The Exciting World of Bridge

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1 The Exciting World of Bridge Welcome to the exciting world of Bridge, the greatest game in the world! These lessons will assume that you are familiar with trick taking games like Euchre and Hearts. If you re not familiar with these games then you will need to do some extra work to understand some of the concepts that we re going to skim over. Bridge shares many similarities to the aforementioned games. In Euchre you have a partner the person sitting across the table from you. Bridge is the same. In Euchre, there is always a trump suit. In Hearts, there is never a trump suit. In Bridge we have both options available to us; a contract can be played with a trump suit or in notrump. We re going to get into how that gets determined a little bit later. For now we re going to play our first hand of Bridge and explore the mechanics of the game to see where there are some differences to how a hand of Euchre or Hearts is played. In Bridge we use all 52 cards in the deck (no jokers). Every player is dealt 13 cards. The first thing you should always do before looking at your cards is count them. If you don t have 13 now is the time to say something (before you look at them). Once you have verified that you have 13 cards sort them into suits and in order within the suits. In Bridge, just like Hearts, aces are high and then it s king, queen and so on right down to the little two. In Bridge we have an auction to determine what contract we are playing (that means what s trump and how many tricks are needed to make your contract) and during that process someone at the table becomes the Declarer. Later on we re going to learn how that is determined. The important thing to know at this time is that someone at the table will become the Declarer on every hand. The person on the Declarer s left is the person who gets to make the opening lead on every hand. This person is a Defender, as is their partner. One important habit to get in to is to make your opening lead face down. The reason for doing this is that if you happen to be mistaken (ie it s not your lead) then it gives you a chance to take the card back. If you were to make the opening lead face up and you weren t the person on lead then there are a bunch of rules to go through to allow the actual Declarer to decide what they want to do. It s way too complicated so just make your opening leads face down! Once the opening lead is made is when what s probably the biggest departure from most other card games happens. The partner of the Declarer is called the Dummy (this word comes from the French word for silent it has nothing to do with the person s intelligence level). So once the opening lead is faced, Dummy puts their entire hand down on the table for everyone to see. For the rest of the hand everyone can see what cards Dummy has. Dummy also doesn t get to decide what cards they play. It s the Declarer who calls for a card from Dummy and Dummy must play that card. Dummy should basically sit there and not say a word for the entire hand. Specifically, it would definitely be wrong for Dummy to suggest in any way what card(s) Declarer should play. So now that Dummy has put their hand down on the table (four nice neat columns please!), Declarer can have a look and note their combined assets. It s at this point that Declarer starts to make a plan on how they intend to take the required number of tricks for their side. Once Declarer has made some sort of plan they will call for a card from Dummy. Declarer should name the specific card that they want Dummy to play. If they want to take some

2 shortcuts, they can for instance simply say low heart rather than naming the lowest heart Dummy has. In fact, they can simply just say heart or a heart. If Declarer says any of these, Dummy must play the lowest heart that they have. Declarer be careful! If you say it it s played! If you say a heart and then Dummy looks at you like you ve lost your mind and then you quickly say Oops, I mean the king of hearts, it s too late. Dummy must play their smallest heart. Like Euchre and Hearts, everyone must follow suit to the suit that is led each trick. If you do not have any cards in the suit led then you may play any other card you like. Often times this is where you will trump a trick just like you do in Euchre. We also often call this a ruff in Bridge. If you could have followed suit and fail to this is called a revoke and there are set penalties for doing it. These penalties can be harsh so it s best to avoid them. When you don t follow suit your partner is allowed to ask you No spades (as an example) partner?. Even Dummy is allowed to do this for Declarer (it s one of the very few things they are allowed to say). Doing this is a very good habit to get into as it will prevent your side from revoking. There s a saying that if your partner revokes it s your fault. Guess what? That s true. So each trick is played in turn, everyone following suit when they can and discarding (or ruffing) when they can t, until all thirteen tricks have been played. Whoever wins the trick gets to lead to the next trick. One small but important mechanical thing that we do in Bridge is what we do with our cards at the end of each trick. We don t throw them in the middle or take them all into little piles of four. We each play our card immediately in front of ourselves and at the end of the trick we quit them in front of us in a row going from left to right. We also position the card to indicate which side won the trick. Vertically in front of us means our side won the trick, horizontally means the other side won the trick. Here s an example of how it might look at the end of a hand: I have offset these vertically a bit just to better show how this works. On this deal the pair sitting at the top and bottom of the page (we ll call them North/South) won eight tricks. They won the first two, lost the third one, won the next four, lost the next two, won one, lost one, won one and then finally lost the last trick. So now we know everything we need to play a hand of Bridge. We know how to lead, how to put down Dummy, how to call for cards from Dummy and what to do with our cards at the end of the trick. We also know how to determine who leads to subsequent tricks and how to determine how many tricks each side won when the hand is over.

