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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
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DOUBLING
If you—being the leader or his partner—are reasonably sure of the odd trick, it is decidedly to your advantage to increase its value; but to double "just for a gamble" rarely pays; it often results in a redouble, and you are apt to find the sport expensive and your partner very disagreeable.
In order to double with any degree of success, you must consider the state of the score, the possibility of a redouble, and your position in regard to the maker. Above all things, DEPEND ON YOUR OWN HAND and don't expect your partner to take MOST of the tricks.
My advice to a beginner is: Be cautious and, until you have learned to value your hand, be satisfied with the number of points you can make without doubling.
ESTIMATING THE VALUE OF A HAND
To determine the probable trick-taking value of your hand, count each Ace and King as a trick, and add to these the number of tricks you can take in the trump suit. Queens count only as possible tricks, as the third round of a suit may be trumped.
In determining the number of tricks you can take in the trump suit you must remember that it makes a great difference on which side of you the trump strength lies. For instance, holding Ace, Queen, and ten of trumps, if you play after the maker, you will probably get three tricks; but if the maker plays after you, your trumps can be led through, and you may make but one trump trick.
If you play after the maker,
| J x x x | of | trumps | are | worth | 1 | trick |
| Q x x | " | " | " | " | 1 | " |
| Q J x | " | " | " | " | 1 | " |
| Q J x x | " | " | " | " | 2 | " |
| K Q x | " | " | " | " | 2 | " |
| K J x | " | " | " | " | 2 | " |
| K Q 10 |

