Bridge

On-line Help Manual

How to Play Bridge

Introduction

Object of the Game

Bridge Board

Game Rules

Bidding for a Contract

Playing Tricks

Scoring Points

Tips

Getting Started

Starting a New Game

Bidding

Playing Cards

Invalid Moves

Winning a Game

Reviewing a Game

Saving a Hand

Exiting a Game

Opening a Saved Hand

Settings

Bidding System

Editing a Contract

Game Settings

Sound Settings

Display Settings

About Purple Software & Contact Details

How to Play Bridge

Introduction

Bridge could be the perfect game!  Its ease of play marks it out as a firm favourite for casual gamers, whilst the huge depth of strategy and vast intricacies involved allow it to be a game that can be studied by the most serious card student.

The actual game of Bridge first evolved around the late nineteenth century, but the game of Contract Bridge that we know today was invented by H.S. Vanderbilt in 1925.

Object of the Game

Games are played to the best of three.  The winner is said to have won the “rubber”.  A game ends when one partnership scores 100 or more points below the line.  For further information on scoring, please view Scoring Points

Bridge Board

Bridge is played by four players who form two partnerships. Players within a partnership face each other across the bridge table. Traditionally, the players are referred to by the points of the compass - North, East, South and West. The two partnerships are North/South and East/West.

A regular 52-card pack of cards is used. The four suits ranked high to low are: Spades ( [image]), Hearts ( [image]),                Diamonds ( [image]) and Clubs ( [image]).

Within any suit, the cards ranked high to low are Ace (A), King (K), Queen (Q), Jack (J) and then by face value 10, 9, 8, 7, 6, 5, 4, 3 and 2.

Game Rules

At the start of each hand, the cards are shuffled and the entire pack is dealt by one of the players (the dealer). The cards are dealt one at a time, clockwise, starting with the player to the left of the dealer. Each player receives 13 cards.

The objective of a partnership is to establish a contract (an undertaking to win a certain number of tricks in the subsequent play) and then to make the contract by actually winning the agreed number of tricks (or more).

Points are awarded to the partnership if the contract is made and to the opposing partnership if it is not. Other bonus points may also be awarded. Once a hand has been scored, the player to the left of the dealer deals the next hand.

Points associated with making a contract count towards a game. The current game is won by the first partnership to accumulate 100 or more such points. A rubber ends once a partnership has won two games. The partnership with two games receives further bonus points but it is the partnership with the greatest total number of points at the end of a rubber that wins the rubber.

Contracts, Play and Scoring are described in detail in the following sections.  However, it is worth noting here some of the general issues that make Bridge a game of such fascination:

•	The benefit or cost (in points scored) of making or defeating a given contract depends on the state of the current game and the current rubber.

•	Establishing an appropriate contract and its subsequent success or failure depends not just on your hand but also on your assessment of your partner’s hand (and those of your opponents). Information about other hands may be deduced from the conventions that apply to the process of establishing a contract. Similarly, you will want to provide your partner with a clear picture of your hand.

•	Despite the considerable scope for logical and deductive reasoning, there remains the element of chance in the deal of the cards. Even the most skilled players may be faced with gambling on a course of action that depends on which of their opponents has a certain card. As one might imagine, such players would also have a good idea of when to gamble and which way to bet!

•	There are over 600 thousand million unique Bridge hands and many more ways in which any 4 hands are dealt from a pack and played. Here you will find hands in which high scoring contracts for all 13 tricks are trivial to establish and make, but also hands for which you will need every ounce of skill, subtlety and luck to make just 7 tricks. Have fun!

Bidding for a Contract

Contracts are established by the auction. Starting with the dealer, each player makes a call that may be a pass, bid, double or redouble until there have been 3 passes in succession. There is an exception in that if the first three calls are all passes the fourth player may bid, otherwise the auction ends. If the auction ends and no contract has been established, the hands are discarded and the next set dealt.

•	A pass indicates that the player does not wish to make any other call at this time. It does not preclude the player from making a bid at a later stage.

•	A bid proposes that the partnership will win 7 or more tricks with a named suit as trumps or with no suit as trumps (No-trump, NT). The bid must name the suit ( [image] [image] [image] [image] or NT) and the number of tricks in excess of 6 that are to be won. Thus, 4 [image] signifies that 10 tricks will be made with [image] s as trumps.

