Hoyle's Games Modernized - Part 26
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Part 26

Before perusing the following general remarks, the reader should study the Club code of Laws, which will be found at the end of this chapter, and which contains full particulars as to naming the trump suit, doubling and re-doubling, revoke penalty, mode of reckoning up points, &c.

THE SCORE IN ACTUAL PRACTICE.

This is usually kept upon a scoring block, ruled as shown upon the following page. Each column is intended to receive the score of one rubber.

It will be observed that the column is divided midway by a horizontal line.

The portion below this is for recording the value of the tricks won; the portion above for the scoring of honours and the other subsidiary elements affecting the ultimate value of the rubber.

A practical example will best ill.u.s.trate the working of the plan. A and B, we will suppose, are playing against C and D. Diamonds have been declared to be trumps, and A and B have won in the first deal nine tricks. The value of each trick, when diamonds are trumps, being 6 points, A and B score in their own column, immediately below the central line, 18. They have also together held four honours, value in diamonds, 24. They accordingly mark 24 above the line.

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BRIDGE SCORING BLOCK.

+------------+------------+------------+------------+

A. B.

C. D.

+------------+------------+------------+------------+

HON

OURS

--

8

--

100

16

--

+------------+------------+------------+------------+

--

16

--

30

24

--

+============+============+============+============+

TRI

CKS

18

--

--

24

16

--

+------------+------------+

4

--

24

--

2

--

+------------+------------+

104

178

100

+------------+

204

178

+------------+

26

+------------+------------+------------+------------+

NOTE.--Scoring Blocks of this pattern, but usually of larger size, are issued by all card-making stationers at low prices.

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The next deal is played _sans atout_. C and D are the winners by two tricks, and between them hold three aces. The value of the two tricks is 24, which is scored below the line, and the value of the three aces 30, which is scored above the line.

In the third deal, hearts are trumps. A and B win two tricks, value 16 points. This, added to their previous 18, makes them 32, and therefore gives them the game. But C and D hold three honours, value in hearts 16: these they score above their previous 30. The points are not yet added up, but a pencil line is drawn above and below the scores of both parties, to indicate that they represent a completed game.

In the next deal, clubs are trumps. A and B win the odd trick, value 4 points. They have also four honours (divided), value in clubs 16.

The next hand is played _sans atout_. A and B win two tricks, value 24, but D holds four aces, value 100.

In the next hand, spades are trumps, and A and B make the odd trick, value 2 points. This makes them game, giving them the rubber as well, but C and D hold between them four honours, value in spades 8, which number is accordingly placed to their credit.

We are now in a position to a.s.sess the value of the rubber. Each column is added up. The total of A and B's score is 104, while that of C and D is 178. But the 100 points for the rubber have yet to be taken into consideration. These are accordingly added to the score of A and B, bringing it up to 204. From this total is deducted the 178 standing to the credit of C and D, and the difference, {227} 26, is the number of points by which A and B are the gainers.

As the points at Bridge frequently run into high figures, it is as well to keep their individual value small, or a loser may find himself let in for an amount which he had not intended risking.

HINTS FOR PLAY.

So far as the science of the game is concerned, the main point, in so far as it differs from Whist, is to be able to judge correctly what suit should be made trumps; whether to play without trumps; or, lastly, whether to pa.s.s the option to one's partner. Hands are, of course, capable of almost infinite variety, and it is difficult to lay down rules which shall govern all cases. The novice may, however, safely take to heart the following maxims:--

1. Holding four aces, the dealer plays _sans atout_, inasmuch as he thereby secures four certain tricks, besides one hundred for his aces.

2. Holding three aces, he should do likewise, unless he has a strong red suit, giving a.s.surance of a high score without risk, while the No-trump call involves dangerous weakness in one suit. In this case, the strong red suit should be declared.

3. Early in the game, if he cannot safely declare No-trumps or a red suit, and is not exceptionally strong in clubs, he should pa.s.s the option to his partner.

4. When the score of the dealer and his partner is approaching game, if the dealer can make game a certainty by declaring a black suit trumps, he should usually do so. {228}

For more detailed advice as to Bridge tactics, the reader may be referred to two handy little works by W. Dalton, ent.i.tled _Bridge at a Glance_ and _Bridge Abridged_, published by Messrs. De la Rue & Co. By the courtesy of these gentlemen, we are enabled to reprint the authoritative Laws of the game, as revised by a joint committee of the Portland and Turf Clubs. It will be observed that they follow very closely the Laws of Whist; but the special features of Bridge have been minutely considered and provided for, and a careful study of the Laws will form the best possible introduction to a knowledge of the game.

THE LAWS OF BRIDGE (1904).

(Reprinted, by permission, _verbatim_ from the Club Code.)

THE RUBBER.

1. The Rubber is the best of three games. If the first two games be won by the same players, the third game is not played.

SCORING.

2. A game consists of thirty points obtained by tricks alone, exclusive of any points counted for Honours, Chicane, Or Slam.

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

4. 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.

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5. Honours consist of ace, king, queen, knave, and ten of the trump suit.

When there are no trumps they consist of the four aces.

6. Honours in trumps are thus reckoned:

If a player and his partner conjointly hold--

I. The five honours of the trump suit, they score for honours five times the value of the trump suit trick.

II. Any four honours of the trump suit, they score for honours four times the value of the trump suit trick.

III. Any three honours of the trump suit, they score for honours twice the value of the trump suit trick.

If a player in his own hand holds--

I. The five honours of the trump suit, he and his partner score for honours ten times the value of the trump suit trick.

II. Any four honours of the trump suit, they score for honours eight times the value of the trump suit trick. In this last case, if the player's partner holds the fifth honour, they also score for honours the single value of the trump suit trick.

The value of the trump suit trick referred to in this Law is its original value, _e.g._ two points in spades and six points in diamonds; and the value of honours is in no way affected by any doubling or re-doubling that may take place under Laws 53 to 56.

7. HONOURS, when there are no trumps, are thus reckoned:

If a player and his partner conjointly hold--

I. The four aces, they score for honours forty points.

II. Any three aces, they score for honours thirty points.

If a player in his own hand holds--