Bridge; its Principles and Rules of Play with Illustrative Hands and the Club Code of Bridge Laws
Part 5
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | |-------+---------------+---------------+---------------+---------------| | 1 | [H]4 | [H]2 | [H]A</f | [H]7 | | 2 | [H]K | [H]J | [H]9 | [H]8 | | 3 | [H]3 | 8[S] | [H]6 | [H]Q | | 4 | [C]3 | [C]7 | [C]10 | [C]5 | | 5 | 8[D] | 9[D] | 2[D] | A[D] | | 6 | 2[S] | Q[S] | 6[S] | 3[S] | | 7 | [C]4 | [C]A | [C]6 | 6[D] | | 8 | [C]Q | [C]K | [C]J | 7[D] | | 9 | 4[S] | [C]9 | 7[S] | 10[D] | | 10 | 5[S] | [C]8 | 9[S] | J[D] | | 11 | [H]5 | [C]2 | 3[D] | J[S] | | 12 | [H]10 | 10[S] | 4[D] | K[S] | | 13 | K[D] | Q[D] | 5[D] | A[S] | +-------+---------------+---------------+---------------+---------------+
The dealer wins ten tricks.
NOTES ON ILLUSTRATIVE HAND NO. 6
TRICK 1.--A leads from his only four-card suit. The dealer plays the ace second in hand in order to trump his losing diamond.
TRICK 2.--The dealer false-cards so that the adversaries will not know that he holds the queen.
TRICK 3.--As A led the deuce of diamonds, showing but four cards in the suit, the dealer knows that B has one more diamond. He therefore, before leading trumps, allows dummy to trump a losing card.
TRICKS 4, 5, AND 6.--The dealer now proceeds to lead trumps, and, as he has no strength in clubs in his own hand, he throws away clubs from the dummy hand.
TRICK 7.--Holding but six spades in the two hands, the dealer tries to force discards of spades.
TRICK 8.--Forcing another discard with the best diamond.
TRICKS 9, 10, AND 11.--The spades fall, leaving dummy with the best spade and the ace of clubs as re-entry.
ILLUSTRATIVE HAND NO. 6
_Allowing the Weaker of the Two Hands to "Ruff" before Leading Trumps._
The score is love-all. The dealer, Z, makes it hearts, having four honours in one hand. A leads to the first trick.
[S] A 6 4 3 [C] A J 9 4 3 [D] A 4 [H] 9 5 +---------+ [S] Q 10 5 | Y | [S] 9 8 7 2 [C] 8 7 6 | | [C] K Q 10 [D] J 9 7 2 |A B| [D] 10 8 6 [H] 7 6 4 | | [H] 10 3 2 | Z | +---------+ [S] K J [C] 5 2 [D] K Q 5 3 [H] A K Q J 8
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | |-------+---------------+---------------+---------------+---------------| | 1 | 2[D] | A[D] | 6[D] | 3[D] | | 2 | 7[D] | 4[D] | 8[D] | K[D] | | 3 | 9[D] | [H]5 | 10[D] | 5[D] | | 4 | [H]4 | [H]9 | [H]2 | [H]A | | 5 | [H]6 | [C]3 | [H]3 | [H]K | | 6 | [H]7 | [C]4 | [H]10 | [H]Q | | 7 | [C]6 | [C]9 | [C]10 | [H]J | | 8 | J[D] | [C]J | 2[S] | Q[D] | | 9 | 5[S] | 3[S] | 7[S] | K[S] | | 10 | Q[S] | A[S] | 8[S] | J[S] | | 11 | 10[S] | 4[S] | 9[S] | [H]8 | | 12 | [C]7 | [C]A | [C]Q | [C]2 | | 13 | [C]8 | 6[S] | [C]K | [C]5 | +-------+---------------+---------------+---------------+---------------+
The dealer makes a grand slam.
NOTES ON ILLUSTRATIVE HAND NO. 7
TRICK 1.--The scheme which the dealer must adopt for the play of the two hands is to exhaust trumps and to establish the club suit. Holding the A, Q, and J of diamonds, in order to catch the K, the lead must come from the dummy; and so that he may lead up to his tenace in trumps, the dealer trumps the Q of hearts.
