Bridge strategy game




















The game was designed by John Lee, who is also the creator of the popular Clue series of games. The Bridge Strategy Card Game is very addictive. It is especially fun when played with two or more people and a good number of players. However, the game can still be enjoyed by a single person when it has a specific theme. For example, in The Bridge Strategy Card Game you have to find a way to get all the cards from the deck without revealing your hand.

The objective of the game is to reach the end of the deck by matching pairs of cards with pairs of cards in your hand. The most common and interesting twist in the game is to have a secret pair of cards that the other players have to find out. The Bridge Strategy Card Game is a great family game and can also be enjoyed by kids. Since it is very easy to learn, this game can also be enjoyed by children of all ages.

South rearranges the dummy hand to show trumps s on the left, as illustrated here: When it is dummy's turn to play, declarer selects the card to be played and plays it or asks dummy to play what the declarer selects. Once the opening card has been led, each player must follow suit if able. Should you be deficient in the suit led, you are free to play any other card, including trump.

High trump or highest card in the suit led wins the trick. The winner of each trick leads to the next. The first time trump is played, trump is said to be broken. Only after trump has been broken may anyone lead with a trump -- unless they have no other suits available. Here is a sample round using the hands introduced on the first page: West begins by leading the 5.

South wins East's J with the A. At tricks two and three, South cashes takes short tricks his A and K, and discovers that the defense will win a trick with the Q meaning that West threw out their J and 2, leaving the Q in reserve for later use. South continues at the fourth trick by leading the 3 to dummy's K. South leads 3 to the dummy's K. South next leads the 10, West puts on the Q, but South trumps it in dummy with dummy's remaining trump. Except for West's high , South will win all the tricks and the contract succeeds.

Now that you've read about the bidding and playing of a hand, you'll need to learn about keeping score. Let's take a look at the Contract Bridge socring system on the next page. Now you will learn the rules of keeping score, which can take some getting used to: Scoring: After the tricks have been played, it is clear whether the declarer made the contract i.

If the contract is made, the declaring side scores according to the table below. If you make a contract of 6, it's called a small slam; a grand slam is a made contract of 7 bids. Both slams receive bonuses. If you win six or seven tricks but did not bid that number; you are not credited with a slam. If the contract goes down, the other side scores points for undertricks, that is, the number of tricks the declaring side falls short of the contract see chart below.

Rubber Bridge scoring: When one side has scored two games, it wins the rubber. A game means points in tricks bid for and won according to the scoring table above. It's quite possible to bid and make game on a single deal: For example, 3 NT scores points, and successful contracts of 4 , 4 , 5 , and 5 also count at least points. Alternatively, you can earn game in a series of deals whose final contracts end at a lower bidding level; these are called part-scores or partials. For example, you might bid and make 2 on one hand 40 points , and on the next hand you might bid and make 2 60 points.

The two added together equal points, enough for game. A side that has scored one game is vulnerable, so if both sides have a game both are vulnerable. A side that hasn't scored a game yet is not vulnerable. When defenders defeat, or set, a contract, they earn greater points whenever the other side is vulnerable.

Score for the winning side is also increased when the final contract is doubled or redoubled. Note: Extra tricks overtricks made at any contract do not count toward game. Scoring above and below the line: Both sides usually keep score, either on a preprinted Bridge score pad, or else just by drawing lines in a cross.

Points toward game go below the line, while all other points, including bonuses and overtricks, score above the line. Then N-S bid 4 and made To show that a game was won, an additional line was added under that score. E-W's 40 part-score, by the way, is wiped out, E-W earn the points but both sides start fresh earning trick points toward the next game. N-S then bid 3 but went down one vulnerable, earning E-W above the line. Finally, N-S bid and made 6 in the hand shown , scoring below the line in trick score, above the line for vulnerable small slam bonus, and more points above the line for winning a rubber two games to none.

In this instance, the total rubber score is N-S 1,, E-W Below is a list of scoring for bonuses and overtricks. Number of players: Four Object: To score points. In Auction Bridge, if you take enough tricks, you score game and slam bonuses without regard to how high the bidding ended. The cards: Regular pack card deck. To play: The auction, procedure of play, and rules of play are already described in Contract Bridge on the first page of this article.

