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CONTRACT BRIDGE
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Number of Players
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Number of Cards
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Game Play
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Skill Level
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4
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52
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Easy - Complex
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Luck - Skill
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Since the 1930s, Contract Bridge has been one of the most popular card games in the world. Today, perhaps only Poker has more participants. Countless newspapers have daily Bridge columns, and there are more books about Bridge than any other game, except Chess. Bridge tournaments continue to attract thousands of players who compete with each other to become Life Masters.
The game of Whist appeared in England in the 1600s. The game developed into Bridge (1894), then Auction Bridge (1903), and finally the American form of Contract Bridge (1925). Whist and Auction Bridge still have followers, but Contract Bridge has become the most popular of these games.
Contract Bridge is an ideal game for entertainment because it is a partnership game. It is ideally adapted for social play at home or at clubs that meet weekly in groups of eight, 12, or more. Finally, the game is wonderful for tournament play among serious players.
A fascinating feature of Contract Bridge is that it is enjoyed equally by casual players, who do not want to take any game too seriously, and by scientific players who wish to study and master the intricacies of complex bidding techniques and card-play strategies.
The rules of Contract Bridge are presented here. These are condensed from The Laws of Contract Bridge copyright The American Contract Bridge League. For those who wish to learn the game on a more advanced level, there are hundreds of books and professional teachers.
Object of the Game. Each partnership attempts to score points by making its bid (or contract), or by setting (defeating) the opposing partnership's bid. At the end of play, the side with the most points wins, and the difference in points between the two partnerships is the margin of victory.
Preliminaries
Number of Players. Four people play, as partners, two against two. (Five or six people may take part in the same game by "cutting in"; that is, one or two players sit out for a set of deals while the other four are playing.) For ease of discussion, the positions of the four players at the table correspond to the compass points, North, South, East and West, with North and South playing as partners against East and West. In the scoring, partners share equally in every result so that only one score is kept for each side.
The Pack. The standard 52-card pack is used. Players usually have two packs with contrasting back designs. While one pack is being dealt, the dealer's partner shuffles the other pack for the next deal.
Rank of Suits. Spades (high), hearts, diamonds, clubs.
Rank of Cards. A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
![[Spades spread ace high]](../media/gameroom/rules/bookimages/rank_of_cards_ace_highstd.gif)
The Draw. Any player spreads a shuffled pack face down on the table and each player draws one card, but not one of the four cards at either end of the spread. (A player who exposes more than one card must draw again.)
The player drawing the highest card deals first. That player chooses his seat and the pack with which he will deal; the next highest card designates that player's partner who sits directly across the table. The two others take the remaining two seats. If two players draw cards of the same rank, such as 8 and 8, the rank of the suits determines the higher card; thus, in this example, the 8 would win the draw.
The Shuffle. The player to the dealer's left shuffles the cards and places them on the dealer's left. The dealer (after shuffling again, if he desires) sets the cards down on the right to be cut.
The Cut. The player at dealer's right must lift off a portion of the pack (not fewer than four cards nor more than 48) and set it down toward the dealer. The dealer completes the cut.
The Deal. The dealer distributes 13 cards to each player, one card at a time, face down, beginning with the player on his left.
Rotation. The turn to deal, to bid, and to play always passes to the left, from player to player. For example: If South is the dealer for the first hand, then West will deal next, then North, then East, and then South again. Likewise, in the play, if North leads a card, then East will play next, then South, and then West.
VANDERBILT'S CLAIM TO FAME
Many card games have evolved gradually, and no specific date can be given for the inception of some games. However, the invention of Contract Bridge can be dated with certainty: November 1, 1925. The inventor was the famous yachtsman Harold S. Vanderbilt, and he recorded the games inception this way:"I compiled in the autumn of 1925 a scoring table for my new game. I called it Contract Bridge and incorporated . . . a number of new and exciting features; premiums for slams bid and made, vulnerability, and decimal system of scoring . . . . An ideal opportunity to try out my new game presented itself while I was voyaging . . . . on board the steamship Finland from Los Angeles to Havana via the Panama Canal." |
The Bidding
Calls. Once the cards are dealt, each player picks up his hand. It is common for a player to arrange his hand into suits and further arrange each suit into descending order. Each player fans his hand to see all the cards, and keeps his fanned hand close enough to him so that no other player can see his cards. The auction or bidding then begins: Each player in rotation, beginning with the dealer, makes a call (pass, bid, double or redouble).
Passing. When a player does not wish to bid, to double, or to redouble, he says, "Pass." If all four players pass in the first round, the deal is "passed out," and the next dealer in turn deals a new hand.
Bidding a Suit. Each bid must name a certain number of tricks in excess of six (called "odd-tricks") that the bidder contracts to win, and a suit which will become the trump suit, if the bid becomes the final contract. Thus, One Spade is a bid to win seven tricks (6+1) with spades as trumps, and Four diamonds is a bid to win 10 tricks (6+4) with diamonds as trumps. A bid may be made in Notrump, meaning that there will be no trump suit. The lowest possible bid is one, and the highest possible bid is seven.
Each bid must name a greater number of odd tricks than the last preceding bid, or an equal number but in a higher denomination. Notrump is the highest denomination, outranking spades. Thus, a bid of Two Notrump will overcall a bid of Two Hearts, and a bid of Four Clubs is required to overcall a bid of Three Notrump.
Doubling and Redoubling. Any player in turn may double the last preceding bid if it was made by an opponent. The effect of a double is to increase the value of the points at stake if the doubled bid becomes the contract. (See Scoring Table, page 10.)
Any player in turn may redouble the last preceding bid if it was made by his side and doubled by an opponent. A redouble again increases the scoring values.
A doubled or redoubled contract may be overcalled by any bid which would have been sufficient to overcall the same contract undoubled. Thus, if a bid of "Two Spades" is doubled and redoubled, it may still be overcalled by a bid of "Two Notrump," a bid of "Three Clubs," or by any other higher bid.
Final Bid and the Declarer. When a bid, double, or redouble is followed by three consecutive passes in rotation, the bidding is closed. The final bid in the auction becomes the contract. The player who, for his side, first bid the denomination named in the contract becomes the "declarer." If the contract names a trump suit, every card of that suit becomes a trump. The declarer's partner becomes the "dummy," and the opposing players become the "defenders."
The Play
Leads and Plays. A play consists of taking a card from one's hand and placing it, face up, in the center of the table. Four cards so played, one from each hand in rotation, constitute a trick. The first card played to a trick is a lead.
The leader to a trick may lead any card. The other three hands must follow suit if they can. If a player is unable to follow suit, he may play any card.
For the first trick, the defender on the declarer's left makes the first lead (the opening lead).
Facing the Dummy Hand. As soon as the opening lead has been made, the dummy then spreads his hand face up, grouped in suits, with each suit vertically arranged so that the other three players can easily view all 13 cards. The suits may be placed in any order as long as the trump suit (if any) is placed to the declarer's left. There is no particular order for placing the suits down in a Notrump bid.
![[Dummy Hand]](../media/gameroom/rules/bookimages/bridge_dummy_hand.gif)
Winning of Tricks. A trick containing a trump is won by the hand playing the highest trump. A trick not containing a trump is won by the hand playing the highest card of the suit led. The winner of each trick leads next.
Declarer's Play. The declarer plays his own cards and the dummy's cards, but each in proper turn, since the dummy does not take an active part in the play.
Played Card. The declarer plays a card from his own hand when he places it on the table or when it is named as an intended play. When the declarer touches a card in the dummy hand, it is considered played (except when he is merely arranging the dummies cards). Alternatively, the declarer may name a card in the dummy and such a card must be played. A defender plays a card when he exposes it so that the other defender can see its face. A card once played may not be withdrawn, except to correct a revoke or other irregularity.
