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Auction of To-day
by Milton C. Work
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NUMBER-SHOWING LEADS

The lead in Auction is materially simplified by the fact that number-showing is not nearly so important as in Whist, and really only becomes of value when opening a small card against a No-trump declaration. In that case the lowest should always be led with four in the suit, because the partner, having the Dummy spread before him, being able to count his own hand, and being informed by the lead regarding the leader's length in the suit, can generally tell the exact number held by the Declarer, and can, therefore, accurately determine whether it is better to continue that suit or try some other. It happens more frequently than would be supposed that when a four-card suit is opened with a small card, the Dummy and Third Hand have only four cards of it between them. The Third Hand can then, if the leader have shown exactly four, mark it as the long suit of the Declarer, and make an advantageous shift. This is the only method of giving this warning. If the fourth-best lead be not adopted, the suit must, in most cases, necessarily be continued to the great benefit of the Declarer.

Number-showing by the lead of a small card (one of the rudiments of Whist) is doubtless thoroughly understood by most Auction players; it consists in leading the fourth best, when the suit is not of such a character as to demand a high card or intermediate sequence opening. This informs the partner that the leader has exactly three cards in that suit higher than the card led, and that he may or may not have any smaller card.

For example: the leader has Queen, 7, 6, and 4; the Dummy, a singleton (the 3); and the Third Hand, who wins the trick with the Ace, only two others (the 8 and 2). The Third Hand can place the Declarer with five, as the leader, having opened his lowest, can have had only four originally.

Number-showing leads in high cards, so advantageous in Whist, are absolutely unimportant in Auction, and only complicate the situation. They are not given in the table of leads appended at the end of this chapter, nor is their use permissible, even by the Whist-player of the old school who is thoroughly familiar with their meaning. He must realize that Auction is not a number-showing game, and must be content to limit his skill in that respect to the fourth best, which is advisable when it is not higher than the 7. The limitation of the fourth-best lead to a 7 or lower card is a useful modern innovation. When the 8 or a higher fourth best is led against a No-trump, the Declarer, with his twenty-six cards at his command, and with great strength in his own hand, is apt to receive information as to the exact high cards held by the leader which will prove of greater value to him than to the partner. Furthermore, the lead of an 8 or 9 as a fourth best is bound at times to conflict with the valuable lead known as the "top of an intermediate sequence."

The holdings from which the top of an intermediate sequence should be led are shown in the tables, and while some of the leads in such cases, which are absolutely conventional in Auction, may shock the Whist-player, they have, nevertheless, been found to be advisable in the present game. Trick-winning is far more important than giving numerical information, and the top of an intermediate sequence often succeeds in capturing a valuable card in the Dummy, does not give too much information to the Declarer, helps to establish the suit, and seldom interferes with the play of the partner.

Much has been written by those who contend that the fourth-best lead against a No-trump gives the Declarer too much information, and, therefore, should never be employed. The writers, however, do not consider that practically the only cases in which the lead is objectionable for the reason cited is when it is an 8 or higher card, while the great advantage of the lead is the warning above mentioned.

There are also instances in which the Third Hand is at some time in the play in doubt whether to return the original lead or try his own suit. The knowledge of whether his partner holds three or more of the suit first led may in such case be of the greatest value.

The idea of leading the fourth best only when it is a 7 or smaller card eliminates the objection, yet in practically every case affords the advantage.

A player who adopts this system may at times, as, for example, with such a holding as Ace, Queen, 10, 8, 2, be obliged to open the 8, but inasmuch as he would lead the same card from Ace, Queen, 8, 7, 2, the Declarer cannot bank upon the 8 of such a leader showing three higher cards of the suit in his hand, and, therefore, no harm is done.

If the leader have any such four-card combination as Ace, or any one face card, accompanied by 9, 8, 2, or 8, 7, 2, showing that the lead is from four only is more important than opening the top of a two-card intermediate sequence. When, however, the intermediate is headed by a Knave or 10, the opening of the top of it becomes advisable regardless of the length of the suit. Of course, the 2, in the examples just given, is used to represent any small card, and the fourth best should be led if it be a 3, 4, or 5.

THE LEAD AGAINST A SUIT DECLARATION

Against a suit declaration, the original lead of the longest suit is not in the least imperative. Strength is far more important than length. As the tables show, many high-card combinations are opened very differently, the theory being to win with honors, not to establish small cards. If the leader be a Whist-player, he must remember that Auction is a very different game. The Trump has not been selected by chance, but has been named because of his adversaries' great length and strength. The establishment of an adverse suit against a Trump declaration is, therefore, an almost unknown proceeding.

The object of the leader against a suit declaration is to get as many tricks as possible, and he should utilize the two best methods for so doing: namely, winning with his own and his partner's high cards, and ruffing with weak Trumps.

He should avoid opening a tenace suit, regardless of its length. A singleton, if he be short in Trumps, is probably his best lead; his second choice should be high cards in sequence. When his hand does not contain either of these advantageous openings, he should try his partner's suit.

It goes without saying that if the leader have both the Ace and King of a suit, it is always well to lead the King, not only for the purpose of giving information and taking a practically assured trick, but also in order to obtain a look at the Dummy, which will enable him to more advantageously size up the entire situation.

When his partner has not shown strength, the leader need never hesitate about starting with a strengthening card of a short suit which has not been declared. He is also thoroughly justified, if weak in Trumps, in asking for a force by leading the top of a two-card suit. This, while not nearly so desirable an opening as a singleton, is better than leading from a tenace. When the leader is long in Trumps, he should open his own or his partner's strength.

The leader should bear in mind as a vital principal that, against a suit declaration, a suit containing an Ace should never be opened originally, unless the Ace (or King, if that card be also held) be led. The leader should observe this convention, regardless of the length of the suit. The knowledge that a leader can be relied upon not to have the Ace unless he lead it will be of material assistance to his partner in the play. It is sometimes very tempting to lead low with an Ace, hoping that a King may be found in the Second Hand, and that the partner's Queen may capture the first trick. This play will occasionally prove successful, but in the long run, it is a trick-loser, there being so many instances of singletons, even of single Kings, and also of two-card suits, where, unless the Ace be led, the Declarer will win the first trick and discard the other card.

The leader must observe the distinction between opening a long and a short suit which has always been in force in Whist, Bridge, and Auction—that is, when leading a suit headed by a Knave or smaller card, if long, open from the bottom; if short, from the top. For example, holding Knave, 9, 7, 2, the 2 should be led, but holding Knave, 7, 2, the Knave is the card to open.

One other conventional lead should be mentioned, which, as an original opening, is advisable against a Trump declaration only. It is the lead of a two-card suit consisting of Ace, King. The Ace first, and then King, signifies no more of the suit, and a desire to ruff. Of course, by analogy, the lead of the King before the Ace shows more of the suit.

HOW TO LEAD TO A DOUBLE

The question of what lead should be made when the partner has doubled is comparatively simple, although the answer depends materially upon whether the double has been of a No-trump or a suit declaration. When a No-trump has been doubled, the original lead should invariably be the suit the doubler has declared. When the doubler has not made any declaration, the suit the leader has called should be opened. When neither the doubler nor the leader has declared, a case that rarely occurs, the lead should be either the best Club or the highest card of the leader's shortest suit, depending upon which of these two conventions the doubler approves.

The theory of the advocates of the Club convention is that it is important for the doubler of a No-trump to know exactly what suit will be led, and that he is more apt to desire Clubs than any other, as the other suits, being of greater value, are more likely to be bid. The argument of the advocates of the high card of the short suit convention is that it enables a double to be made with any long suit.

