(BT-rami.aydin)
A GENERAL REMINDER with
TIPS & TACTICS
FOR PRACTICAL PLAYERS
---Acol Based---
INCLUDING
SOME INTERESTING
HANDS AND JOKES
İ.Rami AYDIN
4 Star Master
--
DEDICATIONS
-- SOME PROBABILITIES, FASCINATING FIGURES AND FACTS
--
TRICK TAKING OR BIDDING REQUIREMENTS
--
RESPONSES TO 1-LEVEL OPENINGS
*
Splinter Bid
* Grand
Slam Force
* Blackwood Convention
* Roman Blackwood Convention
* Roman Keycard Blackwood
*Extended Stayman ; * Baron ;
*Flint
*
Responses to 1NT in TRAFFIC LIGHTS
--
STRONG "2 OF A SUIT" OPENINGS
* Phoney
Club ; * Pre-emptive ; * Lower Minor
; * Fishbein
*
Acol 4NT, 5NT, 5© or 5Ş ; 6© or 6Ş ; 5¨ or 6§
*
Multi-Coloured 2 Diamond
*
Benjamin Convention
* With
Point Tables
* Fourth Suit forcing
* Cue-Bid
--
OPENING BIDS AND SECOND ROUND BIDS BASED ON
*SOME GUIDES FOR PENALTY DOUBLES
* Points guide at a glance
* Contract Bridge International Scoring
* BRidge Drive and Score (Total-Point Event)
*
Progressive Bridge Drive - CHICAGO
* Party
Bridge
* Pivot
Bridge
-- APPENDIX -- DUPLICATE BRIDGE
*
Duplicate Bridge Scoring
-- METHODS OF SCORING AT COMPETITIONS
--
SOME FAMOUS AND INTERESTING HANDS
FROM
BRIDGE HISTORY AND FROM MY COLLECTIONS
|
*
The Duke's Hand *
The Bennett Murder Hand *
An Easy Problem *
Testing Mr.PROF *
The 5 NT Case *
The Big Jerk's Story *
Duck It *
When To Lead What? *
Fortune Teller |
*
Duck 2 *
Insult *
Going Away *
La Vengence *
Ask For Help From Your Opponents *
First Day Of Honeymoon *
7 Spades Hand *
Making A Slam With Only 4 Trumps *
The Mississipi Heart Hand |
-- MISCELLANEOUS POINTS ON LAWS,
* Ethics
and Proprieties
-- ORGANISATIONS, ASSOCIATIONS, UNIONS
=================================================================================
DEDICATIONS Contents
I
wish to thank all the members of the Devizes Bridge Club which we, the friends
below, formed together in November 1983.
Mr.& Mrs.
COLLEY (Jacquline -In France now)
Mr.& Mrs.
HERROD-TAYLOR (In Devon now)
Mrs.Dorothy
E.JONES
Mrs.Marion
BULL
Mrs.Betty
INGLEDEW (Died-1990)
Mr. William
CROSS (Bill)
Mr. İ.Rami AYDIN (This is me !)
********************
When Betty Ingledew, my dear partner until her death in
April 1990, saw my notes, she strongly advised me to publish them. If they are
to be published, it is thanks to her and her spirit.
********************
And my thanks to my wife Elaine for helping me to correct
my terrible English.
İ.Rami
AYDIN --Ret'd Pharmacist BSc.--
41 Broadleas Park, Devizes,
Wilts. SN10 5JA UK
E-mail 1
: rami.aydin@btinternet.com
Web : http://www.rami.aydin.btinternet.co.uk
In Turkish :
E-mail
2 : disardan.turkiye@btinternet.com
Web
: http://www.Disardan-Turkiye-Ingiltere.co.uk
I gave up
playing Bridge in Ankara, Turkey in the early 70s, when
there was another boom in new systems and conventions,
and pretentious players were springing
up all over the place. At that time
I thought to myself that it was not worth trying to
learn all these new systems and conventions unless I were to give up my job / my pharmacy and become a full time
Bridge player. And, in addition, I have always looked on the extreme use of these completely artificial systems and
conventions as cheating; trying to take advantage of one's opponents' honesty
and naivity by bewildering them with
bids which don't mean what they should.
After
retiring early and coming to this country in 1981 I found here in Devizes
kind people and a friendly atmosphere in which to play the occasional game of
Bridge, at the Crown Centre and at Devizes Bridge Club of which I am one of the founder members and proud to be
so.
I make no
claim to be an expert (I wouldn't want to be one anyway), probably I am not
even a very good player, but I have always wanted to play well and I have
always enjoyed the game.