Taking in Tricks Won. A completed trick is gathered and turned face down on the table. The declarer and one of the defenders should keep all tricks won in front of them, and the tricks should be arranged so that the quantity and the order of the tricks played are apparent.
The Scoring
When the last (13th) trick has been played, the tricks taken by the respective sides are counted, and the points earned are then entered to the credit of that side on the score sheet. Any player may keep score. If only one player keeps score, both sides are equally responsible to see that the score for each deal is correctly entered.
The Scoring Table on page 10 indicates the point values, and a sample score sheet appears on page 9. The score sheet is ruled with a vertical line making two columns that are headed We and They. The scorekeeper enters all scores made by his side in the We column and all scores made by the opponents in the They column. A little below the middle of the score sheet is a horizontal line. Scores designated as "trick score" are entered below the line; all other scores are "premium scores" and and are written above the line.
Trick Score. If the declarer fulfills his bid by winning as many or more odd-tricks as the contract called for, his side scores below the line for every odd-trick named in the contract. Thus, if the declarer wins eight tricks and the bid is Two Hearts, the score for making "two" in a bid of hearts would be credited, as per the Scoring Table.
Overtricks. Odd-tricks won by the declarer in excess of the contract are called "overtricks" and are scored to the credit of his side as premium score.
Game. When a side has scored 100 or more points below the line, it has won a "game." To show this, the scorekeeper draws a horizontal line across the score sheet, below the score which ended the game. This signifies that the next game will begin. A game may be made in more than one deal, such as by scoring 60 and later 40, or it may be scored by making a larger bid and earning 100 or more points in a single deal. Once the next game begins, if the opponents had a score below the line for making a bid, such as 70, this score does not carry over, and each side needs the full 100 points to win the next game.
THE BARON PONDERS FOR TWO HOURS
Waldemar von Zedtwitz was considered by many to be the greatest player of the 1930s and '40s."The Baron" was a very wealthy man, but he often wore the same light gray cotton cord suit for days at a time. As the declarer he was extremely slow in his card play, often tugging at his ear or a tuft of hair as he concentrated intensely. One day while dining alone in a fine restaurant in Manhattan, von Zedtwitz was pondering deeply about a Bridge hand that he had played some 35 years before. After some two hours, the check was still face down at his table, and the nearby waitresses were beginning to think that maybe this simply dressed man could not afford to pay the tab. Eventually, the employees took up a collection and one of the waitresses placed the money discretely on his plate on top of the check. The Baron finally snapped out of his stupor and put an equal amount of money on the plate- plus an exorbitant tip-and ambled out of the restaurant, still in deep concentration. |
Vulnerable. A side that has won its first game becomes "vulnerable," and that side's objective is to win a second game and thus earn a bonus for the "rubber." When a side scores its second game, the rubber is over, and the scores are totaled. The winning partnership is the side with the most points. A vulnerable side is exposed to increased penalties if it fails to fulfill a future bid, but receives increased premiums for certain other bids that are fulfilled.
Honors. When there is a trump suit, the ace, king, queen, jack, and ten of trumps are "honors." If a player holds four of the five trump honors, that partnership scores 100 above the line; all five honors in one hand score 150. If the contract is in Notrump, a player holding all four aces scores 150 above the line for his side. Note that the points for honors are the same whether the side is not vulnerable or vulnerable, and that the defenders can also score for honors.
Slam Bonuses. Other premium scores are awarded for bidding and making a "small slam" (a bid at the six-level, such as Six Hearts) or a "grand slam" (a contract at the seven-level, such as Seven Spades or Seven Notrump).
Doubled or Redoubled Contract. When the declarer makes a doubled contract, a premium bonus is scored. Making a redoubled contract scores an even bigger premium bonus - this is a recent change in scoring. Note that doubling and redoubling do not affect honor, slam, or rubber bonus points.
Unfinished Rubber. If the players are unable to complete a full rubber and only one side has a game, that side scores a 300 bonus. If only one side has a part score, that side earns a 100 bonus.
Back Score. After each rubber, each player's standing, plus (+) or minus (-), in even hundreds of points, is entered on a separate score called the "back score." An odd 50 points or more count 100, so if a player wins a rubber by 950 he is +10, if he wins it by 940 the player is +9.
Bridge for Five or Six Players. When five people wish to play, the draw for deal establishes the order of precedence, and the player drawing the lowest card sits out for the first rubber. After the first rubber the fifth player joins the game, and the player who drew the fourth highest card sits out. After the next rubber, the player who just sat out re-enters the game, and the player who drew the third highest card now sits out, and so on until all players have sat out a rubber, after which the fifth player sits out again. The procedure is similar with six players, except that two sit out each rubber. Since a rubber can be any number of hands from two to twenty or more, a good variant is Four-Deal ("Chicago") Bridge, which is explained on page 12.
Illustration of Contract Bridge Scoring
a) WE bid Two Hearts and win nine tricks, scoring 60 points below the line (trick-score) for 2 tricks at hearts bid and made (30 each), and 30 points above the line (premium-score) for 1 over-trick at hearts. WE now have a part-score of 60 toward game.
b) WE then bid Two Clubs and make four-odd, scoring 40 points trick-score for 2 tricks bid and made (20 each), completing our game (100 points). So now, a line is drawn across both columns to show the end of first game of the rubber. WE also score 40 points for 2 overtricks at clubs (20 each), and 100 points for four honors in one hand (one of us held A K J 10). WE are now vulnerable.
c) WE bid Four Hearts, are doubled and set one trick as we make only 9 tricks. Our opponents score 200 for defeating our contract because WE are vulnerable.
d) The opponents bid Four Spades but win only 9 tricks; THEY are set 1. WE score 50 points, because THEY are not vulnerable and WE did not double. One of them held A Q J 10, so they score 100 points for honors even though THEY did not make their contract.
e) WE bid and make One Notrump. This scores 40 points for us below the line. WE need only 60 points more to make a game
f) THEY bid and make Three Notrump, scoring 40 for the first trick, 30 for the second trick and 30 for the third trick over six (100 points below the line), and win a game. Another horizontal line is drawn across both columns, marking the end of the second game. Our part-score can no longer count toward a game. Now both sides are vulnerable.
g) WE bid Two Spades and are doubled. WE are set 3 tricks as WE won only 5 tricks, and the opponents hold 100 honors as well. THEY score 800 for the set and 100 for the honors.
h) WE bid and make Six diamonds, a small slam, scoring 120 points trick-score (below the line), 750 bonus for a little slam, and 500 for winning the rubber as premium score above the line. Adding the score for both sides, WE have 1730 points, THEY 1300; WE win the rubber by 430. This gives us a 4-point rubber (see "Back Score," page 8).

THE DUKE OF CUMBERLAND IS FLEECED FOR £20,000!

Final contract: Seven Clubs Redoubled, played by South
Opening lead: Jack of Hearts
This is likely the most famous hand in the history of bridge, although it was actually first reported in a game of Whist. The story has it that the Duke of Cumberland (son of King George III) some 200 years ago held the East hand. The wager from his opponents was that in spite of the dukes incredible hand, he would not win a single trick against a contract of Seven Clubs redoubled. The bet was some £20,000, and, alas, the duke lost his wager for the grand slam cannot be defeated if the declarer plays correctly.
Assuming that Wests opening lead is a diamond or a heart, the declarer trumps, ruffs a spade in dummy, and then returns a club for a successful finesse against East. Now the declarer ruffs another spade in dummy, takes another successful trump finesse, and ruffs a third round of spades in dummy. His remaining spades are now established, and he returns to his hand by trumping a diamond or a heart. After cashing the ace of trumps, |
Four Deal Bridge
(Chicago)
This version uses the same rules and, with exceptions noted below, the same scoring as standard Contract Bridge. In a cut-in game with five or six players, a player who is "cut out" often has a long wait until the rubber ends and he can re-enter. By playing Four-Deal Bridge, a player seldom has to wait more than 15 or 20 minutes. The game is often called Chicago because it originated at the Standard Club in Chicago.
