^•,. /«•.»> .4',,-'^^"' ^^^ JSi^^ *^. Wa^ j»^ :^3 A.R.METCALFEi im Book._.H3':E^ Copght)^" CPnfRIGHT DEPOSIT. Bridge that Wins BY A. R. METCALFE \\ With Thirty Illustrative Deals 3 3 O 3 3 '3» CHICAGO J. N. HATHAWAY 156 WABASH AVENUE 1 1905 •^-— ^HWlMHHWSHHl ^' \'U~' ^^ ■i'^ LIBRARY of CONGRESS Two Copies riec« o m 30 DUMMY 4k 8 6 4 1|P 4. 2 4k8 6 2 '^ K Q J lO 3 Score, love all. 4^ A J 9 5 2 ^ J 5 3 4k K J lO ^82 Dealer declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ♦ k ♦ 2 ♦ s V3 94 ♦ a ♦,o V2 ♦ 3 ♦ q 2* 8* 6* Va 3* ¥'o ,04 A* 9* 7* ^^ A4 J* Dealer won the odd trick only. BRIDGB XHAT wins. 49 DEAL NO. 2 NOT TAKING THE LAST ROUND OF AN ESTABLISHED SUIT. 7 5 K 8 5 4l K Q 5 4 ^ Q 8 4 2 $ 4|^ J 9 4 3 DEALER A Q lo 2 fP A J 6 r z > ▼ Q lO 9 2 4k lO 7 2 O D CL n 3 A 9 8 ^ A lO 6 DUMMY ♦ 9 7 5 3 ▲ A K 8 6 fP 7 4 3 Score, love all. Dealer j 4l A J 6 3 ^ K J )assed and dun: imy declared no trump TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 V2 8* ♦s ♦ 7 ¥q ¥4. A* ¥a 2* 7* 10* ▼ 6 ♦a ♦10 ¥5 ¥k 4* •J 4k 3* ♦ k ¥7 ♦2 ¥8 ♦:♦ ♦s ♦q ♦9 Q4k a4 Dealer scored 24 by cards. 50 BRIDGE THAT WINS. DEAL NO. 3 REFUSAL TO RUFF. ^ A J 10 5 3 ^ K J 10 5 2 *3 4 Q 10 ^9872 DEALER ♦ •< ^984 r z > ^073 4l K 6 5 4 D 4k A Q J 10 3 474 DUMMY ^ K J 9 3 i (jk064. VA6 ♦ 9 7 2 4 A 8 6 5 2 Score 8-12. Dealer decla red hearts. ' TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 A* 2* ¥A 5* 2* 3* 5L5 J* V3 10* ¥7 3* ♦ 3 ^5 34 ¥-• A^ ♦ A ^6 ♦ 2 ^4 Dealer scored 24 by cards. BRIDGE THAT WINS. 51 DEAL NO. 4 UNWISE DOUBLING. 4j^ lO 7 6 4- ^ K J 9 ♦ Q J 7 ^ A 9 4< ^AQIOS 64-3 4il 8 3 ^ Q lO 8 DEALER DUMMY ^752 4k A K 10 9 5 ^ K J 7 6 4|^AKQJ953 M None ^532 No trump declared by Dummy and doubled to ^68. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 K* 2* ♦ 2 3* ¥A 7* ¥9 ¥7 A* 8* ¥3 ¥^ ♦ lO ¥6 ¥8 ¥'o ¥q ¥2 ¥5 J^k ¥•< 104 ^4 ¥-> ^4 Dealer secured four by cards at 768 points each. 52 BRIDGE THAT WINS. DEAL NO. 5 WHEN DEALER SHOULD QUIT A SUIT. 4 A J 2 Q lO ASS ^ K J lO 7 3 I 4^ 9 5 3 XA 6 3 J 7 6 4- ▲ 852 DEALER DUMMY 4 10 4 XK J 9 8 4 K 9 5 2 ▲ U 6 4j^ K Q 8 7 6 X7 5 2 Q lO ▲ A 9 4 Dealer declared no trumi TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 ■^4 y2 ^4 y4 2* ys y9 ^4 ys ye •'^ yo a4 •<♦ ^4 io4k ♦ •^ A10 A* 9* yK MIO 8* J* Dealer scored 36 by cards. BRIDGE THAT WINS. 53 DEAL NO. 6 A RUFFING GAME. y KQ 6 ♦ 5 3 . ^ A K J IC > 74 4 A87 DEALER 4^ 9 5 4 3 2 y A lO 9 7 4 2 4il A4 LEADER 3NOd 4k K 9 8 7 ^86 i DUMMY ^952 (k K J lO 6 y J 8 3 4k J 10 6 2 i ^ Q 3 Dealer declared diamonds. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 ^3 ¥« 2* •<♦ J* «J^ ¥« ¥Q 3* ^10 3* A* 7* 4.* 9* ^9 *lZ #^ *J1 *^ Dealer lost the odd trick and scored 54 by honors. 54 BRIDGE THAT WINS. DEAL NO. 7 VALUE OF CLOSE COUNTING. 4j^ 10 6 3 if A Q 4- 4fe K 10 9 7 4 ^109 IjP K J 4I1 A J ^KU87654- DUMMY 4^^7 4- ^7532 4^ Q 8 6 5 3 2 ^ None 4j^ A Q J 8 5 if 10 9 8 6 g|| None ^ A J 3 2 Score, 0-18, rubber sranie. No trnnip declared by dummy. TRICK LEADER DUMMY PONE DEALER 1 2 3 5* ¥6 ¥8 A* 4* 24 'o4 4 ■^4 Q4 ^4 ^4 5 •<♦ A4k ♦^ 3* 6 V2 J* ♦ 5 ¥4 7 V3 84k" ♦ 6 ♦ 9 8 ¥5 ¥.0 - ¥j ¥q 9 ¥v ¥9 ¥k ¥^ 10 11 12 la 3* 8* ♦ 2 ♦ 3 ♦ j ♦ a ♦ 8 ♦q 9* ♦10 7* Q* Dealer scored 48 by cards and 30 by honors. BRIDGE THAT WINS. 55 DEAL NO. 8 PLANNING PLAY OF THE ENTIRE DEAL. 4|k A J lO 8 43 y J 7 3 ♦ k lO ^94 ^ A Q 9 6 5 4k Q 9 6 3 2 ♦ as DEALER r UJ m Z > o o Q. m DUMMY ^9765 ^ 10 2 i A J 8 5 ^ lO 7 2 1^ K 8 4 4i|74 *K Q J 6 5 3 e tni Score, 8-12. Dealer passed the make and dummy declared diamonds TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 ¥2 A* ¥'* ¥8 ¥K ¥Q ¥A ¥3 ¥7 A* ¥J ¥ = 3* 2* ¥6 ¥9 J4k ^4 ♦ 3 ♦ ^ ♦ 6 I^eader and pone won the odd trick. 56 BRIDGK THAT WINS. DEAL NO. 9 TEMPTING A LOSING DISCARD, ^10 9 8 4 ^863 ^ Q J 6 2 4^ A KQ ^ K J 10 4^ 8 2 ^ A K 9 4 3 DUMMY 4^ 76 ^7542 JjL 7 6 5 3 ▲ 10 8 5 4^ J 5 3 2 ^ A Q 9 4^ A K Q J lO Score, love-all. No trump was declared by dummy. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 4,0 3* ^2 ¥^ ¥5 34 -•♦ 54k A* MIP ¥2 ¥« ¥« .o4k ±^ *J^ A4k •<♦ Q4 3* ¥ii K* lO* 9A ¥Q lycader and pone secured the odd trick. BRIDGE THAT WIN3. 57 DEAL NO. 10 DISADVANTAGE OF OPENING SUITS. 4 AQ5 y A lO 8 2 ♦ 8 5 3 ^ A 10 5 4^ K 8 4 DEALER ^ J 7 2 ^Q6 u m z > M K 9 7 5 3 ♦ K J 4 O D Q. m 7i 4t AQ 7 ^ K 8 7 6 2 DUMMY 4J3 ( 4 lO 9 6 2 i 4k lO 9 6 2 i ^ Q 9 4 Dealer declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 ¥5 5^ 9* *^ 3* ^2 ♦ A ^6 8* ^10 5* yio ys ^9 ■^4 ys lO* 104 ^4 Dealer secured 36 by cards and game. 58 BRIDGE THA'T WINS. DEAL NO. 11 REFUSING TO WIN THE FIRST ROUND OF YOUR OWN SUIT. 4^ A 8 3 2 4t K Q 6 4 ^ A Q 2 4^ K J 10 ^ Q J 9 4k A 8 5 2 ^ J 9 5 DEALER DUMMY 4k 9 65 ^ A K 8 4 2 4k lO 9 3 4 Q74 ^ 10 6 3 ^ K lO 8 6 3 ^74 Dealer declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 V3 ¥2 ¥•< ¥9 ¥-^ ¥Q ¥J A* ♦ 3 ¥'o ♦ 3 J* ♦ •< ^♦• q4 ¥5 6* ¥A ¥3 ¥^ 3* ^4 104k Dealer scored 48 by cards and 30 by honors. BRIDGE THAT WINS. 59 DEAL NO. 12 KEEPING A SMALL TRUMP TO RE- ENTER PARTNER. 4|^ J 9 5 4- y K J 9 6 4- 4l K 8 6 4^ A Q 1^ A Q lO 3 4k 7 3 ^ A 7 6 4 2 DUMMY 4^ K 6 3 2 If 8 7 4t Q 5 4 ^ J lO 9 3 4^ lO 8 7 ff 5 2 4I1 A J lO 9 2 ♦ K Q 8 Score, 24-26, rubber game. Dealer declared hearts. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 ♦ 10 ♦ 3 ♦ a V3 3* A* Q4 9* K* 8* A* ♦ 2 ♦ 6 ♦ v Va 10* J* V^ Dealer scored the odd trick, game and rubber. 60 BRIDGE THAT WINS. DEAL NO. 13 GIVING AWAY A TRICK TO SAVE GAME. AJ83 ¥5 4bAKQ9862 4 K76 A952 ^ K J 9 8 2 i J lO ^ K J 2 DEALER DUMMY fP lO 7 3 4fc 7 5 4. 3 ♦ Q 6 5 4|^ A Q lO 4< ^ A Q e ^ Jt^ None ^ A lO 8 4 3 Score, 8-24, rubber game. Dummy declared no trump. TRICK LEADER DUMMY PONE DEALER. 1 2 3 4 5 6 7 8 9 lO 11 12 13 ¥io ¥3 •<♦ 3* ¥7 ♦ q 7* ¥q ¥a ¥k ¥5 ♦ 7 Q* A* q4 ♦ 3 ¥4 ¥6 ¥j ¥^ ¥^ ♦ 'O J* 1 Dealer scored 12 by cards and 40 by honors. BRIDGE THAT WINS, 61 DEAL NO. 14. PLACING THE LEAD. V A K Q 4k lO 8 5 4* ^ J lO 9 4- 2 ▲ K 9 8 5 fP lO 7 5 ♦ K 7 ^ Q 6 5 3 DEALER DUMMY ^ J lO 7 6 4 fjP 9 6 2 4l Q 6 2 ^ K 7 ^ J 8 4 3 4tl A J 93 ^ A 8 Score, love all, rubber game. Dummy declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ¥2 2* ♦ k ^4 ¥3 3* ♦ a ^4 8* ♦ 3 ¥7 7* ♦ q A* 10* Va ¥8 ♦ 2 ¥j ♦ 8 ^4 Dealer scored 48 by cards. 62 BRIDGE a^HAa^ wins. DEAL NO. 15 LEADING AN ACE AGAINST A DE- CLARED TRUMP. 4^ 9 74. ^ A K lO 9 3 ^ A 8 6 4. 4|^ K 10 8 6 ^86 ^954. ^ K Q J 3 DEALER 4 A2 ^ J72 4^ K J lO 8 7 ^752 First deal of rubber game. Dealer declared hearts 4^ O J 5 3 ^ Q 5 4 4^ A 6 3 2 ^ lO 9 TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 A* 7* a4 4* «4 9* ¥6 ¥8 ^4 '°4 ♦ 3 ♦ -• ♦ q ^4 ^4 ^4 ¥'o ¥3 34 3* ¥q ¥5 q4 '4b ¥2 24 ¥-7 ¥j ¥a ¥9 ♦ 4. ♦ a .0* 8* ♦ 2 ¥k Dealer scored 32 by cards, game and rubber. BRIDGE THAl^ WINS. 63 DEAL NO. 16 PLAYING TO WIN GAME, 4 A 9 3 ^ A 6 4< 4il K lO 2 ^ A K Q lO 4^ K 8 7 5 ^ J lO 9 8 5 d^ J 5 3 DUMMY 4 Q4.2 4fc A Q 8 7 ^97653 4^ J lO 6 ^ Q 7 3 2 ^964. ^84-2 Score, 0-12, rubber game. Dealer declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ¥>< A* ^2 ♦ 8 3* ¥8 84 J^ «^ 3^ jtL»< ye A* ^7 ^9 8* Dealer scored 36 by cards, game and rubber. 64 bridge: that wins. DEAL NO. 17. BLOCKING AN ADVERSARIES' SUIT, ^ A J 9 8 2 i K843 ^J 6 ♦ 75 ^A J 9 7 3 2 4t J 9 2 ^K 4* DEALER DUMMY 4^ K 6 3 4k Q lO 6 <^ Q 9 8 7 3 4^ Q 10 4 ' ^K Q ^ 4k A 7 5 ^A lO 5 2 Score 0-8. No trump declared by dummy. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ¥■0 ^ ¥« 3* -** ¥A 34 V2 V3 9* J* Q4 A* 6* ♦ 3 Q* ♦ 3 .04 ^4k 7* j^ Dealer scored 36 by cards. BRIDGit 'THA'T WINS. 65 % DEAL NO. 18. CREATING A RE-ENTRY, 4|^ K Q J 9 4 ff J lO 4. 2 4k 9 8 3 8 7 6 3 K 9 5 4ll J 2 ^ J lO 4< DEALER DUMMY t lO 5 A Q 8 ^ A Q 9 6 5 2 % A 7 6 3 4fc A K Q lO 7 6 ^K 7 3 Score, 0-24, rubber game. No trump declared by dummy. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ♦ a ♦ 3 ♦ 7 ♦lO ♦ 8 ¥2 ¥4 3* 8* 9* 2* J* ¥5 ¥9 ¥k ^* ¥8 ¥q ¥a A* a4 6* 7* Q* ¥3 ¥6 ¥7 ¥j ¥0 ^ Dealer scored 36 by cards. 66 BRIDGE I'HAl^ WINS. DEAL NO. 19. PLAYING TO THE SCORE. 4^ Q lO 6 ^ A J 10 6 ♦ 0743 ^85 4|^ K J 7 4< 3 ♦ J 8 2 ^ K J 6 DEALER DUMMY 4^ AS ^ K Q 9 3 2 4i 10 9 6 5 ^ 10 2 4^ 95 2 4^ A K ^ A Q 9 7 4 3 Score, 20-14. Dealer passed and duramv declared diamonds. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ¥•< ¥q ¥2 34 ¥^ ¥3 ♦ a ¥7 ¥A ¥6 ¥•' io4k ♦ 3 3* 7* ¥5 4:£ x4 ¥^ ¥3 3* J* ♦ ^ ♦ ^ :t± A* K* Dealer scored the odd trick only. BRIDGK THAT WINS. 67 4j^ J 9 7 5 4- f^ J 7 6 2 41l 6 2 ^92 DEAL NO. 20. PASSING THE MAKE. 4k 83 ^ Q 3 4k Q 9 5 4 ^ A K lO 8 6 ^ A lO 9 4 4k A J 8 ^ Q 7 4 3 4^ A K Q 10 ^ K 8 5 4t K lO 7 3 ^ J 5 Score, love all. Dealer passed and dummy declared no trump TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ¥^ 3* ♦ 3 A* ¥5 ¥j 2* ♦ 2 ¥6 ¥2 ^4 ^4 ¥7 ¥q ♦ a 3* ¥•< 9* ¥3 ♦ 3 ¥9 ¥'o ¥a K* 7* «♦ ¥3 .o4k ♦ ^ ♦ q ♦ x Pealer scQi^d 60 by c^rUs, 68 BRIDGE THAT WINS. DEAL NO. 21. CROSS-RUFF BY DEALER 4|^ Q 9 8 7 2 ^ Q 10 6 2 Jm None ^ A 10 6 5 4^ A J 3 4k A K lO 8 3 ▲ 943 DEALER 4^ K 10 6 5 4 4l 9 7 4 ^ K Q J 8 ▲ None <^ A K J 9 8 4. 4k Q J 6 5 2 ^72 Score, love-all. Hearts declared by dummy. