print Print
Please select which sections you would like to print:
verifiedCite
While every effort has been made to follow citation style rules, there may be some discrepancies. Please refer to the appropriate style manual or other sources if you have any questions.
Select Citation Style
Share
Share to social media
URL
https://mainten.top/topic/bridge-card-game
Feedback
Corrections? Updates? Omissions? Let us know if you have suggestions to improve this article (requires login).
Thank you for your feedback

Our editors will review what you’ve submitted and determine whether to revise the article.

When a partnership has been able to ascertain that it has at least 33 points in the combined hands plus an adequate trump suit, the only thing that remains is to make certain that the opponents are unable to cash two quick tricks. For this purpose control-showing bids are used. Three systems are most popular: the Blackwood convention, the Gerber convention, and cue bidding.

Blackwood convention

In this convention, devised in 1934 by Easley Blackwood of Indianapolis, Ind., a bid of four no trump asks partner to show his total number of aces. A response of five clubs shows no aces (or all four aces); five diamonds shows one ace; five hearts shows two aces; five spades shows three aces. After aces have been shown, the four no-trump bidder may ask for kings by bidding five no trump. The responder now shows kings as he showed aces in response to the four no-trump bid, by bidding six clubs with no kings, six diamonds with one king, and so forth.

Gerber convention

This was devised in 1938 by John Gerber of Houston, Texas. An unnecessary bid of four clubs, when the bid could not possibly have a natural meaning (such as opener bids one no trump, responder bids four clubs) asks partner to show the number of his aces. A response of four diamonds shows no aces, four hearts shows one ace, and so forth. If the asking hand desires information about kings, he bids five clubs (or, by partnership agreement, the next higher suit over his partner’s ace-showing response; thus, if the responding hand has bid four hearts over four clubs to show one ace, a call of four spades would ask him to show kings and he would reply four no trump to show no kings, five clubs to show one king, and so forth).

Cue bidding

The individual method of ace showing (cue bidding) is used when both partners have shown strength or when the trump suit has been agreed on. For example, opener bids two spades, responder bids three spades; a bid of four clubs by opener now would show the ace of clubs (or a void) and would invite responder to show an ace if he had one.

Leads

The card led against declarer is selected so as to give information to the leader’s partner. Certain conventional meanings of leads were established during the bridge whist period and, with slight changes, persisted in contract bridge.

In winning or attempting to win a trick to which some other player led, a defender plays the lowest card in an unbroken sequence of high cards; as, the 10 from Q-J-10-8.

A standard defender’s signal is the high-low, or come-on: the play or discard of an unnecessarily high card, followed if possible by a lower card of the same suit on a subsequent trick. This denotes a desire to have that suit led.

There are many other signals and conventions in defenders’ play. These do not violate the spirit of the game if they are known to the opponents. Declarer need not observe any system in the selection of cards, for he has no partner to inform.

Bridge problems

Proficiency at the play of the cards in bridge is enhanced by study of double-dummy problems (in which the location of all unplayed cards is known). Putting such knowledge to practical use has been much better accomplished in contract bridge than in any of its predecessor games. For example, a prime problem at whist was the “Great Vienna Coup,” with which the expert whist players had difficulty even when they could see all four hands. Execution of this and similarly difficult plays is commonplace among contract bridge players far below the highest rank.

Most double-dummy problems embrace the squeeze (so named by Sidney S. Lenz of New York, because it reminded him of a maneuver in baseball), in which a player has winning cards in two or three suits but is forced to discard one of them. The throw-in play and the trump pickup (generic terms for the group of plays that included the grand coup of whist) are other favourite themes of problem constructors.