During the time I
have played Bridge I have noticed that lots of Bridge players, including the
good ones and myself, still don't know or
can't remember some small points
about the game. And because not everyone can deal with hundreds of books and hundreds of systems and
conventions whenever and wherever
necessary, the most helpful way of tackling the problem is to have a handy, small size REMINDER of the most commonly used and accepted rules, and the system most
widely played in this country: ACOL.
This is what I
aimed to do. I am not writing a book; I have prepared a pocket guide for my own use, to carry with me as a reminder. To do
this I collected some information from Bridge documents and experts' books and
put it together in the present format, using my own knowledge and experience of
the game as well. So, if anyone remembers or recognises anything from my
booklet, I ask their forgiveness beforehand.
When my
Bridge friends saw this guide,they advised me to get it published; they felt
sure that its handy size and shape and the information in it would be
appreciated by many Bridge players for
their own practical and short‑term needs too. After being helped and
reminded by the notes in this guide, the player can then go on to consult the more comprehensive books of the experts.
Of course, to try to squeeze Bridge into a small format
guide like this seems
an impossible task when hundreds
of books can not do it. I personally do
not believe that Bridge will ever be formulated by mathematical and
unchangeable rules; probably not even the most sophisticated computers will be
able to formulate such rules because of the impossibility of feeding the
computer with all the data. Here we come to
the most amazing statistic of Bridge; the total number of hands that can
be distributed among the four players is: (29
digits)
53.644.737.765.488.792.839.237.440.000
If you
multiply these possibilities by other variables; such as position of players,
playing conditions, different systems, conventions, opening leads, signals etc.
not to mention personal factors such as nervousness, tension, differing skills and experience, different
playing techniques of players, you can
see how fascinating and UNPREDICTABLE Bridge is.
If I tell you that
according to Dorothy Hayden; "Mathematicians
aren't particularly good players and sometimes
make very poor players, and that as a class, lawyers are better players
than any others." probably you will understand what I mean
when I say that Bridge is an unpredictable game. That is why there are so many
systems and conventions invented and so many books written by experts; to try
to solve the problems of the game, and make it more enjoyable. (But
unfortunately sometimes they make it more confusing.) Thus everyone
playing Bridge should accept from the outset that every hand is different and
unique, and therefore may or may not fit the rules.
I have a
Computer and one of the best Bridge programs; and play it sometimes. I get
really surprised when I see it playing stupidly lots of times. I suppose
programing a computer to play Bridge must be horrendous because of the
facts and factors I mentioned above. I
hope you will not blame me for calling my computer an idiot !
So if Bridge
is a challenging and difficult game in itself, you must defend the concept of
Bridge by persisting in playing it in the normal and natural way. Otherwise it is going to be murdered by
these fanatics of really artificial conventions and you will be left aside.
Middle aged people will remember the
book "Calling
a Spade a Spade"
written by Ben Cohen and Rhoda Barrow
(Lederer). It says:
".....using the straightforward common‑
sensical natural bidding of the Acol System, which means calling
a spade a spade, not a bloody
shovel or a diamond, or any other fancy name, the right contract can unerringly be achieved even in
the most difficult situations."
Poor old Ben
and Rhoda; did you know that nowadays these fancy conventions and playing
methods are called "Scientific
(!), Semi-scientific (!) etc."; let alone Spades or bloody shovels. What jargon ! We were not taught Bridge as a
Science because everyone knew that Science usually needs definite descriptions accepted by
everyone."
There are
three statements about Bridge
which I like very much. The first is:
"THERE ARE
EXCEPTIONS TO EVERY RULE."
Interestingly
you can find this sentence in every book and after every rule.
If you like, you
can make this statement the only Definite Rule.
This being
so, do not be strictly bound by points
and rules, use them as indicators, if you
want to play Bridge. If you don't want to play Bridge, although you are sitting at the table, there are lots of
players, even including your partner, who can make you into a real spectator
during the game or someone who fills the fourth seat. They can do this by their
continuous bids in a confusingly wide
range of conventions while you are sitting there waiting for one extra point in
order to bid. Try to evaluate your hand taking every value factor into account
within the ethics and present rules of
the game.
Do not upset
anyone or let them upset you over one less or one extra point or over a
mistake, as if they never make one; it is a marvellous game and you should
enjoy it.
Maybe we
would make Bridge a lot easier if we
could say that "Anyone who has got a certain number of points is
going to make a certain score, so there is no need to play the hand !!!"
My second favourite statement is by Rixi Markus:
"BID BOLDLY,
PLAY SAFELY."
But you
should not of course bid in a foolhardy way. You can compensate for your boldness with your careful and safe play. And
to my mind you should give utter importance
to "CARD READING".