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 - 12 13 *Ji *1 8* '^ 3* A* A* ys ♦ ^ ^ 104 2^ ¥2 2* ^4 5* 6* Dealer scored 40 by cards. BRIDGE THAO^ WINS. 69 DEAL NO. 22. REFUSING TO WIN A TRICK. J lO 9 7 4- K J 7 2 4k 10 9 2 ♦ 5 t ▲ K 8 2 ▼ Q lO 6 4b A 7 5 4. ♦ Q 6 3 DEALER DUMMY 4^ 6 3 fj^ 9 5 3 4ll63 ^ A J lO 8 4- 2 $ A Q 5 A 8 4- 4t K Q J 8 ^ K 9 7 Score, love-all. No trump declared by dummy. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 ♦ 2 ¥9 3* ♦ 9 ♦ 7 Va ♦ q ¥10 A* 2* V2 ♦ k ¥7 .04 j4 ♦ 3 24fc f^ fT #^ 34k «♦ Dealer scored the odd trick only. 70 BRIDGE THAT WINS. DEAL NO. 23. CLEARING AN ADVERSARIES' SUIT. 4|^ A J 10 5 ^ A Q 6 5 4i A K4. ^ J 6 4^ KQ7 ^ K 10 7 4 ^ K 8 2 DEALER DUMMY A963 4il5 3 ^ A Q 10 7 5 3 A8^2 ^ J 9 3 4l Q 10 8 7 6 ^94 Score, 0-20, rubber game. Dummy declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 7* ¥3 ¥9 ¥j 3* ♦ 3 ¥2 ♦10 ♦ a '4 A* 9* 2* ♦ 2 ¥4 ¥7 ¥10 ¥k ♦ 6 ¥5 ¥6 '«♦ ¥q ¥a ♦q ♦ 5 ¥8 ^4 a4 •'^ Dealer scored 48 by cards, game and rubber. On the next page the deal is given as it should have been played. BRIDGE THAT WINS, 71 DEAL NO. 24. BLOCKING AN ADVERSARIES' SUIT. 4^ A J lO 5 f^ A Q 6 5 ♦ A K4. ^ J 6 4^ K Q7 f^ K lO 7 4. 4i J 9 2 ^ K 8 2 DEALER 4^ 842 ^ J 9 3 4l Q lO 8 7 6 ^9 4. 4^963 f^ 8 2 4^53 ^ A Q lO 7 5 3 Score, 0-20, rubber game. Dealer declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 7* 3* ^4 ¥3 ¥9 ¥j 3* ♦ 3 ♦ 'O ¥2 ¥3 ♦ a ♦ 2 A* ♦ •' •<* ¥o ,o4k 9* 2* ¥* »<♦ ♦ 3 ¥7 ¥k A* ^4 ¥a ¥5 ¥e ¥'o Dealer scored 24 by cards. 72 BRIDGE THAT WINS. DEAL NO. 25. TAKING AN EXTREME CHANCE FOR GAME. 8 6 A 4k K Q 8 5 4 3 ^9752 % ^ None ▼ Q J 6 4b J lO 9 7 6 2 ^8643 DEALER DUMMY 4^ Q 9 5 4- 2 f^ 10 8 5 3 2 JL None # Q J lO 4^ A K J 10 7 3 ^ K 9 7 4 ^ A K Score, 0-28, rubber game. Spades declared by dummy and doubled to 32. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 A* ^"* 2* ¥-• ♦ 3 ¥q 7* ¥6 9* ♦ s J4k 3* ¥a ¥2 V3 ♦ 10 ♦ j ♦ 2 ♦ 9 ♦ a ¥^ ¥k ^4 ¥5 ^4 34 ¥10 ^4 ,04 a4 Dealer scored the odd trick, game and rubber. bridge: that wins. 73 DEAL NO. 26. WHEN TO CHANGE TACTICS. ^ A KQ 4^ A K lO 7 2 ^ K 5 ^ J lO 7 5 3 AA 8 6 4 2 4ll Q 4. 3 DEALER r u m z > O D a w 3 DUMMY 4|| A92 ^ J lO 9 7 3 ^ A Q 1 |k K6 V ▲ J9876432 Score, 8-14. Dealer declared no trump. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ^4 104- ¥« 34 ¥J5 2* ¥Q ¥A a4 ^4 ^3 ^9 8* J* M10 ¥3 3* A* X* 'O* I^eader aud pone g^gured the odd trick, 74 BRIDGE THAT WINS. DEAL NO. 27. SACRIFICING A TRICK TO MAKE GAME. A K 6 3 A 3 4l Q J 3 ^ Q J 9 3 $ 4|^ 10 9 8 5 Jf^ 9 e 2 ^ A K 8 5 2 DEALER DUMMY $ Q J 4 K 8 4- 2 4^ A 8 7 4. ^ lO 7 $ 7 2 Q J lO 9 7 6 4ll K lO 5 Score, 8-14. Dealer declared no trump. TRICK LEADER DUMMY PONE DEALER 1 V2 ¥6 ¥5 ¥a 2 3 4 5 ¥k ¥7 2* ¥¥ ♦ s a4 2* ^4 io4k 6 ^* K* 6* Q* 7 ¥8 ¥q 9* «♦ 8 7* ¥T «♦ 3* 9 8* WTo ♦ 2 J* 10 11 12 q4 5* ♦ a ♦9 ♦ 5 ♦ q 13 A* lO* ♦ s TI Peeler §QQred 48 by car4§, BRIDGE l^HAO^ WINS. 75 DEAL NO. 28. DOUBLING TO THE SCORE. 4^ J -7 5 ^ A Q 9 7 4k K J lO 7 5 4k A 96 ^ 10 8 5 3 4k A 9 8 4 ^ A 6 DEALER DUMMY 4^ K lO 8 4- 3 2 ¥2 ^ Q 7 5 3 2 y K J 6 4 4^ 6 3 2 ^ K J lO 8 4. Score, 24-0. Diamonds declared by dummy, doubled by leader. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 1.3 ^4 ♦ 3 ¥2 ♦ 2 2* 3* a4 ♦ a ^4 10* ♦ 9 7* ¥9 ¥q A* ¥3 ¥5 ¥8 9* ¥to ♦10 ♦ 7 ♦q 24 ^K ¥-> Leader and pone scored 36 by cards. 16 BRIDGK 'THA'T WINS. DEAL NO. 29. AVOIDING A TRUMP LEAD, ^A72 4^5 3 ^ A Q 5 4 2 4 K 10 9 ^K J 9 6 ♦ K9 7 ^J 9 8 DEALER DUMMY 44.3 ^K 10 6 3 4|^ A Q 8 6 2 ^10 8 5 4^ A 10 8 2 Score, 24-16. Dealer declared diamonds. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 10 11 12 13 4* ¥3 ¥^ ¥q Q* ♦3 ♦0 2* ¥5 ¥8 ¥0 A* K* 3* ¥a ¥j ¥7 ♦2 ¥k ¥6 7* ♦3 3* 34 ^4 ^4 ♦q ¥« ♦9 ♦6 ♦a Dealer secured the odd trick and game. BRIDGE I'HAl' WINS. 77 DEAL NO. 30. PLACING THE LEAD. 4|^ A K 4- 2 ^J lO 5 4k S 6 ^Q lO 8 5 4^ J 9 7 5 ^K 7 4t Q4. 2 ^A K 4< 3 DUMMY 4J^ 10 6 3 yO 9 6 2 d|l K 9 5 ^J 7 6 4 Q8 ^A 8 4-3 4^ A J lO 7 3 ^9 2 Score, 20-16. Clubs declared by dummy. TRICK LEADER DUMMY PONE DEALER 1 2 3 4 5 6 7 8 9 lO 11 12 13 ¥2 ¥q ¥6 ¥9 ¥3 ♦2 ¥a ¥k ¥5 ♦3 ¥•> a4 ♦•< ♦a ¥7 ♦ 3 74 Q4 3* J* 3* ¥■0 A* ¥4 ¥8 7* ^4 Dealer scored 12 by cards and game. COMMENTS ON THE PLAY DEAL NO. r Nothing of especial interest occurred in the first seven tricks. Leader correctly continued his diamond suit at trick three, although hav- ing no card of re-entry. Dealer was certain to make the ace of diamonds eventually and would be apt to take his finesses on the other side. The good play in the deal consisted in the manner in which leader cherished his three worthless clubs for the purpose of inducing dealer to place an honor with him, and the manner in which pone perceived and seconded his efforts. By the first discard of a diamond at trick nine, leader clearly informed pone that the ace of clubs was with dealer. With this informa- tion pone could easily perceive that after being certain of the odd trick, dealer would attempt to make game, and that he must finesse the club on one side or the other, in order to do so. Know- ing this, pone deliberately unguarded his queen of clubs on the theory that there was a better chance of his winning the second round of the suit than any other. The false card of leader at trick twelve helped to bring about the result. This is not at all extraordinary play, but it is clever, and illus- trates a situation which occurs frequently and is nearly always misplayed, 79 80 BRIDGE THAT WINS, DEAL NO. 2 Dealer should have waited for the third round of hearts before playing the king. There was absolutely no opportunity to lose by so doing. After making this play, however, it was still possible to win the game against the best play of the opponents. A BAD ERROR The diamond suit should have been started before the clvibs, or at any rate after two rounds of clubs. In this particular case the third round of clubs did no harm, as leader discarded a dia- mond. At trick six, however, the error was com- mitted which* has lost more rubbers at bridge than any other, except poor declarations. With no re-entry in his own hand, dealer failed to see the importance of clearing the diamond suit be- fore leading the last club from the dummy, and consequently put himself in a position w^here the opponents by correct play were sure of five tricks. Leader, however, made an error at trick six of a peculiar nature, in discarding one of his three remaining diamonds, w^hich certainly appeared worthless. COUNT THE DISCARDS. The moment pone discarded a diamond he announced a defense in the spade suit, and leader, therefore, could have unguarded the queen of spades with impunity. By the discard bridge: that wins. 81 of a diamond dealer was given an unusual op- portunity at trick eleven, which he failed to im- prove, because he had not carefully counted the discards. DEAL NO. 3 While it is evident that dealer could take eleven tricks by successfully placing all the cards in advance, it is not the purpose of this illustration to arrive at results in such a man- ner, and, therefore, the same finesses are lost by dealer as in the actual play of the deal. In this case the game is won by dealer be- cause leader is compelled to shift from the club suit, w^hich is exactly equivalent to giving dealer an additional card of re-entry. Had leader con- tinued the club suit, allowing dummy to ruff, the result would have been the same, although dealer's proposition might have been a little harder. In the actual play dealer ruffed the third round of clubs and leader and pone scored 16 by cards. DEAL NO. 4 Dealer passed the make, and dummy declared no trump. Pone doubled, as he should have done, it being extremely probable that he could bring in the entire heart suit with no trump declared at his right. Dealer redoubled, also correctly, having a good supporting hand, and the hearts doubly stopped. Pone promptly quit, but leader boosted the value of each odd trick to 96. Dealer again redoubled, and leader in ^2 BRIDGE O^HAT WINS. turn sent the figure to 384; though the dealer was considerably puzzled by this time, after mature deliberation, he raised to 768, his rea- soning being as follows : The only danger to which he was exposed was a long established spade suit in the hands of either of the opponents. As dummy, how- ever, could have nothing in hearts, he could not have declared no trump with no honor in spades, dealer holding the cards that he did in diamonds and clubs, and the player with the dummy hand was an experienced bridge player. Leader was bright enough to know that dealer must have the heart suit stopped, and therefore showed his club suit before starting the hearts. After the third trick, of course, it made no difference what cards were played by the deal- er's adversaries ; but leader played properly in shifting to the diamond suit, as the only chance remaining for the odd trick was to find the ace of diamonds with pone. The leader's logic was greatly at fault, al- though he was able afterward to defend his ac- tions by many excellent rules culled from com- petent authors. The trouble in such a case arises from the fact that general rules cannot be made to cover completely the multitude of combina- tions which arise in so complicated a game. DEAL NO. 5 All are agreed that at no-trump the dealer should play for the longest suit