BRIDGE
B R I D G EITS PRINCIPLES AND RULES BY colophon WITH ILLUSTRATIVE HANDS AND THE PREFACETHE main purpose which I have had in view in writing this book has been to provide my pupils with a SIMPLE and ELEMENTARY work on Bridge. I have endeavoured to abstain from assuming a knowledge of Whist or Whist terms on the part of the reader, and have merely attempted to write a text-book which shall combine clear and concise statements of my rules, with a reason for and explanation of each one. These rules have stood the test of practical experiment by myself and others for the last five years, so that this statement of them will, I trust, be of benefit both to the beginner and to the advanced player. J. B. E. BRIDGE PLAYERS Bridge is usually played by four persons. If there are more than four candidates, the prior right to play is decided by cutting the cards. CUTTING This is done from a full pack of fifty-two cards which have been shuffled and spread face downward on the table. Each player draws a card. The four cutting the lowest cards play the first rubber. In cutting ace is low. The cards are also cut to decide partners, the two highest playing against the two lowest. The dealer is the player cutting the lowest card of all, and he has the choice of the seats and of the cards. Should the two players who cut the lowest cards draw cards of equal value, they must cut again to decide which shall deal. DEALING Before being dealt, the cards must be shuffled by the dealer and then cut by the player at his right. It is customary to play with two packs of cards, the dealer's partner shuffling, or making up, for his right-hand adversary. The cards are dealt one at a time, from left to right, until all are exhausted, each player having thirteen cards. The last card should not be turned face up. There is no penalty for a misdeal. THE OBJECT OF THE GAME There are two separate scores to be played for—trick and honour scores. The trick score is credited to the side that wins more than six tricks; the honour score to the side that holds the majority of the trump honours. The object of the game is to score more points than your adversaries, tricks and honours included. This is best done by winning a rubber. THE GAME The game consists of thirty or more trick points. All points in excess of thirty are counted by the side winning them; but only one game can be won in a deal. Honours are a separate score and do not count toward winning the game. THE RUBBER The rubber is the best of three games. If the first two games are won by the same partners the third is not played. One hundred points are added to the total score of the side winning the rubber. DECLARING THE TRUMP The hand may be played either without a trump, or a trump suit may be selected. The dealer has the option of making a declaration or of passing that privilege to his partner. If the dealer passes the make, his partner must announce the trump. A trump once made cannot be changed at any time during the deal. TABLE OF TRICK VALUES (For each trick over six.)
DOUBLING After the trump has been declared each adversary, in turn, may increase the value of the tricks by doubling. The leader—the player at the left of the dealer—has the first right to double. If the leader does not wish to double his partner may then do so. REDOUBLING If either the leader or his partner has doubled the trump, the dealer or his partner may re-double, the player who has made the trump having the first right. This process may continue indefinitely. Doubling or redoubling does not affect the value of the honours. THE DUMMY When the value of each trick has been determined, and after a card has been led, the dealer's partner places his hand face upward on the table—the trump suit at his right—and the dealer plays both hands. The dealer's partner—the dummy—is not allowed to suggest, to touch or to play a card except at the dealer's bidding. It is the dummy's right, should the dealer refuse to follow in any suit, to endeavour to prevent a revoke. (See Conversation of the Game.) THE PLAY In the play of the cards the ace is high and deuce low. You must follow suit, but if you have no card of the suit led, you may either trump or discard. At no-trump the best card of the suit led wins the trick. THE CONVERSATION OF THE GAME In order to avoid giving partner information as to the character of one's hand, both the conversation of the game and its order should be strictly adhered to. To find that the wrong person has announced the trump, or that a player has doubled out of turn, or that one has led without asking permission, is most irritating to the other players, and a severe penalty may often be exacted for such a mistake. The dealer may either declare the trump or say, "I pass." If the dealer passes, his partner must announce the trump. The leader may either double or say, "May I Lead, Partner?" this indicates that he does not want to double, but wishes to give his partner an opportunity to do so. The leader's partner either says "No, I double," or "lead, please." The conversation is indicated in the following diagram.