3 Making a PLAN When you re about to play a hand of bridge, you should always stop and develop a plan before playing even a single card. This means that you should NEVER call for the first card from Dummy before you ve made some sort of plan even if the card you re going to call for is obvious. PLAN is actually an acronym (I didn t invent it) for the following: Pause to consider your objective Look at your winners/losers Analyze your alternatives Now put it all together For our first lesson in card play, we are going to focus on Declarer play in notrump contracts. Every hand you play tonight your goal/objective will be to win a certain number of tricks on a hand. I will give you this objective so the first step in the PLAN is easy. Your goal should be to win that number of tricks. If you are able to win more, that s fantastic but winning less is not so good. The second part of the plan is to look (in other words, count) at your winners/losers. When you are playing in notrump you ALWAYS start by counting your top winners. What I mean by that is the tricks you can win 100% FOR SURE without ever losing the lead. Here are some examples (the suit isn t given, it could be any single suit): N - AKQ S N - AK S - Q9 Three winners. North has the top three cards in the suit and we can win them all. Two winners. We have the top 3 cards in the suit but we re going to have to play the queen at THE SAME TIME as the ace or king. N - J9 Five winners. Similar to above, we have the top 6 cards but the most tricks we S - AKQ105 can take in the suit is the length of our longest holding. N - KQ3 S - J87 How many winners? ZERO!!! We don t have the ace and therefore we don t have any winners to count yet. Getting winners from this suit is part of the next step in the PLAN. I cannot stress enough how important it is to understand this concept and to ALWAYS remind yourself of it as you start to play a hand in notrump. Whether it s your very first hand of bridge or whether you re a world champion, this part of the process never changes. The third step is to analyze your alternatives. What this means is to figure out where the extra tricks you need are going to come from. There are lots of other things to think about but for now this is what we will focus on - establishing winners. A quick and easy example was our last suit that we looked at above. Obviously we can win two tricks in this suit by playing it twice. If our opponents take their ace on either of these two tricks then the third time the suit is played we ll have our second winner. There are many ways to develop extra tricks and this is what are going to look at tonight. First though, since we re going to spend the rest of our time focusing on this third step of the PLAN, I want to jump ahead and talk briefly about the last part - Now put it all together.

