Front matter
Class JslI/l^U
CoByriglitN .____
COHOSIGHT DEPOSIT".
Preface
'T^HIS brief addition to the literature of the ■*• most popular card game of the day is written for the benefit of all persons who want to learn and play the real game as it is played by the experts and best players in the clubs.
The rules and tables herein given are in harmony with the recognized authorities, and form, therefore, a correct guide to the scientific game.
If you do not learn and play in accordance with this system, you do not play Auction Bridge but rather a spurious form of the game which might better be known as " Bumble-Puppy Bridge," which, according to the dictionary, is 11 a manner of playing the game either in ignorance of all known rules, or in defiance of them, or both."
If you want to learn how the genuine game is played, under the new rules and laws, you will
Preface
be interested in this book, and it will help you, otherwise you will have no use for it.
The student of the game should, first of all, read this volume consecutively and carefully, from cover to cover, and thus become familiar with its general scope and arrangement. The one reading will afford much information in regard to the conventional rules, good form, and correct play that the average player has never known. He should then return to the tables and rules for the bids and leads, and with the cards before him in all the combinations and situations mentioned, become so familiar with them that they will be readily recognized and remembered.
With this good beginning, he will be worthy of a seat at the table with good players, and will, with the exercise of ordinary card sense, soon become a desirable partner, and an interesting, not to say formidable opponent-
Contents
I Fundamental Principles . . . . i
II Conventional Bids 21
III Conventional Leads 49
Part I Introductory
'TpHERE are two separate and distinct grades -*" of the game played under the name of Auction Bridge:
i. The Scientific Game 2. The Guessing Game
In the first, your partner understands the general character of your hand from your bids, and the strength of your suits from your leads. The two hands are thus combined as one, which is the basis of the scientific system.
In the second, no correct information is given by the bids or leads, no partnership interests are understood, and so the play descends to the level of a mere guessing game.
Auction Bridge, like Whist, is a partnership game, in which there are two sides or firms, of two members each, engaged in the same line of business, and competing for the profits or "tricks" of the trade. There are no senior or junior partners. They are equal all the time, and must agree to combine their assets (their cards) in the venture of the game, and play, or work the same together for their joint benefit, profit, and advantage, in pleasant rivalry with the two partners of the other firm having their total assets similarly combined.
It is the full acceptance of this theory of joint ownership, carried out faithfully and intelligently, that distinguishes the scientific game from the guessing game. In order to attain the greatest degree of efficiency and success, it is necessary of course that each partner shall understand and play according to the partnership rules.
The scientific game is a language, and like any other language, must be studied and learned before it can be understood or correctly spoken. Its general rules and principles have been reduced to a science by reasoning of a high order, confirmed by the accumulated experience of expert players, and the correct method or language can only be acquired by a regular course of study. But the problem is not a difficult one and can easily be solved. The following from the pen of William Pole, one of the best writers on Whist, will apply to Auction Bridge, and is here given for the encouragement of all students of the game:
But when the mode of play is shown to be a system, easily explained, and as easily comprehended, it is astonishing in how different a light the game appears. Its acquisition, instead of being laborious and repulsive, becomes easy and pleasant ; the student, instead of being frightened at the difficulties, finds them vanish before him; and even those who, having formerly practiced without method, take the trouble of learning the system, suddenly see the light breaking in upon them, and soon find themselves repaid a hundred-fold in the increased enjoyment and satisfaction the game will afford them.
Considering the great popularity of Auction Bridge, and the extent to which it is attempted in all classes of society, together with the fact that so few persons have learned to play it correctly, there would seem to be excuse for one more effort to show that the " mode of play is a system easily explained and as easily comprehended," and to induce the many to study this system and thus acquire the greater interest and higher intellectual pleasure enjoyed by the few in a correct knowledge of the genuine game. Originality is not claimed except in the arrangement and brief form of statement.
Though old the thought and oft expressed, 'Tis his at last who says it best.
The object of this work, therefore, is only to reduce the rules and principles of the game to convenient and practical form, so arranged and systematized that its theory may be easily comprehended, the rules quickly committed, and the practice readily acquired.
If the student of the game desires to pursue the subject further, and learn more of the theory, and secure fuller instruction in the practice, the excellent works of the authors herein referred to, are cordially recommended.
