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The Official Rules of Card Games - Hoyle Up-To-Date
The Official Rules of Card Games - Hoyle Up-To-Date
The Official Rules of Card Games - Hoyle Up-To-Date
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The Official Rules of Card Games - Hoyle Up-To-Date

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This text contains the official rules of a huge number of different card games and their variants, ranging from Whist to Poker and including everything in between. An invaluable tool for the serious card player, this would make for a great addition to home collections and is certainly not to be missed by those with a keen interest in card games. The games covered in this book include: Games of the Whist Family, Laws of Pivot Bridge, Laws of Auction Bridge, The Laws of Whist, Norwegian Whist, Poker, Euchre, Five Hundred, Rum, Boat House Rum, Michigan Rum, Wild Cat Rum, 500 Rum, Conquain, American Pinochle, and many more. We are proud to republish this antique book now with a new prefatory introduction on card games.
LanguageEnglish
Release dateMay 6, 2015
ISBN9781473395404
The Official Rules of Card Games - Hoyle Up-To-Date

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    The Official Rules of Card Games - Hoyle Up-To-Date - Hoyle

    Bridge.

    SUMMARY OF

    THE 1935 INTERNATIONAL

    Contract Bridge Laws

    (Printed by special permission of the Whist Club, New York.)

    The Pack.—52 cards. (Two packs).

    Rank of Suits.—Spades (highest), Hearts, Diamonds, Clubs.

    Rank of Cards.—Ace (highest), King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.

    The Draw.—Shuffled pack is spread face down on the table. Each person entitled to draw draws one card. A player must draw again if he exposes more than one card or draws one of the four cards at either end of the pack. A drawn card must not be exposed until all have drawn cards.

    Precedence.—Precedence is determined by the draw. With more than four, the four highest play. Before each rubber, the four players draw cards. The two highest play as partners against the two lowest. Highest has choice of cards and seats.

    The Shuffle.—Player on dealer’s left shuffles the pack for the first deal. During the deal, dealer’s partner shuffles the other pack and places it face down at his right. It remains there until the next dealer takes it for his deal.

    The Cut.—Dealer presents the pack to the player on his right, who cuts toward the dealer. Dealer completes the cut.

    New Shuffle and Cut.—Any player, before the beginning of the deal, may demand a new shuffle and cut if the cut is not made by the proper player, if the cut leaves fewer than four cards in either portion, if the face of a card is shown in cutting, if any player other than dealer completes the cut, if there is any doubt as to the exact place of the cut or which was the top portion, if any player shuffles the cards after the cut, or if the cut is made before the play of the preceding hand is completed.

    Deal.—Players deal in rotation. Dealer deals 13 cards to each player, dealing one card at a time, starting with the player at his left.

    New Deal.—There must be a new deal by the same dealer with the same pack if the cards have not been properly dealt, if a player has seen or can name a card dealt to another player, or if a player has looked at a card dealt to him.

    Wrong Deal.—If a player deals out of rotation or with the opponent’s or an uncut pack, he may be stopped before the last card is dealt. Otherwise the deal stands as a correct deal made in proper rotation, and if the packs are changed they remain changed.

    THE AUCTION

    The Auction.—After the deal is completed, each player in rotation to the left, starting with the dealer, must bid or pass until the first bid is made. If all four players pass on the first round, the deal passes. If a bid is made, each player in turn must bid or pass until three players in succession have passed. Three successive passes close the auction.

    Bidding and Overbidding.—Each successive bid must be for a greater number of odd tricks than the last preceding bid, or for an equal number of odd tricks in a higher denomination. The denominations are No-trump (highest), Spades, Hearts, Diamonds, and Clubs.

    Doubling and Redoubling.—Any player in his turn may double the last preceding bid, if it was made by an oppoment, or redouble it, if it was doubled by an opponent. A redoubled bid may not again be doubled or redoubled.

    Passing.—A player who does not bid, double, or redouble, must pass.