If you look
carefully and think about what is being played or discarded, you will be
surprised to see how much they are telling you.
You can't learn from bad players; so try to find a good
partner who is on the same wave‑length as you and who is tolerant. Of
course you will discuss briefly the hands
just played in order to learn your mistakes or to tell others theirs.
This should be done, though, without
making a mountain out of a mole‑hill or without looking down on your Bridge companions. All of us make
mistakes. Do not demoralize yourself or your partner if you want to continue
playing.
But never
play with anyone who says he or she never makes mistakes and does not want to
discuss the hand.
Good players
are more predictable than any other types; especially if you are playing the
same tune. The ones you must be more
careful about are the ones who use
extreme conventions and poor players who are unpredictable in the way they
play.
The third statement is:
"EVEN HOMER
NODS."
But Homers
can easily find excuses for their own mistakes without you realising that some
of them are nonsense! The sad thing is that their chance of winning is
increased by the fact that their opponents are intimidated. Listen to this true
story:
"An expert
went into a Grand Slam contract missing the Ace of his trump suit, and was left
undoubled. When the person who held the Ace of trumps was asked why she didn't
double the contract, the dear old lady said: 'You don't know Mr.X; he always redoubles.' "
I think that
these, my three favourite statements, can be your defence and weapons against
such people. Use them wisely and
reasonably.
Losing can be
turned into success if you are able to
get something out of it.
I am sure
most players will find mistakes
(including language) and short‑comings in this guide.
First of all, as I said before,
I am not an expert just a practical player. Secondly, most of the mistakes probably come from my own
concept of Bridge and the Acol System and my way of playing it. It is obvious by now that I prefer ACOL
to all other systems. Please forgive me for any short‑comings; I would be
happy to receive any constructive criticism.
I should like
to take this opportunity of
acknowledging my gratitude to the great masters of Bridge from whose
books I have learned such a lot : Ely
Culbertson, Charles H. Goren, Dorothy Hayden, Edgar Kaplan, Rhoda Lederer,
Victor Mollo, Terence Reese, Albert Dormer, Hugh Kelsey, Rixi Marcus.
İ.Rami AYDIN
Devizes; March
1984
=============================
PS
: I started writing my notes in 1984 and
added, changed, and upgraded things over the years. But it looks as if the main
idea, the main structure of my work and the main building stones of the game
haven't changed a lot. The game of Bridge is much as it was 50-60 years ago.
And I still get great pleasure, and still learn from the books of , for
example, Ely Culbertson or Charles Goren.
Some years ago, I contacted several publishers to get my
work published, but none of them were interested. Some refused in a kind way
and wished me success; but others obviously wanted to say, "Who do you
think you are?" .
Now, I have
decided to get it published myself. I hope you will enjoy my little book, and
find it useful. I especially advise you to read the "TIPS & TACTICS" section with care
İ.R.A --- November 1998.
That Bridge developed from Whist everyone knows;
but what are the origins of Whist? Authorities are a bit hazy on the origins of
the game. Some say Eastern Europe or Russia, some India. The name "Bridge" has no clear origin either, though it is sometimes linked to the Russian "Biritch, or
Russian Whist".
We do know,
however, that over a thousand years ago, playing cards were in use in China. By
the 13th Century they were found in Europe, and by the 15th Century we know of
card games played in England with names
that sound oddly familiar: Triumph (Trump), Ruff and Honours, Whisk and Swabbers,
and Whisk itself.
It seems clear from the references to
these games that they are the ancestors of Whist.
During the 17th Century Whisk or Whist, as it became known, grew in popularity and
during the next century firmly
established itself in the coffee houses and clubs of London as
the game to play and bet on.
The first book on Whist appeared in 1742 : "A Short Treatise on Whist" by
Edmond Hoyle. This famous book
helped to spread the popularity of the game to Europe and to the United
States. In its heyday Whist was thought
of just as seriously by the society
ladies and gentlemen who played it as Bridge is today by its devotees. By the beginning of the 19th
Century Whist was a truly international game, the expert at that time being the Frenchman Guillaume
Deschapelles.
In the mid
19th Century, Henry Jones, known by his
pseudonym Cavendish, wrote
many books on Whist and his system of leads, including the lead of "The Fourth
Best", remain
standard to this day. It was
Cavendish who directed the first Duplicate Tournament in London in 1857.
Another clue
about the origins of Bridge comes from Colonel
Study. He claimed that he
learned Bridge when he was serving in the British
Army at Plevna in 1879 during the Russian-Turkish war where the British and the Turks were allies. This would
explain why Whist was Russian for which there is no other evidence. He, and all other
officers who played with him would associate the game with Russia. And most
possibly these people are the origins of the famous pamphlet of "Biritch, or
Russian Whist" which was published on 1886. As the game
became popular in the upper class clubs of Istanbul at a very early date, it is
reasonable to conjecture that Colonel Studdy and his friends learned it from
Turkish officers or vice versa.
