Advanced Bridge; The Higher Principles of the Game Analysed and Explained
Part 1
Transcriber's Notes: Underscores “_” before and after a word or phrase indicate _italics_ in the original text. Equal signs “=” before and after a word or phrase indicate =bold= in the original text. Small capitals have been converted to SOLID capitals. Old or antiquated spellings have been preserved. The original text used both “redouble” and “re-double” interchangeably. In this edition only the modern spelling of “redouble” is used. -------------------------------------------------------------------
ADVANCED BRIDGE
MR. ELWELL’S BOOKS
ADVANCED BRIDGE: The Higher Principles of the Game Analysed and Explained, and their Application Illustrated, by Hands taken from Actual Play. $1.50, net. Postage, 8 cents.
BRIDGE: Its Principles and Rules of Play. $1.25, net.
THE ANALYSIS AND COMPLETE PLAY OF THE BRIDGE TOURNAMENT HANDS. 60 cents, net. Postage, 5 cents.
ADVANCED BRIDGE
THE HIGHER PRINCIPLES OF THE GAME ANALYSED AND EXPLAINED, AND THEIR APPLICATION ILLUSTRATED, BY HANDS TAKEN FROM ACTUAL PLAY
BY
J. B. ELWELL
AUTHOR OF “ELWELL ON BRIDGE” “BRIDGE TOURNAMENT HANDS”
SIXTH EDITION
NEW YORK CHARLES SCRIBNER’S SONS 1907
COPYRIGHT, 1904, 1905, BY J. B. ELWELL
TO MR. HENRY I. BARBEY
WHO FIRST INTRODUCED BRIDGE IN AMERICA THE AUTHOR CORDIALLY DEDICATES THIS BOOK
PREFACE
In the study of any game, the foundation of success must be a thorough acquaintance with the principles of play. This once attained, future progress becomes easy and rapid.
Many writers on Bridge have left much of the play to the individual judgment and knowledge of the player, and in most works on this subject, illustrations of the fundamental principles are largely wanting.
The present work is an attempt to supply these deficiencies; this volume is intended to aid the Bridge student in acquiring a practical acquaintance with the various forms of attack and defence as outlined by the best players. Particular attention is given to the dealer’s play of the dummy hand, the management of trumps is outlined in detail, and the underlying principles are fully illustrated by the complete play of selected hands.
The writer has endeavoured to make this work simple in its arrangement and style so as to be adapted to the capacity of all lovers of Bridge, comprehensive and complete so as to be a sufficient and certain guide in the most difficult as well as in the easy situations.
The laws of Bridge published in this edition have been prepared by the author, who has used as a foundation the codes accepted by the principal clubs of the world. The author does not favour the exaction of a penalty for the dealer’s lead out of turn. The American opinion on this point is divided, but the English practice is to exact no penalty. Otherwise the various club codes show but minor differences.
CONTENTS
PAGE
PREFACE vii
THE LAWS OF BRIDGE 1
ETIQUETTE 22
BRIDGE FOR THREE PLAYERS 25
THE SCORE 27 Declaring to the score 27 Playing to the score 28 The non-dealer’s play to the score 29
THE DECLARATION 31 “No-Trump” declaration by the dealer 32 Rules for “No-Trump” declaration by the dealer 32 “No-Trump” with three aces 35 “No-Trump” with two aces and one other guarded suit 35 “No-Trump” with two aces 36 “No-Trump” with one ace 37 “No-Trump” without an ace 37 Examples of “No-Trump” makes 38 Hearts 38 Rules for the heart make 40 Five hearts including three honours 40 Five hearts including two honours 41 Five hearts with one honour 41 Four hearts with three honours 41 Examples of hands that should not be passed 42 Hearts in preference to “No-Trump” 42 Hearts, not “No-Trump” 43 Diamonds 43 Clubs 46 Spades 47 Passed makes 47 Abandoning spade hands 49
DOUBLING 51 Redoubling 54 Estimating the value of a hand 54 The lead when partner has doubled 55 The heart convention 57 The weak suit convention 57