    Final Bid and the Declarer.—The final bid in the auction becomes the contract. The player on the contracting side who first bid the denomination named in the contract becomes the declarer. His partner no longer ranks as a player, but becomes declarer’s partner.

    Information as to Calls Made.—During the auction a player may ask to have the bidding reviewed only when it is his turn to call.

    Claiming a Penalty During the Auction.—When an irregularity is committed, any player may call attention to it. He may also ask his partner if he knows his rights and may give or obtain information as to the law covering the irregularity. All questions as to the penalty must be settled before the payment of the penalty or the taking of any other action. A penalty paid or an action taken stands, even though later discovered to be incorrect. Should partners consult in regard to an optional penalty or should the unauthorized partner exercise the option, they no longer have a right to enforce the optional part of the penalty.

    Slip of the Tongue.—A player may correct a misnomer, or slip of the tongue, without penalty. This does not mean that he can correct a mistake or change his mind.

    Improper Call Overcalled by an Opponent.—If an improper call is overcalled by the player next in rotation and before the non-offending side calls attention to the irregularity, the auction proceeds as though the improper call had been a call correctly made.

    Insufficient Bid.—Unless overcalled as above, an insufficient bid made in rotation must be made sufficient in the same or in another denomination. If the offender makes the lowest sufficient bid in the same denomination, his partner must pass when next it is his turn to call. If the offender makes any other bid, his partner must pass during the rest of the auction. e. g, his partner is barred from the remainder of the auction.

    Using Incorrect Nomenclature when Doubling.—Unless overcalled as above, a player who doubles or redoubles in rotation and names an incorrect number of tricks or a wrong denomination, is considered to have doubled or redoubled the bid as made, and his partner must pass when next it is his turn to call.

    Call Out of Rotation.—Unless overcalled as above, a proper call out of rotation is cancelled and the player whose turn it was to call has the next call. If the call out of rotation was a pass made before the first bid the offender must pass when next it is his turn to call. If it was any other call, the offender’s partner must pass during the remainder of the auction.

    Double or Redouble of a Bid which Partner Doubled or Redoubled.—The offender is considered to have passed. Both he and his partner must pass during the remainder of the auction. The opponent on the offender’s left may cancel the double or redouble of the offender’s partner.

    Double of a Partner’s Bid or Redouble of it when it has not been Doubled.—The offender is considered to have passed and both he and his partner must pass during the remainder of the auction.

    A Bid of More Than Seven, or a Bid, Double, or Redouble When Required to Pass, or a Call Not Recognized by the Laws.—The offender’s side must pass during the remainder of the auction. The opponents may cancel the improper bid.

    Cards Faced, Seen, or Disclosed.—During the auction, if a player faces a card on the table, or sees the face of a card belonging to his partner, or makes a remark which discloses a card in his hand to his partner, such cards must be left face up on the table during the auction. If the owner becomes defender the declarer may prohibit the opening lead of the suit of such card or cards, or may treat them as penalty cards. If the card is of honor rank, or if there are two or more such cards, the owner’s partner must pass during the remainder of the auction.

    New Deal During Auction Period.—There must be a new deal by the same dealer with the same or a correct pack if a player picks up another player’s hand and looks at it, or if one player holds more than the proper number of cards and another player less, or if the number of cards in the pack is incorrect, or if there is a duplication.

    Incomplete Hand.—There must be a new deal by the same dealer with the same or a correct pack if one player has less and no player more than the proper number of cards, provided the missing card either cannot be found or is found in such a position that the players decide it was not dealt to the player whose hand is short. If it is found in the other pack, or in any position where the players decide that it was duly dealt to the short hand, it is restored without penalty, unless the partner sees its face, in which case it is subject to the law for cards faced, seen, or disclosed.

    THE PLAY.

    Reviewing the Auction.—Before the opening lead has been made, any player may ask to have the previous calls restated. After the opening lead has been made, a player may ask only what the contract is and whether or not it has been doubled or redoubled.

