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Colossus Bridge 4
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Document created by rstuart@ukonline.co.uk on 20th Nov 99 for
World of Spectrum: http://www.void.demon.nl/spectrum.html

Taken from the CDS compilation 'The Complete Home Entertainment Centre'.

BRIDGE allows one player to play a complete game with the computer
controlling the other three hands. Packed with features this program is
ideal for both novice and expert players.

Loading Instructions
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All the programs will load in 48K Basic mode using LOAD"".

Bridge
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Table of Bridge Contents

SECTION No.  SUBJECT

1            Introduction
  a            General
  b            Features
  c            Running the program
2            Playing a Game
3            Global Instructions
4            Analysis Section
5            Opening Leads
6            Bidding Instructions
7            The Bidding System
  a            Opening Bids
  b            Overcalls
  c            Replies to Opening Bids
  d            Replies to Overcalls
  e            Replies to Strong 2 Bids
  f            Replies to 2NT
  g            Replies to 2 Clubs
  h            Replies to Three Level Bids
  i            Openers Rebid
8            Blackwood Slam Convention
9            Scoring

1 a General
The program allows one player to play a complete game of Bridge with the
computer controlling the other three hands. Each hand is bid according to the
Acol system. Included are the Blackwood (aces and kings), Stayman, and Baron
conventions. The strong 2 club and take-out doubles are also supported. All
four hands are displayed at the end of play followed by the score to rubber.

b Features
* Hands with a specific point count/     * On-line instruction menu
  balanced distribution generated        * Rebid/replay option
* Hand input facility                    * Variable speed of play
* Game save/load facility                * Card autoplay/recommended option
* Demonstration mode                     * Bidding/play summary
* User defined colours                   * Cheat option
* Claim trick(s)                         * Backstep the play
* Skip to the next hand

c Running the program
A demonstration mode is automatically entered into if no key is pressed for
30 seconds after the program has loaded. Any key press will start the game.

2 Playing a Game
As normal, the player sits South. To follow suit, just enter the card:
       A K Q J T 9 8 7 6 5 4 3 2

To load or discard press a second key with the first letter of the suit.
Please note that if a singleton is held in the suit led, it is automatically
played, as is the last trick. At the end of each trick the program waits
for a keypress.

SPACE         Autoplay a card
R             Recommend a card
ENTER         Plays the lowest card held in the suit led
S, H, D or C  Plays the lowest card held in that suit
Z             Claim some or all of the remaining tricks
I             Autoplay the remaining tricks
P             Peep at the other hands
X             Backstep a trick

3 Global Instructions
B             Steps through the background colours
E             Abandon the hand
L             List the bidding
Y             Instruction menu
F             Restart the game
V             Save/load a hand to or from cassette

4. Analysis section
At the end of play the hands are displayed and the following options are
given:
P             Reset the speed of play
L             List the deal to a printer
R             Start a new rubber
I             Input a hand
W             Display the bidding and play
S             Set the number of points/distribution of the South hand
ENTER         Replay the hand

5. Opening leads
Partners bid suit, top of three card honour sequences, ace from AK, king from
KQ, fourth highest of the longest suit held (no trumps), singleton or
high-low from a doubleton. If sensible, partners lead will be returned.

6. Bidding instructions
SPACE         No bid
D             Double
R             Redouble
Otherwise enter 2 characters, the level 1-7 followed by the first letter of
the suit. Seven other commands are also available throughout the bidding
and the play - see section 3.

7. The Bidding System
N.B. HCP's = High card points: Ace = 4, King = 3, Queen = 2, Jack = 1
  < = less than. > = greater than.
a. Opening Bids
1 of a suit... 12 - 19 HCP's
If two suits of equal length are held, the higher ranking is bid with two
exceptions:
i.  The suits are spades and clubs. Clubs are bid.
ii. The hand distribution is 4441. Here the suit below the singleton is bid
    except when the singleton is clubs when hearts is bid.
1NT... 12 - 14 HCP's & a balanced hand (no singletons voids or five card
suits).
2 of a suit... >19 HCP's (2 clubs= >22)
2NT... 20-22 HCP's & a balanced hand
3 of a suit... 4-10 HCP's and at least a seven card holding. Opening bids of
3NT or higher are not made.

b. Overcalls
Suit... 11 with a sex card suit... 12 with a five card suit... >13 jump
overcall, minimum six card suit.
1NT... 15-17, a balanced hand and a stop in the called suit
2NT... >17 HCP's a balanced hand and a stop in the called suit

Double... (for take out) >13 HCP's and a singleton/void in the suit bid
(below the three level). This distribution is not necessary for hands with
>15 HCP's Partner must take out the double into their best suit. With >8
HCP's they must also jump. It is possible to pass if the suit doubled is
their best (a double of a NT contract is always for penalties).

Pre-emptive overcalls are not made.

c. Replies to Openings Bids
To one level bids: <6 HCP's... No bid
                   <10 HCP's... Support partners major with four cards or
                   more.

If you have a four card major that can be bid at the one level you must
mention it. Raise partners minor with 4 card support. Bid your best suit at
the one level. Otherwise make the limit bid of 1NT. Do not bid at the two
level. If two suits of equal length are held, the lower ranking is bid.
  10-12 HCP's... Jump raise partners major with four card support. Any four
card major. With four card support, jump raise. Bid your best suit or 2NT's
with a balanced hand. A bid of 2H over 1S required a five card suit due to
the bidding space consumed.
  >12 HCP's... Change the suit, show support, if held, on the next bid
(delayed game raise). With > 15 jump shift or 3NT.
TO 1 NT: If you have an unbalanced hand, you must either use the Stayman
convention or make a takeout bid into your best suit (jump with >12 HCP's).
The takeout into a suit at the two level is regarded as a sign off.
The Staymen convention is used if you have >10 HCP's and a four card major.
You bid two clubs. Partners must then bid their best major if they hold more
than three cards in either major or a diamond denial. With a balanced hand,
no bid with less than ten points, 2NT with 11 or 12 points otherwise
three no trumps.

d. Replies to Overcalls
TO 1NT... With a balanced hand pass with less than 8 HCP's, 2NT with 8 or 9
HCP's and 3NT with 10 plus.

