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BY KIND PERMISSION OF THE

All About

Introduction SO HOW DOES IT WORK? Benefits of MiniBridge

iniBridge was first introduced in The cards are dealt in the usual way and IT’SAREALLY QUICK MHolland, where it was developed each player counts his high card points GAME TO LEARN as an introduction to bridge for school (HCP) on the standard scale (4 for an children. It was quickly found to be ace, 3 for a king etc.). Dealer announces hilst it may take a while to master very effective, not only for teaching how many HCP he holds, followed in Wthe finer points of the play, anyone youngsters, but for adults as well. And it turn by each of the others. If the total is can learn the mechanics of how to play turned out to be a very good game in its not 40, something has gone wrong MiniBridge in a matter of moments. As a own right. Not surprisingly, therefore, it already and a re-count is necessary! The new player you can be playing a real, has spread like wildfire – into many partnership with the higher total wins competitive game right away. And be parts of Europe and no doubt other parts the contract (re-deal if there are 20 HCP competing with ‘real’ bridge players on of the world as well. In England, it has apiece) and the individual in the an equal footing very quickly (great for become the EBU-recommended route partnership with the higher total families!). into bridge for all beginners. becomes declarer (or the first to speak if This document aims to describe a they have the same number each). IT’S VERY EDUCATIONAL definitive version of MiniBridge – the At this point dummy goes down and FOR YOUNG MINDS one which is used in competitions declarer can see the combined partnership organised by the English Bridge Union – assets. He uses his skill and judgement It’s such an enjoyable and entertaining and gives advice on how it may be taught. to decide which suit will be trumps or game, that you could easily overlook Many readers will have come across whether to play in no-trumps – then the skills and abilities that MiniBridge different variations of the game, however announces his choice. He also states helps to develop. It requires concentration, (not least because different variants are whether he wishes to play for game or decision making, partnership co-operation played in different countries), and some part-score. and team-work. It requires skills in mental of these are also described. Different Scoring is as in bridge – tricks in arithmetic, analytical thought and logical adaptations are likely to be found useful clubs or diamonds being worth 20 deduction, as well as an understanding in different teaching situations – notably points, hearts or spades 30 points, and of probabilities. Imagination, judgement for different age groups) – and the first NT trick being worth 40 points, and memory are all developed by experimentation is to be encouraged. subsequent ones 30. Game contracts are playing bridge and MiniBridge. Quite a Grandparents teaching their grandchildren thus still 3NT, 4♥ or 4♠, 5♣ or 5♦, list, really! may want to take a particular approach, necessitating taking nine, ten or eleven whilst grandchildren teaching their tricks respectively. IT’SATERRIFIC LEAD-IN TO BRIDGE grandparents may take quite a different Points are earned for all tricks made tack! The main thing is to try in excess of six when in a part-score, The best thing about MiniBridge is that MiniBridge and to enjoy it. but of course when going for game you you can learn all about the play of the need to make at least your contracted cards without having to worry about the General Outline number of tricks. Successful part-score bidding. Through practice and play, you or game contracts earn bonuses of 50 will soon discover the value of long suits his quick outline of the game is and 300 points respectively; undertricks – how you can take tricks with very lowly Twritten on the assumption that you, all score 50 points each. cards when no-one else has any left. You the reader, are a bridge player who is After the level and denomination will also discover that shortages – familiar with bridge terminology and so have been chosen, the is singletons and voids – are valuable when on. It should give you a good idea of made and play proceeds as in bridge. playing in a contract. how it works before you get stuck into Each deal is scored independently and As declarer you will readily see that the intricacies of how to teach the game, the game as a whole can be agreed to your and dummy’s combined long or how to adapt it for your needs. last for a fixed number of deals or holding in one suit makes an excellent MiniBridge is easy to understand – until a particular target total score is trump suit; you can learn about how to there is no auction, so the good news is reached. establish a long suit through knocking that there are no complicated bidding Pretty straightforward, isn’t it? If out top cards; how to unblock suits and conventions to learn, and when it comes anything is not clear, though, turn to the how to ; the importance of entries. to the play of the cards everything is sections at the end where the Laws of As defender, you can learn about how to almost exactly as in bridge. MiniBridge are spelt out more formally. Continued on page 22 ❿

