for any reason, except as provided in Laws of Auction 36 and 37. If there be an impossible declaration some other penalty must be selected.24 A declaration (other than passing) out of turn must stand;25 as a penalty, the adversaries score 50 honour points in their honour column and the partner of the offending player cannot thereafter participate in the bidding of that deal.

The penalty for the offence mentioned in Law 81 is 50 points in the adverse honour score.

G. Team Matches. A match consists of any agreed number of deals, each of which is played once at each table.

The contesting teams must be of equal size, but each may consist of any agreed number of pairs (not less than two). One half of each team, or as near thereto as possible, sits north and south; the other half east and west.

In case the teams are composed of an odd number of pairs, each team, in making up its total score, adds, as though won by it, the average score of all pairs seated in the positions opposite to its odd pair.

In making up averages, fractions are disregarded and the nearest whole numbers taken, unless it be necessary to take the fraction into account to avoid a tie, in which case the match is won “by the fraction of a point.” The team making the higher score wins the match.

H. Pair Contests. The score of a pair is compared only with other pairs who have played the same hands. A pair obtains a plus score for the contest when its net total is more than the average; a minus score for the contest when its net total is less than the average.

Note.—Some players in America are adopting the English rule, which allows the dealer to pass, without making any declaration. The usual expression is, “No bid.” Each player to the left may then pass in turn, and if no bid is made the deal passes to the left. The lowest declaration is one club, as spades have a constant value of nine and are always “royals.”

The English rule is to score 50 for little slam and 100 for grand slam, and some American players have adopted that rule.

Text Books

Bridge, and How to Play It, by A. Dunn, Jr., 1899.

Foster’s Bridge Manual, by R.F. Foster, 1900.

Foster on Bridge, by R.F. Foster, 1900.

The Bridge Manual, by John Doe, 1900.

Bridge Abridged, by W. Dalton, 1901.

Elwell on Bridge, by J.B. Elwell, 1902.

Foster’s Bridge Tactics, by R.F. Foster, 1903.

Foster’s Self-playing Bridge Cards, 1903.

The Bridge Book, by A. Dunn, Jr., 1903.

Bridge Up to Date, by C.S. Street, 1903.

Sixty Bridge Hands, by C.S. Street, 1903.

Laws and Principles of Bridge, by “Badsworth,” 1903.

Bridge Whist in Brief, by Fisher Ames, 1904.

Bridge at a Glance, by W. Dalton, 1904.

The Gist of Bridge, by R.F. Foster, 1904.

Bridge Developments, by Robertson and Wallaston, 1904.

Advanced Bridge, by J.B. Elwell, 1904.

Auction Bridge, by John Doe, 1904.

Bridge that Wins, by A. Metcalfe, 1905.

Foster’s Complete Bridge, by R.F. Foster, 1905.

Foster’s Bridge Maxims, by R.F. Foster, 1905.

The Bridge Blue Book, by P.F. Mottelay, 1906.

Good Bridge, by C.S. Street, 1907.

Practical Bridge, by J.B. Elwell, 1908.

Auction Bridge Up to Date, by W. Dalton, 1909.

Principles of Auction Bridge, by “Badsworth,” 1910.

Auction Bridge Up to Date, by R.F. Foster, 1910.

Advanced Auction Bridge, by R.F. Foster, 1911.

Auction Bridge, by “Bascule,” 1911.

New Auction and Dummy Play, by J.B. Gleason, 1912.

Fine Points of Bridge, by Florence Irwin, 1912.

Auction Bridge, by J.B. Elwell, 1912.

Royal Auction Bridge, by R.F. Foster, 1912.

Scientific Auction Bridge, by E.V. Shepard, 1913.

Auction of To-day, by Milton Work, 1913.

Royal Auction and Nullos, by R.F. Foster, 1914.

Auction Developments, by Milton Work, 1914.

Whitehead’s Conventions of Auction Bridge, by Wilbur C. Whitehead, 1914.

Notes

1 Frequently called “simple honours.”

2 Law 84 prohibits a revoking side from scoring slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a slam not otherwise obtained.

3 Law 84 prohibits a revoking side from scoring little slam, and provides that tricks received by the declarer as penalty for a revoke shall not entitle him to a little slam not otherwise obtained. If a declarer bid 7 and take twelve tricks he counts 20 for little slam, although his declaration fails.

4 He may consult his partner before making his decision.

5 See Law 14 as to value of cards in cutting.

6 This error, whenever discovered, renders a new deal necessary.

7 A correct pack contains exactly fifty-two cards, one of each denomination.

8 One trick more than six.

9 A declaration becomes final when it has been passed by three players.

10 For amount scored by declarer, if doubled, see Laws 53 and 56.

11 When the penalty for an insufficient declaration is not demanded, the bid over which it was made may be repeated unless some higher bid have intervened.

12 The question, “Partner, will you select the penalty, or shall I?” is a form of consultation which is not permitted.

13 The penalty is determined by the declarer (see Law 66).

14 See Law 50a.

15 If more than one card be exposed, all may be called.

16 The rule in Law 50c as to consultations governs the right of adversaries to consult as to whether such direction be given.

17 Should the declarer play third hand before the second hand, the fourth hand may without penalty play before his partner.

18 As to the right of adversaries to consult, see Law 50a.

19 Either adversary may decide which card shall be considered played to the trick which contains more than four cards.

20 See Law 73.

21 The dummy may advise the declarer which penalty to exact.

22 The value of the three tricks, doubled or redoubled, as the case may be, is counted in the trick score.

23 This hand is generally dealt opposite to the dealer.

24 See Law 50. The same ruling applies to Law 54.

25 This includes a double or redouble out of turn. See Law 57.

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