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AN INTRODUCTION TO BRIDGE |
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by |
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Charles R. Greenwood |
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Charles was for many years Tournament Director at the Shotton Bridge
Club and also, for many |
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years,
a TD at the Deva Bridge Club now located in Christleton, near Chester. |
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He
was the author of the computer scoring programme used for many years at the
Deva. |
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HOW TO PLAY BRIDGE |
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This tutorial is for the complete newcomer to the game of Bridge,
including when he or she is a complete |
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stranger to a pack of cards. |
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The re are countless books on
Bridge with all the squeezes, throw-ins and coups etc., but first you need
know |
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the
jargon and the basic mechanics of the game. That is our object here. |
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In its simplest form, Bridge is a partnership game in which one pair,
sitting opposite to each other at the card |
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table,
play against another pair, sitting opposite to each other on the alternative
sides. They are known as the |
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Nort/ South pair and the Easr/West pair. |
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If you have played Whist or Solo Whist etc.
then you are on your way. You already know about the suits and the |
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function of Trumps, so you already know
something of the foundation of the basic mechanics of Bridge. |
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If you have never used playing cards before, or have not played any
version of Whist, then please |
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BRIDGE TUTORIAL (First Steps) |
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PLAYING CARDS |
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For the purpose of Bridge, the pack comprises 52 playing cards divided
into four suits, |
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SPADES,
HEARTS, DIAMONDS AND CLUBS |
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Each suit has 13 cards headed by an Ace followed by the
King,Queen,Jack (or Knave), 10,9, 8, etc. down |
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to the 2.
Jokers and any other cards are discarded from the box and not used. |
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THE DEAL |
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To commence play the cards are dealt out face down to each of the
players in turn, clockwise, until all of the |
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cards have been dealt and each player has 13
cards. |
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GENERAL PRINCIPLES OF PLAY |
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The general play of the cards is similar to whist. Before play of the
hand starts, one of the suits is usually |
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designated "Trumps" (the hows and
whys will be explained later). The player who is "on lead" (again
explained |
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later), plays a card by laying it face up in
the middle of the table. Then the other players at the table, clockwise |
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and in turn, must play a card of the same
suit. This is called "following suit". When all four players have |
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contributed a card, this constitutes a
"trick" and the player who plays the highest ranking card in the
suit wins the |
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trick for his side. If, when it is a player's
turn to play,he does not have a card in that suit, he may substitute a
card |
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from the trump, in whichcase it wins the trick
(this is called "ruffing"), or he may throw away a card from
another |
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suit ( this is called a "discard). If a
player has a card or cards in the suit being played, and chooses to
"ruff" or |
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"discard" on the trick, he is in
breach of the rules and is subject to a penalty (this is called
"revoking"). |
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BRIDGE - THE ELEMENTS OF THE GAME |
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There
are a number of forms in
which bridge is played. We shall deal here with "Rubber Bridge"
which is the kind |
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of bridge most
played at home or generally at social gatherings. The first
partners, and the first dealer, are often |
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chosen by
each player cutting the
cards. The players who cut the two highest ranking
cards become partners. |
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The player who
cuts the highest ranking card
becomes the Dealer. For each
subsequent deal, the dealership |
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passes to the next player on the left of the
current dealer and so on to the end of the "rubber" (see later). |
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Overview of the Bidding |
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The first stage in the game is the "AUCTION". In this each player may bid to make a
contract of so many tricks |
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with his choice of suit as trumps. His bid is defined as the number of tricks
in excess of six he
hopes to make. For |
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example, he would be required to make at least
seven tricks in a contract of "One Club" with clubs as trumps, or
ten |
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tricks in a contract of "Four
Spades" with Spades as trumps. It is also possible to bid for a contract
in which there |
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are no trumps, e.g. "Three
No-Trumps" would require him to take at least nine tricks with no trumps
being available. |
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A bid is made by saying "One Club"
or "Two Spades" etc when it is your turn to bid. A contract
successfully made |
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will score points for your side, but failure
to fulfill your contract will land you with substantial penalties which may |
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escalate as the number of tricks you make fall
short of the number for which you have bid. |
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For the purposes of the auction there is a hierarchy for the suits.
