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Title: Advanced Bridge; The Higher Principles of the Game Analysed and Explained

Author: J. B. Elwell

Release date: February 14, 2016 [eBook #51216]
Most recently updated: October 23, 2024

Language: English

Credits: Produced by Chuck Greif, Paul Marshall and the Online
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*** START OF THE PROJECT GUTENBERG EBOOK ADVANCED BRIDGE; THE HIGHER PRINCIPLES OF THE GAME ANALYSED AND EXPLAINED ***

ADVANCED BRIDGE

MR. ELWELL’S BOOKS
———
ADVANCED BRIDGE: The Higher Principles of the Game Analysed and Explained, and their Application Illustrated, by Hands taken from Actual Play. $1.50, net. Postage, 8 cents.
BRIDGE: Its Principles and Rules of Play. $1.25, net.
THE ANALYSIS AND COMPLETE PLAY OF THE BRIDGE TOURNAMENT HANDS. 60 cents, net. Postage, 5 cents.


ADVANCED BRIDGE

THE HIGHER PRINCIPLES OF THE GAME
ANALYSED AND EXPLAINED, AND
THEIR APPLICATION ILLUSTRATED,
BY HANDS TAKEN FROM
ACTUAL PLAY

BY
J. B. ELWELL

AUTHOR OF “ELWELL ON BRIDGE”
“BRIDGE TOURNAMENT HANDS”

SIXTH EDITION

NEW YORK
CHARLES SCRIBNER’S SONS
1907

Copyright, 1904, 1905, by
J. B. ELWELL


TO
Mr. HENRY I. BARBEY

WHO FIRST INTRODUCED BRIDGE IN AMERICA
THE AUTHOR CORDIALLY DEDICATES
THIS BOOK


PREFACE

In the study of any game, the foundation of success must be a thorough acquaintance with the principles of play. This once attained, future progress becomes easy and rapid.

Many writers on Bridge have left much of the play to the individual judgment and knowledge of the player, and in most works on this subject, illustrations of the fundamental principles are largely wanting.

The present work is an attempt to supply these deficiencies; this volume is intended to aid the Bridge student in acquiring a practical acquaintance with the various forms of attack and defence as outlined by the best players. Particular attention is given to the dealer’s play of the dummy hand, the management of trumps is outlined in detail, and the underlying principles are fully illustrated by the complete play of selected hands.

The writer has endeavoured to make this work simple in its arrangement and style so as to be adapted to the capacity of all lovers of Bridge, comprehensive and complete so as to be a sufficient and certain guide in the most difficult as well as in the easy situations.

The laws of Bridge published in this edition have been prepared by the author, who has used as a foundation the codes accepted by the principal clubs of the world. The author does not favour the exaction of a penalty for the dealer’s lead out of turn. The American opinion on this point is divided, but the English practice is to exact no penalty. Otherwise the various club codes show but minor differences.

 CONTENTS 

  page
PREFACE vii

THE LAWS OF BRIDGE
  1

ETIQUETTE
22

BRIDGE FOR THREE PLAYERS
25

THE SCORE
27
 Declaring to the score  27
 Playing to the score  28
 The non-dealer’s play to the score  29

THE DECLARATION
 31
 “No-Trump” declaration by the dealer  32
 Rules for “No-Trump” declaration by the dealer  32
 “No-Trump” with three aces  35
 “No-Trump” with two aces and one other guarded suit  35
 “No-Trump” with two aces  36
 “No-Trump” with one ace  37
 “No-Trump” without an ace  37
 Examples of “No-Trump” makes  38
 Hearts  38
 Rules for the heart make  40
 Five hearts including three honours  40
 Five hearts including two honours  41
 Five hearts with one honour  41
 Four hearts with three honours  41
 Examples of hands that should not be passed  42
 Hearts in preference to “No-Trump”  42
 Hearts, not “No-Trump”  43
 Diamonds  43
 Clubs  46
 Spades  47
 Passed makes  47
 Abandoning spade hands  49

DOUBLING
 51
 Redoubling  54
 Estimating the value of a hand  54
 The lead when partner has doubled  55
 The heart convention  57
 The weak suit convention  57

THE NON-DEALER’S PLAY AGAINST A DECLARED TRUMP
 59
 The opening lead  60
 Examples of opening leads  63
 Inferences from high card leads  64
 Inferences from low card leads  67
 Examples of inference from opening leads  68
 Original trump openings  70
 Original trump openings from strength  72
 The trump lead against a spade make  72
 How to play to partner’s trump opening  73
 Leading trumps to prevent a ruff in the weak trump hand  74
 Short suit openings  74
 Leading through strength  77
 When to lead through strength  78
 Choice of suits to lead through  79
 Suggestions for third hand play  80
 Inferences from third hand play  82
 Leading up to dummy  87
 The Echo  88
 Forcing  89
 Returning partner’s lead  91
 Second hand play  91
 When you play before the dummy  92
 When you play before the dealer  94

INFERENCES
 95
 The value of information  96
 How to draw inferences  97
 Inferences regarding the make  98
 General inferences  99

THE NON-DEALER’S PLAY OF A “NO-TRUMP” HAND
102
 The original lead 103
 The original lead at “No-Trump” 106
 Opening a short suit against a “No-Trump” declaration 107
 Unblocking 108
 Returning partner’s lead 109
 Holding up by the non-dealers 111
 Examples of holding up 112
 Taking out re-entry cards 115

THE DISCARD
116
 The discard against a declared trump 117
 The discard at “No-Trump” 118
 Hints on discarding 121
 The reverse discard 122
 Discarding by the dealer 122

