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page/content in preparation
15.05.09
HOW TO PLAY
The content of this page intends to give general outlines and does
not treat specific situations.
BASICS
The game consists of dealing, mixing, the auction
(bidding) and play, after which the deal is scored..
Scoring is based on values for tricks and additional
premiums, refering to number of tricks.
The game takes about 10 minutes to play and is usually
refered to as "deal".
The numer of possible deals is 635.013559.600
The mecanical aspect of playing is laid down in the LAWS resp. rules.
Which card and when to play is a matter of experience.
To this topic, more then 5000 bokks have been
published.
National Organisations give recommendations and
offer help.
A general description is found in WIKIPEDIA inclusive
links.
General experience in Trump Play: eliminate the trumps of the opponent
first;
in No-Trump play: care for cards which give you the lead.
There are four main ways of taking a trick by force:
x-- establihing long suits;
x-- playing for the opponents high cards to be in a particular position
( if their ace
is to the left of your king, your king might
be able to take a trick).
x-- playing a high card that no one else can beat;
x-- trumping an opponents hight card;
TOURNAMENT PLAY
There is no play without organisation and scoring !
Little attention has been paid so far to the influence on results by
organising
bridge events and scoring methods.
The 2008RevisedLAWs carry sistematical descriptions as to methods and
procedures.
Whenever four players unite to play bridge, they must agree on the
numer of
deals to be played. In tournaments, where more persons are playing,
the number
of deals is fixed by the organisator.
To eliminate fortuitouness ( good or bad cards), deals are played from
both sides,
( Up to 2007 as team-of-four, now in progress for other forms).
Deals might be selected according to given principles, if players agree.
Known forms are: by distribution, difficulty to find maximum tricks,
out of
past "great" events, simultan tournaments, etc.
INTERCLUB GAMES
Two clubs may have an internal tournament by showing both clubteam
results in separate
in the winners list of the Sorer#1. This is done by adding the prefix
Y or Z with the names
of the combattants in the players list. Both clubs play at the same
time at the same place,
or using duplicatet boards in the home place.
The Scorer#1 has the possibility to show 48 lines a each board.
SIMULTAN TOURNAMENTS
In simultaneous tournaments all participants play the same board at
the same time in many clubs.
Everything is as always, but you must lay boards or you get prepared
boards . When the game
is over, you will get a printout of your peronal result. There you
will know your performance
by the percentage in a kind of super- board, where 1000 pairs or more
participated.
The most present score and how often a specific score is to be
found (frequencies) is a valuable
additional information. Also, you will receive a sheet with the distribution.
You may play the boards anew at home and detect better ways to act.
Sometimes there are special features offered by the sponsoring organisation:
i.e. boards
selected by the frequency of their appearance – not only by random
of the PC - or boards
specially choosen by built in difficulties in bidding, play and counterplay.
In addition to the informations presented at you home club, you can
see all results in the internet.
It is the modern EDP technique and the internet which give you the chance
to take part in
Simultaneous events within your own club. But complex evaluation programs
and the adjoined
administration works are not gratis. As a general rule you have to
count on 4 US$ per person.
This low price is possible by the effect of rationalisation of the
EDP (Electrical Data processing).
Remember: there are no journeys to the place of tournament; no overnight
spending, etc..
Last not least in comparison to other „big“ events: the known and familiar
atmosphere in your home club.
RUBBER
Up to 1920 players used to play any number of deals in private
sessions.
Some players agreed to a certain structure in the deal sequence, to
minimised the effect of
good and bad cards, and this procedure was called "RUBBER".
Rubber is based on counting tricks: if you made a trick score of 100,
you did win
thew first "manche". For the next manche, you enterd in the status
of "in danger", which meant
that not fulfilling a contract gave more score to the opponent.
If your opponent won the second manche, both parties were "in danger"
for the third manche.
Two manches won was victory, and a new rubber had to be started ( if
desired)
By this, the bridge gane had a given structure in entent and time. Many
expresions of
the RUBBER were used in the foolwing new aerea of duplicate bridge.
Duplicate a deal is the basic condition for any tournament, not
known in the
rubber time.
HISTORY
B
E S S E
Jean Besse (
1914-1994) , a former member of the Law commisssion
of the World Bridge
Federation, recommended playing from both sides.
His idea: "when a
deal is played and noted on a team of four sheet, the
players give their
(played) cards to their left-hand-opponents. The deal
is then played for
the second time with all cards visible on the table ...
The idea is for the
players to help each other to find the ideal result
during the replay.
This will be recorded as the result from the "other table".
20.05.09