When the trump has been doubled the maker says, "I redouble," or "I am satisfied." If the maker is satisfied his partner says, "I redouble," or "I am satisfied." In many clubs the conversation is somewhat changed and abbreviated. "Pass." "Hearts." "I double." "I go over." "I redouble" or "I go back." "Enough," or a rap on the table to signify satisfaction. TO PREVENT A REVOKE If your partner refuses to follow suit, always ask, "Have you no (hearts), Partner?" An error may then be rectified, but only before the trick has been turned and quitted or before another card has been led. SCORING The score consists of two separate counts: trick score and honour score. The trick score is made by the side winning more than six tricks in a hand. The honour score, by the partners who hold the majority of the trump honours. With a declared trump the honours are A K Q J and 10. At no-trump only the Aces count as honours. Doubling does not increase the honour score. TABLE SHOWING VALUE OF HONOURS
A Little Slam, winning twelve of the thirteen tricks, adds 20 points to the honour score. A Grand Slam, winning all thirteen tricks, adds 40 points to the honour score. Chicane, a hand which is without a trump, adds the value of three honours to the honour score. Double Chicane, a player and partner having no trumps, adds the value of four honours to the honour score. THE METHOD OF SCORING
After the rubber has been won the honour score and the trick score of each side are added, and the leaser total deducted from the greater. THE SCORE There is no part of the game of Bridge to which I would more urgently request the attention of the player than to a careful consideration of the state of the score. It is useless to attempt to play good Bridge without a knowledge of the score. If you blindly follow rules for making, doubling, and playing, without knowing exactly how many points you require to win the game as well as the number needed by your adversaries, you will needlessly lose many rubbers. Before you declare the trump look at the score to determine the number of points you must make in order to win the game. Know the score when you contemplate doubling. Never lead without knowing how many tricks you must make in order to SAVE the game. When you are the dealer outline your play to win the game; and if you find it impossible to win the game be sure to SAVE it. THE DECLARATION While a few tricks may be dropped in the play of a hand, an unsound make may result in the loss of several hundred points. The importance, both of making the trump to the score and of considering the probability of securing an honour score, cannot be too deeply impressed on the player's mind. This, more than any part of the game, requires the exercise of sound judgment. The good maker has an enormous advantage over the weak one. Try to select the trump that will win the greatest number of points with a strong hand, and the one that will lose the fewest possible number with a weak hand. Be liberal and bold when behind in the game and conservative and timid when ahead. In suggesting rules for the make this difficulty must be faced: the exercise of the best judgment in the world will not enable one to select the successful trump EVERY time; and players are apt to forget the many times a particular make has won, and to be impressed by the one time the rule failed them. Follow consistently the laws for the make with a certainty that in the large majority of cases they will prove successful; and digress from these laws only when the score warrants. NO-TRUMP DECLARATION BY THE DEALER Provided the hand contain no large honour score in hearts or diamonds, it is evident that the no-trump declaration is more likely than any other to result in the gain of a large score; the dealer should, therefore, first consider his chances of winning at no-trump. There is a large percentage in favour of the success of an original no-trump make. The dealer can see and combine his own with the dummy hand; while his adversary makes the initial lead in the dark. The dealer can play false cards; while the adversaries cannot afford to deceive each other. In short the dealer plays the hand with an exact knowledge of the cards that are held against him, and can take advantage of any error made, or any information given by the adversaries. As tricks are won by small suit cards in every no-trump hand, there is no method of estimating how many tricks your hand may be worth. The dealer, in declaring no-trump, may assume that his partner's hand will contain an average amount of strength. If the dealer is weak in one suit he is justified in counting on his partner's hand for some protection in that suit. The dealer should not declare no-trump when he is reasonably sure of winning the game or rubber with a trump suit; neither should the dealer declare no-trump without an ace in his hand—unless the score is very desperate and then only when his hand is exceptionally strong. RULES FOR THE NO-TRUMP DECLARATION BY THE DEALER
[A] "x" signifies small cards. GUARDED SUITS The following may be called guarded suits:
WEAK NO-TRUMP MAKES TO THE SCORE If the score warrants the dealer in taking a chance at a weak make, it is safer to gamble at no-trump than at a weak red declaration. At no-trump the dealer's partner has a wider field for assistance, as any one good suit will help. On the rubber game, with the score very much against him, the dealer should declare no-trump.