It was
towards the end of the 19th Century that Bridge as we know it started to emerge. Three important changes
involved were that the Dealer (or his partner) was given the right to name the
trump suit, that the opponent could double and the dealer redouble, and that
the hand of dealer's partner was exposed: the origins of the ideas of declarer and dummy. The
introduction of this so‑called Bridge or Bridge Whist into the clubs of London around 1894 is sometimes
attributed to Lord Brougham. The notion of competitive bidding was introduced
around 1904 and the new form of the
name was Auction
Bridge. This soon ousted
Bridge Whist, although the parent game Whist continued to be played side by
side with the Auction Bridge.
The influence
of the French game Plafond on Bridge was crucial; it
introduced in about 1918 the notion of bidding a game before scoring a game,
that is, only counting towards a game those tricks that were contracted for in
the auction. These features of Plafond were absorbed by the famous American Harold Stirling
Vanderbilt into Bridge. He
combined the best features of the French game and Auction Bridge with a
new scoring system, including a new
idea of Vulnerability, and around 1925 Contract Bridge came into being in New York. Within a few years
Vanderbilt's methods were universally adopted.
All other forms of the game were gradually eclipsed, and since 1930, though
there have been a few changes in the scoring, the form of Contract Bridge has
remained basically the same.
Since
Vanderbilt, Ely
Culbertson and Charles H. Goren have been the two men chiefly responsible for making
Contract Bridge an International success, the former being the founder of
Bridge World Magazine, both being expert players and writers of numerous works
on Bridge and outstanding international authorities on the game.
PS:
Lots of
English friends ask me the difference between "Auction Bridge" and "Contract Bridge". It sounds to me as if they are questioning why there
should be a difference between the words Auction and Contract and consequently their game of Bridge when they both have
Auction and Contract elements in them. Don't they both reach the same target,
an agreed Contract by Auction anyway?
It looks
reasonable, but it is a fact that Auction Bridge needed many improvements in the techniques of bidding and
valuation, and in the end this gave birth to Contract Bridge.
For example
the most important difference is this:
In Auction all the dealer has to do is to bid one NT or
one of his suit; all his partner has to do is to pass. After this bidding, the
game proceeds and the declaring side takes the full benefit of all the tricks
they make. Their contract and game is secure from the beginning and they may
even score a Slam Bonus, as if they had valued their hand up to that point and
bid for it.
But in
Contract, the dealer must estimate the value of his hand as precisely as possible and bid it; not just
one and then stop; but 2, 3 or even more. The partner too must try to find the
real value of his hand, and show it, rather than an easy and comfortable
"No Bid". They will score according to what they bid. They can't
score a game that wasn't bid; while in Auction, game and even Slam can be
scored below the line even when not bid.
Lots of
logical and challenging improvements were added to Auction Bridge and these
improvements have continued over the years and are still continuing, more than
I can describe in my little book. Just think of the complexity of today's
Bridge!
Bridge literature is very rich. Anyone who wants detailed
information on any part of Bridge can easily find a source.
ABOVE
THE LINE : All scores
except for tricks bid and
made are entered above the line on the score sheet.
APPROACH
BID / APPROACH FORCING:
Style of bidding -system- a short suit by way of approach (with caution), --the
bid at the one-level of an as yet unnamed suit to force partner for a reply.
Any such bid must not be passed.
AUCTION
: The period of bidding.
AVOIDANCE
: A play made to prevent the
more dangerous opposing hand from gaining the
lead.
BALANCED
HAND : An evenly distributed hand with no singleton
or void.
BARRED
: Stopped from bidding by a
legal penalty
BELOW
THE LINE : The place on the score sheet where the
tricks bid and made are entered.
BID : An offer to win at least a specified number of tricks
over and above six.
BIDDABLE
SUIT :A player's holding
in a suit that meets the systemic
requirements for a bid.
BLANK
A SUIT : Discard all
cards held in that suit
BLANK
SUIT : Absence of
any cards of that suit from the hand.
BLOCKING
: A situation in which
the high cards in one hand, unaccompanied by low cards, prevent playing winners in the same suit from the
opposite hand.
BOOK
: The number of tricks (6) a side must win before it can
score by winning subsequent
tricks.