The Club convention is much safer, and is used by most conservative players.

In the event of there being any doubt what the lead should be, if the leader be fortunate enough to hold an Ace, it is good policy for him to lead it for the purpose of taking a look. The contents of the Dummy will probably furnish the desired information.

When a suit declaration has been doubled, a singleton is always an advantageous opening. The lead of a high card is also advisable for the purpose of taking a look. If the leader be without either a singleton or high-card lead, his partner's suit is unquestionably his wisest opening.

THE TABLES

The tables which appear at the end of this chapter should be carefully examined by all who are not absolutely letter perfect in the conventional leads. The present tendency of players taking up Auction is to regard the leads as unimportant, and this often results disastrously. The quondam Whist-player realizes the necessity of having every lead at his fingers' ends, but for the benefit of those who have never participated in the older game, it may be said that the conventional leads have been determined upon only after years of experimentation; as a consequence of which it is known just which card, in the long run, will win the most tricks.

A leader who, on the spur of the moment, during the play, tries something else, is taking a course sure to deceive an intelligent partner, and one which will probably reduce the number of his tricks.

The one combination that seems to tempt some players to disregard the conventional, is the King, Queen, Ten, against a No-trump. With this holding the King is manifestly most advantageous, as if the Declarer hold Ace, Knave, it will either force the Ace and hold the tenace over the Knave or win the trick. Without the Ten, a small card should be led, but many players fail to recognize the important distinction.

Every one attempting to play the game should learn the conventional leads, and having once mastered this comparatively easy lesson, should never allow a childish impulse, such as "having a hunch," to induce an experiment with a lead not recognized as sound.

The various tables follow.

OPENING LEADS AGAINST A NO-TRUMP DECLARATION

With a Without a Holding Reentry Reentry

Ace, King, Queen, Knave, with or without others Ace Ace Ace, King, Queen, Ten, with one or more others Ace Ace Ace, King, Queen, Ten King King Ace, King, Queen, with three or more others Ace Ace Ace, King, Queen, with one or two others King King Ace, King, Knave, Ten, with two or more others Ace Ace Ace, King, Knave, Ten, with one other Ace Knave Ace, King, Knave, Ten King Knave Ace, King, Knave, with three or more others Ace Ace Ace, King, Knave, with two others Ace 4th best Ace, King, Knave, with one other King King Ace, King, and five others Ace Ace Ace, King, and four others King 4th best Ace, King, and two or three others 4th best 4th best Ace, Queen, Knave, Ten, with or without others Ace Queen Ace, Queen, Knave, with one or more others Ace Queen Ace, Queen, Ten, Nine, and three others Ace Ten Ace, Queen, Ten, Nine, with less than seven Ten Ten Ace, Queen, and five others Ace 4th best Ace, Queen, and two, three, or four others 4th best 4th best Ace, Knave, Ten, with one or more others Knave Knave Ace, Knave, with two or more others 4th best 4th best Ace, Ten, Nine, with one or more others Ten Ten Ace, Ten, Eight, with one or more others 4th best 4th best

King, Queen, Knave, Ten, with or without others King King King, Queen, Knave, with one or more others King King King, Queen, Ten, with one or more others King King King, Queen, with five or more others King King King, Queen, with four or more others King 4th best King, Queen, with two or three others 4th best 4th best King, Knave, Ten, with one or more others Knave Knave King, Knave, with two or more others 4th best 4th best King, Ten, Nine, with one or more others Ten Ten King, Ten, with two or more others 4th best 4th best

Queen, Knave, Ten, with one or more others Queen Queen Queen, Knave, Nine, with one or more others Queen Queen Queen, Knave, with two or more others 4th best 4th best Queen, Ten, Nine, with one or more others Ten Ten

Knave, Ten, Nine, with one or more others Knave Knave Knave, Ten, Eight, with one or more others Knave Knave Knave, Ten, with two or more others 4th best 4th best

Ten, Nine, Eight, with one or more others Ten Ten Ten, Nine, Seven, with one or more others Ten Ten

In all the above cases in which the fourth best is given as the lead, should the hand contain an intermediate sequence, headed by an 8, or higher card, the top of such sequence should be led instead of the fourth best. For example, King, Knave, 9, 8, 2, lead the 9; King, Knave, 9, 7, 2, lead the 7.

In any case not mentioned, in which there is not an intermediate sequence, headed by an 8 or higher card, the fourth best should be opened.

The lead of the fourth best, when it is an 8 or higher card, should be avoided whenever possible. For example, Ace, Queen, 10, 8, 6, 2, lead the 6; but never lead the lowest when holding more than four, so from Ace, Queen, 10, 8, 2, lead the 8.

In all the Ace-King combinations in the above table, in which the Ace is the conventional lead, it is selected in preference to the King, because the highest card of the partner is desired; when the King is the lead, the suit is not of sufficient strength to make that play advisable.

OPENING LEADS AGAINST A TRUMP DECLARATION

Holding Lead

Ace, King, Queen, Knave King, then Knave Ace, King, Queen King, then Queen Ace, King, Knave King Ace, King, and one or more others King Ace, King, without any others Ace, then King Ace, Queen, Knave[22] Ace, then Queen Ace, Queen, and one or more others[22] Ace, then lowest Ace, Knave, Ten[22] Ace Ace, and one or more small Ace

King, Queen, Knave, with or without others King King, Queen, Ten, with or without others King King, Queen, with or without others King King, Knave, Ten, with or without others[22] Knave King, Knave, and one or more others[22] Lowest or 4th best King, Ten, Nine, and one or more others[22] Ten King, and two or more others[22] Lowest or 4th best

Queen, Knave, Ten, with or without others Queen Queen, Knave, Nine, with or without others Queen Queen, Knave, and two or more others 4th best[23] Queen, Knave, and one or no others Queen Queen, Ten, Nine, with or without others Ten

Knave, Ten, with or without others Knave

Ten, Nine, with or without others Ten

[22] These suits unless declared by partner should not be opened, as they are disadvantageous leads against a Trump declaration.

[23] This is the conventional lead from this combination, but many good players prefer the Queen, especially when the indications are that the hand is not evenly divided. When long suits have been announced, the chances are that the suit led will be ruffed on the third round, if not earlier. If the King be in the Second Hand and the Ace in the Third, a trick can be gained by leading the Queen whenever the suit does not last for three rounds. Therefore, unless the hand indicate that the suits are evenly divided, the Queen seems to be the better lead.



IX

THE PLAY

It has been stated elsewhere that it is easier to advise an Auction player how to declare than how to play. This is unquestionably true, and as a rule instruction in print relating to intricate situations in the play is of little benefit to the reader.

End situations, and even those which arise earlier in the hand, seldom exactly repeat themselves. Pages may be filled with the description of brilliant plays by the Declarer and his opponents. The reader may study such examples until he becomes thoroughly familiar with every detail, and yet, so great and infinite is the variety of Auction hands, may play for years without ever having one of them arise. Mathematicians state that the 52 cards may be distributed in 53,644,737,765,839,237,440,000 different ways, and that a player may receive 635,013,559,600 different hands. There is no reason to question the accuracy of these figures, but even if they be grossly excessive, it is still self-evident that each deal is apt to produce some totally new situation.

All that will be attempted, therefore, in considering the play, is to offer a few general suggestions that it is believed will be found applicable to a considerable percentage of hands, and that it is hoped will prove useful.

DIFFERENCE BETWEEN PLAY IN AUCTION AND BRIDGE

There is little difference between the play in Auction and Bridge, although in Auction, due to the bidding, all the players have much greater information regarding the strength and weakness of the various hands.