Page 21 ALL ABOUT MINIBRIDGE continued from page 21 Another option is to set declarer a target number of tricks which must be made according to the combined points choose an opening lead; when to play a declaring side then dealer becomes held by the declaring partnership. A high card or a low card; simple attitude declarer. If he has fewer high card points suitable set of targets would be as signals and so on. Most importantly, in than dummy then he exchanges his hand follows: whichever seat you are sitting, you can with dummy before dummy is exposed. learn how to count points; you can start The hand continues as in the four- Combined total HCP Target no. tricks to note how many points each player handed game. 21-22 7 shows up with as the play progresses, Otherwise (b): If the other side (not 23-24 8 thus deducing the position of remaining dealer and dummy) is the declaring side 25-26 9 high cards; and you can see how many then the player with the higher number 27-28 10 tricks are taken, on average, with different of high card points becomes the 29-32 11 combined point count holdings. declarer; if equal, then it is the player 33-36 12 When you do decide to progress to who announced his points first. His 37+ 13 bridge, the bidding will be much more partner’s hand is exposed as dummy meaningful. It will be much easier to and his partner takes over the former Using this method of play, it is understand which suits to bid, and how dummy and switches to become a recommended that each deal be scored high to go according to your known defender. The hand continues as in the simply as a win or loss for each side, combined HCP. four-handed game. according to whether the declarer achieves the target or not. If an odd IT CAN BEAGREAT GAME FOR THREE IT’S FLEXIBLE AND ADAPTABLE number of deals is played, one side or the other will always come out on top! It is easier to adapt MiniBridge for play You don’t have to teach or to learn all Using this type of scoring with several by three people than it is to do the same about MiniBridge in one go. For example, pairs playing, it is also possible to with bridge. Here are some possibilities you can play just with no-trumps at set up a league table for established – in each case the scoring is just as in first, then introduce trumps later. You partnerships – something like the table normal MiniBridge. can ignore the part-score/game elements below. of scoring, and just score according to Imagine four pairs at school, I to IV, SIMPLE THREE-HANDED the number of tricks won by each side. who play a mini-match against each of Alternatively you can add features to the others, say the best of three or five Dealer deals four hands including a make the game a little more challenging. deals, during the course of a term. The dummy between the other two players. One possibility is to introduce the result of each mini-match is entered in The three players then announce in turn concept of ‘slam’, for which the goal in the table and, when all the encounters their high card points. The player with either no-trumps or any trump suit is are over, the total column should reveal the highest number of high card points twelve tricks and for which the bonus is an overall winner. becomes the declarer (if equal, then it is 800 points. Continued on page 23 ❿ the player who announced his points first). The declarer then faces the dummy opposite himself, while the other two players become the defenders. If the total VIII IIVI IlTota number of high card points between declarer and dummy is less than twenty- one, the hand is re-dealt. Otherwise, the hand continues as in the four-handed game. I

NORMAL THREE-HANDED

Dealer deals four hands including a II dummy between the other two players. The three players then announce in turn their high card points. Dummy’s points are worked out (by subtraction from forty). Dealer and the dummy are one III partnership and the other two players are the other partnership. The partnership with the greater total of high card points becomes the declaring side. If both sides have twenty points the IV hand is re-dealt. Then (a): If dealer and dummy are the

