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قراءة كتاب Bridge Axioms and Laws
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People who have lots of advice to give dislike to take any.
The man who plays Bridge when he is angry is sure to make a mistake.
There is some hope for the player who discovers he can be mistaken.
Improvement comes from avoiding other people's mistakes.
He who plays the best talks the least of what he is doing.
Don't spend time grieving over a lost rubber that should be used in playing the next.
Sometimes one hasty play will overthrow the results of a carefully planned game.
Discouragement should make the player more resolute.
Preserve us from the bore who insists on turning conversation into argument.
It is the critical who are most sensitive to criticism.
The best way to deal with bad luck is to bear it gracefully.
The best players are always patient with the novice.
There are those who teach one Bridge because they play so badly.
Many people are so busy playing that they don't pause to think how they are playing.
Many call "bad luck" that which is only neglect to improve opportunity.
He who is too busy to consider his faults will never take time to mend them.
Those who think the least have the most time to criticise.
The expertness of the player who is at the pains to announce it may be doubted.
Some people ask for criticism but grow angry if it is adverse.
It is not so much your Bridge knowledge, but the use you make of it, that counts.
The novice plays before he thinks, the expert thinks before he plays.
The silent player, like the dog that bites without growling, gets the best hold on the game.
There are people so absorbed in their own Bridge perfection that it is impossible for them to see merit in anyone else.
A good way to succeed in Bridge is to observe what is most successful with others.
THE LAWS OF BRIDGE
Revised 1907
THE RUBBER
The partners first winning two games win the rubber. If the first two games be won by the same partners, the third game is not played.
SCORING
A game consists of thirty points obtained by tricks alone, exclusive of any points counted for honours, Chicane, or Slam.
Every hand is played out, and any points in excess of thirty points necessary for the game are counted.
Each trick above six counts two points when spades are trumps, four points when clubs are trumps, six points when diamonds are trumps, eight points when hearts are trumps, and twelve points when there are no trumps.
Honours are ace, king, queen, knave, and ten of the trump suit; or the aces when no-trump is declared.
Honours are credited to the original holders and are valued as follows:
Declaration | ♠ | ♣ | ♦ | ♥ | No Trumps |
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