held by either dealer or dummy. Of equal importance, al- BRIDGE THAT WINS. 83 though not equally well known, is the following: When there are two suits of equal length and not established, held between dealer and dummy, if the first trick in either of them be won by the dealer, he should abandon that suit and go to the other, the latter having become the longer. It will be noticed that the holding in diamonds and hearts was precisely equal between dealer and dummy. It was better to try for the heart suit first, as the opponents w^ere more likely to hold up the ace on the first round, dummy's hand being weak in re-entry cards. Having w^on a trick at hearts, however, the diamond suit immediately became more impor- tant, and by shifting to diamonds the dealer was certain of securing game, two tricks in each black suit, one at hearts, and four at diamonds. It is apparent that, after bringing in the diamond suit, the dealer could have made one more trick by clearing the hearts before taking the king of clubs out of dummy's hand. It would have been bad play on the dealer's part, however, as the ace of hearts naight have been found with leader, which would have cost the game. DEAL NO. 6 The application of the rule of eleven would absolutely prove the five of hearts a singleton if the character of the cards remaining did not. The dealer was helpless, of course, until the last six tricks, the play of the adversaries being correct in every respect. The dealer was also 84 BRIDGE THAT V/INS. correct in declaring diamonds, on account of the honor score, although he would have scored game at no trump. DEAL NO. 7 The score was — 18, rubber game, and the dealer passed the make to dummy. The latter properly declared no trump, as his hand, though w^eak in certain tricks, was strong in' possibil- ities. The deal was prettily played all around. It must be remembered that the leader, in discard- ing his hearts, had apparently no reason to sus- pect that they could ever be of the slightest value, and that it was late in the deal before he was aware that pone had no mqre clubs to lead to him. The play of the last four tricks was worthy of the highest praise. Leader, at trick No. 10, refused to win the nine of clubs, as he would have been compelled to return the club into what must be a major tenace at his right, giving the dealer every other trick. The dealer then made a pretty play by pass- ing the ten of diamonds at trick No. 11, after leader had refused the suit, intending to give the trick to pone and compel the latter to lead to the major tenace held by dummy. This scheme was frustrated by the brilliant play of pone, who refused to win the trick, blanking his king and queen of diamonds, although knowing that by so doin^: he could never make either of them. BRIDGE Th:aT wins. 85 The dealer was finally compelled to give leader the last two tricks in clubs. Play of this order involves keeping careful track of the number of cards remaining in each suit and saves many a game. DEAL NO. 8 At bridge it is not enough to make a play which is in itself desirable. It is necessary for players to know at times whether another plan should be first developed. In other words, it is of the utmost importance not merely to play for the next trick in sight, but, w^hen possible, to plan the entire play of the deal, defensive as well as offensive, as early as possible. The deal is given as it should have been played. In actual play the third round of hearts was taken at once and leader immediately led the ace of clubs in order to save the game, the result being that dealer secured two odd tricks. Know- ing that he could stop the trump suit pone in- sured not only the small trump in his own hand, but also the certainty that the club suit would be opened from his hand. DEAL NO. 9 Pone doubled, and dummy redoubled, making each odd trick 48. In this case pone was assured of the odd trick if he could tempt a spade discard from dummy. i\fter passing the first heart, dealer could only 86 BRIDGE O'HA'r WINS. win the odd trick by the discard of a club at trick three. Such plays as are made by pone in this in- stance must be conceived and executed quickly, in order that the opponents may not suspect the trick. DEAL NO. 10 This was a curiously fortunate deal, as from a study of the hands it would hardly seem that dealer could secure the odd trick, much less game. While dealer played well, the play of the opponents was also correct, except in one in- stance. Leader should have led a small spade at trick 8, instead of the jack, as there was no use in leading a supporting card through noth- ing. While the dealer hardly expected to make a trick in the club suit, which he so persistently led, he could play that suit with greater safety than any other, as the opponents were certain to eventually make what clubs they had. Leader reasonably abandoned his heart suit after finding a major tenace at his right, as it hardly seemed possible that the dummy would be able to give leader a discard of the eight of hearts, and the dealer therefore must finally be forced to lead it. DEAL NO. 11 Observe carefully the manner in which the dealer managed the heart suit. Had he allowed the dummy to win the first two rounds of hearts the usefulness of that suit would have been ended. BRIDGE THAT WINS. 87 Observe also the manner in which the dealer refused to win the second round of diamonds in order that pone might have none of the suit re- maining in case he secured the lead later. DEAL NO. 12 The dealer seemed to have an almost hopeless task before him when the dummy's hand was ex- posed. The discard of the six of clubs w^as made in order to tempt a club lead up to the dealer, should the original leader w4n the first round of trumps, as dealer naturally expected. Had dealer overruffed pone at trick 6 it would have cost him the game, and this although the discard was of no use to dealer. The most important play in the deal, however, was in the ruff at trick 9, with the six of hearts instead of the four. Had dealer ruffed with the four he would have been compelled to overruff dummy at trick 11 and lead into the major tenace held by pone. This situation occurs frequently at bridge and is of the first importance. Game would have been lost, likewise, had dealer carelessly led the five of hearts instead of the deuce from dummy at trick 3. DEAL NO. 13 There can be no question that the supporting heart was a better opening than a club in this case. The next three tricks should be carefully studied. Dealer was compelled to lead away 88 BRIDGE THAT WINS. from a double tenace suit in dummy's hand, his object evidently being to make a reentry of the jack of spades in his own hand. The only pur- pose that such a reentry could serve was to bring in a suit of clubs, of which there were none in the dummy. Leader not only allowed the queen of spades to hold the first trick, but deliberately kept off the ten of spades and allowed his king to be trapped, thereby saving the game. In making this play the leader could give his partner credit for the king of diamonds, as dummy would not play the spades as he did, hold- ing a sure reentry in diamonds. The value of negative inferences at bridge is immense, and their clever application furnishes one of the greatest charms of the game. Thus, in the deal just illustrated, the leader can locate the king of diamonds in pone's hand because dummy led the queen of spades to furnish a re- entry for his club suit. Although this statement sounds complicated it is really simple. DEAL NO. 14. When no trump has been declared by the dummy, the correct method of handling suits headed by the ace, queen in the dummy, and which are opened by the opponents, seems to be a puzzle to the average player. It generally hap- pens that the suit in question is not the one which the dealer has most reason to fear. On that account the ace is usually the correct play from the dummy on the first round, in order that the BRIDGE THAT WINS. 89 dealer may get his own suits to working, if he has any. Observe the manner in which dealer continued to place the lead with pone, never allowing leader to come through the queen of spades. In the actual play the queen of spades w^as played to the first trick and dealer only scored the odd trick. DEAL NO. 15 In this deal leader might have opened the ten of diamonds or a low spade without taking any unusual risk. It will be seen at a glance that dealer's opponents should have won five tricks by almost any kind of play, had the ace of clubs been retained. ' Leader properly, after discover- ing what he had done, played to take the only card of reentry out of the dummy as quickly as possible. The play of dealer was skillful throughout. His object was to secure ten tricks, and he held himself in position to do this in several different ways, according to the distribution of the cards. DEAL NO. 16 The false card at trick one was, of course, im- perative. The adversaries always suspect false card play, but frequently cannot be certain and are afraid to abandon a suit. Trick 2 revealed an unusual situation in the heart suit and