The lowest suit is Clubs, next Diamonds,then |
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Hearts, then Spades,and highest ranking of all
is No-Trumps. This means that, in the course of the bidding, a bid of |
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One Club can be overcalled with One Diamond,
One Heart, One Spade or One No-Trump, whereas a bid of say One |
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Heart can still be overcalled with One Spade
or One No-Trump, but would require an overcall of Two Clubs or Two |
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Diamonds. Similarly, a bid in No-Trumps
requires a raise in the contract level from one to two or two to three etc.
to |
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call over
it. The dealer makes the first bid. The player on his left may then overcall
with a bid of his own, and then |
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the player on his left may respond with his bid and so on. When a player
feels he does not have the strength and |
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character of hand to bid at the required
level, he says "Pass". The last actual bid before three passes
becomes the |
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contract and the first player to bid in that
suit becomes the Declarer. |
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e.g an auction might go:- North: - "Pass" East:- "1 Spade" South:- "Pass" West:-
"2 Clubs" |
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(North
is Dealer) North: -
"Pass" East:- "2 spades" South:- "Pass" West:-
"3 Spades" |
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North:
- "Pass" East:- "4 Spades" South:- "Pass" West:-
"Pass" |
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North:
- "Pass" |
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Thus the final contract is "Four Spades" by East/West,
played by East as Declarer and with West as "Dummy" |
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(see below).
The reason why East/West may continue to bid after North/South has
dropped out of the bidding will |
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be apparent later in this discussion. |
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We do not propose to deal in depth with the
bidding and play of Bridge hands as there are plenty of books on the |
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subject which will be much better at it.
However, a few of the more basic factors will be described to get you
started. |
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How do you know when you can make the first
bid? (Known as the "Opening
Bid". |
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Many years ago a number of clever mathematicians and stastisticians
made a study of the qualities which |
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make a Bridge hand a good bet on which to bid.
The most commonly adopted feature of their deliberations is " The |
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Milton Point Count". In this evaluation
the cards from Ace down to the ten are dubbed "honour cards" and,
in the |
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evaluation of a hand, points are allocated to
the four top ranking cards; four for an Ace, three for a King, two for a |
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Queen and one for a Jack. |
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The statisticians have calculated that, normally, a hand containing
fewer that 12 points is a shaky proposition to |
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open the bidding with a first bid so, with
fewer than 12 points, they recommend "passing" which is indicated
by a call |
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of "Pass" or "No Bid". You
will learn that the number of points is only one factor in the playing
strength of a hand. |
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Texture and distribution are also very
important. However, for the moment we will confine ourselves to the natural |
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bidding of commonplace hands. With 12 or more
points you can start the bidding on suitable holdings. The following |
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hands are examples of minimum holdings which
just merit an opening bid. |
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Hand 1 Hand 2 Hand 3 Hand 4 |
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Spades 5 2 A Q
9 8 5 Q 10
7 6 4 A Q 7 |
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Hearts K 10
9 Q J
7
A J 7 K J
8 5 |
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Diamonds K 8
2 K 9
8
K Q 9 Q 9 |
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Clubs A Q
9 7 5 9 4 7 6 9 8
7 6 |
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Hand 1 just qualifies for an opening bid of "One
Club". Note that it has 12 points and 5 clubs. Hands 2 and 3 |
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similarly qualify for an opening bid of
"One Spade". On Hand 1 you are contracting to take 7 tricks with Clubs as |
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trumps or, in the case of Hands 2 and 3, with Spades
as trumps. |
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To
open one in a suit with about 12 to 14 points normally requires at least five
cards in the suit bid. With no five |
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or more card suit, and with only 12 to 14
points, the hand, if it is opened at all, is usually opened "One
No-Trump". |
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This applies in the case of Hand 4. If partner
responds to your suit bid with a suit of his own, (we will deal with |
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responding bids later), it is normal, with
only 12 to 14 points, to rebid your long suit at the lowest available level
thus |
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showing at least five cards in your suit and a
minimal point count in your hand. |
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Again, with 15 or more points and two four card suits, you can bid the
second suit if partner responds. |
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Thus responder can generally distinguish
between partner having a 12 - 14 point count and one based on 15 - 16. |
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For example Hand 5 Hand 6 |
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Spades A K
7 6 A J
4 2 With your 15 points on Hand 5 you would open
"1 Club" |
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Hearts
7 4 K 10 5 and if partner responds "One
Heart" or "One Diamond" |
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Diamonds 10
9 2 K J
7 you would bid "One
Spade". Partner now knows you |
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Clubs
A K J 9 K 10 6
4 probably have four or
possibly more clubs, at least 4 |
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spades and a hand valued at 15 to 16 points. |
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If partner responds "One Spade" then you have found |
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a fit and happily raise him to "Two Spades". |
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Hand 6 you might bid
