Chapter 6

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THE SCORE OF THE RUBBERS IS BEST KEPT ON A SHEET OF THE FOLLOWING CHARACTER

THE FOLLOWING SHOWS HOW THIS SCORE SHOULD BE KEPT

It is always well to total at the end of each rubber and to note the size of the rubber. These precautions make it easy to correct mistakes, should any occur.

XI

THE LAWS

In 1902, some years before Auction had been heard of in the United States, a number of the best-known clubs of New York, Philadelphia, Boston, and other cities were represented at a meeting held in New York for the purpose of drafting a code of Bridge Laws to be used by the clubs of this country. The so-called "American Laws of Bridge" were adopted, and duly published. It was then expected that they would be universally accepted.

In a few months, however, some clubs, including several that had been represented at the meeting, found that certain penalties of the "American Laws" were not popular with their members. One club after another made alterations or adopted its own code, so that the object in calling the meeting, namely, club uniformity, was soon as far as ever from being attained. Gradually, however, the various clubs began to recognize that the Whist Club of New York deserved to be ranked as the most conservative and representative card-playing organization in the United States. They realized that it devoted its attention entirely to card games, and included in its membership not only the most expert players of the metropolis, but also of many other cities. It was but natural, therefore, that the admirable Bridge Code of the Whist Club should be accepted by one club after another, until in the end the desideratum of the drafters of the American Laws was virtually obtained.

When, in 1909-10, Auction, with its irresistible attractions, in an incredibly brief space of time made Bridge in this country a game of the past, the only Auction laws available had been drafted in London by a joint committee of the Portland and Bath Clubs. They were taken from the rules of Bridge, which were altered only when necessary to comply with the requirements of the new game. It is probable that the intent of the members of the Bath-Portland Committee was merely to meet an immediate demand, and that they expected to revise their own code as soon as wider experience with the game demonstrated just what was needed.

Under these circumstances, it was to be expected that the Whist Club of New York would promulgate a code of Auction laws which would be accepted from the Atlantic to the Pacific. The club, however, did not act hastily, and it was not until May, 1910, that it issued its first edition of "The Laws of Auction Bridge." This was amended in 1911, and in 1912 subjected to a most thorough and comprehensive revision.

Until the adoption of a national code by an American congress of Auction players, an event not likely to occur, it is doubtless for the best interest of Auction in this country that the laws of the Whist Club of New York be generally followed. Uniformity is most important; otherwise, players from one city, visiting another, are sure to find local conditions which will, temporarily at least, prove something of a handicap.

When any improvement is suggested, which, after due trial, meets with local favor, it would seem wise that such suggestion, whether it emanate from a club committee or an individual, be forwarded to the Card Committee of the Whist Club of New York. It may be authoritatively stated that all such ideas will be cordially received, thoroughly considered, and, if approved, incorporated in the club code at its next revision.

Appended hereto will be found "The Laws of Auction Bridge" as published by the Whist Club of New York, November, 1912. These laws should be carefully read, if not studied, by every devotee of the game. No matter how familiar a player may have been with the old laws, he will find an examination of the new to be advisable, as the changes are both numerous and important. If it has not been his practice to keep in touch with Auction legislation, he should realize that a close acquaintance with the code which governs the game he is playing will prove most beneficial.

As the laws speak for themselves, it is not necessary to explain them, or even to point out the various alterations. The wording in many cases has been materially changed, in order to clarify and simplify. Some penalties that seemed too severe have been reduced, and certain modifications have been made which appear to be in the line of modern thought. Special attention is called to the elimination of the law which prevented consultation as to the enforcement of a penalty, and also of the law which provided that when a wrong penalty was claimed, none could be enforced. The laws referring to cards exposed after the completion of the deal, and before the beginning of the play, have been materially changed, and the law covering insufficient and impossible declarations has been altered and redrafted. A point worthy of special attention is Law 52 of the Revised Code. It covers the case, which occurs with some frequency, of a player making an insufficient bid and correcting it before action is taken by any other player. Under the old rule, a declaration once made could not be altered, but now when the player corrects himself, as, for example, "Two Hearts—I mean three Hearts"; or "Two Spades—I should say, two Royals," the proper declaration is allowed without penalty.

The laws follow.

THE LAWS OF AUCTION BRIDGE

THE RUBBER

1. The partners first winning two games win the rubber. If the first two games decide the rubber, a third is not played.

SCORING

2. A game consists of thirty points obtained by tricks alone, exclusive of any points counted for honors, chicane, slam, little slam, bonus or undertricks.

