Minibridge, also spelt MiniBridge is a simplified form of the complex card game Contract Bridge designed to expose newcomers to declarer and defensive playing techniques without the burden of learning a detailed bridge bidding system. The game was first introduced in France and the Netherlands in the 1990s. The variant described in this article is the one advertised by the English Bridge Union for use in primary schools as a way to improve pupils' performance in mathematics.
Like other forms of bridge, Minibridge is played by four players in fixed partnerships, sitting crosswise. A full pack of 52 cards is dealt to the players, each receiving 13 cards. As in contract bridge, it is then decided which player becomes declarer, but a key innovation of Minibridge is that this decision is taken out of the players' hands. Declarer's partner then lays open their hand, and declarer announces a contract. This is a trump suit or no trumps, together with an undertaking to win more than half the tricks (partscore) or even to win 100 trick points or more (game). The remainder of the game is very similar to contract bridge. In particular, declarer's partner becomes dummy (i.e., declarer plays both hands).
Rank | A | K | Q | J | 10–2 |
---|---|---|---|---|---|
Points | 4 | 3 | 2 | 1 | 0 |
Each player adds all high-card points in their hand and announces the result. The partnership with more combined high-card points then plays the hand. If both partnerships have the same number of high-card points (i.e., 20 each), the hand is redealt. Of this partnership, the partner with more high-card points becomes the declarer.
The partner with fewer high-card points becomes the dummy: this player's hand is put face up on the table, and is played by declarer in addition to declarer's own hand. If both partners have the same number of high-card points, the one who states his high-card point count first is the declarer.
Denomination | Partscore | Game |
---|---|---|
No trumps | 7 | 9 |
Major suit (♥ or ♠) | 7 | 10 |
Minor suit (♣ or ♦) | 7 | 11 |
Having consulted dummy's hand, declarer decides the denomination (i.e., the trump suit, if any), and whether to be in game or a partscore. For partscore, declarer needs to win 7 tricks in order to score. For game, 9–11 tricks are necessary, depending on the denomination.
Declarer's decision is often based on a few simple guidelines:
Card play is as in any other form of Bridge (and as in any other variant of Whist, except that declarer plays two hands). The player to the left of declarer leads to the first trick. Players must follow suit whenever possible. The winner of a trick leads to the next trick.
The declarer must always win at least 7 of the 13 tricks played. Each trick beyond 6 scores 30 trick points, or 20 trick points in case of a minor suit contract (clubs or diamonds). For a notrumps contract, 10 trick points are added to the trick points total.
Tricks | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Denomination | Trick points | |||||||||||||
Notrump | – | 40 | 70 | 100 | 130 | 160 | 190 | 220 | ||||||
♥ or ♠ | 30 | 60 | 90 | 120 | 150 | 180 | 210 | |||||||
♣ or ♦ | 20 | 40 | 60 | 80 | 100 | 120 | 140 | |||||||
Denomination | Total score: partscore | |||||||||||||
Notrump | –350 | –300 | –250 | –200 | –150 | –100 | –50 | 90 | 120 | 150 | 180 | 210 | 240 | 270 |
♥ or ♠ | 80 | 110 | 140 | 170 | 200 | 230 | 260 | |||||||
♣ or ♦ | 70 | 90 | 110 | 130 | 150 | 170 | 190 | |||||||
Denomination | Total score: game | |||||||||||||
Notrump | –450 | –400 | –350 | –300 | –250 | –200 | –150 | –100 | –50 | 400 | 430 | 460 | 490 | 520 |
♥ or ♠ | –500 | –450 | –400 | –350 | –300 | –250 | –200 | –150 | –100 | –50 | 420 | 450 | 480 | 510 |
♣ or ♦ | –550 | –500 | –450 | –400 | –350 | –300 | –250 | –200 | –150 | –100 | –50 | 400 | 420 | 440 |
When a partscore contract is won, declarer's partnership scores their trick points plus 50 bonus points. When a game contract is won, declarer scores the trick points (which must amount to at least 100) plus a bonus of 300 points. If declarer does not win the necessary number of tricks, then declarer's partnership scores 0 points and the opposing party scores 50 points for every missing trick. In the table this is written as negative scores (which do not exist).
Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing it at the regional level.
A trick-taking game is a card or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge, whist, and spades, or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle, the tarot family, briscola, and most evasion games like hearts. Trick-and-draw games are trick-taking games in which the players can fill up their hands after each trick. In most variants, players are free to play any card into a trick in the first phase of the game, but must follow suit as soon as the stock is depleted. Trick-avoidance games like reversis or polignac are those in which the aim is to avoid taking some or all tricks.
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Ninety-nine is a card game for 2, 3, or 4 players. It is a trick-taking game that can use ordinary French-suited cards. Ninety-nine was created in 1967 by David Parlett; his goal was to have a good 3-player trick-taking game with simple rules yet great room for strategy.
In the card game of contract bridge, to hold up means to play low to a trick led by the opponents, losing it intentionally in order to sever their communication. The primary purpose is to give as many tricks to opponents as needed to exhaust all the cards in the suit from one of their hands. If that hand regains the lead, it will not be able to put the partner on lead to cash its tricks. Hold up is one of basic techniques in play.
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These terms are used in contract bridge, using duplicate or rubber scoring. Some of them are also used in whist, bid whist, the obsolete game auction bridge, and other trick-taking games. This glossary supplements the Glossary of card game terms.
While a deal of bridge is always played following a unique set of rules, its scoring may vary depending on the type of event the deal is played on. There are two main categories of scoring: rubber and duplicate. Rubber scoring, and its popular variant Chicago, are mostly used in social play. Duplicate scoring is focused on tournament competition and has many variations that compare and rank the relative performance of partnerships and teams playing the same deals as their competitors.
In trick-taking card games such as bridge, the beer card is a name informally given to the seven of diamonds. Players may agree that if a player wins the last trick of a hand with the 7♦, their partner must buy them a beer. This is not considered as part of the rules of these games, but is an optional and informal side-bet between players. This practice likely originates from Danish Tarok or Skat in the middle of the 20th century. In most decks, the 7♦ is the only diamond number card that lacks rotational symmetry.
In contract bridge, various bidding systems have been devised to enable partners to describe their hands to each other so that they may reach the optimum contract. Key to this process is that players evaluate and re-evaluate the trick-taking potential of their hands as the auction proceeds and additional information about partner's hand and the opponent's hands becomes available.
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Dummy whist is one of many variants of the classic trick-taking card game Whist. The general rules of dummy whist are similar to that of bid whist, with two notable exceptions. Bid whist is played by four players, whereas dummy whist is played by only three. Secondly, instead of dealing a kitty, a dummy hand is dealt to be on the team of the player who wins the auction.
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The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.
Court piece is a trick-taking card game similar to the card game whist in which eldest hand makes trumps after the first five cards have been dealt, and trick-play is typically stopped after one party has won seven tricks. A bonus is awarded if one party wins the first seven tricks, or even all tricks. The game is played by four players in two teams, but there are also adaptations for two or three players.