•	Each bid must be higher than any previous bid, either by increasing the number of tricks or by specifying the same number of tricks in a higher ranking suit (NT is ranked higher than [image] s).

•	A double applies to the most recent bid by an opponent. It does not replace the bid or affect any subsequent play but doubles the points to be awarded if the bid is played as the contract. The double applies only to the current bid. Subsequent bids must be explicitly doubled.

•	A redouble applies to the most recent bid by a partner that in turn has been doubled by an opponent. It redoubles (quadruples) the points to be awarded if the bid is played as the contract. The redouble applies only to the current bid.

On completion of the auction, the highest bid made becomes the contract. The partner who first bid the suit (or NT) in which the contract is to be played is deemed the declarer.

Note that within the structure set out above, bidding is the language in which you convey information about your hand to your partner (and listening opponents!).

This language is rich with conventions that define how a particular bid should be interpreted. In other words, a given bid may not mean that you desire to establish it as the contract but rather that your hand has a certain strength or even specific cards.

Based on this information, your partner can proceed to provide further information or select the eventual contract. A discussion of the bidding systems and conventions used by the Bridge application is too vast to go into here.  There are numerous books and websites available such as www.ebu.co.uk which go through this huge subject.

BIDDING CONVENTIONS

This section is purely for the initiated.

Astro

This convention is used as a defence to 1NT (Strong or Weak) opening bids. A minor suit overcall in the second or fourth position shows points at least equal to the lower limit of the opened 1NT, and at least a 4-4 shape. A 2 [image] response shows hearts and a minor suit, 2 [image] shows spades and another suit. Partner bids naturally, trying to find the best contract and should not pass with a misfit.

Baron

Similar to Stayman. This is a club bid over a 2 or 3NT opening asking for four-card suits. Partner bids his four (or more) card suits naturally in ascending order, or with only clubs, bids 3NT (or 4NT over 3NT). The partnership continues in this way until a fit is found, or you settle back into NT. The advantage over Stayman is that since the minor suit responses are natural, it can be made easier to find a minor suit slam.

Blackwood

A convention that checks partner's ace holding prior to bidding slam. For consistency Blackwood is always enabled by Bridge. A bid of 4NT requests partner to show his ace holding on this scale.

5 [image] = None or four

5 [image] = One

5 [image] = Two

5 [image] = Three aces

A subsequent bid of 5NT asks for kings on this scale.

6 [image] = None or four

6 [image] = One

6 [image] = Two

6 [image] = Three king

Neither Blackwood nor Cue bids operate when the agreed denomination is NT

Cue bid

The usual way of getting to slam, after suit agreement has been found. Bidding an unbid suit at the four level or above shows first round control (ace or void) in the suit named, and implies sufficient points to be interested in slam. Partner can bid slam if he sees sufficient total points and controls,(cue bid another suit if unsure), or bid the agreed suit below slam as a sign off. An agreed suit exists if either:

i)	the partnership have both bid the suit (naturally or implied)

ii)	partner has just bid a suit that you can support, in which case your immediate cue bid shows support for his suit as well as the other qualities listed above

Cue bidding a suit that has already been cue bid shows second round control (king or singleton) and sufficient points to be interested in a grand slam.

Another complication: a cue bid in a suit bid naturally previously, either by partner or opponents, shows simply 'a control' in the suit named, not necessarily first round control.

Flint

A weak-take-out over a 2NT opening. Since 3 [image] or 3 [image] is forcing to game over a 2NT opening, a way of settling in a major suit part score can be useful. A bid of 3 [image] is a transfer request shows a weak hand and a long major suit. Partner is required to bid 3 [image], where upon the Flint bidder either passes or bids 3 [image] as appropriate. Flint does not prevent the normal showing of a strong hand with a diamond suit. To do this, bid 3 [image] and over partner's forced response bid 3NT.