BROKEN
SEQUENCE : 3 cards of which
the 2 highest ranking are in sequence and the third is one card out of
sequence. (K‑Q‑10)
BUSINESS
DOUBLE : A double which is made in the expectation that
the opponents will go down. (As opposed to take‑out double). The effect
of the double is to increase the penalty if the contract fails. Also called "Penalty Double".
CALL
: Any bid, double, redouble
or pass.
CASH
: Lead and win tricks with
established cards.
COMMUNICATIONS
: The ability of partners to
pass the lead to each other.
COMPETITIVE
BIDDING : An
auction in which both sides take part.
CONDONE
: Waive penalty for an
irregularity.
CONTRACT
: The final bid of the
auction. The obligation to win a
certain number of tricks.
CONTROL
: The commanding
position or card in a suit, such as A, K, void, or singleton that will enable the player to win the first or second round.
CONVENTION
: An agreement to give an
unnatural or unusual meaning to a certain bid or play.
CROSS-RUFF
: To ruff back and forth between the partnership
hands; enabling the partnership to make
their trumps separately.
CUE-BID
: A bid made after trumps
have been agreed, to show first round control rather than a genuine suit; also,
overcall in a suit bid by the opponents.
DECLARER
: The player who for his
side first bid the denomination named in the contract, and who plays the hand.
DEFENDER
: Either of the opponents
who play against the declarer.
DEFENSIVE
BIDDING : Bidding by the side
which did not make the opening bid.
DENOMINATION
: Nature of contract, either
suit or no‑trumps.
DELAYED
GAME RAISE : A jump bid to game
in ope-ner's suit following a simple first‑round change of suit, by which
time responder has heard opener's rebid.
DEUCE
: Any two‑spot.
DISCARD
: To throw away a card in a
suit which is neither the suit led nor
trump.
DOUBLE
FINESSE : Finesse against two
missing cards.
DOUBLETON
: The holding of only 2
cards in a suit. Value is immaterial.
DRAW
: To play off; in the trump
suit, to lead trumps till the opponents have no more.
DROP
: The fall of a specific
card, usually of honour rank, when a
card of higher rank is led.
DUCK
: The play of a low card and
refusal to win a trick for tactical reasons when a higher card is held.
DUMMY
: The hand opposite to
declarer. Laid on the table face upwards immediately after the opening lead.
ECHO
: Play high and then low, to
signal partner you wish a suit continued, or to enable him to count the number
of cards you hold in that suit.
END-PLAY
: Tactical situation towards
the end of a hand, usually by passing the lead to an opponent when few cards
remain forcing him to lead disadvantageously.
ENTRY
: A card that enables a
player to win a trick to permit him to lead from a particular hand.
ESTABLISH
: (A suit or a card) To
promote the lower cards of a suit to the rank of winners by forcing out adverse higher cards.
FACE
CARD : Any King, Queen or
Jack (picture cards)
FALSE
CARD : A card played out
of natural sequence, usually in an attempt to deceive opponents about the
position of the true card. Rough rule is; Declarer
should always false‑card; defenders never.
FINESSE
: An attempt to win or
establish a trick with a card which is neither the highest that you hold in a
suit nor in sequence with your highest. Such as A.Q. in the hope that the
missing K. lies with the previous player.
FIRST
ROUND CONTROL : The holding of an A.
or void, which guarantees no immediate losers in that suit.
FIT
: Good mutual support in the
combined hands of a partnership.
FORCE‑OUT
(KNOCK‑OUT) :
The concession of a trick to a master card in an opponent's hand in order to
establish tricks in the player's hand.
FORCING
BID : Any bid which
unconditionally demands a reply from partner. eg., Forcing one round; Forcing
to game; Forcing to slam.
FREAK
:A hand or deal with wildly
unbalanced distribution
FREE
BID : A free bid, raise,
rebid or response is one that follows an intervening bid by the right‑hand
opponent.
One made
voluntarily not under any systemic compulsion.
GRAND
COUP : A trump reducing
play that involves trumping one's own winning card. A double grand coup repeats
this play.
HIGH-LOW
; PETERING : See ECHO.
HOLD-UP
: The refusal to take a
trick when able; tactical manoeuvre usually aimed at cutting the opponent's
communication.
INFORMATORY DOUBLE : A systemic double made primarily to give information to
partner.
INITIAL
BID : Opening bid.
INTERMEDIATES
: Useful cards between high
and low ones, such as 10, 9, 8.
INTERVENING
BID : A bid made by an
opponent after one player has bid and before his partner has responded.
IRREGULARITY
: Any departure from a law
of correct procedure.
JUMP
BID : A bid "One‑level higher" than
necessary to over‑call the previous bid.
DOUBLE JUMP : "Two‑level
higher"
JUMP
SHIFT : A single jump bid
in a new suit made by a player who has previously bid a different suit or whose
partner has done so.
