Bridge is a
partnership game, and therein lies its challenge. You and your partner
communicate and share the same score on every deal. Each deal of bridge has two
distinct phases: The bidding, which involves all four players, and
the play, in which three players participate.
Bridge uses a standard 52-card deck. The game starts by dealing 13 cards to each player. The players' positions at the table are commonly called North, South, East and West. The two partnerships are North-South and East-West.
The game starts with the bidding, which will end when one partnership names (declares) a final contract. The
contract will always specify a denomination (a trump suit or notrump) and
a minimum number of tricks to be taken. which will always be more than
half of the 13 total tricks in each deal. The other partnership will defend the final contract. Their goal is to prevent declarer from taking the contracted number of tricks. To make decisions
about whether to declare or defend, each player in turn uses one or two of 15
words to describe his hand to his partner.
The auctionThe entire round of bidding is called the auction. It starts with the dealer and proceeds clockwise around the table. When it’s your turn to call, you’ll choose one
of two actions: (1)
Make
a bid (a number and the name of a suit or notrump). This tells partner you
have the strength (honor cards) and/or suit length to compete for the contract.
(2) Pass.
This shows no current interest in trying to name the final contract. A Pass tends
to show a hand that's weak in honor cards, but you may still make a bid later
in the auction. The first person to make a bid (instead of a Pass) is the opening bidder. See Opening bids for guidelines on how to determine your hand's strength and whether you should open or pass. On some deals,
you and partner will have most of the strength and you’ll be doing most of the
bidding. When you have weak hands, you’ll usually pass and let the opponents
select a trump suit. On many deals, both partnerships will be bidding for the
final contract. The bidding ladderEvery bid uses a number (1 through 7) followed by the name of
a suit or notrump. For purposes of bidding, the suits are ranked alphabetically
(lowest to highest), followed by notrump Just as in a sale auction, if you want to "buy" the final contract,
you must bid higher than the previous offer. When it’s your turn to call
in a bridge auction, you will either pass or make
a bid at a higher level or in a higher-ranking suit
than the previous bid. Think of the bidding as moving up a ladder, as in the diagram at right. The ladder shows all 35 possible two-word bids, ranging from 1C (the lowest possible bid) up to 7NT. There are also three
one-word calls -- Pass, Double and Redouble. These
calls use no space in the auction. Once a player makes a two-word bid, all the bids below it are unavailable. The next bid by any player must be higher up the ladder. For example:
Most auctions
start with a 1-level bid. By the end of the first round of bidding (all four
players have had one chance to bid), you'll often
be able to tell you if your partnership has enough combined strength to try to
name the final contract. If you do, you’ll
make two more decisions: (1) WHERE you should play (what suit will be trumps, or if you should choose notrump); and (2) HOW
HIGH you should bid (how many tricks you are willing to contract for). Decision #1:
Where?
For purposes of scoring, the four suits are grouped into two categories: The two higher-ranking suits (♥ Hearts & ♠ Spades) are called major suits. The two lower-ranking suits (♣ Clubs & ♦ Diamonds) are called minor suits. Major-suit and notrump contracts score higher than minor-suit contracts. Trump suits can offer advantages over notrump contracts, so your bidding conversation will focus first on finding out if hearts or spades will be a good trump suit for you. A good trump suit
is a fit of 8 or more cards of one suit, divided in any way between your
two hands (4 and 4, 5 and 3, 6 and 2, etc.). If you can find this fit in hearts
or spades, that will be your choice for the final contract. If not, you'll
consider notrump, then clubs and diamonds. Your preferred choices for the final
contract are: BEST:
A major suit (hearts or spades) if you and partner have a
combined fit of 8 cards or more. 2ND BEST:
Notrump if you have honors in all suits and no 8-card fit in a
major suit. 3RD BEST:
A minor suit (clubs or diamonds) if you have unbalanced hands
and a combined fit of 8 cards or more. Decision #2:
How high?
The number in each two-word bid corresponds to the number of tricks you must take after the first six. The first six tricks you take are called book. To make a contract of 3H, for example, you must take at least 9 tricks (6 for book plus the 3 named in the final bid). On most bridge deals, the auction will stop somewhere between 1NT and 4S (contracts that require declarer to take 7 to 10 tricks). The lower-level contracts are easier to make, but the scoring rules offer an incentive for bidding higher. Bridge awards a
big scoring bonus if you bid up to a specified level and make your contract.