similarly, but a superior rebid over a respose of "One Diamond" or
"One Heart" would be |
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"One No-Trump". This shows a hand
with 15 or 16 points and suitable to play in No-Trumps. There is also a
process |
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for bidding hands with 17 - 18 points, another
for bidding 19 - 22 points and yet another for the the 23+ hand. |
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However, the above examples are given to
illustrate some of the basic principles of bidding. There are many books |
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available to pursue the subject in greater
depth. |
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How do you know when you can respond (make a
bid) to your partners Opening Bid. |
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It is generally accepted that if partner makes an opening bid you need
at least 6 points to respond in another |
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suit at the one level, and at least 8 points
to respond at the two level. You also need at least four cards in the suit |
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you bid. Thus to an opening bid of say
"One Heart", with 6 points, you could respond "One Spade"
or |
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"One No-Trump" but to respond
"Two Clubs" or "Two Diamonds" you would require to have
at least 8 points. |
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Remember these are the minimum holdings for
the responder. An original change of suit response can be made |
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on unlimited strength so, if responder's first
response is in a new suit, it is essential Opener must bid again. His |
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partner's response is said to be "forcing
for one round". From then on both players bid or pass as they see fit. |
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Opener therefore seeks to open the bidding in
such a way that he has a fairly comfortable rebid whatever partner may |
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respond. The only responses not forcing are
bids in No-Trumps or raises in openers suit. These are said to be
"limit" |
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bids. However, if responder has already
passed, his bid is then not forcing and can be passed. Such a bid usually |
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shows a minimum five card suit and usually
little liking for the suit opened. |
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Overcalls |
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When opponents have opened the bidding, and you decide to contest the
auction, your bids are called |
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"Overcalls". Overcalls are based
more on shape than on high card points and are not limited by any minimum
point |
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count. They may be intended simply to muddy
the waters for the opposition. However, we would strongly suggest that |
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they show a suit of at least five cards in
which you would welcome a lead especially against a No-Trump contract. |
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Also with due regard for vulnerability and the
dangers of a "double". |
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Distribution and Texture. |
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Mention was made earlier of shape or distribution and texture as
factors in assessing the quality of a hand in |
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relation to the bidding. The following three
hands illustrate our meaning. |
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Hand 6 Hand
7 Hand 8 |
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Spades A
10 5
4 2 A Q 10
4 2 Q J
5 4 2 |
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Hearts
K Q 6 K J
6 4 2 K 10 6 3
2 |
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Diamonds
9 8 6
6
Q 6 |
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Clubs Q 2 4 2 Q |
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Hand
6 has 11 points and, in our opinion, does not
qualify for an opening bid. |
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Hand 7 has only 10 points but has a
favourable "shape" (two five card suits) and good
"texture" (all of the high card |
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points are in the five card suits). This hand
we regard as qualified to open with "One Spade" |
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Hand 8 also has 10 points
and two five card suits but its "texture" is obviously poor. To
open with this hand would |
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be to invite trouble much of the time. |
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These examples are given simply to show the kind of thing we mean when
we refer to "shape" or "distribution" and |
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"texture". Generally, to qualify
for an opening bid, the lower the point count the more extreme must be the
distribution |
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(i.e. shape) plus texture properties. To take
the most extreme of examples, if you were dealt all thirteen Spades, |
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you would have a stone cold Grand Slam of
Seven Spades in your hand with only 10 high card points. The ability to |
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assess the influence of shape factors on your
bidding will come with practice and experience. |
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Overview of The Play of the Hands |
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To
start the play the opponent on the left of the Dealer leads a card by placing
it face up on the table. The |
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Declarer's partner then becomes
"Dummy" and arranges his cards face up in their suits in front of
him, usually in |
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alternating colours with the trumps on his
right, so that Declarer will be facing something like:- |
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Spades Diamonds Clubs Hearts |
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With
Spades A 9 K Q This would in
fact be a suitable hand for East |
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as 10 7 Q 8 in the
auction previously described. |
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Trumps 9 9 6 |
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6 4 |
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After the opening lead it is Dummy's turn to play a card (actually
Declarer plays the cards from both his own |
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hand and from the dummy). As each trick is
won, its cards are gathered and picked up by the player who won the |
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trick and placed face down in front of him
ready to be counted as a trick won at the end of the play of the hand. |
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Scoring |
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At this point it will be convenient to explain the scoring process.