TRICK 2.--As the finesse succeeds the dealer must place the lead in dummy so that he may again lead through the K of diamonds.
TRICK 3.--The dealer holds too many clubs, so must use the A of spades to get the lead in dummy, even though it clears the spade suit for the adversaries.
TRICKS 4 AND 5.--The trumps fall evenly, leaving the dealer with the last trump.
TRICK 6.--The K of clubs, being guarded, must make.
ILLUSTRATIVE HAND NO. 7
_Trumping Your Own Trick to get the Lead into the Right Hand._
The score is 18 to 0 in favour of the dealer, Z, who has a game in and makes it diamonds, having four honours.
[S] A 8 7 6 5 [C] A Q 10 5 4 [D] 8 7 6 [H] None +---------+ [S] K J 9 3 | Y | [S] Q 10 4 [C] None | | [C] K 7 [D] 5 4 3 |A B| [D] K 9 2 [H] K J 10 8 4 2 | | [H] 9 7 6 5 3 | Z | +---------+ [S] 2 [C] J 9 8 6 3 2 [D] A Q J 10 [H] A Q
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | |-------+---------------+---------------+---------------+---------------| | 1 | [H]10 | 6[D] | [H]3 | [H]Q | | 2 | 3[D] | 7[D] | 2[D] | Q[D] | | 3 | 3[S] | A[S] | 4[S] | 2[S] | | 4 | 4[D] | 8[D] | 9[D] | J[D] | | 5 | 5[D] | 5[S] | K[D] | A[D] | | 6 | [H]2 | [C]10 | [C]K | [C]2 | | 7 | [H]4 | 6[S] | [H]5 | [H]A | | 8 | [H]8 | [C]Q | [C]7 | [C]3 | | 9 | [H]J | [C]A | [H]6 | [C]6 | | 10 | [H]K | [C]5 | [H]7 | [C]8 | | 11 | 9[S] | [C]4 | [H]9 | [C]9 | | 12 | J[S] | 7[S] | 10[S] | [C]J | | 13 | K[S] | 8[S] | Q[S] | 10[D] | +-------+---------------+---------------+---------------+---------------+
The dealer makes a little slam.
NOTES ON ILLUSTRATIVE HAND NO. 8
TRICK 1.--By playing the king of spades second in hand, the dealer hopes to win two tricks in that suit.
TRICK 2.--As the adversaries must make one trick in the club suit, Z tries to place the lead in A's hand so that the queen of spades may be led up to.
The eight of clubs is a clever play. If the king were led, A would know positively that Z held the ace.
TRICK 3.--The leader has but little information to guide him in his next play. He does not dare to lead the hearts, as it may establish that suit against him; the lead of the queen of clubs is tempting; but judging from the development of the hand the ace of spades is probably his best play.
ILLUSTRATIVE HAND NO. 8
_Throwing the Lead and Refusing to take First Trick in Long Suit._
The score is 22 to 0 against the dealer, Z, who makes it no-trump. A leads for the first trick.
[S] K 7 [C] K 8 [D] Q 10 7 3 [H] Q 10 5 4 3 +---------+ [S] A J 6 4 3 | Y | [S] 10 8 2 [C] Q 10 | | [C] J 4 2 [D] 8 6 4 2 |A B| [D] 9 5 [H] 8 7 | | [H] A K J 9 2 | Z | +---------+ [S] Q 9 5 [C] A 9 7 6 5 3 [D] A K J [H] 6
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | |-------+---------------+---------------+---------------+---------------| | 1 | 4[S] | K[S] | 2[S] | 5[S] | | 2 | [C]10 | [C]8 | [C]2 | [C]3 | | 3 | A[S] | 7[S] | 8[S] | 9[S] | | 4 | 3[S] | [H]3 | 10[S] | Q[S] | | 5 | [C]Q | [C]K | [C]4 | [C]5 | | 6 | 2[D] | 3[D] | 5[D] | A[D] | | 7 | 6[S] | [H]4 | [C]J | [C]A | | 8 | J[S] | [H]5 | [H]2 | [C]9 | | 9 | 4[D] | [H]10 | [H]9 | [C]7 | | 10 | 6[D] | [H]Q | [H]J | [C]6 | | 11 | 8[D] | 7[D] | 9[D] | K[D] | | 12 | [H]7 | Q[D] | [H]K | J[D] | | 13 | [H]8 | f>10[D] | [H]A | [H]6 | +-------+---------------+---------------+---------------+---------------+
The dealer wins eleven tricks.