    Call During Play Period.—If a defender make a call other than a pass after the auction is closed, declarer may call a lead from the other defender when next it is his turn to lead.

    Opening Lead and Faced Hand.—Defender on declarer’s left makes the opening lead. Declarer’s partner spreads his cards face up in front of him. Declarer plays both his own cards and those of his partner.

    Subsequent Play and Leads.—After a lead, each hand in rotation plays a card. The four cards so played constitute a completed trick. Leader may lead any card. The other three hands must follow suit if they can. If unable to follow suit they may play any card. A trick containing a trump or trumps is won by the hand playing the highest trump. A trick containing no trump is won by the hand playing the highest card of the suit led. The hand winning a trick leads to the next trick.

    Played Card.—A card is played by the declarer from his own hand when it touches the table, and from the faced hand when he touches it, unless for a purpose other than for play. A card is played by a defender when his partner sees its face after the card has been detached from his hand with the apparent intent to play. A card is played by either defender or by declarer when he names it as the one he proposes to play.

    Withdrawing Played Card.—A player may not withdraw his played card except to correct a revoke, or when directed by the application of a penalty.

    Player Unable to Play as Required.—When unable to play as required to comply with a penalty, a player may play any card (subject to his obligation to follow suit) and the penalty lapses. In the case of a penalty card the penalty lapses for the current trick only.

    Lead Out of Turn.—A lead out of turn may be treated as a correct lead. It must be treated as a correct lead if, before it is withdrawn, a card is played to it by the other side. In all other cases, if the out of turn lead is made by declarer from either hand, either defender may require him to take the lead back. If he led from the wrong hand, he must lead a card of the same suit from the correct hand. If the lead out of turn was made by a defender, declarer may treat the card led out of turn as a penalty card or call the lead from the other defender if he won the previous trick. He may call a lead from the defender who next wins a trick if it was not a defender’s turn to lead.

    If both defenders lead simultaneously, the correct lead stands and the incorrect lead becomes a penalty card.

    Premature Play by Defender.—If a defender plays to a trick when it is his partner’s turn to play, declarer, unless he has played from both hands, may require the other defender to play his highest or lowest card in the suit led and, should he be unable to follow suit, to play a specified suit.

    Premature Lead by a Defender.—Should a defender lead to the next trick before his partner has played to the current trick, declarer may require the other defender to play to the current trick his highest or lowest card in the suit led and, should he be unable to follow suit, to play a specified suit. If the offender does not win the current trick, he has led out of turn to the next trick.

    Playing Before Penalty is Named.—If any player is subject to a lead or play penalty and plays before the penalty has been named or exacted, the right to enforce the penalty is not affected by his play. Declarer may treat a card so played by a defender as a penalty card. However, if the non-offending side plays after the offender and before the panlty has been named or exacted, the right to enforce any penalty is lost.

    Corrected Revoke.—If a player revokes and corrects his error by withdrawing the revoke card before the revoke is established, he must substitute a correct card. If the revoke card belongs to a defender, declarer may treat it as a penalty card or require him to play his highest or lowest correct card. If the revoke card belongs to declarer, it may be taken up and if the defender on declarer’s left has played to the trick after declarer, he may require declarer to play his highest or lowest correct card. If the revoke card belongs to declarer’s partner, it is put back without penalty. A card played by the non-offending side after a revoke and before its correction may be taken back.

    Acts which Establish Revokes.—A revoke made in leading becomes established when the offender’s partner plays to the revoke trick. Any other revoke becomes established when the offending side leads or plays to the next trick. A revoke made in the 12th trick never becomes established.

    Inquiries Regarding a Possible Revoke.—Declarer or a defender may ask whether a play constitutes a revoke and demand that an opponent correct his revoke. Such inquiry does not prevent the establishment of a revoke. Declarer’s partner may question only declarer, and if he does so after he has intentionally looked at a card in a player’s hand, declarer may not correct his revoke.