THEORY AND PRACTICE
There is a class of players, who, from lack of time, inclination, or capacity, do not read the books or study the scientific system as outlined by the experts. They seem fond of making mention of the fact that they do not play the "book game"; prefer to play their own hand in their own way, etc. An illiterate person might explain that he did not talk u book English," but such explanation would be entirely unnecessary; the fact would be known by scholars from his first sentence. So with the science of Auction Bridge; if the player is not versed in the modern method it will not be necessary for him to tell it ; the fact will be known by good players in the first hand. Then there is another class of players who think that correct play is wholly dependent on the book rules. Both of these classes fall short of the real road to success.
The true way to acquire the greatest efficiency is to learn the scientific system from the books, as developed and formulated by the experts, and then put this knowledge into practice by the exercise of the powers of observation, judgment, and memory in frequent games with practiced players. This will develop the essential quality of individual skill, and test the ability to draw correct inferences from the information imparted in the bidding and play of the hand.
Cavendish says : " Correct play is dependent, from trick to trick, on the inferred position of the unknown from observation of the known. " McCampbell affirms that : " To match our wits against others of the same mental strength as ourselves, and either do or be done by, makes an interesting and intensely stimulating contest."
The real joy and thrills in the game come from the opportunities to outgeneral the adversaries in all the points of bidding and playing, and the ability to do this is dependent largely upon the individual skill and judgment that can not be imparted by the books alone.
After the opening bids are made the rules are relaxed, and the final declaration is made on the judgment of the player from the previous bids. And in the play of the hand, after the first round the game is on the table, and not in the books. The greatest pleasure and success, therefore, must be found in a correct knowledge of both theory and practice,
DESCRIPTION OF THE GAME
Auction Bridge is played by four persons, two of whom are in partnership against the other two. Two packs of fifty-two cards each are used, and these packs should be of different colors.
The players cut for partners and the deal. The lowest cut of the four has the choice of the cards and the seats. The two lowest play against the two highest. In cutting, the Ace is the lowest; as between cards of otherwise equal values, the spade is the lowest, the heart next, the diamond next, and the club is the highest.
The Dealer presents the pack to the adversary on his right hand to be cut; the adversary must take a portion from the top of the pack and place it toward the Dealer; at least four cards must be left in each packet. The Dealer must reunite the packets by placing the one not removed in cutting upon the other. Some wouldbe polite players think they must complete the cut, but this is not in accordance with the etiquette of the game. It is the privilege of the Dealer to complete the cut.
When the pack has been properly cut and reunited, the Dealer must distribute the cards, one at a time, to each player in regular rotation, beginning at his left. In the event of a misdeal, the same pack must be dealt again by the same player (See Laws, Sec. 37).
The Dealer's partner must collect the cards from the preceding deal and, after shuffling, the cards must be placed face downward to the left of the next Dealer, where they must remain untouched until the end of the current deal. Some players think they must pass the pack over in front of the next Dealer and place it at his right. This is a violation of both law and etiquette. The Dealer must find the cards at his left.
During the deal a player must not lift from the table and look at any of his cards. The penalty is 25 points in the adverse honor score for each card so examined.
A game consists of 30 points by tricks alone, exclusive of any points scored for honors. Only one game may be scored in a deal, but the hands are not abandoned after the 30 points have been won; the winners score all the points they make.
A rubber continues until one side wins two games. When the first two games decide a rubber a third is not played. The side that wins the rubber scores a bonus of 250 points.
SCORING
Each side has a trick score, and a score for all other counts known as the honor score. In the trick column are recorded only the points won by tricks. In the honor column are recorded all other points, including honors, slams, little slams, and penalties of all kinds.
The honors in the trump suit are the Ace, King, Queen, Jack, and Ten ; when No Trump is declared, the aces are the honors. The honors are credited to the original holders.
Slam is made when one side takes thirteen tricks, and counts 100 points. Little slam is made when one side takes twelve tricks, and
Fundamental Principles U
counts 50 points. The value of honors, slam or little slam is not affected by doubling.
At the end of the rubber, the trick, honor, and bonus scores of each side are added, and the size of the rubber is the difference between the respective totals.
An error in the trick score may be corrected at any time before a declaration has been made in the next game; an error in the honor score may be corrected at any time before the score of the rubber has been made up and agreed upon.
If the Declarer makes his contract, each trick over six counts in the trick score, and the whole score is made from the table of values on the next page.
