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1996-09-15
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TOMMY'S TRICKS (C) COPYRIGHT 1987-1996 BY TOMMY'S TOYS
P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
CATALOG #TM-103-2A (VERSION 2 - 1996)
INSTRUCTIONS:
THIS PROGRAM PLAYS THE EARTHLING CARD GAME CONTRACT BRIDGE. THE PLAY IS AT A
TECHNICALLY CLEAN BEGINNER/INTERMEDIATE LEVEL USING THE CHARLES GOREN SYSTEM
OF BIDDING, WITH MANY COOL FEATURES FOR EASE OF USE.
CONTRACT BRIDGE IS SO INTRICATE THAT MANY EARTHLINGS GET SUCKED-UP INTO IT FOR
LIFE. GO FIGURE, WE ALIENS FROM OUTER SPACE RESIST THE EARTHLING POWERS, IT'S
JUST ANOTHER GAME, SORRY BUT WE'VE BEEN THERE, DONE THAT (HA HA). STILL HERE'S
OUR VERSION OF THIS GAME DEDICATED TO EARTHLINGS WHO WANT TO PLAY IT TOO, ALONG
WITH ZILLIONS OF OTHER GAMES, BUT DON'T WANT TO BE SUCKED-UP -- IF THEY DO THEY
DON'T NEED THEIR PCS ANYMORE DO THEY? (HA HA)
PLAYERS:
4 PLAYERS IN 2 TEAMS, NORTH-SOUTH AND EAST-WEST. IN TOMMY'S TRICKS YOU PLAY
NORTH AND THE COMPUTER PLAYS THE OTHER HANDS. A GAME OPTION LETS YOU PLAY
SOUTH'S HAND DURING TRICK PLAY WHEN NORTH-SOUTH ARE DECLARERS.
HAND PARAMETERS:
THE PROGRAM AUTOMATICALLY COMPUTES AND DISPLAYS, ALONGSIDE EACH HAND:
DURING PLAY PHASE: THE NUMBER OF HIGH CARD POINTS (HCP), TRUMPS (TR), HIGH
CARDS (HC), VOIDS (V), AND WHETHER OR NOT (Y/N) HAND IS FLAT (NO VOIDS OR
SINGLETONS AND AT MOST ONE DOUBLETON) DURING TRICK PLAY.
DURING BIDDING PHASE: HIGH CARD POINTS (HCP), PENALTY POINTS (PP),
DISTRIBUTION POINTS (DP/DP2), BONUS POINTS (BP/BP2), AND QUICK-TRICKS (QT).
THE DECK:
THE STANDARD 52-CARD (FRENCH) DECK IS USED. ACE RANKS HIGH, DEUCE LOW:
AKQJT98765432.
SUITS:
THE FOUR SUITS ARE RANKED: SPADES (HIGH), HEARTS, DIAMONDS, CLUBS (LOW).
SHDC: SHOES HAVE DELICATE CONTOURS (HA HA, SEE LATER). THEY ARE FURTHER
SUB-RANKED: SPADES & HEARTS ARE CALLED THE MAJOR SUITS, DIAMONDS & CLUBS THE
MINOR SUITS.
DEALER:
THE FIRST DEALER IS CHOSEN RANDOMLY BY THE COMPUTER. AFTER THAT, DEAL ALWAYS
ROTATES CLOCKWISE (N-E-S-W).
THE DEAL:
DEALER DEALS OUT THE ENTIRE PACK EVENLY TO THE 4 PLAYERS, 13 CARDS EACH, FACE
DOWN, ONE AT A TIME CLOCKWISE STARTING WITH DEALER'S LEFT.
BIDDING VS. PLAY PHASES:
CONTRACT BRIDGE IS SO FASCINATING BECAUSE IT IS BASED ON MAKING THE MOST OF
YOUR LUCK WITH SKILL. IF ALL 4 PLAYERS GET "AVERAGE" HANDS DEALT, THEY USUALLY
JUST PASS AND CALL FOR A NEW DEAL! THE LUCKY TEAM GETTING THE BETTER COMBINED
HAND HAS TO KNOW IT AND EXPLOIT IT EVERY TIME TO BUILD UP GAME POINTS AND WIN
RUBBERS.
A HAND OF BRIDGE IS DIVIDED INTO 2 PHASES: BIDDING AND PLAY. DURING THE BIDDING
PHASE EACH PLAYER IN ROTATION TRIES TO "BRIDGE" OR DESCRIBE THEIR HAND TO THEIR
PARTNER BY MAKING A CLAIM OF THE NUMBER OF TRICKS THEIR TEAM CAN TAKE, ALSO
KNOWN AS DECLARING A PROPOSED CONTRACT. EVENTUALLY BIDDING STOPS AND ONE TEAM
OR THE OTHER "BUYS THE AUCTION" AND BECOMES THE DECLARING TEAM, OR ELSE ALL
PASS AND THERE IS A NEW DEAL.
DURING THE PLAY PHASE THE DECLARING TEAM TRIES TO MAKE THE CONTRACT THAT THEY
BID WHILE THE OTHER TEAM TRIES TO "BRIDGE" THEIR CARDS AGAINST THEM AND STOP
THEM. AT THE END OF TRICK PLAY THE DECLARING TEAM IS REWARDED WITH POINTS FOR
MAKING OR EXCEEDING THE CONTRACT AND PENALIZED HEAVILY FOR FAILING TO MAKE IT.
SINCE THERE ARE 13 TRICKS TO PLAY YOU ACTUALLY BID HOW MANY OVER 6 YOU AND YOUR
PARTNER THINK THEY CAN MAKE, IN OTHER WORDS, MORE THAN HALF (OR BOOK) -- SINCE
13 IS ODD THERE IS NO WAY TO WIN EXACTLY HALF IS THERE? (HA HA) SO BOOK IS 6.
FOR EXAMPLE, A BID OF 1 WOULD MEAN 1 OVER BOOK OR 6 + 1 = 7 TRICKS. THE RUB OF
BRIDGE IS THAT YOU AND YOUR PARTNER HAVE TO WORK AS ONE EVEN THOUGH NEITHER CAN
SEE EACH OTHER'S HAND OR MENTION WHAT'S IN IT DIRECTLY. THE FUN IS TO WEAR
SPECIAL GLASSES TO READ CARD BACKS, AND SPECIAL SIGNALS PASSED BY FOOT (JUST
KIDDING, HA HA). THE FUN IS TO SIGNAL, BY A PRE-ESTABLISHED SYSTEM KNOWN TO
ALL 4 PLAYERS PRIOR TO THE GAME, WHAT YOUR HAND HOLDS DURING THE BIDDING PHASE,
THEN TO WORK TOGETHER TO MAKE THE CONTRACT, OR TO STOP THE OTHER TEAM FROM
MAKING THEIRS.
OF COURSE COMPUTERS MAKE CRUMMY BRIDGE PARTNERS BECAUSE THEY DON'T HAVE GLASSES
AND FEET (HA HA). MAYBE MULTI-TENTACLED & FEELERED LIFEFORMS CAN'T GET ALONG
WELL ENOUGH TO PLAY VERY LONG, THAT'S WHY IT'S DOOMED TO LIFE ON EARTH (HA HA).
TRUMP, MAJOR & MINOR SUITS:
THE BID IS ACTUALLY NOT ONLY FOR THE NUMBER OF TRICKS OVER 6, BUT ALSO THE
TRUMP SUIT PROPOSED FOR TRICK PLAY: SPADES, HEARTS, DIAMONDS, CLUBS, OR NONE
(NO TRUMPS). MAJOR SUIT CONTRACTS WIN MORE POINTS THAN MINOR SUIT CONTRACTS,
AND NO TRUMP CONTRACTS MORE THAN MAJOR SUIT CONTRACTS.
GAMES AND RUBBERS:
THE OBJECT OF PLAY IS TO WIN A RUBBER BY BEING THE FIRST TEAM TO WIN 2 GAMES.
A GAME IS WON BY WINNING 100 OR MORE POINTS "BELOW THE LINE", WHICH WILL BE
DISCUSSED LATER, BUT BASICALLY IT MEANS POINTS RESULTING FROM WINNING TRICKS
THAT ARE IN YOUR TEAM'S CONTRACT. OTHER POINTS CAN BE WON "ABOVE THE LINE"
SUCH AS BY WINNING MORE TRICKS THAN WERE BID IN THE CONTRACT, OR BY DEFEATING
THE OTHER TEAM'S CONTRACT, AS WILL BE DISCUSSED LATER. SO, TO WIN A GAME AT
ALL, YOUR TEAM HAS TO WIN AN AUCTION SOMETIME.
HIGH CARDS:
THE ACE (A), KING (K), QUEEN (Q), AND JACK (J) ARE CALLED THE HIGH CARDS. THEY
USUALLY WIN TRICKS. THE OTHERS, TEN (T), 9, 8, 7, 6, 5, 4, 3, 2 ARE THE LOW
CARDS, AND ARE USUALLY THROWN AWAY IN TRICK PLAY. NOTE THAT AKQJ AND TEN ARE
CALLED THE HONORS AND USED TO BE USED FOR ABOVE-THE-LINE SCORING JUST FOR
HAVING THEM DEALT TO ONE'S TEAM, BUT WE DON'T DO THAT IN THIS PROGRAM BECAUSE
IT'S OUT OF FASHION.
LONG SUITS:
AS THERE ARE 13 CARDS IN EACH SUIT, ANY PLAYER RECEIVING 4 OR MORE CARDS IN A
SUIT HAS A LONGER THAN AVERAGE (13/4=3.25 CARDS) SUIT, AND THESE EXCESS CARDS
CAN BE SET UP TO WIN TRICKS SOMETIMES.
SCORING:
========
A RUBBER IS PLAYED UNTIL ONE SIDE HAS SCORED 2 GAMES. EACH GAME REQUIRES 100
POINTS BELOW THE LINE. IF A SIDE HAS ALREADY WON A GAME, THEY ARE THEN SAID TO
BE 'VULNERABLE', AND PENALTIES ARE INCREASED IF THEY ARE LATER 'SET', OR FAIL TO
MAKE THEIR CONTRACT. TOMMY'S TRICKS DISPLAYS THE VULNERABLE TEAM(S) AT THE TOP
OF THE SCREEN TO GUIDE THEIR BIDDING.
NONE, ONE, OR BOTH SIDES CAN BE VULNERABLE AS A RUBBER PROGRESSES. WHEN ONE
GAME IS FINISHED ANOTHER IS STARTED WITH THE BELOW-THE-LINE SCORES WIPED CLEAN,
BUT THE ABOVE-THE-LINE LINE SCORES ARE SAVED FOR RUBBER SCORING.
ADDITIONAL BONUSES FOR MAKING CONTRACT:
IF DECLARER MAKES ANY DOUBLED OR REDOUBLED CONTRACT, WITH OR WITHOUT OVERTRICKS,
HE RECEIVES AN EXTRA 50 POINTS ABOVE THE LINE, "FOR THE INSULT", NYAAA (HA HA).
IF A SLAM IS BID AND MADE, ADDITIONAL BONUSES ARE AWARDED ABOVE THE LINE AS
FOLLOWS:
NOT VULNERABLE VULNERABLE
SMALL SLAM (12 TRICKS) 500 750
GRAND SLAM (13 TRICKS) 1000 1500
UNDERTRICK PENALTIES:
FOR EACH TRICK BY WHICH THE DECLARER FAILS TO MAKE THE CONTRACT, OPPONENTS
(DEFENDERS) SCORE THE FOLLOWING POINTS ABOVE THE LINE:
NOT VULNERABLE
UNDOUBLED DOUBLED REDOUBLED
FIRST UNDERTRICK 50 100 200
FOR EACH ADDITIONAL 50 200 400
VULNERABLE
UNDOUBLED DOUBLED REDOUBLED
FIRST UNDERTRICK 100 200 400
FOR EACH ADDITIONAL 100 300 600
RUBBER BONUS:
A TEAM MUST WIN 2 GAMES TO END RUBBER. ADDITIONAL BONUS POINTS ARE THEN SCORED
ABOVE THE LINE: 700 POINTS IF YOU SKUNKED YOUR OPPONENTS (THEY WON NO GAMES),
OTHERWISE 500.
RUBBER SCORE:
ALL LINE SCORES FOR BOTH SIDES ARE THEN ADDED UP FOR ALL GAMES IN THE RUBBER,
AND THE DIFFERENCE IS THE MARGIN OF VICTORY FOR THE WINNER. A GAME, HALF A
RUBBER, IS THEN WORTH IN RETROSPECT ON AVERAGE 500 POINTS, AN IMPORTANT FACT
TO REMEMBER IN THE BIDDING PHASE TO CALCULATE YOUR RISKS.