    Established Revoke.—When a revoke has been established the trick stands as played. If the revoke is claimed, tricks won in play by the revoking side after its first revoke, including the revoke trick, are transferred to the non-offending side at the end of play. Two such tricks are transferred for a side’s first revoke and one trick for each subsequent revoke by the same side. No tricks are transferred if the revoke was made from a hand legally faced at the time, or if the revoke is claimed or attention drawn to it after the cut for the next deal, or, if made in the last hand of the rubber, after the rubber score is agreed. A trick so transferred ranks for all scoring purposes as a trick won in play.

    Settling a Revoke Claim.—The tricks and unplayed cards may be examined at the end of play to settle a revoke claim. If, after such claim, an opponent mixes the cards so that the claim cannot be established, it must be allowed.

    Information as to Cards Played.—Until a trick has been quitted, a player may require the players to indicate which cards have been played from their respective hands.

    Gathering Tricks.—Each completed trick must be gathered by a player on the side winning it and turned face down on the table. Each trick should be kept so that it can be identified.

    Inspecting Quitted Trick.—A quitted trick may be looked at without penalty before the end of the hand only if there is a difference of opinion as to which hand won it, if it is found to contain an incorrect number of cards, or if it is necessary to turn it in order to substitute a correct card. If a quitted trick is looked at other than as above, the opponents score 50 points in their premium score.

    Tricks Taken in Error.—A trick, taken in error by the side which did not win it, should be conceded or may be claimed before a call has been made in the next hand or before the score has been agreed upon, if the error occurred in the last hand of the rubber.

    Directing Partner’s Attention to a Trick.—If a player’s attention, before he has played and without a request from him, is directed to the current trick in any way by his partner; declarer or the defender on the left of declarer’s partner, as the case may be, may require the offender’s partner to play his highest or lowest card of the suit led, and, should he be unable to follow suit, to play a specified suit.

    Claim or Concession of Tricks by Declarer.—If declarer claims or concedes one or more of the remaining tricks, or implies such claim or concession, he must leave his hand face up on the table and make a complete statement of his intentions, specifying the order in which he intends playing his cards and the disposition of each card from each of his two hands. Either defender may require such a statement or may require the declarer to play the hand out. Declarer may not take any finesse not announced at the time of his claim, neither may he depart from any statement he may have made. He may not treat cards shown in consequence of his claim or concession as penalty cards. If both defenders abandon their hands, declarer’s claim or concession must be allowed, but an exposure of cards does not constitute an abandonment.

    Claim or Concession of Tricks by a Defender.—A defender may show any of his cards to declarer for the purpose of claiming or conceding any or all of the remaining tricks. A concession of tricks by a defender is not valid, however, unless the other defender agrees.

    Tricks Conceded in Error.—If a side concedes a trick which it could not lose by any play of the cards, such concession is void.

    Declarer’s Partner.—Declarer’s partner forfeits all his rights by intentionally looking at the face of a card in a player’s hand. Should he fail to keep silent, declarer may not enforce any penalty for any offence by a defender. If he has not looked intentionally at the face of a card in a player’s hand, he may reply to a player’s proper question; when requested. discuss questions of fact or law; question declarer regarding his possible revoke; and draw declarer’s attention to a defender’s irregularity and ask declarer whether he knows his rights. He has no rights other than the above conditional ones, and he does not rank as a player. If he suggests, by touching a card or otherwise, the play of a card, the defender on his left may require declarer to play or not to play such card, unless such play would constitute a revoke. If he, on his own initiative, informs declarer which hand has the lead or warns him not to lead from the wrong hand, the defender on his left may choose the hand from which declarer shall lead.

    Claiming a Penalty During the Play.—When an irregularity is committed any player may draw attention to it, ask his partner whether he knows his rights, and give or obtain information as to the law covering it. All questions as to what penalty applies must be decided prior to the actual payment of a penalty or the taking of any other action. A penalty once paid or action once taken must stand, even though it be incorrect. If partners consult as to which of alternative penalties to claim or as to the advantage to be gained by claiming any penalty, or if an unauthorized partner claims a penalty, the right to the penalty is forfeited unless the penalty is an automatic one.

