← Table of contents
Advanced Bridge; The Higher Principles of the Game Analysed and Explained

THE SCORE

Reading edition

Practise soon shows a player the relative importance of playing for the greatest possible number of points and tricks, and of playing to win or to save the game. No matter how cleverly the cards are managed, the player who underestimates the attention the state of the score demands, will unnecessarily lose many a rubber. The declaration largely depends upon the score, and much of the play is influenced by the number of tricks required to win or to save the game.

Most Bridge players take means to ascertain the score before announcing a declaration; it is only an occasional game that is lost by a hasty declaration regardless of the state of the score; but in the play of the hand, the score is frequently entirely overlooked. Interested in his scheme of play, the dealer will try for too much or too little, and quite lose sight of what should be his first goal—to win or to save the game.

DECLARING TO THE SCORE

With a game to the good, the advantage conferred by the position is too great to risk by a rash make. When you are a game ahead, make none but a conservative and sound declaration. When you are a game behind, the score justifies a bold make.

On the rubber game, particularly if the adversaries are over twenty, the dealer may attempt a forward declaration, but his partner should not be too reckless, realising that the dealer knew the situation and did not consider his hand worth a venture.

At twenty-four or more on the score, with a strong black suit the make should not be passed; average assistance in your partner’s hand will probably enable you to win the game; and with weak red suits, a passed red declaration may be doubled and the game won by the adversaries.

When the score is twenty-four to nothing against you either on the first game or when you are a game to the good, avoid a doubtful declaration which may enable the adversaries to win the game on your deal. There is a vast difference whether the adversaries start their deal wanting a few points or whether they have the first deal on a new game.

When the score is twenty-four all on the rubber game, the dealer may pass a fairly strong hand trusting he can win the game with any declaration; and at this score dummy should not hesitate to declare his best suit. It is highly probable that the adversaries would win out on the next deal.

PLAYING TO THE SCORE

Correct dealer’s play is closely influenced by the state of the score. The game is an important goal which should never be hazarded for the sake of an extra trick; but, if this goal is not assured, the loss of a few extra points in an effort to reach it, demands but small consideration.

When there is the slightest chance that the adversaries may win the game on your deal, hasten to secure the tricks needful to insure its safety. Many times the game can only be won or saved in case the cards lie in a certain position, and the dealer must assume that the cards are favourably placed and play the hand accordingly.

When the game is saved, but with no possibility of winning it, the seventh trick should be the objective point in the dealer’s play. When you cannot reach game, never hazard the odd trick in an attempt to win two tricks. In a no-trump declaration, the risk would be twenty-four points for a possible gain of twelve points; and if you lose the odd trick, it may enable the adversaries to win the game on their deal.

THE NON-DEALER’S PLAY TO THE SCORE

The probabilities are not in favour of winning against declared strength. The score will indicate the number of tricks needful to save the game, and the adversaries should take no chances until this important object is attained. Until the game is saved, make no effort to gain extra tricks. Many a rubber which the prompt lead of a high card might have saved is lost by trying for too much.

If you find that the continuation of a certain line of play will lose the rubber, abandon your scheme and take the one chance of finding in your partner’s hand the cards that will save the game. The loss of an extra trick is of slight importance compared with the loss of the game.

Explore with AITake your curiosity a little further.

Reading settings