There is one point of variance, however, worthy of consideration:—

In Bridge, the player of the open hand is generally striving for the game as his only object. In Auction, the Declarer has two purposes in view; first, to fulfil his declaration; and second, when the making of the declaration does not in itself secure game, to obtain that also.

Naturally, the opponents of the Declarer play with exactly the opposite idea, their first object being to prevent him from going game, and their second, to keep him from fulfilling his contract.

PLAYING FOR GAME

The Declarer should never take a finesse or make any other play which, if it succeed, gains one or more tricks, but which, if it fail, risks the fulfilment of an otherwise assured contract. Having once made sure of his bid, he should apply a similar rule to the winning of the game. An extra trick counts comparatively little, but the failure to carry out a contract or to capture a game may alter the result of the rubber.

The game is, of course, far more important than the contract, and the Declarer, when he has a reasonable chance of obtaining it, should, if necessary, risk his declaration. On the other hand, his opponents should save the game beyond peradventure, even if by so doing they lose an opportunity to defeat the Declarer.

A couple of examples will show this more clearly than pages of explanation.

Suppose, the score being love, the Declarer, who has bid three Royals, has about exhausted the possibilities of his cards. He has won eight tricks and has the lead in his own hand, with an Ace and Queen of the same suit in the Dummy. One more trick will fulfil his contract, two will give him game. The development of the play has shown that the adversaries will make the rest of the tricks whenever they obtain the lead, and consequently, if he finesse and lose, the eight tricks already taken will be all he will secure, his Ace will "die," and he will be "one down."

He is without information as to the location of the King; neither adversary has declared, and neither has by discard or otherwise in the play given a reliable hint as to the absence or presence of the all-important card.

His duty is plain. By finessing he may lose 27 points and a penalty of 50, 77 in all, but the finesse gives him an even chance to win the game; and whether it be the rubber, with its premium of 250, or merely the first game, but still a most important advance toward the goal, he should take his chance, realizing that the value of the object for which he is striving is far greater than the 77 he may lose.

Under similar conditions, however, if the Trump be Diamonds, the finesse should be refused. It would then take three more tricks to make game, and but two are possible. One completes the contract, and winning the finesse adds only 7 points, less than one-tenth of the 71 placed in jeopardy.

The 21 points in the trick column assured by refusing the finesse are, viewed from a practical standpoint, just as near a game as 28 would be, but 21 makes the bidding for game on the next deal much easier than if the effort to win the extra 7 had resulted in the score remaining at love. In this case, therefore, not only when the chances are equal, but even when unmistakable inferences of declaration and play indicate that the success of the finesse is almost assured, the opportunity should be refused.

"Penny-wise and pound-foolish" aptly characterizes a player who would risk advantage of position and 71 points for the chance of gaining a paltry 7.

PLAY FOR AN EVEN BREAK

The Declarer, in the absence of any positive indication to the contrary, should base his play upon the probability of an even division of the cards. That is, with seven of a suit in his own hand and Dummy, he should play for each of the adversaries to have three; with nine, he should play on the basis that the four missing cards are equally divided. In the long run, playing for the even break will net many tricks, but in a small percentage of instances it will result unfortunately. The case in which the question most frequently arises is when either in Trumps or in the Declarer's strong suit in a No-trump, the two hands hold nine cards headed by Ace, King, Knave. The division between the two hands may be

Ace, King, Knave, X, X and X, X, X, X

Ace, King, X, X, X and Knave, Ten, X, X

Ace, Knave, X, X, X and King, X, X, X

King, Knave, X, X, X and Ace, X, X, X

or any other.

In all these cases the Knave finesse is tempting, but it should be refused, and the Ace and King played with the expectation of an even break which will drop the Queen on the second round. The exceptions to this general rule occur when

(a) The presence of the Queen in either adverse hand has been indicated by some declaration or double.

(b) When one adversary has shown unusual length in some other suit.

In the latter case, it is sometimes wise to play on the assumption that the adversary, very long in another suit, has but one of the suit in question, and consequently to finesse the second round on that basis.

GENERAL PLAY OF THE DECLARER

The Declarer, as soon as the Dummy's cards are spread, should size up the situation, see how many tricks are in sight, what suit or suits it is necessary for him to establish, and what, if any, finesse or finesses he will have to make in order to secure his declaration and his game.

In determining which way to finesse, he should be materially assisted by the bids of his adversaries, and during the play, as situations develop either in his favor or against him, he should be continually figuring on the best method to make his declaration. He should remember that failure to fulfil his contract will not only result in a material loss on the score, but, in the end, may cost the rubber. When the scheme of play he has planned at the start shows signs of becoming unsuccessful, he should, if possible, change it for one more promising.

The Declarer, especially if brought up in the Whist school, should bear in mind that he now has no partner anxiously seeking information regarding the contents of his hand, but that he has two adversaries from whom he should withhold, as long as possible, knowledge of his strength, weakness, aims, and schemes. When any method of play suggests itself which seems more deceptive than another, and yet produces the same result, it should be adopted. False cards should be used whenever possible, as they are less informatory than the conventional lowest of a sequence. The Declarer should worry his opponents in this way whenever the opportunity offers. In playing small cards, the higher should frequently precede the lower, and every means should be used to make it as difficult as possible for the adversaries to place the cards.

DECLARER'S PLAY OF NO-TRUMP

The Declarer will find that he is obliged to use different tactics when playing a No-trump from those he employs when a Trump has been named. In the former case, his main object should be to establish his long suit or suits, and to shut out those of the adversary. When he has the Ace (without any other stopper) of an adverse suit, unless there be some other he fears more, he should refrain from playing the Ace until the third round, or until sure that the partner of the long hand has exhausted his holding of that suit. The reason for this is obvious. If the holder of the long suit can be kept from the lead, the suit will not be made. He may be without a reentry, so it is important that his partner be unable to put him in by leading that suit. In this case, the Declarer should take any doubtful finesse, which he has the opportunity of taking either way, so that, if it lose, the holder of the long suit will not be in the lead.

The Declarer should postpone as long as possible leading a suit of four cards in one hand and three in the other, headed by Ace, King, and Queen, but not the Knave, unless he be afraid of a long, adverse run which will force him to awkward discards. The reason is that, should either of the adversaries be long in that suit, three rounds will establish for him one or more cards which otherwise would not be made good. Leading even two rounds will be a warning not to discard from that suit. It should, therefore, be avoided, except for the purpose of placing a lead, until the other strength of the Declarer is exhausted, or until it becomes evident that, when next he loses the lead, the adversaries will control the situation. Then, and not until then, should he lead such a suit with the realization that, having postponed its establishment as long as possible, he has adopted the most probable method not only of shutting out adverse long cards, but also of making an extra trick for himself.

While the probability of establishing an adverse trick is not nearly so great when the Declarer has four cards of such a suit in each hand, it is still possible, and the method of handling it above advised, when the total holding is seven, should be followed even with eight. A thoughtless Declarer who has nothing to fear from an adverse run will often as soon as he gets in (and before he establishes some suit that demands attention) start with a suit of this character. Such tactics sometimes cost a declaration—sometimes a game; yet the thoughtless one rarely appreciates his folly.

An example may make this more evident:—

DUMMY DECLARER

Spades X, X Ace, Queen, X

Hearts Ace, X, X, X King, Queen, X

Diamonds X, X Ace, Queen, X

Clubs Knave, 9, X, X, X Queen, 10, X, X

The 2 of Spades is opened, and the Declarer wins the first trick with the Queen. He now has assured two Spade, three Heart, and one Diamond tricks, with a chance of one more in both Hearts and Diamonds; six sure and eight possible, without the Clubs. If he establish his Clubs, he can make 3 tricks in that suit, which will insure game.