SCORE FILE:
TOMMY'S TRICKS SAVES TOTAL POINTS FOR EACH SIDE N-E-S-W ON DISK AUTOMATICALLY,
ALONG WITH OTHER STATISTICS, ON FILE TOMTRICK.SCR. IF YOU WANT TO ERASE THE
MATCH AND START OVER, JUST ERASE THIS FILE. (*NOTE: NOT AVAILABLE TO
UNREGISTERED SHAREWARE USERS; THE SHAREWARE ED. ALSO QUITS AFTER 1 RUBBER).
BIDDING IS SO INVOLVED WE WILL DISCUSS THE PLAY PHASE FIRST.
PLAY PHASE:
===========
THE BIDDING DONE, THE PERSON WHO FIRST BID THE SUIT THAT BECOMES THE FINAL BID
BECOMES THE DECLARER. TO MAKE A CONTRACT YOU MUST TAKE BOOK (6 TRICKS) PLUS THE
NUMBER YOU BID. THUS A 3H CONTRACT REQUIRES YOU TO TAKE 6+3=9 OF THE 13 TRICKS,
WITH HEARTS AS THE TRUMP SUIT.
THE PERSON TO THE DECLARER'S LEFT IS THE LEADER TO THE FIRST TRICK, AND TRICK
PLAY PROCEEDS CLOCKWISE AROUND THE TABLE.
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. SINCE
DECLARER IS THE PLAYER WHO FIRST BID THE FINAL SUIT, THE DUMMY PRESUMABLY HAS
THE WORST HAND OF THE TEAM, WHICH IS GOOD SINCE IT HAS TO BE TURNED FACE UP
AFTER THE OPENING LEAD. IN THE PROGRAM, WHEN SOUTH IS DECLARER, YOU OPTIONALLY
CAN PLAY AS DECLARER, AND YOUR ORIGINAL HAND BECOMES THE DUMMY.
PLAY PROCEEDS IN A CLOCKWISE FASHION. EACH PLAYER MUST FOLLOW SUIT TO THE SUIT
LED. IF YOU ARE VOID (HAVE NONE OF THAT SUIT), YOU CAN PLAY ANY CARD. IN A
TRUMP CONTRACT THE HIGHEST TRUMP PLAYED TO THE TRICK WINS, ELSE THE HIGHEST
CARD OF THE SUIT LED. THE WINNER OF THE TRICK LEADS TO THE FOLLOWING TRICK.
TO ENTER YOUR CARD FROM THE KEYBOARD:
USE THE ARROW KEYS ON THE NUMERIC KEY PAD TO POINT TO IT, THEN HIT THE <ENTER>
OR SPACEBAR KEYS. ALTERNATIVELY, JUST HIT THE CARD NUMBER, 1 TO 9, A TO D.
OR, HIT THE "." KEY TO LET THE COMPUTER PICK A CARD FOR YOU.
TO USE THE MOUSE, JUST POINT AT THE DESIRED CARD AND CLICK.
IF YOU WANT TO BREAK OUT OF TRICK PLAY AND START IT ALL OVER, PERHAPS BECAUSE
YOU MADE A MISTAKE, JUST HIT THE ESC KEY.
TERMS TO KNOW:
RUFFING: PLAYING A TRUMP TO A NON-TRUMP TRICK (PLAYER MUST BE VOID IN LEAD TRICK
SUIT). THIS IS NOT WHERE THE SAYING "A DIAMOND IN THE ROUGH" CAME FROM, BUT
IT'S HARD NOT TO GET IT MIXED UP (HA HA).
RENOUNCING: PLAYING A NON-TRUMP INSTEAD OF RUFFING TO A TRICK. THIS IS EASIER
TO DO WHEN YOU'RE THE DECLARER PLAYING DUMMY'S HAND, ISN'T IT? (HA HA)
FINESSE: WINNING A TRICK WITH A CARD THAT IS NOT HIGHEST IN-HAND IN THAT SUIT,
SAVING THE HIGHER CARD(S) FOR WINNING YET MORE. FOR EXAMPLE, IF NORTH HAS ACE
AND SOUTH HAS QJ, AND EITHER EAST OR WEST HAS THE KING, THEN A LEAD OF Q BY
SOUTH CAN OFTEN FINESSE THE K, LEAVING SOUTH THE J TO WIN ANOTHER TRICK.
CHOOSING THE OPENING LEAD:
AS MANY AS HALF OF ALL CONTRACTS ARE MADE OR BROKEN BY THE OPENING LEAD. THE
BASIC CHOICES FOR OPENING LEAD ARE:
1. LEAD FROM PARTNER'S SUIT IF PARTNER HAS BID ONE. IF YOU HAVE A SEQUENCE
OF TOUCHING HIGH CARDS LEAD THE HIGHEST (UNLESS YOU HAVE AKX, THEN LEAD
K); IF YOU HAVE 2 OR MORE WORTHLESS CARDS, OR ONLY 2 CARDS, LEAD THE
HIGHEST.
2. LEAD FROM A SEQUENCE OF 3 TOUCHING HIGH CARDS. LEAD THE HIGHEST, UNLESS
YOU HAVE AKX, THEN LEAD K. THIS IS FOR SUIT CONTRACTS ONLY, UNLESS YOU
HAVE 4 OR MORE TOUCHING HIGH CARDS.
3. LEAD THE 4TH-HIGHEST IN YOUR LONGEST & STRONGEST SUIT. GOOD IN BLIND-
LEADING A NT CONTRACT IN HOPES OF REMOVING HIGH CARDS IN OPPONENTS' HANDS
FROM CIRCULATION AND LATER WINNING TRICKS WITH LOW CARDS. THE OTHER
DEFENDER CAN THEN QUICKLY COMPUTE THE NUMBER OF CARDS HIGHER THAN THIS
LEAD IN THE DECLARER'S HAND BY COUNTING THE NUMBER IN THE DUMMY AND USING
THE "RULE OF 11":
RULE OF 11: 11 - RANK OF CARD LED = NUMBER OF CARDS OF THE SUIT LED HIGHER
THAN THE LEAD HELD BY THE OTHER 3 PLAYERS. THIS IS BECAUSE, IF THE RANK
OF THE CARD LED WERE, SAY, 2, HE MUST HAVE 4 CARDS (XXX2) AND THAT LEAVES
13-4=9 FOR THE OTHER 3 PLAYERS, OF WHICH ALL ARE HIGHER THAN THE LEAD OF 2.
IF A 3 WERE LED, HE MIGHT HAVE HAD EITHER 5 OR 4 CARDS (XXX32 OR XXX3).
THE OTHER 3 PLAYERS HAVE THE REST: BUT THAT INCLUDES THE DEUCE BELOW THE
3-CARD IF IT IS MISSING FROM LEADER'S HAND, SO EITHER WAY THE NUMBER OF
CARDS THEY HOLD THAT ARE *HIGHER* THAN THE 3-CARD IS CONSTANT: 13 - 2 (1
FOR THE 3-CARD, 1 FOR THE 2-CARD) - 3 = 11 - 3 = 9. SO, GENERALIZING: IF
LEADER HOLDS XXXN... AND LEADS THE N, THE XXX AND THE (N-2+1) CARDS FROM
2 THROUGH N MUST BE DEDUCTED FROM 13 TO GIVE THE RULE OF 11:
13 - 3 - (N - 2 + 1) = 13 - 3 - (N - 1) = 13 - 2 - N = 11 - N.
4. LEAD A SINGLETON, DOUBLETON, OR TRIPLETON SUIT WHEN PARTNER HAS NOT BID,
YOU DON'T HAVE TOUCHING HIGH CARDS, AND THE OPPONENTS HAVE BID YOUR ONLY
GOOD SUIT.
5. LEAD A TRUMP WHEN BIDDING INDICATES THAT DUMMY MAY BE ABLE TO TRUMP SOME
OF DECLARER'S LOSERS, OR WHEN AFRAID OF ANY OTHER LEAD FOR FEAR OF GIVING
DECLARER A FREE TRICK.
BIDDING PHASE:
==============
DEALER STARTS THE AUCTION, WHICH THEN PROCEEDS CLOCKWISE. IF THERE ARE FOUR
CONSECUTIVE PASSES WITHOUT AN OPENING BID THERE IS A NEW DEAL. IF THERE IS
AN OPENING BID, AFTER THREE CONSECUTIVE PASSES THE AUCTION IS BOUGHT BY THE
HIGHEST BIDDER, AND THE PARTNER WHO FIRST BID THE SUIT OF THE FINAL CONTRACT
BECOMES THE DECLARER.
THE POSSIBLE BIDS ARE:
PASS
1 THROUGH 7 OF SOME SUIT, MEANING 7 THROUGH 13 TRICKS PROMISED TO BE WON
1 THROUGH 7 NO TRUMPS
DOUBLE
REDOUBLE
A BID OF 1 DIAMONDS IS HIGHER THAN A BID OF 1 CLUBS, ETC. (SHDC), AND A BID OF
1 NO TRUMPS IS HIGHER THAN A BID OF 1 SPADES (NSHDC).
DOUBLE MEANS THAT YOU THINK THE OPPONENTS ARE BLUFFING AND YOU ARE DOUBLING
THE PENALTIES AND BONUSES TO DARE THEM. REDOUBLE MEANS THEY THINK YOUR DARE
IS A BLUFF TO GET YOU BACK AND SO THEY ARE DOUBLING BACK. PASS IS THE MOST
COMMON BET, OF COURSE.
TO ENTER YOUR BID FROM THE KEYBOARD:
JUST TYPE IT IN, E.G., 1S, 1H, 2D, 3C, 4N. TYPE P OR SPACEBAR OR <ENTER> FOR
PASS, * FOR DOUBLE OR REDOUBLE, . TO LET THE COMPUTER BID FOR YOU. IF YOU WANT
TO RESTART THE BIDDING PHASE FROM THE BEGINNING, PERHAPS BECAUSE YOU MADE A
MISTAKE, THEN HIT ESC.
TO ENTER YOUR BID USING THE MOUSE:
JUST POINT AT THE KEY LETTERS IN THE PROMPT AND CLICK. OR POINT AT ANY NUMBER
ON THE SCREEN THAT IS THE SAME AS WHAT YOU WANT AND CLICK; FOR SUITS YOU CAN
POINT AT THE SUIT SYMBOLS IN YOUR HAND AND CLICK.
OPENING BID:
THE OPENING BID IS THE KEY TO THE AUCTION. OPENING BIDDING WITH A SUIT BID
USUALLY SAYS THAT OPENER WISHES TO USE THAT SUIT AS TRUMP, AND USUALLY STARTS
AT THE LOWEST LEVEL POSSIBLE, ONE. 90% OF ALL OPENING BIDS ARE ONE IN A SUIT,
PROMISING 13 BIDDING POINTS AND THAT THE SUIT BID IS AT LEAST 5 CARDS LONG IF
IT IS A MAJOR SUIT (SPADES OR HEARTS).
FORCING AND NON-FORCING BIDS:
USUALLY WHEN SOMEBODY OPENS THE AUCTION THE OPPOSING TEAM JUST KEEPS PASSING
WHILE THE BIDDING TEAM GOES ROUND AND ROUND UNTIL THEY REACH A FINAL CONTRACT.
USUALLY ALL OPENING BIDS ARE "FORCING", MEANING THEY ARE REQUIRING THE PARTNER,
IF HE ISN'T A NINNY, OR HAS A VERY WEAK HAND, TO BID SOMETHING AND NOT JUST
PASS -- UNLESS OF COURSE THE OPPONENTS BID IN BETWEEN -- TO KEEP THE AUCTION
OPEN FOR THE OPENER TO REBID, AFTER CONSIDERING INTERVENING BIDS, IN AN EFFORT
TO BID UP TO GAME OR SLAM AND THUS CONSERVE THE LUCK OF THE DEAL.
OVERCALLS & JUMP BIDS:
THERE ARE TIMES WHEN THE BIDDER OR RESPONDER "JUMPS" THE BIDDING LEVEL, E.G.,
RESPONDING 3S TO 1S; OR THE OPPONENTS "OVERCALL" OR TAKE OVER THE BIDDING
INSTEAD OF PASSING. IN THE LATTER CASE RESPONDER IS RELIEVED OF HIS
OBLIGATION OF BIDDING SOMETHING, BUT HE HAS TO THINK OF THE EFFECT PASSING
WOULD HAVE, USUALLY TELLING HIS PARTNER HE HAS A WEAK HAND.
DECLARER:
WHEN THE AUCTION IS BOUGHT, THE PERSON WHO FIRST BID THE SUIT OF THE FINAL BID
BECOMES THE DECLARER, I.E., IF NORTH BIDS 1S AND SOUTH BIDS 2S, THE DECLARER IS
NORTH NOT SOUTH. THE PERSON TO THE LEFT OF DECLARER IS THE LEADER FOR THE
FIRST TRICK, INSURING THAT DEFENDERS GET TO PLAY FIRST, AND DECLARER GOES LAST.
