How do you manufacture that vital overtrick, or, just as importantly, give the defenders a chance to go wrong? A book for all duplicate players. Paperback, 96 pp. The reader is asked to tackle the problems and then check their analysis with that of the authors. An entertaining and humorous bridge quiz book for good club players.
David Burn is a member of the English national team and one of the best humorous bridge writers.
Play or Defend? : 68 Hands to Test Your Bridge Skill - mazdtafimbbahwheels.gq
Paperback, ISBN , pages. Granovetter, Matthew Murder at the team trials! How-to-play-team-bridge manual - within a murder mystery! This book is the third in a trilogy of bridge mysteries. Contains many good tips for the advancing player. Hardcover, ISBN , pages. Laugh and cry with Jenny Mae as she makes her way up the bridge-pro ladder, playing with hilarious characters such as Dizzy Agnes, Harry the Horse, Mr and Mrs Oilfield and her arch rival, fellow pro Pickles Peeker. The bridge hands are marvelous and teach the reader to think like an expert.
How their finesses always seem to succeed? How their guesses are nearly always perfect? This book won't teach you how to play quite that well, but it will introduce you to some very simple techniques that the experts use on play and defense. As declarer or defender, counting the hand is the one thing that will help you the most. Full of practical examples of how to apply the information you get from counting, this book is sure to improve your game.
Erwin Brecher A unique collection of bridge problems, math brain-teasers and logic puzzles, from a master in the field. In the plethora of books on bridge, Erwin Brecher's Hocus Pocus stands out like a breath of fresh air in a crowded pub just before closing time. The unique format combines interesting and far-from-easy bridge problems with challenging and equally difficult logic puzzles.
Erwin Brecher and Julian Pottage.
Master puzzler Erwin Brecher teams up with top bridge problemist Julian Pottage to present as second collection of bridge problems, math brain-teasers and logic puzzles. This new book addresses a more popular topic, using a similar approach. While not a comprehensive treatment of declarer play at bridge, this book deals with specific topics exhaustively, and will be invaluable to the improving player: finesses when and how to take them, and equally importantly, when to avoid taking them , endplays, eliminations, issues with entries, suit establishment, and counting.
Julian Pottage In this quiz book, British author Julian Pottage has compiled a set of challenges that will test the reader's ability both as declarer and on defense. The hands are organized by theme, so readers are able to concentrate on a particular aspect of card-play if they wish.
Julian Pottage This is an unusual problem book in the style of Diosy's There Must Be a Way, in that the reader is shown all four hands and asked whether declarer or defense should prevail with best play. A fascinating challenge for the advancing player.
It is the regular haunt of a cast of somehow familiar players: Unlucky Louie, against whom no one ever makes a wrong bid or play; Grapefruit, a man with an unnaturally sour disposition; Cy the Cynic, who knows that the Fates will conspire against him whatever he does; Minnie Bottoms, who tends to mix up jacks and kings but always somehow finds the killing play by mistake; Will Rogers, who never met a hand he didn't like; Frank himself, whose dry wit will keep you coming back for more; and many others. Pick up bridge pointers, try the quizzes, and have a great time while you do it. Bridge extends the concept of bidding into an auction , where partnerships compete to take a contract , specifying how many tricks they will need to take in order to receive points, and also specifying the trump suit or no trump, meaning that there will be no trump suit.
Contrast with Spades, where players only have to bid their own hand. After the contract is decided, and the first lead is made, the declarer's partner dummy lays his cards face up on the table, and the declarer plays the dummy's cards as well as their own. Once all the cards have been played, the hand is scored: if the declaring side make their contract, they receive points based on the level of the contract, with some trump suits being worth more points than others and no trump being the highest, as well as bonus points for overtricks.
But if the declarer fails to fulfil the contract, the defenders receive points depending on the declaring side's undertricks the number of tricks short of the contract and whether the contract was doubled by the defenders. The four players sit in two partnerships, with each player sitting opposite his partner. A cardinal direction is assigned to each seat, so that one partnership sits in North and South, while the other sits in West and East. In rubber bridge, each player draws a card at the start of the game: the two players who drew the highest cards are partners, and play against the other two.
Players take turns to deal, in a clockwise order. The dealer deals the cards clockwise, one card at a time. In duplicate bridge, the cards are pre-dealt, either by hand or by a computerized dealing machine, in order to allow for competitive scoring. Once dealt, the cards are placed in a device called a "board" , having slots designated for each player's cardinal direction seating position.
