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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
|
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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