Only the scoring changes in Auction Bridge. Scoring: Auction Bridge underwent several scoring changes, and this is the final version. A rubber ends when one side scores two games. Game is 30 points in trick-score: , , , , and NT score 6, 7, 8, 9, and 10 points per trick, scored below the line. When one side reaches 30, both sides start anew on the next game. Winning the rubber two games earns a point bonus.

Winning 12 of 13 tricks earns a point small slam bonus, and winning all 13 tricks a grand slam receives a point reward. Making doubled or redoubled contracts doubles or redoubles the trick-score. Overtricks extra tricks made at a doubled contract count 50 each, and redoubled overtricks are each. Failing to make a contract costs 50 per trick undoubled, doubled, and redoubled.

Bonuses are given to hands that contain any of the following: 3 of top 5 honors A, K, Q, J, and 10 of trump or 3 aces at NT may be divided between hands , 30 points; 4 honors or 4 aces at NT divided , 40 points; 5 trump honors divided, 50 points; 4 trump honors in one hand, 80 points; 4 trump honors in one hand, with 5th in partner's hand, 90 points; 4 aces in one hand at NT , points; 5 honors in one hand, points. Tips: The bidding in Auction is less sophisticated than in Contract Bridge, since the main idea is to buy the contract at a low level.

But you might not have found the best suit for your side. Look to take as many tricks as you can, since the possibility of winning a game or slam is alive on every hand. Honeymoon Bridge This is one of the most popular two-player Bridge variants. Number of Players: Two To play: This is a great game for honeymooners and other couples.

Players sit next to not opposite each other. Dealer deals out four hands, including a dummy hand for each player. Deal each dummy hand as follows: First, deal out two rows of three cards face down.

Then place one card face up on top of each face-down card. Deal the last card face up next to the rows. Bid as in normal Bridge, except that a single pass ends the auction. Players select the cards played only from among the exposed cards in their dummy hands. After the trick is finished, turn up any uncovered card in their dummy. Any newly revealed card may now be played. Reverse Bridge This four-handed game turns all the rules upside-down!

To play: Rules and play are as in regular Bridge, but the object is entirely the opposite: You try to force opponents to take the tricks for the bid you make. So, if your side wins a final contract of 4 , your job is to get your opponents to take at least 10 of 13 tricks with s as trumps.

You get the score for any contract you force the opponents to make. Strategy: Instead of saving the high cards your side holds to play on different tricks, as in regular Bridge, you'll play as high a card as you can that you think will still lose a trick.

When your side does take a trick, try to put high cards on it from both hands so that you can save your losing cards to help you later in the hand! Three-Handed Bridge Waiting for a fourth player to show up, lots of folks have sought ways for only three players to enjoy Bridge. Though no method comes close to the real thing, here's one way to have some fun. Number of players: Three To play: Deal out four hands, with the fourth hand which will become a dummy left on the table opposite the dealer with four cards turned up.

Players will bid for the right to become declarer opposite the dummy on the table, and play out the contract against the two other players, who will defend.

Dealer begins the bidding, and the final contract is agreed to after two passes. Shift places, if needed, to bring declarer opposite the dummy hand.

After the opening lead, turn up the face-down dummy cards to let declarer see the dummy before planning a line of play. Scoring: The scoring is the same as in Contract Bridge, but it can get a little complicated keeping track of three scores. A contract may be doubled and redoubled, but that applies to the scores of only the two players involved.

The third scores for an undoubled contract. You've learned how to play two variations on four-handed bridge as well as versions for two and three players. Now there's no limit to developing your bridge skills -- you'll be an impressive player before you know it! Four, playing as two pairs, with partners facing each other. How do you win bridge? Each partnership tries to score points by bidding, or by defeating the opposing partnership's bid.

At the end of play, the partnership with the most points wins. How do I play bridge online with friends? You can download Fun Bridge on smart devices to play bridge with friends. Cite This! Try Our Crossword Puzzles! Try Our Sudoku Puzzles! More Awesome Stuff.



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