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-
-
- MVP Bridge
-
- by
-
- Steve Estvanik
-
- An MVP Software Production
-
- MVP Bridge is shareware. You are free to evaluate this software for 30 days,
- after which you must either register with MVP Software or delete the software
- from your system. Thanks for evaluating MVP Bridge and for supporting
- shareware. Your honesty pays.
-
- To order MVP Bridge Deluxe, call 800-968-9684 toll-free 24 hours a day.
- Please have your Master Card or Visa ready when you call. Or fill out the
- order form at the end of this manual and fax it to: 616-245-3204. Make
- sure your credit card number and expiration date are legible. Or if you
- prefer mail the order form and your check to: MVP Software, 1035 Dallas SE,
- Grand Rapids, MI 49507-1407.
-
- For overseas orders or technical support call 616-245-8376.
-
- Now you can get all MVP products FREE from MVP's home BBS, Ryan's Bar. Call
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- file section.
-
- _______
- ____|__ | (R)
- --| | |-------------------
- | ____|__ | Association of
- | | |_| Shareware
- |__| o | Professionals
- -----| | |---------------------
- |___|___| MEMBER
-
-
- MVP Software is a member of the Association of Shareware Professionals (ASP).
- ASP wants to make sure that the shareware principle works for you. If you are
- unable to resolve a shareware-related problem with an ASP member by contacting
- the member directly, ASP may be able to help. The ASP Ombudsman can help you
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- CompuServe Mail to ASP Ombudsman at 70007,3536.
-
- INSTALLATION
- ============
- To install MVP Bridge, place the diskette into the A drive and type A:, or
- into the B drive and type B:. When the A> or B> prompt appears on the screen,
- type INSTALL. Follow the directions to install the software.
-
- To begin the game type BR1.
-
- Note to Windows users
- ---------------------
- MVP Bridge will run as a DOS application, spawned under Windows, but there will
- be no sound. This is due to a conflict for IRQ vectors which are currently
- in use by Windows drivers. The best solution is not to run from Windows,
- but if you do try, you may need to disable the Windows sound drivers before
- running MVP Bridge.
-
-
- INTRODUCTION
- ============
- This game is not a tutorial on Bridge, but can be used by beginners to learn
- the game. The following sections give a good general introduction to the
- rules of the game, and the basic techniques of bidding and play. There are
- many excellent books available in stores and libraries, covering all phases
- of the game.
-
- If you're an intermediate or advanced player, you can go right to PLAYING
- THE GAME (or, skip this entirely, and jump right into the game.)
-
-
- BRIDGE BASICS
- =============
-
- Brief summary of the rules
- --------------------------
- Bridge is played by 4 players. All cards are dealt so each player has 13
- cards that are kept hidden from other players. In the program, you are
- always considered to be SOUTH. Your partner plays NORTH, and your opponents
- are EAST and WEST. A hand of bridge is divided into 2 parts: bidding and
- play. During bidding you try to describe your hand to your partner and make
- a claim to the number of tricks you can take. During play you try to
- make the contract that you bid.
-
- Evaluation of the hand
- =======================
- To decide how strong your hand is, we assign points to certain cards. These
- are called high card points or 'hcp'. We rate an Ace (A) at 4 points, a
- King (K) at 3, a Queen (Q) at 2, and a Jack (J) at 1. In order to count,
- though, a King must be accompanied by at least one other card in the same
- suit. We show this as 'Kx', and describe it as a King doubleton.
- Similarly, to count for hcp, the Queen must have 2 other cards, and the Jack
- needs 3 other cards.
-
- Some examples:
-
- Kx 3 pts
- AK 7 pts
- AQ 4 points (Q doesnt count)
- AQx 6 points
- KJXX 4 points
- KJx 3 points (J doesnt count)
-
- In addition, we can add points for distribution.
-
- 1 pt for 5th card in a suit
- 1 pt for 6th in a suit
- 2 pts for 7th, 8th, etc
-
- When raising trump suit partner has proposed, you can add more points:
-
- 3 pts for void
- 2 pts for singleton
- 1 pt for doubleton
-
- Your total hand value is figured as follows:
-
- Hand value = high card pts + dist pts + trump
-
- For opening bids, you usually consider only hcp. For deciding whether your
- partnership has enough points for game, you can use total points as follows:
-
- Pts required for game:
-
- 3NT or major suit 26
- minor suit 29
- small slam 33
- grand slam 37
-
- Bidding Primer
- ---------------
- Bidding starts with the dealer and proceeds clockwise around the table .
- The suits are arranged in the following order: CLUBS, DIAMONDS, HEARTS,
- SPADES. Thus 1 S can be bid over 1 H, but over 1S, you must bid 2 H.