THE NON-DEALER’S PLAY AGAINST A DECLARED TRUMP 59 The opening lead 60 Examples of opening leads 63 Inferences from high card leads 64 Inferences from low card leads 67 Examples of inference from opening leads 68 Original trump openings 70 Original trump openings from strength 72 The trump lead against a spade make 72 How to play to partner’s trump opening 73 Leading trumps to prevent a ruff in the weak trump hand 74 Short suit openings 74 Leading through strength 77 When to lead through strength 78 Choice of suits to lead through 79 Suggestions for third hand play 80 Inferences from third hand play 82 Leading up to dummy 87 The Echo 88 Forcing 89 Returning partner’s lead 91 Second hand play 91 When you play before the dummy 92 When you play before the dealer 94
INFERENCES 95 The value of information 96 How to draw inferences 97 Inferences regarding the make 98 General inferences 99
THE NON-DEALER’S PLAY OF A “NO-TRUMP” HAND 102 The original lead 103 The original lead at “No-Trump” 106 Opening a short suit against a “No-Trump” declaration 107 Unblocking 108 Returning partner’s lead 109 Holding up by the non-dealers 111 Examples of holding up 112 Taking out re-entry cards 115
THE DISCARD 116 The discard against a declared trump 117 The discard at “No-Trump” 118 Hints on discarding 121 The reverse discard 122 Discarding by the dealer 122
THE DEALER’S PLAY 124 Combining the hands of dealer and dummy 125 Ace, Queen, Jack Combination 125 Ace, king, jack combination 127 Ace, jack, ten combination 129 King, jack, ten combination 129 Miscellaneous combinations 130 Arranging the lead 131 Finessing 132 The finesse obligatory 134 Watching the discards in order to locate finesses 135 Second hand plays 136
MANAGEMENT OF TRUMPS BY THE DEALER 139 When to lead trumps 139 When not to lead trumps 141 Unblocking the trump suit 142 Not forcing your strong trump hand 142 Leading trumps to prevent a ruff 143 When to draw the remaining trumps 144 Discontinuing the lead of trumps 144 When to trump 146 Overtrumping 147 Re-entry cards 148 Forcing discards 148 Throwing the lead 150
THE DEALER’S PLAY OF A “NO-TRUMP” DECLARATION 151 Choice of suits 152 Keeping the commanding card of the adversaries’ suit 154 Re-entry cards 158 Unblocking 162 Overtaking 164 “Ducking” 167 “Overtaking and unblocking” 171 “Overtaking and ducking” 172 The defence against overtaking and “ducking” 173
CARD STRATEGY 175
LOST TRICKS 183
“YOUR PARTNER.” HIS IDIOSYNCRASIES, AND SOME OF YOURS 190
ILLUSTRATIVE HANDS 195
END PLAYS 277 Refusing to draw the losing trump 279 Leading the losing trump 280 Throwing the lead 281 Leading a singleton 282 Saving a low trump to lead 283 Refusing to over trump 284 The extra trump 285 Unblocking 286 Making a tenace 287
GLOSSARY 289
INDEX 293
INDEX TO ILLUSTRATIVE HANDS
NO. PAGE 1. Saving an entry card. Leading the losing trump 197 2. Not showing adversaries that the weak hand can “ruff” 199 3. Leading the losing trump 201 4. Arranging the lead 203 5. Not leading trumps until losing cards have been discarded 205 6. Leading through 207 7. Refusing to accept a force 209 8. Not taking a finesse which, if unsuccessful, would block the trump suit 211 9. Saving an entry card. Overtaking 213 10. Double entry 215 11. Making an entry card 217 12. A card of re-entry 219 13. Double entry 221 14. Overtaking to make an entry card 223 15. Not holding up an ace. Unblocking 225 16. Holding up a king 227 17. Overtaking, losing a trick, in order to make a suit 229 18. Not taking a finesse 231 19. Forcing discards to locate a finesse 233 20. Deschapelles coup. Finesse obligatory 235 21. Not allowing adversary to lead through a once guarded king 237 22. Not allowing an established suit to make 239 23. “Ducking” 241 24. Leading through dummy’s strength 243 25. Preventing a ruff by the weak trump hand 245 26. Preventing a ruff by the weak trump hand 247 27. Not forcing 249 28. Inference 251 29. Inference 253 30. Inference 255 31. Leading through 257 32. Overtaking by the adversary 259 33. Refusing to play the high card of a long suit 261 34. Arranging the lead 263 35. Not unblocking. Deschapelles coup 265 36. Abandoning a suit 267 37. Discarding commanding cards 269 38. Counting 271 39. Allowing the weaker hand to “ruff” 273 40. Not holding up an ace 275
ADVANCED BRIDGE
THE LAWS OF BRIDGE REVISED 1905
THE RUBBER
1. The partners first winning two games win the rubber. If the first two games be won by the same partners, the third game is not played.