KIBITZER
: An onlooker. Should be
unobtrusive, but is frequently not.
LEAD
: The first card played to a
trick.
LEAD‑DIRECTING
BID OR DOUBLE : A bid or double of
an opponent's bid, made specifically to direct partner's attention to the lead
required.
LIMIT
BID : A bid that conveys
the full values of the hand within a narrow range of strength; both upper and
lower limit.
LONG
CARD : One left in a hand
after opponents are exhausted of the suit.
LOSER
: A card that can not win a
trick.
MAJOR
SUIT : Either Hearts or
Spades.
MASTER
CARD : The highest card of
a suit remaining live or unplayed.
MATCH-POINT
: Unit of scoring in
Duplicate Bridge, won by surpassing
the score of another pair holding the same cards.
MCKENNY
: (Convention). The discard
of a high or a low card asking for the lead of a high, or low-ranking suit.
MINOR
SUIT : Either Diamonds or
Clubs.
NEGATIVE
DOUBLE : Informatory or Take‑Out
double
NEGATIVE RESPONSE : A response which by convention denies certain values or
strength, made in answer to a forcing bid from partner.
NEW
SUIT : A suit which has
not previously been bid.
NO BID : A call indicating no desire to make a bid, double or
redouble.
NONVULNERABLE
: Not having scored a game.
ODD
TRICKS : Tricks won by
declarer in excess of six (Book).
OFF
SIDE : (A card which is)
in unfavourable position for a winning finesse.
ON
SIDE : (A card which is)
in favourable position for a winning finesse.
ON
SCORE : Having a part‑score
towards game.
OPENER
: The player who makes the
first bid of the auction.
OPENING
BID : The first bid of
the auction other than a pass or, in play, the first lead.
OPENING
LEAD : The card lead to
the first trick by the player on the left of the declarer.
OPTIONAL
DOUBLE : A take‑out
double which partner may well leave in,
usually because it is made over a high bid.
OVERCALL
: Bid by a defender over an
opponent's opening, before partner enters the auction.
OVERRUFF
(OVERTRUMP) : To ruff a trick
with a higher trump than the previous player.
OVERTAKE
: To play a card higher than
the present winning card played by the partner.
OVERTRICK
: A trick made in excess of
the named contract.
PART-SCORE
: A contract, a score below
the line less than game.
PASS
: No bid.
PASSED
HAND : A player who has
passed when he could have opened the bidding instead.
PASSED
OUT : (A deal) thrown in
because all four players in succession passed.
PATTERN
: The distribution of the
four suits in a hand of thirteen cards.
PENALTY
: 1) Points lost by a side
that has failed to make a contract.
2) After an
infraction of the rules, the handicap placed by law on the offending side.
PENALTY
CARD : A card illegally
exposed by a defender, left face up in front of him.
PENALTY
DOUBLE ; BUSINESS DOUBLE:
A call by a player implying that the opponent's contract will be defeated and
penalty will be increased.
PENALTY
PASS : Pass that converts
a take‑out double into a penalty double.
PETER
; PETERING : A signal, also
called Echo or High‑Low, to convey a message to partner. For example to
show a doubleton or encourage partner to continue that suit.
PIANOLA
: A hand that plays itself
automatically and cannot go wrong.
PLAIN
SUIT : A suit other than
trumps.
PLAYING
TRICKS : Tricks that you are
likely to win if you play the contract in your selected denomination.
POINTS
: Units of scoring.
POINT
COUNT : Method of hand
valuation, based on Honour Cards, Distribution or both.
POSITIVE
RESPONSE : A response to
partner's forcing bid showing certain values as compared with negative
response.
PRE-EMPTIVE
BID : An unnecessarily
high level bid (3 or higher) made not to show strength but to make it difficult
for the opponents to compete.
PREFERENCE
: A bid which chooses
between two trump suits suggested by partner, nor necessarily showing support.
PREMIUMS
: All scores other than for
odd tricks.
PREPARED
BID : A bid made out of
the natural sequence (possibly on a 3‑card suit) in the hope that the
player will be able to bid accurately on the next round.
PROTECTIVE
BID : A bid made by
fourth‑in‑hand, following two passes, and based on the presumption
that partner has undisclosed strength.
PSYCHIC BID : A bluff bid based on nonexistent values to confuse the
opponents.
PUMP
: Shorten an opponent's
trump holding by forcing him to ruff.
QUANTITATIVE
BID : A bid which asks partner
to go on; showing the top limit of the hand, generally a Slam invitation.
QUICK
TRICKS : High cards or
combinations of high cards that will win a trick on the first or second round.
