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  2. Contract bridge probabilities - Wikipedia

    en.wikipedia.org/wiki/Contract_bridge_probabilities

    Suppose East is known to have 7 spades from the bidding and after seeing dummy you deduce West to hold 2 spades; then if your two lines of play are to hope either for diamonds 5-3 or clubs 4-2, the a priori probabilities are 47% and 48% respectively but (,,,) % and (,,,) % so now the club line is significantly better than the diamond line.

  3. Vanderbilt Club - Wikipedia

    en.wikipedia.org/wiki/Vanderbilt_Club

    Vanderbilt defines the potential of bridge hands in terms of quick tricks. [1]: 28–30 [Note 3] In summary, Vanderbilt Club is: [1]: 27–89 1 ♣ – artificial, at least 3 quick tricks [Note 4] 1 ♦ response – artificial, fewer than 2 quick tricks; Other responses (including 2 ♦) – regulation, at least 2 quick tricks

  4. Contract bridge diagram - Wikipedia

    en.wikipedia.org/wiki/Contract_bridge_diagram

    Diagrams are used to illustrate a deal of 52 cards in four hands in the game of contract bridge. [1] Each hand is designated by a point on the compass and so North–South are partners against East–West. Suit features include: Each line represents a suit, indicated by its symbol – ♠ for spades, ♥ for hearts, ♦ for diamonds, and ♣ ...

  5. Contract bridge - Wikipedia

    en.wikipedia.org/wiki/Contract_bridge

    A partnership that wins two games wins the rubber, receiving a bonus of 500 points if the opponents have won a game, and 700 points if they have not. [44] Overtricks score the same number of points per odd trick, although their doubled and redoubled values differ. [24] [45] Bonuses vary between the two bridge variations both in score and in ...

  6. Bridge maxims - Wikipedia

    en.wikipedia.org/wiki/Bridge_maxims

    The difference in percentages is so close (the Bridge Encyclopedia states that the finesse is a 50% probability of success holding 8 cards, while the drop has a 53% holding 9 cards) that the slightest inference might influence a player to choose to finesse or to drop with nine cards.

  7. Principle of restricted choice - Wikipedia

    en.wikipedia.org/wiki/Principle_of_restricted_choice

    The principle of restricted choice is a guideline used in card games such as contract bridge to intuit hidden information. It may be stated as "The play of a card which may have been selected as a choice of equal plays increases the chance that the player started with a holding in which his choice was restricted."

  8. Zar Points - Wikipedia

    en.wikipedia.org/wiki/Zar_Points

    1NT is "to play", it discourages game and denies 4 spades if in response to 1 ♥. 2 ♣ is artificial and forcing; shows prospects for game; denies 4 spades if in response to 1 ♥. Direct raise of the suit is preemptive and sign-off. All other bids are "natural" and to play. Responses to 1NT 2 ♣ is a game-forcing relay asking for distribution

  9. List of bidding systems - Wikipedia

    en.wikipedia.org/wiki/List_of_bidding_systems

    This is a list of bidding systems used in contract bridge. [1] [2] Systems listed have either had an historical impact on the development of bidding in the game or have been or are currently being used at the national or international levels of competition. Bidding systems are characterized as belonging to one of two broadly defined categories:

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