If he open his Hearts, he may establish one or more for the adversaries and thus give up all chance of the game, as he is at best practically sure to lose two Spades and two Clubs.

It is impossible to gain any advantage by running the four Hearts before the Clubs, even if they all be good; in other words, it is a play which may cost the game and cannot by any possibility gain anything whatever.

When the Declarer holds a suit long in both hands, headed by the three top honors, two in one hand and one in the other, it is wise to win the first trick with one of the honors of the hand which holds two; this is apt to be beneficial in the event of an adversary refusing or having a singleton.

The Declarer, even when he has bid a light No-trump and received little assistance, should play with confidence. His adversaries do not know the flimsy character of his declaration, and will credit him with more powerful cards than he really holds. Even experienced players seem to feel that a No-trump declaration is entitled to greater respect than it deserves when made with the minimum strength which conventionally authorizes it. A clever player will frequently capture the odd with such a declaration, merely because the adversaries do not realize his weakness.

DECLARER'S PLAY OF A SUIT DECLARATION

The Declarer generally has a greater opportunity to display skill in the play of a suit declaration than of a No-trumper. With a suit declared, as soon as the Dummy is placed before him, he must determine which of two plans of campaign it is advisable for him to adopt: that is, he must either lead Trumps until the adversaries have no more, or he must play the ruffing game and make his Trumps separately. The latter is especially advantageous if, with his weaker Trump hand, he can take a trick or tricks that would, of necessity, be lost if he immediately exhausted all the Trumps.

The Declarer, therefore, should first look for a chance to ruff losing cards with his weak hand; when he does not find that opportunity, he should realize that the adversaries will attempt to do some ruffing themselves, and in nine cases out of ten, should exhaust the Trumps.

When the Declarer has a holding which makes him anxious that the Trump lead should come from the other side, and the Dummy contains short Trumps and a short suit (which short suit the Declarer cannot arrange for the Dummy to ruff, either because he has the same number as the Dummy, or because he has winning cards), he can sometimes induce an adverse Trump lead by opening the short suit, thus conveying to his adversaries the impression that he desires to ruff with the short Trumps.

If the Declarer have sufficient Trump length in his weak Trump hand to exhaust the adverse Trump holding, and still remain with sufficient Trumps for all possible ruffs, he should lead Trumps before taking the ruff, so as to avoid any chance of an over-ruff. An obvious case will exemplify this principle:—

The Declarer holds Ace, King, Queen, and one small Trump; the Dummy, four small; the Declarer, King, Queen, and two small Clubs, in which suit the Dummy has Ace and one small. Part of the Declarer's original scheme of play is to have the Dummy ruff his losing Club, yet to lead that suit before three rounds of Trumps would be the height of folly, as a winning card might be ruffed by an adversary or the Dummy over-ruffed.

Managing the Dummy so as to utilize all his small Trumps to the greatest advantage is one of the tests of the skill of the player of the combined hands. A simple example follows: With Hearts Trump, the Dummy puts down one small Club, and three worthless Trumps. The Declarer wins the first trick, has Ace at the head of his long Trumps; also, Ace, King, and two losing Clubs. His play is plain. He should lead his Ace and then a small Club; ruff the latter, lead a Trump from Dummy, and then the remaining losing Club, for Dummy to ruff with his last Trump.

PLAY BY DECLARER'S ADVERSARIES

The adversaries of the Declarer must realize that they are at some disadvantage in the play. The Declarer knows every card in the Dummy, but each of his opponents can at best only guess the holding of his partner. They should, therefore, strive by every means in their power to give each other all possible information.

They should always play the lowest, and (except with Ace, King, and one or more others) lead the highest of a sequence. The only case in which they should withhold information or play a false card is when such action may upset the calculations of the Declarer, and either cannot mislead the partner, or, if it do, will not affect his play. For example, with King, Queen, over an adverse Ace, Knave, 10, a false card is more than justified, as it tempts the Declarer to mould his play for another finesse; so also, in other cases in which the partner is without strength in the suit and his play is, therefore, unimportant, he may be treated as if he were a Dummy.

The advantage of forcing the strong hand is just as great in Auction as in Whist or Bridge, and as a rule it is the best play possible for the adversaries of the Declarer. The only exception is when the Dummy has an established suit and a reentry.

Suppose, for example, with four tricks to play, the Declarer has the last Trump (Hearts), one Club, and two Diamonds. The Dummy has three winning Clubs, and the leader a Diamond and winning Spades. He knows he can force the Declarer's last Trump with a Spade, and generally this would be his wisest play; but the long Clubs in the Dummy show that the usual tactics cannot now be employed, and his only chance is to lead a Diamond hoping that his partner has one or two winners.

It goes without saying that leading a suit the weak adverse hand can trump, and upon which the strong hand can discard, is carrying out a custom most commendable at Christmas, but which at the card-table does not arouse the enthusiasm of the partner.

A player should be most careful not to indicate by some mannerism that his hand is trickless. By pulling a card before it is his turn to play, by apparent lack of interest, or by allowing himself to be wrapped in gloom, he may give the Declarer as much information as if he spread his hand on the table.

THE SIGNAL

One of the best and most serviceable methods of giving information is by using "the signal," which is made by the play of an unnecessarily high card. For example, the Ace and King of a suit are led. The play of the 6 before the 5 constitutes a signal, as the 6 is an unnecessarily high card.

The meaning of this signal is that the maker desires the suit, in which it is made, continued. Playing in ordinary order, lower before higher, shows that the continuation of that suit is not requested. It is the old Trump signal of the game of Whist, which, inasmuch as a demand for a Trump lead is not needed in Auction, has been borrowed and transformed into a request to continue the suit. This signal was first used to mean, "I can ruff the third round," but the absurdity of limiting it to any such meaning soon became apparent, and, as it is now played, it means, "Partner, continue this suit. I have some reason for asking you so to do." The failure to give this signal may mean, "Shift the suit," but does not of necessity do so. It merely says, "Partner, I have no reason for asking you to lead this suit a third time."

This signal is a most important part of Auction tactics. It can be given on either the partner's or the Declarer's lead, should always be used when a continuation of the suit is desired, and should be watched for by the partner with the most painstaking care. The first trick sometimes furnishes this information. For example, the play of the deuce, or of any card which the partner can read as being of necessity the lowest, tells him that either the card is a singleton or that the player is not beginning a signal.

When a player is anxious to place his partner in the lead, the signal may be of the greatest possible value. Suppose, for example, he has two suits from which to choose. In one of these suits he is without strength, but his partner may have the Ace. In the other, he has the Ace himself, and his partner may have the King. If he guess the wrong suit, the Declarer will get in and take the rest of the tricks. By leading his Ace and watching the size of the card his partner plays, he can generally tell what to do. If the lowest card be played, he should shift the suit. In such a situation, if the partner wish the suit continued, and has more than two small cards, he should play the highest so as to emphasize the signal.

THE DISCARD

The discard which in Whist has been the subject of so many controversies, and which, even in Bridge, has created some discussion, does not assume nearly so great importance in Auction. The strength of the various suits having been clearly indicated by the bid, there is not as great opportunity to furnish new information by the discard.