DUMMY:
THE DECLARER'S PARTNER BECOMES THE DUMMY AND HIS CARDS ARE TURNED FACE-UP FOR
EVERYONE TO SEE, AFTER THE OPENING LEAD, AND KEPT FACE-UP THROUGHOUT TRICK PLAY
AS DECLARER PLAYS THEM (SO ACTUALLY DECLARER GOES SECOND AND LAST -- FOOLED YA,
HA HA!) THAT WAY DEFENDERS CAN'T SAY THE "OFFENDERS" ARE CHEATING -- ANY MORE,
HA HA. (AT LEAST YOU CAN'T PALM CARDS FROM YOUR SHIRT SLEEVE LIKE IN POKER SINCE
BY THE END OF TRICK PLAY ALL 52 MUST BE ACCOUNTED FOR; BUT TWO REALLY
SOPHISTICATED PARTNERS COULD SIMULTANEOUSLY PALM MIRROR CARDS, OPERATED BY
FOOT LEVERS; SO DON'T LET SEPARATED SIAMESE TWINS BE PARTNERS, HA HA).
SCORES FOR MAKING CONTRACT:
YOUR GOAL IN RUBBER BRIDGE IS RUBBERS. A RUBBER IS 2 GAMES (NO IT IS NOT A
PRIZE FOR WINNING, HA HA). A GAME IS 100 POINTS MADE BY BIDDING IN ONE OR MORE
CONSECUTIVE HANDS.
SCORES VARY BY SUIT: CLUBS & DIAMONDS, THE MINOR SUITS, ARE WORTH 20 POINTS FOR
EACH TRICK MADE; HEARTS & SPADES, THE MAJOR SUITS, ARE WORTH 30 POINTS.
THUS A CONTRACT OF 4H WOULD GIVE YOU 120 POINTS, WHICH IS A GAME IN ONE HAND,
BUT A CONTRACT OF 4D GIVES YOU ONLY 80 POINTS. NO TRUMP (NT) IS A SPECIAL CASE:
THE FIRST NT LEVEL IS WORTH 40 POINTS PER TRICK, AND SUCCESSIVE LEVELS ARE
WORTH 30 POINTS. THUS 2NT IS WORTH 70 POINTS, AND 3NT IS WORTH 100, A GAME.
BIDDING GAME & SLAM:
TO 'BID GAME' IS TO BID 3NT, 4S, 4H, 5D OR 5C AND WIN THE HAND, SCORING 100 OR
MORE POINTS IN 1 HAND. THAT IS WHY THE HIGHER BIDS OF 6 AND 7 ARE CALLED
SOMETHING ELSE -- WHY NOT SMALL AND GRAND SLAM? (HA HA)
MAKING VS. SETTING:
IF A CONTRACT IS NOT 'MADE', BUT 'SET' OR DEFEATED, THE DEFENDERS, OR TEAM
OPPOSING THE DECLARER & DUMMY, GAIN POINTS INSTEAD, BUT ABOVE NOT BELOW THE
LINE.
EVALUATING HANDS:
THE BASIC SYSTEM FOR SCORING A HAND DURING THE OPENING BID PHASE, DEVELOPED BY
CHARLES GOREN, IS AS FOLLOWS. IT REDUCES ALL HANDS TO BIDDING POINT TOTALS
THAT BOTH PARTNERS IN A TEAM CAN THEN TRY TO SIGNAL TO EACH OTHER THROUGH THE
GOREN BIDDING SYSTEM. THESE POINT TOTALS HAVE NOTHING TO DO WITH THE POINTS
AWARDED FOR WINNING TRICKS LATER. THE MOST IMPORTANT BIDDING POINTS ARE THE
HIGH CARD POINTS (HCP), BUT MORE POINTS CAN BE ADDED OR DEDUCTED WHEN THE HAND
MEETS CERTAIN CONDITIONS.
HIGH CARD POINTS (HCP):
ADD UP THE HIGH CARDS AKQJ, WITH POINT VALUES AS FOLLOWS: A=4, K=3, Q=2, J=1.
ALL 4 HIGH CARDS AKQJ IN EACH SUIT ADD UP TO 10, THEREFORE THERE ARE 40 HCP IN
THE DECK, AND THE AVERAGE HAND WILL HAVE 40/4 = 10 HCP, OR ONE OF EACH OF THE
HIGH CARDS. THE HCP COUNT IS ALSO CALLED THE MILTON WORK COUNT. WHAT IS THE
MAXIMUM POSSIBLE HCP ANY ONE HAND CAN HAVE? ONE HAVING AKQ IN ALL 4 SUITS,
PLUS ONE JACK: THE HCP WOULD BE 4*(4+3+2)+1=4*9+1=36+1=37, LEAVING 3 JACKS FOR
THE OTHER 3 HANDS TO SPLIT UP. WHAT IF A PLAYER IS DEALT A COMPLETE SUIT FROM
ACE THROUGH DEUCE? THIS IS THE PERFECT BRIDGE HAND ONLY IF IT IS SPADES (HA
HA, THE OTHER 3 PLAYERS MIGHT ALL HAVE COMPLETE SUITS TOO).
WHY 13 IS MAGIC:
AS A RULE YOU WANT TO PLAY IN TRUMP IF YOU AND YOUR PARTNER HAVE AT LEAST 8 OF
THE CARDS IN THAT SUIT, PLUS ENOUGH HIGH CARDS AND GOOD ENOUGH DISTRIBUTION TO
WIN 7 OUT OF THE 13 TRICKS WITH THE TRUMPS. FOR NO TRUMP PLAY YOUR TEAM NEEDS
A BALANCED DISTRIBUTION (NEARLY EQUAL NUMBERS OF CARDS IN EACH SUIT), WITH A
LOT OF HIGH CARDS TO INSURE WINNING THE 7 TRICKS NO MATTER WHAT THE SUITS LED
BY DEFENDERS.
BUT HOW DO YOU KNOW WHAT YOUR PARTNER HAS? THAT'S WHY NOBODY SHOULD OPEN
BIDDING WITHOUT AT LEAST A BETTER-THAN-AVERAGE HAND, 13 HCP: OF THE REMAINING
40-13 OR 27 HCP IN THE 4 HANDS, YOUR PARTNER IS LIKELY TO HAVE AN AVERAGE OF
27/3 = 9, GIVING YOU TOGETHER 13+9 = 22 AND YOUR OPPONENTS 18, INSURING THAT
YOU TWO HAVE THE UPPER HAND (A JOKE, GET IT? HA HA), 4 HCP OR ONE ACE. IF YOU
OPENED THE BIDDING WITH ONLY 12 HCP, THE NUMBERS WOULD CHANGE TO 40-12 = 28,
28/3 = 9-1/3, AND YOUR TEAM WOULD HAVE 12+9-1/3 = 21-1/3 VERSUS THEIR 18-2/3,
A DIFFERENCE OF 2-2/3 -- NOT EVEN A KING, TOO CLOSE FOR COMFORT. AND THIS IS
ONLY FOR A SUIT BID: FOR A NT BID AT LEAST 16 HCP ARE NEEDED, SEE BELOW.
BIDDING GAME:
TWO PARTNERS TOGETHER MUST USUALLY HOLD AT LEAST 20 HCP (HALF OF 40) TO MAKE
ANY CONTRACT, 26 TO MAKE A GAME, 33 TO MAKE A SMALL SLAM (12 TRICKS OUT OF 13,
WITH ALL HIGH CARDS IN DECK EXCEPT AN ACE AND A KING), AND 37 TO MAKE A GRAND
SLAM (ALL 13 TRICKS, WITH ALL HIGH CARDS EXCEPT 1 KING). ACTUALLY TO MAKE A
GAME YOU MUST MAKE A CONTRACT OF 3NT, 4 OF A MAJOR SUIT, OR 5 IN A MINOR SUIT,
WHICH USUALLY TRANSLATES TO 26 HCP FOR NT AND MAJOR, BUT 29 HCP FOR MINOR.
MODIFICATIONS TO HCP:
OF COURSE JUST HAVING THE HCP DOES NOT GUARANTEE CONTRACT, GAME, OR SLAM -- YOU
STILL HAVE TO PLAY YOUR TRICKS OUT CORRECTLY AND EVEN THEN SOMETIMES THE HCP
ISN'T INFALLIBLE BECAUSE OF THE HAND DISTRIBUTIONS. THAT'S WHY ADJUSTMENTS TO
THE HCP HAVE BEEN DEVELOPED FOR USE IN CERTAIN SITUATIONS. THE ADJUSTMENTS,
AND HENCE THE BIDDING POINTS TO USE IN THE TABLES BELOW, CHANGE THROUGHOUT THE
BIDDING PHASE (BIDDING POINTS = HCP + ADJUSTMENTS), BUT THEY CAN BE CALCULATED
BY STANDARD FORMULAS AND GIVEN NAMES FOR EASE OF USE AND DESCRIPTION; TOMMY'S
TRICKS DISPLAYS THEM AUTOMATICALLY FOR YOU NEXT TO YOUR HAND.
THEY ARE:
1. OPENING BID PENALTY POINTS (PP): IF A FACE CARD KQJ DOESN'T HAVE ANY LOW
CARDS (2..T) IN THE SAME SUIT TO "STOP" IT WHILE SOME OTHER PLAYER PLAYS THEIR
HIGHER CARD, YOU MIGHT HAVE TO THROW IT AWAY TO THEM. THEREFORE, FOR OPENING
BID PURPOSES YOU SHOULD DEDUCT 1 POINT FOR EACH:
SINGLETON K,Q,J
DOUBLETON QX OR JX, WHERE X IS A LOW CARD (E.G., Q9 OR JT)
NT BIDS & PP:
IF THE OPENING BID IS A NO TRUMP (NT) BID, RESPONDER COUNTS ALL HIS HIGH CARDS
AT FULL FACE VALUE AND DOESN'T DEDUCT PP.
2. OPENING BID BONUS POINTS (BP/BP2) (OPENING BID ONLY):
BP IS EITHER 0 OR:
NO ACES IN HAND: -1
ALL FOUR ACES IN HAND: +1
ADD THE FOLLOWING ONLY WHEN CONSIDERING NT BIDS (BP2):
1 OR MORE UNSTOPPED SUITS = -1
1 OR MORE UNPROTECTED HONORS = -1
< 6 HONOR CARDS = -1
5-CARD SUIT THAT HAS 4 HONORS (AKJTX, KQJTX) = +1
3. DISTRIBUTION POINTS (DP/DP2): WHEN OPENING, ADD THE FOLLOWING TO FORM DP:
VOIDS (SUITS WITH 0 CARDS IN HAND) = 3 PTS
SINGLETON (SUIT WITH ONLY 1 CARD IN HAND) = 2 PTS
DOUBLETON (SUIT WITH ONLY 2 CARDS IN HAND) = 1 PT
THIS MEASURES THE EXTRA VALUE YOUR HAND WILL HAVE DURING TRUMP SUIT PLAY,
PERMITTING RUFFING OR PLAYING TRUMP CARDS WHEN VOID IN THE LEAD TRICK SUIT.
AFTER A TRUMP SUIT HAS BEEN PROPOSED:
IN SUPPORT OF OPENER, WHEN RESPONDER IS THINKING OF RAISING A TRUMP SUIT
PARTNER HAS PROPOSED, ADD THE FOLLOWING INSTEAD TO FORM DP:
WITH ADD SUBTRACT
---- --- --------
4 OR MORE SUPPORTING TRUMPS AND A VOID 5
4 OR MORE SUPPORTING TRUMPS AND A SINGLETON 3
4 OR MORE SUPPORTING TRUMPS AND A DOUBLETON 1
ONLY 3 TRUMPS ABOVE 1
4-3-3-3 DISTRIBUTION 1
IN SUPPORT OF RESPONDER, WHEN OPENER IS THINKING OF RAISING A NEW SUIT
RESPONDER HAS PROPOSED, THIS IS MODIFIED TO:
FOR SUITS OTHER THAN RESPONDER'S SUIT: VOIDS = 5, SINGLETONS = 3.
KING COUNTS 3 IN RESPONDER'S SUIT ONLY, ELSE 2.
ADD 1 POINT FOR EVERY CARD OVER 4 FOR SUITS OTHER THAN RESPONDER'S SUIT.
DO NOT COUNT Q AND J IN RESPONDER'S SUIT FOR A NT BID.
THE TEAM WITH THE LONGEST SUIT (MOST CARDS TOGETHER IN ANY SUIT) HAS THE BEST
CHANCE OF WINNING THE MOST TRICKS. SO WHEN REBIDDING ADD THE FOLLOWING TO DP
FOR THE REBID SUIT (CALL EXTRA POINTS DP2):
1 PT FOR 5TH CARD IN A SUIT HEADED BY AT LEAST QUEEN
1 PT FOR 6TH CARD IN THE SAME SUIT
2 PTS FOR 7TH AND SUBSEQUENT CARDS IN THE SAME SUIT
MAXIMUM IS 16 POINTS IF A HAND IS A FULL SUIT.