SCORING
2. A game consists of thirty points obtained by tricks alone, exclusive of any points counted for honours, chicane or slam.
3. Every hand is played out, and any points in excess of thirty points necessary for the game are counted.
4. Each trick above six counts two points when spades are trumps, four points when clubs are trumps, six points when diamonds are trumps, eight points when hearts are trumps, and twelve points when there are no trumps.
5. Honours are ace, king, queen, knave and ten of the trump suit; or the aces when no trump is declared.
6. Honours are credited to the original holders and are valued as follows:
+---------------------------------+-----+-----+-----+-----+------+ | | | | | | NO | | DECLARATION. | ♠ | ♣ | ♦ | ♥ |TRUMPS| +---------------------------------+-----+-----+-----+-----+------+ | Each Trick above Six | 2 | 4 | 6 | 8 | 12 | | { 3 Honours | 4 | 8 | 12 | 16 | 30 | | { 4 " | 8 | 16 | 24 | 32 | 40 | | { 4 " (All in one hand) | 16 | 32 | 48 | 64 | 100 | |HONOURS{ 5 " | 10 | 20 | 30 | 40 | -- | | { 5 " (4 in one hand) | 18 | 36 | 54 | 72 | -- | | { 5 " (All in one hand) | 20 | 40 | 60 | 80 | -- | | { Chicane | 4 | 8 | 12 | 16 | -- | +---------------------------------+-----+-----+-----+-----+------+ | Rubber 100, Grand Slam 40, Little Slam 20. | +----------------------------------------------------------------+
7. If a player and his partner make thirteen tricks, independently of any tricks gained by the revoke penalty, they score Grand Slam and add forty points to their honour count.
8. Little slam is twelve tricks similarly scored, and adds twenty points to the honour count.
9. Chicane (one hand void of trumps) is equal in value to three honours, _i.e._ if partner of player having chicane scores honours he adds the value of three honours to his honour score, while, if the adversaries score honours, it deducts an equal value from their honour score. Double Chicane (a player and his partner both void of trumps) is equal in value to four honours, and the value thereof may be deducted from the total honour score of the adversaries.
10. The value of honours, slam, little slam, or chicane, is in nowise affected by doubling or redoubling.
11. At the conclusion of a rubber the scores for tricks, honours, Chicane, and Slam, obtained by each side are added, and one hundred points are added to the score of the winners of the rubber. The difference between the completed scores is the number of points won or lost by the winners of the rubber.
12. If an erroneous score affecting tricks be proven, such mistake must be corrected prior to the conclusion of the game in which it has occurred, and such game shall not be considered as concluded until the following deal has been completed and the trump declared, unless it be that the game is the last one of the rubber,--then the score is subject to inquiry until an agreement between the sides (as to the value of the rubber) shall have been reached.
13. If an erroneous score affecting honours, chicane or slam be proven, such mistake may be corrected at any time before the score of the rubber has been made up and agreed upon.
CUTTING
14. The ace is the lowest card.
15. In all cases every player must cut from the same pack.
16. Should a player expose more than one card, he must cut again.
FORMING TABLES
17. The prior right of playing is with those first in the room. If there are more than four candidates for seats at a table, the privilege of playing is decided by cutting. The four who cut the lowest cards play first.
18. After the table is formed, the players cut to decide on partners; the two lowest play against the two highest. The lowest is the dealer, who has choice of cards and seats, and who, having once made his selection, must abide by it.
