| WestTesla Mars | NoordCheng Yi | OostTesla Volt | ZuidYou |
|---|
Every board is also played at the other table by four computer players with the same cards. The difference in score is counted in IMPs.
| # | Contract | Result | NZ | Other table | IMPs |
|---|---|---|---|---|---|
Bridge is a trick-taking game for four players in two partnerships. You sit south and play with Cheng Yi, who sits north, against the two Teslas in the west and the east. Every board has two parts: first the auction, in which the players bid for the contract, then the play of thirteen tricks.
| Seat | Player | Side |
|---|---|---|
| Zuid | You | Wij (noord-zuid) |
| West | Tesla Mars | Zij (oost-west) |
| Noord | Cheng Yi | Wij (noord-zuid) |
| Oost | Tesla Volt | Zij (oost-west) |
Bidding and play go clockwise: south, west, north, east. Every board has a number. The number decides who deals and which side is vulnerable. A vulnerable side scores more for a game and loses more when it goes down.
The dealer calls first. A bid names a number of tricks above six and a strain: clubs, diamonds, hearts, spades or sans atout. One spade promises seven tricks with spades as trumps. Every bid must be higher than the one before. The strains rank from low to high as clubs, diamonds, hearts, spades and sans atout.
Instead of bidding you may pass. You may double a bid of the opponents, and you may redouble when the opponents double your bid. The auction ends after three passes in a row. If all four players pass at the start, the board is passed out and nobody scores.
The declarer is the player of the winning side who first named the strain of the contract. In the room every call stands in the bidding table. Click a call to read what it means in the system.
| Opening | Meaning |
|---|---|
| 1♣ / 1♦ | 12 to 21 points without a five-card major. With four diamonds and four clubs you open one diamond. With three and three you open one club. |
| 1♥ / 1♠ | 12 to 21 points and five or more cards in the suit. |
| 1SA | 15 to 17 points and a balanced hand. |
| 2♣ | A strong hand of 22 or more points. The bid is artificial and forcing. |
| 2♦ / 2♥ / 2♠ | A weak two: 6 to 10 points and a good six-card suit. |
| 2SA | 20 to 21 points and a balanced hand. |
| 3♣ … 4♠ | A preempt: few points and a long suit, to make bidding hard for the opponents. |
A balanced hand has no singleton or void and at most one doubleton. With 11 points you may open when your points plus the lengths of your two longest suits make 20 or more.
The opener then describes the hand further: a raise of partner's suit, a second suit, a rebid of the own suit or a bid in sans atout. Two partners together look for a fit of eight or more cards and decide between part score, game and slam.
Stayman: two clubs over one sans atout asks the opener for a four-card major. The opener answers two diamonds without one, two hearts with four hearts, and two spades with four spades.
Jacoby transfers: two diamonds shows five or more hearts and asks the opener to bid two hearts. Two hearts shows five or more spades and asks for two spades. This way the strong hand becomes the declarer and stays hidden.
Over two sans atout the same bids are made one level higher. Four sans atout directly over sans atout invites a slam in sans atout.
A small slam is a contract for twelve tricks, a grand slam for all thirteen. You need about 33 points together for a small slam and about 37 for a grand slam.
Blackwood: four sans atout asks partner for aces. Five clubs shows none or four, five diamonds one, five hearts two and five spades three. If two aces are missing you stop at the five level. After four sans atout, five sans atout asks for kings in the same way.
The player on the declarer's left makes the opening lead. Then the dummy lays down its cards, face up and sorted by suit, with the trumps first. In this room the dummy of north, west or east stands on a slanted lectern turned towards you, a row per suit. When you are the dummy, your cards lie on the felt in front of you. The declarer plays the dummy's cards as well as their own.
When you are the declarer you click your own cards when your hand is on turn, and the dummy's cards on its lectern when the dummy is on turn. When Cheng Yi is the declarer your cards become the dummy and she plays them.
Classic guidelines for the defence: lead the top of a sequence, lead fourth best from your longest suit against sans atout, play low as second hand, play high as third hand, and cover an honour with an honour.
| Part | Points |
|---|---|
| Every trick above six, clubs or diamonds | 20 |
| Every trick above six, hearts or spades | 30 |
| Sans atout | 40 for the first trick, 30 for every next one |
| Part score (under 100 trick points) | 50 |
| Game (100 or more trick points) | 300 not vulnerable, 500 vulnerable |
| Small slam | 500 not vulnerable, 750 vulnerable, on top of the game |
| Grand slam | 1000 not vulnerable, 1500 vulnerable, on top of the game |
| Down, undoubled | 50 per trick not vulnerable, 100 vulnerable |
The games are three sans atout, four hearts, four spades, five clubs and five diamonds. A double doubles the trick points and makes going down much more expensive.
This room plays a team match. Every board is also played at the other table by four computer players with exactly the same cards. The difference between the two scores is converted into IMPs (international match points), from 0 for a small difference up to 24 for a very large one. A guest match has 4 boards. Members play the full match of 16 boards.
Cheng Yi and the Teslas bid with the same system as described in this handbook, and their bids are explained in the bidding table. In the play they follow the classic guidelines in the first tricks. From the moment seven tricks or fewer are left, they think ahead: they deal the unseen cards many times in ways that match the bidding and the play so far, solve every deal exactly, and choose the card that works best on average.
| Bekennen | Following suit: playing a card of the suit that was led. |
| Blinde | The dummy: the declarer's partner, whose cards lie face up on the table. |
| Leider | The declarer: the player who plays the contract. |
| Sans atout (SA) | No trumps. |
| Troef | Trump. |
| Kwetsbaar | Vulnerable. |
| Uitkomst | The opening lead. |
| Manche | Game. |