4. FLAT HAND (FL): A HAND WITH NO VOIDS, NO SINGLETONS, AND AT MOST ONE
DOUBLETON IS CALLED FLAT, AND HAS A BALANCED DISTRIBUTION MOST USEFUL FOR NO
TRUMP (NT) CONTRACTS. FLAT HANDS HAVE A DISTRIBUTION OF 4-3-3-3, 4-4-3-2,
OR 5-3-3-2.
ALWAYS REMEMBER THAT SPADES & HEARTS ARE WORTH MORE IN SCORING THAN DIAMONDS &
CLUBS; LIKE THE SAYING GOES, BURY MY HEART WITH A SPADE AT WOUNDED (WITH A CLUB)
DIAMOND-SHAPED KNEE (HA HA). ALSO, THAT A VULNERABLE TEAM HAS MORE TO GAIN OR
LOSE WHEN BIDDING A CONTRACT THAN A NON-VULNERABLE TEAM.
RESPONSE TO OPENING BID:
NO OPENING BID SHOULD BE MADE FOR A HAND THAT HAS LESS THAN 13 BIDDING POINTS,
BUT A HAND CAN HAVE AS LITTLE AS 6 POINTS TO SUPPORT A PARTNER'S OPENING BID.
JUST PASS RATHER THAN THROW YOUR PARTNER, OK? ("CAN'T WE ALL JUST GET ALONG?"
-- HA, HA).
IT WORKS BOTH WAYS: PASSING AN OPENING BID OPPORTUNITY IS LIKE ANNOUNCING THAT
YOUR HAND HAS LESS THAN 13 POINTS, AND PASSING AFTER YOUR PARTNER HAS OPENED
ANNOUNCES THAT YOUR HAND HAS LESS THAN 6 POINTS. THE HIGHER THE RESPONDER'S
POINTS THE BIGGER A CONTRACT CAN BE BOUGHT AT THE END: IN ENSUING BIDDING
ROUNDS RESPONDER MAKES ONE FORWARD-GOING BID WITH 6-9 POINTS, 2 WITH 11-12;
AND WITH 13 OR MORE, AS MANY BIDS AS REQUIRED TO GET TO GAME OR SLAM IN PROPER
TRUMP SUIT.
5-CARD MAJORS:
THE MOST POPULAR SYSTEM FOR OPENING IS CALLED 5-CARD MAJORS. THE PRINCIPLE IS
THAT ALL AGREE TO OPEN THE BIDDING WITH 1 IN A MAJOR SUIT ONLY WHEN THEY HAVE AT
LEAST 5 CARDS IN THAT SUIT, ELSE THEY HAVE TO OPEN WITH 1 IN A MINOR SUIT, EVEN
A 3-CARD SUIT AS LONG AS THE HAND HAS AT LEAST 13 POINTS. THE REASON IS THAT
IF A MAJOR IS BID AND THE CONTRACT IS SET, THE PENALTIES ARE BIGGER. ONE CAN
ALSO OPEN WITH 1 NO TRUMPS, BUT SINCE THE PENALTIES FOR BEING SET ARE EVEN
HIGHER THE HAND HAS TO HAVE MUCH HIGHER POINTS, AT LEAST 16.
THE PRINCIPLE OF THE GUARANTEED REBID:
WHENEVER THE BIDDING IS OPENED AT ONE OF A SUIT, IF PARTNER WHO HAS NOT
PREVIOUSLY PASSED RESPONDS BY NAMING A NEW SUIT, OPENER MUST BID AGAIN. INDEED,
ANYTIME RESPONDER'S REBID NAMES ANOTHER NEW SUIT, OPENER IS FORCED TO KEEP THE
BIDDING OPEN. THIS PRINCIPLE IS ASSUMED IN WHAT FOLLOWS. IT IS BASED ON THE
EXPERIENCE THAT RESPONDER USUALLY NEEDS 2 BIDS TO DESCRIBE HIS HAND TO HIS
PARTNER COMPLETELY, SO OPENER MUST REBID UNLESS HIS PARTNER PASSES, IF ONLY A
MINIMUM BID AT NT.
THE GOREN SYSTEM OF BIDDING & BIDDING TABLES:
OF COURSE FULL UNDERSTANDING OF CONTRACT BRIDGE REQUIRES A GOOD REFERENCE BOOK,
SUCH AS THE ONE CITED AT END OF THIS FILE, BUT YOU CAN GET BY WITH THE FOLLOWING
TABLES, NEATLY CONDENSED FOR YOU. FIRST COME THE OPENING BIDS, THEN THE
RESPONDER'S BIDS, THEN THE OPENER'S REBIDS, ASSUMING THE DEFENDERS ARE NOT
TRYING TO INTRUDE INTO THE AUCTION. USUALLY THE BIDDING IS COMPLETE BY THAT
TIME. DEFENSIVE BIDDING, WHERE DEFENDERS, WHO ALREADY KNOW THEY HAVE THE
WEAKER HANDS, TRY TO SIGNAL A GOOD LEAD, A POSSIBLE PROFITABLE SACRIFICE
AGAINST DECLARERS' SCORE, A MAKABLE PART SCORE; OR PUSH THE DECLARERS INTO
A HIGHER CONTRACT THAN THEY CAN MAKE; OR EVEN TAKE OVER THE BIDDING AND GO FOR
GAME -- THIS IS COVERED LATER AFTER THESE TABLES.
OPENER'S BID TABLE:
===================
PICK AN OPENING BID FROM THE FOLLOWING TABLE, STARTING FROM THE TOP AND WORKING
DOWN TO THE FIRST ONE THAT FITS, ELSE PASS. NOTE THAT IN GENERAL YOUR HAND CAN
BE:
POOR: LESS THAN 13 POINTS
MINIMAL: 13-15
GOOD: 16-18
VERY GOOD: 19-21
ROCK CRUSHER: 22+ POINTS
POINTS DISTRIBUTION OF HAND BID
--------- ----------------------------------- -------------------
13-20 1 OR MORE 5+ CARD MAJOR SUIT 1 OF BETTER SUIT
13-20 1 OR MORE 5+ CARD MINOR SUIT 1 OF BETTER SUIT
21+ 1 GOOD 7+ CARD SUIT*** 2 OF SUIT (2-DEMAND)*
22+ 2 GOOD 6-CARD SUITS 2 OF BETTER SUIT (2-DEMAND)
23+ 1 GOOD 6-CARD SUIT 2 OF SUIT (2-DEMAND)
24+ 2 GOOD 5-CARD SUITS, AT LEAST 1 MAJOR 2 OF BETTER SUIT (2-DEMAND)
25+ 1 GOOD MAJOR 5-CARD SUIT 2 OF SUIT (2-DEMAND)
26+ 2 GOOD MINOR 5-CARD SUITS 2 OF BETTER SUIT (2-DEMAND)
16-18 FLAT, AT LEAST 3 SUITS PROTECTED** 1NT
19-21 FLAT, ALL SUITS PROTECTED 1 IN LONGEST SUIT
22-24 FLAT, ALL SUITS PROTECTED 2NT
25-27 FLAT, ALL SUITS PROTECTED 3NT
28-29 FLAT, ALL SUITS PROTECTED 4NT
13+ NO PREVIOUS BID POSSIBLE 1 OF BEST 4 OR 3-CARD MINOR
0-9 6+ CARD SUIT, NOT VULNERABLE 3-5 OF THE LONG SUIT****
0-10 6+ CARD SUIT, VULNERABLE 3-5 OF THE LONG SUIT****
* 2-DEMAND MEANS RESPONDER MUST ALWAYS REBID UNTIL GAME IS REACHED BEG THE
EXCEPTIONS.
** A-X, K-X, Q-X-X, J-X-X-X ARE PROTECTED. FOR YOUR BIDDING POINTS USE
HCP+DP+BP+BP2. IF YOU HAVE 18 HCP AND A DOUBLETON, DON'T BID 1NT, INSTEAD
BID 1 IN A SUIT.
*** GOOD MEANS DIAMONDS SHOULD BE HEADED BY A,K,Q, OR J-T.
****PRE-EMPTIVE OR SHUT-OUT BIDS:
AN OPENING BID OF 3-5 IN A SUIT IS CALLED A PRE-EMPTIVE OR SHUT-OUT BID AND IS
MADE TO MESS UP THE OPPONENTS' CHANCES OF MAKING GAME WHEN THEY PROBABLY HAVE
THE HANDS TO DO IT. YOUR HAND SHOULD HAVE NO MORE THAN 9 HCP IF NOT VULNERABLE,
10 IF VULNERABLE, AND YOU ARE TAKING A CALCULATED RISK THAT YOU CAN KEEP THEM
FROM GAME VERSUS THE RISK OF THEM PROBABLY DOUBLING YOUR BID AND MAKING YOU
LOSE BIG POINTS. TO MAKE THE RISKS EQUAL YOU HAVE TO GEAR YOUR EXPECTED LOSS
TO 1 GAME, OR 500 POINTS. SO, YOU MUST ALSO HAVE A 6+ CARD SUIT, AND A HAND
CAPABLE OF WINNING AT LEAST 6 TRICKS ALONE; OR, FOR A BID OF N>=3, ABLE TO
WIN:
OPENING # WINNING TRICKS IN YOUR HAND
BID NOT VULNERABLE VULNERABLE
3 6 7
4 7 8
5 8 9
THAT MEANS YOU WILL BE 3 TRICKS SHORT OF YOUR CONTRACT IF NOT VULNERABLE,
2 IF VULNERABLE -- AND ARE PLAYING THE ODDS.
HOW DO YOU DECIDE HOW MANY TRICKS YOUR HAND CAN WIN IF YOU HAVE A 6-CARD OR
GREATER SUIT? EASY, COUNT THE NUMBER OF LOSERS AND SUBTRACT FROM 6. A LOSER
IS ANY MISSING ACE, KING, OR QUEEN IN ANY SUIT OF 4 OR MORE CARDS, AND THE
NUMBER OF NON-HIGH CARDS (2..T) FOR SMALLER SUITS. THIS IS COUNTED FOR ALL 4
SUITS.
CAPTAINCY:
NOTE THAT ALL THE NT OPENING BIDS HAVE SMALL POINT RANGES, SUCH AS 16-18. THIS
IS WHY THE RESPONDER BECOMES CAPTAIN OF THE PARTNERSHIP: HE KNOWS EXACTLY HOW
MANY POINTS HE HAS, AND WITHIN 1 OR 2 OF HOW MANY HIS PARTNER HAS, WHEN IT'S HIS
TURN TO RESPOND.
THE "BETTER SUIT":
WHAT IF YOU HAVE MORE THAN ONE BIDDABLE SUIT? ALWAYS BID THE LONGEST SUIT
FIRST. FOR SUITS OF EQUAL LENGTH BID THE HIGHER-RANKING SUIT FIRST, UNLESS
THE LENGTH IS 5 AND THE TWO SUITS ARE SPADES AND CLUBS AND SPADES IS NOT
REBIDDABLE.
BIDDING POINT MODIFICATIONS:
WHEN BIDDING NT, COUNT HIGH CARDS BUT NOT DISTRIBUTIONAL POINTS.
RESPONDER'S BID TABLE:
======================
THERE ARE 2 TABLES, ONE FOR OPENER'S BID OF 1 IN A SUIT, THE OTHER FOR OPENER'S
BID OF 1NT.
NUMBER OF FORWARD-GOING BIDS BY RESPONDER:
RESPONDER AUTOMATICALLY KNOWS OPENER HAS AT LEAST 13 POINTS, SO AFTER COUNTING
HIS OWN, HE CAN QUICKLY DECIDE IF A GAME-LEVEL BID IS POSSIBLE, AND IF NOT, HOW
MANY FORWARD-GOING BIDS HE CAN MAKE, BY A STANDARD CONVENTION:
6-9 POINTS: 1 FORWARD-GOING BID
10-12 POINTS: 2
13+ POINTS: AS MANY AS NEEDED TO GET TO A GAME-LEVEL BID
SO, IF OPENER HEARS HIS PARTNER "SPEAK", OR BID-UP ONCE, HE KNOWS HE HAS AT
LEAST 6-9 POINTS; TWICE, 10-12; THRICE, ENOUGH TO REACH A GAME CONTRACT IN THE
PROPER SUIT. OF COURSE THESE POINT RANGES ARE NOT CAST IN CONCRETE; THEY CAN
VARY BY 1 IN EITHER DIRECTION.
