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- COMPUTER CONTRACT BRIDGE I
- (Novice Version)
-
-
- SOME HISTORY OF THE GAME
-
- Bridge is a relatively old card game with roots dating
- back to the seventeenth century. It was originally called
- Whist, but was preceeded by games with names like Triumph,
- Trump, Ruff and Honors, Whisk and Swabbers, and Whisk.
-
- Bridge, or Bridge Whist, was first played at the Portland
- Club in London in 1894, introduced by Lord Brougham. It was
- played for about ten years when it was replaced by a newer
- version known as Auction Bridge.
-
- Contract Bridge was a spin-off of the French game known
- as Planfond. A group of American players who frequented the
- Travelers' Club in Paris combined Whist and Planfond and
- came up with the basics of the game played today. American
- Yachtsman and card enthusiast Harold S. Vanderbilt, in the
- mid-nineteen-twenties brought out his own set of rules for
- play which were subsequently endorsed as the official rules
- for Bridge wherever it was played.
-
- Ely Culbertson, a world-class Bridge player of the
- thirties, wrote books on the subject and was a participant in
- one of the longest-running Bridge games in history consisting of
- one-hundred-fifty rubbers. The game concluded in 1932.
-
- Eventually Bridge became so popular that teams of players
- traveled the world to play. The greatest Bridge competition was
- the World Bridge Olympic, involving thousands of contestants.
-
- Ely Culbertson's rules on bidding held up for decades
- but one man, Charles H. Goren, developed a bidding system
- which incorporated more sophisticated theories. Goren since
- has become the ruling authority on Bridge and his system
- has become a standard by which the world plays. Modifications
- to the Goren system have become accepted by Bridge players
- and include the Blackwood and Gerber Conventions, usually
- agreed upon as a means of special bidding signals between
- partners. All of the rules of Bridge are quite difficult
- to come by in one publication, but books on the subject abound.
- A good bookstore may have as many as fifty different titles
- on Bridge and more become available on a regular basis. Of all
- of the forms of cards, Bridge ranks tops as a continuing
- challenge to its players because most must agree, before
- starting play, which rules and conventions they will invoke
- during bidding.
-
- page 2
-
-
-
-
-
- BRIDGE RULES
-
- THE BASICS OF COMPUTER PLAY
-
-
-
- This version of Computer Contract Bridge is played by
- two teams - the WE team and the THEY team. The WE team consists
- of the North and the South. North is played by the computer,
- South by the player. The THEY team consists of the East and the
- West, both played by the computer. The computer assumes control
- of each position in turn. It does not remember from one position
- to another what it played last, but calculates much as a human
- does in playing its hand. It even makes mistakes as humans do.
-
- If the North wins the bidding, the player will be required
- to sit out since his hand will be played by the computer as the
- DUMMY hand - thus the computer will be playing all four of the
- positions. Conversely, if the South wins the bidding, the player
- will play the North's DUMMY hand.
-
-
-
- BIDDING
-
- The excitement of Bridge is not so much the playing
- of the tricks, but rather the BIDDING to start play. It is
- expected that just about any team can take six of thirteen
- tricks whether a trump suit is used or not, so in Bridge
- play the first six tricks don't count for anything. In bidding,
- the first six tricks are also ingnored.
-
- A bid of ONE HEART means that the bidder expects that he
- and his partner will be able to take at least the minimum six
- tricks PLUS one extra trick for a total of seven tricks. By
- bidding ONE HEART, the bidder is making Hearts the trump suit. A
- trump card may be thrown any time a player cannot follow suit in
- trick play. The highest trump card played always wins the trick,
- no matter what suit leads the trick. Of course, a player must
- always follow suit if possible.
-
- A bid of THREE NO TRUMP means that the bidder expects
- that his team will be able to take a total of nine tricks
- (six plus three) and that no suit will be used as trump.
-
- A SMALL SLAM bid would be SIX of anything and a GRAND
- SLAM bid would be SEVEN of anything. A grand slam is when
- one team takes all thirteen tricks (six plus seven).
