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 Bridge Card Game
 An overview of a fantastic game
 
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    |  | Why Play?                   
    We learn from our experience 
    Bridge is Born             
    Risk and Rewards Players and Cards      
    Deal Bidding Phase            
    Play Phase
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    |  | 
    The Bridge card game is a 
    fascinating 
    game, unrivaled from other card games by its depth. 
    Tens of thousands 
    of books have been written about the card game of Bridge.  That seems like a lot to say 
    about 52 pieces of paper!  Whether its Duplicate Bridge or Contract 
	Rubber Bridge, players find the following 
    factors captivating:
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    | 
    Support your Partner | 
    The Bridge card game is a partnership 
      game.  No matter how good you and/or your partner might be, unless 
      the two of you play in harmony it will be difficult to obtain a good 
      result.
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    | 
    It helps to be aware... | 
    The Bridge game requires you to 
      think on several dimensions!  Effective Bridge players  analyze and deduce, recall, notice  behavior subtleties, keep calm and 
      focused, etc.
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    and progress.
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    The Bridge card game can be a lifetime of
      learning -- you can always learn more about the game, 
      people, and maybe even yourself!  In fact, unlike many sports, you 
      can continue playing  well into your "Senior Years."
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    | It's a Game... | 
    The Bridge game can be fun!  As you and your partner 
    perform well and achieve goals, you have a right to be both elated and 
    proud.   
	 
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    | but not an easy one | 
    The  game is a real 
      challenge!  The variables include your holding, other's 
    assets, 
      the relationship between everyone's cards, the skills and disposition of 
      the players at that moment, and even outside factors. Whew!
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    | Be sociable... | 
    Its is a great way to meet 
      people.  You can play the Bridge card game in a party atmosphere 
    or a competitive environment against numerous others.  Either way, 
      its an exciting pastime that provides an opportunity to build relationships.
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    | and learn aboutpeople, too.
 | In fact, the  
    the Bridge card game offers a microcosm of interrelationships 
    between people.  Watching what happens at the table provides an 
    opportunity of what happens between people in real life.  Knowledge, 
    skill, learning, communication, trust, compatibility, risk assessment and 
    mitigation, as well as many other behavioral traits can be observed at the table.
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    | Every 
    situation is different | Have you ever thought about how many different hands might be dealt to the 
    players at a  table?  Would you believe it's 
    53,644,737,765,488,792,839,237,440,000 ? (that's 29 digits)  
    Mercifully, 80 percent of the hands dealt to a player are one of seven 
    different shapes -- that is the number of cards in each of the four suit.  
    We 
    will discuss these terms shortly.
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    | Common tacticsbased on fundamentals
 help us chart the course
 | Also, there are millions of combinations 
    of how to play the cards at the table, and certainly not everyone has the 
    same ideas or tactics on how to achieve their goal.  In fact, two 
    different players playing the same cards may even have a different 
    goal.   Fortunately, a limited number of basic methodologies recur each time 
    we play a hand. | 
      
    | We learn fromour experience
 (or repeat our errors)
 
   | We previously mentioned that other factors like 
    communication, behavior, and others influence our results.  You get the 
    point --  the game isn't necessarily a trivial game.  So don't be 
    too hard on yourself.  The most important thing is to learn 
    from our experiences and have fun with the game.   Can you imagine 
    how many times a Grand Master has goofed up at the table?  A 
    whole lot more than we probably ever will.  So every time we miss our 
    best play, we have an opportunity to improve ourselves the next time that 
    situation arises.
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    | Cards used to tell future,
    and make money, too. | 
    The origin of playing cards was in China, where 
    paper was invented, dates back to around the year 1120.   
    Originally, cards were used for fortune telling and gambling.  Cards 
    were introduced into Italy and Spain around 1370, probably coming from 
    Egypt.  Tarot cards, used for fortune telling, were introduced in Italy 
    in 1440
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    | Not everyone was amused by cards (believe in Santa Claus!)
 | In 1432, 
    Saint Bernardo warned the "Faithful" that cards were invented by the Devil, 
    later picked up by the English Puritans -- often regarded a "The Devil's 
    Picture Book".  By 1495, Henry VII issued a Decree forbidding his 
    servants from playing cards except during the Christmas Holiday.
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    | The government sees
    cards as a money-makingopportunity.
 No wonder the Ace of Spades looks distinctive.   | 
    Later, Elizabeth the First levied a tax on the manufacture of playing 
    cards, which generated significant revenues for the Crown. By the era of 
    Queen Anne, card playing was in full swing.  Men preferred Piquet, women 
    loved Ombre, while the Clergy and Country Squires played Whist.  Have you 
    ever wondered why the Ace of Spades looks so distinctive?
 Well, it was the official stamp of certification to indicate that
    the proper English tax was paid on that deck of cards (the Stamp Office kept 
    the only stock of pre-stamped Aces of Spades) -- the card manufacturers were 
    forbidden to produce that Ace.  This tax hung around all the way onto 1960, 
    yet the unique look of the Ace of Spades still is found on most decks.
 