A round consists of four deals, one dealt by each player in turn. Vulnerability for a side is determined by which deal is being played, as follows:
First deal: Neither side is vulnerable.
Second and third deals: The dealer's side is vulnerable and opponents are not vulnerable. Even if the opponents previously made game, it does not matter.
Fourth deal: Both sides are vulnerable.
A passed-out deal is redealt by the same dealer. There is a bonus, scored immediately, of 300 for making game when not vulnerable and 500 when vulnerable. A part-score carries over as in Rubber Bridge and can help to make game in the next deal or deals, but it is canceled by any game score. There is a bonus of 100 for making a part-score on the fourth deal. After four deals have been played, the scores are totaled and entered on the back score, as in Rubber Bridge, and there is a new cut for partners, seats, and deal.
In one variation, played in certain regions, on the second and third deals the dealer's side is not vulnerable and the opposing side is vulnerable instead.
More points are usually scored in Four-deal Bridge than in the same number of deals at Rubber Bridge - estimates vary from 15 percent to 40 percent more. This is chiefly because at least one side is vulnerable in three deals out of four.
Standard Contract Bridge Bidding
The main parts in a game of Contract Bridge are the bidding and play. To bid correctly, a player should first determine the value of his hand and then state the bid consistent with that value. There are various systems of hand-valuation. The easiest and most popular one used in America is the "Point-Count System" advocated by Charles H. Goren, one of the great tournament champions and the player who is credited with popularizing Bridge in the 1950s. A modified outline of this system follows. It comprises the point-count method for hand-valuation and the requirements needed for various bids.
(A section on suggested leads in the play of the hand follows on page 21.)
Standard (Goren) Point-Count Table
High-Card Points
Ace = 4 points
King = 3 points
Queen = 2 points
Jack = 1 point
High-card points (usually called simply "points") are counted for nearly every bid. Distributional points, described below, are often added to high-card points to get a more accurate measure of just what a hand is worth.
Game and Slam Requirements Usually 26 points will produce a game, 33 points will produce a small slam, and 37 points will produce a grand slam.
Distribution Points
The Opening Bidder Counts -
Void suit (no cards in suit) = 3 points
Singleton (1 card in suit) = 2 points
Doubleton (2 cards in suit) = 1 point
Add 1 point for all 4 aces. Deduct 1 point for an aceless hand. Deduct 1 point for each unguarded honor. Example: Q-x, J-x, singleton K, Q, or J.
Opening Bid Requirements
| One of a suit |
14-point hands should be opened;
13-point hands may be opened if a good rebid is available (a rebiddable suit or a second biddable suit). A third-position opening is permitted with 11 points if hand contains a good suit. Minimum biddable suit: Q-x-x-x, or any five-card suit (x-x-x-x-x). |
| Two of a suit |
25 points with a good 5-card suit;
23 points with a good 6-card suit;
21 points with a good 7-card suit. |
| Three, four, or five of a suit (preemptive bids) |
Preemptive bids show less than 10 points in high cards and the ability to win within two tricks of the bid when vulnerable and within three tricks when not vulnerable. They should usually be based on a good seven-card or longer suit. |
| One Notrump |
16 to 18 points (in notrump bidding only high-card points are counted) and 4-3-3-3, 4-4-3-2 or 5-3-3-2 distribution with Q-x or better in any doubleton. |
| Two Notrump |
22 to 24 points and all suits stopped. |
| Three Notrump |
25 to 27 points and all suits stopped. |
Choice of Suits. Generally speaking, a player should bid his longest suit first. With two five-card suits, he should bid the higher ranking first. With two or more four-card suits, he should bid the suit immediately lower in rank to his short suit (doubleton, singleton, or void).
Five-Card Majors
In many rubber Bridge games and in standard American tournament play, an opening bid of 1 or 1 guarantees at least a five-card suit. This information is very helpful to the responder who can support the suit with as few as three small cards - or even a doubleton headed by a jack or better. With ample points for an opening bid and no five-card major or suitable holding for 1NT, the player opens 1 or 1 , whichever minor suit is longer - even if there are only three cards in the suit. Even though the opening bidder bids a three-card suit, the contract will rarely be passed out at this low level, and if it is, it is probable that the opponents could have bid and made a higher contract of their own. An opening bid of 1 or 1 requests the partner to bid a major suit (hearts or spades) if he has one.
Responses
Any bid of a new suit by the responding hand is forcing on the opening bidder for one round. Thus, each time the responder bids a new suit, the opener must bid again. If responder should jump, the bid is forcing to game.
With fewer than 10 points, the responder should prefer to raise partner if the latter has opened in a major suit, and to bid a new suit himself at the one level in preference to raising a minor-suit opening bid. With 11 or 12 points, the responder can make two bids but should not force to game. With 13 points or more, the responder should see that the bidding is not dropped before a game contract is reached. With 19 or more points, he should make a strong effort to reach a slam.
Responses to Suit-Bids of One. Raise. When raising a partner's suit, count 5 points for a void, 3 for a singleton and 1 for a doubleton. To raise a partner's suit the responder must have adequate trump support. This consists of J-x-x, Q-x-x, x-x-x-x, or better for a non-rebid suit; and Q-x, K-x, A-x, or x-x-x for a rebid suit.
Raise partner's suit to two with 7 to 10 points and adequate trump support.
Raise to three with 13 to 16 points and at least four trumps.
Raise to four with no more than 9 high-card points plus at least five trumps and a short suit (singleton or void).
Bid of a new suit. At the one-level this bid requires 6 points or more. This response may be made on anything ranging from a weak hand, when a responder is just trying to keep the bidding open, to a very powerful one, when the responder is not sure where the hand should be played. At two-level a bid requires 10 points or more.
A jump in a new suit requires 17 points or more (the jump shift is reserved for hands when a slam is very likely. Responder should hold either a strong suit or strong support for the opener's suit).
Notrump responses (made with balanced hands). A 1NT response 6 to 9 points in high cards. (This bid is often made on an unbalanced hand if the responder's suit is lower in rank than the opening bidder's and the responder lacks the 10 points required to take the bidding into the two level.) A response of two - 2NT - requires 13 to 15 points in high cards, all unbid suits stopped, and a balanced hand. A response of three - 3NT requires 16 to 18 points in high cards, all unbid suits stopped, and very balanced distribution.
Responses to Suit-bids of Two. An opening bid of two in a suit (such as Two Hearts) is unconditionally forcing to game and the responder may not pass until game is reached. With 6 points or less the responder bids 2NT regardless of distribution. With 7 points and one sure trick, he may show a new suit or raise the opener's suit. With 8 or 9 high-card points and a balanced hand, the responder bids 3NT.
Responses to Preemptive Bids. Since the opener has overbid his hand by two or three tricks, the responder's high cards are the key factors to be considered when contemplating a raise. One or two trumps are sufficient support.
Responses to a One Notrump Bid. Balanced hands. Raise to 2NT with 8 or 9 points, or with 7 points and a good five-card suit. Raise to 3NT with 10 to 14 points. Raise to 4NT with 15 or 16 points. Raise to 6NT with 17 or 18 points. Raise to 7NT with 21 points.
Unbalanced hands. With fewer than 8 points plus any five-card suit, bid 2 , 2 , or 2 . (Do not bid 2 on a five-card club suit.) With 8 points or more and a 4-card major suit, bid 2 . (This is an artificial bid, asking the opener to show a four-card major if he has one. See section on rebids by opening 1NT bidder.) With 10 points and a good suit, bid three of that suit. With a Six-card major suit and less than 10 points in high cards, jump to game in the suit.
