Chapter 4

There are some irregularities which are peculiar to straight bridge that would not apply to auction. These are fully covered by the following description of the game, all other matters, such as the correct card to lead and the manner of combining the hands, have been fully described in connection with auction.

MAKING THE TRUMP.This is the chief peculiarity in bridge. The trump is not turned up, but the suit is named by the dealer or his partner, after they have examined their cards. In order properly to understand the considerations which guide them in making the trump, one should first be familiar with the values attached to the tricks when certain suits are trumps. The first six tricks taken by one side do not count; but each trick above that number counts toward game according to the following table:—

Better to understand the importance of this variation in value, it should be noticed that the game is 30 points; so that if two partners won 3 by cards with no trump, or 4 by cards with hearts for trumps, they would win the game in one deal. On the other hand, if either of the black suits were trumps, they could not lose the game, even if a slam were made against them.

It will thus be evident that two considerations influence the player whose privilege it is to make the trump: First, to win as much as possible, if he has the cards to do it. Second, to save himself, if he is weak; or the game, if it is in danger. As a general proposition, it may be said that his decision will be indicated by the colour of the trump he names. If it is red, he is strong, and plays to win; if it is black, he is taking to the woods. A furtherelement may enter into his calculations, the state of the score. If he feels sure of the few points necessary to win the game or the rubber with a black trump, there is no necessity to risk making it red. This is a part of the subject which we shall go into further when we come to the suggestions for good play.

The dealer has the first say in making the trump. If he does not feel himself strong enough to make it no trump, or red, although his hand may be black enough to promise a good score in clubs or spades, he should transfer to his partner the privilege of making the trump by saying: “I leave it to you, partner.” Guided by this indication, his partner must fix on some suit for the trump or go no-trumps, and must announce it.

Either the dealer or his partner may elect to play without a trump, if he has sufficient strength in all the suits to do so.

IRREGULARITIES IN DECLARING.If the dealer’s partner makes a declaration before being asked to do so, either adversary may demand that the declaration shall stand, or that there shall be a new deal. In England, only the eldest hand, A, may exact the penalty. If the dealer’s partner passes the declaration to the dealer, either adversary may claim a new deal or may insist that the player in error shall make the declaration. In England, the eldest hand exacts this penalty.

Should an adversary of the dealer make a declaration, the dealer may, after looking at his own hand, either have a new deal or proceed as if nothing had been said.

SETTLING THE VALUE OF THE TRICKS.The trump suit having been announced, the first hand or leader, A, before he plays a card, has the privilege of doubling the value of the tricks if he thinks the opponents cannot win the odd trick with the trump named. To do this, he simply says: “I double.” If he does not feel justified in doubling, he transfers the opportunity to his partner, by asking him: “Shall I play?” That is to say, “shall we play without doubling?” If his partner will not double, he answers: “Yes.” Either A or B having doubled, it becomes the privilege of the player who made the trump to double him again; making the value of the trick four times greater than that given in the table. If he does not do so, he says: “I pass”; and his partner then has the privilege. If either the dealer or his partner doubles, the adversary who first doubled may repeat it; or if he passes, his partner may double. This doubling may be continued until the value of each trick over the book is 100 points, when it must cease.

IRREGULARITIES IN DOUBLING.If the pone doubles before his partner has asked him “Shall I play?” the maker of the trump shall say whether or not the double shall stand. If he allows it to stand it may be redoubled. Should a player redouble out of turn, the one whom he redoubles shall have the right to say whether or not the redouble shall stand.

Any consultation between partners as to doubling or redoubling will entitle their adversaries to insist on a new deal.

If the eldest hand leads without asking his partner’s permission to play, the pone cannot double without the consent of the maker of the trump. Should the pone ask the eldest hand, “Shall I play?” that does not deprive the eldest hand of the right to double.

METHOD OF PLAYING.The trump suit and the value of the tricks settled, the player on the dealer’s left begins by leading any card he pleases. After he has played, the second player, Y, lays his hand face up on the table, and takes no further part in the play beyond availing himself of the privilege of asking his partner if he has none of a suit to which he renounces. From the moment that Y’s cards are exposed the game becomes Dummy, the dealer, Z, playing Y’s cards for him.

