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of doubling, i.e. of doubling the value of the trick score. The trick scores will be set out in detail when we come to scoring. The leader (player to the dealer's left) has the first option. If, in his opinion, his hand justifies such a measure, he says, “I double. If not, he passes the option to his partner. This he does by saying, “May I play?' which being interpreted means, ‘Do you wish to double?' If either of the non-dealer's side doubles, the player who originally made the trump or no 'trump has the option of redoubling. If this player declines, the question, “May I play ?' should be addressed to his partner, who then has the option. Redoubling once has the effect of quadrupling the trick score.

Redoubling may go on indefinitely, but when in the hands of two reckless or obstinate players it may have the consequence of landing the table in amounts never contemplated at the beginning, assuming there to be a stake on the game. It is suggested that, in domestic play, it should be limited to doubling and redoubling once. Club etiquette does not allow redoubling beyond a hundred points, i.e. beyond making this the value of a trick.

If to the question, “May I play ?' the leader's partner answers 'Yes,' there is no doubling. And similarly if, after doubling, the adversaries express themselves satisfied, the play of the hand commences.

The leader leads & card, and after that the dealer's partner places his hand face upwards on the table, and the rest of the hand is played as at dummy, the dealer taking dummy. As every trick above six scores, whether the game is won or not, all hands have to be played out to the end. The laws are much the same as those of dummy whist, the main exception being that the dealer is liable to no penalty for leading out of turn or from the wrong hand.

The dealer's partner may not make any suggestion as to the play. He may, however, perform the mechanical function of pushing forward the card named by the dealer to be led or played to a trick ; and, if the dealer does not follow suit, his partner may ask whether he has any of the suit led, in order to

, save a revoke.

At the end of the hand, the score for tricks is entered on a scoring block, and also the scores for honours and other extras. These, however, must be kept separate from the trick scores.

6

a

A game consists of thirty points won by tricks only. Anything in excess of thirty is also counted, but it merely increases the trick score.

A rubber consists of the best of three games. If the first and second games are won by the same players, the third is not played. If three games are played, the value of the losers' game is deducted from that of the winners. It is possible that the winners of the rubber may lose in points. In that case, of course, the subtraction of the winners' score is made from the losers'.

The details of scoring, which are rather complicated, hare now to be explained. When no trump is declared, each trick above six counts twelve. The aces are called, or rather miscalled, honours. Three aces held in one hand, or by two partners, reckon thirty; four aces held conjointly reckon forty; four aces in one hand reckon a hundred.

When a trump is declared, the value of the tricks depends on the suit. If spades are trumps, each trick above six counts two; if clubs are trumps, each trick above six counts four; in the diamond suit, each trick above six counts six; and in the heart suit, eight.

Honours are ace, king, queen, knave, and ten of the trump suit. Three honours held in one hand, or by two partners, reckon twice the value of the trump suit trick (e.g., in spades, four; in clubs, eight; in diamonds, twelve; in hearts, sixteen). Four honours held by two partners reckon four times the value of a suit trick; four honours in one hand, eight times the value of a suit trick; five honours, three in one hand and two in partner's, five times the value of a suit trick ; five honours, four in one hand and one in partner's, nine times the value of a suit trick; five honours in one hand, ten times the value of a suit trick. The

a trick and honour scores are shown in tabular form on the next page.

In addition to these, if a player holds no trump (called chicane), be scores the same as though he held three honours.

And if a player and his partner make all thirteen tricks (called grand slam), they reckon forty; if they make twelve tricks (called little slam), they reckon twenty. Tricks taken in satisfaction of a revoke penalty do not reckon towards a slam.

The winners of a rubber add a hundred points to their score.

It should be borne in mind that doubling only affects the trick score.

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30

The simplest way of illustrating the mode of scoring will be
to play an imaginary rubber.
A, Y, B, Z are the players. They sit round the table in

this order, A being the original leader ;
A, B | Y, Z

Y, second hand; B, third hand; Z,
HONOURS

dealer.

The first hand Z declares hearts.