This is the game bonus, and it's given for bidding and making a contract whose trick
score adds up to at least 100 points. Majors, minors and
notrump award different trick scores, so the game level depends on what
denomination you choose for the final contract. The trick scores and game levels
for each denomination are:
♣
♦ Minor-suit
contracts award 20 points per trick past book.
♥ ♠ Major-suit
contracts
award 30 points per trick past book.
Notrump
contracts award 40 points for the first trick past book and 30
points for all subsequent tricks. These game contracts are the boxed bids on the ladder. Bigger scoring bonuses can also be earned for slams (any bid of 6) and grand slams (any bid of 7). You must bid up to game or slam level to earn these bonuses. Contracts at any level lower than game are called partscores. If you play in a partscore, you'll score points for taking extra tricks past your contract level, but you won't collect the bonus. Your goal in every auction is to score the entire 100 points on that deal by bidding to at least game level if you have enough strength. To evaluate your hand's strength, count your high-card points: Ace = 4 points King = 3 points Queen = 2 points
Jack = 1 point You and partner will use bids
to tell each other about your high-card points and the lengths of your suits.
You'll use this information to make the "Where?" and "How high?" decisions. 19+ points to make a partscore (any bid below game level) 25+ points to make the higher-scoring game contracts of 3NT (9 tricks), 4H and 4S (10 tricks) 29+ points to make the game contracts of 5C and 5D (11 tricks) 33+ points to make a small slam (any bid of 6, which is 12 tricks) When deciding how high to bid: If you’re sure you and partner have fewer than 25 combined points: Stop in the lowest partscore available in your trump suit or notrump. If you and partner have 25 points or more:
Force the bidding
up to game level.
The end of the auction: A bid becomes a final contract after three consecutive passes. This means that you won't usually want to pass partner's bid unless you believe it will be a suitable final contract. |
7NT 7S 7H 7D 7C 6NT 6S 6H 6D 6C 5NT 5S 5H 5D 5C 4NT 4S 4H 4D 4C 3NT 3S 3H 3D 3C 2NT 2S 2H 2D 2C 1NT 1S 1H 1D 1C |
Winning tricks: The object of the play is to win tricks for your partnership. A trick is four cards, one from each player in turn (clockwise around the table). There are 13 tricks in each deal.
The first card played to a trick is the lead. The player on lead may choose any card in his hand. Each of the other three players must then "follow suit" by playing a card of the suit led if they have one.
You can choose any card of the suit that was led -- there is no obligation to play a high card or try to win the trick. If you cannot follow suit to a lead, you can play a trump (in a suit contract) or you can discard any other suit.
If all four players follow suit, the highest card wins the trick. If one of the four cards is a trump, it wins. If there are two or more trumps played on a trick, the highest trump wins.
After the opening lead, the hand that wins each trick becomes the leader to the next trick.
Declarer and dummy: When the auction ends, the bid immediately preceding the three passes is the final contract. It names a trump suit or notrump and a number of tricks over book (the first 6 tricks) that the declaring side must take to fulfill the contract.
The player who
first bid the suit or notrump named in the contract is declarer.
Only three
players participate in the play. The fourth player, declarer’s partner,
becomes the dummy, and he puts all 13 of his cards face-up on the table
for all players to see. For convenience, dummy sorts his cards into suits and
places them vertically, facing declarer. Trumps are put down first (on dummy’s
right, declarer’s left).
Dummy makes no
decisions. Declarer plays both his own hand and dummy’s, choosing which of
dummy’s cards will be played in order to each trick. If dummy wins a trick,
declarer chooses a card from dummy to lead to the next trick.
The result of the
play determines the score on each deal. If you or your partner declared, you’ll
receive a plus score if you fulfill your contract
— if you win 6 tricks (book) plus at least the number of tricks
named in your bid. If you did not make your contracted number of tricks (if you
“went down”), your opponents receive a plus score (a penalty based on the
number of tricks you went down).
Next: To learn how you and partner can exchange information in the bidding, see Opening Bids and Basics for Responder.
© Karen Walker Back to Karen's Bridge Library