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- BRIDGE BASICS FOR BEGINNERS
- ===========================
-
- Brief summary of the rules
- --------------------------
- Bridge is played by 4 players. All cards are dealt so each player has 13
- cards that are kept hidden from other players. In the program, you are
- always considered to be SOUTH. Your partner is NORTH, and your opponents
- are EAST and WEST. A hand of bridge is divided into 2 parts: bidding and
- play. During bidding you try to describe your hand to your partner and make
- a claim to the number of tricks you can take. During play you try to
- make the contract that you bid.
-
- Evaluation of the hand
- =======================
- To decide how strong your hand is, points are assigned to certain cards. These
- are called high card points or 'hcp'. We rate an Ace (A) at 4 points, a
- King (K) at 3, a Queen (Q) at 2, and a Jack (J) at 1. In order to count,
- though, a King must be accompanied by at least one other card in the same
- suit. We show this as 'Kx', and describe it as a King doubleton.
- Similarly, to count for hcp, the Queen must have 2 other cards.
-
- Some examples:
-
- Kx 3 pts
- AK 7 pts
- AQ 4 points (Q doesnt count)
- AQx 6 points
- KJXX 4 points
-
- In addition, we can add points for distribution. Select "Modify Opening
- Bid Rules", from the menu to see the points that may be assigned for
- distribution.
-
- DISTRIBUTION is the quantity of cards in any or all suits.
-
- When raising trump suit partner has proposed, you can add more points.
- Select "Modifying Opening Bid Rules" from the menu to see the extra points
- assigned if you have short suits and support for partner's suit.
-
- Your total hand value is figured as follows:
-
- Hand value = high card pts + dist pts
-
- For deciding whether your partnership has enough points for game, you
- can use total points as follows:
-
- Pts required for game:
-
- 3NT or major suit 26
- minor suit 29
- small slam 33
- grand slam 37
-
- Bidding Primer
- ---------------
- Bidding starts with the dealer and proceeds clockwise around the table .
- The suits are arranged in the following order: CLUBS, DIAMONDS, HEARTS,
- SPADES. Thus 1S can be bid over 1H, but over 1S, you must bid 2 of a suit.
- Bidding a suit usually says that you wish to use that suit as trump.
- Bidding normally starts at the lowest level possible, but there are also
- times when the bidder jumps the bidding (For example, an opening bid of 2H
- or 3H shows a very different hand from 1H.)
-
- Playing in a suit contract makes that suit the 'trump' suit. During play,
- you must follow the suit played. But, if you lack any cards in the suit
- played (this is called a 'void'), you may play a trump, and win the trick.
- You want to play in trump if you and your partner have at least 8 of the
- cards in a suit. You may also play without trump (NOTRUMP or NT).
-
- Bidding continues until everyone has had a chance to bid and there are 3
- passes in a row. The person who first bid the suit of the final bid
- becomes 'Declarer'. The person to the left of Declarer is the leader for
- the first trick. The Declarer's partner is Dummy -- Dummy's cards are turned
- over for everyone to see, after the opening lead.
-
- The following sections offer some simple advice for bidding. For more
- details, you should consult a Bridge bidding book.
-
- Opening Bids
- ------------
- You have
- HCP Distribution of hand Bid:
- --------- ------------------------------------ -----------------
- 13-20 5+ card suit 1 of the suit
- 16-18 flat (no singleton or void) 1 NT
- 21-22 flat (no singleton or void) 2 NT
- 13+ flat, but good 4 card major 1 of a major
- 13+ no previous bid possible 1 of better minor
- 7-10 no voids, 7 card suit 3 of the long suit
-
- In actual practice, the tendency is not to bid 4 card majors, unless the
- suit is strong (eg, AKJx) and there is no alternative. This allows partner to assume that the opener has 5 in the major and to support with only 3. If
- the suit is good, a 4-3 fit is acceptable. The above point ranges can be
- modified by selecting "Modify Opening Bid Rules" from the menu. A five
- card major set of bidding rules will be included with the registered
- version of this program.
-
- Responses to partner's opening bid
- ----------------------------------
- Partner bid one of a suit - some general guidelines
- --------------------------
- You have
- HCP Distribution of hand Bid:
- --------- ------------------------------------ -----------------
- < 6 Pass
- 6-10 support for partner's suit* 2 of partner's suit
- 11-12 support for partner's suit* jump in partner's suit
- 13-16 strong trump support in a major 4 level
- 13-16 no major suit at 1 level 2 NT
- 17-19 no major suit at 1 level 3 NT
- 6-18 4 card suit suit at 1 level
- 18+ 5 card suit Jump shift **
- 10+ 5 card suit suit at 1 or 2 level
- 6-9 flat hand, no 1 level bid 1 NT
-
- * Support is 3 or 4 cards of partner's bid suit
-
- ** Jump shift: a bid that skips a level of bidding. Eg, 1H -- 2S
- is a jump shift because you could have bid 1S.
