Read The Penguin Book of Card Games: Everything You Need to Know to Play Over 250 Games Online
Authors: David Parlett
Whoever bids highest becomes the declarer and turns the dummy
faceup between the two defenders after his left-hand opponent has
led. It may be agreed to turn one or more of the dummy cards face
up after each bid is made – for example, face one card after each
up after each bid is made – for example, face one card after each
bid or double at the 1-level, two after a bid or double of 2, and so
on.
Towie
Deal four hands and turn six of the dummy cards face up. The
highest bidder becomes the declarer, turning up and playing the
whole of the dummy hand as at contract. If al players pass, or if
the proposed contract is insuf icient for game, the same dealer re-
deals a ‘goulash’ hand as fol ows. Each player sorts his hand into
suits so that cards of one suit are together, though not necessarily in
ranking order. Dealer sorts al dummy cards in the same way,
permit ing the others to see how they are arranged. Then dealer
lays his own hand face down on the table, upon which are placed,
face down and in this order, those of his left opponent, dummy,
and fourth player. After a cut, dealer re-deals in batches of 5-5-3.
Final y, he shuf les the dummy cards and turns six face up. The
same procedure fol owsuntilasuf icientcontractisreached. Odd tricks
contracted and won score as at Contract, except that NT tricks count
35 each throughout. (This more sensible value obtained in the
earliest form of Contract.) Overtricks score 50 each, possibly
doubled and redoubled to 100 and 200 respectively, and
(re)doubled overtricks are doubled again if declarer was vulnerable.
Bonus of 50 for making a doubled contract, or 100 redoubled, in
either case doubled again if vulnerable. Honours and slams as at
Contract. Undertrick penalties are 50 each, or 100 doubled or 200
redoubled, but greater if declarer was vulnerable: 100 for the first
and 200 for each subsequent undertrick, these penalties being
twiceor four timesasgreat ifdoubledorredoubled. Bonus of 500 for
game, 1000 for the rubber.
Booby
Deal seventeen cards each and one face down to an eventual
dummy. Each player examines his hand and makes four discards
face down to the dummy, leaving al four hands with 13 cards each.
Players bid in the usual way, with the addition of a nul o bid
ranking between hearts and spades, and valued at 30 per trick. 1
nul o is an of er to win not more than six tricks at no trump, while
7 nul os is a complete miseére. Whoever bids highest becomes the
declarer and turns the dummy face up between the two defenders
after his left-hand opponent has led. Suggestion Try dealing sixteen
each and five face up to the dummy, to which each player then
contributes three. Ignore nul os.
Two-handed Bridge
Two-handed Bridge is merely two-handed Whist with Bridge
scoring. The traditional forms appear below.
Double Dummy
Deal four hands, two face down. Players bid on what they can see
in their own hands. After the auction, the dummy opposite each
player is turned face up and each plays alternately from his own
hand and from his dummy’s. Alternatively (and more realistical y),
dummies are not open to both players. Instead, after the bidding,
each places his own dummy in such a position that the other cannot
see exactly how the opposing cards are split. An easily made card-
holder for this purpose consists of a shoe box, with lid, placed
upside down on the table. The dummy cards are slipped down
upside down on the table. The dummy cards are slipped down
between the lid and the side of the box. If only one box is available,
the players sit at opposite sides of it.
Single Dummy
Deal four thirteen-card hands including two dummies. After the
deal, one dummy is turned face up. Bid as at Contract. The
established declarer announces whether he wil play with the
exposed dummy or take his chance with the concealed one. Then
the concealed dummy is turned up and play proceeds as at Double
Dummy.
Draw and Discard
Shuf le the cards thoroughly and place them face down to form a
stock. Starting with non-dealer, each in turn draws the top card of
stock, looks at it, and either (a) keeps it, ending his turn, or (b)
discards it, face down, and draws the next, which he must then
keep. As soon as a player has 13 cards he stops drawing. When
both have 13, they bid and play in Contract Bridge fashion. The
rejected cards play no further part.
Honeymoon Bridge (Draw Bridge)
Deal thirteen each and place the rest face down as a stock. Non-
Deal thirteen each and place the rest face down as a stock. Non-
dealer leads, and tricks are played at no trump. It is theoretical y
obligatory to fol ow suit if possible but, as the rule is
unenforceable, it may be dispensed with. The winner of a trick
discards it face down, as it serves no further purpose, and draws the
top card of the stock to add to his hand before leading. His
opponent then draws the next before replying. As soon as the last
card has been drawn, players bid and play their last 13 cards as at
Contract, scoring accordingly. Variant: before leading to each trick,
the leader exposes the top card of stock so that each player may
gauge whether or not he wishes to win the trick. The loser of a trick
draws an unknown card, of course. This improves the strategy of
the game.