Responses to a Two Notrump Opening. Balanced hands. Raise to 3NT with 4 to 8 points. Raise to 4NT with 9 to 10 points. Raise to 6NT with 11 or 12 points. Raise to 7NT with 15 points.
Unbalanced hands. With a five-card major suit headed by an honor, or any six-card major, plus 4 points, bid the suit at the three-level.
Responses to a Three Notrump Opening. Show any five-card suit if the hand contains 5 points in high cards. Raise to 4NT with 7 points. Raise to 6NT with 8 or 9 points. Raise to 7NT with 12 points.
Rebids
Rebids by Opening Bidder. The opener's rebid is frequently the most important call of the auction. The opener now has the opportunity to reveal the exact strength of the opening bid and, therefore, whether a game or slam is contemplated. The opening is valued according to the following table:
13 to 16 points - Minimum hand
16 to 19 points - Good hand
19 to 21 points - Very good hand
After partner has raised the opening bidder's suit: Add 1 point for the fifth card in trump suit; add 2 additional points for the sixth and each subsequent trump. No four card is rebiddable; a five card suit is rebiddable if it is Q-J-9-x-x or better; any six card suit is rebiddable if it is x-x-x-x-x-x.
13 to 16 points. If partner has made a limited response (1NT or a single raise) the opener should pass, as game is impossible. If partner bids a new suit at the one-level, the opener may make a single raise with good trump support, rebid 1NT with a balanced hand, or, with an unbalanced hand, rebid the original suit or a new suit (if he rebid does not go past the level of two in the original suit).
16 to 19 points. If partner has made a limited response (1NT or a single raise) the opener should bid again, as game is possible if responder has maximum values. If the responder has bid a new suit, opener may make a jump raise with four trumps, or jump in his own suit if he has a six-card suit, or bid a new suit.
19 to 21 points. If partner has made a limited response (1NT or a single raise) opener may jump to game in either denomination, according to card strength and distribution. If the responder has bid a new suit, the opener may make a jump raise to game with four trumps, or jump to game in the original suit if it is strong. With a balanced hand and 19 or 20 points, the opener should jump to 2NT. With 21 points, rebidder should jump to 3NT. With 22 points and up, he should jump in a new suit (forcing to game and suggesting a slam).
Rebids by Opening Notrump Bidder. The Stayman Convention, populized by Bridge great Samuel Stayman, is an artificial set of bids that is very popular in both tournament and social play. When the responder bids 2 , the opening bidder must show a four-card biddable major suit if he has such a suit:
With four spades, the player bids 2 ;
With four hearts, the player bids 2 ;
With four cards in each major, the player bids 2 ;
With no 4-card major suit, the player bids 2 .
The opening Notrump bidder must pass: When the responder raises to Two Notrump and the opener has a minimum (16 points); when responder bids 2 , 2 , or 2 , and the opener has only 16 or 17 points and no good fit for the responder's suit; when the responder bids 3 Notrump, 4 , or 4 .
Defensive Bidding
Overcalls. An overcall is a defensive bid (made after the other side has opened the bidding). Prospects for reaching game are not as good as they are for the opening bidder, in view of the opponent's bid strength. Therefore, safety becomes a prime consideration; overcalls are based not on a specified number of points, but rather on a good suit. Generally speaking, the overcaller should employ the same standards as a preemptor, with the ability to win in his own hand within two tricks of the overcall bid if vulnerable and within three tricks if not vulnerable.
One Notrump Overcall. An overcall of 1NT is similar to a 1NT opening bid and shows 16 to 18 points with a balanced hand and the opening bidder's suit well stopped.
Jump Overcall. Any jump overcall, whether it is a single, double, or triple jump, is preemptive and shows a hand weak in high cards but with a good suit that will produce within three tricks of the bid if not vulnerable and within two tricks if vulnerable.
Takeout Doubles. When a defender doubles and all the following conditions are present: a) his partner has made no bid, b) the double was made at the doubler's first opportunity, c) the double is of one, two, or three of a suit-it is intended for a takeout and asks partner to bid his best (longest) suit. This defensive bid is employed on either of two types of hand: 1) a hand of opening-bid strength where the doubler has no strong or long suit of his own but has good support for any of the unbid suits, or 2) where the doubler has a good suit and so much high-card strength that he fears a mere overcall might be passed out and a possible game missed.
Overcall in Opponent's Suit (cue-bid). The immediate cue-bid (for example: opponent opens 1 ; defender bids 2 ) is the strongest of all defensive bids. It is unconditionally forcing to game and shows approximately the equivalent of an opening forcing bid. It normally announces first-round control of the opening bid suit and is usually based on very fine support in all unbid suits.
Action by Partner of Overcaller. An overcaller's bid is based on a good suit; therefore, less-than-normal trump support is required to raise (Q-x or x-x-x). A raise should be preferred by the partner to bidding a suit of his own, particularly if the over-caller has bid a major. The partner of the overcaller should not bid for the sole purpose of keeping the bidding open. A single raise of a 1NT response should be made only in an effort to reach game. If appropriate values are held, a jump to game is in order, since a jump raise is not forcing.
Action by Partner of Takeout Doubler. In this situation, the weaker the hand, the more important it is to bid. The only holding that would justify a pass would be one that contained four defensive tricks, three in the trump suit. The response should be made in the longest suit, though preference is normally given to a major over a minor.
The doubler's partner should value his hand as follows: 6 points for a fair hand; 9 points for a good hand; 11 points for a probable game. A doubler's partner should indicate a probable game by jumping in his best suit, even if it is only four cards in length.
Since the partner of a doubler may be responding on nothing, it is a good policy for the doubler to subsequently underbid. while the doubler's partner should overbid.
Action by Partner of the Opening Bidder (when the opening bid has been overcalled or doubled). When an opener's bid has been overcalled, the responder is no longer under obligation to keep the bidding open; so a bid of 1NT or a raise should be based on a hand of at least average strength. Over a takeout double, the responder has only one way to show a good hand - a redouble. This bid does not promise support for the opener's suit but merely announces 10 points or more. Any other bid, while not indicative of weakness, shows only mediocre high-card strength.
Slam Bidding
When a partnership has been able to determine that they have the assets for a slam (33 points between the combined hands plus an adequate trump suit), they need only make sure that the opponents are unable to take two quick tricks. Various control-asking and control-showing bids have been employed through the years, but only three have stood the test of time: Blackwood, Gerber, and cue-bids (individual ace-showing). Blackwood is the most popular convention in Bridge. It was invented by Easley Blackwood in 1934.
Blackwood Convention. After a trump suit has been agreed upon, an immediate bid of 4NT asks partner to show his total number of aces.
Responses:
5 - no aces or all four aces
5 - one ace
5 - two aces
5 - three aces
After aces have been shown the 4NT bidder may ask for kings by now bidding 5NT.
Responses:
6 - no kings
6 - one king
6 - two kings
6 - three kings
6NT- four kings
Gerber Convention. Invented by John Gerber, this convention is similar to Blackwood in that it asks for the number of aces. It is used when the partnership has agreed that the final contract will be played in Notrump.
Its advantage is the fact that it initiates the response at a lower level. A sudden bid of 4 where it could not possibly have a natural meaning (Example: opener, 1NT; responder, 4 ) is Gerber and asks partner to indicate the number of his aces.
Responses:
4 no aces or all four aces
4 one ace
4 two aces
If the asking hand desires information about kings, he bids the next higher suit over his partner's last response. Thus, if the responding hand has bid 4 over 4 to indicate one ace, a bid of 4 would now ask for kings, and the responder would now reply 4NT to signify no king, 5 to signify one king and so on.