compelled the dealer to go to spades as a last resort. Leader at trick 3 was in an awkward predica- ment, as he feared the dealer might be under- 90 BRIDGE THAT WINS. leading ace, king, and his play of the queen made the subsequent situation possible. At tricks 4, 5 and 6 pone erred in not discarding at least one heart. The best play in the hand occurred at trick 10. Dealer had been forced to finesse the spade and could now count one club and three winning hearts at his right, three clubs and the winning diamond at his left. If the club at his right had been' the ace pone must, of course, have taken the remaining tricks. The lead of the king, however, would give dealer another trick, unless leader had all the honors, which was unlikely, and the play actually resulted in giving dealer the rubber under most unpromising conditions. DEAL NO. 17. The play of dealer at trick one, although not really necessary, should be carefully noted. By unblocking with the jack of diamonds for the tenace in the dummy, he was able to take two diamond tricks at any time. The real play in the deal occurred at trick two, when dealer refused to win the first round of hearts. By blocking that suit dealer could count upon at least four tricks in the spade suit, two tricks each in the diamond and club suits, and one heart trick — enough for game. Had dealer won the first trick in the heart suit, leader and pone would have secured the odd trick. bridge: 1^HAl^ WINS. 91 DEAL NO. 18. Dealer could easily make eight tricks in this deal, but the other and most important trick could only be secured by risking a heart dis- card at trick two. If pone could not lead up to the very weak heart suit in the dummy, it was almost certain that leader would continue dia- monds. Dealer was obliged to sacrifice three winning clubs in order to make four winning spades. DEAL NO. 19. Pone saved the game at trick 5 by leading the king of spades. He realized that to pre- vent the dealer from going out two tricks in the spade suit must be secured before the leader again led the heart. Had a small spade been led at trick 5 the dealer would have played the queen or ten, and dealer would have been certain to win game on the deal. DEAL NO. 20. The make properly was passed by dealer, as diamonds should not be declared from such a holding, except when the score of dealer and dummy is 18 or, better. Dummy properly de- clared no trump from general strength. Al- though some risk is taken in making declara- tions of this kind, it is probable that in most cases they result in the dealer and his partner scoring game. 92 BRIDGE THAT WINS. Dealer finessed the club at trick No. 2 for the reason that he preferred to throw the lead to pone and allow that player to lead up to the guarded king of hearts. After winning the finesse, however, it was useless to try to keep the lead from the original leader. The diamond finesse was unnecessary at trick No. 3, as it was certain dealer would be able to force some discards later, especially if leader and pone succeeded in killing the king of hearts, and he knew that leader and pone must guard both the queen of diamonds and the jack of spades. Leader played properly in trying to hold with the nine of hearts at trick No. 5. While it was unlikely that such a scheme would suc- ceed, there is always a possibility that it may, and there seemed to be nothing to lose. In any event, leader could see that dealer was sure to win the game if the king of hearts won, the ace of diamonds evidently being a false card. By holding his spades until the right mo- ment, dealer was able to force some discards at tricks 8, 9 and 10, and to gain an extra trick by prettily throv/ing the lead at trick 11. DEAL NO. 21. When this deal was originally played dealer took two rounds of trumps and failed to win the game. There is no reason whatever for play of this kind, and it might always be avoided if the dealer would be careful to count, in advance, the BRIDGE THAT WINS. 93 number of tricks which he may certainly take with the two hands. Had the ace and king of ckibs fallen early in the deal, it w^ould have been easy for the dealer to abandon his nififing tactics, extract the adversaries' trumps and bring in the remaining clubs. DEAL NO. 22. Most beginners at bridge lose games by being in too great a hurry to wan tricks. After a little experience they learn, when no trump has been declared, to hold up aces in an adversary's suit until one of the adversaries is void of the suit in question. Later they learn, or some of them do, that it is not always necessary or advisable to win a trick with a king at the first oppor- tunity, when the ace of the suit can be marked at the right. It is harder yet, however, to convince players that it is not always wase to win tricks in their own suits at the first opportunity, but often proves better to leave a card of the suit in the hands of the partner in order to secure the greatest results, possible from that particular suit. Having no possible card of re-entry, leader could only bring in the diamond suit by allowing dummy to win the second trick, leaving another card of the suit with pone. This is a situation which occurs very frequently, and the correct play in such cases must be learned by every player who hopes to be successful at the game. Dealer showed his appreciation of the situation 94 BRIDCB 0[^HAa^ WINS. by finessing only in his own hand. Had he attempted to estabhsh the spade suit leader and pone would have secured the odd trick. On the other hand, had leader won the second round of diamonds dealer would have easily secured game. DEAL NO. 23. There was no occasion for pone being in a hurry to make his king of diamonds at trick two. He was in no danger of losing it, and there was little fear of dealer winning the game, unless he could bring in the long diamond suit in the dummy. After the second trick there w^as little or no play to the deal, and dealer could take the heart finesse at trick ten without fear, since there was but one club remaining in leader's hand. DEAL NO. 24. Here the king of diamonds was held up by pone until the third trick, rendering the four diamonds in the dummy useless. The dealer made the best play possible by endeavoring to establish the nine of spades in the dummy for a re-entry, even at the risk of the leader's making the remaining clubs. The play of pone at trick eight should be care- fully noted. By refusing to win the second round of spades with the king, he deliberately lost that honor to the ace, but in so doing saved the game, as the king of spades would have been the last trick taken by his side, had it won. If the deal BRIDGE 1?HAa^ WINS. 9S were played in this manner, dealer could only have secured twenty-four by cards and the advantage of position would have remained with the other pair. Holding up commanding cards in bridge when no trump has been declared is the simplest form of strategy, but its correct use seems to be con- fined to a few. Waiting until the third round of the opponents' suit, when your holding is ace and two small, is the most common form in which this play occurs, but not of necessity the most im- portant. Sometimes the holdup cannot win, as, for instance : No . trump declared by dealer, and a suit of queen and three small cards exposed in dummy's hand ; dealer leads the king of the suit, and ace and one are held by the second hand player. To hold up in this case is to insure the dealer making two tricks in the suit, as the ace will have to fall on a small card next round and there is no possibility of the holdup gaining. There are many opportunities to hold up the king of a suit, even when the ace has not been played. DEAL NO. 25. Dummy declared spades, and leader doubled, as he had a right to do, notwithstanding the score. Dummy redoubled as the only remaining chance for game. Leader should have quit on account of the score, although it was nearly impossible that he could lose. 96 BRIDGE l^HAT WINS* While this deal is an extreme case, leader was a player of several years' experience. His one object was to shorten up his own trump suit in order that dummy might be compelled to lead trumps eventually into his major tenace. Dealer played skillfully and leader badly, and the former won the rubber against overwhelming odds. Leader should have led trumps at the outset, having no plain suit to fear. DEAL NO. 26. By winning the first trick with the heart king, dealer hoped to make pone believe that leader had led away from ace, queen, jack. Leader saved the game at trick three by de- stroying the usefulness of the king of spades be- fore the diamond suit was established. Dealer, however, obsessed with the idea of making the long suit of diamonds, erred in not going up with the king of spades, and so lost the odd trick. When leader switched to the spade suit, dealer should have recognized at once that the diamond suit was hopeless, and that he must change his tactics accordingly. The king of spades should have been played at trick three, as the only hope of making two tricks in that suit. Then dealer should have led the nine of clubs from the