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    | Initially, cards were expensive | By the late 1400's, Suits began to appear on cards (the Suits --
    Spades, Hearts, Diamonds, and Clubs are know as the
    French National Suits) -- the first three Suits are presumably
    adapted from the German Leaves, Hearts and Hawk Bells.  Over the next 200 
    years, the Suits became standardized.  Due to the intricate designs on the 
    "face" cards, the cost to purchase  playing cards was originally quite 
    expensive (due to the hand painting) although that didn't keep the 
    "commoners" from using them.  Demand by the populous led to mass 
    production using a technique using the woodcut.  The card designs were 
    carved on woodblocks, then inked and printed on paper.  These papers were 
    then glued to blank card stock.  Around the mid-1400's, the French 
    incorporated suit signs and flat silhouettes in only black and red colors.
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    | Faces on cards endure a political agenda. | Eventually, the French began using ordinary stencils, which could be cheaply 
    produced. Thus, the cost-effective French cards were widely used in England 
    and the United States.  For some time, the designations on the "face cards" 
    varied, but when the French accepted Napoleon as their leader, they 
    reinstated the notion of the King and Queen.  However, Napoleon didn't care 
    for their medieval look, believing they should be "archaeologically 
    correct".  So an artist was assigned to design authentic costumes on 
    the cards.  But Napoleon's cards weren't liked by the masses so the 
    medieval
    cards resurfaced.
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    | Did you realize you have held "majesty" in the palm of 
    your hand? | By 1860,
    Europeans as well as Americans accepted
    card rank naming convention, markings on the faces that declared their 
    values.  As far as the "faces" themselves, the French invented two 
    patterns: The Rouennais pattern originated in the 1400's.  While the 
      French gave up the Rouennais pattern, it was exported to England which was 
      subsequently used in the United States.  Note - not all sources agree 
      on who is represented on the card faces. 
      
        |   | Spades | Hearts | Diamonds | Clubs |  
        | King | David | Alexander | Caesar | Charles |  
        | Queen | Pallas | Rachel | Argine | Judith |  
        | Jack | Hector | La Hire | Ogier | JudasMaccabee
 |  The Parisian 
    pattern was also introduced around this time and, despite some minor 
    modifications, became France's standard deck of cards. 
      
        |   | Spades | Hearts | Diamonds | Clubs |  
        | King | David | Charles | Caesar | Alexander |  
        | Queen | Pallas | Judith | Rachel | Argine |  
        | Jack | Ogier | La Hire | Hector | Judas Maccabee |  | 
      