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

4. When the declarer wins the number of tricks bid, each one above six counts towards the game: two points when spades are trumps, six when clubs are trumps, seven when diamonds are trumps, eight when hearts are trumps, nine when royal spades are trumps and ten 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 in the honor column to the original holders, being valued as follows:—

7. Slam is made when seven by cards is scored by either side, independently of tricks taken as penalty for the revoke; it adds forty points to the honor count.[24]

8. Little slam is made when six by cards is similarly scored; it adds twenty points to the honor count.[25]

9. Chicane (one hand void of trumps) is equal in value to simple honors,i.e., if the partners, one of whom has chicane, score honors, it adds the value of three honors to their honor score; if the adversaries score honors it deducts that value from theirs. Double chicane (both hands void of trumps) is equal in value to four honors, and that value must be deducted from the honor score of the adversaries.

10. The value of honors, slam, little slam or chicane, is not affected by doubling or redoubling.

11. At the conclusion of a rubber the trick and honor scores of each side are added, and two hundred and fifty points added to the score of the winners. The difference between the completed scores is the number of points of the rubber.

12. A proven error in the honor score may be corrected at any time before the score of the rubber has been made up and agreed upon.

13. A proven error in the trick score may be corrected prior to the conclusion of the game in which it occurred. Such game shall not be considered concluded until a declaration has been made in the following game, or if it be the final game of the rubber, until the score has been made up and agreed upon.

CUTTING

14. In cutting, the ace is the lowest card; as between cards of otherwise equal value, the lowest is the heart, next the diamond, next the club, and highest the spade.

15. Every player must cut from the same pack.

16. Should a player expose more than one card, the highest is his cut.

FORMING TABLES

17. The prior right of playing is with those first in the room. If there are more than four candidates of equal standing, 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 upon partners, the two lower playing against the two higher. The lowest is the dealer who has choice of cards and seats, and who, having made his selection, must abide by it.

19. Six players constitute a complete table.

20. 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

21. If, at the end of a rubber, admission is claimed by one or two candidates, the player or players having played the greatest 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.[26]

RIGHT OF ENTRY

22. A candidate desiring to enter a table must declare his intention before any player at the table cuts a card, whether for the purpose of beginning a new rubber or of cutting out.

23. In the formation of new tables candidates who have not played at any existing table have the prior right of entry. Others decide their right to admission by cutting.

24. When one or more players belonging to an existing table aid in making up a new one he or they shall be the last to cut out.

25. A player who cuts into one table, while belonging to another, forfeits his prior right of reëntry into the latter, unless he has helped to form a new table. In this event he may signify his intention of returning to his original table when his place at the new one can be filled.

26. Should any player leave a table during the progress of a rubber, he may, with the consent of the three others, appoint a substitute to play during his absence; but such appointment shall become void upon the conclusion of the rubber, and shall not in any way affect the substitute's rights.

27. If any player break up a table the others have a prior right elsewhere.

SHUFFLING

28. The pack must not be shuffled below the table nor so that the face of any card may be seen.

29. The dealer's partner must collect the cards from the preceding deal and has the right to shuffle first. 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 while giving the pack to be cut, he must re-shuffle.

30. After shuffling, the cards properly collected must be placed face downward to the left of the next dealer, where they must remain untouched until the play with the other pack is finished.

THE DEAL

31. Each player deals in his turn; the order of dealing is to the left.

32. The player on the dealer's right cuts the pack, and in dividing it he must leave not fewer than four cards in each packet; if in cutting or in replacing one of the two packets a card is exposed, or if there is any confusion or doubt as to the exact place in which the pack was divided, there must be a fresh cut.

33. When the player whose duty it is to cut has once separated the pack, he can neither re-shuffle nor re-cut, except as provided in Law 32.

34. Should the dealer shuffle the cards after the cut, the pack must be cut again.

35. The fifty-two cards shall be dealt face downward. The deal is not completed until the last card has been dealt.

36. In the event of a misdeal the cards must be dealt again by the same player.

A NEW DEAL

37. Theremustbe a new deal—

aIf the cards are not dealt into four packets, one at a time and in regular rotation, beginning at the dealer's left.bIf, during a deal, or during the play, the pack is proven incorrect or imperfect.cIf any card is faced in the pack or is exposed during the deal on, above or below the table.dIf any player has dealt to him a greater number of cards than thirteen, whether discovered before or during the play.eIf the dealer deal two cards at once and then deal a third before correcting the error.fIf the dealer omit to have the pack cut and either adversary calls attention to the fact prior to the completion of the deal and before either adversary has looked at any of his cards.gIf the last card does not come in its regular order to the dealer.

aIf the cards are not dealt into four packets, one at a time and in regular rotation, beginning at the dealer's left.

bIf, during a deal, or during the play, the pack is proven incorrect or imperfect.

cIf any card is faced in the pack or is exposed during the deal on, above or below the table.

dIf any player has dealt to him a greater number of cards than thirteen, whether discovered before or during the play.

eIf the dealer deal two cards at once and then deal a third before correcting the error.

fIf the dealer omit to have the pack cut and either adversary calls attention to the fact prior to the completion of the deal and before either adversary has looked at any of his cards.

gIf the last card does not come in its regular order to the dealer.