dummy and passed it. This would have insured dealer at least two odd tricks and possibly three. Had leader not shifted to the spade suit at trick three, dealer would have secured four odd tricks on the deal. BRIDGE THAT WINS. 97 Dealer defended his play at trick three on the ground that pone might possibly play the ace of spades and return the heart suit. This could not possibly happen, as pone, holding the ace of spades and either the ten or jack, would certainly finesse. Leader could not hold both the ten and jack without the ace, or he would have certainly led the jack. DEAL NO. 21.4 Dealer made the game certain by taking the first heart trick with the ace, although he could have held it with the six. This situation occurs very frequently. Leader allowed the second heart to win in or- der to get a second discard from pone. Observe the manner in which dealer handled the club suit. He was quite correct in discarding clubs from his own hand, as he could still protect that suit in the dummy. Pone made a frightful play in discarding his last club, and keeping a number of diamonds which he could not possibly make. DEAL NO. 28. Dealer had won the first game and leader and pone had not scored in the rubber. The double by leader was very risky, but the diamond make was apt to be weak, on account of the score, and the possible gain by doubling greatly overbal- anced the possible loss. 98 BRIDGK TB.AT WINS. DEAL NO. 29. This is an every-day sort of deal, which is usually bungled. Had dealer led trumps at any time he must certainly have lost the odd trick. To secure the odd trick dealer was obliged to make one trick each in clubs and hearts, and either two spades and three trumps, or one spade and four trumps, according to the location of the spade king. By passing the first club dealer put himself in position to rufif that suit at his pleasure. Pone was obliged to shift the suit, fearing dealer held queen or jack. Observe the lead of the jack of hearts, giving pone a tenace over dummy, in case dealer held queen and leader ace . Pone played correctly in overtrumping at trick ten, but should have led a trump afterward . DEAL NO. 30. By passing the first heart dealer was almost certain to make two tricks in that suit. Pone was afraid to wait with his diamonds, as dealer might be able to discard one of the two in the dummy on a spade. At trick four leader should have allowed the jack of hearts to hold the trick. His excuse was that he did not want the trump led through by dealer, fearing the latter had the queen. In such a case, however, dealer would never have led trumps from the dummy hand. At trick five dealer played cleverly in over- BRIDGE THAT WINS. 99 taking the queen of spades. The best chance for game was to finesse twice in the trump suit, .and to do this dummy must twice place the lead with dealer by means of the spade suit. It was imperative to prevent the original leader from again securing the lead, as he would immediately ruff pone with a heart. At trick seven the ten of diamonds was the correct play, although it did not affect the result. Dummy had plenty of trumps, pone might have five diamonds, and dealer must have the best dia- mond after trumps were extracted. LofC. LAWS OF BRIDGE THE RUBBER. 1. The rubber is the best of three games. If the first, two games be won by the same partners, the third game is not played. SCORING. 2. A game consists of thirty points obtained by tricks alone, exclusive of any points counted for honors, chicane or slam. 3. Every deal is played out, and any points in excess of 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. 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 to the original holder and are valued as show^n in table on page 102. 7. Ha player and his partner make thirteen tricks, independently of any tricks gained by the revoke penalty, they score slam and add forty points to the honor count. 101 102 BRIDGE THAT WINS. When a Trump is Declared 3 honors held between partners equal value of 2 tricks. 4 " 5 " 4 " " in 1 hand " "8 " ( 5th in ) 4 " " '* 1 "^ partner's V" " 9 ( hand j 5 " " "1 " " " 10 " When No Trump is Declared 3 aces held between partners count 80 4 " " in one hand " 100 8. Little slam is twelve tricks similarly made, and adds twenty points to the honor count 9. Chicane (one hand void of trumps) is equal in value to simple honors, z. e., if partner of player having chicane score honors he adds the value of three honors to his score, while, if the adversaries score honors, it deducts an equal value from theirs."^ 10. The value of honors, slam, little slam or chicane, is in nowise affected by doubling or re- doubling. 11. At the conclusion of a rubber the scores for tricks and honors (including chicane and slam) obtained by each side are added, and one hundred points are added to the score of the win- ners of the rubber. The difference between the completed scores is the number of points won or lost by the winners of the rubber. ♦Double Chicane (both hands void of trumps) Is equal in value to four honors, and the value thereof must be deducted from the total honor score of the ad- versaries. BRIDGE THAT WINS. 103 12. If an erroneous score affecting honors, chicane or slam be proved, such mistake may be corrected at any time before the score of the rub- ber has been made up and agreed upon. 13. If an erroneous score affecting tricks be proved, such mistake must be corrected prior to the conclusion of the game in which it has oc- curred, and such game shall not be considered as concluded until the following deal has been com- pleted and the trump declared, unless it be that the game is the last one of the rubber — then the score is subject to inquiry until an agreement between the sides (as to the value of the rubber) shall have been reached. CUTTING. 14. The ace is the low^est card. 15. In all cases every player must cut from the same pack. 16. Should a player expose more than one card, he must cut again. FORMING TABLES. 17. If there are more than four candidates, the players are selected by cutting, those first in the room having the preference. The four who cut the lowest cards play first. 18. After the table is formed, the players cut to decide on partners ; the two lowest playing against the two highest. The lowest is the dealer, who has choice of cards and seats, and who, having once made his selection, must abide by it. 104 BRIDGE THAl^ WINS. 19. Should the two players who cut lowest secure cards of equal value they shall re-cut to determine which of the two shall deal, and the lower on the re-cut deals. 20. Should three players cut cards of equal value, they cut again ; if the fourth card be the highest, the two lowest of the new cut are part- ners and the lower of the two the dealer; if, however, the fourth card be the lowest, the two highest on the re-cut are partners and the original lowest the dealer. 21. Six players constitute a full table, and no player shall have a right to cut into a game which is complete. 22. When there are more than six candidates, 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. 23. If at the end of a rubber admission be claimed by one or two candidates, the player or players having played a greater number of con- secutive rubbers shall withdraw ; but when all have played the same number, they must cut to decide upon the outgoers ; the highest are out. RIGHTS OF ENTRY. 24. A candidate desiring to enter a table must declare such wish before any player at the table cuts a card, either for the purpose of commencing a fresh rubber or of cutting out. BRIDGE THAT WINS. 105 25. In the formation of new tables, those can- didates who have neither belonged to nor played at any other table have the prior right of entry. Those who have already played decide their right of admission by cutting. 26.. A player who cuts into one table while belonging to another, shall forfeit his prior right of re-entry into the latter, unless by doing so he enables three candidates to form a fresh table. In this event he may signify his intention of re- turning to his original table, and his place at the new one can be filled. 27. Should any player quit the table during the progress of a rubber, he may, with the consent of the other three players, appoint a substitute during his absence ; but such appointment shall become void with the conclusion of the rubber, and shall not in any way affect the substitute's rights. 28. If anyone break up a table, the remaining players have a prior right to play at other tables. SHUFFLING. 29. The pack must neither be shuffled below the table nor so the face of any card be seen. 30. The dealer's partner must collect the cards for the ensuing deal, and he has the first right, to shuffle the cards. 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 whilst giving the pack to be cut, he must re-shuffle. 