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. In PlaySite Bridge, players are not referred
to as "North, East, South and West" Instead,
the players' usernames are used, and partners still
sit across from each other. The game is played clockwise.
A standard 52 card pack is used. The cards in
each suit rank from highest to lowest: A K Q J 10
9 8 7 6 5 4 3 2.
DEAL
The dealer deals out all the cards
one at a time so that each player has 13. Turn to
deal rotates
clockwise. BIDDING
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 13 tricks without trumps).
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.
The dealer begins the auction, and play passes
clockwise. At each turn a player may either:
- make a bid, which must be higher than the previous
bid if any
- double, if the previous bid was by an opponent,
and has not already been doubled
- redouble, if the previous bid was by one's own
side and has been doubled by an opponent, but
not yet redoubled
- pass, which indicates that the player does not
wish to bid, double or redouble on that round,
but a player who has passed is still allowed to
bid, double or redouble at a later turn.
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
pass 1 heart double 3 hearts
3 spades pass 4 spades pass
pass pass
North-South will try to win at least 10 tricks with spades as trumps North,
who mentioned spades first, is the declarer. South's double of one heart was
cancelled by West's bid of 3 hearts.
PLAY
The player to the left of the declarer
leads to the first trick. Immediately after this
opening lead, the dummy's cards are exposed.
Play proceeds clockwise. Each player must if possible play a card of the
suit led. A player with no card of the suit led may play any card. A trick
consists of four cards, and is won by the highest trump in it, or no trumps
were played by the highest card of the suit led. The winner of a trick leads
to the next.
Dummy takes no active part in the play of the hand. Whenever it is dummy's
turn to play, the declarer plays one of the dummy's cards. Dummy is not permitted
to offer any advice or comment on the play.
SCORING
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
100 or more points
for successful contracts, over several deals if necessary.
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.
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, 20 per trick.
- If trumps are Hearts or Spades, 30 per trick.
- If there are No Trumps, 40 for the first trick, and 30 for each subsequent
trick.
- 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 50 points above the line if they
succeed in a doubled contract. This is sometimes known
as "50 for the insult".
For making a redoubled contract the bonus is 100 above the line. Because of the difference in score, clubs and diamonds are called
the minor suits and hearts and spades are the major suits.
SLAM BONUS
A contract to make 12 tricks is known as a small slam. A
contract to make all 13 tricks is called a grand slam. 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
- Not Vulnerable 500 1000
- Vulnerable 750 1500
SCORE FOR OVERTRICKS
If the declarer's side wins more tricks than were bid, and were not
doubled, then in addition to the score below the line for the contract,
they score for the overtricks above the line at the same rate as for
bid tricks i.e. 20 per trick if a minor suit was trumps 30 per
trick in a major suit or no trumps.
If the contract was doubled or redoubled, the bonus for overtricks
does not depend on the trump suit, but does depend on whether the declarer's
side was vulnerable as follows:
- Score per Overtrick Doubled Redoubled
- Not vulnerable 100 200
- Vulnerable 200 400
PENALTY FOR UNDERTRICKS
If the declarer's side win fewer tricks than they bid, neither side
scores anything below the line, but the declarer's opponents score
above the line. This score depends on the declarer's side's vulnerability,
and whether the contract was doubled or redoubled, as follows:
- Undertrick Penalty Not vulnerable Vulnerable
- Not Doubled (Each Undertrick) 50 100
- Doubled (1st Undertrick) 100 200
- Doubled (2nd & 3rd Undertricks) 200 each
300 each
- Doubled (4th+ Undertricks) 300 each 300 each
Redoubled undertricks cost twice as much as doubled undertricks.
GAME AND RUBBER
A side that accumulates 100
points or more below the line has won a game. A new line is drawn under
the scores. Anything the opponents
had below the line does not count towards the next game they start
from zero again.
Notice that, starting from zero and in the absence of doubles, to
make a game in one hand you need to succeed in a contract of at least
three no trumps, four spades, four hearts, five clubs or five diamonds.
The side which first wins two games wins the rubber. For this they
get a bonus of 700 if they won it two games to zero, or 500 if it was
two games to one. Both sides scores are then totaled and the side with
the higher score wins the difference in money (if playing for money)
from the side with less.
PARTNERSHIP AGREEMNT AND CONVENTIONS
As in most card games,
partners are forbidden to convey information to each other directly.
However, there is considerable scope for partners
to exchange information within the rules of the game by their choice
of bids or cards played.
The bidding mechanism is such that if a player makes a bid (or double
or redouble), it is always possible for the player's partner at their
next turn to override that bid with a higher bid. This makes it possible
for partners to assign arbitrary meanings to bids. Bids which can be
taken at face value that is they convey a genuine wish to play a
contract to take the relevant number of tricks or more with the trump
suit stated are called natural. Bids which carry an agreed meaning
other than this are called artificial or conventional.
For example if we are partners, we might agree that a bid of one
club by me shows a strong hand, but has nothing to do with wanting
clubs as trumps. Provided that we both understand this, you will not
leave me to play a contract of one club, but will make some other bid,
natural or artificial.
The main restriction on agreements between partners about the meaning
of bids is that all such agreements must be declared to the opponents.
A bidding system is a comprehensive set of partnership agreements about
the meanings of bids.
Players should declare their system (if any) at the start of a session.
In addition, any player, at their turn to bid or at the end of the
auction, may ask for and be given an explanation of the opponents'
bidding agreements. The explanation should be given by the partner
of the player who made the bid in question.
Similar considerations apply to the play. Partners may agree on the
meaning of the choice of card played in certain circumstances. For
example we may agree that when leading from a sequence of adjacent
high cards such as K-Q-J we always lead the highest. Again, the opponents
are entitled to know about such agreements. They may be asked about
during the play.
In rubber bridge one does not often come across complicated systems
and partnership agreements. One is often playing with an unfamiliar
partner, or in an informal setting. Complicated agreements are more
often encountered in duplicate bridge, where the players are often
long-standing partners who have devoted considerable effort to their
system.
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