There are several free and some subscription-based servers available for playing bridge on the Internet. OKBridge is the oldest of the still-running Internet Bridge services; players of all standards, from beginners to world champions may be found playing there. SWAN Games is a more recent competitor. Bridge Base Online is mostly free, and now has a much larger membership base than either of the above. Some National Contract Bridge Organizations now offer online bridge play to their members including the English Bridge Union, the Dutch Bridge Union and the Australian Bridge Federation. MSN and Yahoo! Games have several online Rubber Bridge rooms.
There are many advantages to playing Bridge online:
The ability to choose when you play.
The ability to choose your opponents. In a club game, you may be forced to play against pairs that are much weaker, rude, or much stronger. Playing online, you can play against opponents of nearly equal ability.
Most servers offer an accurate player rating system. The ACBL and EBU masterpoints systems give credit for how much one has played rather than how well; most online systems have a rating system which attempts to measure one’s ability without regard to the number of games played.
There are fewer restrictions on which conventions one is allowed to use.
You can not make inferences from partner’s tone of voice or other cues available in real life. However, intentional cheating, such as instant messaging your partner, is easier.
A detailed record of every hand may be kept, to help resolve complaints.
It is impossible to make an illegal play by accident, as the software won’t accept a play or call which does not conform to the rules.
The main disadvantage to playing online is that bridge is a social game, and many people play because they enjoy the social atmosphere of the bridge club.
Computer Bridge
After many years of little progress, at the end of the twentieth century computer bridge made big strides forward. In 1996 the American Contract Bridge League (ACBL) initiated official World Championships Computer Bridge, to be held annually along with a major bridge event. The first Computer Bridge Championship took place in 1997 at the North American Bridge Championships in Albuquerque.
Terence Reese, a prolific author of bridge books, points out that there are only four ways of taking a trick by force, and two of these are very easy:
playing a high card that no one else can beat
trumping an opponent’s high card
establishing long cards (the last cards in a suit will take tricks if the opponents don’t have the suit and are unable to trump)
playing for the opponents’ high cards to be in a particular position (if their ace is in front of your king, your king may take a trick)
Nearly all trick-taking techniques in bridge can be reduced to one of these four methods.
The optimum play of the cards can require much thought and experience, and is too complicated to describe in a short article. However, some basic ideas of probability may be considered:
Some of the most important probabilities have to do with the position of high cards.
The probability that a given opponent holds one particular card, e.g. the king: 50%
The probability that a given opponent holds two particular cards, e.g. the king and the queen: approximately 25%
The probability that a given opponent holds at least one of two particular cards, e.g. the king or the queen: approximately 75%
When developing long cards, it is important to know the likelihood that the opponents’ cards in the suit are evenly divided between them. Generally speaking, if they hold an even number of cards, they are unlikely to be exactly divided; if the opponents have an odd number in the suit, the cards will probably be divided as evenly as possible. For example, if declarer and dummy have eight trumps between them, the opponents’ trumps are probably (68% chance) divided 3-2 (one opponent with three trumps, the other with two) and trumps can be drawn in three rounds. If declarer is trying to play with a seven card trump suit, it is more likely that the outstanding trumps are divided 4-2 (48%) than that the cards are evenly divided 3-3 between the opponents (36%).
Basic techniques by declarer
trumping
crossruff
establishing long suits
finesse
holdup (mostly at NT contracts)
managing entries
drawing trumps
Advanced techniques by declarer
counting the hand (tracking the distribution of suits and high cards in the opponents’ hands using inferences from the bidding and play)
coup
duck
dummy reversal
endplay
principle of restricted choice
safety play
squeeze
Basic techniques by defenders
opening lead
when to lead trump
Advanced techniques by defenders
avoiding an endplay or squeeze
counting the hand (tracking the distribution of suits and high cards in the unseen hands using inferences from the bidding and play)
false carding
opening lead—using information from auction
signaling
uppercut
Example
♠
J3
♥
J874
♦
A10765
♣
Q3
♠
KQ872
N
W E
S
♠
10954
♥
A2
♥
96
♦
J42
♦
KQ9
♣
1072
♣
K964
♠
A6
♥
KQ1053
♦
83
♣
AJ85
The cards are dealt as in the diagram, and North is the dealer. As neither North nor East have sufficient high card strength to open the bidding, South opens with the bid of 1♥, which denotes a long suit and at least 12 high card points. West overcalls with 1♠, North supports partner’s suit with 2♥, and East also supports spades with 2♠. South inserts a game try of 3♣, inviting the partner to bid the game of 4♥ with good club support and overall values, and North complies, having extra values in form of ♦A, fourth trump, and doubleton Queen of clubs. The bidding was:
West
North
East
South
Pass
Pass
1♥
1♠
2♥
2♠
3♣
Pass
4♥
Pass
Pass
Pass
In bidding, North-South were trying to investigate if their cards are worthy for making a game, which yields bonus points if bid and made. East-West were competing with spades, hoping to play a contract in spades at a low level. 4♥ is the final contract, 10 tricks being required for N-S to make with hearts as trumps.
