Ellsworth American. [volume] (Ellsworth, Me.) 1855-current, 1910-06-29
BRIDGE INFERENCE.


Mentel QuesuOn-Mork should Fouo.
Every Card Played,
From the moment that the declsr.,,.-
has been made until almost the very ~.
trick has been turned, good h,;d.s
player will constantly ask himself -
this or that has been done or PLAYED. sns
the more addicted he is to the habit !,
considering thoughtfully these situation.
the more rapidly will he advance tovs-s
proficiency in the game.
Bridge is indeed . game OF inferenn.
and therefore this mental question. m.sr
should not only follow every card. bnt ~
declaration TO double, the refusal t.
double, and in fact every situation aris,ns
during the game, be it great or SINAI,
When the dealer makes the declara,;n,
every player around the board will COM
mcnce to form an opinion as to the con-
tents Of the dealers hand. II the scora -,
low and the dealer declares diamonds ~
question which arises Is whether the hand
IL so strong in diamonds that the svs
tricks needed to 60 game are in sight .,
whether the hand IL 90 uniformly veal IN
all the other suits that any other declar..
ton could not be supported against At.
tack.
After the dummy hand has been ,,,,
down, each player can form an opinion
from what cards he holds and those which
be sees on the table ~ to THAT the reason,
for the original diamond declaration m,s
be, and from the deduction thus drawn
can formulate plan for saving the game
or for making an effort to advance thu
score OF the non-dealing side.
As 1t takes Ave odd tricks in diamonds
to win the game, which means eleven In
all, and IL either Of the nom dealers can sas
three tricks in his hand. it is his obyiop.
duty to make those tricks at once before
the dealer or dummy can get discards. for
by preventing the dealer from winning
the game you give your own side an on.
to do SO on your deal. which
comes next. This is commonly called
running, and Ia . useful expedent in
Saving the game.
Ia player Ia careless and does not ask
himself why the diamond declaration has
been made, be may fail to make the tricks
which will save the gsme, or he may no,
perceive the opportunity which has been
given him to score a few points on the
deal.
When the dealer passes the declaration
1t any score OF the game each PLAYER
should ask why this has been done. II the
Dealers score stands at eighteen or more,
i Is evident that he can hold no very great
strength in hearts or diamonds, as two
odd ct either declaration would put him
put, so that both Of the non dealers
should be able to decide what suits to
cad to each other, judging from what they
themselves hold, from what they see on
he table, and from the inference made
rom the fact that the dealer has passed
II such O score
When the original leader continues the
'uit he flrst opened, or switches TO an
'ther, the same interrogation point should
oliow. II the suit is led again when it is
'vident that the dealer will win the next
rick, the question is easily met by the
epiy that the leader must have a card OF
gentry. II the leader switches after
aking the first trick, the answer is equally
eady, the suit must be hopeless unless the
eadcr can finesse against the dealer.
I when the leader switches he fails to lead
through q singly-gusrded king held by
inmmy, the reason must be that be holds
he ace.
The correct answer TO these mental
questions implies what is called "card
ense" without - hich no player, whether
xpert or beginner, can hope TO make the
most of his cards. The player who would
leyeiop this power must be always fairly
dive with questions. The simpler forms
i interrogstions answer themselves i'm
such A. that the king is led be-
ause the leader holds either the ace or the
Iueen; also the leader who switches the
uit at no trump after leading to the king
8 playing to capture the dealers possible
queen.
These are the everyday situations
which are as easily read as print. 1t is
shen ones partner does something I'M
lsual that player must be on the qui rire
o read the situation Alright.