Memory Bridge
Deal thirteen each and place the rest face down as a stock. The first
13 are played as tricks at no trump. Non-dealer leads and it is
obligatory to fol ow suit. There is no drawing from stock. The
player who takes more scores in Contract fashion, as for a bid of
1NT, and adds a premium of 100 above the line. The remaining
cards are then dealt, bid on, played and scored as usual.
I Whist
4 players (2 × 2), 52 cards
Any good Whist player wil be a good Contract player when he has
mastered the elements of bidding; but mil ions of people who pass
as good Contract players because they bid their hands wel and play
them wel (after the bidding has located most of the key cards)
would be quite beyond their depth at Whist, where the trump
would be quite beyond their depth at Whist, where the trump
depends on chance and the location of the cards has to be inferred
from the play.
Elmer Davis,Harpers Magazine, 1932
For over 150 years this quintessential y English game was regarded
by the whole of the western world as the summit of social and
intel ectual recreation, a status now claimed by Contract Bridge. Its
early history is less il ustrious. Whist goes back to a Tudor game
cal ed Trump, or Ruf , a relative of Triomphe, the ancestor of
Ecarte. Shakespeare’s contemporaries regarded it as a rude ale-
house pastime, and under the Stuarts it was dubbed Whisk and
Swabbers, a rather down-put ing piece of word-play on Ruf and
Honours. Its reputation as a kids’ game was underlined by Charles
Cot on’s reluctance to describe it in The Compleat Gamester (1674),
on the grounds that ‘Every Child almost of Eightyears old hath a
competent knowledg in that recreation’. But in 1728 a circle of
businessmen, headed by Lord Folkestone, who hob-nobbed at the
Crown Cof ee-house in Bedford Row, began to apply logic and
precision to its deceptively simple structure, and to develop ways of
playing the game systematical y. One of their acquaintance was an
elderly gentleman cal ed Edmond Hoyle, who started teaching it to
wel -to-do people in their own homes, and eventual y published his
tutoring notes as a Short Treatise on Whist in 1742. So successful
was this publication that it made both Hoyle a household name and
Whist the game of the elite until its eclipse by Bridge in the 1890s.
Since then it has reverted to its original status, remaining a popular
family game and stil widely pursued in communal Whist drives. By
serious players it suf ers a quite undeserved neglect. Nobody should
learn Bridge without prior experience of it, and many Bridge
players would improve their game immensely by going on a crash
diet of Whist only.
A The name ‘Whist’ is attached to a number of other games that have little or
nothing in common with it beyond being plain-trick games. These will be found
in their place, following this description of the classical partnership game.
Preliminaries Four players sit ing crosswise in partnerships receive
13
cards each, dealt in ones from a 52-card pack ranking
AKQJT98765432.
Turn the last card face up to establish trumps.
Object To win seven or more tricks.
Play Eldest leads. Players must fol ow suit if possible, otherwise
may
play any card. The trick is taken by the highest card of the suit led,
or
by the highest trump if any are played, and the winner of each trick
leads to the next.
Score Whichever side took more tricks scores 1 point per odd trick.
Whichever side held three or four honours (AKQJ), whether in one
hand or between the two, scores 2 or 4 points respectively – unless,
however, they already stand at 4 towards game, in which case the
honours are not counted.
Revoke The penalty for a revoke is 3 points, which the opponents
may
either add to their own score or subtract from that of the revoking
side.
In counting towards game, the score for a revoke takes priority over
the score for tricks.
Game score The first side to reach or exceed 5 points wins the
game,
thereby (if applicable) preventing the other side from scoring for
honours. The winning side counts a single game point if the other
made 3 or 4 points, a double if the other made only 1 or 2, a treble
made 3 or 4 points, a double if the other made only 1 or 2, a treble
if the other made no score. The side that first wins two games adds
2 game points for the rubber. The margin of victory is the
dif erence between the two sides’ total of game points. Thus the
highest possible game score is 8 to 0, the winning side having won
two trebles plus 2 for the rubber.
Conventions Leading to the first trick gives you the advantage of
set ing the pace and being best placed to describe your hand by the
card you play. For this purpose, some highly elaborate signals or
‘conventional leads’ were worked out when the game was most in
vogue, many of which remain valid for Bridge. They may be
condensed and simplified as fol ows.
Lead from your longest plain suit, or, from two of equal length,
from that with the highest cards. If the top cards of the opening suit
form one of the fol owing pat erns, lead to the first and second
tricks as indicated below:
from lead
AKQJ
K thenj
AKQ-
K then
AK-J
K then
A-QJ
A then
-KQJ
j
From any other Ace holding, lead the King if you have it,
otherwise Ace then fourth best (as it was before the Ace was led).
Holding neither Ace nor King, lead fourth best of the suit – for
example, the Seven from Q9873.
You may lead trumpsifyou hold fiveor more, the appropriate
signals being:
from lead
AKQJ