It must not, however, be assumed, merely because the Auction discard is comparatively unimportant, that it is not worthy of consideration. True it is that there is no need to worry over any such complicated systems as strength or rotary discards. They are apt to confuse and produce misunderstandings far more damaging than any possible benefit which results when they work perfectly. The strength discard may compel the playing of a card which, if its suit be established, will win a trick, and the rotary is not always reliable, as the discarder may be void of the "next suit," or unable to discard from it because it is composed of high cards only or of necessary guards for single honors. The "odd-and-even" discard, that is, 3, 5, 7, 9, showing strength, 2, 4, 6, 8, weakness, is very satisfactory when the hands are made to order, but a certain proportion of hands fail to contain an odd card when the discarder desires to announce strength, or an even one when he has extreme weakness. The awkwardness, when using this system, of such a holding as 3, 5, 7, is self-apparent.

All these plans or fads had their innings in Whist, where important information had to be conveyed by the discard, but in Auction, they are about as necessary as pitching a curve to a blind batsman.

The plain, simple, old-fashioned discard from weakness is all that is used or required, provided it be understood that a signal in the discard means a reversal of its ordinary inference. A signal by discard (that is, for example, discarding first a 5, followed by a 2) is generally a showing of strength in that suit, and a most pronounced suggestion, if not an imperative command, that it be led at the first opportunity. The only case in which it is not an evidence of strength is when it shows a desire to ruff. The signal in the discard is most serviceable when the Declarer is playing a long suit, and the partner is in doubt which of the two remaining suits to keep guarded. In this case it may not be a command to lead, but merely a wireless message saying, "I have this suit stopped; you take care of the other."

A signal in a discard to show strength is only necessary when it is not advisable to discard once from each of the other suits, which by inference gives the same information, yet does not shorten the strong suit.

Strength information can often be transmitted by the weakness discard, just as quickly and more simply than by the now generally abandoned strength discard. For example, the discard of the lowest card shows weakness and negatives all possibility of a strength signal, but if the first discard be as high as a 7 or 8, and the partner can read, from the general composition of his hand and the Dummy, that the discarder must hold a lower card in that suit, he gets the information at once.

Regardless of showing his partner strength or weakness, the player has ample opportunity to give evidence of skill in discarding. Too much information should never be given to the Declarer when he is in the lead and controls the situation. There are many hands in which it becomes obvious that all the adversaries of the Declarer can hope to accomplish is the saving of a slam, or the taking of one more trick. The question is not what to tell the partner to lead when he gets in, but how to win a single trick. In such a case, a bluff discard, i.e., showing strength where it does not exist, is sometimes effective, although a keen Declarer is not apt to be easily deceived by any ruse so transparent. One thing to remember under such circumstances, however, is not to help the Declarer by showing weakness, so that he will know which way to finesse. In No-trumps or with the Trumps exhausted, never discard a singleton, or too many cards of a weak suit.

When a suit has been declared, it is unnecessary, by informatory discarding, to repeat the announcement of strength. This principle, just as is the case with other systems of play, is predicated upon the ability of the partner to remember the bids. If, however, he be unable to do so, information by discard will obviously be sowing seed on barren ground, and should be withheld, as the Declarer is the only one who will reap any benefit.

BLOCKING THE DUMMY

When the Declarer is playing a No-trump and the Dummy holds a long suit without reentry, an adversary of the Declarer may have the opportunity, when he has a card stopping that suit, of blocking it and preventing the long cards from making, by holding the winning card until the Declarer has played what is necessarily his last card of the suit.

AVOID OPENING NEW SUITS

The adversaries of the Declarer should avoid opening new suits unless the situation shows it to be necessary. They should remember that when the honors of a suit are evenly divided, opening it is practically sure to cost a trick, and that the starting of any suit, which is not headed by Ace and King, or a three-card sequence, is almost invariably disadvantageous. The lead by the partner has been made with some object, and should, therefore, be returned, except when the holding of the Dummy or some other development renders such action plainly inadvisable.

Shifting suits is about as advantageous as swapping horses while crossing a stream, and the advice to return the partner's suit rather than risk a new one applies with equal force whether a No-trump or suit declaration is being played, but does not refer to the situation in which the partner evidently desires that the suit he has declared be led through strength up to him.

HOW TO RETURN PARTNER'S LEAD

When the original Third Hand returns a suit opened by his partner, he should lead the winning card, if he hold it. If without the best card, when the lead is against a No-trump declaration, it is far more important that a high card should be led through strength, and also that the holder of the length should be accurately advised as to his partner's high cards, than that he should be told the exact number of small ones. Therefore, when playing a No-trumper, the highest card should be returned from either three or two remaining. With four remaining (five originally), the holding may be longer than that of the original leader, and, therefore, the lowest should be led. If the partner be a keen counter of small cards, the next to the lowest is doubtless more informatory and just as advantageous as the lowest. When the original Third Hand returns a suit opened by his partner against a suit declaration, there is some difference of opinion among good players as to whether he should follow the Whist rule, which is the most informatory as to number, and lead the lowest of three remaining, the higher of two; or whether it is unwise to complicate matters by distinguishing between this case and the return when a No-trump is being played. The question is not very important as long as partners understand which convention is being used.

None of these rules applies in the case, readily distinguishable, in which the adverse strength in the suit is in the Dummy, and it is necessary to hold a high card over that hand; the play must then be made to fit the situation, and not according to any hard-and-fast principle.

THE FINESSE

The cards of the Dummy being exposed make it easy for the player sitting back of him to determine when to finesse. As the object of a finesse is to catch a high card on the right, it is folly to finesse against nothing—for example, the leader opens with Knave against a No-trump; the Third Hand has King and others; when the Dummy has the Queen, it is obvious the King should not be played unless the Queen cover the Knave, but when the Dummy holds only worthless cards, the Third Hand should play the King, as, should he finesse against nothing, he would allow the Queen to win. The leader has opened either from Ace, Knave, Ten, or a suit headed by a Knave-Ten combination. In the former case the play of the King insures every trick; in the latter, it helps clear the suit. It, therefore, is an example of the rule not to finesse when the Dummy has nothing.

An apparent exception to this rule occurs when the lead is made in answer to a declaration, or as an evident effort to find the partner's strength. For example, the original Third Hand, with six Hearts headed by King, Ten, and two reentries, has called Hearts. The Declarer is playing a No-trumper, and the opening is the Knave of Hearts. The Dummy is without strength. In that case, the Declarer is marked with both the Ace and Queen of Hearts. The Third Hand should, therefore, play small. The play of the King cannot be of any benefit, and should the Declarer have the Nine, will be most expensive. This really is not a finesse against nothing, but, the position of the winning cards being marked, is merely a conservation of strength.

The same general principle applies in many similar cases; when, however, a small card is led, the Third Hand should not finesse, unless the Dummy contain some high card.

Playing No-trump, the following finesses are advisable over the Dummy:—

WHEN DUMMY HAS FINESSE King Ace, Queen Ace, Knave Ace, Ten

King, Knave Ace, Ten Ace, Nine

King, Ten Ace, Nine

Queen Ace, Knave Ace, Ten King, Knave King, Ten

Knave Ace, Ten King, Ten Queen, Ten

Do not, however, except with a fourchette, finesse against Queen or Knave singly guarded, when it is evident that the Declarer and Dummy hold only four cards of the suit, and the Ace or King is marked with the leader.

When playing No-trump, as a rule do not finesse if so doing will block the partner's suit.



X

SCORING AND SCORE-SHEETS

The score is a very important incident of the game of Auction, and to keep it properly requires considerable care and skill.

The figures frequently run into high numbers on both sides, and when the rubber continues during three hotly contested games, they become quite voluminous.

The score-sheet should be left on the table, and the writing on it should be of such size that it can be seen at a glance. This saves time and trouble, as it relieves the players from the necessity of asking the state of the score.