    Penalty Card of a Defender.—If a defender drops a card face up on the table, sees the face of any of his partner’s cards, makes a remark which discloses any of his cards to his partner, or names any card in his partner’s hand, such cards, as well as the penalty cards mentioned earlier in the laws, become penalty cards. A penalty card must be left face up on the table until played. Subject only to his duty to follow suit, the defender who owns the penalty card must play it at his first opportunity. If he has two or more penalty cards, declarer may require him to play any one of them.

    New Deal During Play Period.—There must be a new deal by the same dealer with the same or a perfect pack if the pack is found to be imperfect, if one hand has too many cards and another too few, or if one hand has a surplus card not due to omission to play to a trick. When the surplus card is due to failure to play to a trick, the offender must remove a card, and if possible, one which he could have played to the defective trick. If he has played to a later trick, his side transfers one trick won in play to the non-offending side. There must also be a new deal by the same dealer if one hand has less and no other hand more than the proper number of cards, provided the missing card cannot be found, or is found in such a position as to show that it was not dealt to the deficient hand. In any other event, the missing card is restored to its owner, and he is subject to the revoke law, but cannot be penalized more than two tricks for revokes made with a missing card. If a quitted trick contains more than four cards, and there is a doubt as to which card was played in error, declarer or the defender on the offender’s left, as the case may be, may direct which card is to be restored to the deficient hand of the other side.

    THE SCORE

    Scoring.—Points are scored in a point score and in a premium score. A side which fails to make its contract can score only for honors held in one hand.

    Game.—A game is won by the side which first scores 100 points for odd tricks bid and won. A trick score in any game cannot count toward winning the next game.

    Rubber.—The rubber ends when one side has won two games. At the end of the rubber the trick and premium score of each side is added up and the side with the larger total score wins the rubber, the difference between the two, totals representing the number of points won.

    Correction of Score.—Proven errors in trick points, including errors in counting the number of tricks taken, are subject to correction before a call is made in the next hand, or, if the error occurs in the final hand of a rubber, before the rubber score is agreed. Proven errors in premium points or in addition or subtraction, are subject to correction before the rubber score has been made up and agreed. Scores made as a result of hands played with an imperfect pack are not affected by the discovery of the imperfection after the cut for the next deal is completed or the rubber score is agreed.

    CONTRACT BRIDGE SCORING TABLE

    OUTLINE OF THE CULBERTSON

    SYSTEM OF

    Contract Bridge

    (Authorized Outline of the Culbertson (Approach-Forcing) System of Contract Bridge, as Fully Presented in Culbertson’s New Summary of Bids and Leads and Culbertson’s Complete Self-Teacher of Bidding and Play by Ely Culbertson).

    Copyright 1936 by Ely Culbertson

    THE APPROACH AND FORCING PRINCIPLES

    The Approach Principle.—Most hands, if opened at all, should be opened with a suit bid; the responding hand should, if possible, respond in a suit. Thus specific information is given as to where the strength is located; and the partnership is offered a choice of suits or notrump for the final contract.

    The Forcing Principle.—A player should make a forcing bid when he wishes to make sure of another opportunity to bid. When a player makes a forcing bid his partner must keep the bidding open—that is, he may pass only if the intervening player bids, assuring another chance to the player who forced.