Page 22 ALL ABOUT MINIBRIDGE continued from page 22 (c) understand what a trick is at no- trumps; (d) understand that the winner of one Teaching MiniBridge • Use of the term ‘’ meaning trick leads to the next trick; ‘to trump’ without explanation; (e) deal the cards and sort a hand. hen teaching the game to adults, • ‘Hand’ is sometimes used to Wyou may choose to introduce mean a whole deal, sometimes MINILESSON TWO features as you wish. A lot will depend just one player’s set of thirteen on whether you are dealing with cards. Try to use the term ‘deal’ Objectives: Using the concepts from players or those familiar with other card or perhaps ‘’ when you MiniLesson One, the student will: games, how much time you have mean a complete deal; available, and how fast you want to go. • ‘Points’ is a very confusing (a) co-operate with his partner in the But for teaching children, especially in term – sometimes meaning high play; the younger age range – and MiniBridge card points and sometimes the (b) recognise that sometimes a ‘small’ can be happily absorbed by seven- or points you score – you just have card will win a trick; eight-year-olds, or even younger – it is to watch out for possible mis- (c) play a series of tricks in duplicate sensible to take a staged approach. understandings here. style. The Educational Trust for British Bridge, in its Teachers’ Resource Manual, 4 Right from the start, get players to From this point onwards, get the has laid out a series of six MiniLessons write down for each deal the students to play out their hands in which it suggests following for the number of points held by the duplicate-bridge style, showing their introduction of MiniBridge to children. declaring side and the number of played cards in front of themselves and The specification of these lessons is tricks won. Over a period of time, then turning them face down, vertically reproduced below (with minor a pattern will begin to emerge for the winning side, horizontally for amendments to bring the scoring in line showing the expected number of the losers. Although this doesn’t really with current practice). tricks for a given combined point matter until MiniLesson Four, it is easier Whether you decide to follow this count - a very useful lesson to learn. for the students if you ‘start as you mean sequence or some other, there are one or to go on’. two ideas which are worth bearing in 5 If you are teaching young children, Without remarking on it, see if any of mind in any event. you will discover that they don’t the students actually ever play ‘second like being dummy. Encourage the hand low’ to leave the trick for partner, TEACHING TIPS player who is dummy to come or continue playing on the suit led by around the table and help declarer their partner. 1 Always play out the hands with the playing of the cards. (You duplicate-style. Your students won’t may find this works with adults as MINILESSON THREE have a problem with this if it is the well!) method of play they meet right Objectives: The student will be able to: from the start, and it will help you 6 If you are teaching high-spirited greatly in seeing what has happened children, they are bound to want to (a) play with a dummy; and in reconstructing hands for re- tell each other what suit they want (b) count high-card points; playing, or for play at another table. led by means of stage whispers, (c) start to play MiniBridge, but only It will be a big help if there is any beating their hearts, waving imaginary at no-trumps and without the game dispute about the number of tricks clubs, etc. This needs to be curbed bonus; won, as well. with humour; changing partners (d) begin to appreciate the value of often so that no secret signalling ‘long’ suits. 2 Explain to your students about systems be developed will also help. how the four players round a table But above all, do have fun! From this lesson onwards the students are identified by the four points of have complete hands of thirteen cards. a compass, North-South and East- Lesson Sequence Describe the point count (ace = 4, West playing together in partnership. Advised in the king = 3, queen = 2, jack = 1). Have the If you have several tables playing, students practice sorting their hands make sure that you specify a ETBB Teachers’ into suits of alternating colours and with direction for North and that everyone Resource Manual the higher cards in each suit to the left. plays the same way – it will make Then they announce their point count. it much easier for you to keep tabs MINILESSON ONE The next step is to identify the on what is happening when you are declaring side as the side with the supervising during the play. bjectives: The student will be majority of the points, and to identify the Oable to: actual declarer. The re-deal rule when 3 Beware of bridge terminology – it both sides have 20 points is introduced. is very easy to use words without (a) recognise the four suits; If both of the players on the declaring side explaining them. Particular cases (b) recognise the relative rank of the have the same point count, the players can to watch for include: cards; Continued on page 24 ❿