HEARTS In considering a heart make, the dealer should be influenced by the general strength of his hand and by the number of honours he holds in the trump suit. Hearts should always be declared with four or five honours in the hand irrespective of the strength of other suits; the honour score will probably more than compensate for a possible loss of trick points. A heart declaration with less than two honours is not advisable—unless the hand contain great length in the trump suit or great strength in the other suits—as the honour scores made against the hand will usually exceed its trick value. HEARTS IN PREFERENCE TO NO-TRUMP As it requires three odd tricks to win a game of thirty points without a trump, and but one trick more to win a game with a heart trump, the dealer will often have occasion to choose between the two makes. With a strong heart hand and a doubtful "no-trumper," or if the hand contain one unguarded suit, hearts should always be given the preference. As the adversaries have the lead and the privilege of doubling, a weak suit exposes the hand to some danger at no-trump. RULES FOR THE HEART MAKE The dealer should declare hearts:
DIAMONDS As there are two declarations of greater value than diamonds, there is often a question as to the advisability of passing the make with a fair diamond hand and of giving partner an opportunity to declare no-trump or hearts. The dealer should always make the trump diamonds holding four or five honours in his hand, irrespective of the state of the score; holding less than four honours the dealer must be influenced by the number of points that are necessary to win the game, and by the strength of his hand. Many players are prejudiced against an original diamond declaration when the score is love all; and, while the writer believes it safer at this score to declare diamonds with a fair hand than to chance the uncertainty of a passed make, yet the make SHOULD be passed:— When behind on the first game—as 0-24. Having lost the first and with nothing scored on the second game. When nothing on the rubber game. In each of these positions, as the adversaries have the next deal and may win the game, it is imperative that you score thirty points. To accomplish this with a diamond trump it is necessary to win eleven of the thirteen tricks; therefore, unless you hold a hand of more than the average strength, it is advisable to pass the make in hopes that partner can declare hearts or no-trump. If there is a question between a diamond and no-trump declaration, the latter is usually preferable; for while the risk is greater the reward is double. A diamond make is advisable whenever there is a fair chance to win the game, as when but two or three odd tricks are needed. RULES FOR THE DIAMOND MAKE The dealer should declare diamonds:
BLACK SUIT DECLARATIONS The score should be the one excuse for an original black declaration, and then only when comparatively sure of winning the game. Otherwise, when the hand does not admit of a red or a no-trump declaration, the make should be passed. CLUBS Clubs should be made originally only when the score is eighteen or more, and the hand strong enough, with slight assistance, to win the game. Clubs may be declared when there are four honours in one hand, providing the dealer has won the first game and is eight or more on the second. The trick and honour scores combined will count more than the average make, and with great help the game may be won. SPADES Spades may be made originally when six points or less are needed to win the game. DEFENSIVE SPADE MAKES With a very weak hand some players advise a defensive spade make with the object of preventing partner's attempting a make which may prove disastrous. While much may be said in favour of an original black make under these circumstances, it is doubtful whether it pays; the adversaries are almost certain to double, and you eliminate the possibility of securing a large honour score and of winning the game on that deal. The one time that a defensive spade make might be justifiable is when you are a game to the good and do not wish to lose the advantage which this position offers. SYNOPSIS OF THE MAKES The dealer should declare NO-TRUMPS,
♥ HEARTS. ♥
The dealer should NOT declare hearts
♦ DIAMONDS. ♦
The dealer should NOT declare diamonds: When behind on the score, unless there are 4 honours, or 7 or 8 tricks, in the hand. When 0 to 24 on the first game. Having lost the first and 0 on the second game. When 0 on the rubber game. The dealer should NOT declare clubs Unless his score is 18 or more points, and the hand strong enough to win the game. The dealer should NOT declare spades Unless his score is 24 or more points, and the hand strong enough to win the game. PASSED MAKES The dummy hand, in declaring the trump, should keep in mind the rules suggested for the dealer, and, at the same time, be governed in his choice by the state of the score, by the general strength of his hand, and by the dealer's acknowledged weakness. When the make has been passed, one must infer that the dealer has not a strong hand, neither has he much strength in the red suits. While the latter inference may be doubtful, the dealer often passing a fair diamond hand, it is dangerous to declare no-trump without protection in the red suits, and the declaration may result in a disastrous loss. The following suggestions may prove useful: The fact that your hand is exposed gives the adversaries an opportunity to take advantage of its weak points. A no-trump make that is weak in the red suits, unless justified by the score, is unsound. A no-trump make that is weak in Hearts is liable to be doubled. When a game ahead be conservative. When a game behind be bold. Endeavour to prevent the adversaries from winning the first game on your deal. When the adversaries have won a game and have the first deal on the second, they hold an advantage you will find most difficult to