The dealer gathers the tricks for his side; either adversary may gather for the other. The first six tricks taken by one side make a “book” and all over six count toward game. The tricks should be so laid that they can be readily counted by any player at the table.

The Revoke.Should a player fail to follow suit when able to do so, it is a revoke. Dummy cannot revoke under any circumstances; but the penalty for any other player is the loss of three tricks for each revoke made, which are taken from the side in error at the end of the hand. In England, the penalty may be exacted in any of three ways; three tricks, or the value of three tricks in points, or the addition of a like amount to opponent’s score. A slam cannot be scored if the tricks necessary to make it were taken for the revoke penalty. The side making a revoke cannot win the game that hand, no matter what they score; but they may play the hand out, and count all they make to within two points of game, or 28. Players cannot score a slam in a hand in which they have revoked.

Exposed Cards.If the dealer or his partner exposes a card before the declaration has been made, either adversary may claim a new deal. If any player exposes a card before the first card is led, his partner forfeits the right to double or redouble. If the pone exposes a card in this manner, the dealer may call it an exposed card, or he may require the eldest hand not to lead that suit.

If, during the play of the hand, either adversary of the dealer exposes a card, by playing two cards at once, dropping one face up on the table, or holding it so that his partner can see any portion of its face, the card so exposed must be left face upward on the table, and is liable to be called.

Exposed cards can be called by the dealer at any time, but he cannot compel the play of a card which would constitute a revoke.

Leading Out of Turn.If either of the dealer’s adversaries lead out of turn, the dealer may either call the card exposed, or may call a suit when it is the turn of either adversary to lead. Ifthe dealer leads out of turn, there is no penalty, but he cannot correct the error if the second hand has played.

Cards Played in Error.If any player but the Dummy omits to play to a trick and does not correct the error until he has played to the next trick, his adversaries may claim a new deal. If any one, excepting Dummy, plays two cards to a trick and does not discover it, he is responsible for any revokes that he may make in consequence of not having the card in his hand.

OBJECT OF THE GAME.As in all members of the whist family, the object in Bridge is to win tricks, the highest card played of the suit led winning, and trumps, if any, winning against all other suits. At the end of each hand the side that has won any tricks in excess of the book, scores them, after multiplying their number by the unit of value settled upon by the doubling, if any took place. As soon as either side reaches or passes 30, they win the game; but the hand must be played out, and all tricks taken must be counted. The total is written on the score-sheet; the score of the losers standing to their credit until the final accounting at the end of the rubber.

RUBBERS.Three games, of 30 points each, constitute a rubber; but if the first two are won by the same players, the third is not played. The side winning the majority of the games adds 100 (rubber) points to its score.

SUGGESTIONS FOR GOOD PLAY.The points which the beginner may profitably study in Bridge are chiefly in making the trump, and in the methods by which the hands of the partners are combined, so as to work together.

Making the Trump.The bridge player’s first consideration should be the state of the score, which will show how many points he needs to win the game. Let us suppose this number to be 12, he having already scored 18. These 12 points can be made by winning six by cards with spades for trumps; three by cards with clubs; or two by cards with diamonds or hearts. But if the hand can be played without a trump, the odd trick wins the game.

It is hardly necessary to say that a player would be very foolish to engage himself to win six by cards if the odd trick would equally answer his purpose; nor would he undertake to win three by cards with clubs for trumps, if he had as good a chance of making two by cards with diamonds or hearts. In other words, the player should not make the trump which promises the greatest number of tricks, but should select that which will yield the largest number of points.

It is for this reason that every good player first considers the advisability of making it “no-trump,” and if he thinks that injudicious, hearts or diamonds, leaving the black suits as a last resort.

It is the custom invariably to make it no-trump with three Aces, unless the hand is strong enough for a heart make, or holds great honour value in red.

In estimating the probabilities of trick-taking, it is usual to count the partner for three tricks on the average. Conservative players do not depend on him for more than two. Generally speaking, the maker of the trump should have four pretty certain tricks in his own hand.