He wins two by cards, 16 [see (a) in 72 (m) scoring block], and scores 16 (6) for

three honours. (j) 60 8

It is now A's deal. He has a very (1)

poor hand, and leaves the declaration TRICKS to his partner. B also has a weak band, 16 (a) so, in hopes of losing as little as possible,

he makes it spades. Y doubles spades. (9)

(e)

Y, Z win four by cards, 8 X 2=16 (C), and 100 (n)

score four honours held conjointly, 8 (d).
116 314

Y, Z win the game. To signify this,
a line is drawn under the trick score.

Y now deals, and leaves it to his

20

16

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a

36

16 12 32

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116
198

partner. Z declares no trump. Y, Z only win the odd triek, 12 (e), and score three honours, 30 (f).

B deals himself a crushing hand in diamonds, and, having declared, wins six by cards, 36 (9) with a little assistance from dummy. He also scores 20 (h) for little slam, and 60 (1) for five honours in his own hand. One adversary has chicane (k). One game all.

To shorten the illustration let us now suppose Z deals himself a very good hand in hearts. He wins four by cards, 32 (1), and holds four honours and his partner one, 72 (m).

Y, Z win the rubber, 100 (n).

The scores are now added up, and that of the losers de ducted. Y, Z win 198 points (see scoring block).

It cannot be denied that the figures sometimes run high, and the question arises how, if a stake is played for, to reduce them so as to render the amounts won or lost suitable for the domestic circle. This is most readily done by striking off the unit figure; but if the unit figure is more than five, one is added to the teps figure. In the above case, on this system, Y and Z each win a rubber of 20.

A rubber at bridge averages 170 points—with the unit figure struck off, 17 points. Hence, those who are accustomed to play silver threepennies at whist would find penny points at bridge about an equivalent on the above plan.

A few remarks on the elementary tactics of the game may prove acceptable.

The advantage to the dealer of declaring, and of seeing his partner's cards, is so considerable, that a bold dash should be made for a big score, or for the game. With three aces, and a poor hand in other respects, it is advisable for the dealer to declare sans atout. Failing three aces, but with a good heart suit, and a probability of four tricks in hand, hearts should be declared. Partners' cards on the average are good for three tricks; so, even if the prospect of a great score is not realised, there is still a good chance of winning the odd trick.

A diamond declaration should only be made when the dealer has such cards that he can see his way to two or three by tricks, if his partner's hand turns out to be average.

Not being strong enough to make sans atout or a red suit, the dealer should pass.

If the dealer passes, his partner is in a position of defence, unless he has unusually strong cards. To declare sans atout on

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three aces is dangerous, unless the aces are well guarded; exposed unguarded aces can be cheaply forced out. To declare hearts, the dealer's partner should have the probability of five tricks in hand, as the dealer has intimated, by passing, that he cannot help much in the heart suit.

Failing sufficient strength to declare sans atout or hearts, the dealer's partner, with a fairly good hand, should declare his best suit. If he holds but poor cards he has no alternative but to fall back on spades, in order to keep the losses down to the minimum.

Hitherto the score of love-all has been assumed. As the trick scores advance the determination of the declarants becomes too complicated for elementary treatment. Attention to the trick score when declaring is most important. As a general rule, if well ahead in the trick score, safe declarations are to be preferred with moderate hands; if behind in the trick score, risky declarations are permissible.

The declaration being made (and doubled or not, as the case may be), the play of the hand commences.

The card first led should be from the strong suit, as at whist, of course avoiding a lead up to the declared trump suit.

The cards of the second hand are now laid face upwards on the table, and in consequence of this exposure the ordinary rules of whist become much modified. Detailed instructions would be out of place in a short paper of this description; it may be assumed that everyone knows the old-fashioned dummy formula, lead through the strong suit and up to the weak.

Dummy's adversaries should not hesitate to force each other, even though weak in trumps, and when such play might not be deemed sound at ordinary whist. When the dealer has declared trumps, he is presumably strong; so, if there is a chance of making a small trump against him it should be accepted.

Again, discarding by no means follows the rules of whist proper, as it may be necessary to keep guards to the strong suit of the exposed hand. Also, the original leader may want to keep a card of dummy's strong suit to lead through; and the leader's partner may want to keep a card of dummy's weak suit to lead up. Hence the discard often becomes very confusing, especially to players who are accustomed to whist discards.

The foregoing remarks on forcing and discarding illustrate important points in which bridge play differs materially from that of ordinary whist. 'CAVENDISH.'

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