| Updated 9/8/06 |
| Note: The rules
on this page reflect the most current version
available, and may differ slightly from previously
printed rules. |
What’s in the Box
- Two Decks of aBRIDGEd® Cards
Each 52-card
deck consists of four colored sets, numbered
2–14.
- Four Quick Reference Cards
- Four
Score Pads and Four Pencils
- Rules Booklet
* These
rules are written for those with some experience
playing trick-taking card games. For those new
to this type of game, and those new to aBRIDGEd,
the blue asterisks indicate
terms that are further defined here.
The Object of aBRIDGEd
In aBRIDGEd, partners work together to earn points
by winning tricks.*
Setting Up
- Divide the four players into two teams. A team
consists of two players, who sit across from
each other and are partners for a complete game.
- Give each player one Quick Reference card.
- Select a player to be the first dealer. The
dealer starts by shuffling one deck of aBRIDGEd cards. The other deck is given to the dealer’s
partner.
- Decide who will keep score and give
that person a score sheet and a pencil. Write
the names of the team members in the space provided.
| Figure 1 |
 |
Playing the Game
A game consists of four hands—each player
deals one hand. A hand is played in four steps: Dealing,
Declaring, Playing the Cards, and Scoring.
Step 1 – Dealing
The player to the right of the dealer cuts the cards.
The dealer deals all 52 cards, one card at a time,
face down, clockwise, starting with the player to
the left. Each player will have 13 cards. Players
pick up their cards and form a hand. Players may
sort their cards.
To save time between hands, the
dealer’s partner shuffles the other deck while
the dealer is dealing. The partner sets this deck
to his or her right. It is now ready for the next
hand.
Step 2 – Declaring
ROUND ONE
The dealer begins this round by stating
either “Pass” or “Play.” “Pass” indi-cates
that the player believes his or her team cannot win
at least 10 of the
13 tricks for that hand. “Play” indicates
that the player believes his or her team can win
at least 10 of the 13 tricks. If the dealer passes,
the player to the left then decides to pass or play,
and if that player passes, the turn moves clockwise
until a player either declares “Play” or
until all four players have passed.
If “Pass” is
stated by all four players, the game moves directly
to ROUND TWO.
If “Play” is
stated, the player who announced it becomes the declarer.*
-
The declarer’s partner places all of
his or her cards on the table, face up, grouped
by color, in descending number order. This is called
the dummy’s
hand* and
should be placed in front of the declarer’s
partner, who is called the dummy.* Refer
to Figure 2.
-
The declarer decides which color
will be trump,* or
if there will be
no-trump.* If
a color is selected for trump, the cards of that
color, in
the dummy’s hand, are placed on the left
as viewed by the declarer.
Example: If red was declared
trump, the red cards would be displayed on the
left as shown
in Figure 2.
| Figure 2 |
 |
-
Starting with the player to the left of the declarer,
and moving clock-wise, each player states his or
her hand strength.* Hand strength is determined
by adding together the total number of pips* on
the cards in a player’s hand. The pips are
located directly under the numbers on cards 11–14.
The total hand strength for all four players will
always be 40.
Example: In Figure 3, a player has
one 14, two 13s, and two 11s, so the hand strength
is 12 (4+3+3+1+1).
| Figure 3 |
 |
-
Starting with the player to the left of the declarer,
and moving clock-wise, each player states his or
her color count.* The
color count is the largest quantity of cards of
one color in a player’s
hand. Only the quantity is stated, not the color.
Example: In Figure 3, a player has 4 red cards,
1 green card, 3 yellow cards, and 5 blue cards.
This player would state “5” because
5 is the largest quantity of cards in any one color.
If two or more colors tie for having the largest
quantity of cards, the player states only the quantity
of cards in one of the colors from the tie and
does not indicate that there is a tie.
-
Since
a player declared “Play” in ROUND ONE
there will be no ROUND TWO, and the game moves
directly to Step 3 – Playing the Cards.
ROUND TWO
Use only if all players pass during ROUND ONE.