The dealer should seldom announce a black trump unless he has a certainty of the game in his own hand, without any assistance from his partner, or unless he has such a poor hand that he must make it a “defensive spade.” If he cannot safely make it no-trump or red, he should pass, and allow his partner the chance. With such a hand as seven clubs, including four honours, and absolutely worthless cards otherwise, the dealer should make it clubs, except when the adversaries have won the first game, and are about 20 points in the second. This makes it not unlikely that they will win the rubber on the next hand with their deal. Under such circumstances the dealer must invariably leave it to his partner, in the hope that he can save the rubber by making it no-trump.

The dealer’s partner should be aware that there cannot be any reasonable hope of four tricks in red in the leader’s hand, or a red trump would have been announced; and unless he has at least five probable tricks in his own hand he should not make it red. With three Aces he should make it no-trump. Four Aces is always a no-trumper, no matter what the rest of the hand may be. If he is obliged to make it black, and has three or four probable tricks, he should announce whichever suit he is best in. Attention should be paid to the score; for in many instances the suit must be selected so that the adversaries cannot win the game with the odd trick, even if they double.

Doubling.The dealer or his partner having announced the trump, the adversary should carefully consider the score before doubling or playing. Most players consider themselves justified in doubling when they have six reasonably certain tricks in their own hands, trusting partner for one only. Great caution should be used in doubling no-trumpers, the position of the lead being carefully studied; because the odd trick usually settles the fate of the game when a no-trumper is doubled. While a player with the lead, and seven certain tricks in one suit, should double a no-trumper, his partner would be very foolish to do so, unless he had, in addition to his long suit, the heart ace; for it is a conventionality of the game for A to lead hearts if B doubles a no-trumper.

The original maker of the trump should be very strong to justify him in redoubling the adversary. If he had four probable tricks originally, he may count the adversary who doubles for five, and of the four doubtful tricks remaining, the odds are against partner having the three which would be necessary to win the odd trick.

Opening Leads.The first lead must necessarily be made in the dark, but the selection of the suit will often depend on the trump, and whether it was named by the dealer or by his partner.

If the dealer has made it red, and A has the A K of any plain suit, he should play the King, so as to retain the lead until Dummy’s hand is exposed.

If the dealer passes it to his partner, he is probably weak in red. If Y makes it hearts, A should lead a supporting diamond, unless he has strength in another suit. If Y has made it diamonds, A should lead a supporting heart. But in either case, if A has in his hand such cards as A K, even of a black suit, he should play the King, and wait to see the Dummy’s hand. If Y has made it black, A must be guided by his own cards, but should give a red suit the preference for his opening lead.

Details as to the correct card to lead and the play after the opening lead have been fully covered in connection with auction bridge, which see.

The discard is usually coupled with the system of opening against a doubled no-trumper. If your partner says he is “heart and strong” he means that if you double a no-trumper and he is eldest hand, he will lead you his best heart, and that he will discard his strong suit when playing against a no-trumper. If he says he is “heart and weak,” he will lead the top heart; but he will discard his weak suit. If he says he is “weak and weak,” he means that he will lead the shortest or weakest suit in his hand, if you double no-trumps, that being the almost universal custom in England.

All the situations which have been covered in the play of the second, third and fourth hands at auction can be studied with advantage by the bridge player, as the manner of securing the best results from certain distributions of the cards is the same in both games. The chief difference lies in the value of the tricks, because at bridge the opponents of the declaration can score toward game, and it is therefore frequently advisable to take a finesse or make a play that would be quite unjustifiable at auction, if there is any chance that such a play may win a game that would be otherwise impossible.

Close attention to the score is an important factor in bridge which does not operate in auction, because in that game any previous score toward game is seldom of any use, eighteen out of every twenty deals being game hands or nothing, and the dealer having no more advantage in the selection of the trump than any other player. In bridge, one always calculates that the dealer will go out if he is 18 or 20 up on the score, as almost any suit will do. This prompts the side that has the deal, or a chance to go game, to lose no opportunity to win at once, before the other side gets a chance at it.