Extended Flint

If, even in the light of partners declared weakness with the Flint 3 [image] bid, a game still looks likely if a good trump fit exists, extended Flint provides a means of exploring further. Respond 3 [image] to partner’s 3 [image] transfer request, showing maximum points and a good four card heart suit. If partner’s suit was indeed hearts he can now bid 4 [image], or if it was Spades he can pass. Alternatively, with maximum points and a good four card spade suit, bid 3 [image] as requested, and if partner goes on to bid 3 [image], raise this to 4 [image]. If you happen to have both spades and hearts, you can bid 3NT in response to 3 [image], and let partner choose the game contract. If partner has a strong hand with a diamond suit in this circumstance he must now bid 4 [image].

Gambling 3NT Opening

This is a kind of pre-emptive opening based on a long solid minor suit. You hope that either you will succeed in making the contract, or if not, that the opposition have enough strength that they would have made a game contract themselves. This convention is disabled by default.

Gerber

A convention similar to Blackwood that checks the partner’s ace holding prior to bidding slam. A bid of 4 [image] over 1NT or 2NT, but not over 3NT, requests your partner to show his ace holding on this scale:

4 [image] = None or four

4 [image] = One

4 [image] = Two

4NT = Three aces

A subsequent bid of 5 [image] asks for kings on this scale:

5 [image] = None

5 [image] = One

5 [image] = Two

5NT = Three

6 [image] = Four Aces

Over 3NT, 4 [image] is natural, and slams must be investigated for with the quantitative NT raise.

Grand Slam Force

A way of investigating for a grand slam, when the only issue is the partnership holding in the trump suit. A bid of 5NT (when not preceded by a Blackwood bid of 4NT) asks partner to bid seven of the agreed suit with two of the top three honours, 6 [image] with one, or six of the agreed suit with none. By implication, the 5NT bid shows at least one of the top three honours, as well as holding enough points, trump cards and outside controls to be considering a grand slam. If partner shows one honour, and you actually hold two, you bid a grand slam over the 6 [image] response, otherwise a small slam.

Jacoby Transfer / Texas Convention

Over a Weak or Strong 1NT opening, 2 [image] and 2 [image] are transfer requests to the next higher suit (i.e. 2 [image] requests 2 [image], and 2 [image] requests 2 [image]). The advantage is that (assuming the transfer suit becomes the trump suit) the stronger hand plays the contract and remains concealed while the weaker hand is laid down as dummy. Jacoby Transfer can be used as a simple take-out request, with a weak hand with a six card (or good five card) suit, or as a way of showing intermediate values with a five card suit, which may lead to game if a suit fit is found. If this is the case, the Jacoby bidder will bid on over the forced response.

Light Openers

In Standard American, third and fourth position openings are allowed with quite meagre values, as little as ten high card points with a reasonable four card suit. In the third position there is the advantage of some pre-emptive action. In the fourth position this is not the case and usually it is correct to pass the bid unless one is holding a spade suit, in which case you should still bid.

The reason behind this is that the side holding the spades will find the auction easier, thus being able to settle at a lower level part score contract after what is likely to be a competitive sequence.

Pre-emptive Opening

An opening bid at the three or four level is weak, showing a reasonable 7+ card suit and the prospect of sufficient tricks to go only two or three off, if the bid is passed out.

SOS Redouble

If the opponents double your partner's overcall, redouble is a command that he should bid again to find a better suit fit. Specifically, it shows shortage in partner's suit (singleton or void), and good distribution in two other suits (at least 5-5).

Stayman

A bid of 2 [image] over a 1NT opening is artificial, and asks partner to show any 4+ major suit he holds by bidding it, to bid 2 [image] if he holds both hearts and spades, or 2 [image] if he holds none. This is a very familiar part of normal bidding (and is not switchable). A bid of 3 [image] over a 2NT opening, and even a bid of 4 [image] over a 3NT opening, can be used likewise to inquire for major suits when it seems likely that a major suit contract might be advantageous. The disadvantage of Stayman in comparison to the Baron convention is that it can be difficult to locate minor suit fits in order to reach slam.

Strong No-Trump

This convention is a 7NT opening showing 16-18 points in a balanced hand. The Weak No Trump variant of this shows 12-14 points in a balanced hand.

Strong 2 [image] Opening

An artificial opening showing a very strong hand, with in excess of 23 points (including a minimum of 17 high card points), or slightly less with good distribution. It is forcing to game, except in the sequence 2 [image] -2 [image] -2NT, which shows 23-24 points balanced, and over which all bids available over a 2NT opening apply (taking into account the extra points shown). The 2 [image] negative response denies 8+high card points, or 7 including 1 1/2 quick tricks.