    | Kings are the "Big Boys" | The faces on the Kings were based on historical Rulers:
 Alexander the Great, the 
    Macedonian General lead his troops from Greece to India (wearing a costume embroidered 
    with a lion) David, the King of Israel (the 
    Psalmist, standing by a Harp) Julius Caesar, the Dictator of 
    Rome (his robe displays Roman eagle) Charles the Great 
    (Charlemagne), the founder of the Roman Empire (carrying a Globe, the 
    Emperor of the Christian World)
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    | Queens were mysterious. | The faces on the Queens are not quite as clear: Rachel was based on the 
    matriarch, described in the Book of Genesis Pallas was a warrior goddess 
    (Minerva) Argine has a what convoluted background. Some believe Argine 
      is based on an anagram of the Latin word for Queen (Regina) Judith is believed to refer to the wife of Louis I, or perhaps a 
      reference to Isabelle, wife of Charles VI.  Others feel Judith simply 
      refers to the Judith described in Apocrypha that slew General Holofernes 
      and his invading Army.
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    | Jacks were "hands on" fellows. | The Jacks, or "Knaves" as they are sometimes referred to, are: La Hire, the Comrade-In-Arms 
    from the Joan of Arc Hector, the Prince of Troy Ogier, the loyal Knight from Charlemagne Judas Maccabee, which led the Jewish rebellion against Syria
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    | A bit of 
    ancestry. | Looking at the characters  by segment, we see: Jewish:     David, Judith and Judas Maccabee Greek:      Alexander, Argeia and Hector Roman:     Caesar, Pallas and Aulus Hirtius Christian:  Charlemagne, Rachel and Ogier
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    | A touch of numerology. | 
    Some believe that the 12 Honors of the deck refer to the 12
    signs of the Zodiac or the 12 months of the year.  They say
    the two colors (Red and Black) refer to the Solstice and Equinox phases.  
    They see the four Suits as the four Seasons, the entire pack of 52  representing the 52 weeks of the year, and the 13  in each Suit being 
    the same as the weeks in each quarter of the year (Winter, Spring, Summer, 
    Fall).
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    | Birtch was the predecessor to our game.
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    The
    Bridge card game was derived from Russian Whist, called Biritch, meaning an 
    announcer (players "announce or herald" their auction).  Books on Whist date back to 
    the mid-1700's.  The first book was written by none other than Edmond 
    Hoyle, titled Short Treatise
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    |  | The first President of the United States, George Washington, enjoyed 
    the game. 
    In fact, he enjoyed small wagers on the game, apparently to make it more 
    exciting
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    |  | In 1857, the English began playing Whist in a "duplicate" method to 
    eliminate most of the luck associated with the deal.  In 
    1883, American's began playing inter-club matches.
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    |  | In 1891, a duplicate tray was invented, used to hold the cards 
    separately so players could replay in an identical environment.  The idea was 
    to eliminate chance and provide a true test of skill.  The boards were 
    originally called the Kalamazoo tray.
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    | Our game is born. | By 1893, Bridge was introduced in New York, using formal rules that were 
    recently printed by Henry Barbey. | 
      
    |  | 
    Early accounts indicate that in 1903, some of the British civil servants stationed in India
    created a method of bidding the trump suit, coined "auction bridge." A 
    later account dates this format back to 1894, with Turkish or Russian 
    origin from Plevna during the Russo-Turkish War of 1877-1878
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    |  | Contract Bridge Card Game | 
      
    |  | Then in 1925, the American multi-millionaire Harold Vanderbilt, introduced 
    exciting scoring bonuses  (while on a cruise ship).  With this 
    change, auction Bridge became known as "contract Bridge".
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    |  | In 
    1931, Ely Culberton wrote the number one and two book sellers of
    any 
    book, titled The Culbertson Summary and the Blue Book.
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    |  | 
    Incidentally, a regular deck  of playing cards is 8.9cm long x 6.3cm wide.  
    But since our players hold 13 cards, the Bridge 
    card is 8.8cm long x 
    5.7cm wide.
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    | Objectives of the game | Let's take a 
    glimpse of how scoring motivates our players.  
    Later in this course, we will cover scoring in greater detail 
    -- for now, let's focus on the big picture for the game. | 
      
    | Bid first, play later
 | Scoring is 
    based on successfully reaching your stated goal.  So the two phases are: Bidding - forecasting the optimum result during play Play - using your best technique to score a maximum result as 
      you play your cards
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    | 
    
    Risksand Rewards
 | If your commitment (Bid) 
    and attainment (Made) are in harmony, you will score a good result.  
      If your objective is at or above certain thresholds, you will receive a 
      bonus.  Of course, if you fail to meet your goal, you will face a 
      consequence.
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    |  On Scenario A, 
      we missed a Part Score Bonus and get Penalized.
 Often it's better to stop bidding at the lowest level 
    if we can't attain the the Bonus threshold.  We obtain the same score whether we Bid 2 and  Make 2 or we  Bid 1
    and 
    Make 2.
 