West (left of South, who is the declarer, having been first to bid hearts) has to make the opening lead and chooses the King of spades, playing it face down. After that, North lies his cards on the table and becomes dummy; West turns his leading card face up, and the declarer makes a plan of playing: the bottom line is, since he has to concede trump ace, a spade, and a diamond, he must not lose a trick in clubs.
After a while, the declarer dictates North to play a small spade. East plays low (small card) and South takes the ♠A, gaining the lead. He proceeds by drawing trumps, leading the ♥K. West takes his Ace and cashes the ♠Q. Since he may not continue spades for fear of a ruff and discard, he plays a diamond. Declarer ducks from the table, and East scores the ♦Q. Not having anything better to do, he returns the remaining trump, taken in South’s hand. South enters the dummy using ♦A, and leads ♣Q in an attempt to finesse East’s King. East covers with the King, South takes the Ace, and proceeds by cashing now high ♣J, then ruffs a small club with a dummy’s trump. He ruffs a diamond in hand for an entry back, and ruffs the last club in dummy. Finally, he claims the remaining tricks by showing his hand, as it now contains only high trumps and there’s no need to continue the play.
(The trick-by-trick notation can be also expressed using a table, but textual explanation is usually preferred, for reader’s convenience. Plays of small cards or discards are not explicated, unless they were important for the outcome).
North-South have scored the required 10 tricks, and their opponents took the remaining 3. The contract is fulfilled, and North enters +620 for his side (North-South are in charge for bookkeeping in duplicate tournaments) in the traveling sheet. Every player returns his own cards into the board, and the next deal is played.
Much complexity in bridge arises from the difficulty of successfully arriving at a good final contract in the auction. This is a fundamentally difficult problem: the two players in a partnership must try to communicate enough information about their hands to ultimately arrive at a makeable contract, but the information they can exchange is restricted in two ways:
Information may only be passed by the calls made and later by the cards played, and not by any other means.
The agreed-upon meaning of all information passed must be available to the opponents.
A bidding system is the typical solution to this problem: each player evaluates his or her own hand and makes bids to give or request information from their partner, with the goal of eventually arriving at an ideal contract. Bids, doubles, redoubles, and even passes can be either natural or conventional. A natural bid is a proposal to reach a contract in the named suit. A conventional bid is an attempt to communicate, offering and/or asking for information about the partnerships’ hands, that is not intended to be a proposal for the final contract. A wide variety of bidding systems have been developed over the course of the 20th century. However, most modern systems have well-established common ground.
First of all, a fairly universal system of high card points is used to give a basic evaluation of the strength of a hand. Aces are counted as 4 points, kings as 3, queens as 2, and jacks as 1 point; therefore, the deck contains 40 points. 26 points shared between partners is considered sufficient for a partnership to bid, and make, game in a major or in no trump. In addition, the distribution of the cards in a hand into suits may also contribute to the strength of a hand and be counted as distribution points. Because 26 points is usually considered sufficient to make game, 13 points in one hand is considered sufficient to open the bidding (that is, make the first bid in the auction), by bidding 1 of a suit.
A one no trump opening bid usually reflects a hand that has relatively balanced suits and high cards, and usually refers to a hand with 15-17 high card points. In some systems the number of points expected from a 1NT opening bid changes, but it almost always refers to a relatively narrow range of points.
Opening bids of 2 or higher are reserved for two types of bids: unusually strong bids and preemptive bids. Unusually strong bids communicate an especially high number of points; the availability of unusually strong bids allows a player with a weak hand to safely pass when their partner opens the bidding at one of a suit. Preemptive bids are often made with weak hands that especially favor a particular suit. For instance, with a hand of ♠ AK98742 ♥ 73 ♦ 42 ♣ 76, an opening bid of 3♠ is a very reasonable sacrificial bid, designed to make it difficult for the opposing team to determine a contract for themselves (which is good here, since they are likely to have the bulk of the points).
Most systems include the weak two bid convention, in which opening bids of 2♥, 2♦, or 2♠ are reserved for preemptive bids, while 2♣ is used for very strong hands. This is a first example of a conventional bid: an opening bid of 2♣ in no way suggests 2♣ as a final contract: indeed, in these systems 2♣ may be bid without any clubs.
