Bridge; its Principles and Rules of Play - Part 3
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Part 3

When 0 to 24 on the first game.

Having lost the first and 0 on the second game.

When 0 on the rubber game.

The dealer should NOT declare clubs Unless his score is 18 or more points, and the hand strong enough to win the game.

The dealer should NOT declare spades Unless his score is 24 or more points, and the hand strong enough to win the game.

Pa.s.sED MAKES

The dummy hand, in declaring the trump, should keep in mind the rules suggested for the dealer, and, at the same time, be governed in his choice by the state of the score, by the general strength of his hand, and by the dealer's acknowledged weakness. When the make has been pa.s.sed, one must infer that the dealer has not a strong hand, neither has he much strength in the red suits. While the latter inference may be doubtful, the dealer often pa.s.sing a fair diamond hand, it is dangerous to declare no-trump without protection in the red suits, and the declaration may result in a disastrous loss.

The following suggestions may prove useful:

The fact that your hand is exposed gives the adversaries an opportunity to take advantage of its weak points.

A no-trump make that is weak in the red suits, unless justified by the score, is unsound.

A no-trump make that is weak in Hearts is liable to be doubled.

When a game ahead be conservative. When a game behind be bold.

Endeavour to prevent the adversaries from winning the first game on your deal. When the adversaries have won a game and have the first deal on the second, they hold an advantage you will find most difficult to overcome.

If your hand is worth less than four tricks don't make the trump red.

If your hand is worth less than four tricks make the trump to lose as little as possible.

EXAMPLES OF ORIGINAL MAKES

NO-TRUMPERS WITH 3 ACES.

[C] [D] [S] [H]

A 10 5 3 A J 9 K 8 A 10 6 5 A K Q 10 6 4 2 A J 6 5 3 A 8 5 4 A 8 3 A 3 2 A 9 7 5

WITH 2 ACES AND 2 GUARDED SUITS.

[C] [D] [S] [H]

A K K Q J 8 4 K 9 5 A 8 3 A 7 6 3 K J x Q J 3 A 10 9 K Q 10 5 4 A K 5 4 A 8 7 4 A K Q A 9 Q 9 7 6 5 Q 10 8 A 10 3 Q 10 5 3 A 9 6 Q 9 6 Q J 10 9 A 7 J 10 8 6 A 10 2

WITH 2 ACES AND 1 PROTECTION.

[C] [D] [S] [H]

K J 8 7 5 J 3 A 6 A K 9 6 A 9 8 A 8 6 K J 4 3 8 5 4 A Q 7 K J 10 4 Q 5 A Q J 5 A K J 8 A Q Q 9 7 6 10 4 2 A 9 6 10 4 K 10 8 6 A J 6 2 A J 4 9 5 A 10 2 Q 10 9 6 5 A 10 8 6 5 A Q 3 8 Q J 10 4

WITH 1 ACE AND 3 PROTECTIONS.

[C] [D] [S] [H]

A 5 4 K 8 K Q 9 8 4 K Q 3 Q J 3 A 3 2 K 7 6 5 K 10 4 A 10 4 A J 10 Q J 3 K 9 8 7 Q 9 6 K J 8 A K 8 J 10 8 4 A Q 5 Q 7 4 K 9 5 3 Q 10 9

DOUBTFUL NO-TRUMPERS.

[C] [D] [S] [H]

J 9 7 3 A 10 9 4 J 5 A 9 6 10 6 A Q 5 A 10 7 2 J 10 8 3 10 5 A Q 6 4 J 8 6 A K 9 6 A J 5 3 K 8 2 8 6 K Q 7 2 9 A J 10 Q 10 8 6 4 K J 8 6 8 10 9 A K Q 9 7 6 4 K 10 4 A K Q 9 5 ---- J 10 5 3 Q 10 8 6

HEARTS, NOT "NO-TRUMPS."

[C] [D] [S] [H]

K Q 10 5 4 A K Q 2 A 5 4 3 A K Q 8 6 Q A Q 5 A K Q 4 A K J 9 K J 8 5 3 Q Q J 8 Q J 10 9 7 6 A 7 6 A A 5 3 A Q J 9 7 A J 9 8 6 K x Q A K 10 9 6 A 8 7 6 5 4 K 9 K J 10 7 2 A 8 6 Q 8 4 K 10

BAD "RED" MAKES.

[C] [D] [S] [H]

8 6 9 8 7 J 5 4 J 10 7 6 5 10 9 5 3 10 6 5 4 3 A K Q 4 Q 7 5 J 10 2 6 2 J 8 6 4 3 6 4 3 K 10 7 6 3 8 6 J 9 7 9 4 3 6 2 9 8 7 Q 10 7 5 4 Q 6 3 10 7 3 6 4 2 K Q J 7

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 x " " " " 3 "