NOTES ON ILLUSTRATIVE HAND NO. 9
TRICK 1.--The correct second in hand play of this combination is the queen, hoping to win two tricks in the suit. Z, in order to win three by-cards and the rubber, must take a finesse in spades; and so not only refuses to play the queen second in hand, but will not take the trick fourth in hand. His object is to wait until B's last heart has been played.
TRICK 2.--If B starts the diamond suit, the dealer cannot make more than the odd trick; but the situation looks as if A holds both ace and king of hearts.
TRICK 3.--A, having a possible re-entry card, must establish his suit.
TRICK 4.--Z leads the club suit in order to force discards, and arranges the lead so that his tenace in spades may be led up to.
TRICK 9.--Z cannot afford to let A get the lead.
ILLUSTRATIVE HAND NO. 9
_Refusing to Win Either the First or the Second Round of the Adversaries' Suit._
It is the rubber game. Score 24 to 0 against the dealer. Z, the dealer, makes it no-trump, and A leads for the first trick.
[S] A Q 8 7 3 [C] K J 8 5 [D] J 9 [H] Q 5 +---------+ [S] 6 4 | Y | [S] K 9 5 [C] 7 3 | | [C] 9 6 4 [D] K 10 5 |A B| [D] Q 8 6 4 2 [H] A J 9 7 4 3 | | [H] 10 8 | Z | +---------+ [S] J 10 2 [C] A Q 10 2 [D] A 7 3 [H] K 6 2
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | |-------+---------------+---------------+---------------+---------------| | 1 | [H]7 | [H]5 | [H]10 | [H]2 | | 2 | [H]A | [H]Q | [H]8 | [H]6 | | 3 | [H]3 | [C]5 | 2[D] | [H]K | | 4 | [C]3 | [C]K | [C]4 | [C]2 | | 5 | [C]7 | [C]J | [C]6 | [C]10 | | 6 | 4[S] | [C]8 | [C]9 | [C]Q | | 7 | 5[D] | 9[D] | 5[S] | [C]A | | 8 | 6[S] | 3[S] | K[S] | J[S] | | 9 | 10[D] | J[D] | 4[D] | A[D] | | 10 | [H]4 | 7[S] | 9[S] | 10[S] | | 11 | [H]9 | A[S] | 6[D] | 2[S] | | 12 | [H]J | Q[S] | 8[D] | 3[D] | | 13 | K[D] | 8[S] | Q[D] | 7[D] | +-------+---------------+---------------+---------------+---------------+
The dealer wins ten tricks.
NOTES ON ILLUSTRATIVE HAND NO. 10
TRICK 1.--As A may have both king and queen of diamonds, Z passes the first trick, hoping to win with his ten.
TRICK 2.--Many players would lead the club suit because of dummy's weakness; but in the original play of this hand B led the queen of hearts.
TRICK 3.--Z starts the spade suit and finds the queen is guarded in A's hand.
TRICK 4.--In order to prevent the queen of spades from winning, Z must get the lead in his own hand. If he takes the finesse in clubs and it loses, the adversaries must make the entire heart suit. The finesse can win only _one_ trick, and it might lose five or six tricks.
TRICK 5--To catch the queen of spades is now easy.
TRICK 7--- A clever play to get the lead and to play through the king of diamonds.
ILLUSTRATIVE HAND NO. 10
_Leading Through._
The score is love-all. The dealer, Z, passes the make. Y declares no-trump. A leads for the first trick.