Cue-bidding (Individual Ace-Showing). The Blackwood and Gerber conventions are designed to cover only a small number of potential slam hands. Many slams depend on the possession of a specific ace, rather than a wholesale number of aces. Cue-bids are employed in such cases.
For example: Opener bids 2 and the responder bids 3 the opener now bids 4 this bid indicates the ace of clubs and invites the responder to signify an ace if he has one. The responder "signs off" by bidding the agreed trump suit.
Progressive Bridge
(Party Contract Bridge)
This version is played at Bridge parties when there are more than four players. It encourages sociability in that after several deals, players move to other tables to meet and play Bridge with other players. In some arrangements, partnerships change; in others, the partnerships remain set throughout the session.
Arrangement of Tables. The game is played at two or more tables of four players each. The tables are numbered consecutively from Table No. 1 to the highest number. The table numbers should be conspicuous for the convenience of the players, and each table should be provided with two decks of cards with different backs, one or more pencils, and a score pad showing the contract Bridge scoring table.
Tally Cards. Before play begins, the game director prepares individual tally cards, one for each player. Each tally card bears a table number and designates a position (North, South, East, or West) at the table.
The tally cards may be drawn at random by the players or assigned by the game director, as he prefers. When play begins, each player takes the position assigned by his tally card.
Rounds. A round consists of four deals, one by each player. When all tables are through play, the game director gives a signal, and the players move to their positions for the next round according to the type of progression used. Each round should take about 20 minutes, and the average session of play is from six to seven rounds.
A Deal Passed Out. Only four hands are dealt at each table, one by each player. If a deal is passed out (that is, if all four players pass at their first opportunity to declare), the deal passes to the left, and both sides score zero for that deal.
Method of Progression. At the end of each round, the winning pair at Table No. 1 remains, and the losing pair moves to the last table. At all tables except Table No. 1, the losers remain, and the winners move up one table toward Table No. 1.
This is the standard method of progression, but it may be waived or altered to suit the wishes of the game director or the players. Special tallies may be arranged or obtained, assigning positions for each round in such a way as to give each player as wide a variety of partners as possible.
Selection of Partners. The four players at each table draw cards to determine partners at the start of each round. The two new arrivals at each table draw first, and the one drawing higher has choice of seats and is the first dealer. The one drawing lower sits at the left of the first dealer. The two players who remain at the table from the preceding round then draw. The higher becomes the partner of the dealer. Thus all players change partners after each round. Since the chief function of Progressive Bridge is social, it is preferable to change partners at each round. However, if for some reason a pair contest is desired, the same partnerships may be retained throughout by simply progressing as described above without changing partners at the next table. Another method is to have the original North-South pairs remain in the same positions throughout the game, and to have the East-West pairs progress one table at a time until they reach Table No. 1, and then move to the last table. With this system, the progression is followed automatically, regardless of which pair wins at each table.
Draw for Deal. Unless the dealer has already been determined, the four players at a table draw for first deal. The player who draws highest is the first dealer and may select either deck.
Progressive Bridge Scoring. With the exceptions specifically mentioned below, the scoring for Progressive Bridge is exactly the same as for Rubber Bridge:
Each deal is scored and recorded separately, and no trick points are carried over from one deal to the next.
Game is 100 points for tricks bid and made in one deal. The game premium is 300 points, if not vulnerable, and 500 points if vulnerable, and is allowed only when a game is bid and made in one deal.
A premium of 50 points (some use 100 points) is scored for making any contract less than game (part-score). This premium is in addition to the value of the tricks made. Premiums for a small and grand slam are allowed only if they have been bid for.
A side may not score more than 1,000 points in a single deal, except in the case of a slam contract fulfilled.
Vulnerability.
The first deal of each round is played and scored as if neither side were vulnerable.
The second and third deals of each round are played and scored as if the dealer's side were vulnerable and the other side not vulnerable.
The fourth deal of each round is played and scored as if both sides were vulnerable.
This is the most desirable method of determining vulnerability in Progressive Bridge and is in accord with the method used in Chicago Bridge.
Recording the Score. One of the four players at each table is appointed to record the score. He separately enters the result of each deal on the score pad and, at the end of the round, totals all the points made by each side.
The scorer enters on the individual tally of each player the points made by that player's side and also the points made by the opponents.
Correctly designed tallies provide spaces to record both "My Score" and "Opponent's Score." It is important that both scores be entered on the tally; otherwise the record would be meaningless.
Computing Total Scores. At the conclusion of the game, each player totals his score and also the opponents' scores, as recorded on his tally, and subtracts the opponents' total from his own. The difference, plus or minus as the case may be, is recorded in the space provided at the bottom of the tally.
Example: A player scores 2,460 points and the opponents score 1,520 points. This makes his net score +940 for the entire session. On the other hand, if a player scores only 1,650 points, and the opponents score 1,940 points, then his net score for the session is 290 points. A player should not make the mistake of recording only plus scores, for that method gives false results and is likely to lead to improper doubling and redoubling.
Determining the Winner. The player with the largest plus score is the winner. Other players with plus scores rank in descending order, followed by the players with minus scores, the one with the largest minus being last.
Progressive Rubber Bridge
Progressive Rubber Bridge is a variation of the standard progressive game. It follows the same methods of progression and change of partners described in the preceding rules, but the scoring is somewhat different.
Under this arrangement it is preferable to play six or eight deals to a round, or to fix the length of a round by a definite time limit 30 minutes for example. If the length of a round is determined by a time limit, any deal that has been started before time is up may be completed, but no new hand may be dealt.
Rubber scoring is used. As many rubbers as possible are completed during the allotted time. A rubber completed in two games carries a bonus of 700 points. A three-game rubber carries a bonus of 500 points. If a side has won one game toward a rubber and the other side has not won a game, 300 points are allowed for the single game won. If a rubber is unfinished and one side has made one or more part-score contracts in an unfinished game, but the other side has made no part-score, a side with a part-score adds 50 (or 100) points to its score.
Vulnerability is determined only by the state of the score. A side is vulnerable when it has won a game and remains vulnerable until the conclusion of that rubber. However, vulnerability lapses at the end of a round, and a new rubber is started at the beginning of each new round.
At the end of a round, each player enters on his tally only the net gain or lossnot the total score. At the end of the session these net gains and losses are totaled, and the player's final score, plus or minus as the case may be, is entered at the bottom of this tally.
Any time a player holds exactly 31, he may "knock" immediately, and wins the pot. If a player knocks before the first round of exchanges have begun, the showdown occurs immediately, with no exchange of cards. After the pot has been won, all the players put in chips for the next hand.
Proprieties in Bridge
The dealer should refrain from looking at the bottom card before completing the deal.
The other players should refrain from touching or looking at their cards until the deal is completed.
A player should refrain from:
1) Calling with special emphasis, inflection or intonation.
2) Making a call with undue delay which may result in conveying improper information to partner.
3) Indicating in any way approval or disapproval of partner's call or play.
4) Making a remark or gesture or asking a question from which an inference may be drawn.
5) Attracting attention to the score, except for his own information.
6) Calling attention to the number of tricks needed to complete or defeat the contract.
7) Preparing to gather a trick before all four hands have played to it.
8) Detaching a card from his hand before it is his turn to lead or play.
9) Watching the place in a player's hand from which he draws a card.
A partner's hesitation or mannerism should not be allowed to influence a call, lead, or play. It is proper to draw inferences from an opponent's gratuitous acts, but a player does so at his own risk.
It is proper to keep silent in regard to irregularities committed by a player's own side, but it is improper to infringe any law of the game deliberately.
It is improper to employ any convention whose significance is known to partner but has not been announced to the opponents.
