- Interactive Contract Bridge Lessons online. An easy to use Bridge learning system for beginners and improvers with Bridge games against the computer of live on the Internet.
- The instructions and decisions of the director should be followed and respected at all times. In a serious tournament, if you strongly disagree with the director's ruling, it should be possible to appeal against the director's decision..
- Simply the best free Bridge game in town, anytime, anywhere. Looking for a fun yet comprehensive free Bridge game then look no further. Bridge is a card game played by four players who form two partnerships.
- It's not easy getting together for a game of Bridge these days. Thankfully, now you can play online Bridge for free any time you want! Logout Home Member Benefits Discounts Insurance Financial.
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Contract Bridge took off as an international rage in the 1930s and is considered today by many to be the ultimate card game. Learn to play. Useful Bridge Terms Here's a quick reference for some of the card language you will find in this article. Auction: bidding for.
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Below is a brief summary of how to play Contract Bridge. The above lessons expand on each of these phases and concepts of the game. Card Pack Your pack of cards should contain 52 cards. With four suits (Spades, Hearts, Diamonds and Clubs) Each suit.
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When this page was first written (in late 1. Bridge- related information on the Internet, but most of it was aimed at people who already knew how to play. This page was produced to fill the gap by explaining how Bridge is played. The explanation is intended for people who have some experience of cards and card games, but no knowledge of Bridge.
In the following years, several other sites with information of use to Bridge beginners appeared. Some of these appear among the links at the end of this page. Types of Bridge. Contract Bridge was invented in the 1. USA by Ely Culbertson. Bridge currently occupies a position of great prestige, and is more comprehensively organised than any other card game. There are clubs, tournaments and championships throughout the world. Rubber Bridge is the basic form of Contract Bridge, played by four players.
Informal social Bridge games are often played this way, and Rubber Bridge is also played in clubs for money. Duplicate Bridge is the game normally played in clubs, tournaments and matches. The game is basically the same but the luck element is reduced by having the same deals replayed by different sets of players. At least eight players are required for this.
There are some significant differences in the scoring. Two types of Duplicate Bridge will be covered.
Chicago is a version of Bridge played by four people over four deals. Contract Bridge developed in the 1.
Auction Bridge, which is different mainly in the scoring. In Auction Bridge, overtricks count towards making game, so it is only necessary to bid high enough to win the contract - there is no incentive to bid all the tricks you can make. Before Auction Bridge there was Bridge- Whist or Straight Bridge (at the time this game was just called Bridge). Here is a link to the earliest published rules of Bridge, which appeared in 1. Biritch or Russian Whist.
In Bridge- Whist there is no bidding at all - the dealer either names a trump suit or passes, in which case the dealer's partner must choose trumps. In either case the dealer's partner is dummy. Either opponent may double before the lead to the first trick, and if doubled, the dealer's side may redouble. In the earliest form of the game, after any redouble, the other side can redouble again, and this can continue indefinitely. The duplicate format, in which the same cards are played at more than one table, has been in use since the 1.
Auction Bridge, Straight Bridge, their ancestor Whist, and several other four- player card games, as well as for Contract Bridge from its invention to the present day. Rubber Bridge. Players and Cards. There are four players in two fixed partnerships. Partners sit facing each other. It is traditional to refer to the players according to their position at the table as North, East, South and West, so North and South are partners playing against East and West.
The game is played clockwise. A standard 5. 2 card pack is used. The cards in each suit rank from highest to lowest: A K Q J 1.
The cards are shuffled by the player to dealer's left and cut by the player to dealer's right. The dealer deals out all the cards one at a time so that each player has 1. Turn to deal rotates clockwise. It is traditional to use two packs of cards.
During each deal, the dealer's partner shuffles the other pack and places it to the right. The dealer for the next hand then simply needs to pick up the cards from the left and pass them across to the right to be cut. Provided all the players understand and operate it, this procedure saves time and helps to remember whose turn it is to deal, as the spare pack of cards is always to the left of the next dealer.
There is next an auction to decide who will be the declarer. A bid specifies a number of tricks and a trump suit (or that there will be no trumps). The side which bids highest will try to win at least that number of tricks bid, with the specified suit as trumps. When bidding, the number which is said actually represents the number of tricks in excess of six which the partnership undertakes to win. For example a bid of "two hearts" represents a contract to win at least 8 tricks (8 = 6 + 2) with hearts as trumps. For the purpose of bidding the possible trump suits rank as follows: no trumps (highest), spades, hearts, diamonds, clubs (lowest). A bid of a larger number of tricks always beats a bid of a smaller number, and if the number of tricks bid are equal, the higher suit beats the lower.