RAISE
: Direct support for
partner, as by raising him in the same suit (or NT).
RE-BID
: 1) The second and
subsequent bid made by a player. 2) Bid
one suit twice.
REBIDDABLE
SUIT : A suit long enough
and strong enough to be bid and re‑bid without support from partner.
RE-DOUBLE
: Call that can be made only
following an opponent's double, increasing penalties if the contract fails, and
increasing trick score and bonuses if the contract succeeds.
RE-ENTRY
: A card with which a hand
can eventual ly gain the lead after
having lost it.
RENOUNCE
: Play a card not of the
suit lead.
REVERSE
: To re‑bid (by either
opener or responder) in a new suit higher in rank and at a higher level than
the first suit.
REVOKE
: Fail to follow suit when
able to do so; fail to play a card as required by a law of correct procedure or
by a proper penalty.
RUBBER
: The winning of the first
two out of three games by one side and is credited with bonus points.
RUFF
; TO TRUMP : To play a trump
when a suit other than trumps is led.
RUN
A SUIT : Keep on playing
winning cards of one suit.
SACRIFICE
: Over-bid deliberately,
expecting to go down, but to lose less in penalties than the value of an
opposing contract.
SCORE
: The accumulated total of
points won by a side.
SEPARATE
SUITS : Two suits which do
not adjoin in rank, so that both suits could be bid at the same level if
partner responds in a suit which ranks in between.
SEQUENCE
: Two, more commonly three,
or more cards of the same suit in
unbroken order. "Sequential
Cards."
SET
: To defeat a contract. A "One‑trick set" is down
one.
SET-UP
: Establish a long suit, or
honours as winners, by forcing out superior enemy cards
SHADED
BID : A bid made on
somewhat less than the normal requirements.
SHIFT
: Play a different suit from
the one started by the partnership.
SHORT
CLUB : The opening bid in
a three card Club suit.
SHORT
SUIT : A holding of less
than four cards in a suit.
SHUT-OUT
BID : A pre‑emptive
bid.
SIDE
CARD : Any of a plain
suit.
SIDE
STRENGTH : High cards in plain
suits.
SIDE
SUIT; (PLAIN SUIT) :
1) A suit other than trumps. 2) A secondary suit held by the declarer.
SIGNAL
: Any convention of play
whereby one partner properly informs the other of his holdings or desires.
SIGN-OFF
: A rebid which indicates
that the hand contains no additional values other than those already shown, and
unwillingness to bid any further.
SINGLETON
: A suit holding of only one
card. Value is immaterial.
SOLID
SUIT : A suit which can be
run without loss.
SPLIT
HONOURS : Play one of several
honours in sequence when following to a trick as second hand.
SPOT
CARD : A card other than
an honour. (9,8,7,6 etc.)
SQUEEZE
: A situation, an end‑play
in which a player is forced to discard a vital card, a winner, or cards that
protect winners thereby causing him to lose a trick.
STOPPER
: A card or combination of
cards that will interrupt the run of the opponents' suit and that will win a
trick.
STRIP
: A play by the declarer to
eliminate from his own hand, from dummy the cards in one or two suits.
STRONG
HAND : A hand which has
more values than those needed for the bid made.
SUFFICIENT
BID : One high enough
legally to supersede the last previous bid.
SUIT-PREFERENCE
SIGNAL : An advanced signal
indicating which suit to switch to.
SUPPORT
: 1) Sufficient cards in
partner's suit to justify a raise, 2) A
bid which shows such values.
SYSTEM
: The conventional methods of
bidding between partners on the requirements for various bids and tactical
procedure in various situations.
TABLE
: An alternative word for
DUMMY. "The lead is on the table" means that dummy must lead to the
next trick. Also a card is "tabled" when it is placed face upwards on
the table.
TAKE-OUT
: A bid in a different
denomination from that bid by partner.
TAKE-OUT
DOUBLE : A double made not
for penalties, but for the partner to bid his best suit or NT.
TEMPO
: Unit of time in the play.
TEMPORIZING
BID : A bid made in an
unplayable suit, in order to show strength or mark time before suggesting where
to play the contract
TENACE
: Combination of cards not
in sequence, such as A‑Q, held over K.J, whose trick‑winning power
depends on where the missing card lies and who has the lead. The word has no
connexion with 'Ten' and 'Ace' though, in certain circumstances, a tenace could
consist of A.10.
THROW-IN
: A deal that results in no
bids being made. The deal passes to the player on the left.
TOUCHING
CARDS : are equals, cards
in sequence.
TOUCHING
SUITS : are those next to
each other in rank.
TRIAL
BID : A bid used to
investigate whether partner can assist with a weak spot.