Unbalanced hands: The Staymen convention may not be used in response to an
overcall, 2C being for takeout. With >11 jump in your best suit.

TO SUIT OVERCALL: As the overcall requires a five card suit, support may be
given with a three card holding. A single raise is made with 6-11 HCP's, a
jump raise with >11.

As game is not likely with a holding of less than 12 points (take-out
double is used with strong hands in preference to an overcall), a no trump
bid is made to show lack of sympathy for partners suit. A change of suit
(requiring >5 cards) is not forcing.

e. Replies to Strong 2 Bids:
With <5 HCP's 2NT

f. Replies to 2NT:
With a balanced hand and >4 HCP's bid 3NT
With an unbalanced hand bid 3 clubs. This is Baron and request partner to bid
his lower ranking four card suit except if clubs when 3NT is bid.

g. Replies to 2 Clubs:
This is a conventional bid showing >22 and is no indication of a club holding.
Bid 2 diamonds with less than 8 points and 2NT with 8 points. You cannot pass
as partner may be able to make game.

h. Replies to Three Level Bids:
With <16 HCP's no bid. With 16 plus either raise partner or bid 3NT.

i. Openers Rebid:
IF PARTNER SUPPORTED then with:
  <16 HCP's no bid      >15 HCP's raise

IF PARTNER BID 2NT over 1NT then bid 3NT with anything but a minimum.
IF PARTNER BID A NEW SUIT then you are obliged to keep the bidding open
except after 1NT - 2D/2H/2S. Here you pass the weak take out.

  12-15 HCP's... Support with a four card suit. Rebid with a six card suit.
  New suit.
  15-16 HCP's... With a balanced hand 1NT may be bid. Used to show a hand
  suitable for, but too strong to open, 1NT.
  >15 HCP's... As above with jump. A 2NT rebid requires >16 HCP's.

Note if partner bid at the two level, then 2NT may be bid with >14 points.
A new suit bid by you at the three levels is forcing for one round.
IF PARTNER BID 1NT over your suit and your hand is not unsuitable for trumps
then:

<17 HCP's... No bid    17-18 HCP's... 2NT     19 HCP's... 3NT

To rebid your opening suit or a new suit at the minimum level is a sign off/
preference request. A new suit at the three level is forcing for one round.

8. Blackwood Slam Convention
A check to see if the partnership is missing any aces/kings before moving
into a slam. It is generally held that if the bidding indicates that in
excess of 32 points are held, the possibilities for a slam must be examined.
The convention is only used after a suit has been agreed.
A bid of 4NT by the player will produce the prompt Blackwood? An entry of Y
requires North to replay according to the number of aces held:

5C  0 or 4 aces           5D  1 ace
5H  2 aces                5S  3 aces

A bid of 5NT produces a similar sequence re. the number of kings held.
NB: The program will initiate Blackwood.

9. Scoring
The score at Bridge is to rubber. A rubber is complete when one side has won
two games. A game is won by amassing 100 or more points 'below the line'.
Points 'below the line' are awarded for making a bid contract. For instance,
if two hearts are bid and made by N & S, 60 points (2*30) are earned below
the line. The score sheet would then show:
  N & S    W & E
   60
Additionally, points may be awarded 'above the line'. These are earned by
making overtricks, holding honours, bidding and making a slam, making a
doubled/redoubled contract or defeating the opponents contracts. For example,
has the heart contract above been made with an overtrick, 30 points would
also have been awarded above the line:
  N & S    W & E
   30
   60
Whenever one side has a hundred or more points below the line, the first
game is complete. A line is then drawn horizontally under the score and the
second game commences. Any points which the opponents had below the line
are lost. Points earned above the line are unaffected.

The calculation for the points awarded below the line is straightforward:

Spades/Hearts  30 per trick             Diamonds/Clubs   20 per trick
No trumps      40 for the first trick   30 for each additional trick

The only circumstances which affect this calculation are a double or
re-double of the contract. If doubled, multiply the above by two. If
redoubled, multiply by four.

The 'above the line' bonus is not so simple:

i.   50 point bonus is given for making any contract that has been doubled or
     re-doubled.

ii.  If any player holds 4 trump honours             100 points
     If any player holds 5 trump honours             150 points
     If any player holds all four aces at no trumps  150 points

iii. Overtricks: Trick value unless doubled or redoubled.
            non vulnerable                 vulnerable
Doubled     100 per trick                  200 per trick
Redoubled   200 per trick                  400 per trick

iv.  A slam bonus is awarded dependant on vulnerability:
            non vulnerable                 vulnerable
Small slam  500                            750
Grand slam  1000                           1500

v. Penalties
            non vulnerable                 vulnerable
Undoubled   50 per trick                   100 per trick
Doubled     100 for the first              200 for the first
            200 for each additional trick  300 for each subsequent trick
Redoubled 2* the doubled penalty.

When the rubber is complete, the points above and below the line are totalled
and a bonus of 500 or 700 given to the side that completed the rubber.
N.B. Part game scores 'Lost' when the opponents make game, count in the
final score.