Swiss

Conventional bid of four of a minor over a major suit opening. There are many variations, the one implemented is: 4 [image] shows 13-15 points, trump support, and two aces. 4 [image] is similar but with only one ace.

Take Out Double / Cue

A double of an opening bid at the one level, or of a weak two opening, is not for penalties. Instead it shows a hand of normal opening strength (or slightly below, if short in the enemy suit) and support for (ideally) all of the unbid suits (at least three, preferably four cards). It is a request for partner to show his best suit even with a very weak hand (assuming the double is passed over by the opener's partner) unless he thinks that the opponent's one level contract can be defeated and that this is the best score of the hand.

A double is also the way to enter the bidding with a comparatively strong hand (18+ points) regardless of distribution. However, with an even stronger hand (22+ points) a cue bid in the enemy suit is used instead, to get the message across and make absolutely sure partner will not pass. In the protective fourth hand position, a double or cue in the enemy suit shows a somewhat weaker hand (by about three points) then the direct (second hand) equivalent. If switched off, these bids are natural, i.e. double is for penalties and a bid in the opponents' suit is natural.

Trial Bid (Major Fit)

A trial bid is made in an unbid suit at the two or three level after suit agreement has been found, with the aim of exploring whether extra values exist for a game contract. If a major suit fit has been found, a trial bid asks whether partner has extra points above those shown, or perhaps can help in the trial bid suit, either with honour strength or with shortage. For example, 1 [image] -2 [image] -3 [image] asks whether partner can help in diamonds, or has a stronger holding than minimum for the 2 [image] bid. If so, he bids 4 [image], otherwise 3 [image]. A trial bid is typically made when a suit with three top losers is held.

Trial Bid (Minor Fit)

In the minors a trial bid is rather different, being used as a way of exploring for 3NT when not all suits are known to be stopped. For example, 1 [image] -2 [image] -2 [image] shows a heart control, and invites partner to bid 2NT or 3NT (depending on points held) if he has stoppers in both unbid suits. If not, he may himself make a trial bid in either spades or clubs, otherwise he is expected to bid 3 [image].

Unusual No Trump

An overcall of 2NT is weak (9-12 points) showing an unbalanced hand with at least 6-5 distribution. Over a major, it shows the minors; over a minor it shows the other minor and a major. An overcall of 4NT is also possible, showing 9-15 points and 6-6 distribution, but is only used over major suit bids to show the minors. The main intention of these bids is that they obstruct the opposition and consequently they do not apply in the protective fourth position. If disabled, 2NT is strong (19-21 points) with a stop in the enemy suit.

Weak Jump Overcall

Jump overcalls are weak showing less than 10 high card points but sufficient playing tricks based on a 6+ card suit to get within two to three tricks of the contract. Since the main intention of these bids is that they obstruct the opposition, in protective (fourth) position jump overcalls are strong ( 16+ points, strong 6+ card suit). If weak jump overcalls are disabled, all jump overcalls are strong. In Standard American, direct strong jump overcalls tend to be stronger than in Acol (18-20 points, rather then 16+).

Weak Two Opening

If enabled, opening bids of two (with the exception of 2 [image] if Strong 2 [image] is enabled) are weak and pre-emptive, showing a reasonable 6+ card suit, say Aqxxxx (small cards) or better, and less than normal opening points. The hand should not contain both major suits, or more than two quick (defensive) tricks. Partner can raise to the game if he thinks it can be made, or raise to the three or four level if considered tactically advantageous to obstruct the opposition further He can also bid 2NT or 3NT if a NT game might be possible, or bid his own 6+ card suit at the two level if he thinks this will be better. Otherwise he should pass. This convention is more popular with Standard American and Five Card Major systems that do not have the Acol two.

2NT over a Take-Out Double Shows a Double Raise

In the sequence 1suit - double - 2NT, the 2NT shows that the responder would have bid three of his partner's suit in an uncontested sequence, i.e. he has four card support and 10-12 points. This is used because the three suit bid shows a simple raise (6+ points, good trump support) in such sequences. If disabled, 2NT is natural (10-12 points, balanced), but in practice hands with 10+ high card points are usually shown with redouble.