106 BRIDGE THAT WINS. 31. Each player, after shuffling, must place the cards properly collected and face downward to the left of the player next to deal. THE DEAL. 32. Each player deals in his turn; the order of dealing goes to the left. 33. The player on the dealer's right cuts the pack, and in dividing it, must not leave fewer than four cards in either packet ; if in cutting or in replacing one of the two packets a card be exposed, or if there be any confusion of the cards, or a doubt as to the exact place in which the pack was divided, there must be a fresh cut. 34. When the player whose duty it is to cut, has once separated the pack, he can neither re- shuffle nor re-cut the cards. 35. Should the dealer shuffle the cards, after the pack is cut, the pack must be cut again. 36. The fifty-two cards shall be dealt face downward. The deal is not completed until the last card has been dealt face downward. 37. There is No Misdeal, A NEW DEAL. 38. There must be a new deal — a If the cards be 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 of a hand, the pack b^ proved incorrect or im- perfect. BRIDGK THAT WINS, 107 c If an}' card be faced in the pack. d If any player have dealt to him a greater number of cards than thirteen. e If the dealer deal two cards at once and then deal a third before correcting the error. / If the dealer omit to have the pack cut and the adversaries call attention to the fact prior to the conclusion of the deal and be- fore looking at their cards. g Should the last card not come in its regular order to the dealer. 39. There may be a new deal — a If the dealer or his partner expose a card. Either adversary may claim a new deal. h If either adversary expose a card. The dealer may claim a new deal. c If, before fifty-one cards are dealt, the dealer should look at any card. His adversaries have the right to see it, and either may exact a new deal. d If, in dealing, one of the last cards be exposed by the dealer or his partner, and the deal is completed before there is reasonable time for either adversary to decide as to a new deal. But in all other cases such penalties must be claimed prior to the conclusion of the deal. 40. The claim for a new deal by reason of a card exposed during the deal may not be made by a player who has looked at any of his cards. If a new deal does not take place, the card exposed during the deal cannot be called. 41. Should three players have their right num- ber of cards, the fourth have less than thirteen and not discover such deficiency until he has played any of his cards, the deal stands good: should he have played, he, not being dummy, is r 108 BRIDGET THA1^ WINS. answerable for any revoke he may have made as if the missing card or cards had been in his hand. He may search the other pack for it or them. 42. If, during the play of a hand, a pack be proven incorrect or imperfect, such proof ren- ders only the current 'deal void, and does not afifect any prior score. The dealer must deal again (Law 38b). 43. Any one dealing out of turn or with the adversaries' cards must be corrected before the play of the first card, otherwise the deal stands good. 44. A player can neither cut, shuffle nor deal for his partner without the permission of his opponents. DECLARING TRUMPS. 45. The trump is declared. No card is turned. a The dealer may either make the trump or pass the declaration to his partner. b If the declaration be passed to partner, he must declare the trump. 46. Should the dealer's partner make the trump without receiving permission from the dealer, either adversary may demand, 1st. That the trump shall stand, or 2d. That there shall be a new deal. provided, that no declaration as to doubling has been made. Should the dealer's partner pass the declaration to the dealer it shall be the- right of either adversary to claim a new deal or to compel BRIDGE THA'T WINS. 109 the offending player to declare the trump ; pro- vided, that no declaration as to doubling- has been made. 47. The adversaries of the dealer must not consult as to which of the penalties under the fore- going law shall be exacted. 48. If either of the dealer's adversaries make a declaration, the dealer may, after looking at his hand, either claim a new deal or proceed as if no declaration had been made. 49. A declaration once made cannot be altered. DOUBLING, RE-DOUBLING, ETC. 50. The effect of doubling, re-doubling, and so on, is that the value of each trick above six is doubled, quadrupled, and so on. 51. After the trump declaration has been made by the dealer or his partner, their adver- saries have the right to double. The eldest hand has the first right. If he does not wish to double, he may ask his partner, '' May I lead ? " His partner must answer, '' Yes " or '' I double." 52. If either of their adversaries elect to double, the dealer and his partner have the right to re-double. The player who has declared the trump shall have the first right. He may say, " I re-double " or " Satisfied.'' Should he say the latter, his partner may re-double. 53. If the dealer or his partner elect to re- double, their adversaries shall have the right to again double. The original doubler has the first right. no BRIDGE ^HAO^ WINS. 54. If the right-hand adversary of the dealer double before his partner has asked '' May I lead ? " the maker of the trump shall have the right to say whether the double shall stand. If he decide that the double shall stand, the process of re-doubling may continue as described in paragraphs 52, 53, 55. 55. Whenever the value of each trick above six exceeds one hundred points there shall be no further doubling in that hand, if any player objects. The first right to continue the re- doubling on behalf of a partnership belonging to that player who has last re-doubled. Should he, however, express himself satisfied, the right to continue the re-doubling passes to his partner. Should any player re-double out of turn, the ad- versary who last doubled shall decide whether or not such double. shall stand. If it is decided that the re-double shall stand, the process of re- doubling may continue as described in this and foregoing laws (52 and 53). If any double or re-double out of turn be not accepted there shall be no further doubling in that hand. Any con- sultation between partners as to doubling or re- doubling will entitle the maker of the trump or either adversary, without consultation, to a new deal. 56. If the eldest hand lead before the doubling be completed, his partner may re-double only wuth the consent of the adversary who last doubled ; but such lead shall not affect the right of either adversary to double. 57. When the question, '' May I lead ? '' has been answered in the affirmative, or when the BRIDGE THAT WINS. Ill player who has the last right to continue the doubling expresses himself satisfied the play shall begin. 58. If the eldest hand lead without asking permission, his partner may only double if the maker of the trump consent. If the right-hand adversary of the dealer say, '' May I play ? " out of turn, the eldest hand does not thereby lose the right to double. 59. If the right-hand adversary of the dealer lead out of turn, the maker of the trump may call a suit from the eldest hand, who -may only double if the maker of the trump consent. In this case no penalty can be exacted after the dummy hand or any part of it is on the table, since he (dummy) has accepted the situation. 60. A declaration, as to doubling or re-dou- bling, once made cannot be altered. DUMMY. 61. As soon as the eldest hand has led, the dealer'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 dealer, unassisted by his partner. 62. After exposing his cards, the dealer's partner has no part whatever in the game, except that he has the right to ask the dealer if he has none of the suit to which he may have renounced. Until the trump is declared and the dealer's part- ner's hand is exposed on the table, he has all the rights of a player and may call attention to any 112 BRIDGE THAT WINS. irregularity of, or to demand equally with the dealer, any penalty from, the adversaries. 63. If he should call attention to any other incident of the play, in consequence of which any penalty might be exacted, the fact of his so doing precludes the dealer exacting such pen- alty. He has the right, however, to correct an erroneous score, and he may, at any tim.e during the play, correct the claim of either adversary to a penalty to which the latter is not entitled. He may also call his partner's attention to the fact that the trick has not been completed. 64. If the dealer's partner, by touching a card or otherwise, suggest the play of a card from dummy, either of the adversaries may, but vithout consultation, call en the dealer to play cr not to play the card suggested. 65. Dumxmy is not liabiC to the penalty for a revoke ; and if he should revoke and the error be not discovered until the trick is turned and quitted, the trick stands good. 66. When the dealer draws a card from his own hand, such card is not considered as played until actually quitted, but should he name or touch a card from the dum.my hand, such card is considered as played, unless the dealer in touch- ing the card or cards says, '' I arrange," or words to ihat effect. CARDS EXPOSED BEFORE PLAY. 67. 