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The winner of a trick leads to the next.
The dummy takes no active part in the play of the hand.
Anytime it is the dummy's turn to play,
the declarer chooses which one of the dummy's cards should be played,
and the dummy then plays the card as instructed by the declarer.
The dummy is not allowed to offer any suggestions or make comments during
the play.
When the dummy wins a trick, the declarer specifies which card the dummy should
lead to the next trick.
If the declarer specifies the suit only, the dummy should play the lowest
card of that suit.
Examples for Deciding Who Has Won the Trick
If a trick has no trump card, it is won by the highest card of the suit led.
Declarer's Lead Card___Second Player's Card____Dummy's
Card___ Fourth Player's Card__
________________________
In the trick above, the suit of Diamonds are played by
the declarer , and the King card is the highest Diamond played,
so the Second Player wins the trick for his team.
_______________________________________
Declarer's Lead Card____Second Player's Card______Dummy's
Card____ Fourth Player's Card
____________________________
The lead Player's card is a 5 of Hearts, so everyone else must play a heart.
The second player is obligated to play a Heart which means he must not have
a Heart in his hand.
The Fourth Player's Card wins this trick for his team.
Scoring
Teams play for a "rubber" which is the best of three games.
Bridge is won by the first team to score 100 or more points for successful
contracts.
The deal usually changes to several people before enough points are earned
for a contract.
The team which has already won 1 game towards the current rubber being played
is "vulnerable".
The team which hasn't won yet is "not vulnerable".
The team which is currently vulnerable can get both higher bonuses, and penalties
than the team which is not vulnerable.
The score is kept on a piece of paper split into 2 columns which are headed
WE and THEY.
There should also be a horizontal line (----------------) about half way down
the column.
Scores for successful contracts should be entered below that line, and are
counted towards winning the game.
Other scores for bonuses for tricks that were made over the contract called
"overtricks",
or penalties for tricks that were short of the contract called "undertricks"
are entered above that line.
Score for Making the Contract
Scoring for successful tricks is done as follows;
If trumps are Clubs or Diamonds, score 20 points per trick.
Clubs and Diamonds are called the minor suits.
If trumps are Hearts or Spades, score 30 points per trick.
Hearts and Spades are called the major suits.
If there are no trumps, score 40 points for the first trick, and 30 points
for each trick after that.
If the contract was doubled the scores above are doubled.
If the contract was redoubled, then the scores are multiplied by 4.
The declarer's team will also score an extra 50 points above the line if they
succeed in a doubled contract.
This is sometimes called "50 for the insult".
If a redoubled contract is made, the bonus is 100 points above the line.
Slam bonus
A contract to make 12 tricks is known as a "small slam".
A contract to make all 13 tricks is called a "grand slam".
The declarer's side will get an extra bonus for bidding and making a small
or grand slam, above the line, depending on their vulnerability.
If the declarer's team is vulnerable they will get 750 points for a small
slam, and 1500 for a grand slam.
If the declarer's team is not vulnerable they will get 500 points for a small
slam, and 1000 points for a grand slam.
Score for Overtricks
If the declarer's team wins more tricks than were bid,
then in addition to the score that is below the line on the score sheet,
they score points for the overtricks that are placed above the line.
This does not apply if tricks were doubled or redoubled.
The same scoring system that was previously used above is used.
( 20 points per trick if Clubs and Diamonds were trumps, 30 points per trick
if Hearts or Spades were trumps,
or score 30 points per trick if there weren't any trumps.)
If the contract was doubled or redoubled, bonuses don't depend on trump suit.
A bonus is given based on whether or not the declarer's team is vulnerable
or not vulnerable.
If the declarer's team is vulnerable they get 200 points if doubled, and 400
points if redoubled.
If the declarer's team is not vulnerable they get 100 points if doubled, and
200 points if redoubled.
Penalty for Undertricks
If the declarer's team wins less tricks than they bid,
neither team scores anything below the line,
but the declarer's opponents score above the line.
This score depends on the declarer's side's vulnerability, and whether the
contract was doubled or redoubled.
If the declarer's team is vulnerable then the opposing team is scored 100
points if not doubled,
200 points if doubled (this is called the first undertrick),
and 300 points for any after that.
If the declarer's team is not vulnerable then the opposing team is scored
50 points if not doubled,
100 point if doubled, and 200 points for any after that.
If a contract was redoubled multiply any of the above by 2.
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