The dealer is Z in both instances. In the first example, he makes it no-trump. In the second, Dummy, Y, makes it no-trump. A leads in both cases:—

The first of these examples shows the importance of playing for the suit which is longest between the two hands. Observe that the dealer plays the high cards from the hand which is shorter in the suit, and on the second round of clubs is careful to give up the higher of two cards, so as to get out of Dummy’s way and clear, or establish, the suit. B, hoping to get his partner into the lead again, leads a heart up to Dummy’s weakness, and leads a heart which will beat Dummy’s best heart. At the eleventh trick, unless the dealer can make two tricks in spades by the finesse, he cannot win the game.

The second example shows the importance of preserving a re-entry card in the hand which is longer in the suit the dealer intends playing for. If the dealer lets the heart come up to him, it is true that he will make win the first trick with the Jack; but he will never win a trick with the Queen, and therefore he can never get in to make his clubs, even if he establishes them. By putting up the Ace of hearts, and keeping both Q and J in his own hand, he is certain of a re-entry in hearts. On the second round of clubs, the adversary still holding up or underplaying, the dealer must be careful to overtake Dummy’s ten with his own Jack, so as to continue the suit without losing the lead.

THREE HAND AUCTION.This is a game for three active players only, but four may form a table. Each player is for himself, there being no partnerships except the temporary combination against the declarer for each deal. The player who cuts the lowest card chooses his seat and cards and the player with the next lower cut sits on his left, the other on his right.

The cards are dealt one at a time into four packets, of thirteen each, just as in the ordinary game of auction, the odd hand remaining untouched until the winning declaration is decided. The dealer makes the first bid and then each bids in turn until two pass. The penalty for bidding out of turn is 50 points added to the score of each opponent, for doubling out of turn it is 100. If both pass the irregularity there is no penalty, but if only one passes, the third may call attention to it.

The highest bidder takes up the dummy hand, sorts it and lays it on the table opposite him, face up, as soon as the eldest hand leads a card. If there is a player sitting opposite the highest bidder, he moves to the vacant seat.

The game is 30 points, and the winner of a game adds 125 points to his score at once. The first player to win two games not only adds the 125 for the second game, but 250 more for winning the rubber. Honours are scored by each player separately, every honour being worth as much as a trick in that suit. Four or five in one hand count double. At no trump, the aces count for 10 each to the holders, four in one hand 100. The declarer scores his dummy’s honours.

At the end of the rubber, each wins from or loses to each of the others. The score is usually made up in this way, the final amounts to the credit of each being shown in the top line:

DUPLICATE AUCTION.This game may be played in any of the ways described for the movement of trays and players under the head of duplicate whist. Tricks and honours are scored as usual, but there are no games or rubbers. Should the declarer make 30 or more points on a single hand he gets 125 points bonus in the honour column. This game is now covered by the official laws for auction, which see.

BRIDGE FOR THREE.Sometimes calledDummy Bridge, orCut-Throat. The lowest cut deals the first hand and plays the Dummy. If the dealer will not declare on his own cards, he passes, and Dummy must declare according to a fixed schedule. With three or four aces; no-trumps, no matter what the rest of the hand may be. With less than three aces, Dummy cannot make it no-trumps under any circumstances; but must name the longest suit. If two suits are equal, the pips on each are counted, reckoning aces as 11 each, other honours at 10 each, and the larger number of pips is the suit. If this is still equal, the more valuable suit must be declared.

No one but the eldest hand may double, and no one but the dealer may redouble. In order to make this fair for both sides, it is usual to let the pone sort and declare on Dummy’s cards, so that the dealer shall not see them until the first card is led.

No matter what points are made for tricks, the dealer only can score them below the line, to count toward game. If the adversaries make the odd trick, they score above the line, in the honour column, so that no one can go out except on his own deal.

After the deal is finished and scored, the players move, so as to bring about a change of partners. The one on the left of the vacant place moves into it, and the player on his right deals. Three of these movements bring about the original position.

Each player’s score is kept individually, and when one of the three has won two games, the scores are added up and balanced, after giving the winner 100 rubber points. Each then pays the difference to the others. Suppose the winner to be A, with 320; B having 80 and C 64. A wins 240 from B and 256 from C; while B wins 16 from C.