- Bidding a suit usually says that you wish to use that suit as trump.
- Bidding normally starts at the lowest level possible, but there are also
- times when the bidder jumps the bidding (For example, an opening bid of 2H
- or 3H shows a very different hand from 1H.)
-
- Playing in a suit contract makes that suit the 'trump' suit. During play,
- you must follow the suit played. But, if you lack any cards in the suit
- played (this is called a 'void'), you may play a trump, and win the trick.
- You want to play in trump if you and your partner have at least 8 of the
- cards in a suit. You may also play without trump (NOTRUMP or NT).
-
- Bidding continues until everyone has had a chance to bid and there are 3
- passes in a row. The person who firrst bid the suit of the final bid
- becomes 'declarer'. The person to the left of declarer is the leader for
- the first trick. The declarer's partner is dummy -- their cards are turned
- over for everyone to see, after the opening lead.
-
- Your goal in Rubber Bridge is to win 2 games to make a rubber. A game is
- 100 points made by bidding. This can be the result of one or more hands.
- Scores vary by suit. CLUBS & DIAMONDS are the minor suits, and are worth
- only 20 points each. HEARTS & SPADES are the major suits, and are worth 30
- points each. Thus a contract of 4 H would give you 120 points, which is a
- game, but a contract of 4 D gives you only 80 points. No trump is a special
- case: the first NT level is worth 40 points, and successive levels are worth
- 30 each. Thus 2 NT is worth 70 points, and 3NT is 100, a game. If your
- contract does not give you a game, it remains as a partial score until
- one side makes game. If a contract is set, the defenders gain points.
-
- The following sections offer some simple advice for bidding. For more
- details, you should consult a Bridge bidding book.
-
- Opening Bids
- ------------
- You have
- HCP Distribution of hand Bid:
- --------- ------------------------------------ -----------------
- 13-20 5+ card suit 1 of the suit
- 16-18 flat (no singleton or void) 1 NT
- 21-22 flat (no singleton or void) 2 NT
- 13+ flat, but good 4 card major 1 of a major
- 13+ no previous bid possible 1 of better minor
- 4-10 no voids, 7 card suit 3 of the long suit
-
- In actual practice, the tendency is not to bid 4 card majors, unless the
- suit is strong (eg, AKJx) and there is no alternative. This allows partner to assume that the opener has 5 in the major and to support with only 3. If
- the suit is good, a 4-3 fit is acceptable.
-
-
- Responses to partner's opening bid
- ----------------------------------
- Partner bid one of a suit
- --------------------------
- You have
- HCP Distribution of hand Bid:
- --------- ------------------------------------ -----------------
- < 6 Pass
- 6-9 support for partner's suit* 2 of partner's suit
- 10-12 support for partner's suit* jump in partner's suit
- 13-15 strong trump support in a major 4 level
- 13-15 no major suit at 1 level 2 NT
- 16-18 no major suit at 1 level 3 NT
- 6-18 4 card suit suit at 1 level
- 18+ 5 card suit Jump shift **
- 10+ 5 card suit suit at 1 or 2 level
- 6-9 flat hand, no 1 level bid 1 NT
-
- * Support is 3 cards of a major or 4 of a minor
-
- ** Jump shift: a bid that skips a level of bidding. Eg, 1H -- 2S
- is a jump shift because you could have bid 1S.
-
- Partner bid 1NT
- ---------------
- You have
- HCP Distribution of hand Bid:
- --------- ------------------------------------ -----------------
- 8-9 Balanced 2 NT
- 10-14 Balanced 3 NT
- < 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 (forcing)
- 7+ 6 card major 4 of the major
- 10+ no 5 card major 3 NT
-
- Note: Most players use the Stayman convention which allows a much better
- description of your hand, and usually keeps the stronger hand concealed
- while revealing the weaker hand as dummy.
-
- Opener's rebids
- ---------------
- This next bid lets opener more completely describe her hand.
-
- Opener started with 1NT
- -----------------------
- Partner Bid Opener's hand Bid
- ----------- ---------------------- -----------
- 2 NT 17-18 3 NT
- 3 of major 3+ cards in partner's suit 4 of partner's suit
- 3 of major 2 cards in partner's suit 3 NT
-
- Opener started with a suit bid
- ------------------------------
- Partner Bid Opener's hand Bid
- ----------- ---------------------- -----------
- New suit: 1 level 12-15, no support for partner 1 NT
- 6 cards in original suit rebid original suit
- second suit of at least 4 show new suit
- 12-15, 4 card support raise of partner
- 15-17, 6+ card suit jump in original suit
- 16-18, 3+ support jump raise of partner
- 19-20, 4 card support 4 of partner's major
- 19-20 2 NT
-
- New suit: 2 level 15-18 2 NT (forcing)
- 12-15, usually 6 card suit rebid original
- < 16 show second suit
- < 16, support for parter single raise
- 17+ reverse*
- 17+ jump rebid of opener's
- 17+ 6 card suit jump to game in opener's
- 17+ 3+ support for partner jump raise in responder's
- 18+, second suit jump shift (forcing)
- 19-20 3 NT
-
- * A reverse is the bidding of 2 suits in opposite order from that expected.