The Declarer's book is six tricks. Adversaries' book is the Declarer's bid deducted from seven. If Declarer fails, the adversaries score for each trick over their book 50, if doubled 100, if re-doubled 200. If doubled, and Declarer wins, he scores for his contract 50, for each trick over his bid 50, and all tricks over his book at double the value. If re-doubled he scores for contract 100, for each extra trick 100, and all tricks over book at four times the value.
TABLE OF VALUES
Suits WT a u of
n ctf
Each trick over six
Simple Honors (3)
4 Honors
24 30 48
54 60
14 28
35 56 63 70
16 32 40 64
72 80
9 18 36 45 72 81 90
10 30 40
5 Honors
4 in one hand
4 one hand, 5th in partner
5 in one hand
SCORE CARD
Table No
N.
E.
S.
w.
Tricks
Honors
Rubber
Tricks
Honors
Rubber
EXPLANATION OF SCORE CARD
Enter the points for tricks in the trick column, and the points for honors, penalties, etc., in the honor column. At the end of each game draw a single line under the figures in the trick and honor columns on each side, and bring the totals into the rubber column. After two games have been won by either side, draw a double line across the three columns of both sides; credit the rubber points of 250 to the winning side, and bring the totals of the respective sides down below the double lines. Record the next games in the same way, and at the end of the next and each succeeding rubber, bring the grand totals of all the rubbers down, and the difference between the two totals will show the net gain and loss.
By this method the state of the game, and the total score, can be seen at any time, and at the end of the sitting the net result is known without the bother and delay of adding up several columns of figures, as in the old style card. This score card was designed and published by the author several years ago, and is now used by the clubs and best players generally.
It is a safe guess that the old-style card, on which some points are entered " below the line," and others " above the line," was not invented by an expert accountant. He would not enter the dollars " above" a line and the cents "below" a line, but each in parallel columns. The above score card is formed on this correct principle.
THE PENALTIES
The laws are made for the comfort and convenience of all persons who want to play a good game and in the best form. The strict observance of the laws will prevent disputes, and add much interest and pleasure to the play.
The player who is not acquainted with the laws and rules is often at a serious disadvantage, and liable to commit petty errors for which the penalties are severe. What would you think of the player of golf or billiards or any other manly sport who did not know and observe all the rules of the game?
If you have incurred a penalty through error or ignorance, pay it without argument. Be a sport and play the game.
If you have led out of turn, or otherwise exposed a card, don't grab it up, with an apology; leave it on the table until it is legally removed. If you have revoked, don't grieve and fret about it. Pay the penalty and look pleasant. The best players make all these errors occasionally.
Deal Out of Turn or with Opponent's Cards
There must be a new deal if either Adversary calls attention to the fact before the end of the deal, or before looking at any of his cards. Otherwise the deal stands (See Laws 37 and
During the Deal
A player may not lift from the table and look at any of his cards. Penalty : 25 points for each card so examined.
Bidding Out of Turn
If a player bids out of turn either Adversary may either cancel or accept it.
(a) If cancelled, the player whose turn it
was to declare bids, and the partner of the offending player may not thereafter participate in the bidding.
(b) If accepted, the offense is cancelled, and
the player to the left of the offender bids.
Double or Re-double Out of Turn
If a player double or re-double when it is his partner's turn either Adversary may
(a) Accept as if it had been made in turn.
( b ) Demand a new deal.
(c) Call the bid final, and elect whether the double or the re-double shall stand.
Insufficient Bid
If a player makes an insufficient bid, either opponent may demand that it be made sufficient, in which case his partner may not bid unless an opponent has made a bid or double in the meantime.
Previous Bids
At any time during the bidding any player has the right to inquire and learn about all previous bids, but after the final bid has been accepted the question must not be answered. If any one violates this law a suit may be called from him or his partner when next the turn of either one to lead.
Declaration Altered
No declaration may be altered after the next player acts. Before such action a declaration may be changed only
(a) To correct the amount of an insufficient
bid.
(b) To correct the denomination but not the
size of the bid.
For Lead Out of Turn
Declarer may either call a suit, or call the card exposed. There is no penalty for Declarer or dummy leading out of turn, but the cards can not be taken back except by direction of an opponent.
Dummy's Cards
If Declarer touches a card in dummy, he must play it. If dummy touches a card or suggests it, he may be required to play it or not to play it.