overcome. If your hand is worth less than four tricks don't make the trump red. If your hand is worth less than four tricks make the trump to lose as little as possible. EXAMPLES OF ORIGINAL MAKES DOUBLING If you—being the leader or his partner—are reasonably sure of the odd trick, it is decidedly to your advantage to increase its value; but to double "just for a gamble" rarely pays; it often results in a redouble, and you are apt to find the sport expensive and your partner very disagreeable. In order to double with any degree of success, you must consider the state of the score, the possibility of a redouble, and your position in regard to the maker. Above all things, DEPEND ON YOUR OWN HAND and don't expect your partner to take MOST of the tricks. My advice to a beginner is: Be cautious and, until you have learned to value your hand, be satisfied with the number of points you can make without doubling. ESTIMATING THE VALUE OF A HAND To determine the probable trick-taking value of your hand, count each Ace and King as a trick, and add to these the number of tricks you can take in the trump suit. Queens count only as possible tricks, as the third round of a suit may be trumped. In determining the number of tricks you can take in the trump suit you must remember that it makes a great difference on which side of you the trump strength lies. For instance, holding Ace, Queen, and ten of trumps, if you play after the maker, you will probably get three tricks; but if the maker plays after you, your trumps can be led through, and you may make but one trump trick. If you play after the maker,
RULES FOR DOUBLING To double spades, you should hold in your hand 4 tricks and a possible 5th. To double hearts, diamonds, or clubs, you should hold five tricks and a possible 6th. To double "no-trumps," you should hold 6 tricks and a possible 7th. Be careful about doubling "no-trumps," unless you hold a long established suit. Your adversary may have seven tricks in his long suit, and it is hard to discard from a "good all-round hand." Spades may be doubled when weak in trumps; but, to double hearts, diamonds, or clubs, you should have some trump strength. When doubling remember That you show the dealer where the strength lies. That you stand a better chance of winning the odd trick by not exposing your strength. That when the "maker" is on your right, you have the advantage that your trumps are over his. That when the "maker" is on your left you are at a disadvantage; his trumps are over yours. That it is a good time to double when the odd trick wins the game for your adversaries, and does not win it for you. That it is a poor time to double when the odd trick wins the game for you and does not win it for your adversaries. That with a doubtful hand it is better to be satisfied with what you can make without doubling. That if you double "no-trumps" your partner will lead you his best heart. THE LEAD WHEN PARTNER HAS DOUBLED When your partner has doubled, the opening lead must depend greatly on the scheme you adopt for the play of your hand. It is a mistake to suppose your partner wishes a trump led EVERY time he doubles. On the contrary, spades—when doubled—are seldom led by good players, unless with a strong hand, until they have gained information to justify the trump lead. The majority of hands will be covered by the following rules: If spades have been doubled and you hold four or more trumps you should usually lead trumps. It is fair to assume that your partner has doubled with a good suit hand. Lead trumps if you are weak in spades, but hold a strong suit hand. Your partner has probably doubled with trump strength. If hearts, diamonds, or clubs have been doubled and dummy is the "maker" it is usually good play to lead trumps; that is, when you have no short suit and so are unable to use your trumps for ruffing. If possible lead to take the first trick. After you have seen the dummy you are in a position to judge as to the advisability of the trump lead. When hearts, diamonds, or clubs have been doubled and the dealer is the maker, it is not sound play to lead trumps. You would place your partner in a bad position by leading up to the dealer's declared strength. When leading trumps always lead the top of two or three and the lowest of four. HEART CONVENTION When you have the first lead and your partner has doubled a "no-trump" make you are expected to lead your highest heart. As there are very few hands where it is advisable to double "no-trump" on general strength, it is necessary for the leader to know what suit to lead when his partner has doubled. When the leader holds an A K or an A K Q suit he should first lead the K of that suit and then his highest heart. WEAK-SUIT CONVENTION In England and in some parts of this country the leader tries to guess his partner's suit by leading the one in which he himself is weakest. While this convention affords many more opportunities of doubling, it is not nearly so safe as the heart convention. There is about an even chance that the weak suit led will put the dealer or the dummy hand in the lead. THE NON-DEALER'S PLAY AGAINST A DECLARED TRUMP The principles of play adopted against a trump and against a no-trump declaration are entirely different; and it is for this reason that Bridge is confusing to the beginner. The important principles that govern the play against a trump declaration are: To hold the lead in order to see the dummy hand. To make high cards before they can be trumped. To give your partner information. The importance of first seeing the thirteen cards in the dummy is self-evident. The play of an entire hand is often influenced by the cards in the dummy; therefore, if you can win the first trick, you are in a better position on the second lead to play your own and your partner's hand to advantage. These combinations should be selected in their order for the original lead without reference to the length of the suit.