[S] A K J 10 5 2 [C] 2 [D] A J 9 4 3 [H] A +---------+ [S] Q 8 3 | Y | [S] NONE [C] K 8 4 | | [C] J 10 9 7 6 5 [D] K 8 6 2 |A B| [D] Q [H] K 5 4 | | [H] Q J 10 9 8 7 | Z | +---------+ [S] 9 7 6 4 [C] A Q 3 [D] 10 7 5 [H] 6 3 2
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | +-------+---------------+---------------+---------------+---------------+ | 1 | 2[D] | 3[D] | Q[D] | 5[D] | | 2 | [H]4 | [H]A | [H]Q | [H]2 | | 3 | 3[S] | K[S] | [C]5 | 4[S] | | 4 | [C]4 | [C]2 | [C]9 | [C]A | | 5 | 8[S] | 10[S] | [C]6 | 6[S] | | 6 | Q[S] | A[S] | [H]7 | 7[S] | | 7 | [H]K | 2[S] | [C]7 | 9[S] | | 8 | 6[D] | 4[D] | [H]8 | 10[D] | | 9 | 8[D] | 9[D] | [C]10 | 7[D] | | 10 | K[D] | A[D] | [H]9 | [H]3 | | 11 | [C]8 | J[D] | [C]J | [H]6 | | 12 | [H]5 | J[S] | [H]10 | [C]3 | | 13 | [C]K | 5[S] | [H]J | [C]Q | +-------+---------------+---------------+---------------+---------------+
The dealer makes a little slam.
NOTES ON ILLUSTRATIVE HAND NO. 11
TRICK 1.--A leads from his long suit, and Z wins the trick with the singleton ace.
TRICK 2.--The dealer, having eight clubs and eight spades in the two hands, has now a choice of suits. The king of spades _must_ make against him while he has a finesse in the club suit. If he leads the clubs first he is compelled to guess in which hand to take the finesse; he therefore leads the spade, hoping by establishing that suit to force discards and find out where the two queens are.
TRICK 3.--B might make it more difficult for A by not playing the king of spades.
TRICKS 5, 6, 7, AND 8.--A's two discards of clubs show that the queen is not in his hand, while B's heart discard indicates that he does not hold the queen of hearts. The queen of hearts is also marked in A's hand by the fact that he is discarding his winning diamonds and protecting hearts.
ILLUSTRATIVE HAND NO. 11
_Choice of Suits.--Watching the Adversaries' Discards._
The score is love-all. The dealer, Z, makes it no-trump, and A leads for the first trick.
[S] A 9 7 5 [C] K J 3 2 [D] K 8 [H] K 10 7 +---------+ [S] J 3 | Y | [S] K 6 4 [C] 6 5 | | [C] Q 9 7 [D] Q 9 7 6 5 4 |A B| [D] J 10 3 2 [H] Q 9 3 | | [H] 6 5 4 | Z | +---------+ [S] Q 10 8 2 [C] A 10 8 4 [D] A [H] A J 8 2
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | +-------+---------------+---------------+---------------+---------------+ | 1 | 6[D] | 8[D] | 10[D] | A[D] | | 2 | 3[S] | A[S] | 4[S] | 2[S] | | 3 | J[S] | 5[S] | K[S] | 8[S] | | 4 | 4[D] | K[D] | J[D] | [C]4 | | 5 | [C]5 | 7[S] | 6[S] | Q[S] | | 6 | [C]6 | 9[S] | [H]4 | 10[S] | | 7 | 5[D] | [C]K | [C]7 | [C]8 | | 8 | 7[D] | [C]2 | [C]9 | [C]10 | | 9 | 9[D] | [C]3 | [C]Q | [C]A | | 10 | [H]3 | [H]10 | [H]5 | [H]2 | | 11 | Q[D] | [C]J | 2[D] | [H]8 | | 12 | [H]9 | [H]K | [H]6 | [H]J | | 13 | [H]Q | [H]7 | 3[D] | [H]A | +-------+---------------+---------------+---------------+---------------+
The dealer makes a little slam.
NOTES ON ILLUSTRATIVE HAND NO. 12
TRICKS 1 AND 2.--A leads high, hoping in three leads to drop all the diamonds.
TRICK 3.--B discards a spade, plainly indicating the suit he wishes A to lead.
If the discard of a heart is made, indicating weakness, A is compelled to choose between the clubs and spades, and as he cannot afford to lead from the king of spades once protected will undoubtedly lead the jack of clubs.
The discard from weakness in this hand, should A guess the wrong suit, may lose six or seven tricks.
ILLUSTRATIVE HAND NO. 12
_The Discard of Strength versus Weakness._
The score is 24 to 0 against the dealer on the rubber game. The dealer, Z, makes it no-trump, and A leads for the first trick.
