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1000+ Hot Games (1999)
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BRIDGE
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BRIDGE.TUT
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1995-02-26
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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.