Page 23 ALL ABOUT MINIBRIDGE continued from page 23 30 points per odd trick when a major is chosen. Since this slightly over-emphasises choose who is to be declarer for the There are certain to be students who the difference between no trumps and moment. will prefer choosing a short, strong the majors, we also adjust the value of After declarer and dummy are trump suit over a longer but weaker suit. the second and subsequent odd tricks in identified, show the class how to lay out Rather than telling them that only long no-trumps to be worth 30 points each, dummy’s hand on the table. Declarer’s suits should be trumps, get them to play though the first one stays at 40 points. goal is always seven or more tricks for the same hand twice, first with the short (By ‘odd tricks’ we mean the seventh this lesson (and also MiniLesson Four). strong suit as trumps, then with the and subsequent tricks won by declarer). Point out that with the declaring side longer suit as trumps. The effect of these changes is that holding the majority of the points, it is This should be a real ‘eye-opener’ for (surprise, surprise) it takes nine tricks to reasonable to insist that declarer should these students, and it is one of the make a no-trump game, ten tricks for a win more than half of the tricks. Thus reasons for introducing duplicate-style major, and eleven tricks for a minor the declaring side only scores points for play from the very beginning. game. Encourage the students to try for tricks won over and above the first six. a ‘game’ whenever they have 25 or more For the moment, the successful declarer MINILESSON FIVE points. A lot of these games will fail, but scores a bonus of 50 points for making the students should enjoy the challenge. the majority of the tricks, plus 40 points Objectives: The student will be able to: And they will score a bonus of 300 points per trick won beyond the first six. If whenever they make their games instead declarer fails to win seven tricks, then (a) choose between no-trumps and a of only 50 for a part-score contract. the defenders score 50 points per under- trump suit; When looking around for a trump trick. The students should keep score (b) decide whether to play for ‘game’ suit, the magic number is eight trumps for themselves. or not; between declarer’s hand and dummy’s. The trick-taking power of a long suit (c) use the complete MiniBridge At this point it is sufficient for the should now start to become evident to scoring; students to know that eight trumps the students. However, we feel that it is (d) follow the rules about clockwise usually give declarer the chance to get very important at this stage not to suggest announcement and about who is rid of the defenders’ trumps and still any particular plays to the students, declarer when both players have have some trumps left over to do other than to encourage their natural the same point count. something useful. inclination to win tricks, and a gentle That’s enough for now. Let them suggestion that leading a long suit early Explain to the students that you are discover by playing MiniBridge what in the play is often a good idea. going to add a few more rules to some of those useful things are. MiniBridge in order to make the game Recommend that they play their MINILESSON FOUR more interesting and more like ‘real’ longest combined suit as trumps, bridge. assuming they have an eight-card fit, Objectives: The student will be able to: The first is the idea of announcing whenever they are not announcing game, game. By this time the students will and that often it is better to try for a no- (a) understand the concept of a trump have noticed that if they have lots of trump game when they have a long suit; trumps, then they can take more tricks minor-suit fit. (b) choose the best trump suit. as declarer with a trump suit than in no Finally, with this lesson start to trumps. Thus it is reasonable that a game enforce the rules about clockwise The salient points which need to be in no trumps should require fewer tricks announcement and who should be emphasised are: than one with a trump suit. The other declarer when both players on the idea is that if the declaring side has a lot declaring side hold the same point (1) You win the trick if you play the more high-card points than the defenders, count. highest card on it of the suit led, then declarer should make a lot more unless someone else (legally) tricks. MINILESSON SIX trumps it. One hundred is a nice round number, (2) If the suit led is trumped twice or so let’s set that as the goal. Then we Objective: The student will: even three times, then the highest need to alter the scoring slightly to trump played wins the trick. equalise the difference between no- (a) be able to play MiniBridge (3) If you are able to follow suit, then trump and trump games, so we score competently; you are not allowed to trump the fewer points per trick for a trump (b) understand that the defenders are trick. contract than for a no-trump contract. allowed to send signals to one (4) If you are not able to follow suit, The next change is to distinguish the another via the cards they play. you are not obliged to trump the important suits, spades and hearts, from trick. the lesser suits, diamonds and clubs. This is an optional or, if you will, an This is completely arbitrary – it just advanced MiniBridge lesson. When all of the above has been makes the game more interesting. Thus Now that the students are playing absorbed, then its time for the students we score only 20 points per odd trick MiniBridge with some competence and, to start to choose trumps in MiniBridge. for bidding in a , but we score Continued on page 25 ❿