Another common convention is the 5-card major convention, in which an opening bid of 1♥ or 1♠ promises at least 5 cards in that suit. This leads to some awkward bids, for instance, when a player has four cards in each major, and is forced to open the bidding with 1 of a 3-card minor suit.
Doubles are sometimes used in bidding conventions. A natural, or penalty double, is one used to try to gain extra points when the defenders are confident of setting (defeating) the contract. The most common example of a conventional double is the takeout double of a low-level bid, implying support for the unbid suits and asking partner to choose one of them.
There are many other conventions. Some of the most famous are Stayman, Jacoby transfers and Blackwood.
Bidding systems depart from these basic ideas in varying degrees. Standard American, for instance, is a collection of conventions designed to bolster the accuracy and power of these basic ideas, while Precision Club is a highly conventional system that uses the 1♣ opening bid for strong hands (but sets the threshold rather lower than most other systems) and requires many other changes in order to handle other situations. Many experts today use a system called 2/1 game forcing. In the UK, Acol is the standard system. There are even a variety of techniques used for hand evaluation. The most basic is the Milton Work point count, but this is sometimes augmented by other guidelines such as losing trick count, law of total tricks or Zar Points.
At its core, bridge is a game of skill played with randomly dealt cards, which makes each deal a game of chance. Despite this, chance can be largely eliminated by comparing pairs’ results in identical situations. This is achievable when there are eight or more players, sitting at several tables, and the deals from each table are preserved and passed to the next table, thereby duplicating them for another 4 (or more) participants to play. At the end of a competition, the scores for each deal are compared against each other, and most points are awarded to the players doing the best with each particular deal. This measures skill despite the initial chance of the deal.
This form of the game is referred to as duplicate bridge and is played in tournaments, which can gather as many as several hundred players. Duplicate bridge is a mind sport, and its popularity gradually became comparable to that of chess, which it is often compared with for its complexity and mental skills required for high-level competition.
The basic premise of duplicate bridge was occasionally used for whist matches, as early as 1857. For some reason, duplicate was not thought to be suitable for bridge, and so it wasn’t until the 1920s that (auction) bridge tournaments became popular.
In 1925 when contract bridge first evolved, bridge tournaments were becoming popular, but the rules were somewhat in flux, and several different organizing bodies were involved in tournament sponsorship: the American Bridge League (formerly the American Auction Bridge League, which changed its name in 1929), the American Whist League, and the United States Bridge Federation. In 1935, the first officially recognized world championship was held. By 1937, however, the American Contract Bridge League had come to power (a union of the ABL and the USBF), and it remains the principal organizing body for bridge tournaments in North America. In 1958, the World Bridge Federation was founded, as bridge had become an international activity.
Today, the ACBL has over 160,000 members and runs 1100 tournaments per year with 3200 officially-associated bridge clubs.
Bidding boxes and bidding screens
In tournaments, “bidding boxes” are frequently used. A bidding box is a box of cards, each bearing the name of one of the legal calls in bridge. A player wishing to make a call displays the appropriate card from the box, rather than making a verbal declaration. This prevents unauthorized information from being conveyed via voice inflection. In top national and international events, “bidding screens” are used. These are diagonal screens which are placed across the table, preventing a player from seeing his partner during the game.
Important Bridge Players
Giorgio Belladonna
Easley Blackwood Sr.
Norberto Bocchi
Ely Culbertson
Giorgio Duboin
Benito Garozzo
Charles Goren
Bob Hamman
Oswald Jacoby
Jeff Meckstroth
Terence Reese
Eric Rodwell
Omar Sharif
Helen Sobel Smith
Samuel Stayman
Trick-taking games can be traced back to the early 16th century. Whist became the dominant form, and enjoyed a loyal following for centuries.
According to the Oxford English Dictionary, the word bridge is the English pronunciation of “biritch”, an older name of the game of uncertain origin; the oldest known rule book, from 1886, calls it “Biritch, or Russian Whist”. This game, known today by the retronyms bridge-whist and straight bridge, became popular in the United States and the UK in the 1890s.
Biritch featured several significant developments from Whist: the trump suit was either chosen by the dealer, or he could pass the choice to his partner; there was a call of no trumps; and the dealer’s partner laid his cards on the table as dummy to be played by the dealer. It also featured other characteristics found in modern bridge: points scored above and below the line; game was 3NT, 4H and 5D (although 8 club tricks and 15 spade tricks were needed!); the score could be doubled and redoubled; there were slam bonuses.