BRIDGE FOR TWO.Sometimes called “Chinese Bridge.” The dealer gives his adversary four cards face down, and then deals four to himself, also face down. He then distributes the remainder of the pack by dealing to his adversary and himself alternately, one card at a time, keeping them separate from the first four. Without lifting or looking at any of these twenty-two cards, each player places eleven of them in two rows, face down, and then the other eleven on the top of the first, but face up. This gives each player eleven cards face up on the table, covering eleven face down under them, and a separate hand of four cards.

The dealer looks at his four cards, without showing them to his adversary, and after due consideration of what he sees on the table, declares. His adversary can double if he likes, or he can simply play a card. Tricks and honours count as in the ordinary rubber.

The declaration made, the non-dealer leads any card he pleases, from the four in his hand or from the eleven face up on the table,and the dealer must follow suit if he can, either from his hand or from the table. The moment a card is played from the table, the card under it must be turned face up, and becomes playable; but no card which is on the top of another card can be shifted, so that the card under it cannot be turned up until its covering card is legitimately played away.

The second player having played to the trick, the original leader must play to it in his turn, and then his adversary plays the fourth card, completing the trick. The winner of the trick takes it in, turns it down, and leads for the next trick, and so on until all thirteen tricks have been played. The winner of the rubber scores 100 points extra.

MISERY BRIDGE.This is a game for two players, who sit opposite each other. Four hands of thirteen cards each are dealt, the dealer beginning on his left. Before declaring, the dealer may discard any number of cards from one to four, laying them on the table at his left, but face up, where they so remain during the play of the hand.

In place of this discard, the dealer takes an equal number of cards from the top of the hand on his left. These are not shown to the adversary. Having discarded and drawn, the dealer declares. There is no doubling; but the dealer himself may undertake to win at least eight of the thirteen tricks, and if he announces “eight tricks,” he can score them at double value if he succeeds. If he fails to get the full eight, his adversary scores ten points penalty, the dealer scoring nothing at all. No matter what the trump suit, the penalty of ten points remains the same.

After discarding, drawing and declaring, the stock hand is laid aside, still face down, and the non-dealer takes up and sorts the hand on his left, turning it face up on the table, like a Dummy. This hand belongs to the non-dealer, who leads first and plays both hands, so that the dealer is practically opposed to two hands of thirteen cards each.

If the dealer does not want to discard and draw, he can playmisery, which is a no-trumper, but played to lose tricks, instead of to win them. If the dealer takes more than one trick, his adversary scores five points penalty for each so taken. But if the dealer succeeds in taking only one trick, or none at all, he scores five points for every trick his adversary has taken over the book of six.

PIVOT BRIDGE.This is simply a movement of the players, very popular in social games, which requires that the four originally seated at a table shall remain at that table until the game is ended, and shall not cut for partners after the first rubber, but change in regular order. The usual way is for the first dealer tosit still all the time, the three other players moving round her in a circle at the end of each rubber. This will compel the player on her left to pass behind her and take the seat on her right. At the end of three rubbers, each will have had each of the others for a partner. When there are a number of tables in play, it will be necessary to have a prize for each, giving the first choice to the player who has the highest score in the room.

When this method is adopted, it is not necessary to deduct the lower score from the higher at the end of each rubber, so that each player can keep what she gets, the comparative result being the same if the players remain at the same table. This method is open to the objection that if two strong players are opposed to weak ones all the time, it is a great advantage. It is also liable to abuse, if four players agree to double everything, so that some one at the table shall be high score.

PROGRESSIVE BRIDGE.This is simply a movement of the players from table to table, much as described under the heading ofcompass whist. The players may either agree that all the N & S pairs shall sit still, all the E & W pairs moving one table; or they may arrange for the winners to move in a certain direction. In all progressive games, sometimes calledDrive Bridge, there are no rubbers or games, as one table would keep all the others waiting. An even number of deals, usually four, is the rule for each round before moving.