4 Putting it all together means to take the information you ve learned so far and formulate your PLAN. If we need to win ten tricks and we only had 7 winners then hopefully we found a way to generate three more winners in our third step. Part of this process is also thinking about what can go wrong.are there any dangers that we need to be aware of. Thinking of the first hand we played tonight, one danger might be that we create winners for our opponents by playing off all of our winners in a suit too early. Always keep in mind that we ll often have to lose some tricks in order to establish our extra winners. That being the case, it s usually right to get to work on establishing winners right away BEFORE we play our big cards in other suits. Now back to step three - figuring out how we re going to get our extra tricks. Establishing High-cards/Developing Long Suits This is often taught as two different topics but really it s the same thing. We play LOW cards to knock out HIGH cards and our LOW cards can become good. It s easy to see when our LOW cards aren t so low: N - KQJ S N - QJ32 S N S N S It s easy - knock out the ace and we will get two tricks from this suit for sure. Still pretty easy - we ll need to lose two tricks but we can establish two winning tricks for sure. Now it s not so easy to see because our LOW cards are REALLY LOW. We have 8 cards in this suit which means our opponents have 5. If those missing cards split 3-2 then we can eventually win one trick in this suit, we just need to lose 3 tricks first. Maybe this is easier to see. Now we have 9 cards so we re only missing 4. If we re lucky and the missing cards split 2-2 then after losing two tricks, we could actually win 3 tricks in this suit. Even if they split 3-1 we could still set up 2 winning tricks after losing the first 3. The Finesse There is a bumper sticker that says Bridge players do it with finesse. After tonight s lesson, you will be allowed to officially call yourself a Bridge player. A finesse is when you have a chance to promote a smaller card IF the larger card is in the correct place. Let s look at the simplest example: North: AQ West: Kxxxx East: xxxx South: 32 If we simply play our ace it will win the trick but one of our opponents will surely capture our queen with their king. If instead we lead one of our small spades towards the AQ, as long as the right person has the king we will be able to win two tricks. In the above example, since West has the king, we can win both tricks. If the West and East hands were reversed, we

5 would not be able to win both tricks. At least by leading towards to AQ we have a 50% chance of winning the two tricks. If we instead simply played the ace our only hope would be if the king were singleton. That s about a 0.2% chance! We are also able to take a finesse when missing an ace. Here s an example: North: Kxxx West: Axx East: xxxx South: xx Like before, if we simply lead our king, whoever has the ace will win that trick leaving us with no spade winners. However, if we lead a small spade from South, as long as West has the ace, we will be able to win a spade trick. If they play the ace, we play a small one. If they play a small one, we play our king and it will win the trick. Again, if we reverse the West and East hands we are not going the win a spade trick but a 50% chance is better than 0%. More on Finessing Let s look at a couple more examples: North: Qxxx West: Kxx East: xx South: Axxx This is a different type of a finesse for a king than we looked at earlier. Here our best bet to win the most tricks available is to lead a small spade towards the queen hoping that it s West that has the king. If East has the king it will capture our queen but as long as West has it, our queen will win the trick. In fact, in the above example we can win 3 spade tricks. Repeating a Finesse: North: KQx West: Axx East: xxxx South: xxx As you ll recall, we would want to lead a small spade towards our king on this hand. The important thing to remember is that in order to take our two tricks in this suit we will need to do it a second time. So it s a small spade from South, assuming West plays low we play the king and it wins. We need to play another suit to get the lead back in South. Now we play another small spade and if West plays low again we can win our queen. If West decides to play their ace on either of these two tricks we will always be able to win our two spade tricks. If East has the ace then we re only going to get one spade trick.

6 The Dangerous Opponent Sometimes when we re deciding how to play a hand, one thing that we need to be aware of is whether or not there s an opponent that we can afford to win a trick and one that we cannot. Next time, when we start to look at some more types of finesses, including what we call a twoway finesse, you ll see why this is important. That said, there are other times it can be very important as well. Here s one quick example (a hand we will play tonight): North (Dummy) South (You) AQ 864 KJ108 Q K5 AQ7 AKJ8 You re playing a notrump contract and your goal is to take 9 tricks. West decides to lead the J. What are your thoughts? You have 9 top tricks (one spade, four diamonds and four clubs) so your guaranteed to make your contract. But you have been told that making MORE than that is a good thing and you re now an expert in taking finesses. Maybe you should play the Q at trick one??? Here s the whole hand: AQ 864 J KJ108 K A73 Q1063 QJ K5 AQ7 AKJ8 So you call for the Q and East wins their king. East now plays the Q. Guess what? You re the one being finessed. No matter what you do your opponents are going to win 5 heart tricks. Along with the spade trick they won, that s a total of 6 tricks which leaves only 7 for you. You just went down two tricks in what we thought was a guaranteed contract. So what went wrong? East was our dangerous opponent because our K is finessable (not sure if that s really a word but what the heck). If West is on lead then our K is protected. Always watch out for that dangerous opponent!

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