THE RUBBER The partners first winning two games win the rubber. If the first two games be won by the same partners, the third game is not played. thought break SCORING A game consists of thirty points obtained by tricks alone, exclusive of any points counted for honours, Chicane, or Slam. thought break Every hand is played out, and any points in excess of thirty thought break Each trick above six counts two points when spades are trumps, four points when clubs are trumps, six points when diamonds are trumps, eight points when hearts are trumps, and twelve points when there are no trumps. thought break Honours are ace, king, queen, knave, and ten of the trump suit; or the aces when no-trump is declared. thought break Honours are credited to the original holders and are valued as follows:
thought break If a player and his partner make thirteen tricks, independently of any tricks gained by the revoke penalty, they score Grand Slam and add forty points to their honour count. thought break Little Slam is twelve tricks similarly scored, and adds twenty points to the honour count. Chicane (one hand void of trumps) is equal in value to three honours, i.e., if partner of player having Chicane scores honours he adds the value of three honours to his honour score, while, if the adversaries score honours, it deducts an equal value from their honour score. Double Chicane (a player and his partner both void of trumps) is equal in value to four honours, and the value thereof may be deducted from the total honour score of the adversaries. thought break The value of honours, Slam, Little Slam, or Chicane, is in no wise affected by doubling or re-doubling. thought break At the conclusion of a rubber thought break If an erroneous score affecting tricks be proven, such mistake must be corrected prior to the conclusion of the game in which it has occurred, and such game shall not be considered as concluded until the following deal has been completed and the trump declared, unless it be that the game is the last one of the rubber,—then the score is subject to inquiry thought break If an erroneous score affecting honours, Chicane, or Slam be proven, such mistake may be corrected at any time before the score of the rubber has been made up and agreed upon. thought break CUTTING In cutting, the ace is the lowest card and, as between cards of otherwise equal value, the lowest is the heart, next the diamond, next the club, and highest the spade. thought break In all cases every player must cut from the same pack. Should a player expose more than one card, he must cut again. thought break FORMING TABLES The prior right of playing is with those first in the room. If there are more than four candidates for seats at a table, the privilege of playing is decided by cutting. The four who cut the lowest cards play first. thought break After the table is formed, the players cut to decide on partners; the two lowest play against the two highest. The lowest is the dealer, who has choice of cards and seats, and who, having once made his selection, must abide by it. Six players constitute a full table, and no player shall have a right to cut into a game which is complete. thought break When there are more than six candidates, the right to succeed any player who may retire is acquired by announcing the desire to do so, and such announcement shall constitute a prior right to the first vacancy. thought break CUTTING OUT At the end of a rubber, should admission be claimed by one or two candidates, the player or players having played a greater number of consecutive rubbers shall withdraw; but when all have played the same number, they must cut thought break RIGHTS OF ENTRY A candidate desiring to enter a table must declare such wish before any player at the table cuts a card, either for the purpose of beginning a new rubber or of cutting out. thought break In the formation of new tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry. Those who have already played decide their right of admission by cutting. thought break A player who cuts into one table while belonging to another shall thought break Should any player quit the table during the progress of a rubber, he may, with the consent of the other three players, appoint a substitute during his absence; but such appointment shall become void with the conclusion of the rubber, and shall not in any way affect the substitute's rights. thought break If anyone break up a table, the remaining players have a prior right to play at other tables. SHUFFLING The pack must neither be shuffled below the table nor so the face of any card be seen. thought break The dealer's partner must collect the cards for the ensuing deal and he has the first right to shuffle the cards. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last, but should a card or cards be seen during his shuffling, or whilst giving the pack to be cut, he must re-shuffle. thought break Each player, after shuffling, must place the cards properly collected and face downward to the left of the player next to deal. THE DEAL Each player deals in his turn; the order of dealing goes to the left. thought break The player on the dealer's right cuts the pack, and in dividing it he must not leave fewer than four cards in either packet; if in cutting or in replacing one of the two packets a card be exposed, or if there be any confusion of the cards or a doubt as to the exact place in which the pack was divided, there must be a fresh cut. thought break When the player whose duty it is to cut has once separated the pack he can neither re-shuffle nor re-cut the cards. Should the dealer shuffle the thought break The fifty-two cards shall be dealt face downward. The deal is not completed until the last card has been dealt face downward. thought break THERE IS NO MISDEAL. thought break A NEW DEAL There must be a new deal— a If the cards be not dealt into four packets, one at a time, and in regular rotation, beginning at the dealer's left. b If, during a deal, or during the play of a hand, the pack be proven incorrect or imperfect. c If any card be faced in the pack. d If any player have dealt to him a greater number of cards than thirteen. e If the dealer deal two cards at once and then deal a third before correcting the error. f If the dealer omit to have the pack cut and the adversaries call attention to the fact prior to the conclusion of the deal and before looking at their cards. g If the last card do not come in its regular order to the dealer. thought break There may be a new deal— a If the dealer or his partner expose a card. The eldest hand may claim a new deal. b If either adversary expose a card. The dealer or his partner may claim a new deal. c If, before fifty-one cards are dealt, the dealer should look at any card. His adversaries have the right to see it, and the eldest hand may exact a new deal. d If, in dealing, one of the last cards be exposed by the dealer or his partner, and the deal is completed before there is reasonable time for the eldest hand to decide as to a new deal. thought break The claim for a new deal by reason of a card exposed during the deal may not be made by a player who has looked at any of his cards. If a new deal does not take place, the card exposed during the deal cannot be called. thought break Should three players have their right number of cards, and should the fourth, not being dummy, have less than thirteen and not discover such deficiency until he has played any of his cards, the deal stands good; should he have played, he is answerable for any revoke he may have made as if the missing thought break If during the play of a deal a pack be proven incorrect or imperfect, such proof renders only the current deal void, and does not affect any prior score. The dealer must deal again. thought break Any one dealing with the adversaries' cards must be corrected before the play of the first card, otherwise the deal stands good. If any one deals when it is the turn of an adversary, such error must be corrected before the cards are dealt for the following deal. A player can neither shuffle, cut, nor deal for his partner without the permission of his adversaries. thought break DECLARING TRUMPS The trump is declared. No card is turned. a The dealer may either make the trump or pass the declaration to his partner. b If the declaration be passed to partner, he must make the trump. thought break Should the dealer's partner make the trump without receiving permission from the dealer, the eldest hand may demand, 1st. That the trump shall stand, or 2d. That there shall be a new deal. thought break But if any declaration as to doubling, or not doubling, shall have thought break Should the dealer's partner pass the declaration to the dealer, it shall be the right of the eldest hand to claim a new deal or to compel the offending player to declare the trump; provided, that no declaration as to doubling has been made. thought break If either of the dealer's adversaries make or pass the declaration, the dealer may, after looking at his hand, either claim a new deal or proceed as if no declaration had been made. A declaration once made cannot be altered. thought break DOUBLING, RE-DOUBLING, ETC. The effect of doubling, re-doubling, and so on, is that the value of each trick above six is doubled, quadrupled, and so on. thought break After the trump declaration has been made by the dealer or his partner, their adversaries have the right to double. The eldest hand has the first right. If he does not wish to double, he may ask his partner, "May I lead?" His partner shall answer, "Yes," or "I double." thought break If either of their adversaries elect to double, the dealer and his thought break If the dealer or his partner elect to re-double, their adversaries shall have the right to again double. The original doubler has the first right. thought break If the right-hand adversary of the dealer double before his partner has asked "May I lead?" the declarer of the trump shall have the right to say whether or not the double shall stand. If he decide that the double shall stand, the process of re-doubling thought break The process of re-doubling may be continued indefinitely. thought break If the eldest hand lead before the doubling be completed, his partner may re-double only with the consent of the adversary who last doubled; but such lead shall not affect the right of either adversary to double. thought break When the question, "May I lead?" has been answered in the thought break Should the eldest hand lead without asking permission, his partner may double, but only if the maker of the trump consent. thought break Should the right-hand adversary of the dealer ask permission to lead, the eldest hand does not thereby lose his right to double. Should the right-hand adversary of the dealer double before his partner has asked "May I lead?" the maker of the trump shall have the right to say