The Times Beginner’s Guide to Bridge: All you need to play the game. Andrew Robson

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The Times Beginner’s Guide to Bridge: All you need to play the game - Andrew  Robson


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they have a card in that suit. Play proceeds clockwise, with South playing second, West third and North last. West wins the trick and leads to the next trick.

      A trick won by West

      In the next trick (b), North plays the winning card, ♣Q. East, North’s opponent, plays a low card (♣4) because he doesn’t have a ♣K or ♣A to beat North’s ♣Q. South, on the other hand, would not waste a high card to overtake ♣Q because she is in partnership with North, who is already winning the trick.

      The next trick is won by North

       must know

       Everything in bridge is done clockwise, for example, dealing and play proceed in clockwise order – and bidding too.

      A trump

      Cards in the trump (or ‘boss’) suit outrank all other cards. The trump suit is determined during the first phase of the game – the bidding.

      Look again at (a) on p. 11. Imagine that North is about to play the last card to the trick. There are two ways he can win this trick. First, if he holds ♥A then this will beat his opponent’s ♥K. Second, if he doesn’t hold ♥A, and he has no other hearts in his hand, then he can (but is not compelled to) play a card of the trump suit, if one has been chosen. With a trump card he will automatically win the trick, even if he trumps with the lowly two.

      In the following example (a) diamonds are trumps and South (who won the previous trick) leads. When West’s ♥K is beaten by North’s ♥A, West’s partner, East, comes to the rescue: East has no hearts so can trump with ♦3, which wins the trick.

      Trumps are diamonds

      Overtrumping

      If another player trumps, and you (also) have no cards in the lead suit, you have the option of overtrumping that player. In (b), clubs are trumps and West leads. South doesn’t hold a spade so can overtrump East’s ♣4 with ♣7, and win the trick. Note that if East had followed with a spade, South would not need to trump because his partner (North) would be winning the trick with ♠A.

      Overtrumping with clubs as trumps

       must know

       Never lose sight of the fact that bridge is a partnership game – you play as a team with the person sitting opposite.

      Your 13 cards – your ‘hand’

      Once the cards have been dealt you can pick up your cards and sort them into suits. Place the highest card at one end of each suit, the lowest card at the other. Split up the colours (black-red-black-red or red-black-red-black) to avoid muddling the suits; hearts and diamonds are particularly easy to confuse.

      The following diagram shows a typical bridge hand, in ranking order.

      To save space, this will generally be represented as:

      Notice the distribution, or ‘shape’, of the hand. It contains a four-card suit, a three-card suit, a two-card suit and another four-card suit. The number of cards in each suit determines the suit ‘length’ – a shorter length has fewer cards; a longer length has more cards. Rearranging the suit lengths, in the example we have a 4432 distribution. The more you play, the more you’ll realize that distribution is the key to bridge and can more than compensate for a low point score (see the following section).

      Counting points

      There is a unique method in bridge of evaluating the power of your hand – its trick-taking potential – based on the high cards. For each ace, the best card in the suit, you count four points, each king counts three, each queen is two and each jack (knave) one. No points are counted for tens and below.

      As soon as you’ve sorted your hand and noted its distribution, you should count your points. There are 40 points in the whole pack – four aces, four kings, four queens and four jacks. The average number of points in any one hand is ten (one ace, one king, one queen and one jack). The hand in the previous diagram contains only seven points; if this were yours you should hope that your partner has a few more points.

      Useful tip

      Tens and nines may not count as points, but they are nevertheless potentially useful cards, and better than twos and threes.

      Making tricks

      The basic card-playing principles involved in making tricks are best learnt before tackling the bidding part of bridge – even though the bidding occurs first in practice. They will give you a feel for how many tricks to aim for at the bidding stage.

      Counting tricks

      The partnership that wins the bidding contracts to make a certain number of tricks during the play phase of bridge. Within this partnership there is a ‘declarer’ and a ‘dummy’ (for more on these roles, see pp. 22–3). The declarer controls his own hand and dummy’s (his partner’s) hand, playing cards from both to try and achieve their trick target. In the following examples, imagine you are playing the role of the declarer and see how many tricks you can expect to make by playing out the suit in each case:

      In (a), you can make three tricks if you play just one high card per trick. In (b), you can make four tricks by playing one high card for each of the four rounds. In (c), although you have the six top clubs, you must follow suit and can make only three tricks overall.

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       must know

       Bidding occurs before trick-taking. It establishes:

      • which (if any) suit is trumps;

      • the trick target for each partnership;

      • which player within the highest-bidding partnership is ‘the declarer’ and which is ‘the dummy’. The declarer controls both his hand and dummy’s.

      Which order to take (‘cash’) the tricks

      In the examples on p. 14, it doesn’t matter which hand is the declarer or the dummy, or from which you lead first. However, in many real-life cases, the order in which you play the cards is important if you want to make the maximum


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