In some clubs two scores are kept, so that, in the only too probable contingency of a mistake being made, it may invariably be detected. This, however, is unnecessary, and at times confusing. The extra sheet is also apt to prove annoying, because of the space it occupies upon the table. One score is quite sufficient, if it be competently kept, and each entry, as well as the additions, verified.

There are two totally different types of Auction score-sheets. The one which is used in perhaps ninety per cent. of the private games, and, strange as it may seem, in many clubs, has absolutely no excuse for its existence, except that it was the first to be introduced and has the reputation of being universally used in foreign countries. It requires scoring above and below the line, which is a most cumbersome and dilatory proposition. Keeping tally by this method involves, at the end of a rubber, long mathematical problems, which, as the scorer is then in a hurry, frequently result in serious, and at times undiscovered, mistakes.

The modern system adopted in the up-to-date clubs, in which the game has received its most scientific development, and in the highest class of social games, does away with the antiquated methods and exacting mathematical problems of the above- and below-the-line system, by using a form of score-sheet which allows and encourages the scorer to mentally compute simple sums during the progress of the rubber. By the elimination of complicated figuring, it minimizes the opportunity for mistake, and delay at the end of the rubber.

All players are doubtless familiar with the old system of above-and below-the-line scoring, but only three classes now use it:

A. Those who have never had the modern system and its advantages called to their attention.

B. Those who believe that, having once become accustomed to any method, it should never be changed for a better.

C. Those who believe that, because foreign clubs adopt a certain method, we should do the same.

It is probably wasting time to attempt to convert any representative of either B or C, and fortunately for the intelligence of American card players there are comparatively few who deserve to be included in either of these classifications.

Class A, however, comprises the vast majority of Auction players, who have either never had the modern system of scoring called to their attention, or, if they have seen it, have not thoroughly grasped its numerous advantages, and have continued the old method merely because they were more familiar with it and did not perfectly understand the new. It is not putting the matter too strongly to assert that every intelligent scorer, who gives the new plan a thorough test, never returns to the trials and vexations incident to keeping the tally above and below the line.

Sample sheets are appended, showing the up-to-date scoring-blank as it appears at the beginning of the rubber; the same sheet with a rubber scored, the net totals being computed at the end of each game; and also with the same rubber scored, the net totals being computed at the end of each deal. One scorer will prefer to make up his totals at the end of a game, another will elect to compute them at the termination of each deal; but either way the advantages of the score-sheet are apparent.

It goes without saying that any system which allows a player to see at a glance, not only the score of the game, but also the exact status of the rubber, is more advantageous than one which, until some time after the rubber is completed, may leave him in the dark as to whether he is ahead or behind. Some players allow, whether they or their opponents are in the lead upon the total score of the rubber, to affect their declarations and doubles. This practice cannot be enthusiastically commended, but all must admit that for such players the new scoring system is most essential.

It is, however, mainly as a labor- and time-saving device that the new plan is advocated. If any one doubt, let him keep the score of any rubber under the old method while the same rubber is being scored by some one familiar with the advantages of the new. The result is sure to be most convincing. Under the new method, the short sums in addition or subtraction are mentally computed, during the deal of the cards, etc. This occupies waste time only, and at the end of the rubber, leaves a very simple, frequently nothing more than a mental, problem.

It has been estimated that during an evening's play, at least one more rubber can be completed when the scoring is conducted under the new method.

The various score-sheets, all showing the same rubber, follow.

SAMPLE OF THE NEW SCORE-SHEET WITHOUT ANY ENTRY

- OUR SCORE OPPONENTS' SCORE - TRICKS HONORS TOTALS TOTALS TRICKS HONORS =============================================== - - - - - - - - - - - - - - - - - - - -

SAMPLE OF NEW FORM OF SCORE-SHEET SHOWING A RUBBER SCORED WITH NET TOTALS COMPUTED AT END OF EACH GAME

- OUR SCORE OPPONENTS' SCORE - TRICKS HONORS TOTALS TOTALS TRICKS HONORS ======+====+==+==+==+===== 16 32 18 72 -+ + + + + 100 30 -+ + + + + 60 60 268 120 =======+========+========+========+========+======== (148) -+ + + + + 216 266 27 18 -+ + + + + 20 30 414 145 48 52 ======+====+==+==+==+===== (269) 200 -+ + + + + 64 249 100 -+ + + + + 36 518 356 24 32 -+ + + + + 21 56 -+ + + + + 36 36 =======+========+========+========+========+======== (162) -+ + + + + 250 -+ + + + + 412 -+ + + + + -+ + + + + -+ + + + + -+ + + + + -+ + + + + -

The score included in the circle is the net total at the end of each game. It is obtained by subtracting the smaller score from the larger; as, for example, in the first game above, 120 from 268, which leaves a net of 148. If a scorer find it more satisfactory to subtract when the figures are in line, he can always write the smaller amount under the larger; as, for example, the 120 under the 268.

SAMPLE OF NEW FORM OF SCORE-SHEET SHOWING SAME RUBBER SCORED WITH NET TOTALS COMPUTED AT END OF EACH DEAL

- OUR SCORE OPPONENTS' SCORE - TRICKS HONORS TOTALS TOTALS TRICKS HONORS ===================== 16 32 48 - 42 18 72 - 100 28 30 - 60 60 148 =============================================== - ===================== 103 27 18 - 216 319 - 20 30 369 - 269 48 52 =============================================== - ===================== 64 133 200 - 36 69 100 - 13 24 32 - 21 56 90 - 36 36 162 =============================================== 250 - 412 - - - - - -

All figures under the head of totals are net, and show at the end of each deal the exact status of the rubber. It is also possible, when the above method is employed, to further reduce the amount of bookkeeping by making only one entry whenever one pair scores honors and the other a penalty. This method could have been employed above, deal 3 of game 1, by merely entering 70 under "Our Score" Honors, and also in deal 2 of game 3, by entering 64 under "Opponents' Score" Honors.

SAMPLE SHOWING SAME RUBBER SCORED UNDER OLD SYSTEM WITH LONG ADDITIONS AND SUBTRACTION AT END OF RUBBER

- WE THEY -+ - 36 56 36 32 64 100 30 200 216 52 60 18 100 30 32 72 ==========+=========== 16 18 60 -+ 20 27 48 -+ 21 24 36 _ 250 621 _ 1033 621 _ 412 ===========+============

THE SCORE OF THE RUBBERS IS BEST KEPT ON A SHEET OF THE FOLLOWING CHARACTER

SCORE BY RUBBERS - NAMES - - - - - - ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ ------------ TOTAL -

THE FOLLOWING SHOWS HOW THIS SCORE SHOULD BE KEPT

SCORE BY RUBBERS

- NAMES - - - - - - ---------- Smith 2 2 2 3 3 2 ---------- Jones 2 2 6 5 5 6 ---------- Brown 2 5 5 4 6 6 ---------- White 2 1 1 2 X X X X ---------- Green 3 1 1 1 2 ---------- King 3 1 1 3 4 ---------- ---------- ---------- ---------- ---------- ---------- ---------- TOTAL 4 4 8 8 8 8 8 8 9 9 10 10 -

It is always well to total at the end of each rubber and to note the size of the rubber. These precautions make it easy to correct mistakes, should any occur.



XI

THE LAWS

In 1902, some years before Auction had been heard of in the United States, a number of the best-known clubs of New York, Philadelphia, Boston, and other cities were represented at a meeting held in New York for the purpose of drafting a code of Bridge Laws to be used by the clubs of this country. The so-called "American Laws of Bridge" were adopted, and duly published. It was then expected that they would be universally accepted.

