We are now in a position to assess the value of the rubber. Each column is added up. The total of A and B's score is 104, while that of C and D is 178. But the 100 points for the rubber have yet to be taken into consideration. These are accordingly added to the score of A and B, bringing it up to 204. From this total is deducted the 178 standing to the credit of C and D, and the difference,

26, is the number of points by which A and B are the gainers.

As the points at Bridge frequently run into high figures, it is as well to keep their individual value small, or a loser may find himself let in for an amount which he had not intended risking.

Hints for Play.

So far as the science of the game is concerned, the main point, in so far as it differs from Whist, is to be able to judge correctly what suit should be made trumps; whether to play without trumps; or, lastly, whether to pass the option to one's partner. Hands are, of course, capable of almost infinite variety, and it is difficult to lay down rules which shall govern all cases. The novice may, however, safely take to heart the following maxims:—

1. Holding four aces, the dealer plays sans atout, inasmuch as he thereby secures four certain tricks, besides one hundred for his aces.

2. Holding three aces, he should do likewise, unless he has a strong red suit, giving assurance of a high score without risk, while the No-trump call involves dangerous weakness in one suit. In this case, the strong red suit should be declared.

3. Early in the game, if he cannot safely declare No-trumps or a red suit, and is not exceptionally strong in clubs, he should pass the option to his partner.

4. When the score of the dealer and his partner is approaching game, if the dealer can make game a certainty by declaring a black suit trumps, he should usually do so.