[S] 9 8 7 6 [C] 8 3 2 [D] 9 6 2 [H] 10 5 2 +---------+ [S] K 10 | Y | [S] A Q J 5 4 3 2 [C] J 10 5 | | [C] None [D] A K Q 4 |A B| [D] 7 5 [H] 7 6 4 3 | | [H] K J 9 8 | Z | +---------+ [S] None [C] A K Q 9 7 6 4 [D] J 10 8 3 [H] A Q
+-------+---------------+---------------+---------------+---------------+ | TRICK | A | Y | B | Z | +-------+---------------+---------------+---------------+---------------+ | 1 | K[D] | 2[D] | 5[D] | 3[D] | | 2 | Q[D] | 6[D] | 7[D] | 8[D] | | 3 | A[D] | 9[D] | 2[S] | 10[D] | | 4 | K[S] | 8[S] | 3[S] | [H]Q | | 5 | 10[S] | 7[S] | A[S] | [C]4 | | 6 | 4[D] | 8[S] | Q[S] | [C]6 | | 7 | [H]3 | 9[S] | J[S] | [C]7 | | 8 | [H]4 | [C]2 | 5[S] | [C]9 | | 9 | [H]6 | [C]3 | 4[S] | [C]Q | | 10 | [H]7 | [H]2 | [H]8 | [H]A | | 11 | [C]5 | [C]8 | [H]9 | [C]A | | 12 | [C]10 | [H]5 | [H]J | [C]K | | 13 | [C]J | [H]10 | [H]K | J[D] | +-------+---------------+---------------+---------------+---------------+
The dealer loses three by-cards and the rubber.
BRIDGE FOR THREE PLAYERS
When the game is played by three persons the cards are cut to decide which shall have the dummy; the one cutting the lowest card has the deal and a permanent dummy during the game or the rubber, as the case may be. It is then customary for each player to have dummy in turn, during one game or rubber.
In playing rubbers, 100 points are added to the score of the winning side.
In playing games, 50 points are added to score of the winning side.
If the make is passed to dummy, four aces or three aces constitute a compulsory "no-trump" declaration; otherwise, dummy must declare the longest suit.
When there are two suits of equal length, dummy must select the suit which counts most by spots, the ace counting eleven and the other honours ten each. If the suits are still equal, dummy declares the one having the higher trick valuation.
Only one adversary, the leader, can double.
If the dealer has seen the two hands, he is not allowed to re-double.
The dummy hand is not exposed until the doubling has been settled and a card led.
When the dummy is the leader, his partner must look at dummy hand and lead from it before seeing his own cards; and dummy alone has the right to double.
DUPLICATE BRIDGE
Bridge, when first introduced, was played almost entirely for a stake; but, in the last few years, many players have taken up the game--_per se_--on account of its interesting possibilities and the intellectual pleasure it gives. Duplicate and Progressive Bridge have, therefore, become very popular.
The object of Duplicate Bridge is to eliminate, as nearly as is possible, the element of luck, and to make the game not so much a question of holding good cards as a comparative test of skill between players. A perfect test cannot be made by a single trial, as an unusual distribution of the cards might defeat two strong players, but in a series of duplicate games, good makes and good plays will undoubtedly mark the better Bridge players.
As Duplicate Bridge is played for points, not games or rubbers, the honour score requires as much attention as the trick score.
Remember that holding three red honours you can stand the loss of two odd tricks (unless the mate is doubled) without losing on the deal, and that there is almost an even chance that your partner will hold another honour.
It you make it red with but one honour, your adversaries will probably secure the honour score.
If you declare "no-trump" with but one ace the honours will probably be even; but you may find three aces against you.
Remember that four honours in clubs count as much as the average deal is worth.
PROGRESSIVE BRIDGE
Progressive Bridge may be played in much the same manner as Progressive Euchre. While to win at this game is very largely a matter of holding good cards, it forms an interesting social amusement; and, to players who are unaccustomed to the arrangement of the cards in Duplicate Bridge, is much less confusing.
In Progressive Bridge the players are usually numbered, 1, 2, 3, 4 playing at Table 1, and 5, 6, 7, 8 at Table 2, etc.