This will make clear the value in sometimes |
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continuing to bid on even though the opponents
have dropped out of the auction. |
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A
successful contract with Clubs and Diamonds as trumps will score 20 points
for each trick (in excess of six) |
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won by the contractor ( he is called the
"Declarer"). If declarer's suit is Hearts or Spades he scores 30
points for each |
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trick. In a No-Trump contract he scores 40 for
the first trick and 30 for each subsequent trick. If he fails to meet his |
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contract he concedes to the opponents 50
points for the each trick by which he underachieves his contract. If he is |
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"vulnerable" (see below) he concedes
100 points for each trick he is short of his contract. |
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In Rubber Bridge scores are entered on a score pad and the score for
contracts successfully made are added up, |
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deal by deal. until the total for one pair
reaches 100. The pair concerned are then declared winners of that
"game" and |
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become "vulnerable". They then become
subject to the higher range of penalties. |
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Only the tricks actually bid count towards game. For example, if a
pair bids "One No-Trump" and subsequently |
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take 9 tricks, only the first 40 points (1
No-Trump as bid) count towards game, and this score is recorded below a line |
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drawn on the score pad. The overtricks are
valued at 30 points each in the case of No-Trumps,Hearts and Spades - |
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Club and Diamond overtricks rate 20 points per
trick. The points scored for overtricks are included in the total
scoring |
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up at the end, but do not count towards game
and are entered on the pad above the line. The cards are then re-dealt |
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for another game. |
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The first pair to win two games wins the "rubber" which
carries a bonus of 700 if their opponemts have not |
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previously scored a game in that rubber, and
500 if they have done so. Thus it can be seen that a successful |
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contract of "Five Clubs" or
"Five Diamonds", each totalling 100 points or "Four
Hearts" or "Four Spades" each |
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totalling 120 points, or a contract of
"Three N0-Trumps" for 100 points, will each produce a game score on
the one |
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deal. When you take into account the bonuses
which attach to winning a "rubber", and the fact that winning a
game |
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ends that game and so cancels out any scores
opponents may have earned towards the game, you will see the |
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importance of systematic bidding, enabling you
to estimate the strength of your combined holdings and so judge |
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how high you can afford to bid to get your
below - the - line score towards 100 without risking a punitive penalty. All |
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bonus and penalty scores are entered above the
line. |
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Then there are the slam bonuses. To make a Small Slam you must bid and
make a contract of six, in other words |
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you can lose only one trick. If successful,
this will net you a further bonus of 500 if you are not vulnerable, or 750 if |
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you are. A Grand Slam requires you to bid and
take every trick in a contract of "seven" and, if bid and made,
will |
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give you an added 1000 non-vulnerable and 1500
if vulnerable. |
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Finally in Rubber Bridge there are points for honours. If you are
Declarer and you hold A, K, Q, & J in your trump |
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suit, all in the one hand, you get 100 points
for "honours". Add also the 10 and you get 150. All four Aces in a
hand in |
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a No-Trump contract will also score a bonus of
100 points. |
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A very important feature of the scoring is:- PENALTIES |
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When a pair has bid to a certain level, and an opponent feels
confident that the contract will fail, (called "setting the |
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contract"), he can "Double".