- i.e., usually you would bid Spades, then Hearts, to keep the bidding at a low
- level. If you bid Hearts first, then show Spades, this is a 'reverse' and
- shows a stronger hand. (Since partner must bid hearts at the next level in
- order to show a preference).
-
- Bidding continues, with opener and responder describing their hands. If
- there is no competition, you should look for a game contract with about 25+
- points between the 2 hands.
-
- This completes the overview of bidding. Once someone opens, the opponents
- can still compete by making overcalls in new suits. Competitive bidding is
- beyond the scope of this brief introduction.
-
-
- CONVENTIONS
- -----------
- A convention is a bid that carries additional information, and does not
- promise anything in the suit actually bid. Eg, in the Stayman convention, a
- 2C bid over 1NT says nothing about responder's club suit, but does promise
- at least 4 cards in at least one of the majors. Conventions are used to
- describe your hand more accurately. Any conventions in use must be known by
- all players -- you may not have secret arrangements with your partner.
-
- The following are brief descriptions of the conventions available:
-
- TAKEOUT
- -------
- A takeout double shows at least an opening bid, with support (at least 3
- cards) for each of the unbid suits. It may also be made with a hand TOO
- strong for an overcall (18+ points).
-
- STAYMAN
- -------
- A 2 club response to 1 NT is artificial and asks partner to bid a 4 card
- major, otherwise reply 2 D. Subsequent bids can invite or bid game
- directly.
-
- BLACKWOOD
- ---------
- 4 NT asks partner to show Aces: 5C response indicates 0 or 4, 5D shows 1
- ace, etc. 5 NT asks for Kings. Any other bid is a shutoff.
-
- GERBER
- ------
- 4 C asks partner to show Aces: 4D response indicates 0 or 4, 5H shows 1
- ace, etc.
-
- WEAK2
- -----
- Shows 5-12 hcp and reasonably good 6 card suit. A 2C bid is reserved for
- any strong hand, so 3C can be made with only 6 cards.
-
- A 2NT response asks partner to describe her hand.
-
- 3 of original suit shows minimum weak 2
- 3NT shows suit headed by AKQ or AKJ
- 3 of new suit shows a feature (A, K or Q), and 8-12 hcp
-
- Note: Weak 2's automatically cancel Strong 2's
-
- STRONG2
- -------
- This is the standard form of bidding a strong hand. It's a natural bid,
- showing strength and a good suit.
-
- Note: Strong 2's automatically cancel Weak 2's
-
-
- PLAY
- ====
- The person who first bid the suit that becomes the final bid becomes the
- declarer. To make a contract, you must take 6 tricks, plus the number you
- bid. Thus a 3 H contract requires you to take 9 of the 13 tricks. The
- person to the declarer's left is the leader.
-
- The leader selects a card and places it so that everyone can see it. At this
- point, the partner of the declarer lays down his cards for everyone to see.
- Partner is now the 'dummy' and his cards are played by the declarer. In the
- program, when North is declarer, you get to play as declarer, and your
- original hand becomes the dummy.
-
- Play proceeds in a clockwise fashion. You must follow suit. If you are
- void (have none of that suit), you can play any card. In a trump contract,
- the highest trump played on the trick wins. The winner of the trick leads
- to the following trick.
-
-
- SCORING
- =======
-
- Rubber scoring
- --------------
- A rubber is played until one side has scored 2 games. Each game requires
- 100 pts below the line. If a side has won a game, they are then
- 'vulnerable'. (This increases the penalties if they are later set in a
- contract).
-
- If a slam is bid and made, additional bonuses are awarded as follows.
-
- Not Vulnerable Vulnerable
- Small slam (12 tricks) 500 750
- Grand slam (13 tricks) 1000 1500
-
- You must win 2 games to end rubber. Additional bonus points are then
- scored: 700 additional points if your opponents won no games, otherwise 500.
-
- Undertrick Penalties
- --------------------
- For each trick by which the declarer fails to make the contract, opponents
- 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
-
- If declarer makes a doubled contract, he receives an extra 50 points, "for
- the insult".