The lowest bid allowed is "one club" (to win at least 7 tricks with clubs as trumps), and the highest is "seven no trumps" (to win all 1. NB. In North America, the term for contracts played without a trump suit is "notrump" or "no trump" (without an 's').
It is also possible, during the auction, to "double" a bid by the other side or to "redouble" the opponents' double. Doubling and redoubling essentially increase the score for the bid contract if won and the penalties if lost. If someone then bids higher, any previous doubles and redoubles are cancelled.
Note that doubling does not affect the ranking of a bid - for example a bid of two spades is always higher than two hearts, even if the two hearts bid has been doubled or redoubled. The dealer begins the auction, and the turn to speak passes clockwise. At each turn a player may either. This indicates that the player does not wish to bid, double or redouble at that turn, but a player who has passed is still allowed to bid, double or redouble at a later turn.
NB. Either "no bid" or "pass" is permissible, but you should stick to one term or the other. No bid" is usual in Britain; "pass" is usual in the USA. If all four players pass on their first turn to speak the hand is said to be passed out. The cards are thrown in and the next dealer deals.
If anyone bids, then the auction continues until there are three passes in succession, and then stops. After three consecutive passes, the last bid becomes the contract. The team who made the final bid will now try to make the contract. The first player of this team who mentioned the denomination (suit or no trumps) of the contract becomes the declarer. The declarer's partner is known as the dummy. Example of an auction (North dealt). North East South West.
North- South will try to win at least 1. North, who mentioned spades first, is the declarer. South's double of one heart was cancelled by West's bid of 3 hearts. The Play. The player to the left of the declarer leads to the first trick and may play any card.
Immediately after this opening lead, the dummy's cards are exposed. The dummy should arrange them neatly in suits, the cards of each suit arranged in rank order in an overlapping column, pointing towards the declarer, so that all the cards are clearly visible. The trump suit if any should be to dummy's right (declarer's left); in the diagram, spades are trump. Play proceeds clockwise. Each of the other three players in turn must if possible play a card of the same suit that the leader played. A player with no card of the suit led may play any card.
A trick consists of four cards, one from each player, and is won by the highest trump in it, or if no trumps were played by the highest card of the suit led. The winner of a trick leads to the next, and may lead any card. Each trick is gathered together and turned face down when complete, but you may ask to see the cards and ask who played which card until you or your partner has played to the next trick. The tricks won are to be arranged neatly in front of one member of the winning side, so that they can easily be counted. Dummy takes no active part in the play of the hand. Whenever it is dummy's turn to play, the declarer must say which of dummy's cards is to be played, and dummy plays the card as instructed (provided that it is legal).
Dummy is not permitted to offer any advice or comment on the play. When dummy wins a trick, the declarer specifies which card dummy should lead to the next trick. If when calling for a card the declarer specifies the suit only, dummy is to play the lowest card of that suit. It is also legal, and not unusual, for the declarer to play dummy's cards by physically taking them from dummy's hand rather than just calling for them. This allows the dummy player to leave the table during the play of the hand.
As its name suggests, Rubber Bridge is played in rubbers. A rubber is the best of three games. A game is won by the first team to score 1. A side which has already won one game towards the current rubber is said to be vulnerable. A side which has not yet won a game is not vulnerable.
A side which is vulnerable is subject to higher bonuses and penalties than one that is not. The score is kept on a piece of paper divided into two columns headed WE and THEY, for the two teams, with a horizontal line part- way down (see example). Scores for successful contracts are entered below the line, and count towards winning a game. Other scores, such as bonuses for tricks made in excess of the contract (overtricks), or penalties for tricks short of the contract (undertricks) are entered above the line, and do not count towards winning the game. Score for making the contract.
For a successful contract, the score below the line for each trick (in excess of 6) bid and made is as follows. If trumps are Clubs or Diamonds, 2. If trumps are Hearts or Spades, 3.
If there are No Trumps, 4. If the contract was doubled the above scores are doubled. If it was doubled and redoubled, they are multiplied by 4. In addition, the declarer's side scores an extra 5. This is sometimes known as "5.
For making a redoubled contract the bonus is 1. Because of the difference in score, clubs and diamonds are called the minor suits and hearts and spades are the major suits. A contract to make 1. A contract to make all 1. For bidding and making a slam, declarer's side get an extra bonus above the line, depending on their vulnerability, as follows. Slam bonus small slam grand slam.
Score for overtricks.