Page 24 ALL ABOUT MINIBRIDGE continued from page 24 numbers do not add up to forty, the players try again. we hope, with a lot of enjoyment, you lead the class onto the exciting road of LAW 6: REDEAL can quite easily organise a competition, inference. It’s also worth mentioning to either on a pairs, or individual basis. If the students that when a player is If the high-card points of two partners you have enough students for several declaring, he has no reason to follow the add up to twenty (and so do the other tables in your class, then you could even signalling rules, since he has no side’s), or if any player does not have run a duplicate-style competition with active partner during the play. In fact exactly thirteen cards, then the same the North-South players competing it is quite in order for declarer to dealer shuffles the same pack and, after against one another, likewise the East- ‘falsecard’, that is to attempt deliberately it has been cut, deals again. Wests, with a number of duplicate boards to mislead the defenders. circulating amongst the tables. LAW 7: DECLARER The new idea which we suggest might Section One: be introduced at this time is a very simple Correct Procedure The partnership with the greater total of form of defensive signalling. high card points is the declaring side The students should have noticed that and their opponents are the defenders. most of the defenders’ small cards do AW 1: THE PLAYERS The declarer is the member of the not take tricks. Thus it might be sensible L declaring side with more high-card for the defenders to use some of their MiniBridge is played by four players points; if they each have the same small cards to send messages to one playing as two partnerships. Partners number, then declarer is the player who another. What’s more, you can tell sit opposite each other. announced his points first. them, its perfectly legal to do so as long as declarer is in on the ‘secret’. We LAW 2: RANK OF CARDS LAW 8: DUMMY suggest that only two types of be introduced at this stage: The cards rank: ace (high), king, queen, After it has been decided who is jack, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low). Two declarer, his partner is called ‘dummy’. (1) Playing a relatively high small card packs should be used (one will do). Dummy spreads his hand in front of says: “I like this suit. Please continue him face-up, sorted into suits in separate playing it when you can”. One the LAW 3: THE SHUFFLE AND DEAL columns, the cards in order of rank within other hand, playing your lowest card each suit. says either: “I don’t like this suit,” The dealer on a hand is the next player Declarer plays both his hand and that or “I like some other suit better”. clockwise from the last dealer. The of dummy. Dummy may not participate (2) If a defender decides to lead from dealer presents the shuffled pack to his in the play in any way, except to play a sequence of cards in a suit, he right-hand opponent to be cut, then cards as instructed by declarer. should lead the highest card of the deals the whole pack out, one card at a sequence. Thus leading a queen time clockwise around the table, starting LAW 9: THE CONTRACT denies holding the king; leading with the player on his left. While the the eight denies the nine, etc. cards are being dealt, dealer’s partner After seeing the dummy, declarer should be shuffling the other pack for announces the contract. He either However, when playing to a trick that the next hand. If there is only one pack announces “Game” or “Part-score”, and someone else has led, the defender then dealer himself will shuffle it before he either announces a trump suit or “No- should play the lower or lowest of equal the cut and deal. trumps”. He should say, for example: cards. Alternatively, the hands to be played “Game in clubs,” or “Part-score in no- You can give several examples of both may be pre-dealt and presented to the trumps,” or similar. these types of signals and thus gently players in duplicate boards which Dummy moves the column containing indicate who is the dealer. Players simply the selected trump suit (if there is one) to remove the hands from the boards and his right. proceed as from the end of a manual deal. LAW 10: THE GOAL LAW 4: HIGH-CARD POINTS When the contract is: then declarer’s goal is: Ace counts four points, king three, any part-score seven tricks queen two, and jack one. Players each game in no-trumps nine tricks pick up their hands and add up their game in hearts or spades ten tricks points. game in clubs or diamonds eleven tricks