This means that, should the contract succeed, declarer will get double the
normal score |
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and it all goes below the line counting
towards a game score,e.g.a contract of "Two Spades" bid, doubled
and |
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successfully made yields (2 x 30) x 2 = 120
points and wins the game. On the other hand if he is doubled and goes |
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down,he will concede penalties on the
following scale:- Not Vulnerable he concedes 100 for one trick down, 300 for
two |
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tricks,500 for three tricks and a further 300
added for each subsequent trick down. Vulnerable he concedes 200 for one |
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trick down and an additional 300 for each
subsequent trick down. |
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The importance of an accurate assessment during the bidding process
thus becomes apparent. Attempts to |
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achieve such accuracy are made through the use
of bidding conventions. There are a great number of these but the |
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most commonly used one in Great Britain is the
"Acol System" on which such bidding as has been indicated above is |
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based. Again there is a wealth of literature on
bidding systems. |
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There are a few points that need to be learned about the probable
value requirements for game and slam |
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contracts. With reasonably moderate
distribution, to make a game on one deal of 3 No-Trumps, or on contracts of 4 |
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Hearts or 4 Spades based on a 4/4 fit in
trumps, you will normally need about 25 points or more high card points |
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between yourself and partner. The above major
suit contracts will also normally require at least one of the hands to |
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hold a doubleton (two cards) or less. A small
slam normally requires about 33 combined points and a grand slam 37. |
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These are very general figures and are subject
to variation according to distributional factors. |
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DUPLICATE BRIDGE |
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Rubber bridge, as described above, is the usual type of bridge game
played at home or other social gatherings, but |
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there is little doubt that, once you reach a
modicum of proficiency at the game, and are bitten by the Bridge Bug,
you |
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will want to join a Bridge Club and be
introduced to the addiction of Duplicate Bridge. Bidding and play in
Duplicate |
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Bridge are essentially the same as in Rubber
Bridge but Duplicate Bridge is played over a number of tables. |
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The played cards are placed face up in front of the player and at the
end of the trick are turned over facing one way |
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if the trick was won, and the other way if the
trick was lost. When all cards have been played the hands are preserved |
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as they were dealt and replaced in the four
labelled pockets (North, South, East and West) of a board which bears
the |
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same number as the table at which it started.
The result is entered on a score slip which is attached to the board. |
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Boards and players are moved around at the end
of each round in such a way that, by the end of proceedings, ideally |
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each pair will have played all of the boards. |
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Scores are allocated to each pair, board by board, according to how
they have done in comparison with their |
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competitors who will have played the same
hands. Thus, unlike Rubber Bridge, your final total score is not dependant |
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on the quality of the hands you are dealt, but
on what you make of them compared with all the other pairs. This being |
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so, it would seem that the best players should
win all the time, and this is largely true if the number of boards is very |
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large. However, over a mere 24 or so boards,
typical for a club evening, the distributional gremlins are such that any |
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moderately competent player, if his luck is
in, has a chance of winning on the night. It is this element of luck,
combined |
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with its truly competitive nature, that
accounts for the immense popularity of Duplicate Bridge. |
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Scoring in Duplicate Bridge is similar trick
for trick as in Rubber Bridge, but there are no rubbers or rubber bonuses. |
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Instead there is a bonus of 50 for each part
score made (i.e.scores of less than 100). Each pair,on each board, is |
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allocated a vulnerability status and the
penalties for undertricks are similar to those in Rubber Bridge. The bonuses
for |
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game contracts bid and won are 300 if not
vulnerable and 500 if vulnerable. Slam bonuses are similar as in Rubber
Bridge. |
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FINAL OBSERVATION |
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There are no absolute "dos" or "donts" in bridge.
There is no doubt that an example can be dreamed up to |
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confound almost every statement made on the
subject but, as a total beginner, you will not go far wrong, initially, if
you |
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adopt the approach and suggestions I have made. |
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As has been stated, it is not my purpose to teach advanced bidding and
play techniques. There are dozens of |
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books, written by players of more exalted
rank, which can do better than I can. My purpose is to impart the basic |
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concept of the game of bridge, with a few
elementary suggestions on bidding, so that aspiring players, with no prior |
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knowledge of the game at all, will be able to
learn by experience in play either, with other beginners like themselves, or |
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with tolerant friends, who can help them get
started. If your local authority or bridge club runs lessons in bridge, it is
a |
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good idea to go along, but anyone who wants to
get really serious about the game will have to read some of the books |
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referred to above. There is a plethora of
rules and regulations on the play and ethics of the game, and you will have
to |
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become
conversant with these once you start to play in bridge drives or join a
bridge club. |
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However sufficient unto the day. For a start let us just play along as
above and have fun. |
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