-
- Glossary & Abbreviations
- ========================
- Trick - one complete play of 4 cards.
- Trump - the suit of the contract. highest trump played on a trick always wins.
- NT - No trump.
- HCP - high card points (A = 4, K = 3, Q= 2, J = 1).
- TCP - total card points (HCP plus distribution).
- Void - no cards in a suit.
- Singleton - one card in a suit.
- Stiff - a singleton.
- Honor - ten, Jack, Queen, King or Ace.
- Doubleton - 2 cards in a suit.
- Tripleton - 3 cards in a suit.
- Major suit - hearts or spades.
- Minor suit - clubs or diamonds.
- Declarer - the person who first bids the suit of the final contract.
- Dummy - declarer's partner. After the opening lead, dummy's cards are
- revealed, and played by declarer.
-
-
- PLAYING THE GAME
- ================
-
- Main menu
- ---------
- ABOUT: Program credits
-
- OPTIONS: Select conventions
- Toggle verbose mode
- Select card back
-
- KIBITZ: Show hands of other players
-
- PLAY: Play the game
-
- QUIT
-
- Press F1 at any point for help.
-
- OPTIONS
- =======
-
- Systems
- --------
- Bidding system is GOREN:
- Goren: 16 to 18 HCP for opening NT
- Usually opens 5 card majors, but occ'ly opens 4 card majors.
- Bids longer minor suit with balanced hand, and poor 4 card major.
- Standard conventions:
- TAKEOUT
- STAYMAN
- BLACKWOOD
- STRONG2
-
- Set Conventions
- ---------------
- For each side, toggle the conventions you wish them to play.
- Right click on a convention title to get a short description.
-
- Verbose
- -------
- Toggles on & off. This adds additional messages to describe conventions
- being used. It's a good way to learn unfamiliar conventions, but does slow
- down the game a little.
-
- CardBacks
- ---------
- Choose which card back to show
-
- Kibitz
- ------
- Choose which hands to reveal. Note that this destroys basic elements of the
- game, so should only be used for tutorial or practise. When kibitz mode is
- on, you have an option to ask why a particular bid is made. A status screen
- pops up to show what that player knows about the hand thus far, based on the
- bidding. Usually this includes their estimates of the number of points held
- by each other player, and their estimates of those players' distributions.
- A minimum and maximum value is given in each case. As the bidding
- progresses, these numbers may change. (E.g., if North preempts in Hearts,
- and East holds 2 hearts, he knows that West and South can each hold a
- maximum of 4 hearts.)
-
- Play
- ----
- To play a hand, you first bid by clicking on the appropriate bid box when
- it's your turn. After 3 passes, the bid is final, and the person to the
- left of the declarer leads. (To escape back to the main menu press ESC.)
-
- Each round, or trick, is started by the hand that won the last trick. (The
- first leader is the left hand opponent of the declarer.) You must follow
- suit if you can. If you're void, you can play a trump or discard any other
- suit. Click on the card you want to play, when prompted by the program.
- The current tricks taken by each side are displayed on the top 2 lines of
- the play area. Press 'R' to review the status of the hand.
-
- Escaping early from a hand:
-
- If you make a mistake, or otherwise make a bad bid, press ESC when it's your
- turn to bid. If you then ask to replay, the bidding will start from the
- beginning. If at the start of a hand, you click on the QUIT button, the
- session ends and you return to the main menu.
-
- During play, you can click on SKIP at any time, and the remainder of the hand
- will not be counted. You can then choose to play the next hand in the series,
- or quit back to the main menu.
-
- ---------------------
-
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-
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-
- Ordering Information
-
- MVP Bridge Deluxe is available from the following authorized distributors:
-
- In the United States:
- --------------------
- MVP Software
- 1035 Dallas SE
- Grand Rapids, MI 49507-1407
- phone: 800-968-9684 24-hour order line only
- (616) 245-8376 information, technical support, or orders.
- fax: (616) 245-3204
-
- order price: $29.95 plus $3.00 shipping in the US, $4.00 shipping to
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-
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- ------------
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-
- order price: $A45.00 (includes shipping)
-
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- ---------------------
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- phone: (0423) 886 415 Fax: (0423) 889 728
-
- order price: 30 pounds (includes shipping)
-
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- ---------------------------------
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-
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- --------
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- Tokyo 196
-
- phone: 425-46-9141
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-
- please call for current price
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- ---------------------------------
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-
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- ---------------
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- -----
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-
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-
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-
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-
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-
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-
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-
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-
- CIRCLE HD DISK SIZE: 5-1/4" -or- 3-1/2" IMPORTANT!
-
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- ------
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