    There are two types of forcing bids: forcing for one round and forcing to game. Bids forcing for one round are: (a) a takeout of an opening suit-bid of one with one of a higher-ranking suit or two of a lower-ranking suit; (b) an opening two-bid, a forcing takeout or a forcing rebid (see below) when there is a part-score; (c) a conventional four- or five-notrump bid (see page 19;) an inferential forcing bid; a one-notrump takeout of any opening bid when there is a part-score of 30, 40 or 50. Bids forcing to game, obligating both partners to keep the bidding open until game (or a satisfactory double of opponent’s bid) has been reached, are: (a) any opening two-bid in a suit; (b) a forcing takeout (one more than is necessary in a new suit when partner has opened the bidding); (c) a forcing rebid (one more than necessary in a new suit, when you have opened the bidding and your partner has responded); (d) a double raise or two-notrump takeout of an opening suit-bid, except when made by a player who has passed originally; (e) a bid in the opponent’s bid suit, except when preceded by a double; (f) a three-, four- or five-no-trump overcall of an opponent’s opening preemptive bid) (g) a jump bid in a new suit by a player who has made a takeout double; (h) a double-jump takeout of partner’s suit-bid, in a new suit (shows a void in the new suit.)

    BIDDING VALUATION

    The Rule of Eight.—Of the 13 tricks in any deal, from 8 to 8 1/2 are won with honors, so that the ratio of honor-tricks to low-card tricks is 8 to 5 (possibly 8 1/2 to 4 1/2).

    Honor-Tricks.—A defensive honor-trick is a card or combination of cards which will win a trick against even the opponent’s trump bid. The Culbertson Standard Table is: 2 honor-tricks, A-K; 1 1/2 honor-tricks, A-Q or K-Q-J; 1 honor-trick, Ace, K-Q, K-J-10, K-x and Q-x in different suits; 1/2 honor-trick, K-x, Q-J-x, Q-x and Q-x in different suits. Plus values are: King alone, Q-x, J-x and J-x, J-x in A-J-x or K-J-x, Queen or Jack in A-K-Q, A-K-J, A-Q-J. Two plus values are equivalent to 1/2 honor-trick.

    Minimum Biddable Suits.—At least four cards headed by Jack and one higher honor (Q-J-x-x, K-J-x-x, A-J-x-x). At least five cards headed by Jack or better (J-x-x-x-x). Any six cards. These suits can be bid only once unless partner supports.

    Rebiddable Suits.—At least five cards headed by A-K or any three honors (ten or higher). Any six cards. These may be bid twice, without support. Strong Rebiddable Suits may be bid three times and contain at least five winners (A-K-Q-x-x-x, K-Q-x-x-x-x-x). Nearly Solid Suits contain six cards or more, and only one possible loser, (A-Q-J-10-x-x, A-K-Q-x-x-x-x).

    Adequate Trump Support.—Not less than Q-x-x or x-x-x-x in partner’s suit, unless he rebids it once without support, in which case Q-x or x-x-x will suffice; if he rebids it twice without support, one small trump is enough. Raises must not be given without adequate trump support in addition to other necessary values.

    Winners (Playing-Tricks.)—The opening hand estimates the trick-taking strength of his hand by counting honors at their full value (K-Q-J counts as two winners but only 1 1/2 honor-tricks); long suits as 1/2 trick for a four-card length, 1 for a five-card length, 2 for a six-card length and 4 for a seven-card length. The trump suit, if partner supports it, counts 1 winner for each card over three. The responding hand counts all long suits the same as the opening hand, with no added value for partner’s trump suit except that he counts King 1, Q-J 1, and Queen 1/2.; counts honors at their full value; and counts short suits as follows: with three cards of partner’s trump suit, count 1/2 winner for a doubleton, 1 for a singleton, 2 for a void; with four or more cards of partner’s trump suit count 1 winner for a doubleton, 2 for a singleton and 3 for a void. With two short suits count only one—the shorter.

    OPENING SUIT-BIDS

    Opening Suit-Bid of One.—With a biddable suit and 3 honor-tricks; with a rebiddable suit and 2 1/2 honor-tricks. Occasionally, with a near-rebiddable suit, such as A-J-x-x-x, 2 1/2 honor-tricks in three suits. With two five-card or longer suits, 2-plus honor-tricks if one is a major.