In a few months, however, some clubs, including several that had been represented at the meeting, found that certain penalties of the "American Laws" were not popular with their members. One club after another made alterations or adopted its own code, so that the object in calling the meeting, namely, club uniformity, was soon as far as ever from being attained. Gradually, however, the various clubs began to recognize that the Whist Club of New York deserved to be ranked as the most conservative and representative card-playing organization in the United States. They realized that it devoted its attention entirely to card games, and included in its membership not only the most expert players of the metropolis, but also of many other cities. It was but natural, therefore, that the admirable Bridge Code of the Whist Club should be accepted by one club after another, until in the end the desideratum of the drafters of the American Laws was virtually obtained.

When, in 1909-10, Auction, with its irresistible attractions, in an incredibly brief space of time made Bridge in this country a game of the past, the only Auction laws available had been drafted in London by a joint committee of the Portland and Bath Clubs. They were taken from the rules of Bridge, which were altered only when necessary to comply with the requirements of the new game. It is probable that the intent of the members of the Bath-Portland Committee was merely to meet an immediate demand, and that they expected to revise their own code as soon as wider experience with the game demonstrated just what was needed.

Under these circumstances, it was to be expected that the Whist Club of New York would promulgate a code of Auction laws which would be accepted from the Atlantic to the Pacific. The club, however, did not act hastily, and it was not until May, 1910, that it issued its first edition of "The Laws of Auction Bridge." This was amended in 1911, and in 1912 subjected to a most thorough and comprehensive revision.

Until the adoption of a national code by an American congress of Auction players, an event not likely to occur, it is doubtless for the best interest of Auction in this country that the laws of the Whist Club of New York be generally followed. Uniformity is most important; otherwise, players from one city, visiting another, are sure to find local conditions which will, temporarily at least, prove something of a handicap.

When any improvement is suggested, which, after due trial, meets with local favor, it would seem wise that such suggestion, whether it emanate from a club committee or an individual, be forwarded to the Card Committee of the Whist Club of New York. It may be authoritatively stated that all such ideas will be cordially received, thoroughly considered, and, if approved, incorporated in the club code at its next revision.

Appended hereto will be found "The Laws of Auction Bridge" as published by the Whist Club of New York, November, 1912. These laws should be carefully read, if not studied, by every devotee of the game. No matter how familiar a player may have been with the old laws, he will find an examination of the new to be advisable, as the changes are both numerous and important. If it has not been his practice to keep in touch with Auction legislation, he should realize that a close acquaintance with the code which governs the game he is playing will prove most beneficial.

As the laws speak for themselves, it is not necessary to explain them, or even to point out the various alterations. The wording in many cases has been materially changed, in order to clarify and simplify. Some penalties that seemed too severe have been reduced, and certain modifications have been made which appear to be in the line of modern thought. Special attention is called to the elimination of the law which prevented consultation as to the enforcement of a penalty, and also of the law which provided that when a wrong penalty was claimed, none could be enforced. The laws referring to cards exposed after the completion of the deal, and before the beginning of the play, have been materially changed, and the law covering insufficient and impossible declarations has been altered and redrafted. A point worthy of special attention is Law 52 of the Revised Code. It covers the case, which occurs with some frequency, of a player making an insufficient bid and correcting it before action is taken by any other player. Under the old rule, a declaration once made could not be altered, but now when the player corrects himself, as, for example, "Two Hearts—I mean three Hearts"; or "Two Spades—I should say, two Royals," the proper declaration is allowed without penalty.

The laws follow.

THE LAWS OF AUCTION BRIDGE

THE RUBBER

1. The partners first winning two games win the rubber. If the first two games decide the rubber, a third is not played.

SCORING

2. A game consists of thirty points obtained by tricks alone, exclusive of any points counted for honors, chicane, slam, little slam, bonus or undertricks.

3. Every deal is played out, and any points in excess of the thirty necessary for the game are counted.

4. When the declarer wins the number of tricks bid, each one above six counts towards the game: two points when spades are trumps, six when clubs are trumps, seven when diamonds are trumps, eight when hearts are trumps, nine when royal spades are trumps and ten when there are no trumps.

5. Honors are ace, king, queen, knave and ten of the trump suit; or the aces when no trump is declared.

6. Honors are credited in the honor column to the original holders, being valued as follows:—

When a Trump is Declared.

3 honors held between partners equal value of 2 tricks. 4 " " " " " " " 4 " 5 " " " " " " " 5 " 4 " " in 1 hand " " " 8 " 4 " " " 1 " {5th in " " " 9 " 5 " " " 1 " {partner's hand " " 10 "

When no Trump is Declared.

3 aces held between partners count 30 4 " " " " " 40 4 " " in one hand " 100

7. Slam is made when seven by cards is scored by either side, independently of tricks taken as penalty for the revoke; it adds forty points to the honor count.[24]

[24] Law 84 prohibits the revoking side from scoring slam or little slam.

8. Little slam is made when six by cards is similarly scored; it adds twenty points to the honor count.[25]

[25] Law 84 prohibits the revoking side from scoring slam or little slam.

9. Chicane (one hand void of trumps) is equal in value to simple honors, i.e., if the partners, one of whom has chicane, score honors, it adds the value of three honors to their honor score; if the adversaries score honors it deducts that value from theirs. Double chicane (both hands void of trumps) is equal in value to four honors, and that value must be deducted from the honor score of the adversaries.

10. The value of honors, slam, little slam or chicane, is not affected by doubling or redoubling.

11. At the conclusion of a rubber the trick and honor scores of each side are added, and two hundred and fifty points added to the score of the winners. The difference between the completed scores is the number of points of the rubber.

12. A proven error in the honor score may be corrected at any time before the score of the rubber has been made up and agreed upon.

13. A proven error in the trick score may be corrected prior to the conclusion of the game in which it occurred. Such game shall not be considered concluded until a declaration has been made in the following game, or if it be the final game of the rubber, until the score has been made up and agreed upon.

CUTTING

14. In cutting, the ace is the lowest card; as between cards of otherwise equal value, the lowest is the heart, next the diamond, next the club, and highest the spade.

15. Every player must cut from the same pack.

16. Should a player expose more than one card, the highest is his cut.

FORMING TABLES

17. The prior right of playing is with those first in the room. If there are more than four candidates of equal standing, the privilege of playing is decided by cutting. The four who cut the lowest cards play first.

18. After the table is formed the players cut to decide upon partners, the two lower playing against the two higher. The lowest is the dealer who has choice of cards and seats, and who, having made his selection, must abide by it.

19. Six players constitute a complete table.

20. The right to succeed any player who may retire is acquired by announcing the desire to do so, and such announcement shall constitute a prior right to the first vacancy.

CUTTING OUT

21. If, at the end of a rubber, admission is claimed by one or two candidates, the player or players having played the greatest number of consecutive rubbers shall withdraw; but when all have played the same number, they must cut to decide upon the outgoers; the highest are out.[26]

[26] See Law 14 as to value of cards in cutting.

RIGHT OF ENTRY

22. A candidate desiring to enter a table must declare his intention before any player at the table cuts a card, whether for the purpose of beginning a new rubber or of cutting out.

23. In the formation of new tables candidates who have not played at any existing table have the prior right of entry. Others decide their right to admission by cutting.

24. When one or more players belonging to an existing table aid in making up a new one he or they shall be the last to cut out.

25. A player who cuts into one table, while belonging to another, forfeits his prior right of reentry into the latter, unless he has helped to form a new table. In this event he may signify his intention of returning to his original table when his place at the new one can be filled.