Exposed Cards
Must be left on the table face up, and subject to call. There is no penalty for Declarer exposing cards, as his partner could gain no advantage from it.
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Revoke
If made by Declarer, opponents score ioo points; if made by opponents, the Declarer has the choice of three tricks or ioo points. Revoking side can score nothing in that hand except honors as held. Dummy can not revoke. The Declarer may demand the highest or lowest card from the players correcting a revoke, or call the card exposed.
Win or hose the Trick
If either Adversary says the trick is already his, or draws his cards toward him, his partner may be called on for his highest or lowest card, or to win or lose the trick.
Turned Trick
A trick turned and quitted may not be looked at until the end of the play, under penalty of 25 points in the adverse honor score.
Part II Opening The Game
^TpHE Dealer having examined and counted ■*• his cards, must either pass, or bid one or more in a specified suit or " no trump."
In the old game of Bridge, the Dealer or his partner made the trump, and the opponents had no part in it, but in Auction Bridge no one " makes it," but all have a chance to bid for it.
The Dealer having bid or passed, the players on his left, in turn, must either pass, make a higher bid, or double. When all four players pass, the deal passes to the next Dealer.
To overcall a previous bid a player must either bid an equal number of tricks of a more valuable suit, or a greater number of tricks. The bidding is closed when three players have passed the last declaration in consecutive order. No matter how often the bid goes around, each player must either declare or pass in every round.
When the declaration is accepted, the player who first named it becomes the Declarer, and plays the combined hands, his partner becoming the dummy.
ORIGINAL BIDS
The first principle or foundation of the scientific system rests on safe bidding. It is by this oral evidence that the partners learn the character of each other's hand; and it is all important, therefore, that the bids be made on a sound basis. Stay out until you have something worth while to say, and which has a meaning that your partner can understand. Get away from the "guessing game" and play safe.
Sound bidding is more important than sound play. By bad play a trick or two may be lost, but an unsound bid may lose the game, the rubber, and your partner's confidence.
Original or free bids are made to show sure tricks and not trumps. The first thing your partner wants to know is how many tricks you can take without regard to trumps, and only the tops are sure tricks.
A free bid is any original bid by the Dealer or any bid of one that overcalls a previous bid or is a shout. A " shout " is the bidding of one trick more than necessary.
A forced bid is a bid of two or more necessary to overcall a declaration of greater value, and does not mean that this bid would have been made originally.
There are only three combinations of cards that show two sure tricks at the top, namely, i. Ace, King.
2. Ace, Queen, Jack.
3. King, Queen, Jack.
The three combinations that show one sure trick at the top are :
i. Ace.
2. King, Queen.
3. Queen, Jack, Ten.
The four suits are divided into two classes, namely, Major and Minor suits. Spades and hearts are called Major, or winning suits, because it takes only four odd tricks to win game, and the majority of hands are played with them.
Clubs and diamonds are called Minor, or losing suits, because they can not win game with less than five odd tricks, and are seldom used as the trump. They have the minor office of supporting the better bids.
RULES FOR ORIGINAL BIDS
Minor Suits
Bid of 1. Shows strength without length, and denies the holding of any higher declaration.
Bid of 2. Shows strength and length, 6 or more, and no re-entry (or it would be a no trump).
Bid of 3. Shows 8 tricks, if suit is trump, and chance for game, with average help from partner.
Major Suits
Bid of 1. Shows strength and length, with chance for game, with average help from partner.
Bid of 2. Shows greater strength and length in this suit, and strong side hand, with sure game with average help from partner.
Bid of 3. Shows same as above, with 7 or 8 tricks, and probable game, and so bid to shut out adverse information.
No Trump
Bid of i. Shows Queen above average in high cards and three guarded suits, or a solid minor suit, and one re-entry.
Bid oi 2. Shows protection in all suits, with chance for game, with average help from partner.
Bid of 3. Shows long solid suit, with stops in all suits, and sure game.
TABLE OF ORIGINAL BIDS
The Dealer
Bids in minor suits are made without regard to length, to show two or more sure tricks, and nothing else. Therefore the player who bids one in a minor suit originally does not want it to be the trump, unless the score is so far advanced that his bid will win the game.