FORWARD-GOING (POSITIVE) VERSUS CORRECTIVE (PREFERENCE) REBIDS:
A FORWARD-GOING (POSITIVE) REBID IS ONE IN WHICH YOU RAISE YOUR PARTNER'S SUIT
TO THE NEXT-HIGHER LEVEL, OR ELSE BID A SUIT OF YOUR OWN, OR BID NO TRUMP. A
CORRECTIVE (PREFERENCE) IS ONE BY WHICH YOU EXPRESS YOUR PREFERENCE FOR ONE OF
THE SUITS YOUR PARTNER HAS BID WITHOUT RAISING THAT SUIT TO THE NEXT-HIGHER
LEVEL (A.K.A. A LATERAL BID). IT IS MADE BY RESPONDER WHEN HE DOESN'T HAVE
ENOUGH POINTS FOR A REBID NORMALLY, BUT HAS TO FULFILL HIS DUTY OF MOVING THE
PARTNERSHIP TO THE SUIT IN WHICH THEY HOLD THE GREATEST NUMBER OF CARDS; WITH
EQUAL LENGTH IN EACH OF PARTNER'S SUITS, IT IS CUSTOMARY TO PREFER THE SUIT
PARTNER BID FIRST. AN EXAMPLE IS:
PARTNER YOU
1H 1S
2C 2H
ANOTHER IS:
PARTNER YOU
1S 2S (7-10 PTS)
3D 3S IF 7-8 PTS, 4S IF 9-10 PTS
A 3S IS LATERAL BECAUSE THE FIRST 2 BIDS ESTABLISHED SPADES AS TRUMP AND YOU
HAVE A DUTY OF MOVING BACK TO IT. A 4S REBID WOULD HAVE SHOWN A STRONG HAND
WITH POINTS.
THE ONE EXCEPTION TO NOT RAISING THE SUIT IS WHEN PARTNER (OPENER) MADE A
REVERSE BID, FORCING YOU TO RAISE EVEN WITHOUT POINTS (WITH PARTNER'S
PERMISSION BECAUSE THAT'S WHAT A REVERSE BID GIVES):
PARTNER YOU
1H 2C
2S 3H
REVERSE BIDS: IF OPENER BIDS 1 HEART THEN REBIDS 2 SPADES, HE IS TELLING YOU
THAT HE HAS AT LEAST 5 HEARTS, BECAUSE IF HE HAD 4 HEARTS AND 4 SPADES HE WOULD
HAVE BID THE HIGHER-RANKING SUIT, SPADES, FIRST. HIS REBID OF 2 SPADES IS A
SO-CALLED REVERSE BID BECAUSE IT IS IN A SUIT HIGHER THAN THE OPENING SUIT.
IT IS RESERVED FOR STRONG HANDS BECAUSE HE IS FORCING YOU TO THE 3-LEVEL IF YOU
WANT TO RESPOND, EVEN FOR A CORRECTIVE BID.
PARTNER BID 1 S,H,D,C:
----------------------
(PICK FIRST IN TABLE THAT APPLIES)
YOU HAVE
POINTS DISTRIBUTION OF HAND BID
--------- ------------------------------------ ------------------------
< 6 WHO CARES IT'S WEAK! PASS
7-10 SUPPORT FOR PARTNER'S SUIT* 2 IN PARTNER'S SUIT
13-15 SUPPORT FOR PARTNER'S SUIT** 3 IN PARTNER'S SUIT~
7-10 SUPPORT FOR PARTNER'S SUIT***, 4 IN PARTNER'S SUIT~
UNBALANCED (NOT FLAT), <=9 PTS IN
HIGH CARDS.
13-15 BALANCED HAND (4-4-3-2, 4-3-3-3, 2NT~
5-3-3-2), AND POSITIVE PROTECTION IN
EACH OF THE 3 UNBID SUITS.
16-18 4-3-3-3 HAND, AND PROTECTION IN EACH 3NT~
OF THE 3 UNBID SUITS. (GUARANTEES
29+ COMBINED POINTS).
19+ 5-CARD NEW SUIT OR SUPPORT FOR JUMP SHIFT~****
PARTNER'S SUIT. (GUARANTEES >=32
COMBINED POINTS, CLOSE TO SLAM).
10+ UNBALANCED (NOT FLAT) 2 IN NEW SUIT (2-OVER-1)
6-18 NEW 4 CARD SUIT 1 IN NEW SUIT (1-OVER-1)
6-10 NO 1 LEVEL BID ABOVE 1NT
~ FORCING TO GAME.
* 3 CARDS OF A MAJOR OR 4 OF A MINOR BECAUSE OPENER IS PROMISING 5 CARDS OF
A MAJOR OR 4 OF A MINOR WHEN OPENING, AND TO MAKE A CONTRACT TOGETHER THEY
NEED 8.
** 3 CARDS OF A MAJOR (INCLUDING A FACE CARD) OR 4 OF A MINOR.
*** 5 OR MORE CARDS
**** JUMP SHIFT: A BID THAT SKIPS A LEVEL OF BIDDING IN NSHDC:
E.G., 1H - 2S, 1S - 3H, 1H - 3C, 1C - 2D.
(JUMP 1 IF SUIT 1 < SUIT 2, ELSE JUMP 2).
JUMP RAISE BID:
THE JUMP RAISE OF 1 TO 3 IN PARTNER'S SUIT GUARANTEES GAME AND IS FORCING ON
PARTNER, WHEREAS THE JUMP RAISE OF 1 TO 4 IS A CALCULATED RISK THAT GAME CAN
BE MADE ONLY IF OPPONENTS ARE PRECLUDED FROM GETTING TOGETHER.
THE JUMP RAISE OF 2NT SHOWS A DESIRE TO PLAY AT 3NT BUT ONLY IF PARTNER SHOWS
THE STRENGTH ON HIS NEXT TURN.
JUMP BIDS AFTER RESPONDER HAS PASSED ORIGINALLY:
IF PARTNER OPENS AFTER YOU HAVE PASSED, YOU HAD DENIED POSSESSION OF THE 13
POINTS NEEDED TO OPEN, BUT NOW YOU CAN REASSESS YOUR HAND, AND IF YOU HAVE AN
"ALMOST OPENING BID" OF 12 POINTS NOW, YOU CAN PUT IN A JUMP-SHIFT BID OF 1; IF
YOU HAVE 4 OR MORE SUPPORTING CARDS AND 13+ POINTS, YOU CAN JUMP DIRECTLY TO
GAME.
JUMP-SHIFT BID:
THIS IS A BID THAT JUMPS 2 LEVELS AND SHIFTS TO A LOWER SUIT; OR JUMPS 1 LEVEL
AND SHIFTS TO A HIGHER SUIT. E.G., 1D-3C, 1D-2H, 1S-3D.
PARTNER BID 1NT:
----------------
THE BIDDING POINTS ARE HCP ALONE, WITH THE FOLLOWING MODIFICATIONS:
ADD 1 POINTS FOR EVERY 'WORKABLE' 5-CARD SUIT, 2 POINTS FOR EVERY 6-CARD SUIT,
4 POINTS FOR EVERY 7-CARD SUIT. WORKABLE MEANS HEADED BY THE QUEEN OR HIGHER.
YOU HAVE
POINTS DISTRIBUTION OF HAND BID
--------- ------------------------------------ ------------------------
8-9 BALANCED 2NT
10-14 BALANCED 3NT
15-16 BALANCED 4NT
< 8 5 OR 6 CARD SUIT 2 OF THE SUIT
< 8 PASS
10+ 5 OF A MAJOR, 5 OR 6 OF A MINOR 3 OF THE SUIT
7+ 6 CARD MAJOR 4 OF THE MAJOR
10+ NO 5 CARD MAJOR 3NT
FREE BIDS:
IF A PLAYER OPENS THE BIDDING AND THE NEXT PLAYER DOESN'T PASS BUT BIDS, THIS
IS CALLED AN OVERCALL. THE PARTNER OF THE OPENER IS NOW RELIEVED OF HIS DUTY
TO KEEP THE BIDDING OPEN BY BIDDING SOMETHING ON HIS OWN, BUT HE MAY STILL DO
SO IF IT DOESN'T THEREBY PUSH THE PARTNERSHIP INTO AN UNMAKABLE CONTRACT WHEN
PARTNER PROVIDES HIS GUARANTEED REBID. HERE ARE THE REQUIREMENTS FOR A 'FREE
BID' AFTER AN OVERCALL (ELSE PASS):
1. 2 IN A SUIT RANKING LOWER THAN PARTNER'S SUIT: >= 10 POINTS IN HIGH CARDS.
2. 2 IN A SUIT RANKING HIGHER THAN PARTNER'S: >= 10 IN HIGH CARDS AND >= 1 IN
DP.
3. 2 IN PARTNER'S SUIT: 8-11 POINTS.
4. 1NT: 8-11 POINTS, PLUS AT LEAST A, K-X, Q-X-X, OR J-X-X-X IN OPPONENT'S
SUIT.
5. 1 IN A NEW SUIT: >= 8 POINTS.
OPENER'S REBID TABLE:
=====================
THE REBID LETS OPENER MORE COMPLETELY DESCRIBE HIS HAND. THIS IS USUALLY THE
MOST IMPORTANT BID IN EACH BIDDING SEQUENCE BECAUSE EACH BIDDER HAS TO JUDGE
WHAT THE PARTNER HOLDS OVER AND ABOVE THE MINIMUMS REQUIRED IN THE FIRST BIDS,
AND OPENER HAS TO GO FIRST.
REBIDDABLE SUITS:
IF YOU OPEN THE BIDDING WITH A SUIT AND PARTNER DOES NOT SUPPORT IT IN HIS
REBID, YOU MAY STILL BID THE SUIT A SECOND TIME IF IT IS AT LEAST 5 CARDS IN
LENGTH AND HAS AT LEAST 2 OF THE 4 HIGHEST HONORS AKQJ; OR IS MORE THAN 5
CARDS IN LENGTH.
OPENER STARTED WITH A 1-SUIT BID
--------------------------------
OPENER HAS DECLARED TO PARTNER THAT HE HAS 13-23 POINTS, AND HE CAN NOW TYPE
HIS HAND AS EITHER:
MINIMAL 13-15 POINTS: DO NOT BID UNLESS RESPONDER MADE A FORCING RESPONSE.
GOOD 16-18 POINT: REBID AGGRESSIVELY WITHOUT FALSELY CONVEYING THE IMPRESSION
OF A MINIMAL HAND.
VERY GOOD 19-21: MAKE A JUMP REBID TO GO FOR GAME.
ROCK CRUSHER 22+ POINTS: GAME IS GUARANTEED, SO MAKE A JUMP-SHIFT BID GOING
FOR SLAM.
REBID POINTS (RBP):
IF YOUR PARTNER DIRECTLY RAISED YOUR OPENING SUIT, ADD DP2 TO HCP+DP TO GET RBP;
AND IF YOU ARE THINKING OF RAISING YOUR PARTNER IN HIS SUIT YOU HAVE TO REVALUE
YOUR DP. NOTE THAT MAJOR AND NT GAME CONTRACTS ARE PREFERRED OVER MINOR GAME
CONTRACTS WHENEVER POSSIBLE.
PARTNER'S OPENER'S
OPENER'S HAND PARTNER BID POINTS REBID
------------- --------------------- ------- -------------------
ANY FORCING JUMP RESPONSE 13-15 3NT OR 4 IN OPENER'S SUIT
(3 IN OPENER'S SUIT (FIND SUIT FOR GAME)
OR HIGHER BUT LESS THAN
4 IN OPENER'S SUIT)
MINIMAL: 13-15 POINTS
2 IN OPENER'S SUIT 7-10 PASS
BALANCED 1NT 6-10 PASS
UNBALANCED 1NT 6-10 1-2 SUIT
1 IN NEW SUIT* 6-18 1-2 SUIT, 1NT
2 IN NEW SUIT 10+ NON-JUMP REBID OF OPENER'S
SUIT, SUIT BID BELOW 2 OF
OPENER'S SUIT
GOOD: 16-18 POINTS
2 IN OPENER'S SUIT 7-10 3 OF SUIT
1NT 6-10 2NT
1 IN NEW SUIT* 6-18 3 IN PARTNER'S SUIT,
IF >=4 SUPPORTING TRUMPS,
ELSE 2C
TRUMP SUPPORT^ 2 IN NEW MAJOR SUIT 10+ 3 IN MAJOR SUIT
2 IN NEW MINOR SUIT 10+ 2NT, SUIT BID BELOW 3 OF
OPENER'S SUIT
VERY GOOD: 19-21 POINTS
TRUMP SUPPORT^ 2 IN OPENER'S SUIT 7-10 4 IN MAJOR (FORCING)
1NT 6-10 3NT
TRUMP SUPPORT^ 1 IN NEW SUIT* 6-18 4 IN PARTNER'S MAJOR SUIT
(FORCING)
19-20 HCP, AUSP+ 1 IN NEW SUIT* 2NT (FORCING)
21-22 HCP, AUSP+ 1 IN NEW SUIT* 3NT (FORCING)
19-21 RBP, SS** 1 IN NEW SUIT* 3 IN OPENER'S SUIT
22-23 RBP, SS** 1 IN NEW SUIT* 4 IN OPENER'S SUIT
TRUMP SUPPORT^ 2 IN NEW MAJOR SUIT 10+ 3 IN MAJOR SUIT
2 IN NEW MINOR SUIT 10+ REVERSE BID (2 OF A NEW
SUIT RANKING HIGHER THAN
OPENING SUIT, TO FORCE
RESPONDER TO 3 IF HE
PREFERS OPENER'S), 3 OF
MINOR SUIT, JUMP-SHIFT IF
3NT GAME CONTRACT POSSIBLE
ROCK CRUSHER: 22+ POINTS
ANY ANY JUMP-SHIFT
* REMEMBER YOU ARE OBLIGATED TO BID IF PARTNER BID 1 IN A NEW SUIT.