Ace from any other combination except A Q with one or two more.
As the maker, more especially if the trump is red, has shown strength, your first consideration should be to save the game. This is best done by leading your Aces and other high cards before the dealer has a chance to discard and to trump. This is particularly true when there is an established suit in the dummy hand; for then the dealer may be able to exhaust trumps and discard his own losing cards on this established suit. ORIGINAL LEADS AGAINST A DECLARED TRUMP
When opposed to the dealer, aim to give your partner as much information as possible. You certainly cannot expect to gain much by deceiving the dealer—he knows what is held against him—and it is a decided advantage for your partner to know where certain cards are and to understand what you are trying to do. The best method of indicating the cards you hold is to adhere strictly to the correct lead from each combination of cards. From all other combinations, such as
Don't lead low from suits headed by an Ace. The lead of an Ace followed by the King shows no more of that suit. The lead of a King indicates the Ace, the Queen, or both. With any three honours in a suit, your lead is always one of the honours. Holding but 3 or 4 cards in any of the following suits avoid leading if possible. Wait until they are led to you.
If in any doubt as to your lead select your longest and strongest suit and lead the 4th best. WHY THE 4TH BEST CARD IS LED There are two reasons for leading the 4th best card of your long suit. To show partner how many cards you hold in the suit. To show partner what you have in the suit. If you lead 4th best and afterward either discard or play a smaller one, your partner will know that you originally held more than four cards in that suit. The lead of a deuce, for instance, shows but four cards in the suit. Your partner, by applying the "Rule of Eleven," can very often tell the exact combination of cards from which you have led. THE RULE OF ELEVEN Deduct the size of the card led from eleven, and the difference will show how many cards HIGHER than the one led are held outside the leader's hand. If, for instance, your partner lead an eight spot, the dummy having the queen and you holding A 10 x of the suit, as you see three cards above the eight, you know the dealer cannot play higher and that your partner must have led from K J 9 8.
This rule is especially important at "no-trump"; but players should not give it much attention unless the card originally led is higher than a five. If your partner has had the original lead, and you have taken a trick, either make your high cards or LEAD UP TO WEAKNESS Weakness means no high cards, and leading up to, is making a person play fourth in hand to a trick. By leading a suit in which dummy has weak cards, you may enable your partner to win a trick cheaply. Whenever the dummy hand is on your right you should take this advantage of its weakness. It is sometimes good play to lead a card higher than the dummy's best. This, if the card you lead is not covered, gives your partner a chance to pass the trick. EXAMPLES OF OPENING LEADS THE CARD IN RED INDICATES THE LEAD. (Hearts) Trump Declared by Dealer. Holding the Lead.
Leading from a Sequence.
Leading from Long Suits.
Leading from Short Suits.
(Hearts) Trump "Passed Make."