 Try not to take risks unless there's a good chance for a Bonus in your 
    future!
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    Without getting into all the mathematics of scoring right now, here's a graphical 
    representation.
 
      
        | Scoring Thresholds | Phase |  
        | Bidding | Play |  
        | Bid
 Commit
 | Example:Attainment
 Made
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        | Ultra Bonus - Grand Slam | 7 6 5 4 3 2 1 |   6   4   2  1 |  
        | Super Bonus - Slam |  
        | Good - Game Bonus |  
        | Okay - Part Score |  
        | Penalty - Missed Commitment |    
      
        | Scenario | Commitment (Bid) Level | Attainment Level Made | Result |  
        | A | 2 | 1 | Penalty |  
        | We failed to make our commitment so we receive a penalty. |  
        | B | 2 | 2 | Part Score |  
        | We made our commitment and receive a "Part Score" award. |  
        | C | 2 | 4 | Part Score |  
        | While we receive a fair Part Score award, we missed a Game Bonus. |  
        | D | 4 | 6 | Game Bonus |  
        | We make our commitment which was at the Game-level, so we are awarded 
      a Game Bonus.    |  
        | E | 4 | 6 | Game Bonus |  
        | We exceed our commitment yet do not get the extra award for Slam; 
      instead, we receive only a Game Bonus.    |  
        | F | 6 | 6 | Slam Bonus |  
        | We achieve a Slam Bonus -- a handsome award! |  
        | G | 7 | 6 | Penalty |  
        | Oh oh, we bid the maximum possible but since we didn't make our bid, 
      we don't get any bonus at all -- and are even penalized! |    | 
      
    | Players and Cards | The Bridge 
    game has 
    four players in two 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 - play proceeds clockwise
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    |  | A standard 52 
    card pack is used. The cards in each suit rank from highest to lowest (see 
    Card Names)   |  | 
      
    | Deal | The cards  are 
    shuffled by the player to dealer's left and cut by the player to dealer's 
    right. The dealer deals out all the cards one at a time so that each player 
    has 13. Turn to deal rotates clockwise.
 Traditionally, two packs  are used to speed play. During each deal, 
    the dealer's partner shuffles the other pack and places it to the right. The 
    dealer for the next hand then picks up the cards from the left and pass them 
    to the player on the right to be cut.   For those who love to 
    learn details about the Laws, see: 
    PRELIMINARIES
 
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    |  | Contract Bridge Bidding - The Auction | 
      
    | Bidding Phase | In the 
    Bridge bidding phase, the players conduct an auction to decide who will be the 
    declarer. A bid specifies a number of tricks and a trump suit:
     Spades,  Hearts,  Diamonds,  Clubs, or no trump (Notrumps).  The 
    side which bids attempts to win at least that number of tricks bid, with the 
    specified suit as trumps. When bidding, 
    the number which is said actually represents the number of tricks in 
    excess of six that the partnership is committed to win.  Thus, a 
    bid of 3 Spades represents a contract to win at least 9 tricks (9 = 6 + 3) 
    with Spades as trumps.   Thus, the maximum number of attainable 
    tricks is 7 (6 + 7).   The baseline of 6 tricks is sometimes 
    referred to as a "book". Regarding 
    bidding, the suits ranks from highest to lowest are:        
    Notrump
  Spades   Hearts 
     Diamonds 
     Clubs A bid of a 
    larger number of tricks always beats a bid of a smaller number, and if the 
    number of tricks bid are equal, the higher suit beats the lower. So the 
    lowest possible bid is 1 Club and the highest is 7 Notrump (promising to win 
    all 13 tricks without a trump suit).  A few other 
    bids are possible during the auction phase.  The Pass is most common, stating 
    the player does not wish to bid at that time.  After an opponent 
    (player to the left or right) makes a suit or Notrump bid, your side may 
    also "double" the opponent's bid (or even "redouble" the opponents' double). 
    Doubling and redoubling increases the score for the bid contract if won and 
    the penalties if lost.   However, at low contract levels many 
    players instead use the double with a conventional understanding that the 
    player wishes to compete further without naming a specific suit - the 
    doubler's partner is expected to continue bidding;  in that case, the 
    low-level double asks partner: "Please do something intelligent!" If a player 
    subsequently bids a suit or Notrump, all previous doubles and redoubles are 
    cancelled.  The dealer 
    begins the auction phase, either passing or making a suit or Notrump bid 
    preceded with the number of tricks committed (above the baseline 6 tricks 
    "book").  After the dealer makes a bid (technically a call since the 
    pass is actually not a bid), the player to the left (clockwise) may make a 
    legal bid - one at the same level in a higher suit denomination or Notrump, 
    or any suit at a higher level. The Bridge bidding 
    proceeds until three player have passed after the final bid or call 
    (including double or redouble) - after three passes the auction is over, the 
	Bridge contract is established, and 
    play begins. While the 
    auction is open, at each turn a player may:1. Pass
 2. Make a bid in any suit or Notrump, which must be higher level than the 
    previous bid
 3. Make a bid in a higher suit denomination or Notrump at the same level as 
    partner or an an opponent
 4. Make a call of double, assuming either the left or right hand opponent 
    made a suit or Notrump bid
 5. Make a call of redouble if the last bid by either opponent was a double
 So as long as 
    a player bids or makes a call, the auction continues without a Bridge 
	contract being reached. After three 
    consecutive passes, the last bid becomes the contract. The side who made the 
    final bid now attempts to make the contract and overtricks if possible.  
    Accordingly, the opponents' try to make the maximum number of tricks for 
    themselves.  The first player of the side who mentioned the 
    denomination (suit or no trumps) for the final contract becomes the 
    declarer. The declarer's partner is known as the dummy.  If you would 
    like to learn about the Laws regarding the bidding phase, please see 
    THE AUCTION 
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    |  | Contract Bridge Play - Tactics For Card Play | 
      