^ TRUMP SUPPORT IF 4 OR MORE CARDS IN TRUMP SUIT.
+ ALL UNBID SUITS PROTECTED.
** REQTS. FOR A SUIT TO BE SELF-SUFFICIENT FOR REBIDDING:
5-CARD SUIT: MUST BE AKQJX, KQJTX, OR AKQT9.
6-CARD SUIT: MUST CONTAIN 3 OF (AKQJ); OR 3 OF (AKQJT) AND >=7 HCP.
7-CARD SUIT: MUST BE HEADED BY >=4 HCP, PLUS 2 OF (AKQJ); OR QJTXXXX.
OPENER STARTED WITH 1NT BID
---------------------------
RESPONDER KNOWS WITHIN 1 POINT WHAT OPENER HOLDS THEREFORE OPENER SHOULD NOT
REBID AGGRESSIVELY UNLESS INVITED TO BY RESPONDER.
PARTNER'S OPENER'S
OPENER'S HAND PARTNER BID POINTS REBID
------------- --------------------- ------- -------------------
ANY 3NT OR GAME IN SUIT PASS
16 PTS 2NT 8-9 PASS
16-17 PTS 2D, 2S, 2H <9 PASS
18 + TRUMP 2D, 2S, 2H 3 OF PARTNER'S SUIT
SUPPORT*
13-15 PTS 4NT 15-16 PASS
22+ 4NT 15-16 6NT
16-17 PTS 3 IN SUIT THEN 6NT PASS
18+ 3 IN SUIT THEN 6NT 7NT
* AKX, AQX, KQX
RESPONDER'S REBID TABLE:
========================
THIS IS USUALLY RESPONDER'S MOST IMPORTANT BID IN EACH BIDDING SEQUENCE BECAUSE
RESPONDER'S FIRST BID INDICATED A HAND HAVING FROM 6-18 POINTS AND THIS IS THE
FIRST CHANCE TO NAIL IT DOWN.
WITH BID
---- ---
6-10 PTS 1 TIME
11-12 2 TIMES
13+ TO GAME
EXCEPTION:
WHEN RESPONDER HAS 8-10 POINTS AND HAS MADE A 1-LEVEL BID, HE MAY MAKE A SECOND
1-LEVEL BID WITHOUT THE 11-12 POINTS USUALLY REQUIRED.
OPENER: 1 IN SUIT
RESPONDER: 1NT (6-10 PTS)
OPENER: 2NT OR 3 IN ORIGINAL SUIT
RESPONDER: 6-7: PASS, 8-10: CARRY ON
PARTNER'S RESPONDER'S
RESPONDER'S HAND PARTNER BID POINTS REBID
---------------- --------------------- ------- -------------------
6-7 PTS FORCING BID
8-9 PTS PLEADING BID 2 IN PARTNER'S SUIT,
1NT
>=10 PTS 2 IN 3RD NEW SUIT 16+ 2 IN PARTNER'S SUIT,
OR 1-2NT IF STOPPERS IN
UNBID SUITS
11-12 PTS 13+
POWERHOUSE HANDS AND TWO-DEMAND BIDS:
-------------------------------------
AN OPENING BID OF 2 IN A SUIT IS USED TO INDICATE A ROCK-CRUSHER HAND THAT CAN
LIKELY MAKE GAME ON ITS OWN. THE RESPONDER MUST BID UNLESS:
AN OPPONENT BIDS GIVING OPENER ANOTHER CHANCE TO BID
OPENER DOUBLES AN ADVERSE CONTRACT
HAVING INFORMED PARTNER OF A WEAK HAND BY A CONVENTIONAL RESPONSE, OPENER'S
REBID IS A REPEAT OF THE SAME SUIT AT THE LOWEST POSSIBLE LEVEL,
E.G., 2H, .. , 3H.
REQUIREMENTS FOR A 2-SUIT OPENING (ALREADY INCLUDED IN BIDDER'S TABLES ABOVE):
27 POINTS AND 2 GOOD 4 CARD MINOR SUITS
26 POINTS AND 2 GOOD 4 CARD SUITS, AT LEAST ONE MAJOR
25 POINTS AND GOOD 5 CARD SUIT
24 POINTS AND 2 GOOD 5 CARD SUITS
23 POINTS AND GOOD 6 CARD SUIT
21 POINTS AND GOOD 7 CARD SUIT
SINCE YOU MUST ASSUME PARTNER'S HAND IS WORTHLESS FOR THE PURPOSE OF THIS BID,
UNGUARDED PICTURE CARDS SHOULD BE ASSIGNED NO VALUE.
RESPONSE:
2NT IS THE RESPONSE FOR A WEAK HAND. ELSE THE RESPONSE GIVES OPENER INFORMATION
ON RESPONDER'S BEST SUIT IMMEDIATELY.
TO DECIDE IF THE HAND IS STRONG ENOUGH FOR A NON-2NT RESPONSE, COUNT "QUICK
TRICKS" (QT) AS FOLLOWS:
AK 2 QT
AQ 1-1/2 QT
A 1 QT
K-Q-X 1 QT
K-X 1/2 QT
(TOMMY'S TRICKS DISPLAYS QT FOR YOU AUTOMATICALLY NEXT TO YOUR HAND.)
RESPONDER NEEDS:
AT LEAST 7 POINTS IF HAND CONTAINS 1 QT
AT LEAST 8 POINTS IF HAND CONTAINS 1/2 QT
ALSO, RESPONDER'S SUIT MUST BE HEADED BY A, K, OR Q-J.
UNLESS RESPONDER HAS A 5-CARD OR LONGER MAJOR AND OPENER'S SUIT IS MINOR, OR
THE HAND IS WORTH 2 BIDS, IT IS BETTER TO RAISE OPENER'S SUIT IF ADEQUATE TRUMP
SUPPORT IS AVAILABLE.
AFTER OPENER REBIDS RESPONDER MAY STILL BID HIS 2 OF BEST SUIT IF HE HAS ONE,
OTHERWISE 3NT TO SHOW THAT HIS HAND IS "WEAKER THAN WEAK".
SUMMARY OF RESPONSES:
2NT SHOWS WEAK HAND
3 OF DIFFERENT SUIT SHOWS 7 POINTS + 1 QT, OR 8 POINTS AND 1/2 QT, PLUS A,
K, OR Q-J
3 OF ORIGINAL SUIT SHOWS TRUMP SUPPORT FOR OPENER (Q-X-X-X OR X-X-X-X-X).
IT IS BETTER TO BID 2NT RATHER THAN CONFUSE OPENER BY REBIDDING ORIGINAL
SUIT IF HAND FITS CRITERIA FOR A DIFFERENT SUIT (NO TRUMP SUPPORT).
3NT SHOWS 8-9 POINTS, AT LEAST ONE A OR K, 3 OR LESS CARDS OF PARTNER'S
SUIT, NO VOIDS OR SINGLETONS, AND NO BIDDABLE 5-CARD SUIT.
4 OF ORIGINAL MAJOR SUIT "DENIES A STRONG HAND" AND REQUIRES 6 OR LESS
POINTS, GOOD TRUMP SUPPORT (Q-X-X-X OR X-X-X-X-X), NO ACE, KING, VOID, OR
SINGLETON. IT WARNS OPENER NOT TO BID TO SLAM UNLESS ALL HE NEEDS IS
TRUMP SUPPORT.
CONVENTIONS
-----------
A CONVENTION IS A 'FAKE' OR 'SIGNAL' BID THAT CARRIES INFORMATION ABOUT YOUR
HAND, BUT NOT NECESSARILY IN THE SUIT ACTUALLY BID. IT IS WHAT MADE BRIDGE SO
COOL THAT OMAR SHARIF GAVE UP DESERT WARFARE FOR IT (HA HA, JUST KIDDING).
E.G., IN THE STAYMAN CONVENTION, A 2C BID OVER 1NT SAYS NOTHING ABOUT THE CLUB
SUIT; RESPONDER MIGHT HAVE 0, 1, OR MORE CLUBS.
ANY CONVENTIONS IN USE MUST BE KNOWN BY ALL PLAYERS -- NO SECRET ARRANGEMENTS
ALLOWED (REMEMBER IF IT GOES TO COURT YOUR SPOUSE CAN'T TESTIFY AGAINST YOU,
HA HA).
HERE ARE THE CONVENTIONS AVAILABLE IN TOMMY'S TRICKS:
**NOTE: THESE ARE NOT AVAILABLE IN THE UNREGISTERED SHAREWARE (TRIAL) VERSION SO
PLEASE PURCHASE THE FULL VERSION QUICK (HA HA)**
1. STAYMAN
2. BLACKWOOD SLAM
3. GERBER SLAM
4. WEAK-2
5. STRONG-2
THEY CAN BE CHANGED BY HITTING F3 AND USING THE UP/DOWN AND LEFT/RIGHT ARROW
KEYS. NOTE THAT THEY ARE LATCHED AT THE BEGINNING OF BIDDING UNTIL THE NEXT
HAND.
1. STAYMAN
----------
NORMALLY A 1NT OPENING BID SHOWS 16-18 POINTS, AND IF PARTNER HAS 8-9 POINTS
AND A BALANCED HAND HE RESPONDS 2NT IN ANTICIPATION GOING FOR GAME (3NT) LATER.
WITH THE STAYMAN CONVENTION AGREED TO IN ADVANCE, A 2C RESPONSE TO 1NT IS
ARTIFICIAL AND STARTS A SEARCH FOR AN 8+ CARD SUIT TO BID IN PREFERENCE TO A
NO-TRUMP CONTRACT TO GO FOR GAME.
TO BID 2C THE RESPONDER MUST HOLD AT LEAST 8 POINTS JUST THE SAME AS WHEN THE
STAYMAN CONVENTION ISN'T OPERATING, BUT PERHAPS THE HAND ISN'T SO BALANCED AND
IF THERE IS A CHANCE OF A GAME-GOING SUIT CONTRACT HE WANTS TO GO FOR IT. OF
COURSE HE MUST HAVE AT LEAST FOUR SPADES OR FOUR HEARTS SO THAT AN 8-CARD MAJOR
SUIT IS POSSIBLE.
TO RESPOND TO 2C, OPENER MUST BID 2 IN HIS "TOP" 4-CARD MAJOR, IF ANY, ELSE
REPLY 2D, "SIGNING-OFF" THE STAYMAN DIALOGUE SO THAT RESPONDER CAN STILL BID
3NT. BY TOP MAJOR IS MEANT THAT IF BOTH SPADES AND HEARTS ARE HELD SPADES MUST
BE BID FIRST; THE SUIT HAS TO HAVE AT LEAST 4 CARDS, HEADED BY THE QUEEN OR
BETTER.
RESPONDER NOW REBIDS 3NT IF OPENER REBID 2D OR REBID A MAJOR SUIT RESPONDER
CAN'T SUPPORT, ELSE HE RAISES OPENER'S BID TO 4 OF THE BID MAJOR SUIT (GAME).
THIS USUALLY KEEPS THE STRONGER HAND CONCEALED WHILE REVEALING THE WEAKER HAND
AS DUMMY.
2. BLACKWOOD SLAM
-----------------
WHEN A TEAM HAS 33 OR MORE POINTS BETWEEN THEM THEY CAN GO FOR SMALL SLAM, AND
WITH 37 OR MORE, GRAND SLAM. IF THE BIDDING IS ALL NO TRUMPS, THEN IT IS EASIER
TO DECIDE WHEN THEY CAN GO FOR SLAM BECAUSE THE BIDDING RANGES ARE SO SMALL FOR
EACH STEP. BUT FOR A SUIT BID THIS ISN'T SO. MOREOVER YOU WANT TO DECIDE HOW
MANY TRICKS YOU WILL LOSE NOT WIN, SINCE LOSING ZERO IS WHAT GRAND SLAM MEANS,
AND LOSING ONE IS WHAT SMALL SLAM MEANS. SO YOU HAVE TO ABSOLUTELY KNOW HOW
MANY ACES THE OPENER HAS: NO ACES AND NO SLAM IS POSSIBLE; 1 ACE AND SMALL SLAM
IS POSSIBLE; 2 OR MORE ACES AND GRAND SLAM IS POSSIBLE, YOU PROBABLY ALSO NEED
TO KNOW HOW MANY KINGS OPENER HAS.