3NT Overcall

This is similar to the Gambling 3NT (see above). It is based upon a long solid minor, with sufficient playing tricks to be likely to make the contract, and a stop in the enemy suit.

Playing Tricks

Once the contract has been established, play begins with the objective of winning sufficient tricks to make or defeat the contract. A trick comprises four cards; one card played in turn by each player. The player of the first card in a trick is the leader. For the first trick, the leader is the player to the left of the declarer. Subsequently, the winner of a trick is the leader for the next trick. Once the first card of the first trick has been played, the declarer's partner (the Dummy) places all his or her cards face up on the table. The Dummy's cards are played in turn by the declarer.

The leader may play any card. Other players must play a card of the same suit as the lead card, if available; otherwise, any card can be played. The trick is won by the highest card in the suit led or (for a trump contract) by the highest trump. Thus in a trump contract, should you be unable to follow suit, a lowly trump can be used to win a trick containing higher cards in the lead suit.

Scoring Points

When all tricks have been played, scores are awarded to the partnerships. There are various scoring systems. The one described here is normally used for "rubber" or "party" Bridge. Traditionally, scores are recorded in two columns - one for each partnership. A single line separates the upper and lower parts of the columns. Scores associated with the tricks of a successful contract are recorded below the line. All other scores are recorded above the line.

Trick scores

A contract is made if the declarer wins 6 tricks plus the number of tricks specified in the contract. If the contract is made, the declaring partnership receives trick scores for the number of tricks specified in the contract. These are recorded below the line. Any additional tricks made are scored as overtricks and recorded above the line. If the declarer fails to make the contract, the contract is defeated and the number of tricks by which the declarer fell short are scored as undertricks with their value being awarded to the defending partnership.

When a partnership's trick score below the line reaches 100 points or more, they win the game. A new line is drawn under all existing trick scores and a new game begins with zero points below the (new) line on both sides. Once a partnership has won a game, it is considered vulnerable. Vulnerability influences some of the scoring values as described below.

Bonus scores

When a partnership has won 2 games, the rubber ends and the partnership with 2 games receives a rubber bonus. If the declarer makes a contract that has been doubled or redoubled, they receive an insult bonus. If the partnership bids and makes a contract requiring 12 of the 13 possible tricks, they receive a Small slam bonus. When a contract requiring all 13 tricks is bid and made, a Grand slam bonus is awarded. In a trump contract, if any player holds any four or all five of the A K Q J 10 in the trump suit, their partnership receives an honour bonus. In an NT contract, the honour bonus is awarded for holding all four aces.

Ledger Score

At the end of a rubber, a Ledger (or Back) score is calculated. This is done by taking the difference between the total points for each partnership and rounding this value to the nearest multiple of 100 points. The winning partnership receives this as a positive value while the losers receive the equivalent negative value. Ledger scores may be accumulated over a series of rubbers.

Score values

Trick scores are scored below the line for each trick above the 6th, up to the number declared in the contract - if the contract is made. Their values are:

Contract declared		Not Vulnerable	Declarer Vulnerable
NT (1st trick)	Not doubled	40	40
	Doubled	80	80
	Redoubled	160	160
NT (all other tricks)	Not doubled	30	30
	Doubled	60	60
	Redoubled	120	120
Major suit ( [image] or [image] )	Not doubled	30	30
	Doubled	60	60
	Redoubled	120	120
Minor suit ( [image] or [image] )	Not doubled	20	20
	Doubled	40	40
	Redoubled	80	80

Overtricks are scored above the line for each trick over and above the number declared in the contract - if the contract is made. Their values are:

Contract declared		Not Vulnerable	Declarer Vulnerable
NT	Not doubled	30	30
	Doubled	100	200
	Redoubled	200	400
Major suit ( [image] or [image] )	Not doubled	30	30
	Doubled	100	200
	Redoubled	200	400
Minor suit ( [image] or [image] )	Not doubled	20	20
	Doubled	100	200
	Redoubled	200	400
Undertricks are scored above the line for each trick by which the declarer falls short of the contract. Their values are:

Contract declared		Not Vulnerable	Declarer Vulnerable
Any 1st trick	Not doubled	50	100
	Doubled	100	200
	Redoubled	200	400
All subsequent tricks	Not doubled	50	100
	Doubled	200	300
	Redoubled	400	600
Bonuses have the following values:

Type of Bonus	Not Vulnerable	Vulnerable
Rubber (by opponent vulnerability)	700	500
Insult	50	50
Small slam (by declarer vulnerability)	500	750
Grand slam (by declarer vulnerability)	1000	1500
5 Trump honours or NT honours	150	150
4 Trump honours	100	100
Tips

The most important part of the game for the beginner is learning to bid effectively.  It is the bid which provides essential information to your partner on the cards you are holding and provides the base on which the partnership try to win the game.