whether or not the double shall stand. If he decide that the double thought break If the right-hand adversary of the dealer lead out of turn, the maker of the trump may call a suit from the eldest hand, who may only double if the maker of the trump consent. thought break A declaration as to doubling or re-doubling once made cannot be altered. DUMMY As soon as the eldest hand has led, the dealer's partner shall place his cards face upward on the table, and the duty of playing the cards from that hand shall devolve upon the dealer, unassisted by his partner. Before exposing his cards, the dealer's partner has all the rights of a player, but after his cards have been shown the dealer's partner takes no part whatever in the play, except that he has the right—— a To ask the dealer whether he has none of the suit in which he may have renounced. b To ask the dealer when called upon to play his highest or lowest card whether he has conformed to the penalty. c To call the dealer's attention to the fact that a trick has not been completed. d To correct the claim of either adversary to a penalty to which the latter is not entitled. e To call attention to the fact that a trick has been erroneously taken by either side. f To participate in the discussion of any disputed question of fact which may g To correct an erroneous score. thought break Should the dealer's partner call attention to any other incident of the play, in consequence of which any penalty might be exacted, the fact of his so doing precludes the dealer exacting such penalty. thought break If the dealer's partner, by touching a card or otherwise, suggest the play of a card from dummy, either of the adversaries may, but without consultation, call upon the dealer to play or not to play the card suggested. thought break Dummy is not liable to the penalty for a revoke; and if he should thought break A card from the dealer's hand is not played until actually quitted; but should the dealer name or touch a card from the dummy hand, such card is considered as played, unless the dealer in touching the card or cards says, "I arrange," or words to that effect. thought break CARDS EXPOSED BEFORE PLAY If, after the deal has been completed and before the trump declaration has been made, either the dealer or his partner expose a card from his hand, the eldest hand may, without consulting with his partner, claim a new deal. If, after the deal has been completed and before a card is led, any player shall expose a card, his partner shall forfeit any right to double or re-double which he otherwise would have been entitled to exercise; and in case of a card being so exposed by the leader's partner, the dealer may either call the card or require the leader not to lead the suit of the exposed card. thought break CARDS EXPOSED DURING PLAY All cards exposed by the dealer's adversaries are liable to be called, and such cards must be left face upward on the table. thought break The following are exposed cards: 1st. Two or more cards played at once. 2d. Any card dropped with its face upward, or in any way exposed on or above the table, even though snatched up so quickly that no one can name it. 3d. Every card so held by a player that his partner can see any portion of its face. thought break A card dropped on the floor or elsewhere below the table is not an exposed card. thought break If two or more cards be played at once, by either of the dealer's adversaries, the dealer shall have the right to call which one he pleases to the current trick, and the other card or cards shall remain face upward on the table and may be called at any time. thought break If, without waiting for his partner thought break If either or both of the dealer's adversaries throw his or their cards on the table face upwards, such cards are exposed and are liable to be called; but if either adversary retain his hand he cannot be forced to abandon it. If, however, the thought break If a player who has rendered himself liable to have the highest or lowest of a suit called fail to play as directed, or if, when called on to lead one suit, lead another, having in his hand one or more cards of the suit demanded, or, if called upon to win or lose a trick, fail to do so when he can, he is liable to the penalty for revoke, unless thought break LEADS OUT OF TURN If either of the dealer's adversaries lead out of turn, the dealer may call the card erroneously led, or may call a suit when it is the turn of either adversary to lead. thought break If the dealer lead out of turn, either from his own hand or dummy, he incurs no penalty; but he may not rectify the error after the second hand has played. thought break If any player lead out of turn and the other three follow him, the trick is complete and the error cannot be rectified; but if only the thought break In no case can a player be compelled to play a card which would oblige him to revoke. thought break The call of an exposed card may be repeated at every trick until such card has been played. thought break If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR Should the third hand not have played and the fourth play before his partner, the latter (not being dummy or dealer) may be called upon to play his highest or lowest card of the suit played, or to win or lose the trick. thought break If anyone, not being dummy, omit playing to a former trick and such error be not corrected until he has played to the next, the adversaries may claim a