Minor Suits
Holding
No. in Suit
Tricks Outside
Bid
2 tricks at top
_ a u U
3 " " " 2 " " "
Unusual hand with
2 or more
2 " "
chance for game
None
None
i i
i
2 2
The major, or winning, suits are bid on the strong chance of winning the game, and the partner is asked to support them for the trump. Holding an extra strong major suit, it is better to bid it to its full value on the first round in order to shut out any bid from opponents.
Major Suits
Holding
No. in Suit
Tricks Outside
Bid
2 tricks at top
- it it u
2 " " "
4 Honors Unusual hand with
5 or more
6 " "
chance for game i
2 I I i
i
2 2 3
No Trump
Holding Queen above average and 3 suits
stopped . . . . Bid 1
Solid Minor suit, and 1 sure re-entry " 1
7 sure tricks or 4 aces " 2
9 sure tricks and all suits stopped. ..." 3
Average means that the hand must contain high cards equal to one each of Ace, King, Queen, Jack, and Ten. In making up the average it must be noted that an extra Ace is equal to King, Queen, or to Queen, Jack, Ten. Three aces, therefore, are equal to an average hand and Queen above.
The Auction Pitch scale is used in Auction Bridge by some authors. In this scale you count 4 for Ace, 3 for King, 2 for Queen, and 1 for Jack.
On the Auction Pitch Scale
With 12 points and 3 suits stopped Bid 1
With 16 points and 3 suits stopped Bid 2
The good player who bids one no trump does not want to play it, but simply offers it as all round help for anything partner may have to declare that is safer. The student should remember that a suit bid is safer than a no trump, and when holding an average no trump hand, including five cards of a major suit, if only queen high, it is better to bid that suit originally.
Dealer Should Pass
The Dealer should pass on first round if he does not hold any combination of cards named above, regardless of his suit, or the number in suit. This does not mean that he has nothing to declare.
SECOND HAND
When the Dealer opens the game with a "pass," Second Hand takes the place abandoned by the Dealer, and bids as if he were in the Dealer's position.
When the Dealer opens with a bid, Second Hand must pass, overcall, or double.
Should Pass
(a) If Dealer has made a suit bid at which
he can not go game, unless you can make your contract with a chance for game.
(b) If Dealer has bid no trumps, unless you
have a strong attacking hand, and are prepared to go game, or unless you have three strong suits and one weak suit, in that case you should double one no trump and your partner must take you out with his best suit. 1
Should Overcall
(a) A minor suit with a major suit only when you can make your contract, with a good chance for game.
a To overcall Dealer's no trump, simply to push the bidding, or to indicate a suit, is both dangerous and stupid.
(b) A minor suit with the other minor suit
only when you have the tops, and one quick trick outside, as information for partner.
(c) Any suit bid, with no trump, (i) when
you hold a safe no trump hand, with one or two quick tricks in opponent's suit, or (2) when you hold a solid minor suit of six or more and two re-entries.
(d) A winning suit with anything you have
that will make or save the game. When the fight is on all the players must offer their best defense without regard to the conventions.
Should Double
(a) Any suit bid when you hold three or four tricks in that suit and no other declaration.
(b) When you hold nothing in the suit bid,
but hold winning cards in the other three suits. If your partner can stop opponent's suit, he will go to no trumps, otherwise he must overcall in the best suit he holds.
(c) Do not double any bid of three or four
in a minor suit, when there is no score, unless you can defeat the contract with little or no help from partner. Otherwise opponents may go game because of the double.
Go Game
The theory of all good players is that no one wants the declaration unless it will go game, therefore if opponents can not win game on their bid, and you can not win game on yours, let them play it. This is one of the orthodox rules of the modern system. When one player bids no trump and the opponents bid a suit, there is apt to be error in the bidding, and the one that gets the declaration as high as three, will usually fail to make his contract.
The poor player attaches too much importance to scoring a few points toward game, thinking it fine work if he can get the declaration and make his contract of two or three tricks, when he might have set his opponents for 50 to 100. Mr. Work found in an examination of 500 rubbers, that only once in twentyfive hands was a previous score of any help in winning the game.
THIRD HAND
If Dealer and Second Hand pass, Third Hand becomes the original bidder, and declares accordingly, with the additional information that his partner has no conventional bid, and in that case he should have one trick more than required by the Dealer.
When Dealer Bids and Second Hand Passes
If Dealer bids and Second Hand passes, Third Hand must either pass or overcall. The overcall is technically known as the " take-out," or ".rescue," and is made either to deny partner's suit, or to show a safer declaration.
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