OMGLoftClassic games. Real players. Bridge
Bid a contract, play it with dummy.
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How to play — Bridge
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In short
Bridge is a card game for four players in two partnerships, with your partner sitting opposite. A deal has two parts: the bidding, in which the pairs promise how many tricks they will take, and the play, in which one pair tries to keep its promise while the other tries to stop it.
The deal and tricks
Everyone gets 13 cards. A trick is four cards, one played by each player. The bidding pair tries to take the number of tricks promised, and the defenders try to stop it.
Bidding
A bid contains a level from 1 to 7 and a trump suit or no trump. The level means the number of tricks above six: 1 is seven tricks, 4 is ten. The order of bids at the same level is clubs, diamonds, hearts, spades, no trump. You can raise the bid, pass, double your opponents' bid, or redouble a doubled bid of your pair. A double and a redouble increase the scoring. Three passes after a bid close the bidding, and four passes with no bid end the deal with no points.
The order of suits in bidding from the lowest: clubs, diamonds, hearts, spades, and above them no trump. The declarer and the dummy
The declarer is the player of the winning pair who first named the final suit or no trump. After the defender's first card, the partner's hand is exposed as the dummy. The declarer then chooses cards both from their own hand and from the dummy's hand, each time in turn order. The partner does not make these moves alone.
Playing the tricks
You must follow the suit led if you have it. If you cannot, you may play any card, as there is no obligation to use a trump. The highest trump takes the trick, and without one the highest card of the suit led. The ace is highest. The winner of the trick leads the next. In a no-trump game the suit led decides all the tricks.
Scoring a made contract
The scoring used here does not distinguish vulnerability of the pairs. Declared tricks above six score 20 each in clubs and diamonds, 30 each in hearts and spades, and in no trump the first scores 40 and the rest 30 each. A double multiplies this base by 2, a redouble by 4. A base below 100 gives a bonus of 50, and 100 or more a bonus of 300. A contract at level 6 adds 500 and at level 7 adds 1000. A made double adds another 50, and a redouble 100. Extra tricks score 20 each in the minor suits or 30 in the major suits and no trump; with a double 100 each, with a redouble 200.
Undertricks and the end of the match
For each missing trick without a double the defenders score 50. With a double the first costs 100 and the rest 200 each; a redouble doubles these values. Points are recorded for the pair that won the deal's settlement. After the set 2, 4 or 8 deals the pair with the larger total wins, and an equal total is a draw.
Taking the rest and leaving
The declarer, when it is their turn or the dummy's, may once per deal announce “I take the rest” if at least two tricks remain. The defenders then see their cards and have 20 seconds. If both agree, the declarer gets all the remaining tricks, and an objection or no reply means play continues. There is no resigning: leaving a game in progress, or running out of time, is a forfeit by the leaver's pair and ends the game for the whole table, and the other pair wins.