Ted's Bridge World Software


MAKEHANDS — A Bridge Deal Designer & Replicator

Welcome to Bridge For Diehards software at Ted's World!  This program enables the user to create a series of 1-36 deals, then print them replete with double-dummy analyses by Bo Haglund's ultra-fast Double Dummy Solver.  Included is a utility that produces handy templates for at-the-table recording of hands just played.

After shuffling and playing boards on the first round, someone at the table records each deal on a sheet provided.  The director then enters the hands into MakeHands during the game and does the necessary printing.  At the conclusion of play, handrecords with analyses are available to the contestants.

This facility could serve as an alternative to the time-consuming tedium of pre-duplicating an entire set of boards.  It also would effectively assuage the commonplace (albeit ludicrous) distrust of "computer hands".

Alternatively, the director could merely snatch boards from the tables as they become available, and enter data by looking at the hands themselves.

Note: no provision is made for importing hands from an outside source.


ABOUT THE DOWNLOAD

MAKEHANDS.EXE
   The executable file — the brains of the outfit.

BRIDGE.TTF
   A proprietary TrueType font produces card symbols and other custom characters.

DDS.DLL
   The Double Dummy Solver engine.

(HRWIN.EXE)
   This companion program generates random deals or imports PBN files.


These files are created as needed at runtime:

MAKEHANDS.INI
   A program initialization file handles user preferences.

CLUBNAME.MH
   Stores the last-used club name to save the user some future typing.

\GAMEFILE.MH
   A sub-folder stores data for recovering an interrupted session.


INITIAL SETUP

  1. MakeHands is designed to function in tandem with its sister application, HRwin.  Although not required, it is convenient for the two programs to reside in the same directory (folder) and share system files.
     
  2. The font file BRIDGE.TTF must be installed in Windows for use with either program.  The easiest way to do that is to Right-Click the filename and select Install from the Context Menu.  A single installation is sufficient to initialize both applications.
     
  3. Create a desktop shortcut to the file MAKEHANDS.EXE.  Name it whatever you like.  If you are using Windows XP or older, the icon's properties may be set to run the program in full-screen mode if desired.  It also is convenient to enable the 'Close On Exit' property for easy cleanup.
     
  4. MAKEHANDS.EXE itself requires no Windows registration or other consideration.  Just click on the icon and go.


DATA FILES

MMDDYYS

Three data files are created for each session; their sole function is to enable restoration of an interrupted job without the necessity of re-entering hands or waiting for another hand-analysis.  The filenames are based upon Month, Day, Year, and Session Time.

This information is merely an explanation, however, because you need not concern yourself with these matters.  As each archive file is tiny (936 bytes at most), the disk space consumed is insignificant; however, feel free to remove old files from the \GAMEFILE.MH folder at any time.  No such files ever are deleted by MakeHands.


USING MAKEHANDS

INTERFACE SPECIFICS

MakeHands menus should be self-explanatory.  This file is the only documentation.

Entries for Club Name and Event Name are limited to 40 characters each.

The Escape key is your friend.  Should you find yourself in an undesired place, pressing > <Esc> will return you to the last-accessed or other appropriate menu.

HRwin runs in a window as a text-based console.  If you are using Windows XP, you may toggle Full-Screen mode by pressing <Alt-Enter> after launching the program.


MAIN MENU

A club name and event name are used in the header for the post-game printouts.  Date and Session Time are utilized both in the page-header and as the basis for filenames.

A session date and time are entered.  Any prior work done for that session is restored.  You may then continue normal entering of boards, printing, etc.

Accesses the Session Options Menu for entering boards or changing program specifications.  This option is available after a game is activated.

Player handouts can be printed only after all boards have been entered and hand analyses are performed.  Unless it has been done previously, the double-dummy analysis runs automatically at this time, just prior to printing.

This utility produces numbered templates, two per page, for use by players for recording hands at the table.  You merely specify the number of boards in play.

Exit the program.


SESSION OPTIONS

1. MAKE HANDS : Entering new deals

Boards may be entered in any order.  After finishing a deal, a prompt displays the next higher number that is not already defined.  <Enter> accepts that board, or you may type in another number.

Only the North, East, and South hands are entered.  Cards for a suit may be typed in any sequence; for example, "K3J4A" is the same as "AKJ43".   <Enter> accepts the suit.  Use "T" or "0" for a ten-spot.  For a void suit, type "V", or <Enter> alone.

As each hand is defined, its cards are counted; if the total is not thirteen, all four suits will be deleted and must be re-entered straightaway.

In this initial entry mode, there is no editing function.  If you enter a suit incorrectly, there are options: finish out the hand with bogus void suits, then re-enter it; or complete the entire deal, then type "N" when asked whether the hand is okay.

1. MAKE HANDS : Editing existing data

After all three hands have been entered, a check is made for a possible duplication of cards.  If a match is found, the cursor is placed at the "dupe-suit" nearest the top of the screen.  Use the <Up/Down Arrow> keys to scroll to a suit of your choice.  You may simply start typing new characters; the former suit will be erased as you begin.  Cards cannot be changed individually; an entire suit always must be entered.

More than one correction may be made at this time by utilizing the Arrow keys.  Pressing <Enter> accepts the current configuration.  MakeHands will not permit you to create an invalid deal (nor will Double Dummy Solver) accept one.  Once a proper pattern is obtained, all four hands are posted for inspection.  If there is an error, you may do more editing.

2. CHANGE GAME SPECS

After setting up a game, adjustments may be made to the Club Name, Event Name, or Total Boards in play.  Due to their usage as filename parameters, the Date and Session Time cannot be changed.