1 1. after the deal has been completed, and before the trump declaration has been made, either the dealer or his partner expose a card BRIDGE THAT WINS. 113 from his hand, either adversary may, without consulting with his partner, claim a new deal. 68. If, after the deal has been completed, and before a card is led, any player shall expose a card, his partner shall forfeit any right to double or re-double which he otherwise would have been entitled to exercise ; and in case of a card being so exposed by the leader's partner, the dealer may either call the card or require the leader not to lead the suit of the exposed card. CARDS EXPOSED DURING PLAY, 69. All cards exposea by the dealer's adver- saries are liable to be called, and such cards must be left face upward on the table. 70. The following are exposed cards : 1st. Two or more cards played at once. 2d. Any card dropped with its face upwards, or in any way exposed on the table, even though snatched up so quickly that no one can name it. 3d. Every card so held by a placer that any por- tion of its face may be seen by his partner. 71. A card dropped on the floor or elsewhere below the table is not an exposed card. 72. If two or more cards be played at once by either of the dealer's adversaries, the dealer shall have the right to call which one he pleases to the current trick, and the other card or cards shall remain face upward on the table and may be demanded at any time. 114 BRIDGE THAT WINS. 73. If, without waiting for his partner to play, either of the dealer's adversaries should play on the table the best card or lead one which is a winning card, as against the dealer and dummy, or should continue (without waiting for his partner to play) to lead several such cards, the dealer may demand that the partner of the player in fault, win, if he can, the first, or any other of these tricks, and the other cards thus improperly played are exposed cards. 74. If either or both of the dealer's adver- saries throw his or their cards on the table face upward, such cards are exposed and are liable to be called ; but if either adversary retain his hand he cannot be forced to abandon it. Cards ex- posed by the dealer are not liable to be called. If the dealer should say, *'I have the rest,'' or any other words indicating that the remaining tricks are his, he may be required to place his cards face upward on the table. The adversaries of the dealer are not liable to have any of their cards called, should they expose them, believing the dealer's claim to be true, should it subse- quently prove false. 75. If a player who has rendered himself liable to have the highest or lowest of a suit called (Laws 82, 91 and 100), fail to play as directed, or if, when called on to lead one suit, lead another, having in his hand one or more cards of the suit demanded (Law 76), or if called upon to win or lose a trick, fail to do so when he can (Laws 73, 82 and 100), he is liable to the penalty for revoke, unless such play be corrected before the trick is turned and quitted. BRIDGE THAT WINS. 115 LEADS OUT OF TURN. 76. If either of the dealer's adversaries lead out of turn, the dealer may either call the card erroneously led, or may call a suit when it is next the turn of either adversary to lead. 77 . If the dealer lead out of turn, either from his own hand or from dummy, he incurs no penalty; but he may not rectify the error after the second hand has played. 78. If any player lead out of turn and the other three follow him, the trick is complete and the error cannot be rectified ; but if only the sec- ond, or second and third play to the false lead, their cards may be taken back; there is no pen- alty against any one except the original offender, who, if he be one of the dealer's adversaries, may be penalized as provided in Law 76. 79. In no case can a player be compelled to play a card which w^ould oblige him to revoke. 80. The call of an exposed card may be re- peated at every trick until such card has been played. 81. If a player called on to lead a suit have none of it, the penalty is paid. CARDS PLAYED IN ERROR. 82. Should the fourth hand (not being dummy or dealer) play before the second has played to the trick, the latter may be called upon to play his highest or lowest card of the suit played, or to win or lose the trick. 116 bridge: that wins. 83. If any one, not being dummy, omit play- ing to a former trick and such error be not cor- rected until he has played to the next, the adver- saries may claim a new deal ; should they decide that the deal stands good, the surplus card at the end of the hand is considered to have been played to the imperfect trick, but does not constitute a revoke therein. 84. If any one (except dummy) play two cards to the same trick and the mistake be not corrected, he is answerable for any consequent revokes he may have made. If during the play of the hand the error be detected, the tricks may be counted face downward, in order to ascertain whether there be among them a card too many ; should this be the case, the trick which contains a surplus card may be examined and the card restored to its original holder, who (not being dummy) shall be liable for any revoke he may meanwhile have made. THE REVOKE. 85. Should a player (other than dummy) holding one or more cards of the suit led, play a card of a different suit, he revokes. The penalty for a revoke takes precedence of all other counts. 86. Three tricks taken from the revoking player and added to those of the adversaries shall be the penalty for a revoke. 87. The penalty is applicable only to the score of the game in which it occurs. 88. Under no circumstances can the revoking side score game, slam or little slam, that hand. BRIDGE THAT WINS. 117 Whatever their previous score may have been, the side revoking cannot attain a higher score toward game than twenty-eight. 89. A revoke is estabhshed if the trick in which it occurs be turned and quitted, i. e., the hand removed from the trick after it has been gathered and placed face downward on the table ; or if either the revoking player or his partner, w^hether in his right turn or otherwise, lead or play to the following trick. 90. A player may ask his partner if he has no card of the suit which he has renounced ; should the question be asked before the trick is turned and quitted, subsequent turning and quitting does not establish a revoke, and the error may be corrected unless the question be answered in the negative or unless the revoking player or his partner has led or played to the following trick. 91. If a player correct his mistake in time to save a revoke, any player or players who have followed him miay withdraw their cards and sub- stitute others, and the cards so withdrawn are not exposed cards. If the player in fault be one of the dealer's adversaries, the card played in error is an exposed card, and the dealer can call it whenever he pleases ; or he may require the offender to play his highest or lowest card of the suit to the trick in which he has renounced ; but this penalt}^ cannot be exacted from the dealer. 92. At the end of a hand the claimants of a revoke may search all the tricks. If the cards have been mixed the claim may be urged and proved if possible ; but no proof is necessary, and the revoke is established if, after it has been 118 BRIDGE THAT WINS. claimed, the accused player or his partner mix the cards before they have been sufficiently ex- amined by the adversaries. 93. A revoke must be claimed before the cards have been cut for the following deal. 94. Should the players on both sides subject themselves to the revoke penalty neither can win the game by that hand. 95. The revoke penalty may be claimed for as many revokes as occur during a hand ; but in no event can more than thirteen tricks be scored in any one hand. (See Law 7.) GENERAL RULES. 96. There should not be any consultation be- tween partners as to the enforcement of penalties. If they do so consult, the penalty is paid. 97. Once a trick is complete, turned and quitted it must not be looked at (except under Law^ 84), until the end of the hand. 98. Any player during the play of a trick or after the four cards are played and before they are touched for the purpose of gathering them together, may demand that the cards be placed before their respective players. 99. If either of the dealer's adversaries, prior to his partner's playing, should call attention to the trick, either by saying it is his, or, without being requested so to do, by naming his card or drawing it toward him, the dealer may require that opponent's partner to play his highest or lowest card of the suit led, or to win or lose the trick. BRIDGE THAT WINS. 119 100. Should either of the dealer's adversaries, during the play of a hand, make any unauthorized reference to any incident of the play, or should he call his partner's attention to the fact that he is about to play or lead out of turn, the dealer may call a suit from the adversary whose turn it is next to lead. 101. In all cases where a penalty has been incurred, the offender is bound to give reasonable time for the decision of his adversaries ; but if a wrong penalty be demanded none can be en- forced. 