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- CONTRACT BRIDGE
-
- BRIDGE.EXE requires a PC/AT compatible computer with a COLOR monitor,
- (use the command line switch "/b" to activate a black and white mode
- for laptops). 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.
-
- 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 containing 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
-
- To bid a suit, enter the value of the bid, followed by the appropriate
- abbreviation. You can also use the "Bid Box" to select bids using the
- MOUSE. For example, to bid 1NT, click on the [1] and then click on the
- [N]. Press [ENTER], or place the MOUSE cursor in the center of the screen
- and 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], or by clicking
- the LEFT MOUSE button on the letter [S] in the Bid Box. Enter [Q], press
- [ESCAPE], or click the RIGHT MOUSE button to quit the bidding and allow
- a new deal. An illegal bid will cause 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.
-
- If you are using a MOUSE, the options described below will be displayed
- in a "Play Box" box on the playing screen. Click the LEFT MOUSE button
- on the desired item to select it.
-
- 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. The rubber score may be
- reviewed by entering the word [SCORE] on the keyboard, or by clicking
- the LEFT MOUSE button on the letter [S] in the Play Box. 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 (if it
- has been played to completion). 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 [F] 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] again 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 SPECIAL COMMANDS
-
- During Bidding: [ENTER] Make the computer bid for you.
- [?] Show estimate of best contract.
- [B] Make partner ignore partial score.
- [SCORE] / [S] View current rubber score.
- [F] Toggle Fast/Slow 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] / [S] View current rubber score.
- [F] Toggle Fast/Slow 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,
- you can 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!
-