new deal; should they decide that the deal stands good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein. If anyone (except dummy) play two cards to the same trick, or mix a card with a trick to which it does not belong, and the mistake be not discovered until the hand is played out, he is answerable for any consequent revokes he may have made. If during the play of the hand the error be detected, the tricks may be counted face downward, in order to ascertain whether there be among them a card too many; should this be the case, the trick which contains a surplus card may be examined and the card restored to its original holder, who (not being dummy) shall be liable for any revoke he may meanwhile have made. THE REVOKE A revoke occurs when a player (other than dummy), holding one or more cards of the suit led, plays a card of a different suit. The penalty for a revoke takes precedence of all other counts. thought break A revoke is established if the trick in which it occurs be turned and quitted, i.e., the hand removed from the trick after it has been gathered and placed face downward on the table; or if either the revoking player or his partner, whether in his right turn or otherwise, have led or played to the following trick. thought break The penalty for a revoke is three tricks taken from the revoking thought break The penalty is applicable only to the score of the game in which it occurs. thought break Under no circumstances can the revoking side score game, in that hand. Whatever their previous score may have been, the side revoking cannot attain a higher score toward game than twenty-eight. thought break A player may ask his partner whether he has not a card of the suit which he has renounced; should the question be asked before the trick is turned and quitted, subsequent turning and quitting thought break If a player correct his mistake in time to save a revoke, any player or players who have followed him may withdraw their cards and substitute others, and the cards so withdrawn are not exposed cards. If the player in fault be one of the dealer's adversaries, the card played in error is an exposed card, and the dealer can call it whenever he pleases; or he may require the offender to play his highest or lowest card of the suit to the trick in which he has renounced. If the player in fault be the dealer, the eldest hand may require him to play the highest or lowest card of the suit in which he has renounced, provided both adversaries of the dealer have played to the current trick; but this penalty cannot be exacted against the dealer when he is fourth in hand, nor can it be enforced at all from dummy. thought break At the end of a hand the claimants of a revoke may search all the tricks. If the cards have been mixed the claim may be urged and proved if possible; but no proof is necessary, and the revoke is established if, after it has been claimed, the accused player or his partner mix the cards before they thought break A revoke must be claimed before the cards have been cut for the following deal. thought break Should the players on both sides subject themselves to the revoke penalty neither can win the game by that hand. thought break The revoke penalty may be claimed for as many revokes as occur during a hand; but the accumulated penalty shall in no event exceed thirteen tricks. thought break GENERAL RULES There should not be any consultation between partners as to thought break Once a trick is complete, turned, and quitted, it must not be looked at until the end of the hand. thought break Any player during the play of a trick, or after the four cards are played and before they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. thought break If either of the dealer's adversaries, prior to his partner's playing, should call attention to the trick, either by saying it is his, or, thought break Either of the dealer's adversaries may call his partner's attention to the fact that he is about to lead out of turn, but if he make any unauthorised reference to any incident of the play the dealer may call a suit from the adversary whose turn it is next to lead. thought break In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries; but thought break The partner of the eldest hand may inform him that their adversaries have incurred a penalty, but may not give any further information. Should he suggest the penalty, or demand the enforcement of it, such action shall be deemed a consultation, and no penalty can be enforced. thought break NEW CARDS Unless a pack be imperfect, no player shall have the right to call for one new pack. If fresh cards are demanded, two packs must be furnished and paid for by the player who has demanded them. If they are furnished during a thought break A card or cards torn or marked must be replaced by agreement or new cards furnished. thought break BYSTANDERS While a bystander, by agreement among the players, may decide any question, yet he must on no account say anything unless appealed to; and if he make any remark which calls attention to an oversight SPADE CONVENTION I.—Where players agree "not to play spades" the rule is, that if the spade make is not doubled, the hand shall be played where either side is 20 or over. II.—If the third hand player ask, "Shall I play?" or should he lead out of turn, or should the eldest hand lead without asking permission to play, the spade maker may take two on the score or may call a lead and require the hand to be played out. III.