DUPLICATE BRIDGE.This is bridge with the hands kept separate and put into trays to be carried from table to table. The methods will be found fully described under the titles for duplicate whist. In order to prevent the players from giving too much attention to the honours in declaring, it is sometimes the rule to add a certain number of points to the trick scores, as a bonus. This is calledBridge to the Score. Four deals is a round, before changing adversaries, and fifty points are added to the score of the side having the greater trick score. Another method is to add fifty points to the side winning a game, if a game is won before moving, and then to add a definite number of points for every trick point that one side may be ahead of the other on unfinished games; or as many points as the higher score below the line.

None of these methods have proved attractive enough to be popular, however, although the first is the one commonly adopted for club tournaments, adding fifty points bonus for the higher trick score, regardless of any games or rubbers. All the additions of percentages require special score cards and the services of some alleged expert to run the game, and even then they are not attractive. The problem of duplicate bridge remains as yet unsolved, so far as a popular game is concerned.

SIX-HAND BRIDGE.This is played by six persons, sitting with two card tables pushed together so as to make one. Each dealer sits at the long end of the table, the two dealers being partners. On each side of one sits a pair of adversaries so that the initial arrangement, if pair A had the deal, would be this:—

Diagram of the position of the players at the table

Numbers are placed on the tables to indicate the positions to which the players shall move after each deal. The player at 6 goes to 5; 4 to 3; 3 to 2; 2 to 1, and 1 to 6. Each pair of partners, as they fall into the end seats, have the deal.

If the dealer at either end will not declare on his own cards, he passes it, and the Dummy hand opposite him must be handed to the dealer that sits at the other end of the long table, who must declare for his partner. The usual four hands are dealt and played at each table, and scored as usual.

Three scores must be kept, because there are three separate rubbers going on at once,—that between A and B; between A and C, and between B and C. If one pair wins its rubber against one of the others, three players will be idle at one end of the table for one deal, but then all will come into play again, for the next deal. Some persons think this is better than four playing a rubber while two look on.

DOUBLE DUMMY BRIDGE.In this form of the game, the dealer always deals for himself. His adversary sits next him on the left for the first deal, and leads for the first trick before the Dummies are exposed. There is no doubling. On the next deal, the adversary must sort his Dummy’s hand and must lead from it, before looking at his own. If the declaration is passed, Dummy must make it on the lines laid down for passed makes in Bridge for Three, which has already been described. There is no penalty for a revoke made by either Dummy; but otherwise the laws of bridge govern.

DRAW BRIDGE.This is double Dummy; but instead of laying Dummy’s cards face up on the table, each player is provided with a holder in which he places his partner’s cards in such a manner that his adversary cannot see them. As it comes to Dummy’s turn to play to each trick, a card is drawn from the holder. All four hands are responsible for revokes.

KING’S BRIDGE.This is sometimes calledFour Hand Bridge, each player being for himself. The movements of the players are the same as those described in Pivot Bridge, one player sitting still all the time, while each of the others in turn becomes his partner for four deals.

The dealer declares. If he passes, the player sitting opposite him must make it according to the mechanical rules given in Bridge for Three. There is no doubling. The score of each player is kept in a separate column, and the trick and honour score is put down in one lump, plus or minus, the new score being added to or deduced from the previous one. It is simpler, however, to put down nothing but the plus scores, so that when the declaration is defeated, the points are credited to each of the three other players. Suppose the dealer wins 16 and 16. He is put down as 32 plus. If he should lose 12 and 30, his score would not be touched, but each of the others would be put down 42 plus.

There are no games or rubbers. At the end of four deals the players change partners by the pivot system. At the end of twelve deals, each has played four deals with each of the others. The scores are then added up and balanced by the method described in connection with the game of Skat.

REVERSI BRIDGE.This is playing bridge to lose, and the object of the declaration is to pick out the make which is likely to win the least tricks. At the end of the hand, each side scores what the other makes; so that if the dealer declares no-trumps, and loses two by cards, and finds thirty aces against him, he scores 24 and 30 to his own credit. The adversaries can double if they wish to, and all the rules of regular bridge apply, except that if a revoke is made the usual penalty is reversed, the player in error taking three tricks instead of losing them.

