Environmental Factors - In
addition to counting traditional High Card Points, other conditions affect
the ability to make tricks, including:
1. |
Hand evaluation -
Honor strength - While HCP evaluation is:
Ace = 4, King = 3, Queen = 2, Jack = 1
in reality, Aces are worth nearer 4.5 and Jacks are about 3/4
Primary honors (Aces and
Kings) are more valuable than secondary honors (Queens and Jacks)
Intermediate body cards (10, 9, 8) may offer
extra tricks in longer suits
Suit concentration, such as two-suited hands, often
provide opportunities to take additional tricks
Honor
concentration, honors in same suit and particularly suit sequences, also
provide trick-taking opportunities
Working honors
in partner's suit are valuable
Shortages, especially the opportunity to cross-ruff
side suits, offer opportunities to take extra tricks. See
Distribution Count Methods,
Short Suit Points, and
Losing Trick Count |
2. |
Vulnerability - affecting both game/slam bonus premium score as well as
consideration to make a sacrifice bid
|
3. |
Initial seat - many
competitive players open with fewer points in third seat than first
seat. Also, from a tactical perspective, preemptive bids are best
in third seat and least productive in second seat. In the second
seat, the player has a 50 percent likelihood to preempt partner, versus
no chance to preempt partner is third seat. Also see
Bridge Notation |
4. |
Relative seat - when a player is holding tenaces (honors) "over"
Right Hand Opponent's bid suit, finesses are more likely to win tricks.
Also, in passout/Balancing Seat, players often stretch to compete by keeping the auction alive,
as opposed to partner's bid in the direct seat shows extra values.
|
5. |
Passed hand - when a player
is a passed hand, the possibility of making game or slam is less
certain. In this situation, responder's new suit is not a
forcing bid. |
6. |
Psychological aspects - various emotional considerations affect a player's
bidding and play, including: cumulative score, partnership trust, discipline
and reliability, "mastermind bidding" (making a unilateral call),
concentration, emotional compatibility, memory (short and long term), "stock
market" mentality (fear and greed), "catch-up" syndrome (trying to retaliate
or recover after a bad hand, risk taking/adversity. See books on
Psychology of Bridge
|
7. |
Knowledge and complexity -
a player's ability to deal with new and unclear situations |
8. |
Knowledge of the Laws - Awareness of how a player's action or circumstance
affect everyone's rights and obligations.
|
9. |
Common sense - Exercising
good judgment |
10. |
Suit agreements - Honors alone do not take tricks, ultimately trumps take
tricks (see Law of Total Tricks).
|
Also see X Factor and
Hand Evaluation
Books
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