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Bridge is a trick taking game where teams of players try to win more tricks than the other team. Bridge is played by four players divided into two teams.
Ranking of Cards
In Bridge, Aces are high and 2's are low
Bridge is played with a standard deck of 52 cards. After teams are decided amongst the players, the dealer passes out 13 cards, one by one, to each player. Teammates sit across from each other.
After cards are dealt, players begin a round of bidding, starting with the player left of the dealer and going clockwise. During the auction, players can bid, double, redouble, or pass.
A bid is the number of tricks that the player believes their team will make in the round along with their desired trump suit. The minimum bid in Bridge is 7 while the maximum bid is 13. Players announce a bid of 7 by saying 'One' with their desired trump suit (etc. 'One Heart'). A bid of 8 would be 'Two Hearts', and so on.
If a player believes that the other team will fail in their bid, they can announce double. Announcing double means that the other team will receive double the penalty points if they fail to meet their bid. It also means that the other team will receive double the points if they succeed to meet their bid.
If an opposing player announces double, then the other team can announce redouble. This effectively quadruples the points either won or penalized by the attacking team.
If a player doesn't want to increase a bid, double, or redouble, they can pass.
After an entire round of passing, the team with the highest bid becomes the attackers while the other team becomes the defenders.
The player who announced the winning bid becomes the Declarer while their teammate becomes the Dummy. The Dummy turns over their hand so that all players can see their cards. The Declarer plays for the Dummy in the round.
The Declarer leads the first trick. Going clockwise, players must follow the lead suit if they can. The highest ranking card wins the trick. The player who wins the trick leads the next trick.
Points are scored in two ways, Tricks won and Bonus/Penalty Points.
After the 6th trick won, tricks are worth points. The value of tricks won is dependent on the trump suit for the round.
If Diamonds or Clubs are trump, each trick after 6 is worth 20 points.
If Hearts or Spades are trump, each trick after 6 is worth 30 points.
If there are no trumps, the 7th trick is worth 40 points while every trick after is worth 30 points.
There are many different types of bonus/penalty points.
An overtrick is a trick made after a team's bid is met.
An undertrick is a trick made before a team's bid is met
A grand slam is when a team makes 13 tricks.
A small slam is when a team makes 12 tricks.
The value of Bonus and Penalty points depend on if a team is vulnerable. A team is vulnerable if they won the previous round. Below is a list bonus and penalty points.
Bonus points for non-vulnerable teams
Doubled overtricks are worth 100 points each.
Redoubled overtricks are worth 200 points each.
Small slams are worth 500 points.
Grand slams are worth 1000 points.
Bonus points for vulnerable teams
Doubled overtricks are worth 200 points each.
Redoubled overtricks are worth 400 points each.
Small slams are worth 750 points.
Grand slams are worth 1500 points.
Penalty points for non-vulnerable teams
Undertricks cost 50 points each.
The first doubled undertrick costs 100 points.
Each doubled undertrick after the first costs 200 points each.
The first redoubled undertrick costs 200 points.
Each redoubled undertrick after the first costs 400 points each.
Penalty points for vulnerable teams
Undertricks cost 100 points each.
The first doubled undertrick costs 200 points.
Each doubled undertrick after the first costs 300 points each.
The first redoubled undertrick costs 400 points.
Each redoubled undertrick after the first costs 600 points each.
Teams keep score. The first team to reach an agreed amount of points or rounds won, wins the game.
We support several customizable rules and options so you can play Bridge exactly how you like or how you grew up playing with your friends and family. In addition to the classic way of playing, we often have new creative options for you to try to spice up the game if you are interested in trying different spins for fun.
Players only have a set amount of time to make their turn after which a turn is automatically played for them and the game proceeds: Fast is 7 seconds, Standard is 15 seconds, Slow is 30 seconds, and Very Slow is 60 seconds. Players can also choose to disable the timer, but that is only for private tables.
Players can enable bonus points for honors. Honors refer to having some of the top five trump cards (Ace, King, Queen, Jack and 10) in your hand. Having all five of these cards gives your team an additional 150 points. Having four of the five cards gives your team an additional 100 points. If there are no trumps for the round and you have four Aces, your team gets an additional 150 points.
View declarer cards
Players can enable the Dummy to view the declarer's cards.
In a trick, each player plays a single card. One player is selected to start, then play proceeds clockwise around the table. If possible, players must play a card which is the same suit as the first card played - this is called 'following suit'. If a player cannot follow suit, then they may play any card in their hand.
Based on the cards played, one player is declared the winner of the trick, usually for playing the highest value card of the trump suit, or of the suit of the card which started the trick.
A deck of cards consists of 52 cards, with 4 distinctive subgroups. Each of these subgroups is recognised by a symbol and are referred to as suits. They consist of Clubs, Spades, Hearts and Diamonds. Each suit contains 13 cards which, generally, are considered in this order, Ace (A), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jacks (J), Queen (Q) and King (K). Some games include the two Jokers found in a standard deck but most games don't.
As the name implies, Solitaire games are typically games that one can play alone. Solitaire begins by building a grid of cards called a Tableau. The Tableau, or Cascade, is a set of 7 piles of overlapping cards. The first pile has 1 card, the second pile has 2 cards, and so on. Only the bottom card in each pile is facing upward. The remaining deck forms the discard and draw piles. The goal of solitaire games is to move cards from the tableau, discard, and draw piles into four suited piles (called the foundations) in ascending order (Ace to King).
Trick Taking Games
Trick Taking games center around having the highest ranked card in a draw. Typically, players of trick taking games sit in a circle, sometimes in teams and sometimes playing solo, and are dealt a hand of cards. Given the specific game's card ranking (and trump), players draw a card from their hand in hopes that it outranks the other cards played. The player who outranks the others wins the trick for that round and gameplay is repeated until the cards are exhausted. Typically the player or team with the most tricks wins the game.
Rummy games are typically played in teams of two where players try to play their cards, or meld them, in groups of a kind or in sequences of a suit. Rummy games often contain the joker and wildcards (Ace and 2) to help make melding easier. Depending on the type of meld made, teams receive a certain number of points. After a player lays off all of their cards, the game ends and the team with the most points wins.
Betting games typically center around having the highest ranked hand in a group of players. Before the hands are dealt, betting games normally require an ante, or an initial bet that starts the pot, or the winner's prize. After receiving their cards, players make bets over who has the highest ranked hand. Players do not need to bet according to their real hand; they can bluff, or lie, in hopes that other players fold from the game rather than challenge their hand. Either the last player betting or the player with the highest hand between the last players betting, wins the pot of bets.
Climbing games typically center around players getting rid of their cards as fast as they can. Each climbing game has its own rules for discarding cards and its own implications for getting rid of your cards first. Some games run on a points system where the player who gets rid of their cards first gets the most points. Other games run on a ranking system where the player who gets rid of their cards first is in a better position for the next round.
Classic games vary to a great degree in terms of rules and objectives. A thread that binds them all is their simplicity and age. Classic games are typically easy enough for young children to play them and have typically been around for many years.
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