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Number of Players
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Number of Cards
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Game Play
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Skill Level
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8-100
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52
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Easy - Complex
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Luck - Skill
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Duplicate Bridge is the only form of Bridge played in tournaments, but it is equally adapted to play in homes and clubs. It is considered the supreme test of skill among card games for the "luck of the deal" is eliminated to the extent that all of the competitors get to play the same cards.
Number of Players. Eight or more people may play a standard duplicate pair game, or an individual game, or a team-of-four match. (Four players in two partnerships may play Replay Duplicate, and the rules for this game follow on page 32.) There are four players to a full table, and the number of tables in a major tournament reach into the hundreds. For a local tournament, 20 to 25 tables (80 to 100 players) is fairly common.
Equipment. A "duplicate board" with one standard 52-card pack is needed for each table of four players. Each board (or "tray") is a device for holding intact the four hands of a deal so that once the hand is played, the cards can be used again in the next round with four other players playing the same duplicate hands. Each board is an aluminum or plastic tray about 11 inches long and 5 inches wide. (See illustration next page). It has four pockets, corresponding to the compass points, which are for holding the hands of the respective players. The face of each board is marked with an arrow pointing toward the "North" pocket, and the other three hands are marked East, South and West. The dealer (the player who gets the first turn to call) is also indicated, as well as whether a side is vulnerable or not vulnerable. When a set of two to four boards is to be played by the four players at a table, they must orient the boards so that they all point North, and usually one of the four walls in the room is designated as North.
There should be at least 16 boards, and each set of 16 is numbered consecutively, with the dealer and vulnerability marked as follows:

Boards numbered 17 to 32, 33 to 48, and so on, are marked the same as boards 1 to 16, except for the numbers themselves. Generally, the number of boards played by each pair is 24 to 30, and perhaps as many as 40 in a championship event.
Shuffle and Deal. Any player, in the presence of an opponent or the tournament director, prepares a board by thoroughly shuffling the pack of cards and dealing it, one card at a time face down, into four packets, each of which the player inserts in a pocket of the duplicate board.
The Bidding. Each player takes the hand from the pocket nearest him, and counts the cards to make sure there are thirteen. The player designated Dealer on the Duplicate tray calls first, and the auction proceeds as in standard Contract Bridge until the contract is determined. The only exception is that there is no redeal when a hand is passed out.
The Play. The opening lead, exposure of dummy, and subsequent play are the same as standard Contract Bridge except that after a trick is completed, it is not gathered in. Instead, each player retains possession of his card and places it face down on the table directly in front of him, pointed lengthwise toward the partners who won the trick. The declarer plays dummy's cards by naming them, and the dummy player takes the card to show that it has been played and then turns it face down in front of him, also pointed lengthwise toward the side winning the trick. At the end of play, once the score is agreed on, each hand is carefully returned to its pocket in the tray, so the hand can be played again by other partners.
Scoring. The score of each board is independent of the scores of the other boards, and trick points scored on one board do not count toward game on a subsequent board. Thus, no rubber bonus is scored. Instead, the following premiums are used by the declarer's side when a contract is made:
In other respects, the scoring of each board follows standard Contract Bridge, including the scoring change of 1993 which states that a side setting the contract doubled and not vulnerable, four or more tricks receives 100 extra points for the fourth and each subsequent undertrick, and 200 extra points for the fourth and each subsequent undertrick, if the contract is redoubled. This new scoring feature was added to prevent the non-vulnerable side from making ridiculously high sacrifice bids. Now such bids, when doubled or redoubled, earn a more reasonable undertrick penalty.
Determining the Winner. Match-point scoring is always used in individual games, is often used in pair games, and may be used in team-of-four games or replay games. Cumulative (or "total point") scoring may be used in pair games and team-of-four games.
(For complete Duplicate Bridge laws it is recommended that players refer to The Laws of Duplicate Contract Bridge by the American Contract Bridge League.)
Duplicate Bridge for Homes and Clubs
Replay Duplicate (for Four Players)
Replay Duplicate is a contest between two pairs of players. It is played in two sessions, called the original play and the replay. The players take places, one being designated North. The boards are shuffled and are played with the arrows pointing North. Any number of boards is feasible.
A separate score slip is kept for each board, and at the close of the session the boards and score slips are set aside where they will be undisturbed. At some later time, the same four players take the same relative positions about the table. The boards are replayed but with the arrows now pointing East. Again, a separate score slip is kept for each board.
The scoring may be by match points or total points. If the match-point method is used, each deal is treated as a separate match. The pair having the better net score on a deal is credited with 1 point. The final scores are the totals of these match points.
If total-point scoring is employed, the two slips for each deal are compared, and the pair having the net plus score is credited with that amount. The net scores for all deals so determined are totaled, and the pair having the larger net total wins.
Replay Duplicate is popular as a home game among foursomes who meet weekly for social Bridge. It can easily be played in a continuous series of sessions; half the time in each session is devoted to original play of new boards, and half to the replay of old boards.
However, the game tends to become a test of memory rather than of Bridge skill. To check this tendency, the following measures are recommended:
1) Participants should not play the boards in consecutive order. They should choose the board to be played next at random from the stack.
2) Comment of any sort about the deal after its original play should be avoided.
3) At least a week should be allowed to elapse between the original play and the replay.
Some people prefer to make the game a test of skill in the play alone. In that case, the bidding during the original play is recorded, and for the replay the same bidding is read to fix the contract and declarer.
Individual Tournament Bridge (for Eight or Twelve Players)
In an individual game, each player plays once with every other person as a partner, and twice against every other person as an opponent.
The initial seating of the players in games for two or three tables is shown below:

The game may be conducted without any guide cards as follows:
1) Players take places at random. The North position at Table 1 is reserved for the supervisor. This player is "anchor," retaining his seat throughout the game.
2) After the players are seated, each player is informed of his number and told who is the player of the next lower number.
3) After each round, all players except the anchor, progress by taking the seat vacated by the player with the next-lower number. (Player 1 stays, and all other players move as above.)
A new set of boards is played in each round. The set is played at all tables, the boards being circulated at convenience. The eight-player game requires seven rounds, with a total of 14, 21, or 28 boards. The twelve-player game requires eleven rounds, and the only feasible number of boards is 33.
Team-of-Four Contest (for Eight Players)
The Team-of-Four match between two teams has long been recognized as the best test of Bridge skill. The scoring is generally by International Match Points, which is described in the next section.
Two tables are provided, in different rooms if possible. One pair of Team 1 sits North-South at Table 1, and the other pair sits East-West at Table 2. The members of Team 2 take the remaining positions, its East-West pair playing at Table 1 and its North-South pair at Table 2.
The number of boards to be played should be a multiple of four. From 60 to 90 minutes are usually required for the play of 12 boards. The first fourth of the boards are placed on Table 1, and the second fourth on Table 2. These boards are shuffled, dealt, played, and scored.
The two tables then exchange boards, each replaying the ones played at the other table. Care must be taken to see that in every case the arrow points toward the North player. When the boards have been replayed, the two pairs of Team 2 exchange places, retaining the same partners but playing against the other pair of opponents. The remaining boards are divided equally between the two tables, to be shuffled, dealt, played, scored, exchanged, and replayed as explained above.
When all the boards have been replayed, the team whose members have a net plus score is the winner.
Team-of-Four contests for world and national championships are scored by "international match points" (IMP). On each deal, a team's net score is determined and is translated into international match points by the following schedule.
There is no difference whatsoever between Auction Bridge and Contract Bridge except in the scoring. Whereas in Contract Bridge the declarer's tricks count toward game or slam only if he bid for them, in Auction Bridge the declarer's overtricks also count toward game or slam. Auction Bridge scoring is as follows:
Scoring. Provided the declarer has won at least the number of odd-tricks named in his contract, the declarer's side scores for each odd-trick won:

Game and Rubber. When a side scores, in one or more hands, 30 points or more for odd tricks, it has won a game and both sides start fresh on the next game. When a side has won two games, it wins the rubber and adds 250 points to its score.