26. Should any player leave a table during the progress of a rubber, he may, with the consent of the three others, appoint a substitute to play during his absence; but such appointment shall become void upon the conclusion of the rubber, and shall not in any way affect the substitute's rights.

27. If any player break up a table the others have a prior right elsewhere.

SHUFFLING

28. The pack must not be shuffled below the table nor so that the face of any card may be seen.

29. The dealer's partner must collect the cards from the preceding deal and has the right to shuffle first. Each player has the right to shuffle subsequently. The dealer has the right to shuffle last; but, should a card or cards be seen during his shuffling, or while giving the pack to be cut, he must re-shuffle.

30. After shuffling, the cards properly collected must be placed face downward to the left of the next dealer, where they must remain untouched until the play with the other pack is finished.

THE DEAL

31. Each player deals in his turn; the order of dealing is to the left.

32. The player on the dealer's right cuts the pack, and in dividing it he must leave not fewer than four cards in each packet; if in cutting or in replacing one of the two packets a card is exposed, or if there is any confusion or doubt as to the exact place in which the pack was divided, there must be a fresh cut.

33. When the player whose duty it is to cut has once separated the pack, he can neither re-shuffle nor re-cut, except as provided in Law 32.

34. Should the dealer shuffle the cards after the cut, the pack must be cut again.

35. The fifty-two cards shall be dealt face downward. The deal is not completed until the last card has been dealt.

36. In the event of a misdeal the cards must be dealt again by the same player.

A NEW DEAL

37. There must be a new deal—

a If the cards are not dealt into four packets, one at a time and in regular rotation, beginning at the dealer's left.

b If, during a deal, or during the play, the pack is proven incorrect or imperfect.

c If any card is faced in the pack or is exposed during the deal on, above or below the table.

d If any player has dealt to him a greater number of cards than thirteen, whether discovered before or during the play.

e If the dealer deal two cards at once and then deal a third before correcting the error.

f If the dealer omit to have the pack cut and either adversary calls attention to the fact prior to the completion of the deal and before either adversary has looked at any of his cards.

g If the last card does not come in its regular order to the dealer.

38. Should three players have their right number of cards, the fourth, less, and not discover such deficiency until he has played, the deal stands; he, not being dummy, is answerable for any established revoke he may have made as if the missing card or cards had been in his hand. Any player may search the other pack for it or them.

39. If, during the play, a pack be proven incorrect, such proof renders the current deal void but does not affect any prior score. (See Law 37 b.) If during or at the conclusion of the play one player be found to hold more than the proper number of cards and another have an equal number less, the deal is void.

40. A player dealing out of turn or with the adversaries' cards may be corrected before the last card is dealt, otherwise the deal must stand, and the game proceed as if the deal had been correct, the player to his left dealing the next hand. A player who has looked at any of his cards may not correct such deal, nor may his partner.

41. A player can neither cut, shuffle nor deal for his partner without the permission of his adversaries.

DECLARING TRUMPS

42. The dealer, having examined his hand, must declare to win at least one odd trick, either with a declared suit, or at "no trumps."

43. After the dealer has made his declaration, each player in turn, commencing with the player on the dealer's left, has the right to pass, to make a higher declaration, to double the last declaration made, or to redouble a declaration which has been doubled, subject to the provisions of Law 54.

44. A declaration of a greater number of tricks in a suit of lower value, which equals the last declaration in value of points, shall be considered a higher declaration—e.g., a declaration of "Three Spades" is a higher declaration than "One Club."

45. A player in his turn may overbid the previous adverse declaration any number of times, and may also overbid his partner, but he cannot overbid his own declaration which has been passed by the three others.

46. The player who makes the final declaration shall play the combined hands of himself and his partner (the latter becoming dummy), unless the winning suit was first bid by the partner, in which case he, no matter what bids have intervened shall play the hand.

47. When the player of the two hands (hereinafter termed "the declarer") wins at least as many tricks as he declared, he scores the full value of the tricks won (see Laws 4 and 6). When he fails, neither the declarer nor his adversaries score anything towards the game, but his adversaries score in the honor column fifty points for each under-trick—i.e., each trick short of the number declared; or, if the declaration has been doubled, or redoubled, one hundred or two hundred respectively for each such trick.

48. The loss on the original declaration by the dealer of "One Spade" is limited to one hundred points whether doubled or not, unless redoubled. Honors are scored as held.

49. If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow the declaration so made to stand, in which case the bidding shall continue as if the declaration had been in order.

50. If a player make an insufficient or impossible declaration either adversary may demand that it be penalized, provided such demand be made before an adversary has passed, doubled or declared. In case of an insufficient declaration the penalty is that the declarer must make his bid sufficient and his partner is debarred from making any further declaration unless an adversary subsequently bids or doubles. In case of an impossible declaration the penalty is that the declarer is considered to have bid to take all the tricks and his partner cannot further declare unless an adversary subsequently bids or doubles. Either adversary, instead of accepting the impossible declaration, may demand a new deal or may treat his own or his partner's last previous declaration as final.

51. If, after the final declaration has been made, an adversary of the declarer give his partner any information as to any previous declaration, whether made by himself or an adversary, the declarer may call a lead from the adversary whose next turn it is to lead; but a player is entitled to inquire, at any time during the play of the hand, what was the final declaration.

52. A declaration legitimately made cannot be altered after the next player has passed, declared or doubled. Prior to such action by the next player, a declaration inadvertently made may be corrected.

DOUBLING AND REDOUBLING

53. The effect of doubling and redoubling is that the value of each trick over six is doubled or quadrupled, as provided in Law 4; but it does not alter the value of a declaration—e.g., a declaration of "Three Clubs" is higher than "Two Royal Spades" even if the "Royal Spade" declaration has been doubled.

54. Any declaration can be doubled and redoubled once, but not more; a player cannot double his partner's declaration, nor redouble his partner's double, but he may redouble a declaration of his partner which has been doubled by an adversary.

55. The act of doubling, or redoubling, reopens the bidding. When a declaration has been doubled or redoubled, any player, including the declarer or his partner, can in his proper turn make a further declaration of higher value.

56. When a player whose declaration has been doubled wins the declared number of tricks, he scores a bonus of fifty points in the honor column, and a further fifty points for each additional trick. If he or his partner has redoubled, the bonus is doubled.

57. If a player double out of turn, either adversary may demand a new deal.

58. When the final declaration has been made the play shall begin, and the player on the left of the declarer shall lead.

DUMMY

59. As soon as the player to the left of the declarer has led, the declarer's partner shall place his cards face upward on the table, and the duty of playing the cards from that hand shall devolve upon the declarer.

60. Before placing his cards upon the table the declarer's partner has all the rights of a player, but after so doing takes no part whatever in the play, except that he has the right:—

a To ask the declarer whether he has any of a suit in which he has renounced;

b To call the declarer's attention to the fact that too many or too few cards have been played to a trick;

c To correct the claim of either adversary to a penalty to which the latter is not entitled;

d To call attention to the fact that a trick has been erroneously taken by either side;

e To participate in the discussion of any disputed question of fact after it has arisen between the declarer and either adversary;

f To correct an erroneous score.

61. Should the declarer's partner call attention to any other incident of the play in consequence of which any penalty might have been exacted, the declarer is precluded from exacting such penalty.

62. If the declarer's partner, by touching a card or otherwise, suggest the play of a card from dummy, either adversary may call upon the declarer to play or not play the card suggested.

63. Dummy is not liable to the penalty for a revoke; if he revoke and the error be not discovered until the trick is turned and quitted, whether by the rightful winners or not, the trick must stand.

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