قراءة كتاب Bridge; its Principles and Rules of Play with Illustrative Hands and the Club Code of Bridge Laws

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Bridge; its Principles and Rules of Play
with Illustrative Hands and the Club Code of Bridge Laws

Bridge; its Principles and Rules of Play with Illustrative Hands and the Club Code of Bridge Laws

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BRIDGE

"Soon as she spreads her hand, the aerial guard
  Descend and sit on each important card."

B R I D G E

ITS   PRINCIPLES   AND   RULES
OF PLAY

BY
J.   B.   ELWELL

colophon

WITH ILLUSTRATIVE HANDS AND THE
CLUB   CODE   OF   BRIDGE   LAWS




NEW YORK
CHARLES   SCRIBNER'S   SONS
1906

 


COPYRIGHT, 1902, 1905, BY
J. B. ELWELL


TROW DIRECTORY
PRINTING AND BOOKBINDING COMPANY
NEW YORK

 


TO   HIS   PUPILS
AND   TO
ALL   OTHERS   INTERESTED   IN
THE   GAME   OF   BRIDGE
THE   AUTHOR
WOULD   BEG   LEAVE   TO  DEDICATE
THIS   BOOK

 
 
 

GLOSSARY
INDEX

PREFACE

THE main purpose which I have had in view in writing this book has been to provide my pupils with a SIMPLE and ELEMENTARY work on Bridge. I have endeavoured to abstain from assuming a knowledge of Whist or Whist terms on the part of the reader, and have merely attempted to write a text-book which shall combine clear and concise statements of my rules, with a reason for and explanation of each one. These rules have stood the test of practical experiment by myself and others for the last five years, so that this statement of them will, I trust, be of benefit both to the beginner and to the advanced player.

J. B. E.


BRIDGE


PLAYERS

Bridge is usually played by four persons. If there are more than four candidates, the prior right to play is decided by cutting the cards.

CUTTING

This is done from a full pack of fifty-two cards which have been shuffled and spread face downward on the table. Each player draws a card. The four cutting the lowest cards play the first rubber. In cutting ace is low. The cards are also cut to decide partners, the two highest playing against the two lowest. The dealer is the player cutting the lowest card of all, and he has the choice of the seats and of the cards. Should the two players who cut the lowest cards draw cards of equal value, they must cut again to decide which shall deal.

DEALING

Before being dealt, the cards must be shuffled by the dealer and then cut by the player at his right. It is customary to play with two packs of cards, the dealer's partner shuffling, or making up, for his right-hand adversary. The cards are dealt one at a time, from left to right, until all are exhausted, each player having thirteen cards. The last card should not be turned face up. There is no penalty for a misdeal.

THE OBJECT OF THE GAME

There are two separate scores to be played for—trick and honour scores. The trick score is credited to the side that wins more than six tricks; the honour score to the side that holds the majority of the trump honours. The object of the game is to score more points than your adversaries, tricks and honours included. This is best done by winning a rubber.

THE GAME

The game consists of thirty or more trick points. All points in excess of thirty are counted by the side winning them; but only one game can be won in a deal. Honours are a separate score and do not count toward winning the game.

THE RUBBER

The rubber is the best of three games. If the first two games are won by the same partners the third is not played. One hundred points are added to the total score of the side winning the rubber.

DECLARING THE TRUMP

The hand may be played either without a trump, or a trump suit may be selected.

The dealer has the option of making a declaration or of passing that privilege to his partner. If the dealer passes the make, his partner must announce the trump. A trump once made cannot be changed at any time during the deal.

TABLE OF TRICK VALUES

(For each trick over six.)

When are trumps each trick counts 2
When are trumps each trick counts 4
When are trumps each trick counts 6
When are trumps each trick counts 8
When
there
are
no trumps each trick counts 12

DOUBLING

After the trump has been declared each adversary, in turn, may increase the value of the tricks by doubling.

The leader—the player at the left of the dealer—has the first right to double. If the leader does not wish to double his partner may then do so.

REDOUBLING

If either the leader or his partner has doubled the trump, the dealer or his partner may re-double, the player who has made the trump having the first right. This process may continue indefinitely. Doubling or redoubling does not affect the value of the honours.

THE DUMMY

When the value of each trick has been determined, and after a card has been led, the dealer's partner places his hand face upward on the table—the trump suit at his right—and the dealer plays both hands. The dealer's partner—the dummy—is not allowed to suggest, to touch or to play a card except at the dealer's bidding. It is the dummy's right, should the dealer refuse to follow in any suit, to endeavour to prevent a revoke. (See Conversation of the Game.)

THE PLAY

In the play of the cards the ace is high and deuce low. You must follow suit, but if you have no card of the suit led, you may either trump or discard. At no-trump the best card of the suit led wins the trick.

THE CONVERSATION OF THE GAME

In order to avoid giving partner information as to the character of one's hand, both the conversation of the game and its order should be strictly adhered to. To find that the wrong person has announced the trump, or that a player has doubled out of turn, or that one has led without asking permission, is most irritating to the other players, and a severe penalty may often be exacted for such a mistake. The dealer may either declare the trump or say, "I pass." If the dealer passes, his partner must announce the trump. The leader may either double or say, "May I Lead, Partner?" this indicates that he does not want to double, but wishes to give his partner an opportunity to do so. The

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