Doubles and Redoubles. If a doubled contract is fulfilled, the declarer's side scores 50 bonus points plus 50 points for each odd trick in excess of the contract. If a redoubled contract is fulfilled, the declarer's side scores 100 bonus points plus 100 points for each odd trick in excess of the contract. These bonuses are in addition to the score for odd tricks, but do not count toward game.
Undertricks. For every trick by which the declarer falls short of the contract, the opponents score 50 points; if the contract is doubled, 100 points; if it is redoubled, 200 points.
Honors. The side that holds the majority of the trump honors (A, K, Q, J, 10), or of the aces at notrump, scores:
Slams. A side that wins 12 of the 13 tricks, regardless of the contract, scores 50 points for a small slam. A side that wins all 13 tricks, regardless of the contract, scores 100 points for grand slam.
Points for overtricks, undertricks, honors and slams do not count toward game. Only odd-tricks count toward game, and only when the declarer fulfills the contract.
Games Based on Bridge
Three-Hand Bridge
(Cutthroat)
Number of Players. Three people can play.
The Pack. The standard 52-card pack is used. (Two packs may be used as in Contract Bridge.)
Rank of Cards and Suits. As in Contract Bridge.
The Draw. Players draw for the deal and seats. High card deals.
The Shuffle and Cut. The player on the the dealer's left shuffles (the dealer may shuffle last), and the player on the dealer's right cuts.
The Deal. Four hands are dealt as in Contract Bridge. An extra or "dummy" hand is dealt between the players on the dealer's left and right.
The Bidding. The dealer bids first, and the bidding proceeds until any call is followed by two passes.
The Play. The highest bidder becomes the declarer. The other two players become defending partners for this deal, and the defender to the declarer's left makes the opening lead. The dummy is then spread out, face up, between the two defenders and play proceeds as in Contract Bridge.
Scoring. The Contract Bridge scoring table is used, although the game can be played utilizing Auction Bridge scoring. A separate score is kept for each player. If the declarer makes the contract, the points are scored to his credit. If the declarer is defeated, each of the opponents scores the full undertrick penalties. If either of the defenders hold honors, both defenders score for them. The rubber bonus in Three-Hand Bridge is as follows: The player winning two games receives 700 points if neither opponent has won a game, and 500 points if either opponent has won a game.
Settlement. Each player has his own scoring column, and each settles separately with the other two players, paying or collecting the difference in their scores rounded to the nearest 100 points, with 50 or more counting as 100.
Irregularities. During the auction, any improper double may be canceled by the player who is doubled, and thereafter neither opponent may double him at any contract. There is no penalty for any other improper call, which may be canceled by either opponent or condoned by agreement of both opponents. If a player improperly looks at any card in the dummy, he is barred from the auction thereafter. For the play of the hand, the rules and laws of Contract Bridge apply.
Trio
This variation was introduced by George S. Coffin.
Rank of Cards and Suits. As in Contract Bridge.
Players. The three players are designated as South, North, and East, and sit in those compass positions. South and North are partners against East and the dummy, which is in the West position.
Preliminaries. As in Three-Hand Bridge. After the deal the entire dummy hand is turned face up and is seen by all players during the bidding and play.
Bidding. South always bids first, then North, then East, and so on in rotation. Any player may become declarer, though East always plays the dummy.
Play. The player (which may be the dummy) on declarer's left makes the opening lead and play proceeds as in Contract Bridge.
Scoring. Score is kept as in Contract Bridge, with East and the dummy constituting one side and North-South the other. Hence, East wins or loses doubly, North and South each singly. After each rubber, the North player moves into the seat on his right and becomes South, and the previous South player becomes East.
Towie
This variation was introduced by Leonard Replogle of New York City.
Number of Players. Three people can play.
Rank of Cards and Suits. As in Contract Bridge.
Preliminaries. Four hands are dealt. The dealer then turns up six cards of the dummy hand opposite him.
Bidding and Play. The three players bid. High bidder becomes the declarer and after the opening lead (by the player on the declarer's left) the declarer turns up the rest of the dummy and places it opposite him. Play proceeds as in Bridge.
Scoring. Contract Bridge scoring may be used, but most players use special scoring in which down three, vulnerable, and doubled counts 1,000 (called a Towie). A separate scoring column is used for each player. If the declarer makes the contract, he scores the trick score plus 500 points for the game and 1,000 for the second (rubber) game. If the declarer is defeated, the other two players score the undertrick penalties.
Goulash. If a contract worth at least 100 trick-points is not reached, each player sorts his hand into suits. The hands are stacked; then the pack is cut, and the same dealer redeals the hands in three rounds, five, five, and three cards at a time. Six of dummy's cards are then turned face up, and the bidding begins again.
Two Notrump Doubled
This wild and amusing variation was suggested by Bridge great Alfred Sheinwold in his famous book "Five Weeks to Winning Bridge" (Simon & Schuster, 1959).
Number of Players. Three people can play.
Rank of Cards and Suits. As in Contract Bridge.
Bidding and Play. There is no bidding in this version. Each player in turn is the dealer, and the dealer is always the declarer at a contract of Two Notrump Doubled!
Scoring. The scores, of course, tend to run much higher than in regular Bridge. Each player has his own scoring column, and each settles separately with the other two players, paying or collecting the difference in their scores rounded to the nearest 100 points, with 50 or more counting as 100.
Tridge
Similar to Two Notrump Doubled, this equally wild variation of Bridge was devised by Joli Quentin Kansil.
Number of Players. Three people can play.
Rank of Cards and Suits. As in Contract Bridge.
Preliminaries. Each player in turn is the dealer, and four hands are dealt in a line without any one hand being assigned to any particular player. The dealer picks up the face-down hand of his choice and arranges it. The dealer then looks at the top four cards of each of the other three hands and picks one of these hands to be the dummy. The four cards of each of the other hands are not shown to any other player. The dealer then chooses which defender will get each of the two remaining hands. The other two players now sort their hands, and the play is ready to begin.
Bidding. There is no bidding. The dealer now selects the trump suit or notrump, and the final contract becomes three of that denomination redoubled!
The Play. The defender to the dealer's left makes the opening lead, the dummy hand is looked at and then spread by the dealer, and the play proceeds as in regular Contract Bridge.
Scoring. Each player has his own scoring column, and each settles separately with the two other players, paying or collecting the difference in their scores rounded to the nearest 100 points, with 50 or more counting as 100.
Honeymoon Bridge
(Two-Hand Bridge)
Number of Players. Two people can play.
The Pack. The standard 52-card pack is used.
Rank of Cards and Suits. As in Contract Bridge.
The Shuffle, Cut and Deal. Each player draws a card, and the player with the higher card deals first. Each player may shuffle, the dealer last, and the dealer's opponent must cut. The dealer gives each player 13 cards, one at a time, and places the remaining cards face down in the center of the table to form the stock.
The Play. The "receiver" (non-dealer) leads first. The opponent must follow suit, if possible. Play is at notrump, as in Contract Bridge. After each trick, each player draws a card from the stock, the winner of the previous trick drawing first and then leading to the next trick. Tricks won during this period have no scoring value.
Bidding and Final Play. When the last card of the stock has been drawn, the dealer may bid or pass. Bidding then proceeds as in Contract Bridge until a bid, double or redouble is followed by a pass. The player who does not make the final bid leads first, and thirteen tricks are played with or without a trump suit as determined by the final contract.
Scoring. Contract Bridge scoring is used, although the game can be played with Auction Bridge scoring.
Bridgette¨ was invented by Joli Quentin Kansil who was the protégé of Albert H. Morehead, the first Bridge editor of The New York Times. It is the only two-hand Bridge game that has been endorsed by many Bridge experts, and it has had a wide following since its introduction in 1970.
