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Contract bridge. Contract bridge, or simply bridge, is a plain trick-taking card game played with a standard 52-card deck. It is played by two pairs competing against each other, with the partners facing each other as in Whist . Millions of people play bridge worldwide in clubs, tournaments, online and socially, making it one of the world's ...
The American Contract Bridge League (ACBL) likewise requires at least 2 1/2 tables for a sanctioned standard pairs game, even though there is a valid movement for such a game, while permitting two tables to play an individual game with a "One Winner" Movement or a team matches.
The American Contract Bridge League (ACBL) is a governing body for contract bridge in the United States, Canada, Mexico, and Bermuda. [1] It is the largest such organization in North America having the stated mission "to promote, grow and sustain the game of bridge and serve the bridge-related interests of our Members."
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The underlying premise of LTC is that if a suit is evenly distributed, i.e. three players hold three cards in the suit and one player holds four, a maximum of three losers can be assumed in any one suit held by the partnership and, in turn, the maximum number of losers held by the partnership in all four suits is 24 (three in each of the four suits in each of two hands, i.e. 3 x 4 x 2 = 24).
By prior agreement, a game-invitational double of an overcall that leaves no room for a bid, when a bid would invite game. For example, after 1 ♠ – (2 ♥) – 2 ♠ – (3 ♥) there is no room below 3 ♠ for a game invitation (and a bid of 3 ♠ itself would be taken as merely competitive), so a double is used as a game invitation. McKenney
Stayman convention. Stayman is a bidding convention in the card game contract bridge. It is used by a partnership to find a 4-4 or 5-3 trump fit in a major suit after making a one notrump (1NT) opening bid and it has been adapted for use after a 2NT opening, a 1NT overcall, and many other natural notrump bids.
History of contract bridge. The history of contract bridge may be dated from the early 16th-century invention of trick-taking games such as whist. Bridge departed from whist with the creation of Biritch (or "Russian Whist") in the 19th century, and evolved through the late 19th and early 20th centuries to form the present game.
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