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The Laws Explained


June 2000

By Richard Grenside

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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