AFTER THE FIRST TRICK After you have led and have won the first trick, examine the exposed hand carefully; then either continue with the suit led originally or lead through strength. LEADING THROUGH STRENGTH The beginner will appreciate the fact that strength in a suit consists of high cards, but is apt to find the term "leading through" difficult to understand. Leading through means to make a person play second in hand to the trick. You always lead through your left-hand adversary. The object of leading through strength is to help your partner make his high cards by giving him the advantage of playing after the exposed hand. Holding a sequence of two or more cards, headed by a Queen, Jack, or Ten, when there is an honour in the dummy it is good play to lead the highest card. If the dummy does not cover this lead, it gives your partner an opportunity to pass the trick. Holding one or two high cards of dummy's strong suit that are not in sequence, avoid leading the suit. Wait until dummy leads to you. Don't lead through strength when dummy holds a sequence of three or more cards, as
Holding a high card or cards in a suit in which the dummy is weak, avoid leading that suit. Try to put your partner in the lead, so that he may lead it to you. Holding no high cards in the suit, the following combinations should be led through:
Holding a sequence of two or more cards the following combinations should be led through:
FORCING Judicious forcing will do more than anything else to break up a strong trump hand. Forcing means making a player trump—the object being to weaken his hand. It is good play to force the strong trump hand. When the strong trump hand holds no more cards of your long suit, do all damage possible with it. Unless trumps are out, the suit is of no other use to you. It is bad play to force the weak trump hand. Unless you can make the strong hand trump it is better to stop leading the suit. Do not lead a suit that will allow the weak hand to trump and the other hand to discard; the adversaries take the trick and get rid of a losing card. It is too late to force when the dummy has an established suit and the dealer has the last trump or trumps. Make what you can before giving up the lead. When the weak hand can ruff your suit, it is sometimes good play to lead trumps; but only when, in doing so, you are leading trumps through the strong hand, and when you have some protection in the other suits. SHORT SUITS There are two lines of play that may be followed to make tricks against the dealer. The first—to make your high cards—has been explained. The second is to make your small trumps by ruffing. When you have no high card lead, or if you are anxious to be led up to, it is often good play to throw the lead and, at the same time, to try to make your small trumps. This can be done by leading a short suit. A short suit is a suit of less than four cards; but the term is commonly used to denote a singleton or a two-card suit. In order that your partner may understand that you are leading a short suit (and not the fourth best card of a long one) it is customary to lead the highest card. (If you are forced to open a suit with K J x, K x x or Q x x, the low card should be led.) To detect a short suit apply the "Rule of Eleven." If there are (in your hand and the dummy) more higher cards than the rule allows, the lead cannot be the fourth-best card. Under the following circumstances a short suit should not be led. If you hold four trumps, including any one honour, don't lead a short suit. Your best play is to open your long suit and force the dealer to trump. In this way you weaken the dealer's hand and you may prevent his bringing in his long suit or you may even establish and make your own. If the make has been passed, don't lead a short black suit. It is natural to suppose that the dealer is strong in black suits—if in any—and you would be leading up to declared strength. If you can take the first trick, do so and then judge of the advisability of the short-suit lead. THE DISCARD There is considerable discussion and a wide diversity of opinion among Bridge Players as to the best suit to throw away. You should, therefore, before playing, ask your partner which method he adopts. Some advantage may be claimed for each theory of discard; but the main object of them all is the same—to indicate to partner the suit you wish led and at the same time protect any honours you may hold in other suits. The three different discards used by Bridge Players are: Strength, both with a trump and at "no-trump." Strength, with a trump and weakness at "no-trump." Weakness, both with a trump and at "no-trump." The discard of strength with a trump and weakness at "no-trump" is the one most commonly used. This discard of weakness at "no-trump," while it has the advantage of saving all the cards of the long suit, which you may make, has also several disadvantages. To show your suit absolutely you need two discards. In order not to deceive your partner it may be necessary to unguard honours, such as J x x x, 10 x x x, Q x x, or even K x. By discarding weakness you show the dealer against which hand to finesse. The writer, after the analysis of many thousand hands, believes that at "no-trump" the first discard from strength, i.e., the long suit or the suit you wish partner to lead, is the safest and best, both for protecting the hand and for showing the suit beyond possibility of mistake. The main advantages of the strength discard are: It takes but one discard positively to show the suit wanted. You can protect the high cards in your weaker suits without deceiving your partner. It does not show the dealer so clearly on which side to take a finesse. By showing your suit earlier in the hand, you enable your partner to discard to better advantage. There are but few "no-trump" hands in which it is possible to make all the small cards of one's suit against the dealer—unless it be the suit first opened. Occasionally the suit in which the dealer is weak in both hands will be made; but more often this suit is never brought in, because the adversaries do not know the cards they hold in the two hands. For years whist authorities have agreed that with trump strength declared against you the first discard should be from strength. Why, then, when strength in all of the suits has been declared, should not the strength discard be the best defensive discard for the majority of bridge hands? In order not to lose an opportunity of making all of the long suit, players will continually unguard cards in the weak suits which, if properly protected, would win tricks; and when using the weak suit discard these cards must be unguarded in order to show partner your suit. There may be an occasional trick lost by discarding from strength at "no-trump," but there are so many tricks thrown away by unguarding honours in weak suits, and so many games and rubbers lost by guessing the wrong suit, that Bridge Players will find the strength discard will save more and lose less than any other discard. You do not expect to win on your adversaries' make; you hope to prevent their winning a large score. |