—Should the third hand player double before his partner asks permission to play, the spade maker may decide whether the double shall stand or not; but the hand must be played out. ETIQUETTE It has been truthfully said that there is no game in which slight intimations can convey so much information as that of Bridge. In justice to those who, by their manner, give information, it may be stated that most of the apparent unfairness at the Bridge table is unintentional. Hesitation and mannerisms, however, cannot be too carefully avoided; such a breach of etiquette is an offence for which the adversaries have no redress except perhaps a refusal to continue the play. thought break It is obviously a greater fault to take advantage of information thus thought break Cultivate uniformity in your style of play; let there be no remarkable haste or hesitation in making or passing; try always to use the same formula of words, and do not call attention to the score after the cards have been dealt. thought break Remember that any undue hesitancy in regard to doubling will deprive a fair-minded partner of the privilege of so doing. Such delays are too frequent at spade declarations. Emphasise no play of your own and show no pleasure or displeasure at any other play. thought break Do not ask to have the cards placed unless it is solely for your own information. thought break It is an offence either to revoke purposely or to make a second revoke in order to conceal the first. thought break The dealer's partner should not call attention to the score nor to any card or cards that he or the other players hold, and neither should he leave his seat for the purpose of watching his partner's play. THE DECLARATION
Avoid a weak diamond make at a love score or when behind on the game. thought break Declare clubs at a score of 18 or more when reasonably assured of the game. thought break Declare spades at a score of 24 or more when reasonably assured of the game. thought break PASSED MAKES Be cautious about declaring no-trumps when weak in the red suits. thought break Avoid all weak red makes on partner's pass. Declare clubs instead of spades when you hold but one or two spades and a club suit of four or more cards including two honours. thought break Declare your best suit at a score of 24 all on the rubber game. ORIGINAL LEADS AGAINST A DECLARED TRUMP
X indicates others.
THE ORIGINAL LEAD AT NO-TRUMP
UNBLOCKING AT NO-TRUMP
THE CHANGE THE SUIT "What is new in the game of Bridge?" is a reiterated question of the day, and the invariable answer is "Nothing, nor does the lack of innovation tend to simplify the play." thought break All Bridge players have experienced the agony of being forced to discard a great suit, thoroughly established, on the dealer's lead, owing to the fact that the partner has made two efforts to establish the suit he originally opened. thought break Many times this continuation is sound: the leader holds a re-entry thought break It is essential to good play that the dealer's adversaries should each gain definite knowledge of the others' holding. Any information that a play can convey is of inestimable help to them and of little or no benefit to the dealer, who is the master of his own two hands. thought break We all sympathise with that constantly uttered regret, "Oh, partner, if I had only known that you had that suit," and Bridge players the world over have felt the need of some conventional play that thought break The Change the Suit Call is a new convention designed to overcome this difficulty, one that will save countless tricks and rubbers, and one that will tend to minimise the dealer's acknowledged advantage in playing the two hands. thought break The convention is as follows: When the original leader's partner has a great suit, one that is established or one that may be established by a single lead through the dummy hand, an echo should be made in the suit led by the dealer. In other words, an echo in the adversary's suit is a command to the thought break The idea is of course based on the call for trumps in Whist, in which game an echo in any plain suit is a command to the partner to lead trumps. In Bridge it is used principally at no-trump and its application is limited to an echo on the dealer's lead. thought break The reader will naturally ask, "How, when but two suits have been led, can I determine which of the two remaining to choose?" The cards in the leader's hand combined with those in the dummy will usually simplify the selection. Should the leader hold a re-entry thought break This convention may, moreover, be used to great advantage by the original leader. How frequently he finds his suit hopelessly against him. Perhaps he holds no re-entry and the dealer in winning the first trick false cards. It is then that the original leader can use this echo to effect, to suggest that his suit should not be returned. "The Change the Suit Call" may also be employed to some advantage on the dealer's trump or plain suit lead, to show great strength in one of the remaining suits, or by the original leader to indicate that the suit first led is not to be returned; but its main importance is in the no-trump application. thought break "The Change the Suit Call" is an absolutely sound trick-gaining proposition, and the successful results obtained from its use must rapidly establish it as a recognised convention of the game. Image of the book's back cover |