There are some frequently used techniques to help win tricks.

Drawing Trumps

If you have the majority of cards in the trump suit you can lead trumps. This forces your opponents to place their trump cards, eventually leaving you with trumps and your opponents with none.

Ducking

Here you actually lose a trick on purpose. The advantage of this is that, done at the right time, you can discard a low value card, and pass the lead on to your opponents or enable your partner to regain the lead.

Ruffing

If you have a void in a suit (i.e. no cards in that suit) and your partner leads with a card from that suit, you will be able to trump it. Your partner thus gets to discard a low card and you retain the lead by winning the trick. This tactic works rather well if both you and your partner are void in a different suit, whilst holding many trump cards. You can repeat this process several times. This is known as cross ruffing.

The Finesse.

A Finesse takes place when you try to make a lower card the winner of a trick, when you know that an opponent holds a higher card in that suit.

An example, West holds the queen of hearts and North holds the king and jack of hearts. South leads by playing his/her lowest heart. West follows by playing either the queen, or another heart, higher ranking than South's low heart. If West played the queen North can take the trick with the king, or if West played another heart North can take the trick with the jack. This is said to finesse the queen.

Many other strategic methods of play exist which aid the player to win the maximum number of tricks. To list them all in this booklet would turn it into an encyclopaedia, again the best way to learn is through practice.

Getting Started

When you first run Bridge, you are presented with the opening screen and then a pack of cards.

Starting a New Game

To start a new game, click with the mouse on the pack of cards and a dialog box will appear asking you if you wish to start a new game.  If you click on the Yes button, you will be presented with the main Bridge screen with the Bidding Entry dialog in the centre of the board.

This screen represents the start of the first hand in the first rubber.  At the start of each hand, the cards are shuffled automatically and you will see that each player has been randomly given 13 cards by the dealer.

As the human player, your default hand is South and North is played by the computer.  The computer will play for East and West.  As South, you are the Dealer.  Once the cards have been dealt, the hand of the human player will be placed face upwards on the board along with his partners.

Bidding

Once the cards have been dealt, bidding for a contract commences.  Starting with the dealer, each player makes a call that might be a pass, bid, double or redouble (see Bidding for a Contract section above for more details).

The player’s name is highlighted to show you whose turn it is to make the next bid.  For example, if it is the turn of South to make a bid, South will be highlighted on a white background and this player’s cards will be surrounded by a white border.

When it is the turn of a human player to make a bid, click on an entry in the Bidding Entry box.  Only legal bids are displayed here in the Bidding Entry box and your selection will then be displayed on the right-hand side of the Bidding Entry screen.  The Bidding Record provides a scrolling display of all the bids as they are made.  Bids by the computer are automatically made and entered into the Bidding Record.

If you wish the computer to suggest a bid, select the Hint option from the Game menu.  A dialog will appear with a suggested bid.

To play the suggested bid, click on the Yes button and this bid will then be displayed in the Bidding Record.

On completion of the auction, click on the Continue button in the Bidding Entry box.  The highest bid made becomes the contract and the established contract will be displayed in the corner of the Bridge board.

Playing Cards

Once a contract has been established, play begins with the player to the left of the declarer (see Playing Tricks section above).  As soon as the first card has been placed on the Card table, the hand of the declarer’s partner (known as the Dummy) is also revealed.

The player’s name is highlighted to show you whose turn it is to make the next move.  For example, if it the turn of North to make the next move, North will be highlighted on a white background and this player’s cards will be surrounded by a white border.

Cards for computer players are played automatically.  To play a card for a human player (or for the Dummy), click on your chosen card and it will be placed on the card table.