TRICK
: The four cards played in
rotation by the four players.
TRUMP
: Suit named in the contract
that wins over any other suit; a card of that suit; to play such a card when
another suit has been led (To ruff).
TRUMP
COUP : An advanced play,
forcing a defender to ruff and be overruffed, thereby capturing a trump.
TRUMP-ECHO
: The high‑low signal used in the trump suit to indicate possession
of another trump.
TWO-SUITER
: A hand containing five or
more cards in each of two suits.
UNBALANCED
HAND : A hand containing a
singleton or void, or one or more dominantly long suits.
UNBLOCK
: To play or discard a card
that would otherwise prevent the run of a suit or win a unwelcome trick.
UNDERBID
: A call that understates
the value of the hand; also, in law, an insufficient bid.
UNDERTRICK
: Each trick by which
declarer falls short of making his contract.
VOID
: The holding of no cards in
a suit. Blank suit.
VULNERABLE
: State of pair that has
scored one game.
WAITING
BID : Used in
approach-forcing systems. The calling of an, as yet, unbid suit to force
partner to call again. Used in the hope of getting a better picture of his hand
before deciding the contract.
YARBOROUGH:A hand containing no card higher than a 9
FASCINATING FIGURES AND FACTS.
The total number of hands can be distributed among the 4 players in a very large number
of different ways. And the number of possibilities runs to 29 digits:
53.644.737.765.488.792.839.237.440.000
The chances of
being dealt some interesting and special holdings:
‑-All 4 players each holding a 13‑card suit
occurs 1 time in every:
2.235.197.406.895.366.368.301.560.000
deals
and they say,
to play this number of deals could take 100 trillion years.
|
Holding of a 13‑card specified suit (i.e.Spades) |
1
in 635.013.559.600 |
|
Holding of a 13‑card unspecified suit |
1
in 158.753.389.899 |
|
Holding a Yarborough |
1
in 1.827 |
|
Holding all 5 honours in one unspecified suit |
1
in 504 |
|
Holding all 4 Aces |
1
in 378 |
|
Holding 4 honours in a specified suit |
1
in 22 |
|
Holding a void |
1
in 19 |
|
Holding a singleton |
1
in 2 |
HAND PATTERNS :
There are 39 hand patterns; they range from the most frequent, which is 4‑4‑3‑2,
to the most rare, which is 13‑0‑0‑0. The frequencies of some
of the most frequent patterns are not always the most balanced ones.
|
4--4--3--2 |
22 % |
|
5--3--3--2 |
16 % |
|
5--4--3--1 |
13 % |
|
5--4--2--2 |
11 % |
|
4--3--3--3 |
11 % |
|
6--3--2--2 |
6 % |
|
6--4--2--1 |
5 % |
|
6--3--3--1 |
3 % |
|
5--5--2--1 |
3 % |
|
4--4--4--1 |
3 % |
|
7--3--2--1 |
2 % |
|
6--4--3--0 |
1 % |
|
5--4--4--0 |
1 % |
|
5--5--3--0 |
1 % |
|
6--5--1--1 |
1 % |
|
7--2--2--2 |
1/2 % |
|
The remaining 23 patterns total roughly:
3 % |
|
DISTRIBUTION OF
CARDS IN THE TWO UNKNOWN HANDS (Suit Divisions)
|
If you & partner have together in one suit |
Out-standing Cards |
The remaining cards of that suit in opponents’ hands will be divided |
|
|
11 cards |
2 |
1
-- 1 |
52
% |
|
2 -- 0 |
48 % |
||
|
|
|||
|
10 cards |
3 |
2
-- 1 |
78 % |
|
3 -- 0 |
22 % |
||
|
|
|||
|
9 cards |
4 |
3 -- 1 |
50
% |
|
2 -- 2 |
40 % |
||
|
4 -- 0 |
10 % |
||
|
|
|||
|
8 cards |
5 |
3 -- 2 |
68 % |
|
4 -- 1 |
28 % |
||
|
5 -- 0 |
4 % |
||
|
|
|||
|
7 cards |
6 |
4 -- 2 |
48 % |
|
3 -- 3 |
36 % |
||
|
5 -- 1 |
15 % |
||
|
6 -- 0 |
1 % |
||
|
|
|||
|
6 cards |
7 |
4 -- 3 |
62 % |
|
5 -- 2 |
31 % |
||
|
6 -- 1 |
7 % |
||
|
7 -- 0 |
1/2 % |
||
|
|
|||
|
5 cards |
8 |
5 -- 3 |
47 % |
|
4 -- 4 |
33 % |
||
|
6 -- 2 |
|||