After a deal has been played, players return their cards to the appropriate slot in the board, ready to be played by the next table. The dealer opens the auction and can make the first call, and the auction proceeds clockwise. A bid is higher than another bid if either the level is greater e. If the last bid was by the opposing partnership, one may also double the opponents' bid, increasing the penalties for undertricks, but also increasing the reward for making the contract. Doubling does not carry to future bids by the opponents unless future bids are doubled again.
A player on the opposing partnership being doubled may also redouble , which increases the penalties and rewards further.
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There exist many bidding conventions that assign agreed meanings to various calls to assist players in reaching an optimal contract or obstruct the opponents. The auction ends when, after a player bids, doubles, or redoubles, every other player has passed, in which case the action proceeds to the play; or every player has passed and no bid has been made, in which case the round is considered to be "passed out" and not played. The player from the declaring side who first bid the denomination named in the final contract becomes declarer.
Dummy then lays his or her cards face up on the table, organized in columns by suit. Play proceeds clockwise, with each player required to follow suit if possible. Tricks are won by the highest trump, or if there were none played, the highest card of the led suit.
The declarer has control of the dummy's cards and tells his partner which card to play at dummy's turn. At any time, a player may claim , stating that their side will win a specific number of the remaining tricks.
The claiming player lays his cards down on the table and explains the order in which he intends to play the remaining cards. The opponents can either accept the claim and the round is scored accordingly, or dispute the claim. If the claim is disputed, play continues with the claiming player's cards face up in rubber games,  or in duplicate games, play ceases and the tournament director is called to adjudicate the hand.
At the end of the hand, points are awarded to the declaring side if they make the contract, or else to the defenders. Partnerships can be vulnerable , increasing the rewards for making the contract, but also increasing the penalties for undertricks. In rubber bridge, if a side has won contract points, they have won a game and are vulnerable for the remaining rounds,  but in duplicate bridge, vulnerability is predetermined based on the number of each board. If the declaring side makes their contract, they receive points for odd tricks , or tricks bid and made in excess of six.
In both rubber and duplicate bridge, the declaring side is awarded 20 points per odd trick for a contract in clubs or diamonds, and 30 points per odd trick for a contract in hearts or spades. For a contract in notrump, the declaring side is awarded 40 points for the first odd trick and 30 points for the remaining odd tricks.
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Contract points are doubled or quadrupled if the contract is respectively doubled or redoubled. In rubber bridge, a partnership wins one game once it has accumulated contract points; excess contract points do not carry over to the next game. A partnership that wins two games wins the rubber, receiving a bonus of points if the opponents have won a game, and points if they have not.
Overtricks score the same number of points per odd trick, although their doubled and redoubled values differ. A larger bonus is awarded if the declaring side makes a small slam or grand slam, a contract of 12 or 13 tricks respectively. If the declaring side is not vulnerable, a small slam gets points, and a grand slam points. If the declaring side is vulnerable, a small slam is points and a grand slam is 1, In rubber bridge, the rubber finishes when a partnership has won two games, but the partnership receiving the most overall points wins the rubber.
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Undertricks are scored in both variations as follows:  . The rules of the game are referred to as the laws as promulgated by various bridge organizations. In addition to the basic rules of play, there are many additional rules covering playing conditions and the rectification of irregularities, which are primarily for use by tournament directors who act as referees and have overall control of procedures during competitions.
But various details of procedure are left to the discretion of the zonal bridge organisation for tournaments under their aegis and some for example, the choice of movement to the sponsoring organisation for example, the club. Some zonal organisations of the WBF also publish editions of the Laws. There are no universally accepted rules for rubber bridge, but some zonal organisations have published their own.
The majority of rules mirror those of duplicate bridge in the bidding and play and differ primarily in procedures for dealing and scoring. In , the WBF promulgated a set of Laws for online play.
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Bridge is a member of the family of trick-taking games and is a development of Whist , which had become the dominant such game and enjoyed a loyal following for centuries. However, the idea of a trick-taking card game has its first documented origins in Italy and France.
The French physician and author Rabelais — mentions a game called "La Triomphe" in one of his works. In the Italian Francesco Berni wrote the oldest known as of textbook on a game very similar to Whist, known as "Triomfi". Also, a Spanish textbook in Latin from the first half of the 16th century, "Triumphens Historicus", deals with the same subject.