SO, WHEN THE BLACKWOOD CONVENTION IS AGREED-TO IN ADVANCE AND KNOWN BY ALL
PLAYERS, AND THE EARLY ROUNDS OF BIDDING HAVE ESTABLISHED A TRUMP SUIT AND
SHOWN THAT A SLAM IS POSSIBLE, THERE IS A WAY TO ASK PARTNER TO SHOW HIS ACES:
BID 4NT.
A 5C RESPONSE THEN INDICATES 0 OR 4 ACES, 5D SHOWS 1 ACE, 5H SHOWS 2 ACES,
5S SHOWS 3 ACES. PARTNER IS NEVER ALLOWED TO PASS.
AFTER ACES HAVE BEEN SHOWN, IF ORIGINATOR KNOWS THAT HIS TEAM HAS ALL 4 ACES
HE MAY THEN GO FOR GRAND SLAM BY ASKING FOR KINGS BY BIDDING 5NT, TO WHICH
THE RESPONSE IS 6C, 6D, 6H, OR 6S. ANY OTHER BID IS A SHUTOFF OF THE
CONVENTION, PERMITTING ORIGINATOR TO STOP SHORT OF A SLAM OR BID A SHORT SLAM.
3. GERBER SLAM
--------------
IF THE PRECEDING BID IS NO TRUMPS, AND SLAM IS BEING TRIED FOR, A BID OF 4NT
WOULD BE CONFUSING. HENCE, WHEN THE GERBER SLAM CONVENTION IS AGREED-TO, IT
IS SIGNALLED BY A BID OF 4C.
A 4D RESPONSE INDICATES 0 OR 4 ACES, 4H SHOWS 1 ACE, 4S SHOWS 2 ACES, AND
4NT SHOWS 3 ACES.
AFTER THIS RESPONSE THE ORIGINATOR MAY THEN ASK FOR KINGS BY BIDDING THE SUIT
RANKING DIRECTLY ABOVE THE LAST RESPONSE, E.G., IF THE RESPONSE TO 4C IS 4H,
HE BIDS 4S. A RESPONSE OF 4NT SHOWS NO KINGS, 5C SHOWS 1 KING, 5D SHOWS
2 KINGS, 5H SHOWS 3 KINGS, AND 5S SHOWS 4 KINGS.
NO, THE GERBER BABY DOESN'T LOOK THAT MUCH LIKE OUR LOGO (HA HA).
4.,5. WEAK-2 & STRONG-2
-----------------------
2 OF A SUIT IS THE STANDARD FORM OF BIDDING A POWERHOUSE HAND, ONE SO STRONG IT
CAN MAKE GAME BY ITSELF: THIS IS THE STRONG-2 CONVENTION FOR POWERHOUSE HANDS
(DEFAULT), DESCRIBED ABOVE.
OTHERS PREFER IT TO INDICATE A HAND THAT IS NOT QUITE AN OPENING BID (FAIRLY
GOOD SUIT 6+ IN LENGTH AND 6-12 HC+DP), WITH 2C RESERVED FOR ALL POWERHOUSE
HANDS WITH THE SUIT AS YET UNDEFINED: THIS IS THE WEAK-2 CONVENTION.
THE WEAK-2 CONVENTIONAL RESPONSE TO 2C IS 2D IF THE RESPONDER'S HAND IS WEAK,
AND 2NT TO SHOW STRENGTH, 8-9+ POINTS. (WITHOUT THE CONVENTION THE RESPONSE FOR
A WEAK HAND WOULD BE 2NT.) THEN OPENER SHOWS HIS REAL SUIT AS DESCRIBED ABOVE
FOR POWERHOUSE HANDS, WITH RESPONDER FREER TO MENTION ANY REMAINING SUIT
WITHOUT FEAR OF PARTNER EXPECTING TOO MUCH. IN CASE OF A 2D RESPONSE, FOR A
NT CONTRACT THE LEAD WILL COME UP TO THE STRONG HAND EVERY TIME.
PENALTY DOUBLING/REDOUBLING:
A DOUBLE SHOULD BE CALLED WHEN YOU EXPECT TO DEFEAT THE OPPONENTS AT THEIR
CONTRACT. IT SHOULD BE MADE ONLY WHEN YOUR PARTNER HAS PREVIOUSLY MADE A
CONTRACTUAL BID, OR AT YOUR SECOND OR LATER OPPORTUNITY TO BID. THIS IS
BOTH BECAUSE YOU HAVE TO HAVE AN IDEA OF WHAT YOUR PARTNER HAS, BUT ALSO
BECAUSE DEFENSIVE DOUBLES ARE SIGNALLED BY DOUBLING AT THOSE OTHER TIMES --
THIS KIND OF DOUBLE IS CALLED A PENALTY OR BUSINESS DOUBLE (SEE BELOW). A
DOUBLE OF ANY NO-TRUMP BID IS ALWAYS A PENALTY DOUBLE.
DOUBLE A BELOW-GAME CONTRACT ONLY IF YOU EXPECT TO DEFEAT OPPONENTS BY AT LEAST
2 TRICKS, TO PREVENT DOUBLING THEM INTO GAME, OTHERWISE BY AT LEAST 1 TRICK.
USE THE QUICK-TRICK (QT) COUNT TO DECIDE HOW MANY TRICKS YOUR HAND CAN TAKE,
BUT TAKE OFF 1/2 QT FOR EACH A-Q OR K-X IF YOUR LEFT-HAND OPPONENT HAS BID THE
SUIT, AND ADD 1/2 QT FOR EACH A-Q OR K-X IF YOUR RIGHT-HAND OPPONENT HAS BID
THE SUIT.
TO ESTIMATE HOW MANY TRICKS YOUR PARTER CAN WIN:
IF PARTNER OPENED BIDDING WITH 1 SUIT, COUNT ON 3 TRICKS; IF 1NT, COUNT 4.
IF PARTNER MADE A TAKE-OUT DOUBLE, COUNT ON 3 TRICKS.
IF PARTNER OVERCALLED AT THE 1-LEVEL, COUNT ON ONLY 1; IF AT THE 2-LEVEL,
COUNT ON 2 TRICKS.
IF YOU OPENED THE BIDDING AND PARTNER HAS MADE N POSITIVE RESPONSES (N>=1),
COUNT ON N TRICKS.
DOUBLE A 1NT BID ONLY IF YOU HOLD THE EQUIVALENT OF AN OPENING 1NT BID
YOURSELF, 16-18 POINTS; SIMILARLY FOR A 2NT OR 3NT BID.
DEFENSIVE BIDDING:
==================
USUALLY OPENER AND RESPONDER HAVE GOOD ENOUGH HANDS TO MAKE SOME KIND OF
CONTRACT, BUT OPENER CAN BE EMBARRASSED BY HIS PARTNER HAVING AN UNUSUALLY WEAK
HAND THAT CAN BE DETECTED BY THE OPPONENTS THROUGH THEIR OWN HANDS' STRENGTH.
THE OPTIONS TO A PLAYER CONSIDERING A DEFENSIVE BID ARE:
1. SIMPLE SUIT OVERCALL
2. JUMP SUIT OVERCALL
3. NO TRUMP OVERCALL
4. UNUSUAL NO TRUMP
5. PRE-EMPTIVE OVERCALL
6. TAKE-OUT DOUBLE
7. CUE-BID IN OPPONENT'S SUIT
1. SIMPLE SUIT OVERCALL
-----------------------
REMEMBER BEFORE YOU MAKE AN OVERCALL: IN CASE YOU ARE STUCK WITH THE OVERCALL
SUIT YOU HAVE TO BE SURE THAT YOU CAN WIN WITH THE SUIT YOU PICK.
BASIC REQUIREMENTS FOR A 1-LEVEL SUIT OVERCALL:
1. 5-CARD SUIT HEADED BY AT LEAST 2 FACE CARDS. 4-CARD SUITS CAN BE USED IF
THEY DIRECT THE OPENING LEAD.
2. IF NOT VULNERABLE: 9-14 BIDDING POINTS. IF VULNERABLE: 10-14.
FOR 2-LEVEL SUIT OVERCALL:
1. 5-CARD SUIT WITH AT LEAST 3 OF (ACE, KING, QUEEN), OR 6-CARD SUIT WITH
AT LEAST 3 HONORS OR 6 POINTS IN HIGH CARDS.
RESPONSES TO 1-LEVEL OVERCALL:
1. WITH LESS THAN 11 POINTS: PASS.
2. 11-12 POINTS: WITH 3 OR MORE SUPPORTING TRUMPS, RAISE PARTNER'S SUIT;
ELSE BID OWN SUIT OR NT.
3. 13-14 POINTS: INVITE GAME BY JUMPING IN PARTNER'S SUIT OR IN NT.
4. 15+ POINTS: BID A GAME, OR JUMP IN YOUR OWN SUIT (FORCING).
RESPONSES TO 2-LEVEL OVERCALL:
1. WITH LESS THAN 11 POINTS: PASS
2. 11-12 POINTS: RAISE PARTNER TO 3-LEVEL, OR BID 2NT, OR BID YOUR OWN GOOD
SUIT.
3. 13+ POINTS: BID GAME IF YOUR SIDE HAS A FIT. JUMP IN OWN SUIT, OR BID IN
OPPONENTS' SUIT, IS FORCING.
WHEN YOUR FIRST OPPORTUNITY TO OVERCALL IS AT THE 3-LEVEL, YOUR BID SHOULD BE
AIMED AT DEMANDING A SPECIFIC LEAD. IT SHOULD ALWAYS BE BASED ON A SELF-
SUSTAINING SUIT OF LENGTH 6 OR MORE.
2. JUMP SUIT OVERCALL
---------------------
THIS BID SHOWS A WEAKISH HAND WITH A LONG SUIT, AND IT IT USED TO MESS-UP THE
BIDDING FOR OPPONENTS WHEN THEY HAVE THE MOST STRENGTH.
REQUIREMENTS FOR 1-JUMP SUIT OVERCALL BID:
1. 6-CARD SUIT.
2. 9 HCP OR LESS, CONCENTRATED IN THE BID SUIT, WITH NO MORE THEN 1 QUICK-
TRICK IN THE OTHER 3 SUITS TOGETHER.
3. REASONABLE EXPECTATION OF WINNING WITHIN 3 TRICKS OF THE CONTRACT IF NOT
VULNERABLE, 2 IF VULNERABLE.
FOR A 2-JUMP SUIT OVERCALL BID: ONE ADDITIONAL WINNER IN BID SUIT.
3. NO TRUMP OVERCALL
--------------------
FOR 1NT OVERCALLS: YOU NEED A HAND THAT COULD BE OPENED AS 1NT: 16-18 PTS,
BALANCED HAND, AND PROTECTION IN THE OPPONENT'S SUIT.
2NT OVERCALLS: 22-24 PTS, BALANCED HAND, ALL SUITS PROTECTED; OR <22 PTS,
LONG SOLID MINOR SUIT, AND EXPECTATION OF WINNING 7-8 TRICKS.
4. UNUSUAL NO TRUMP
-------------------
IF A PLAYER OVERCALLS WITH NO TRUMPS AT SUCH A HIGH LEVEL THAT HE COULDN'T
POSSIBLY HAVE THE HCP NEEDED, IT IS THE CONVENTION TO TREAT IT AS A SIGNAL
TO PARTNER ASKING TO BID HIS LONGEST MINOR SUIT. IT GIVES AWAY TO THE
OPPONENTS THE INFORMATION THAT THEY CAN DO WELL IN THE MAJOR SUITS, BUT THAT
YOU HAVE AT LEAST 5-CARD SUPPORT IN EACH MINOR. BID THIS WHEN YOU HAVE ONLY
1-3 MAJOR CARDS TOTAL.
5. PRE-EMPTIVE OVERCALL
-----------------------
IF AN OPPONENT OPENS WITH A PRE-EMPTIVE BID, AN OVERCALL NEEDS HIGH BIDDING
POINTS BECAUSE IT IS USUALLY MEANT AS A TAKE-OUT, AND OPPONENTS MIGHT DOUBLE
IT FOR PENALTIES.