38. Should three players have their right number of cards, the fourth, less, and not discover such deficiency until he has played, the deal stands; he, not being dummy, is answerable for any established revoke he may have made as if the missing card or cards had been in his hand. Any player may search the other pack for it or them.

39. If, during the play, a pack be proven incorrect, such proof renders the current deal void but does not affect any prior score. (See Law 37 b.) If during or at the conclusion of the play one player be found to hold more than the proper number of cards and another have an equal number less, the deal is void.

40. A player dealing out of turn or with the adversaries' cards may be corrected before the last card is dealt, otherwise the deal must stand, and the game proceed as if the deal had been correct, the player to his left dealing the next hand. A player who has looked at any of his cards may not correct such deal, nor may his partner.

41. A player can neither cut, shuffle nor deal for his partner without the permission of his adversaries.

DECLARING TRUMPS

42. The dealer, having examined his hand, must declare to win at least one odd trick, either with a declared suit, or at "no trumps."

43. After the dealer has made his declaration, each player in turn, commencing with the player on the dealer's left, has the right to pass, to make a higher declaration, to double the last declaration made, or to redouble a declaration which has been doubled, subject to the provisions of Law 54.

44. A declaration of a greater number of tricks in a suit of lower value, which equals the last declaration in value of points, shall be considered a higher declaration—e.g., a declaration of "Three Spades" is a higher declaration than "One Club."

45. A player in his turn may overbid the previous adverse declaration any number of times, and may also overbid his partner, but he cannot overbid his own declaration which has been passed by the three others.

46. The player who makes the final declaration shall play the combined hands of himself and his partner (the latter becoming dummy), unless the winning suit was first bid by the partner, in which case he, no matter what bids have intervened shall play the hand.

47. When the player of the two hands (hereinafter termed "the declarer") wins at least as many tricks as he declared, he scores the full value of the tricks won (see Laws 4 and 6). When he fails, neither the declarer nor his adversaries score anything towards the game, but his adversaries score in the honor column fifty points for each under-trick—i.e., each trick short of the number declared; or, if the declaration has been doubled, or redoubled, one hundred or two hundred respectively for each such trick.

48. The loss on the original declaration by the dealer of "One Spade" is limited to one hundred points whether doubled or not, unless redoubled. Honors are scored as held.

49. If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow the declaration so made to stand, in which case the bidding shall continue as if the declaration had been in order.

50. If a player make an insufficient or impossible declaration either adversary may demand that it be penalized, provided such demand be made before an adversary has passed, doubled or declared. In case of an insufficient declaration the penalty is that the declarer must make his bid sufficient and his partner is debarred from making any further declaration unless an adversary subsequently bids or doubles. In case of an impossible declaration the penalty is that the declarer is considered to have bid to take all the tricks and his partner cannot further declare unless an adversary subsequently bids or doubles. Either adversary, instead of accepting the impossible declaration, may demand a new deal or may treat his own or his partner's last previous declaration as final.

51. If, after the final declaration has been made, an adversary of the declarer give his partner any information as to any previous declaration, whether made by himself or an adversary, the declarer may call a lead from the adversary whose next turn it is to lead; but a player is entitled to inquire, at any time during the play of the hand, what was the final declaration.

52. A declaration legitimately made cannot be altered after the next player has passed, declared or doubled. Prior to such action by the next player, a declaration inadvertently made may be corrected.

DOUBLING AND REDOUBLING

53. The effect of doubling and redoubling is that the value of each trick over six is doubled or quadrupled, as provided in Law 4; but it does not alter the value of a declaration—e.g., a declaration of "Three Clubs" is higher than "Two Royal Spades" even if the "Royal Spade" declaration has been doubled.

54. Any declaration can be doubled and redoubled once, but not more; a player cannot double his partner's declaration, nor redouble his partner's double, but he may redouble a declaration of his partner which has been doubled by an adversary.

55. The act of doubling, or redoubling, reopens the bidding. When a declaration has been doubled or redoubled, any player, including the declarer or his partner, can in his proper turn make a further declaration of higher value.

56. When a player whose declaration has been doubled wins the declared number of tricks, he scores a bonus of fifty points in the honor column, and a further fifty points for each additional trick. If he or his partner has redoubled, the bonus is doubled.

57. If a player double out of turn, either adversary may demand a new deal.

58. When the final declaration has been made the play shall begin, and the player on the left of the declarer shall lead.

DUMMY

59. As soon as the player to the left of the declarer has led, the declarer'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 declarer.

60. Before placing his cards upon the table the declarer's partner has all the rights of a player, but after so doing takes no part whatever in the play, except that he has the right:—


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