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BRIDGE.DOC
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1996-01-17
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CONTRACT BRIDGE
BRIDGE.EXE requires a PC/AT compatible computer with a COLOR monitor.
If a MOUSE is present in the system, it is automatically supported. The
MOUSE is used by placing the cursor on the character to be input and
clicking the LEFT button. In general, all the input prompts in the
program can be answered using the MOUSE (with the exception of the
contract bidding routine).
The program bids, plays and scores rubber matches of Contract Bridge.
You will always bid and play the SOUTH hand, and if NORTH-SOUTH are
declarers you will play both hands. Hands are evaluated according to
the Goren Point-Count method, and standard bidding methods are used.
The following special practices and conventions are recognized:
* Short Club Openers * No Trump Weak Signal Bids
* Preemptive Openers * Stayman 2 Club Convention
* Take-Out Doubles * Blackwood Slam Convention
The computer will always bid in a very straightforward manner. For
example, an opening bid of one in a suit requires a minimum of 13 or
14 points and a biddable suit containing at least 4 cards. On opening
bid of one NOTRUMP requires 16 to 18 high card points and a balanced
hand. Note that only strong 2 openers are recognized. A one-over-one
response to an opening bid shows nominal responder points. A two-over-
one response shows better that average points. Jump raises and jump
shifts from either the opener or responder show a very strong hand.
The Short Club is used as a last resort to show opening points but no
good suit. If the responder has no good suit as well, the answering bid
will be one DIAMOND (also a false bid). Note that the program can also
respond with NOTRUMP as a signal bid to show a weak hand. An opening bid
of three in a suit is Preemptive (showing 10 to 11 points and a long
suit). It should only be answered with a hand that contains opening
points.
The Take-Out Double is used in the first round of bidding to show
strength or a void in the opponents' suit. It requires a better than
opening hand, and demands that the partner respond (even with zero
points). The Stayman Convention is used to respond to an opening bid
of one NOTRUMP. It asks the opener to name the best major suit. The
Blackwood Convention is the principal means used by the program to get
to slam.
You can use the "Configure the Bidding" option on the Main Menu to TURN
OFF any of the six special conventions described above. Your selection
will stay in effect as long as the current session of Contract Bridge is
running.
Your partner, NORTH, will bid each hand so that game may be produced by
the most economical feasible contract. Enter [B] to make the computer
ignore the partial score during the bidding of a hand. Note that the
suggested contract may change as the bidding develops, and that partners
may not reach the best contract. Also, the program may deviate from the
bidding conventions if unusual distribution or a poor fit is indicated.
Abbreviations used for the bidding are as follows:
C = CLUBS D = DIAMONDS H = HEARTS S = SPADES
NT = NOTRUMP D = DOUBLE R = REDOUBLE P = PASS
Press [ENTER], or click the LEFT MOUSE button, to make the computer
bid for you. Enter a question mark [?] to see an estimate of the best
contract. The current rubber score may be viewed by entering the word
[SCORE]. Enter [Q], press [ESCAPE], or click the RIGHT MOUSE button to
quit the bidding and allow a new deal. An illegal bid causes an error
message and a prompt to bid again.
Play of the hand is according to common practice. The program can signal
using discards (sometimes), finesse when appropriate, duck, ruff, and
attempt squeeze plays. For the declarers, emphasis is placed on drawing
trumps early. But this may be abandoned if control of the contract would
be lost. In general, emphasis is also placed on establishing potential
winners in good suits (especially in NOTRUMP).
To play a card using the MOUSE, place the cursor on the character
representing the value of the card and click the LEFT button. To play
a card using the keyboard, enter the two characters representing the
value and the suit. Note that the TEN of each suit is represented by
the letter T. Some typical card designations are:
1C 2D 3H 4S 5C 6D 7H 8S 9C TD JH KS AC.
Press [ENTER], or place the MOUSE cursor in the CENTER REGION of the
screen and click the LEFT button, to make the computer generate the play
for you. Enter [L] to automatically follow suit with the lowest card in
your hand. Enter [H] to automatically follow suit with the highest card
in your hand. Entering a question mark [?] will show you an estimate of
the best card to be played. Enter [V] if you would like to view all the
hands during play.
After each trick has been played you will see the prompt PRESS [U] TO
UNDO OR ANY OTHER KEY TO CONTINUE. This gives you the opportunity to
replay the trick without affecting the scoring. Enter the word [SCORE]
to review the rubber score. Entering [Q], pressing [ESCAPE], or clicking
the RIGHT MOUSE button will terminate the play without scoring the
contract.
