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bridge.txt
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1986-10-18
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COMPUTER CONTRACT BRIDGE I
(Novice Version)
SOME HISTORY OF THE GAME
Bridge is a relatively old card game with roots dating
back to the seventeenth century. It was originally called
Whist, but was preceeded by games with names like Triumph,
Trump, Ruff and Honors, Whisk and Swabbers, and Whisk.
Bridge, or Bridge Whist, was first played at the Portland
Club in London in 1894, introduced by Lord Brougham. It was
played for about ten years when it was replaced by a newer
version known as Auction Bridge.
Contract Bridge was a spin-off of the French game known
as Planfond. A group of American players who frequented the
Travelers' Club in Paris combined Whist and Planfond and
came up with the basics of the game played today. American
Yachtsman and card enthusiast Harold S. Vanderbilt, in the
mid-nineteen-twenties brought out his own set of rules for
play which were subsequently endorsed as the official rules
for Bridge wherever it was played.
Ely Culbertson, a world-class Bridge player of the
thirties, wrote books on the subject and was a participant in
one of the longest-running Bridge games in history consisting of
one-hundred-fifty rubbers. The game concluded in 1932.
Eventually Bridge became so popular that teams of players
traveled the world to play. The greatest Bridge competition was
the World Bridge Olympic, involving thousands of contestants.
Ely Culbertson's rules on bidding held up for decades
but one man, Charles H. Goren, developed a bidding system
which incorporated more sophisticated theories. Goren since
has become the ruling authority on Bridge and his system
has become a standard by which the world plays. Modifications
to the Goren system have become accepted by Bridge players
and include the Blackwood and Gerber Conventions, usually
agreed upon as a means of special bidding signals between
partners. All of the rules of Bridge are quite difficult
to come by in one publication, but books on the subject abound.
A good bookstore may have as many as fifty different titles
on Bridge and more become available on a regular basis. Of all
of the forms of cards, Bridge ranks tops as a continuing
challenge to its players because most must agree, before
starting play, which rules and conventions they will invoke
during bidding.
page 2
BRIDGE RULES
THE BASICS OF COMPUTER PLAY
This version of Computer Contract Bridge is played by
two teams - the WE team and the THEY team. The WE team consists
of the North and the South. North is played by the computer,
South by the player. The THEY team consists of the East and the
West, both played by the computer. The computer assumes control
of each position in turn. It does not remember from one position
to another what it played last, but calculates much as a human
does in playing its hand. It even makes mistakes as humans do.
If the North wins the bidding, the player will be required
to sit out since his hand will be played by the computer as the
DUMMY hand - thus the computer will be playing all four of the
positions. Conversely, if the South wins the bidding, the player
will play the North's DUMMY hand.
BIDDING
The excitement of Bridge is not so much the playing
of the tricks, but rather the BIDDING to start play. It is
expected that just about any team can take six of thirteen
tricks whether a trump suit is used or not, so in Bridge
play the first six tricks don't count for anything. In bidding,
the first six tricks are also ingnored.
A bid of ONE HEART means that the bidder expects that he
and his partner will be able to take at least the minimum six
tricks PLUS one extra trick for a total of seven tricks. By
bidding ONE HEART, the bidder is making Hearts the trump suit. A
trump card may be thrown any time a player cannot follow suit in
trick play. The highest trump card played always wins the trick,
no matter what suit leads the trick. Of course, a player must
always follow suit if possible.
A bid of THREE NO TRUMP means that the bidder expects
that his team will be able to take a total of nine tricks
(six plus three) and that no suit will be used as trump.
A SMALL SLAM bid would be SIX of anything and a GRAND
SLAM bid would be SEVEN of anything. A grand slam is when
one team takes all thirteen tricks (six plus seven).
page 3
The SUIT bid is important because certain suits are
worth more points than others. Every trick taken by a team
(after the first six) when Spades or Hearts are trump, is worth
thirty points. When Diamonds or Clubs are called as trump,
tricks over six are only worth twenty points. If No Trump is
called, the seventh trick won by a team is worth fourty points
and subsequent tricks are worth thirty points. In any instance,
the first six tricks won by a team count for nothing.
When partners are bidding they cannot look at each other's
cards, but each can give the other a good idea of his hand's
contents by the way he bids. And THIS is what makes Bridge
such an exciting game! Each player is trying to figure out
what every other player has in his hand by the way the bidding
goes. In the Computer Novice Version of Bridge, the first
bid by North, East or West is always the best suit with lowest
trick count expectation. The second bid is always the next
best suit and best trick count expectation. If your partner (the
North) bids TWO SPADES, you know that his best suit is Spades
and that he feels that between the two of you the team can
expect to take at least eight tricks. If he bids again, he'll be
telling you his second best suit - if he hasn't been forced out
of the bidding by someone else's bid too large to answer safely.
And THAT is where the fun comes in! If you open the bidding with
two Hearts and your partner bids three Diamonds, will it
be safe for you to bid three Spades (your second best suit)
hoping the other guys will be trapped into bidding too high...
or should you pass and see what your partner can do with the
bidding? Is somebody bluffing? Is everybody REALLY bidding their
hands or are there other signals being passed back and forth
that you are missing? Is the other team trying to push you into
bidding past your ability to take tricks? How far can you go
without ending up on the short end of the stick?
EVALUATING YOUR HAND FOR BIDDING PURPOSES
The deck contains a total of 40 high-card points and
the average hand will contain ten points. Use the following
table to determine your hand's point-count:
Each Ace.............4 Points
Each King............3 Points
Each Queen...........2 Points
Each Jack............1 Point
page 4
If you have only two cards in a suit (a doubleton) add
1 point. One card in a suit (a singleton) is worth an addition