In 1904 auction bridge arose where the players bid in a competitive auction to decide the contract and declarer. The object became to make at least as many tricks as were contracted for and penalties were introduced for failing to do so.
The modern game of contract bridge was the result of innovations to the scoring of auction bridge made by Harold Stirling Vanderbilt and others. The most significant change was that only tricks contracted for were counted below the line towards game and for slam bonuses, which resulted in bidding becoming much more challenging and interesting. Also new was the concept of vulnerability to make it more expensive to sacrifice to protect the lead in a rubber, and the various scores were adjusted to produce a more balanced game. Vanderbilt set out his rules in 1925, and within a few years contract bridge had so supplanted other forms of the game that “bridge” became synonymous with “contract bridge.”
These days most bridge played is tournament bridge.
Two partnerships of two players each are needed to play bridge. The four players sit around a table with partners opposite one another. The compass directions are often used to refer to the four players, aligned with their seating pattern. Thus, South and North form one partnership and East and West form the other.
A session of bridge consists of many deals (also called hands or boards); the game play of each deal consists of four phases: the deal, the bidding (or auction), the play of the cards, and scoring.
The goal is to achieve as high a numerical score as possible with the dealt cards. The score is affected by two principal factors: the number of tricks bid in the auction, and the number of tricks taken during play. Broadly said, there is incentive to the players to accurately bid the number of tricks that their hands are capable of delivering, as the bonuses for bid tricks increase with the bid level (number of tricks). Thus, in the bidding stage, the pairs compete to see who proposes the highest number of tricks, and the side who wins the bidding must then fulfill that bargain by taking at least the contracted quantity of tricks in play to obtain a score. The number of tricks bid and the trump suit (or lack thereof) are referred to as a contract. The trump suit, or its absence (no trumps) is referred to as denomination or strain. If the side who wins the auction then takes the contracted number of tricks (or more), it is said to have fulfilled the contract and is awarded a score; otherwise, the contract is said to be defeated and points are awarded to the defenders.
Dealing
The game is played with a complete deck of 52 cards. One of the players is the dealer. In rubber bridge (or other “friendly” games), the cards are shuffled and the dealer distributes all the cards clockwise one at a time, starting with his left-hand opponent and ending with himself, so each player receives a hand of thirteen cards. At the same time, for convenience, the dealer’s partner usually shuffles a second deck, to be ready for use on the following deal. The deal rotates clockwise, so the dealer’s left-hand opponent will deal next.
In duplicate bridge, the hands are shuffled only once, at the beginning of the tournament, and dealt clockwise one at a time (there are also special machines for pre-dealing on large tournaments), and placed into bridge boards. At each subsequent table, each player pulls his cards from the board and counts them to ensure that the deal has not been corrupted. Unlike in other trick-taking games, the players do not throw their cards to the middle of the table in each trick; instead, each player keeps his played cards before him, to allow the completed deal to be returned to the board unaltered.
Laws of Duplicate Contract Bridge
Rules of contract bridge are standardized by World Bridge Federation and published in the book “Laws of Duplicate Contract Bridge”. The last edition is issued in 1997 and consists of 93 laws (articles). All duplicate bridge sponsoring organizations on lower levels must apply those rules. A large portion of the laws, though, is devoted to dealing with various irregular situations, and as such it is mostly used by tournament directors (referees) as the reference book. They are, of course, not binding for rubber and other “friendly game” players, and, instead, simpler rules for dealing with irregularities are often applied by the players themselves.
Players: 4
Age range: recommended for 12 and up
Setup time < 2 minutes
Playing time: WBF tournament games = 7.5 minutes per deal
Rules complexity; Medium
Strategy depth: High
Random chance: Low – high depending on variant played
Skills required: Memory, Tactics
Contract bridge, usually known simply as bridge, is a trick-taking card game of skill, and partly of chance, for four players, who form two partnerships (sides). The partners sit opposite each other. The game consists of two main parts – bidding (or auction) and play, after which the hand is scored.
The bidding ends with a contract, which is a declaration by one partnership that their side shall take a stated quantity (or more) of tricks, with specified suit as trump or without trumps. The rules of play are rather simple and similar to other trick-taking games.
Bet on the Champions League - Find detailed, continually updated information on the Champions League, together with a history of the event and options for online betting at bet123.net. Other major sporting and betting events are also covered.
Industry: Gaming - Latest news releases for Industry: Gaming from PRWeb
online casino games - at the new Silver Oak Casino? With $750 in Welcome Bonuses, Second Chance Free Chips and great new monthly offers Silver Oak is the place to be!
poker site - More Fantastic Online Poker Signup Bonuses