3. MAIN MENU

All printing functions are accessed from the Main Menu.


KEYBOARD SHORTCUTS

Hand entry can be made easier by substituting otherwise unused keys for face-card designations.  Instead of hunting incessantly for "A", "K", "Q", or "J", even non-expert typists should be able to enter hands without having to look at the keyboard, by utilizing one of the "alternate" keyboard facilities that are available in hand-entry mode:

KEYPAD:  The unused keys on the numeric keypad represent honor-cards:

/ Ace
* King
- Queen
+ Jack
1 or 0 Ten

ASDF:  The keys "A", "S", "D" and "F"  also have been remapped to produce "A", "K", "Q", "J", with the "T" nearby.  Anyone reasonably proficient with the numeric keypad might find this the fastest setup.  The left hand remains in a stationary position, ready to enter face-card designations, while the right hand types the spot-cards on the numeric keypad.

Bear in mind that, although these typing aids can be quite useful, they are entirely optional.


PRINTOUTS

All printing is sent to the currently installed Default Printer.  If for some reason you wish to use a different unit with this program, you must temporarily install it as the Windows Default, via Start/Settings/Printers and Faxes/ <right-click an icon> /Set as Default Printer.


POST-GAME HANDOUTS

The analysis box shows the maximum contract that can be made in every denomination by every player, assuming best possible play by both sides.  Unlike certain commercially available programs, no makable contracts are suppressed.  If, for example, a player can make Four Spades on a 3-1 fit against best defense, then so be it; that result will appear in the box.

Also featured is Absolute Par on the deal — that is, the result of best bidding and play by both sides.  Par can be thought of as the smallest possible loss by the weaker side.  All failing contracts are, of course, doubled.

Example: On Board #2 (N-S vulnerable), North-South can make Four Hearts, for +620.  East-West have a profitable save in Five Clubs, for -300.  That would be Par, except that North-South also can make Five Diamonds, for +600.  East-West, however, still can gain by going to Six Clubs; so [E-W -500] becomes Par on the deal.  The same cards on Board #3, with E-W vulnerable, would result in a Par of [N-S +420] in hearts, because that outscores the Five-Diamond contract.  An East-West sacrifice in Five Clubs would lose 500 points, making that bid a losing option.  Finally, if this hand were to occur on Board #1 with nobody vulnerable, Par would be [N-S +400] in Five Diamonds.

Note:  The various printer types have differing built-in margin settings, but those I have tested leave nearly 10½ inches for printed output.  HRwin's printouts are designed to use not more than 10¼ vertical inches, so there should be no problem in accommodating full pages.


BOARD-DUPLICATING SHEETS

Convenient numbered templates can be printed, two per page, to be used at the table for recording their hands after being played on the first round.


USER OPTIONS

It is not necessary to become involved with font changes, because the handrecord sheets look just fine without adjustment.  If, however, you would like to experiment with a different look to your printout, then certain changes can be effected on the Setup Menu.  This is the default font configuration:

Typeface for the Club Name: Times New Roman
Typeface for the Event Name: Courier New

Those specific header fonts have been selected only because they are known to be included with every Windows operating system.  Feel free to choose other typefaces; in fact, I recommend it.

When entering a font name in Program Setup, letter case is immaterial, but the spelling must be correct — that is, exactly as it appears when viewing your font collection via:

Start/Control Panel/Settings/Fonts

Exception: you may omit the designation, "Regular," which is redundantly appended to the display name of certain fonts.

Example: you might change the Courier New font to Comic Sans MS, a popular choice that probably is in your system already.  When prompted, type in:

Comic Sans MS   or   comic sans ms

Entering 'comic sans'  or  'comicsansms'  will not work

For Algerian Regular:

algerian

Some other fonts to try:

Souvenir Lt BTCooper Md BTTrebuchet MS Arial Rounded MT Bold

By default, the most recently used club name is presented automatically in order to save a frequent user some redundant typing.  In a multi-user environment, it might be preferable to disable that feature via this setting:

Club Name Prompt:   No

For the player handouts only, the card symbols optionally can be printed in two colors: crimson for hearts and diamonds, and midnight blue for spades and clubs.  Although not recommended, it is okay to use a black-only printer with color enabled; in that case, the card symbols will print as shades of gray.  The default is for no color in the printing.  If you do wish to print colored card symbols, then enable that option thusly:

Color Printing:   Yes

Note:  font adjustments are applicable only to the post-game sheets; all other printing is handled by the proprietary Bridge Font.


HANDLING SYSTEM FILES

Should certain system modules "accidentally" disappear, MakeHands might not object; for example, it would simply re-create CLUBNAME.MH or the \GAMEFILE.MH subdirectory as needed.  If the initialization file HANDREC.INI is missing or corrupted, it will be re-created with the default specifications.  Should something bad happen to one of the executable files, however, it could be restored from your carefully archived copy or another download.


ABOUT THIS PROGRAM

A primary goal is to produce the best-looking printouts available anywhere.  Every effort has been made to render the printed pages as readable and elegant as possible.  To that end, minute adjustments are made to suit placement, character spacing, and font choices.

The aforementioned strategy of entering data directly from boards in play was premiered at the Sacramento Bridge Center on November 27, 2007, with great success.  the entire procedure (27 boards) was completed in forty minutes with some typing assistance from a kibbitzer.  The players subsequently responded by scooping up every sheet that I had printed.

I am confident that history was made at this session, as I know of no prior occasion on which post-game printouts were provided with no pre-game duplication of boards!

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Thanks for your interest in MakeHands.  Email feedback is appreciated.

ted@tedmuller.us