In order to speed the play of the hand, the following special options
are available: Enter [CC] to claim the contract, or enter [SC] to
surrender the contract. To claim the remaining tricks, enter [CT]. To
surrender the remaining tricks, enter [ST]. An illegal play will cause
an error message and a prompt to play again.
After the contract is finished, the hands may be REVIEWED and/or
REPLAYED. The hands in a REPLAY may be ROTATED by assigning them to
different players. If you replay a hand note that only the original
contract will be scored.
You can also GENERATE a REPORT describing the most recent hand. The
report will be written to disk as an ASCII text file, and will record
who was the dealer, the cards in each hand, the bidding sequence, the
play for each trick, and the results of the contract. This allows you
to compare contracts with friends, and to send suggestions about the
program to the author. Note that this feature is only available in the
REGISTERED VERSION of the program.
Hands can also be ENTERED from the keyboard and replayed. You will be
prompted for the SOUTH, WEST and NORTH hands. Press [ENTER] alone to
change suits, and press the appropriate character key to select a card.
To use the MOUSE, click the LEFT MOUSE button to change suits. Then
place the cursor on the desired card character at the bottom of the
screen and click the LEFT button. The EAST hand will be filled in auto-
matically with the remaining cards.
The hands and current rubber score can be SAVED to disk at any time in
a specified directory. You can use any legal DOS file name. This allows
you to quit the rubber, and take up where you left off later. It is also
handy for saving an individual hand that you want to replay and analyze
later. When a hand is LOADED from disk, the rubber score is loaded as
well. Note that rubber scoring is continued only after a new hand is
dealt. The SAVE and LOAD options are only available in the REGISTERED
VERSION of the program.
At any point in a rubber you can return to the Main Menu to review the
INSTRUCTIONS, SAVE a hand to disk, SHELL to DOS, etc. When you select
"Play Contract Bridge" again, you will be returned to the next deal in
the rubber with the score intact.
Depending on your machine, the speed of the game may be too fast for
your liking. Entering [S] when it is your turn to bid or play will cause
the prompt PRESS ANY KEY TO CONTINUE to appear after each player bids or
plays, effectively allowing you to control the pace of the game. Enter
[F] to make the program return to its normal fast mode of play.
A general note on input conventions: Default responses to input prompts
are marked by an asterisk [*]. You can press the [ESCAPE] key at any
time to back progressively out of the program. In general, the RIGHT
MOUSE button is treated as an [ESCAPE] key press, and the LEFT MOUSE
button is treated as an [ENTER] key press.
SUMMARY OF COMMANDS
During Bidding: [ENTER] Make the computer bid for you.
[?] Show estimate of best contract.
[B] Make partner ignore partial score.
[SCORE] View current rubber score.
[S] Slow mode of bidding.
[F] Fast mode of bidding.
[Q] or [ESCAPE] Quit the bidding.
During Play: [ENTER] Make the computer play for you.
[?] Suggest card to play.
[L] Follow suit with the lowest card.
[H] Follow suit with the highest card.
[V] View hands during play.
[U] Undo trick.
[CC] Claim contract (declarer only).
[SC] Surrender contract (defender only)
[CT] Claim remaining tricks.
[ST] Surrender remaining tricks.
[SCORE] View current rubber score.
[S] Slow mode of play.
[F] Fast mode of play.
[Q] or [ESCAPE] Quit the contract.
General: [ENTER] Select default response (marked by *).
[ESCAPE] Progressively back out of the program.
Mouse: [LEFT BUTTON] Select input, equivalent to [ENTER].
[RIGHT BUTTON] Equivalent to [ESCAPE].
As to the level of play to expect, the program is best suited for rec-
reational players who enjoy informal games of Rubber Bridge. The bidding
and play are NOT at the tournament level, but most players should find
themselves both challenged and entertained by the program.
Although BRIDGE.EXE is not a tutorial on how to play Contract Bridge, it
is quite possible to learn to play the game using the program and a good
book on Bridge. Many such books may be found at your local book store.
SHAREWARE
CONTRACT BRIDGE is distributed as Shareware. Feel free to share the
program and its files with others. However, if you continue to use
CONTRACT BRIDGE, you must register the program by sending $19 US to:
Robert Lindsay Wells
1405 Lynn Avenue
Clearwater, FL 34615
When you register, you will receive the latest version of CONTRACT
BRIDGE with shareware reminders and limitations removed, an instruction
booklet, one free upgrade to any future version, a handy Text Editor as
a bonus utility, and three months of technical support by telephone or
E-Mail. Please register today!