If you want the computer to suggest a card for you to play, select the Hint option from the Game menu.

To play the hint, click the Yes button and the suggested card will be placed on the card table.  If you do not wish to play the hint, click the No button and click on a card of your choice.

The player of the first card in a trick is known as the leader.  The leader may play any card.  The other players, however, must play a card of the same suit as the lead card, if they have one available; otherwise any card can be played.

A trick comprises four cards: one card played in turn by each player.  When a trick is won, the cards are removed from the card table.  The trick summaries in the bottom left and right-hand corners of the screen show the number of tricks won so far by each partnership.  (See also Playing Tricks section above).

If it becomes apparent that the hand is going to have a particular outcome, you can choose not to play the remaining tricks by selecting the Claim Tricks or Concede Tricks options from the Game menu.

If you select the Concede Tricks option from the Game menu, a confirmation dialog appears, asking you to confirm that you wish to concede the remaining tricks.

If you click the Yes button, the Remaining tricks accepted dialog will be displayed.  When you exit this dialog, the Scoring Explanation dialog will be displayed.  This summarises the result of the current hand and the points to be awarded.

When you click on OK to exit the Scoring Explanation dialog, the Score dialog is then displayed.  The current hand has ended and the point scores are entered onto the score card.  (See Scoring Points section above).

You can then choose whether to play the Next Hand or the Next Rubber by clicking on the appropriate button in the Score dialog.

Similarly, you can decide not to play out the rest of the hand when declarer by selecting the Claim Tricks option from the Game menu.   A confirmation dialog will be displayed asking you whether you agree to concede (or claim) the remaining tricks.

When you exit this dialog, the Scoring Explanation dialog will be displayed, summarising the result of the current hand and the points to be awarded.

When you click on OK to exit the Scoring Explanation dialog, the Score dialog is then displayed.  The current hand has ended and the point scores are entered onto the score card.

If it is the computer (rather than a human player) who decides that it is not worthwhile playing the remaining tricks, a message is displayed asking whether the computer can claim the remaining tricks.  If you accept this dialog, the Scoring Explanation and Score dialogs will be displayed as above.  If you select No, the game continues.

If you wish to abort your hand during the course of a game, select the Abort Hand option from the Game menu.  The Abort Hand dialog will be displayed asking you to confirm that you wish to abort the current hand.

You can then choose to proceed to the next hand or exit the rubber by selecting the appropriate buttons in this dialog.  If you select Next hand, the Bidding Entry box will be displayed ready for you to start another auction.  If you select Exit Rubber, you will exit the current rubber (without it being saved) and you will be returned to the opening Bridge screen with the pack of cards.  If you click on this pack of cards, you will be able to start a new Bridge game.  (See Getting Started section above).

If you wish to start a new rubber, select the New Rubber option from the File menu.  You will be taken to the opening Bridge screen with the pack of cards.  If you click on this pack of cards, you will be able to start a new game in the usual manner.

Invalid Moves

If you click on an invalid card (for example, if you click on one of your dummy’s cards instead of your own when it is your turn, or if you try to play a card that is not of the same suit as the lead card, and you do have a valid card of the same suit available), this card will not be placed on the card table and you will have to make an alternative choice.

Similarly, if you select the Claim Tricks option from the Game menu when the outcome is still ambiguous, a dialog will be displayed informing you that you must play on.

Winning a Game

Points associated with making a contract count towards a game.  The current game is won by the first partnership to accumulate 100 or more such points.  A rubber ends once a partnership has won two games but it is the partnership that has the highest number of points at the end of a rubber that wins the rubber.  See Game Rules section above.

Reviewing a Game

The Bridge application lets you review and amend the bids and the cards you have played during the current hand.  To do this, Bridge keeps a record of the exact sequence of bids and cards played.  You should note, however, that if, when replaying the hand, you make a bid or play a card that is different from that previously recorded, all subsequent recorded information is erased.  (See also Bidding Review and Play Review sections below).

To review a hand, select the Take Back option in the Game menu.  The Move Backwards dialog will be displayed.

Here you can select from several options.  For example, if you select Two, you will be taken back two moves.  If you select End of Bidding, you will be taken back to the start of the game.  The total number of moves that you can take back is displayed in the Some box.