SHORT BRIDGE.This is bridge without any doubling or rubbers, and is played for so much a game instead of for so much a point, the winners being the side that has the higher score for tricks and honours combined when either side reaches thirty points below the line. It is a good game for occasions upon which the players may be interrupted at any time, or have not time to finish a full rubber.

Revised to November, 1913.

Reprinted and Copyrighted, 1913, by permission of The Whist Club of New York.

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

2. Each side has a trick score and a score for all other counts, generally known as the honour score. In the trick score the only entries made are points for tricks won (see Law 3), which count both toward the game and in the total of the rubber.

All other points, including honours, penalties, slam, little slam, and under-tricks, are recorded in the honour score, which counts only in the total of the rubber.

3. When the declarer wins the number of tricks bid or more, each above six counts on the trick score; 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 the declaration is no trump.

4. A game consists of thirty points made by tricks alone. Every deal is played out, whether or not during it the game be concluded, and any points made (even if in excess of thirty) are counted.

5. The ace, king, queen, knave, and ten of the trump suit are the honours; when no trump is declared, the aces are the honours.

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

When a Trump is Declared.

When No Trump is Declared.

7. Slam is made when partners take thirteen tricks.[2]It counts 40 points in the honour score.

8. Little slam is made when partners take twelve tricks.[3]It counts 20 points in the honour score.

9. The value of honours, slam, or little slam, is not affected by doubling or redoubling.

10. At the conclusion of a rubber the trick and honour scores of each side are added and 250 additional points added to the score of the winners of the rubber. The size of the rubber is the difference between the completed scores. If the score of the losers of the rubber exceed that of the winners, the losers win the amount of the excess.

11. When a rubber is started with the agreement that the play shall terminate (i.e., no new deal shall commence) at a specified time, and the rubber is unfinished at that hour, the score is made up as it stands, 125 being added to the score of the winners of a game. A deal if started must be finished.

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

13. A proved error in the trick score may be corrected at any time before a declaration has been made in the following game, or, if it occur in the final game of the rubber, before the score has been made up and agreed upon.

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

15. Every player must cut from the same pack.

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

17. Those first in the room have the prior right to play. Candidates of equal standing decide their order by cutting; those who cut lowest play first.

18. Six players constitute a complete table.

19. After the table has been formed, the players cut to decide upon partners, the two lower play against the two higher. The lowest is the dealer, who has choice of cards and seats, and, having made his selection, must abide by it.[4]

20. The right to succeed players as they retire is acquired by announcing the desire to do so, and such announcements, in the order made, entitle candidates to fill vacancies as they occur.

21. If, at the end of a rubber, admission be claimed by one or two candidates, the player or players who have played the greatest number of consecutive rubbers withdraw; when all have played the same number, they cut to decide upon the outgoers; the highest are out.[5]

22. At the end of a rubber a candidate is not entitled to enter a table unless he declare his intention before any player cut, either for partners, for a new rubber, or for cutting out.

23. In the formation of new tables candidates who have not played at an 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, which cannot be formed without him, he or they shall be the last to cut out.

25. A player belonging to one table who enters another, or announces a desire to do so, forfeits his rights at his original table, unless the new table cannot be formed without him in which case he may retain his position at his original table by announcing his intention to return as soon as his place at the new table can be filled.

26. Should a 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 becomes void upon the conclusion of the rubber, and does not in any way affect the rights of the substitute.

27. If a player break up a table, the others have a prior right of entry elsewhere.

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

29. The dealer’s partner must collect the cards from the preceding deal and has the right to shuffle first. Each playerhas 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 reshuffle.

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 end of the current deal.

31. Players deal in turn; the order of dealing is to the left.

32. Immediately before the deal, the player on the dealer’s right cuts, so that each packet contains at least four cards. If, in or after cutting and prior to the beginning of the deal, a card be exposed, or if any doubt exist as to the place of the cut, the dealer must reshuffle and the same player must cut again.

33. After the pack has been properly cut, it should not be reshuffled or recut except as provided in Law 32.

34. Should the dealer shuffle after the cut, his adversaries may also shuffle and the pack must be cut again.

35. The fifty-two cards must be dealt face downward. The deal is completed when the last card is dealt.

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

37. Theremustbe a new deal:


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