SAYC Yellow Jacket

Bridge Notes

Play of the Hand


Purpose

  • To win as many tricks for the partnership of each player as possible.
  • The number of tricks that are won determines the score for that deal.

Definitions

  1. opening lead
    The first card played to the first trick by the Opening Leader.
  2. lead
    The first card played to a trick by the leader for that trick.
  3. trick
    After the lead of a card, each of the other 3 players must play a card.
    The order of play is clockwise.
    If a player has a card in the suit lead, one card from that suit must be played.
    If a player does not have a card in the suit lead, any card from that player's hand may be played.
    If the contract is in a suit (not NoTrump), this discard opportunity provides a chance to ruff and possibly win that trick.
  4. winner of a trick
    If no trump is played, the highest card played in that suit wins the trick.
    If a trump is played, the highest trump card played wins the trick.
    The "winner of a trick" is the player who plays the card that won the trick.
  5. discard
    When a player has no cards in the suit led and plays another card, this other cards is referred to as a discard.
  6. ruff
    When a player has no cards in the suit led and plays another card that is a trump card, this discard is referred to as a ruff.
    A ruff is an attempt to win a trick with a discard from the trump suit.
    The word, attempt, is included, since another player may also ruff with a higher trump card and win the trick. This is referred to as an over-ruff.
    The word, trump, is often used in place of the word, full. For example:   I trumped (or ruffed) that trick.

Procedure

  1. After the auction is complete, the Opening Leader plays a card (put one card on the table).
    • Initially, the card is face-down.
    • Leader's partner can ask questions about the meaning of the oppoenent's bids.
    • Then the card is placed face-up and it is now the Opening Lead.

  2. Dummy then lays their hand on the table with all 13 cards exposed. Cards should be sorted into suits and the trump is placed to the right side (as viewed by Dummy).

  3. Declarer plays a card for Dummy. Usually this means, Declarer names a card in Dummy's hand and Dummy (Declarer's partner) actually plays the card.

  4. The partner of the Opening Leader plays a card.

  5. Declarer now plays the final card to the first Trick.

  6. The winning player of the trick is determined. The partnership of the winning player adds 1 to their trick total.

  7. Play continues and the new leader to a trick is the winner of the previous trick.

  8. After 13 tricks have been played, one partnership will win points based on the number of tricks declarer's partnership won. This is done by comparing the number of tricks won to the number of target tricks for the contract.

Results from Play

  1. Made the Contract:   Declarer made the extact number of trick as was the target of the Contract.

  2. Make Overtricks:   Declarer made more than the number of target tricks. The number of Ondertricks is the difference in the target and the made tricks.

  3. Went down (Undertricks):   Declarer made less than the number of target tricks. The number of Undertricks is the difference in the target and the made tricks.