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Exploring
the Laws
Perhaps the best place to start
is in the pre-amble, "Scope and Interpretation of the Laws".
There is a perception amongst players
that directors never rule in their favour and that the 'policeman'
is going to penalise them for even the slightest infraction or delay
in play. Hence the universal cry of "its not my fault" or
"who me?".
All players should read the introduction, hopefully every director
is conversant with the overriding principle that 'The laws
are primarily designed NOT as a punishment for irregularities, but
rather as a redress for damage'.
Bridge enjoys an enviable reputation as a game of honesty and
fairness, to maintain this reputation, should there be any suggestion
that a player gains an advantage through any departure from the
laws, then there is an avenue of redress to the other side.
The procedure of the game, developed over many years, constantly
changing with the advent of technology and progress, is there to
define the correct way of doing things. Once there is a departure
from correct procedure, there is an adequate remedy to refer to.
The scope also gives guidelines as to the intent when certain
specific words are used, directors are encouraged to be fully conversant
with such intent and players should be confident that rulings are
given on this basis.
Chapter
I.
Definitions, play
an important part in the laws, many arguments, decisions by both
directors and appeal committees are settled by reference to this
section. As an example, 'Adjusted Score' either artificial or assigned.
An artificial score is awarded in lieu of a result when no result
can be obtained or ESTIMATED. Decisions to award average
+ or average - are frequently awarded because neither the directors
or peer players can determine a likely result.
Chapter
II.
Laws 1-5 cover the preliminaries:
Not so long ago I was invited to play in a friendly teams event
in a fairly remote area (country anonymous), board 1, I found myself
holding a 5-1-3-4 with two threes of clubs! my opponent politely
explained that cards were an expensive item and sometimes when cards
went missing they would be replaced with any that were available
in the relevant suit. I didn't ask what would happen if they lost
an Ace!
The Laws state that the pack must contain 52 differing cards, there
is no mention, however, that the backs must all be the same, fortunately
there is a law covering information arising from situations such
as this.
Law 2
refers to the duplicate boards, defining dealer and vulnerability,
whilst there is a requirement that all boards should conform with
the law, it recognises that very occasionally a wrong designation
will slip through the net and in these cases the conditions marked
will apply for that session.
In my 30 odd years of directing just about everything has happened
to me, my biggest boo-boo was failing to check a set of brand
new boards that the compiler had forgotten to put any vulnerability's
on! All 26 boards were Nil-Nil. (These were the days of cardboard
wallets using red stickers to denote the vulnerability).
Law 3 gives licence to the director to
designate the North direction, even though it may be south!
Law 5 is 'Assignment of Seats'. A little
known fact is that even though a player selects a compass direction,
a change may be permitted with permission from the director. This
permission would generally only be given for cause, not convenience.
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Chapter II
Preliminaries
LAW 1 -
THE PACK - RANK OF CARDS AND SUITS
Duplicate Contract
Bridge is played with a pack of 52 cards, consisting of 13 cards
in each of four suits. The suits rank downward in the order spades
( ),
hearts ( ),
diamonds ( ),
clubs ( ).
The Cards of each suit rank downward in the order Ace, King, Queen,
Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.
LAW 2
- THE DUPLICATE BOARDS
A duplicate board containing a pack
is provided for each deal to be played during a session. Each board
is numbered and has four pockets to hold the four hands, designated
North, East, South and West. The dealer and vulnerability are designated
as follows:
| North Dealer |
Boards |
1
|
5
|
9
|
13
|
| East Dealer |
Boards |
2
|
6
|
10
|
14
|
| South Dealer |
Boards |
3
|
7
|
11
|
15
|
| West Dealer Boards |
Boards |
4
|
8
|
12
|
16
|
| Neither Side Vulnerable |
Boards |
1
|
8
|
11
|
14
|
| North-South Vulnerable
|
Boards |
2
|
5
|
12
|
15
|
| East-West Vulnerable |
Boards |
3
|
6
|
9
|
16
|
| Both Sides Vulnerable |
Boards |
4
|
7
|
10
|
13
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The same sequence is repeated for
Boards 17-32 and for each subsequent group of 16 boards. No board
that fails to conform to these conditions should be used. If such
board is used, however, the conditions marked on it apply for that
session.
LAW 3
- ARRANGEMENT OF TABLES
Four players play at each table,
and tables are numbered in a sequence established by the Director.
He designates one direction as North; other compass directions assume
the normal relationship to North.
LAW 4
- PARTNERSHIPS
The four players at each table constitute
two partnerships or sides, North-South against East-West. In pair
or team events the contestants enter as pairs or teams and retain
the same partnerships throughout a session (except in the case of
substitutions authorised by the Director). In individual events
each player enters separately, and partnerships change during a
session.
LAW 5
- ASSIGNMENT OF SEATS
A.
Initial Position. The Director assigns an initial position
to each contestant (individual, pair or team) at the start of a
session. Unless otherwise directed, the members of each pair or
team may select seats among those assigned to them by mutual agreement.
Having once selected a compass direction, a player may change it
within a session only upon instruction or with permission of the
Director.
B. Change of Direction or Table. Players change their
initial compass direction or proceed to another table in accordance
with the Director's instructions. The Director is responsible for
clear announcement of instructions; each player is responsible for
moving when and as directed and for occupying the correct seat after
each change.
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