-
- page 3
-
-
-
-
- The SUIT bid is important because certain suits are
- worth more points than others. Every trick taken by a team
- (after the first six) when Spades or Hearts are trump, is worth
- thirty points. When Diamonds or Clubs are called as trump,
- tricks over six are only worth twenty points. If No Trump is
- called, the seventh trick won by a team is worth fourty points
- and subsequent tricks are worth thirty points. In any instance,
- the first six tricks won by a team count for nothing.
-
- When partners are bidding they cannot look at each other's
- cards, but each can give the other a good idea of his hand's
- contents by the way he bids. And THIS is what makes Bridge
- such an exciting game! Each player is trying to figure out
- what every other player has in his hand by the way the bidding
- goes. In the Computer Novice Version of Bridge, the first
- bid by North, East or West is always the best suit with lowest
- trick count expectation. The second bid is always the next
- best suit and best trick count expectation. If your partner (the
- North) bids TWO SPADES, you know that his best suit is Spades
- and that he feels that between the two of you the team can
- expect to take at least eight tricks. If he bids again, he'll be
- telling you his second best suit - if he hasn't been forced out
- of the bidding by someone else's bid too large to answer safely.
- And THAT is where the fun comes in! If you open the bidding with
- two Hearts and your partner bids three Diamonds, will it
- be safe for you to bid three Spades (your second best suit)
- hoping the other guys will be trapped into bidding too high...
- or should you pass and see what your partner can do with the
- bidding? Is somebody bluffing? Is everybody REALLY bidding their
- hands or are there other signals being passed back and forth
- that you are missing? Is the other team trying to push you into
- bidding past your ability to take tricks? How far can you go
- without ending up on the short end of the stick?
-
-
-
- EVALUATING YOUR HAND FOR BIDDING PURPOSES
-
- The deck contains a total of 40 high-card points and
- the average hand will contain ten points. Use the following
- table to determine your hand's point-count:
-
- Each Ace.............4 Points
- Each King............3 Points
- Each Queen...........2 Points
- Each Jack............1 Point
-
-
- page 4
-
-
-
-
- If you have only two cards in a suit (a doubleton) add
- 1 point. One card in a suit (a singleton) is worth an additional
- 2 points. No cards in a suit (a void) is worth an additional 3
- points. However, take one point away from your total for each
- singleton Jack, Queen or King.
-
- If your total is 14 points or better, you may not pass
- on the first round of bidding; you must open. If you have 13
- points, you may elect to bid or pass on the first round. If you
- have a 12 point hand, you may open but you must be able to bid
- again in the second round and you must be able to take two quick
- tricks with cards in your hand.
-
- To determine the number of quick tricks in your hand
- use the following table:
-
- Ace-King in a suit.........2 tricks
- Ace-Queen..............1 1/2 tricks
- Ace only...................1 trick
- King-Queen.................1 trick
- King only................1/2 trick
-
-
- To determine which suit to bid first remember that Spades
- rank the highest, then Hearts, Diamonds and Clubs. Open with
- the suit with the greatest length. If two suits are of equal
- length, bid the highest ranking suit.
-
- As a general policy, it is wise to consider a suit biddable
- if it consists of at least four cards, two of which are face
- cards. Re-biddable suits consist of at least five cards, with
- two adjacent face cards. Strong rebiddable suits consist of at
- least six cards, with three being face cards.
-
- If your partner opens rather than passes on the first round
- you can bid if you have at least six points in your hand. Use
- the following table to determine how strongly you can bid:
-
- 6 to 10 points......minimum hand good for one round
- 10 to 13 points......good hand worth two rounds of bids
- 14 to 16 points......great hand to bid 2 in a new suit
- 16 to 19 points......power hand to bid 3 No Trump or better
- 19 points and up.....SLAM hand jump bid to 5 in new suit
-
- Remember that each bid must be better than the last.
- The order of strength is Clubs, then Diamonds, then Hearts,
- Spades and No Trump. The weakest is Clubs, the strongest is
- No Trump. Two No Trump can only be bettered by three something,
- but two Clubs can be bettered by two Hearts. If you fail to
- better the bid the computer will let you know.