    Choice of Suits.—With two biddable suits, bid the longer; if they are of equal length, bid the higher-ranking. For exceptions (Principle of Preparedness) see Culbertson’s Summary, pages 14-16.

    Opening Suit-Bids of Two.—The hand must contain a biddable suit and more honor-tricks than losers. When number of losers is not readily apparent, count winners and deduct from 13. In all cases the hand must contain more than 4 honor-tricks.

    Opening Suit-Bids of Three, Four or Five.—These bids are preemptive (shut-out) bids made to discourage the opponents from bidding. Have a strong rebiddable suit and within two tricks of the bid if vulnerable, within three tricks not vulnerable. If first or second hand have no more than 2-plus honor-tricks; with 2 1/2 or more, bid one. Opening five-bids in major suits are not preemptive; they ask partner to raise to a slam with any trump honor as high as the Queen. Exception: an opening three bid is a two-way bid which at times shows a strong hand; see Contract Bridge Complete.

    Responses to Opening One-Bids.—Raise once with adequate trump support, 1 honor-trick and a singleton, 1 1/2 honor-tricks and a doubleton, or 2 honor-tricks; raise twice with at least four trumps headed by the Jack or better and 2 honor-tricks and a singleton, 2 1/2 honor-tricks and a doubleton, or 3 honor-tricks; raise to game with five or more trumps, a singleton, and 1/2 to 1 1/2 honor-tricks. Take out in a higher-ranking suit (one-over-one) with 1 honor-trick or more; in a lower-ranking suit with 2 honor-tricks (1 1/2 if the suit is a major). Make a forcing takeout (one more than necessary in a new suit) with 3 1/2-4 honor-tricks or more and a rebiddable suit or a sure game. Bid one notrump with about 1-plus honor-trick; two notrump with 2 1/2 to 3 1/2 honor-tricks; three notrump with 3 1/2-4 honor-tricks and 4-3-3-3 distribution.

    Responses to Opening Suit Two-Bids.—Raise with adequate trump support and 1 honor-trick; take out in a biddable suit with 1-plus honor-trick; bid three notrump with 1 1/2 honor-tricks, four notrump with 2 1/2 honor-tricks, five notrump with 3 honor-tricks including at least one Ace. With less than these requirements, bid two notrump. Never pass.

    Responses to Preemptive Bids.—Count winners and raise once for every winner over two, vulnerable, or three, not vulnerable, but do not raise past game unless a slam seems sure. In counting winners count honor- and ruffing-tricks only.

    NOTRUMP BIDDING

    The Distributional Notrump.—Hands distributed 4-3-3-3 are usually worth one trick less in support of a suit-bid than hands with any other distribution. Therefore, with 4-3-3-3 distribution, provided enough honor-tricks are held, the Approach Principle does not apply and an opening notrump bid should be made even when the hand contains a biddable suit.

    Opening Notrump Bids.—With 4-3-3-3 distribution, bid one notrump with 4 to 5 honor-tricks; two notrump with 5 1/2 to 6 1/2 honor-tricks; three notrump with 7 honor-tricks. If the hand contains as many as eight honor-cards (ten-spot or higher) value it 1/2 honor-trick higher than the apparent total.

    Raises of Notrump Bids.—Raise one notrump to two with 1 1/2 honor-tricks; to three with 2 1/2 honor-tricks, even if hand contains a biddable five-card or longer suit. With Q-x-x-x-x-x or better, raise once with 1 honor-trick; with Q-x-x-x-x or better, raise once with 1-plus honor-trick. Raise two notrump to three with 1/2 honor-trick.

    Takeouts of Notrump Bids.—Bid two of a suit with a five-card biddable suit and 1/2 to 1 honor-trick; bid three of a suit (forcing to game) with a five-card or longer major suit, unbalanced distribution and about 2 honor-tricks, or with 2 1/2 to 3 honor-tricks and a major suit; bid four of a major suit with unbalanced distribution and a six-card major suit, no more than 1 1/2 honor-tricks;

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