    | Play phase | The objective 
	of the Bridge play phase is to win tricks - the more tricks, the better your 
	result.  Since each player has 13 cards, the total number of tricks 
	available is 13 tricks.   The player to 
    the left of the declarer leads to the first trick. Immediately after this 
    opening lead, the dummy's cards are faced on the table. The dummy should 
    arrange them neatly in suits, the cards of each suit arranged in rank order 
    in an overlapping column, pointing towards the declarer so that all the 
    cards are clearly visible. The trump suit if any should be to declarer's 
    left (dummy's right side) Play then 
    continues clockwise.  After the opening lead by the defender to the 
    left of the declarer, the declarer selects a card from the dummy.  
    Whenever possible, a player must play a card from their hand of the suit 
    led.  A player with no card of the suit led may play any card (trump or 
    any side suit).  A trick consists of four cards. The winner of each 
    trick is determined by:1. The highest trump (Ace is highest) played to the trick - remember, 
    players must always follow to the suit led
 2. The highest ranking card of the suit led - if only the opening leader 
    holds the suit and no one trumps the trick, even the lowly 2 will win the 
    trick.
 The winner of a trick leads to the next.
 Each trick is 
    gathered together and turned face down when complete. However, any player 
    may ask to see the cards and ask who played a given card until your side has 
    played to the next trick. The tricks won are to be arranged neatly in front 
    of one member of the winning side so tricks can easily be counted during the 
    play of the game. The Dummy 
    player is barred from participating in the play of the hand - the Dummy is 
    also prohibited from making any gestures, noises, movements, expressions 
    including eye contact, or the like.  Actually, the Laws have much to 
    say on etiquette and the proprieties of the game: 
    PROPRIETIES Whenever it 
    is dummy's turn to play, the declarer selects the appropriate card from the 
    dummy.  If the declarer asks the dummy to assist in production of the 
    card selected by the declarer, the Dummy player is allowed to remove the 
    card from the dummy cards.  Again, the Dummy is not permitted to offer 
    any advice or comment on the play until after the last card to the 13th 
    trick is played.  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.   Care to see the Laws regarding the play phase of the 
    Bridge card game?  See 
    THE PLAY
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    |  | Duplicate Bridge Bidding - 
	Compete without much luck | 
		
    |  | Duplicate Bridge has its roots steeped from Contract Bridge with two notable 
	differences.  Duplicate Bridge uses a different scoring method where 
	the bonus value of each hand stands on its own, not dependent on the "part 
	score" or game status from a prior hand.  Generally, this is considered 
	to be a good thing since each hand is bid based on its own merits.  
	Secondly, to deemphasize the element of luck when dealt a strong hand, a 
	Bridge pair bids and plays the *identical* hand with other players among a 
	large number of contestants.  When cards are shuffled before bidding 
	and play, how can this be accomplished among a large number of players?  
	Well, duplicate Bridge players do not intermix and reshuffle the cards after 
	the play of a hand.  Instead, after the first time the cards are 
	played, each player carefully keeps their 13 cards segregated from their 
	partner and the opponents.  This way the duplicate Bridge players at 
	other tables can bid and play the identical 13 cards to compare their 
	results with the rest of the field.  Thus, luck is much less of a 
	factor since no one enjoys the "luck of the deal" in duplicate Bridge. | 
      
    |  | Where to go 
    next?   Rather than get into the intricacies of scoring (let a 
    seasoned player take care of the accounting), why not step up to the table 
    and begin having fun?  But if you are so inclined, 
    please see THE SCORE. Have a great Bridge game!
 
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