If you have taken back tricks and not made any changes to the sequence of cards played, you can replay the hand by selecting the Forwards or To last play options from the Game menu.  The To last play option takes you to the end of the current game.

Saving a Hand

To save a hand and the current state of the rubber so that you can continue playing it later, select the Save Hand option from the File menu. The Name of file to save dialog opens.

Simply enter a filename so that you can identify the game when you come to load it again at a later date.  It is, however, also possible to change the directory where the games are stored and overwrite any existing saved games.

Exiting a Game

To exit a game, select the Exit option from the File menu or click on the Close button (marked with an X) in the top right-hand corner of the program.  Please note that the current game will not be saved automatically.  To save the current hand, use the Save Hand option in the File menu.  (See Saving a Hand section above).

Opening a Saved Hand

To re-open a saved hand, select the Load Hand option from the File menu.  Select the game you wish to resume playing in the Name of file to load dialog.

A confirmation dialog appears warning you that the current hand will be lost.

Click the Yes button to continue.

Settings

Bidding System

Bridge can either use the Standard American, 5 Card Majors or the Acol bidding systems.  To set up a convention to be used by each partnership, select the Bidding System option from the Options menu.  The Bidding Systems and Conventions Editor dialog will be displayed.

Here you can select a bidding system at either beginner or expert level.

The choice of bidding system also implies the use of five further conventions that are listed under Custom Systems.  If you click on the Advanced button in the Bidding Systems and Conventions Editor dialog, a further dialog appears where further optional conventions (such as Strong 2 Clubs opening and Jacoby transfer) can be selected if desired.

For full details on the Bridge bidding system and optional conventions, please refer to http://www.ebu.co.uk/

To set a default bidding system for a partnership, click on the Save as user system… button.  The Save Bidding System dialog will be displayed.

Enter a name for the current bidding system settings and select a User System position and click OK.  If you select System 1, for example, this will then be enabled in the Bidding Systems and Conventions Editor dialog.

To return to the original Bidding Systems and Conventions Editor dialog, click on the <<Simple button.

Editing a Contract

To edit an existing contact, select the Edit Contract option from the File menu.  The Edit Contract dialog appears.

If you make any changes here and click OK, the Change The Contract dialog appears.

If you confirm that you wish to take back all the plays made to-date and change the game contract, the original bidding is deleted and the new contract is displayed in the top left-hand corner of the Bridge screen and you are ready to start a new game.

Game Settings

To change the speed of the game, select the Game Speed option from the Options dialog.  The Game Speed dialog allows you to change the speed of the game.  Slide the bar to the left for a slower speed and to the right for a faster speed.

Sound Settings

If you select the Music option from the Options menu, you can choose between various background music options.  If you select a music option, you can also enable the Random option.  This option will randomly select from the other music options once it has finished playing the selected piece of music.

Display Settings

Score

To display the score at any time during a game, select the Display Score option from the View menu.

(See also Scoring Points section).

Bidding Review

The Bridge application lets you review the bids and the cards you have played during the current hand.  To do this, Bridge keeps a record of the exact sequence of bids and cards played.  To display all the bids made in the current game, click on the Review Bidding option from the View menu .  The Review Bidding dialog will be displayed.

Play Review

The Bridge application lets you review and amend the bids and the cards you have played during the current hand.  To do this, Bridge keeps a record of the exact sequence of bids and cards played.  To review the cards played in the current game, select the Review Play option from the View menu.  The Review Play dialog will be displayed, detailing who was the leader, all the cards played in the current game and who won the trick.

Screen Size

To change the screen size, select the Screen Size option from the View menu and choose a window size from the pre-determined settings.

About Purple Software and Contact Details

Purple Software is the world's leading developer of entertainment and lifestyle applications based on artificial intelligence that amuse, stimulate and challenge the mind. For more information or support, contact us by:

Phone:	+44 (0) 1494 750 300	( Hours: 09.00 – 17.30 GMT )

Fax:	+44 (0) 1494 750 301

Email:	info@purplesoft.com 	( General enquiries )

support@purplesoft.com	( Technical support )

Web:	www.purplesoftware.com

Address:	Purple Software Limited

Purple House

Corporation Street

High Wycombe, Bucks

HP13 6TQ

United Kingdom