OVERCALLING 3-LEVEL PRE-EMPTIVE BID:
YOU NEED AT ABOUT 16 POINTS, MOST IN THE SUITS NOT BID. RESPONSE IS EITHER:
BID BEST SUIT; OR, PASS FOR PENALTIES IF PARTNER HAS AT LEAST 6 HCP INCLUDING
1 SURE-WINNING TRICK IN OPPONENTS' SUIT.
OVERCALLING 4-LEVEL PRE-EMPTIVE BID:
YOU NEED AT LEAST 16 POINTS PLUS AT LEAST 4 DEFENSIVE TRICKS IN CASE HE HAS TO
BEAT THE DOUBLED CONTRACT BY HIMSELF. A DOUBLE OF 4 SPADES IS FOR PENALTIES,
SO RESPONDER SHOULD PASS UNLESS HE CAN FORSEE A SLAM FOR HIS SIDE. A DOUBLE
OF 4 HEARTS IS ALSO FOR PENALTIES BUT DOUBLER WILL BE PREPARED FOR A SPADE
RESPONSE. A DOUBLE OF 4 CLUBS OR DIAMONDS IS FOR TAKE-OUT; DOUBLER IS PREPARED
FOR EITHER A HEART OR SPADE RESPONSE FROM PARTNER. BUT, IF RESPONDER HAS NO
MAJOR SUIT, HE MAY PASS FOR PENALTIES.
6. TAKE-OUT DOUBLE
------------------
THIS IS A BID MADE IN PLACE OF AN OVERCALL AGAINST THE OPPONENTS' OPENING BID,
AND ITS PURPOSE IS NOT TO ANNOUNCE THAT YOUR TEAM THINKS IT CAN DEFEAT THE
OPPONENTS' CONTRACT (A SO-CALLED PENALTY OR BUSINESS DOUBLE) BUT THAT YOU ARE
DESIROUS OF PURCHASING THE CONTRACT AT A HIGHER LEVEL THAN THEM. THIS IS
OFTEN THE CASE WHEN OPPONENT OF THE OPENING BIDDER HAS EITHER: 13 OR MORE
POINTS, BUT NO SUIT QUALIFYING FOR AN OVERCALL; MORE THAN 15 POINTS AND THUS
TOO STRONG A HAND FOR A SIMPLE SUIT OVERCALL.
THE SIGNAL FOR A TAKE-OUT DOUBLE IS TO MAKE IT AT DOUBLER'S FIRST OPPORTUNITY
TO BID OVER AN OPPONENT'S SUIT DECLARATION; AND PROVIDED THAT DOUBLER'S PARTNER
HAS NOT PREVIOUSLY MADE A CONTRACTUAL BID; ELSE IT IS A BUSINESS DOUBLE. NOTE
THAT A DOUBLE BID AFTER A NT OPENING IS ALWAYS A BUSINESS DOUBLE.
AN EXAMPLE OF A TAKE-OUT DOUBLE (DONE AT EARLIEST OPPORTUNITY):
S W N E
1D *
AN EXAMPLE OF A BUSINESS DOUBLE (NOT DONE AT EARLIEST OPPORTUNITY):
S W N E
1D P 1H P
4D *
A TAKE-OUT DOUBLE BID SHOWS AT LEAST AN OPENING BID, WITH SUPPORT (AT LEAST 3
CARDS) FOR EACH OF THE UNBID SUITS. IT IS VIRTUALLY A COMMAND TO PARTNER TO
REBID, ELSE THE OPPONENTS MIGHT ACTUALLY MAKE THEIR CONTRACT AND DOUBLE THE
WINNINGS.
REQUIREMENTS FOR TAKE-OUT DOUBLE BID:
1. AT LEAST 13 POINTS, LIKE AN OPENING BID WOULD REQUIRE.
2. EITHER SUPPORT FOR ANY UNBID SUIT, OR AN EXCELLENT SUIT OF YOUR OWN TO
BID LATER IF PARTNER BIDS SOME OTHER SUIT FOR WHICH YOU HAVE NO
SUPPORT (I.E., ONE THAT CAN WIN 3 TRICKS, SUCH AS A-K-J-X-X-X).
RESPONDING TO A FORCED TAKE-OUT DOUBLE BID:
UNLESS THE INTERVENING OPPONENT BIDS, YOU HAVE TO MAKE EVERY EFFORT TO BID
WITHIN REASON.
TO PASS, YOU HAVE TO BE REASONABLY CERTAIN THAT OPPONENT'S CONTRACT CAN BE
DEFEATED, SO YOU HAVE TO HAVE AT LEAST 4 WINNING TRICKS IN HAND, OF WHICH AT
LEAST 3 ARE IN THE OPPONENT'S SUIT; YOUR PARTNER SHOULD BE ABLE TO PROVIDE THE
REMAINING 3 WINNING TRICKS SINCE HIS DOUBLE IS HIS SIGNAL TO THAT EFFECT.
IF YOU CAN'T PASS, REVALUE YOUR HAND AS IF YOU WERE RAISING PARTNER'S BID,
WHICH WAS IN EFFECT IN ALL 3 SUITS OTHER THAN OPPONENT'S.
ALWAYS PREFER A MAJOR OVER MINOR SUIT TO RESPOND IN.
1. 0-6 POINTS: MAKE LOWEST LEGAL RESPONSE IN YOUR LONGEST SUIT UNLESS THAT
IS THE SUIT OPENER HAS BID, IN WHICH CASE RESPOND IN WORST 3-CARD SUIT.
2. 6-8 POINTS: PLAN TO BID TWICE OF POSSIBLE.
3. 8-10 POINTS: BID 1NT IF YOU HAVE A STOPPER IN OPPONENT'S SUIT.
4. 9-12 POINTS: JUMP IN YOUR BEST SUIT >=4 CARDS.
5. 11-12 POINTS: BID 2NT IF YOU HAVE 1 OR MORE STOPPERS IN OPPONENT'S SUIT.
6. >=13 POINTS: BID THE OPPONENT'S SUIT ("CUE BID"). THIS IS FORCING.
RESPONDING TO AN UNFORCED TAKE-OUT DOUBLE BID:
IF INTERVENING OPPONENT BIDS AFTER YOUR PARTNER BIDS A TAKE-OUT DOUBLE, YOU ARE
NO LONGER FORCED TO BID, E.G., IF YOU ARE EAST AND:
S W N E
1D * 1H ?
TO BID YOU NEED 7-8 POINTS IN THE SUIT BID, OR 6 POINTS AND A 6-CARD MAJOR SUIT.
RESPONDING TO INTERVENING REDOUBLE:
S W N E
1C * ** ?
THIS MEANS THAT WHEN YOUR PARTNER DOUBLED HE THOUGHT YOU HAD A FAIR TO AVERAGE
HAND, BUT THE REDOUBLE KILLS THIS HOPE: NORTH HAS AT LEAST 10 POINTS TO BID THE
REDOUBLE, SO EVERYBODY NOW KNOWS YOU HAVE A VERY WEAK HAND:
40 - 13 (SOUTH) - 13 (WEST) - 10 (NORTH) = 4 POINTS.
SO BID ANY 5-CARD OR LONGER SUIT TO HELP HIM OUT, OR EVEN A 4-CARD SUIT IF YOU
HAVE A SINGLET IN ANY SUIT BUT OPENER'S.
DOUBLER'S REBIDS:
REVALUE YOUR HAND FOR THE PARTNER'S RESPONSE SUIT:
1. 16-18 POINTS: GO TO 2-LEVEL.
2. 19-21 POINTS: GO TO 3-LEVEL.
3. >=22 POINTS: GO TO 4-LEVEL.
WEAK 2-BIDS:
A TAKE-OUT DOUBLE OF A WEAK 2-BID SHOULD BE BASED ON A HAND THAT REVALUES TO
AT LEAST 16 POINTS AS DUMMY. IT SHOULD HAVE SUPPORT FOR EACH OF THE UNBID
SUITS, OR A FAIRLY SELF-SUSTAINING SUIT THAT DOUBLER CAN BID IF PARTNER NAMES
THE "WRONG" SUIT.
GAME OPTIONS:
-------------
OPEN HANDS OPTION:
FOR DEMONSTRATION AND LEARNING PURPOSES, ALL HANDS CAN BE PLAYED FACE UP.
REPLAY HAND OPTION:
AT THE BEGINNING OF EACH HAND IT WILL OPTIONALLY ASK YOU IF YOU WANT TO REPLAY
THE LAST HAND.
LOG FILE OPTION:
THE COMPUTER WILL OPTIONALLY SAVE ALL HANDS & TRICK PLAY TO DISK FILE
"TOMTRICK.LOG", IN "APPEND MODE".
VERBOSE OPTION:
WHEN THIS OPTION IS ON THE COMPUTER WILL ADD MORE COMMENTS DURING PLAY FOR
BEGINNERS.
FUNCTION KEYS: THESE ARE HOT KEYS, MEANING THEY CAN BE PRESSED AT ANY TIME.
---------------------------------------------------------------------------
F1 * SOUND EFFECTS TOGGLE
F2 * DEMO MODE TOGGLE. IN DEMO MODE THE COMPUTER PLAYS ALL HANDS
WHILE YOU WATCH.
F3 POP-UP THE OPTIONS MENU. USE THE ARROW KEYS ON THE NUMERIC KEY
PAD TO CHANGE OPTIONS; HIT ESC WHEN DONE.
F5 DISPLAY THESE INSTRUCTIONS
F6 POP-UP A QUICK SCORESHEET (DISPLAYS EACH GAME IN CURRENT RUBBER,
ONE BY ONE, STARTING WITH CURRENT GAME AND GOING BACKWARDS)
F7 QUIT THE PROGRAM
F8 * AUTO TRICK PICKUP TOGGLE. IF OFF YOU HAVE TO HIT THE <ENTER>
KEY OR SPACEBAR AFTER EACH TRICK IS PLAYED TO PROCEED.
F9 (COLOR MONITORS ONLY) CHANGE THE SCREEN BACKGROUND COLOR
F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR
*NOTE: THE LEGEND FOR A TOGGLE SWITCH INDICATES THE MODE THAT WILL BE ENTERED
BY PRESSING THE KEY, WHICH IS THE OPPOSITE OF THE MODE IN EFFECT AT THE TIME.
COMPUTER PLAY SPEED CONTROL:
THE UP/DOWN ARROW KEYS ON THE NUMERIC KEY PAD CONTROL THE DELAY, IN SECONDS,
BETWEEN COMPUTER MOVES. THE CURRENT VALUE IS SHOWN IN THE MIDDLE BOTTOM OF
THE SCREEN BELOW THE TIME OF DAY. THIS IS DISABLED ONLY WHEN YOU ARE IN THE
OPTIONS MENU (F3).
COMMAND LINE PARAMETERS:
S START UP WITH SOUND OFF
M FORCE MONO DISPLAY MODE
C FORCE COLOR DISPLAY MODE
* SKIP STARTUP SHOW
D DISABLE MOUSE CHECK
EXAMPLE: >TOMTRICK MS
TERMS TO REMEMBER:
==================
TRICK - ONE COMPLETE PLAY OF 4 CARDS IN THE PLAY PHASE.
TRUMP - THE SUIT OF THE CONTRACT. HIGHEST TRUMP PLAYED IN A TRICK ALWAYS WINS,
OTHERWISE HIGHEST CARD OF SUIT LED IF NO TRUMPS WERE PLAYED. ACE IS THE HIGHEST
CARD IN A SUIT, THEN KQJT98765432.
NT - NO TRUMP CONTRACT. HIGHEST CARD OF SUIT LED ALWAYS WINS THE TRICK.
SLAM - WINNING MORE TRICKS THAN NEEDED FOR GAME.
SMALL SLAM - WINNING 12 OF THE 13 TRICKS.
GRAND SLAM - WINNING ALL 13 TRICKS.
MAJOR SUIT - HEARTS OR SPADES.
MINOR SUIT - CLUBS OR DIAMONDS.
HONOR - TEN, JACK, QUEEN, KING, ACE.
VOID - NO CARDS IN A SUIT.
SINGLETON - ONE CARD IN A SUIT.
STIFF - SAME AS SINGLETON.
DOUBLETON - 2 CARDS IN A SUIT.
TRIPLETON - 3 CARDS IN A SUIT.
DECLARER: THE TEAM FIRST MAKING THE SUIT BID THAT IS BOUGHT AT AUCTION.
DECLARERS: THE TEAM BUYING THE AUCTION.
DEFENDERS: THE TEAM OPPOSING THE DECLARERS.
DUMMY: DECLARER'S PARTNER DURING TRICK PLAY.
BIDDER OR OPENER: THE PLAYER MAKING THE FIRST BID OTHER THAN "PASS".
RESPONDER: THE PARTNER OF THE OPENER.
DOUBLE/REDOUBLE: BIDS THAT MAY BE MADE TO DOUBLE OR QUADRUPLE THE BONUSES &
PENALTIES DURING TRICK PLAY.
---------------
REFERENCE BOOK:
---------------
"HOW TO WIN AT CONTRACT BRIDGE IN 10 EASY LESSONS", BY RICHARD L. FREY,
WITH INTRO. BY CHARLES GOREN. FAWCETT CREST, 1961, 1972; BALLANTINE, 1982++.
CONTAINS: "GOREN'S CONTRACT BRIDGE PRIMER", CROWELL-COLLIER, 1956.
PAPERBACK ED. ISBN 0-449-20995-4
----------------------
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