Number of Players. Two people can play.
The Pack. In addition to the standard 52 cards, there are three extra cards called ''Colons.'' With the standard pack, the colon cards can be made by using two jokers and the display card that is often included with the deck. The more ornate joker serves as the "Grand Colon," the second joker as the "Royal Colon," and the display card as the "Little Colon." An indelible felt pen can be used to ink in colon designs on the three extra cards as follows: All of the colons are designed with two circles placed vertically, similar to the colon used in punctuation. The Grand Colon has both circles filled in plus an "A" in the center; the Royal Colon has one circle filled in and the other open (like a ring) plus "JQK" in the center; the Little Colon has both circles open plus "2 10" in the center.
Rank of Cards and Suits. As in Contract Bridge. The colons have no actual rank, but each matches with one of three "groups" of cards in
the pack:
Aces (A) and the Grand Colon
Face Cards (J,Q,K) and the Royal Colon
Spot Cards (2 10) and the Little Colon.
The Shuffle, Cut and Deal. The turn to deal alternates. Each player picks a card from the pack spread face down on the table. The highest card deals first. If the cards are of equal rank, the rank of suits decides.
If a colon is drawn, another card must be picked.
The dealer shuffles the cards thoroughly, and the receiver cuts. The dealer then completes the cut and deals 13 cards one at a time, face down, to each player, beginning with the opponent. The rest of the pack forms the stock, and it is placed face down on one side of the table, closest to the dealer who turns over the top card and places it next to the stock. This card is called the "upcard."
The players now pick up their cards and arrange them by suits. A colon may be placed in between any two suits or at either end of the hand.
The Exchange. Before the bidding begins, the dealer and receiver improve their original holdings by receiving extra cards which they can use to stack their hands offensively or defensively. The receiver is always given two cards first, face down, from the dealer. The upcard determines the number of extra cards that the dealer receives: Spot card or Little Colon four cards; Face card or Royal Colon eight cards; Ace or Grand Colon 12 cards. For example: If the jack of diamonds is the upcard, the dealer gives two cards to the receiver before taking eight cards.
When the players take up their exchange cards, they should arrange them with their original 13 cards. The same number of cards are then discarded so that the players' hands are back to 13 cards before the bidding starts. The exchange discards are placed face down off to the side near the stock. After the exchange, each player should verify that his hand contains exactly 13 cards.
Before a player looks at his cards for his exchange, he has the option of taking the upcard into his hand by placing down the matching colon (capturing). Such a play has no effect on the number of cards the players exchange.
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Getting dealt a perfect 13-card suit in Bridge is 1 in 159,000,000,000, but in Bridgette, the odds are greatly reduced because of the exchange feature whereby a player can switch up to 12 cards after receiving his original hand of 13. It is an elaborate calculation, but with the Little Colon or a spot card as the upcard and a 4-card exchange for the dealer, the probability of being able to make a perfect 13-card suit is about 1 in 116,400,000 -- a large proposition, but substantially better odds than receiving such a hand in Bridge. With an 8-card exchange for the Royal Colon or a picture card, the odds are about 1 in 1,361,500. Finally, with the full 12-card exchange for the Grand Colon or ace, the chances are about 1 in 53,000. Since the game's invention in 1960, no one has reported a 13-suiter, though two 12-card suits have occurred -- both in hearts, and both in 1986!
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The Bidding. The turn to bid alternates. The dealer bids first and is required to open the bidding. His lowest possible bid is Zero Notrump. A contract to take six tricks, Zero Notrump ranks just below a bid of One Club and is the only exception to bidding for fewer than half the tricks.
One player may continue to bid even if the opponent passes, for the auction proceeds until the last bid has been followed by two consecutive passes. After a double, however, the bidding ends if it is followed by a pass. After a redouble, the auction ends immediately.
Bidding Requirement. To bid a suit, the player must have at least two cards of that suit; and if a player makes a "jump bid" (a bid higher than necessary to raise the previous bid), he must have at least four cards of that suit. For a bid in notrump, the player may not have any void suits; that is, there must be at least one card in every suit.
The Play. After the bidding ends, the declarer, not the defender, makes the opening lead by playing any card, and the defender then plays a card. The winner of the trick leads to the next trick, and play continues until all 13 tricks have been played.
Collecting Tricks. To make the hand go more quickly, the cards to each trick are not played to the middle of the table. Instead, the players play the cards in front of themselves (either holding the card or placing it on the table), and a card that wins a trick is placed face down to the player's left. The one that loses is placed face down to the player's right. A second advantage of this method is that both players' hands can be reassembled after the play for discussion or to see if any bidding requirements or other rules were violated.
The Colons. The three colons act mainly as defensive cards and add a very important element of skill to the play. Instead of following suit, a player may play the matching colon, that is, the colon from the same group as the card led. Played this way, the colon loses the trick, but it bars the opponent from leading the same suit on the next trick. That is, the opponent, on the next trick only, must lead a different suit (or one of the two other colons).
To illustrate: A player may discard the Grand Colon if the ace of hearts is led, whether or not the player has any hearts. For the next trick only, the other player may not lead a heart. (Of course, if the opponent has only hearts left, the colon play has no effect.) A player may discard one of the two non-matching colons only when the player has no cards in the suit led, and this play has no effect on the lead to the next trick. For example, if the queen of clubs is led and the other player discards either the non-matching Little Colon or Grand Colon, the opponent may continue leading clubs.
While a colon played to a lead always loses the trick, when a colon is led, it can win the trick. When a player leads a colon, the opponent may play any card. If the card is from the same group as the colon led (a matching card) or is any trump, the colon loses the trick; but if the player plays any non-matching card, including either of the other two colons, the colon led wins. A good time to lead a colon is on the last trick. If, for example, a player leads the Little Colon at Trick 13, and the opponent's last card is an ace or king, the Little Colon wins.
The Scoring. The score sheet is the same as for Contract Bridge, but instead of "WE" and "THEY," the players' actual names are written at the top of the respective columns. The scoring itself is the same except for these important differences:
1) Zero Notrump bid and made scores 10 points below the line with 30 above for each overtrick. (One Notrump is still 40: 10+30, etc.)
2) No points are awarded for holding honors.
3) The bonus for making a doubled contract is 100 points, and for making a redoubled contract, 250 points.
4) Five Notrump bid and made scores a "sub slam" bonus of 1000 points; Six Notrump scores 1300 points; Seven Notrump scores 1600 points; a small slam in a suit scores 900 points; a grand slam in a suit scores 1500 points. These bonuses are the same whether not vulnerable or vulnerable.
Six-Deal Scoring. Because beginners often find scoring for regular Bridge difficult, a simpler alternative scoring has been designed for Bridgette. This system also appeals to experienced players who want to play a quick match when time is limited, or who wish to play a lively game for a stake.
The score sheet has no center line, as part scores are not carried over to the next hand, and there is no vulnerability feature either. Six horizontal lines, one for the result of each deal, are drawn and there are two columns, one for each player. After each deal, one of the players will earn points, and the scorer writes the correct score in that player's column.
BRIDGETTE SIX-DEAL SCORING
Offensive Score
(Earned by declarer for making the bid) |
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BIT-SCORE : 0NT, 1 , 1 , 1 , 1 |
150 |
PART-SCORE : 1NT, 2 , 2 , 2 , 2 , 2NT, 3 , 3 , 3 ,
3 , 4 , 4 |
250 |
GAME-SCORE : 3NT, 4 , 4 , 4NT, 5 , 5 , 5 , 5 |
750 |
| SLAM-SCORE: |
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Small Slam: 5NT, 6 , 6 , 6 , 6 |
1,500 |
Grand Slam: 6NT, 7 , 7 , 7 , 7 |
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