-
- page 5
-
-
-
-
- DOUBLING and REDOUBLING are means of penalizing your
- opponents for what you feel may be over-bidding. These may
- also be a means of getting extra points if you are feeling
- confident in your own bidding. You may not call a double in the
- bidding until someone else has opened. And you may not redouble
- until the bidding has been doubled. Doubling means that trick
- points will be doubled - redoubling means that trick points will
- be quadrupled. In addition, if a team fails to make their bid,
- each trick less than their bid (undertrick) is worth at least a
- 50 point penalty - and the total penalty could go as high as
- 3400 points if redoubled!
-
-
- THE COMPUTER'S BIDDING CONVENTIONS
-
- The computer always evaluates its hands. On its first
- bid if a slam is possible the computer will open with THREE
- CLUBS. If its hand contains between five and seven of a suit it
- will open with TWO of that suit. After these conventions
- are exhausted the computer will bid based on length of a
- suit and the total bidding points in its hand, bidding its best
- suit first. Before bidding, however, the computer will test for
- NO TRUMP. A balanced hand with a suit distribution of 5, 3, 3,
- and 2 or of 4, 4, 3, and 2 spread will result in a No Trump
- bid. Distribution of 4,3,3 and 3 will result in a THREE NO
- TRUMP opening bid.
-
- Once three players in a row PASS, the bidding is ended and
- play can begin with the last player who bid playing the first
- (or lead) card. There is no further opportunity to call trump -
- it is the last suit bid.
-
-
-
- VULNERABLE VS. NOT VULNERABLE
-
- Bridge moves in steps and may continue for as long as
- everyone wants to keep playing. A GAME is made when one team
- scores a total 100 trick points or more in as many HANDS as it
- takes to do so. A RUBBER is made when a team makes two GAMES.
- Each time a GAME is made, the trick point-count is re-set
- to zero; but the grandtotal of points is increased with the
- end of each hand. A team is considered VULNERABLE when it
- can make a RUBBER by winning the next GAME - a team with
- one game to its credit is VULNERABLE. A team with no game
- to its credit is NOT VULNERABLE. This is important in the
- scoring of points and penalties. A vulnerable team may be
- subject to as many as 2800 bonus points or as much as 3400
- penalty points.
-
- page 6
-
-
-
-
-
- HONORS POINTS
-
- Among the bonus points a team may claim are the Honors.
- In this version of Bridge Honors are always asked for after
- bidding is finished. Each player in turn has the opportunity
- to claim Honors points. Honors points do not go towards game
- points. They are added to the grandtotal of points instead. If
- you fail to claim Honors due your team, the computer will
- tell you about it but you will not get a second chance to
- claim them. If you make a mistake in the total Honors you
- claim, however, you will be prompted to try again. Although
- the computer will display a table of points for Honors, you
- may use the following to calculate Honors points:
-
- HONORS POINTS
-
- Any four in Trump Suit........100 points
- AKQJ AKQ10 AKJ10 KQJ10
-
- All five in Trump Suit........150 points
- AKQJ10
-
- All four Aces in No Trump.....150 points
-
-
- CALCULATIONS OF POINTS AND SCORES
-
- In this version of Bridge the computer automatically
- takes care of the calculations of points and keeps score.
- Game points are reset whenever a Game is made. Bonuses, Honors
- and Penalties are reset after each hand. Total score is updated
- after each hand. For reasons relating to clarity and available
- screen space, under- and over-the-line scoring is condensed.
- (In regular Bridge two sets of figures are kept: one set for
- tracking Game points and a second for total points, kept over
- and under a line drawn on the score pad.) Part score, another
- option used in regular bridge, is also omitted for similar
- reasons as above.