19. Should the two players who cut lowest, secure cards of equal value, they shall re-cut to determine which of the two shall deal, and the lower on the re-cut deals.
20. Should three players cut cards of equal value, they cut again; if the fourth card be the highest, the two lowest of the new cut are partners and the lower of the two the dealer; if, however, the fourth card be the lowest, the two highest on the re-cut are partners and the original lowest the dealer.
21. Six players constitute a full table, and no player shall have a right to cut into a game which is complete.
22. When there are more than six candidates, the right to succeed any player who may retire is acquired by announcing the desire to do so, and such announcement shall constitute a prior right to the first vacancy.
CUTTING OUT
23. If at the end of a rubber, should admission be claimed by one or two candidates, the player or players having played a greater number of consecutive rubbers shall withdraw; but when all have played the same number, they must cut to decide upon the outgoers; the highest are out.
RIGHTS OF ENTRY
24. A candidate desiring to enter a table must declare such wish before any player at the table cuts a card, either for the purpose of beginning a new rubber or of cutting out.
25. In the formation of new tables, those candidates who have neither belonged to nor played at any other table have the prior right of entry. Those who have already played decide their right of admission by cutting.
26. A player who cuts into one table while belonging to another, shall forfeit his prior right of re-entry into the latter, unless by doing so he enables three candidates to form a fresh table. In this event he may signify his intention of returning to his original table, and his place at the new one can be filled.
27. Should any player quit the table during the progress of a rubber, he may, with the consent of the other three players, appoint a substitute during his absence; but such appointment shall become void with the conclusion of the rubber, and shall not in any way affect the substitute’s rights.
28. If anyone break up a table, the remaining players have a prior right to play at other tables.
SHUFFLING
29. The pack must neither be shuffled below the table nor so the face of any card be seen.
30. The dealer’s partner must collect the cards for the ensuing deal and he has the first right to shuffle the cards. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last, but should a card or cards be seen during his shuffling, or whilst giving the pack to be cut, he must re-shuffle.
31. Each player, after shuffling, must place the cards properly collected and face downward to the left of the player next to deal.
THE DEAL
32. Each player deals in his turn; the order of dealing goes to the left.
33. The player on the dealer’s right cuts the pack, and in dividing it he must not leave fewer than four cards in either packet; if in cutting or in replacing one of the two packets a card be exposed, or if there be any confusion of the cards or a doubt as to the exact place in which the pack was divided, there must be a fresh cut.
34. When the player whose duty it is to cut has once separated the pack he can neither re-shuffle nor re-cut the cards.
35. Should the dealer shuffle the cards, after the pack is cut, the pack must be cut again.
36. The fifty-two cards shall be dealt face downward. The deal is not completed until the last card has been dealt face downward.
37. THERE IS NO MISDEAL.
A NEW DEAL
38. There must be a new deal--
_a_ If the cards be not dealt into four packets, one at a time, and in regular rotation, beginning at the dealer’s left.
_b_ If, during a deal, or during the play of a hand, the pack be proven incorrect or imperfect.
_c_ If any card be faced in the pack.
_d_ If any player have dealt to him a greater number of cards than thirteen.
_e_ If the dealer deal two cards at once and then deal a third before correcting the error.
_f_ If the dealer omit to have the pack cut and the adversaries call attention to the fact prior to the conclusion of the deal and before looking at their cards.
_g_ If the last card do not come in its regular order to the dealer.
39. There may be a new deal--
_a_ If the dealer or his partner expose a card. The eldest hand may claim a new deal.
_b_ If either adversary expose a card. The dealer or his partner may claim a new deal.
_c_ If, before fifty-one cards are dealt, the dealer should look at any card. His adversaries have the right to see it, and the eldest hand may exact a new deal.
_d_ If, in dealing, one of the last cards be exposed by the dealer or his partner, and the deal is completed before there is reasonable time for the eldest hand to decide as to a new deal. But in all other cases such penalties must be claimed prior to the completion of the deal.
40. The claim for a new deal by reason of a card exposed during the deal may not be made by a player who has looked at any of his cards. If a new deal does not take place, the card exposed during the deal cannot be called.