Page 0033

IN the last issue I presented a game

suitable for children aged 4+. I hope you

tried playing it with your grandchildren

and that you all enjoyed it. This time, let's

try something appropriate for slightly older

children.

Game No. 2

Suggested age: 6+ years.

Name of Game: Starter Whist.

Time: 8 - 10 minutes for one game.

No. of players: Minimum of two.

Requirements: Your little ones should

now be able to sort into suits (clubs,

diamonds, hearts and spades) and

hold comfortably up to seven cards.

But for this, their very first intro duction

to Starter Whist, we are

starting off with no more than four

cards being held by each player, as we

introduce them to a game based on

winning tricks. Please note this game

is being used as a practice game and

therefore it is being played in notrumps.

Equipment: One pack of playing cards.

One table. A chair for each player.

Pen (or pencil) and paper for record ing

the score.

Aim of the Game: Each player is trying to

win the trick by playing the highest

card in the suit led.

Once the cards have been shuffled, four

cards are dealt to each player, face down,

one at a time and in a clockwise rotation.

All the other cards are set aside - they will

not be needed again for this game. All

players pick up their four cards and

arrange them in suit order but alternating

colours (i.e. black, red, black, red) in their

hands. The player on the dealer's left pulls

out his/her highest card from hand (it

doesn't matter which suit) and puts it in

the centre of the table, face upwards.

The next player (clockwise rotation) now

looks at his/her hand and at the card that is

on the table. If there are only two players,

the second player will win the 'trick' if

he/she has a higher card in the same suit as

the one led. The card can only win if it is in

the same suit as the card led. If the second

player has two cards in this suit, he/she

should play only one of the two cards - the

higher one if that is higher than the one on

the table. If the second player cannot follow

suit, he/she discards the lowest card he/she

has in any suit.

If there are more than two players, the

'trick' is won by the player who has played

the highest card in the original suit led.

The winner of the trick chooses whichever

card he/she wants to start off the next

trick, following the same pattern as before.

When everyone has played all their cards,

whoever has the most tricks is the winner.

Three games to be played and scores

recorded.

Variation: The four cards can be replaced

by five, six, or seven cards to increase

card-playing skills. r

34 English Bridge August 2014 www.ebu.co.uk

Starter Whist

by Liz Dale

i

Teach Your Grandchild Bridge

BRIDGE AND GOLF GIFTS DIRECT LTD

Large selection of bridge and golf gifts, and bridge accessories

available online at www.bridgeandgolfgifts.co.uk

( 07853 066 582 (quoting English Bridge)

E-mail: baggdirect@live.co.uk

CLUB PLAYER'S

BIDDING QUIZ

ON each of the following problems,

you are West. What should you bid

with each hand on the given auction

at pairs, Love All?

Julian Pottage gives his

answers on page 54.

WNES

Pass Pass 1´ 1NT

?

WNES

1® 2´

?

WNES

2´1 Pass Pass

?

1 Weak

WNES

Pass Pass

1´ Pass 2™ Pass

?

WNES

1´ Pass 1NT Pass

?

WN E S

1t 1´

?

Hand 1

´ 4

™ Q J 8 5 3

t K 6 5 3

® A 7 5

Hand 2

´ A Q

™ J 9 7 5 3

t 8 7 4

® 8 7 6

Hand 3

´ K 6 2

™ K Q

t A K 6 5 4

® Q 10 8

Hand 4

´ K 9 4 3 2

™ K 10

t A K 5

® 10 9 5

Hand 5

´ Q J 10 7 6 2

™ A 8

t Q 5 4 2

® A

Hand 6

´ K 7 6 4 3

™ Q 8 5 4 2

t Q

® A Q

click

link

Index

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