Special thanks are due to the EBU LAW 5: THE BIDDING It does not matter if declarer exceeds his Education Services Manager, goal. Christine Duckworth (in the picture), Starting with the dealer and going The defenders’ aim is to stop declarer for providing the text of this article. clockwise, each player in turn announces reaching his goal. his total high-card points. If the four Continued on page 26 ❿

Page 25 ALL ABOUT MINIBRIDGE continued from page 25 LAW 21: ESTABLISHED

If a player fails to follow suit to a trick LAW 11: THE PLAY then the declaring side scores points for when he has a card of that suit, and it is each ‘odd’ trick, an odd trick being any not discovered until after he or his The player leading to a trick may play trick in excess of six. They do not score partner has played to the next trick, then any card. Each other player in turn for the first six tricks. the revoke has become established and clockwise plays a card; the four cards so The points scored vary according to the the incorrect card remains as played. played constitute a trick. In playing to a contract, as follows: One trick is then transferred to the trick, each player must follow suit if opponents at the end of the hand. possible. The trick is won by the highest no-trumps 40 for the first odd trump if there is one; otherwise by the trick Law 22: Exposed Card highest card of the suit led. The player 30 for the other odd that wins the trick leads to the next one. tricks If a player accidentally exposes a card spades/hearts 30 per odd trick that he does not mean to play at that LAW 12: CARD PLAYED diamonds/clubs 20 per odd trick. time, it is picked up without penalty.

Each player except dummy plays a card They also score a bonus depending on LAW 23: CARD PLAYED OUT OF ROTATION by facing it on the table in front of him. the contract: Dummy’s cards are played by declarer, If a player plays a card out of rotation who names the card to be played after part-score 50 bonus (that he intended to play) then it stands which dummy moves it in front of game 300 bonus as played. himself. When the trick has been completed, each player turns his card LAW 17: GOAL IS NOT ATTAINED LAW 24: MISCELLANEOUS face down in front of himself, pointing towards the player who won that trick. If declarer fails to reach his goal, the Whilst there are no penalties applied, Quitted cards should be kept in an defenders score 50 points for each trick the following should be avoided: orderly row in the sequence played. by which he is short of his goal. • Making comments, especially to LAW 13: INSPECTION OF TRICKS LAW 18: SESSION partner • Arranging quitted cards in a Until a player turns his card face down Each hand is scored independently. disorderly manner he may ask to see all the cards of that Players should decide how long a • Indicating approval or disapproval trick. Once he has turned his card face session of play will be. of a play down, he may not ask to see the other Normally they will agree to play • Mixing the cards at the end before cards but he may look at his own. either a certain number of hands or to the number of tricks is agreed Earlier tricks may not be looked at until a time limit. • Mixing the cards at the end before the end of the hand. an alleged revoke is agreed Section Three: • Inspecting quitted cards except as LAW 14: CLAIMS Irregularities and allowed in Law 13 Variations • Doing any of the irregularities in A player may show his hand and Laws 19 to 23 intentionally explain which of the remaining tricks AW 19: LEAD OUT OF TURN are his and how he expects to play them. L LAW 25: VARIATION TO CARD PLAYED If either member of the other partnership If the wrong player leads to a trick, (REPLACING LAW 12) (not dummy) disagrees, he picks up his either opponent (but not dummy) may hand and completes the hand normally. say they accept it, or the next opponent Each player except dummy plays a card by may play a card, which accepts it. facing it in the centre of the table. Declarer LAW 15: END OF PLAY Otherwise, the card is returned to the plays dummy’s cards similarly, or instructs player’s hand and the correct player dummy to play a card similarly. When the After all the cards have been played, the leads instead. trick has been completed, a player from players agree how many tricks were the side that won the trick collects the four won by each side, based on the direction LAW 20: UNESTABLISHED REVOKE cards and turns them face down together, of the cards in front of them, and arranged so that each trick won by his side calculate the score. If a player fails to follow suit to a trick is separate. when he has a card of that suit, and he This changes Laws 13 and 15 Section Two: discovers it before either he or his slightly: the last trick may be inspected Scoring partner plays to the next trick, then he until play starts to the next trick; corrects the play, taking the wrongly calculation of tricks at the end is based AW 16: GOAL IS ATTAINED played card back into his hand. on the number of tricks collected by one L Any cards played after the incorrect player for each side. If declarer reaches or exceeds his goal, card may now be changed. Continued on page 27 ❿