THE DEALER’S PLAY
124
 Combining the hands of dealer and dummy 125
 Ace, Queen, Jack Combination 125
 Ace, king, jack combination 127
 Ace, jack, ten combination 129
 King, jack, ten combination 129
 Miscellaneous combinations 130
 Arranging the lead 131
 Finessing 132
 The finesse obligatory 134
 Watching the discards in order to locate finesses 135
 Second hand plays 136

MANAGEMENT OF TRUMPS BY THE DEALER
139
 When to lead trumps 139
 When not to lead trumps 141
 Unblocking the trump suit 142
 Not forcing your strong trump hand 142
 Leading trumps to prevent a ruff 143
 When to draw the remaining trumps 144
 Discontinuing the lead of trumps 144
 When to trump 146
 Overtrumping 147
 Re-entry cards 148
 Forcing discards 148
 Throwing the lead 150

THE DEALER’S PLAY OF A “NO-TRUMP” DECLARATION
151
 Choice of suits 152
 Keeping the commanding card of the adversaries’ suit 154
 Re-entry cards 158
 Unblocking 162
 Overtaking 164
 “Ducking” 167
 “Overtaking and unblocking” 171
 “Overtaking and ducking” 172
 The defence against overtaking and “ducking” 173

CARD STRATEGY
175

LOST TRICKS
183

“YOUR PARTNER.” HIS IDIOSYNCRASIES, AND SOME OF YOURS
190

ILLUSTRATIVE HANDS
195

END PLAYS
277
 Refusing to draw the losing trump 279
 Leading the losing trump 280
 Throwing the lead 281
 Leading a singleton 282
 Saving a low trump to lead 283
 Refusing to over trump 284
 The extra trump 285
 Unblocking 286
 Making a tenace 287

GLOSSARY
289

INDEX
293

INDEX TO ILLUSTRATIVE HANDS

no.   page
1. Saving an entry card. Leading the losing trump 197
2. Not showing adversaries that the weak hand can “ruff” 199
3. Leading the losing trump 201
4. Arranging the lead 203
5. Not leading trumps until losing cards have been discarded 205
6. Leading through 207
7. Refusing to accept a force 209
8. Not taking a finesse which, if unsuccessful,  
   would block the trump suit 211
9. Saving an entry card. Overtaking 213
10. Double entry 215
11. Making an entry card 217
12. A card of re-entry 219
13. Double entry 221
14. Overtaking to make an entry card 223
15. Not holding up an ace. Unblocking 225
16. Holding up a king 227
17. Overtaking, losing a trick, in order to make a suit 229
18. Not taking a finesse 231
19. Forcing discards to locate a finesse 233
20. Deschapelles coup. Finesse obligatory 235
21. Not allowing adversary to lead through a once guarded king 237
22. Not allowing an established suit to make 239
23. “Ducking” 241
24. Leading through dummy’s strength 243
25. Preventing a ruff by the weak trump hand 245
26. Preventing a ruff by the weak trump hand 247
27. Not forcing 249
28. Inference 251
29. Inference 253
30. Inference 255
31. Leading through 257
32. Overtaking by the adversary 259
33. Refusing to play the high card of a long suit 261
34. Arranging the lead 263
35. Not unblocking. Deschapelles coup 265
36. Abandoning a suit 267
37. Discarding commanding cards 269
38. Counting 271
39. Allowing the weaker hand to “ruff” 273
40. Not holding up an ace 275

ADVANCED BRIDGE


The Laws of Bridge
REVISED 1905

THE RUBBER

1. The partners first winning two games win the rubber. 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 honours, chicane or slam.

3. Every hand 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. Honours are ace, king, queen, knave and ten of the trump suit; or the aces when no trump is declared.

6. Honours are credited to the original holders and are valued as follows:

DECLARATION.  ♠   ♣   ♦   ♥  NO  
 TRUMPS

Rubber 100, Grand Slam 40, Little Slam 20.
   Each Trick above Six 2 4 6 8 12
H { 3 Honours 4 8 12 16 30
O { 4 " 8 16 24 32 40
N { 4 " (All in one hand) 16 32 48 64 100
O { 5 " 16 32 48 64 100
U { 5 " (4 in one hand) 18 36 54 72
R { 5 " (All in one hand) 20 40 60 80
S { Chicane 4 8 12 16

7. If a player and his partner make thirteen tricks, independently of any tricks gained by the revoke penalty, they score Grand Slam and add forty points to their honour count.

8. Little slam is twelve tricks similarly scored, and adds twenty points to the honour count.

9. Chicane (one hand void of trumps) is equal in value to three honours, i.e. if partner of player having chicane scores honours he adds the value of three honours to his honour score, while, if the adversaries score honours, it deducts an equal value from their honour score. Double Chicane (a player and his partner both void of trumps) is equal in value to four honours, and the value thereof may be deducted from the total honour score of the adversaries.

10. The value of honours, slam, little slam, or chicane, is in nowise affected by doubling or redoubling.

11. At the conclusion of a rubber the scores for tricks, honours, Chicane, and Slam, obtained by each side are added, and one hundred points are added to the score of the winners of the rubber. The difference between the completed scores is the number of points won or lost by the winners of the rubber.

12. If an erroneous score affecting tricks be proven, such mistake must be corrected prior to the conclusion of the game in which it has occurred, and such game shall not be considered as concluded until the following deal has been completed 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.

13. If an erroneous score affecting honours, chicane or slam be proven, such mistake may be corrected at any time before the score of the rubber has been made up and agreed upon.

CUTTING

14. The ace is the lowest 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. The prior right of playing is with those first in the room. If there are more than four candidates for seats at a table, the privilege of playing is decided by cutting. 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 play 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.

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 partners 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, should admission be claimed by one or two candidates, the player or players having played a greater number of consecutive 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 beginning a new rubber or of cutting out.

25. In the formation of new tables, those candidates 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 returning 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.

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 he 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—