Omaha daily bee., 1909-05-30

the tricks that he fooses will be divided
between the two other players who are
opposed to him. When the bidder is set
back more than he scored he goes lin the
hole or in debt for the amount of the diff
ference.
In Case of No Bid
When there has been no bid, and each
is for himself. playing a forced grando, or
no trumper, all the tricks are worth ten
points each to the Individual player win
ming them in the general scramble.
The bidder always has the first count,
and If he has made good his bid he scores
the amount, no matter what the adver-
saries have made. II the bidder has
enough to put him 500 he is out. as 800 is
game. even If one or both adversaries have
also reached 500 by getting in tricks worth
ten each.
II the bidder does not get out the adver-
sary that can reach 500 wins. II both hap
pen to get 500 on the same deal the one
that got the ten points that touched 800
first is the winner.
When four play, not as partners, with
the understanding hat the dealer shall
take no cards, 1t is Impossible to make
the game 500 up. because that would be an
injustice to the player who dealt, but who
cannot possibly win on hat deal. The
method usually adopted is to play an
agreed number of rounds, each player
dealing three or perhaps four times. At
the end of these rounds the scores are
added up and the highest is the winner.
There is a wide difference of opinion as
to which is the better game, straight 500
for three players each trying to reach the
goal, or the game Of even rounds, high
score at the end to win all, which is some
times adopted for three players as we'll as
for four.
In the three-hand game whenever one
player seems likely to go out on his bid
it becomes the duty Of the two others to
overhid him or to bid so high that he can
cont successfully bid against them. This
is called keeping the flag flying 1t is
thought better to be set back a bit than
to give up the game.
Keep High Man In.
Suppose A has 40 on the score and bids
six in diamonds. II he is allowed to hold
1t and succeeds, the game is over; SO B,
who is perhaps only 300 up, bids something
better, whether he has any hopes OF MAX
ing it or not. If b is set back that trip.
c takes a turn at IT next time and between
them they keep the flag flying by prevent
ing A from going out.
Sometimes these tactics are so successful
that one Of the players who sacrifices
himself once or twice by going back a
couple Of hundred points will get a big
hand and run the game out. Sometimes,
on the other hand, the high man will be
allowed to play and be set back. Then
again the high man will sit tight and
sweat out" by getting home a trick OF
two on every hand and gradually working
his way home ten points at a time.
When the game is for the highest score
at the end of an agreed number of deals
these sacrifice hits are unnecessary, and
this style of game has another great ad-
vantage in making the game of some def
mite length. Sometimes in their efforts to
keep the flag flying players go so far that
the game becomes tedious and may last for
an hour or two.
Present experience indicates that the most
popular form of the game will be three
or four players at the table, always each
man for himself, twelve deals to a game
and high score to win. The partnership
game is not true five hundred, as the ele-
ment of one against two with only a widow
to help him is absent
1t Is a fine game no matter how played
and an excellent training school. for those
who wish to become expert at more scien-
tific games like whist and bridge.