Page 26 ALL ABOUT MINIBRIDGE continued from page 26 WADDINGTONS Summary of 7 The cards are then turned over and TWINS MiniBridge the winner of the trick leads the first card for the next trick.

OW TO PLAY MINIBRIDGE 8 Declarer controls the play of H dummy’s cards and, if the winning 1 The cards are dealt out one by one card comes from the dummy, the to the four players, playing in two first card for the next trick comes partnerships sitting opposite each from dummy (but the declarer says other – everyone should have which card it should be). thirteen. Fruits and Berries 9 After all the cards have been 2 Each player estimates the value of played, the players agree how his hand by using a standard scale many tricks have been won by of points for the high cards: ace = 4, each side and calculate the score. king = 3, queen = 2, jack = 1. 10 The position of the dealer moves 3 Each player then announces his round the table clockwise with points, starting with the dealer and each deal. going clockwise round the table. Nelson and Wellington The total should add up to 40. HOW TO SCORE

4 The pair with the most points 11 The declaring side only scores between them become the declaring points if they win the target side, the other pair becoming the number of tricks (or more). defending side. If both sides have 20 points, 12 No points are won for the first six redeal the cards. tricks. For each additional trick, The person on the declaring side points are scored according to the with the most points becomes the contract, as follows: Wallace Collection declarer and his partner becomes the dummy. clubs or diamonds 20 points If both players have the same hearts or spades 30 points number of points, then declarer is no-trumps 40 points for the the one who announced his points first scoring trick first. 30 points for each subsequent trick 5 The dummy’s hand is put down on the table for all to see and declarer (Note that the goals of nine, ten or chooses the contract. He announces eleven tricks, according to the choice Paisley (and red) Casino (and red) either part-score or game, and of trumps, will lead to a total of 100+ either no-trumps or a specific points — the requirement for game.) trump suit. The goal for a part-score is seven 13 If game has been announced tricks, and the goal for game before the play of the cards (and it contracts is nine tricks in no- is achieved) you gain a bonus of trumps, ten tricks in hearts or 300 points. spades or eleven tricks in clubs or diamonds. 14 If a part-score has been announced (and seven or more tricks have been Elizabeth and Essex 6 The first person to lead a card is made) you gain a bonus of 50 points. De Luxe Quality Cards the player to the left of declarer. Each person plays a card in turn 15 If you do not reach your goal, you The cards have a light clockwise and whoever puts down do not get any points for the tricks plastic-coated surface the highest card wins the trick, any you do make. and are packed in beautiful trump outranking any card in Instead, the defenders get 50 gold-foil boxes with drop lids. another suit. points for each trick that the £11.95 including postage If either defender wins a trick, it declaring side are short of their from the Mail Order Service counts as a trick for his side. target.

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