The fol owing scores are al doubled in the case of a no
trump bid. If successful, Declarer’s side scores 1 point per book
contracted. If not, they lose 1 point per book contracted; and if the
opponents win seven or more, they score 1 point per book won
above six. The game ends when one side wins by reaching the
target score, or loses by reaching minus the target score.
Winning al 13 books is a ‘Boston’, and scores quadruple.
Variants With two Jokers, the lowest bid is sometimes ‘Four’. Some
play with only one Joker and a five-card kit y. Some play without
Jokers and either a four-card kit y or none at al . In the lat er case,
13 books are played and the lowest bid is ‘One’.
Original Bid Whist
Deal thirteen each from a 52-card pack. Each bids a number of odd
tricks from onetoseven, without mentioning trumps. Bidding
continues until three pass in succession, when the last bidder
announces trumps and his left opponent leads. A successful contract
scores 1 point per odd trick taken, otherwise the opponents score 1
point per odd trick they took and the declarers deduct the amount
of their bid.
Contract Whist
(4pp,52c)DevisedbyHubertPhil ipsinthe1930s,thisunjustlyneglected
game combines the trick-play of Whist with the bidding of Bridge.
game combines the trick-play of Whist with the bidding of Bridge.
In ef ect, it is Bridge without a dummy: al players are active and
their hands remain concealed.
The preliminaries, deal and auction proceed as at Contract
Bridge.
Bidding systems and conventions employed in Bridge are
applicable, except in so far as there is no scoring distinction
between major and minor suits, and no bonus for slams. Scores are
made above and below the line as at Bridge, and only tricks
contracted and won count towards game. The opening lead is made
by the left-hand opponent of the declarer who first named the suit
of the final contract. Play proceeds as at Bridge, except that
declarer’s partner plays from his own hand concealed instead of
laying it face up as a dummy.
For a successful contract, declarers score (below the line) 3 points
per contracted odd trick in a trump suit, 4 at no trump, doubled or
redoubled as the case may be. Al overtricks score (above the line)
2 each, or 5 or 10 if doubled or redoubled. There is also a flat
bonus of 5 for fulfil ing a doubled contract, or 10 if redoubled.
For a defeated contract, defenders score (above the line) 10
points for each undertrick, or 20 if doubled, 40 if redoubled.
Game is 10 below the line, a rubber is the best of three games,
and the rubber bonus is 50.
Spades
4 players (2 × 2), 52 cards
This game is remarkably popular in America, where it is the subject
of numerous clubs, tournaments and websites. Named from the fact
that spades are always trumps, it strikes me as having been derived
from the pat ern of Hearts by changing a suit of penalty cards into a
suit of trumps. Itis usual y played by four in partnerships, but is
easily adaptable for other numbers. As befits a genuine folk game
easily adaptable for other numbers. As befits a genuine folk game
of recent origin, it is ful of variations and not subject to universal y
accepted of icial rules. Preliminaries Four play crosswise infixed
partnerships, usinga 52-card pack ranking AKQJT98765432 in each
suit. Deal thirteen each in ones. Trumps Spades, always.
Bidding There is no competitive auction. Instead, each partnership
contractstowinacertain minimum numberoftricks. First, the
members of the non-dealer partnership discuss how many tricks
they think they can win between them. They may say how many
certain, probable or possible tricks they think they can win
individual y, but may not give direct information about specific suit
holdings. When their contract number is agreed, it is noted down,
and the dealer’s side embark on the same process.
A player who thinks he can lose every trick individual y may
declare ‘Nil’. In this