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Competitive bidding Doubles & Redoubles Declarer Play Opening Leads Defense Signals
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Welcome to Bridge Passion.

This is a site for new and advancing players to learn the basics of Bridge.

Bridge is a partnership game of cards derived from Whist. Bridge provides a social and competitive outlet for hundreds of thousands of players around the globe. The game knows no boundaries. It's a game where you'll see an elementary school student playing with an octogenarian. Where you might see Bill Gates sitting across the table from Omar Sharif. Where a player who is blind uses braille cards.

Bridge requires just a deck of cards and four players - formed into two partnerships -- and a basic understanding of how to bid and play the hands. The object of the game is for your pair to accumulate more points than the other pair. Players bid for the minimum number of tricks they hope to win, then play their hands to accomplish their goal, with the opposite partnership working to defeat them.

There are four players in two fixed partnerships. Partners sit facing each other. It is traditional to refer to the players according to their position at the table as North, East, South and West, so North and South are partners playing against East and West.

W   E
The game is played clockwise. A standard 52-card deck is used.
The cards in each suit rank from highest to lowest: A K Q J 10 9 8 7 6 5 4 3 2.

The player to the left of the dealer (or the computer) shuffles the deck of cards and hands it to the dealer. The dealer then gives the deck to his right hand opponent for a cut. The dealer deals out all the cards one at a time so that each player has 13. Turn to deal rotates clockwise.

There is next an auction to decide who will be the declarer. A bid specifies a number of tricks and a trump suit (or that there will be no trumps). The side that bids highest will try to win at least that number of tricks bid, with the specified suit as trumps. The player who first named the trump suit from the pair who won the bid becomes the declarer.

The player to the left of the declarer leads to the first trick. Immediately after this opening lead, the dummy's cards are exposed. The dummy should arrange them neatly in suits, so that all the cards are clearly visible, with the trump suit if any to dummy's right (declarer's left).

Play proceeds clockwise. Each player must if possible play a card of the suit led. A player with no card of the suit led may play any card. A trick consists of four cards, and is won by the highest trump in it, or if no trumps were played, by the highest card of the suit led. The winner of a trick leads to the next.

Dummy takes no active part in the play of the hand. Whenever it is dummy's turn to play, the declarer must say which of dummy's cards is to be played, and dummy plays the card as instructed (as long as it is legal). Dummy is not permitted to offer any advice or comment on the play. When dummy wins a trick, the declarer specifies which card dummy should lead to the next trick. If when calling for a card the declarer specifies the suit only, dummy is to play the lowest card of that suit.

If the declaring side wins the number of tricks they bid, they will receive a score plus a bonus for any overtricks or doubles. If the declaring side fails to win the number of tricks contracted, the defending side will win points for every undertrick achieved. The cost per trick will vary depending on vulnerability and whether or not a contract was doubled. See lesson 38 for a complete description of scoring.

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