-
- Actual bids can be seen by selecting "Modifying Responding Bid Rules" from
- the menu, and then clicking on the "Next Button" to see all the bids. These
- bids and point ranges are different for responding to an opening bid and
- an Opener responding to Responder's bid. The Responder's point ranges and
- bids can be found in the files RESPONS1.RBR, RESPONS2.RBR and RESPONS3.RBR.
- The rebids by the Opener can be found in REBID2.RBR and REBID3.rbr.
- The Opener's initial bids can be found in CURRENT.OBR
-
- Bidding continues, with opener and responder describing their hands. If
- there is no competition, you should look for a game contract with about 25+
- points between the 2 hands.
-
- This completes the overview of bidding. Once someone opens, the opponents
- can still compete by making overcalls in new suits. Competitive bidding is
- beyond the scope of this brief introduction.
-
-
- CONVENTIONS
- -----------
- A convention is a bid that carries additional information, and does not
- promise anything in the suit actually bid. Eg, in the Stayman convention, a
- 2C bid over 1NT says nothing about responder's club suit, but does promise
- at least 4 cards in at least one of the majors. Conventions are used to
- describe your hand more accurately. Any conventions in use must be known by
- all players -- you may not have secret arrangements with your partner.
-
- The following are brief descriptions of the conventions available:
-
- TAKEOUT
- -------
- A takeout double shows at least an opening bid, with support (at least 3
- cards) for each of the unbid suits. It may also be made with a hand TOO
- strong for an overcall (18+ points).
-
- STAYMAN
- -------
- A 2 club response to 1 NT is artificial and asks partner to bid a 4 card
- major, otherwise reply 2 D. Subsequent bids can invite or bid game
- directly. This is not implemented in the rules supplied with this program,
- but the rules could be amended to accomodate it.
-
- BLACKWOOD
- ---------
- 4 NT asks partner to show Aces: 5C response indicates 0 or 4, 5D shows 1
- ace, etc. 5 NT asks for Kings. Any other bid is a shutoff. The Blackwood
- rules are provided with this shareware version of the program.
-
- GERBER
- ------
- 4 C asks partner to show Aces: 4D response indicates 0 or 4, 5H shows 1
- ace, etc. These rules will be sent on registration.
-
- WEAK2
- -----
- Shows 5-12 hcp and reasonably good 6 card suit. A 2C bid is reserved for
- any strong hand, so 3C can be made with only 6 cards.
-
- A 2NT response asks partner to describe her hand.
-
- 3 of original suit shows minimum weak 2
- 3NT shows suit headed by AKQ or AKJ
- 3 of new suit shows a feature (A, K or Q), and 8-12 hcp
-
- Note: Weak 2's automatically cancel Strong 2's
- The opening bid rules and points can be amended to accomodate this type
- of bid.
-
-
- STRONG2
- -------
- This is the standard form of bidding a strong hand. It's a natural bid,
- showing strength and a good suit.
-
- The rules provided with this shareware program use this form of '2' bidding.
-
- PLAY
- ====
- The person who first bid the suit that becomes the final bid becomes the
- declarer. To make a contract, you must take 6 tricks, plus the number you
- bid. Thus a 3H contract requires you to take 9 of the 13 tricks. The
- person to the declarer's left is the leader.
-
- The leader selects a card and places it so that everyone can see it. At this
- point, the partner of the declarer lays down his cards for everyone to see.
- Partner is now the 'dummy' and his cards are played by the declarer.
- In this game, all hands are displayed for manual playing as opposed to the
- laying down of the Dummy's cards only, in a real game.
-
- Play proceeds in a clockwise fashion. You must follow suit. If you are
- void (have none of that suit), you can play any card. In a trump contract,
- the highest trump played on the trick wins. The winner of the trick leads
- to the following trick.
-
-
- SCORING
- =======
- You should consult a good book on bridge to learn about the scoring as it
- is beyond the scope of this simple description.
-
-
- Glossary & Abbreviations
- ========================
- Trick - one complete play of 4 cards.
- Trump - the suit of the contract. highest trump played on a trick always wins.
- NT - No trump.
- HCP - high card points (A = 4, K = 3, Q= 2, J = 1).
- TCP - total card points (HCP plus distribution).
- Void - no cards in a suit.
- Singleton - one card in a suit.
- Stiff - a singleton.
- Honor - ten, Jack, Queen, King or Ace.
- Doubleton - 2 cards in a suit.
- Tripleton - 3 cards in a suit.
- Major suit - hearts or spades.
- Minor suit - clubs or diamonds.
- Declarer - the person who first bids the suit of the final contract.
- Dummy - declarer's partner. After the opening lead, dummy's cards are
- revealed, and played by declarer.
-