102. Where the dealer or his partner has in- curred a penalty, one of his adversaries may say, '' Partner, will you exact the penalty or shall I ? " but whether this is said or not, if either adversary name the penalty, his decision is final. NEW CARDS. 103. Unless a pack be imperfect, no player shall have the right to call for one new pack. If fresh cards are demanded, two packs must be furnished and paid for by the player who has demanded them. If they are furnished during a rubber, the adversaries shall have their chgice of the new cards. If it is the beginning of a new rubber, the dealer, whether he or one of his ad- versaries be the party calling for the new cards, shall have the choice. New cards must be called for before the pack be cut for a new deal. 104. A card or cards torn or marked must be replaced by agreement or new cards furnished. 120 BRIDGE THAT WINS. BYSTANDERS. 105. While a bystander, by agreement among the players, may decide any question, yet he must on no account say anything unless appealed to; and if he make any remark which calls attention to an oversight affecting the score, or to the exaction of a penalty, he is liable to be called on by the players to pay the stakes on that rubber. ETIQUETTE OF BRIDGE. There is perhaps no game in which shght in- timations can convey so much information as at Bridge. There is no way of punishing the in- fractors of the following rules, save by refusing to play with them. A code is compiled for the purpose of succinctly stating laws and for the purpose of meting our proportionate punishment to the offenders. To offend against one of the rules of etiquette is far more serious than to offend against any law in the code ; for, while in the latter case the offender is sure of punish- ment, in the former the offended parties have no redress other than refusal to continue to play wdth the offender. Rule 1. Declarations should be made in a simple manner, thus : ''Hearts," "No trump," or W'hen passing the option, "Make it, partner." 2. There should be no undue hesitancy in passing to partner, as such hesitation might in- fluence the make. 3. As the score should always be left on the table, it is presumed that every player knows its state ; therefore, after the cards are dealt, the dealer in passing the declaration should not say anything to his partner concerning the state of the game. Nor should either of the dealer's adversaries say anything regarding the score. 121 122 BRIDGE THAT WINS. 4. A player who has the right to double, if he intend passing the option to his partner, should not indicate any doubt or perplexity in regard to exercising such right. 5. No player should give any indication by word or gesture as to the nature of his hand, or as to his pleasure or displeasure at a certain play. 6. If a player demand that the cards be placed, he should do so for his own information and not in order to call his partner's attention to any card or play. 7. No player, other than the dealer, should lead until the preceding trick is turned and quitted, nor after having led a winning card, should he draw another from his hand before his partner has played to the current trick. 8. No player should play a card wdth such emphasis as to draw particular attention to it. Nor should he detach one card from his hand and subsequently play another. 9. It is unfair to revoke purposely; having made a revoke, a player is not justified in mak- ing a second to conceal the first. 10. Players should avoid discussion and re- frain from talking during the play, as it may be annoying to players at the table or perhaps to those at other tables in the room. 11. A player having been cut out of one table should not seek admission into another table un- less willing to cut for the privilege of entry ; this, of course, does not apply to a person who has come from a table which has been broken up. 12. The dealer's partner should not look over either adversarv's hand nor leave his seat for the BRIDGE THAT WINS. 123 purpose of watching his partner's play. Neither should he call attention to the score nor to any card or cards that he or the other players hold. GENERAL SUGGESTIONS It is absolutely essential, after the rudimentary principles of the game have been acquired, to observe carefully the characteristics of the other players at the table. As dummy, your declaration must often be influenced, not only by the score, but by your partner's ability as a player, and his tendency toward conservatism or venturesome- ness. Be bold with a conservative partner and cautious w^th one who is venturesome. When your partner is a very poor player, try to lose as little as possible when it is his deal, and take extreme at no-trump or any declaration at which you may secure game on your own deal. A question on which the best players disagree, is whether with a ''bust," or a hand which prob- ably cannot win a trick, a player should declare spades out of hand, or pass the make. Your partner's hand in such a case will probably be above the average, but so also will be the hands of the opponents. When playing with a partner who follows the rules for declarations as given in this work, the make may be passed without hesitation, knowing you to be forward in declaring no-trump your partner wnll declare spades unless he has a real make. I have kept a record for many months of the results of such deals, in each case taking the 125 126 BRIDGE 'THAI' WINS. actual result and the score which would have resulted from an original spade declaration, and the figures are overwhelmingly in favor of pass- ing the make — more than five to one. You always have a good chance, when your own holding is so poor, of finding your partner with one tremendous suit, or with four honors in hearts or diamonds, and once in each fiity-eight times he will hold a hundred aces. When playing with partners who follow the old rules for red declaration, the dealer should declare spades when his hand is practically worthless. A weak heart or diamond declaration under such circumstances would be fatal. When playing a no-trump deal, it is nearly always good policy for dealer to make an estab- lished suit at once, if possible, and force the adversaries to discards before taking any finesse. In playing against a no-trump declaration, always return the suit which your partner has opened, unless you are very certain that your reasons for not doing so are impregnable. When your partner abandons your suit you should also abandon it, unless it is established, or your partner has finessed against an honor in dummy. When a spade declaration is not doubled, and neither side has scored twenty points in the game, it is the rule in most clubs to concede the odd trick to the dealer and not play the deal. The score for honors, of course, is made by the side holding them, precisely as though the deal had been played. This rule should be adopted by every club or coterie of players, as it conserves a vast amount BRIDGE THAT WINS. 127 of time and energfv. Dealer or dummv cannot select spades as an offensive declaration with a score of less than twenty ; and the non-dealers, if not strong enough to double, could not hope to make enough on the deal to advance them materially in the game. The rule also gives rise to some pretty propo- sitions in doubling on the part of the non- dealers. INDEX Page. Avoiding a Trump Lead 76 Block Declarations 12 Blocking an Adversaries' Suit 64-71 Clearing an Adversaries' Suit 70 Comments on Play of Illustrative Deals 79 Covering Supporting Cards Led. 35 Creating a Re-entry 65 Cross-ruff by Dealer 68 Declaration 5 Description of the Game 1 Destroying Re-entry Cards IZ Diamond Declaration 10-67 Disadvantage of Opening Suits 57 Discarding 23-31-48 Doubling 16-51-56-72 Doubling to the Score 72-75 Echo 32 Establishing a Suit 58-69 Etiquette of Bridge 121 General Suggestions 125 Heart Convention 33-56 Heart Declaration 9 129 130 INDEX Illustrative Deals 47 Keeping a Small Trump to Re-enter Partner 23 Knowing the Score 24 Laws of Bridge 101 Leading an Ace Against a Declared Trump 38-62 Leading from a King » 35 Leading to Tenace 34-61 Leading Up to Dummy 42 Manner 42 Mannerisms 43 No-Trump Declaration 6 Not Taking the Last Round of an Established Suit 49 Original Leads at No-Trump 27-60 Original Leads When There Is a Declared Trump. . 28 Passing the Make 67 Placing Honors with Partner 37 Placing the Lead 61-77 Planning Play of Entire Deal in Advance 55 Play by Dealer 22 Play by Non-Dealers *2^ Playing for Game 63 Playing for Longest Suit at No-Trump 52 Playing to the Score 66 Probabilities 14 Re-entry Cards 22-59-65 Refusal to Ruff 50 Refusing: to Win the First Round of Your Own Suit 58 INDEX 131 Refusing to Win a Trick 54-64-69 Reverse *. . Z2 Ruffing Game 53-55 Rule of Eleven 30 Sacrificing a Trick to Save Game 60 Sacrificing a Trick to Win Game 74 Taking an Extreme Chance for Game 72 Tempting a Losing Discard 56 The Stake 4 Three-Handed Bridge 4^ Unblocking 38 Unblocking to Tenace ,, 41 Unblocking with Honors 40 Value of Close Counting 54-63 When to Abandon a Suit 52 When to Change Tactics IZ l905