-
- The following tables are used to calculate points:
-
- SUIT VALUES PER TRICK Undoubled Doubled Redoubled
- Clubs or Diamonds 20 40 80
- Hearts or Spades 30 60 120
- 1st No Trump Trick 40 80 160
- Subsequent No Trump Tricks 30 60 120
-
- POINTS NEEDED FOR GAME 100
-
- page 7
-
-
-
-
- HONORS (Scored by side holding them)
- Suit Bid - Four in one hand 100
- Suit Bid - Five in one hand 150
- Four No Trump Aces in one hand 150
-
- RUBBER BONUS - First side winning two Games wins a Rubber
- Two Game Rubber 700
- Three Game Rubber 500
-
- SLAM BONUS for Slams bid and won Not Vulnerable Vulnerable
- Small Slam - Bid of SIX 500 750
- Grand Slam - Bid of SEVEN 1000 1500
-
- PREMIUM BONUS - Making Doubled or Redoubled Contract 50
-
- OVERTRICKS - Each trick over Bid Not Vulnerable Vulnerable
- Not Doubled -0- -0-
- Doubled 100 200
- Redoubled 200 400
-
- UNDERTRICK PENALTIES - Points awarded to opponents when side
- fails to make number of tricks bid.
- NOT VULNERABLE Undoubled Doubled Redoubled
- One under 50 100 200
- Two under 100 300 600
- Three under 150 500 1000
- Four under 200 700 1400
- Five under 250 900 1800
- Six under 300 1100 2200
-
- VULNERABLE Undoubled Doubled Redoubled
- One under 100 200 400
- Two under 200 500 1000
- Three under 300 800 1600
- Four under 400 1100 2200
- Five under 500 1400 2800
- Six under 600 1700 3400
-
-
- COMMUNICATING WITH THE COMPUTER
-
- All communications with the computer are done through
- the keyboard. Generally, a prompt will appear on the screen
- to tell you what to do next. If you pay attention to the
- prompts appearing on the screen and follow their lead, you
- will have no trouble playing the game. If you make a serious
- mistake, a message will appear - telling what it was. If you
- enter a wrong character, the computer will either beep or
- ignore your entry.
-
- page 8
-
-
-
-
- If, when entering a card code, you get the first char-
- acter wrong, don't try to erase it...enter a second wrong
- character...your error will be detected and the computer will
- show a message and allow you to retry your entry. Most of the
- time you will only need to press one or two characters to
- communicate; but when entering Honors you must press the
- carriage return key to complete your entry. When bidding, press
- the number representing your bid followed by the character
- representing the suit. (1H equals One Heart, 4N equals Four No
- Trump, P equals Pass, D equals Double, and R equals Redouble.)
- When playing trick cards, wait for the computer to beep; then
- press the two keys representing the card you wish to play. (2C
- equals the Two of Clubs, JH equals equals the Jack of Hearts, 1S
- equals the Ten of Spades, AD equals the Ace of Diamonds and so
- forth. NOTE: the number TEN is represented by pressing the 1
- only - a zero will be ignored.)
-
- When play is ended and the scores displayed, you will
- be given the option to continue playing or to quit. Press
- P to continue play or press Q to quit. Any time it is your
- turn to communicate with the computer you may press ESC to
- terminate the game sequence...you will be given the choice
- at that point to play a new game or to quit.
-
- Remember that this is the NOVICE version of Bridge...
- while this is an Expert System, the computer is programmed to
- make errors just as you. (Only it is not given the chance
- to correct them!)
-
- You may print this text on your computer's printer from
- SYSTEM level by the command COPY BRIDGE.TXT LPT1: You start
- the game by the command BRIDGE and the command HELP puts
- this text on your monitor.
-
- Do NOT use this disc to play the game! Format a new
- disc with the Operating System on it and COPY the contents
- of this disc to your new one. Keep this disc for use as a
- MASTER. Put it in a safe place just in case the copy goes
- bad from overuse.
-
- Small Business Software, Inc. is always interested in
- ways to improve our products. Your comments and suggestions
- are welcome. Send them to Small Business Software, Product
- Development, 5253 East Lee Street, Tucson, Arizona 85712.
-
-
-
- Send them to Small Business Software, Product
- Development, 5253 East Lee Street, Tucson, Arizona 85712