-
Starting with the dealer, and
moving clockwise, each player states his or her
hand strength.* Hand strength is determined by adding
together the total number of pips* on
the cards in a player’s hand. The pips are located directly
under the numbers on cards 11–14. The total
hand strength for all four players will always
be 40. Refer to the example in Figure 3.
-
Each team totals their hand strength. The team
with the highest total automatically becomes the
declaring team.* If
the two teams have equal totals, then the dealer’s
team becomes the declaring team.
-
The player in
the declaring team who has the highest hand strength
will be the declarer.* If
both partners have the same hand strength, then
the partner who either dealt, or sat to the left
of the dealer, will be the declarer.
-
The declarer’s
partner places all of his or her cards on the table,
face up, grouped by color, in descending number
order. This is called the dummy’s hand*
and should be placed in front of the declarer’s
partner, who is called the dummy.* Refer
to Figure 2.
-
The declarer determines
how many tricks he or she thinks the team can win
and states either “Ten” or “Seven.” “Ten” indicates
that the player believes his or her team can win
at least 10 of the 13 tricks for that hand. “Seven” indicates
that the player believes his or her team can win
at least 7 of the 13 tricks.
-
The declarer decides
which color will be trump,* or
if there will be no-trump.* If
a color is selected for trump, the cards of that
color, in the dummy’s hand, are placed on
the left as viewed by the declarer.
Example: If
red was declared trump, the red cards would be
displayed on the left as shown in Figure 2.
-
Starting with the player to the left of the
declarer, and moving clock-wise, each player states
his or her color count.* The
color count is the largest quantity of cards of
one color in a player’s hand. Only
the quantity is stated, not the color.
Example: In
Figure 3, a player has 4 red cards, 1 green card,
3 yellow cards, and 5 blue cards. This player would
state “5” because 5 is the largest
quantity of cards in any one color.
If two or more
colors tie for having the largest quantity of cards,
the player states only the quantity of cards in
one of the colors from the tie and does not indicate
that there is a tie.
Step 3 – Playing the Cards
The Dummy
The declarer's partner is called the dummy,
and his or her cards are called the dummy's
hand. When it is time for a card to be played
from the dummy's hand, the declarer determines
which card is played, and either plays it,
or directs the dummy to play the card. The
dummy may collect the tricks won by the declaring
team, but otherwise does not participate.
He or she may not advise the declarer. |
Only three of the four players will actually select
cards to be played — the dummy does not select
cards. The player to the left of the declarer has
the first lead* and selects a card from his or her
hand and places it, face up, in the center of the
table. The second card to be played is selected from
the dummy’s hand, by the declarer. The third
player plays a card from his or her hand. The fourth
player, the declarer, then plays a card from his
or her hand. This set of four cards is called a trick.
The winner of the trick is the player who played
the highest numbered trump card. If no trump cards
were played, then the player who played the highest
numbered card in the color which was led, wins the
trick. The winner of the trick has the lead for the
next trick, and card-play proceeds clockwise.
-
The player who has the lead may select any card
to play, regardless of color or trump.
-
Players
must play a card of the same color as the card
which was led. If a player does not have a card
of the same color as the card led, the player may
play any other card from his or her hand, including
trump.
Example: Red is trump. The blue 12 is led.
The second card played is the blue 4 and the third
card is the blue 5. The last player doesn’t
have any blue cards so she is allowed to play any
color. She chooses to play the red 4 and wins the
trick because red is trump.
-
The winner of a trick
will play the lead card for the next trick. If
the trick is won by a card from the dummy’s
hand, then the declarer must lead with a card selected
from the dummy’s
hand.
-
Each trick won is gathered by the team who
won it. All tricks for that team are arranged neatly
in front of just one of the partners from that
team. Tricks must be displayed so that they are
easily counted.
Play continues until all 13 tricks
are won. This completes card-play for this hand
so it is ready for scoring.
Step 4 – Scoring
The score is recorded after each hand is played.
Only one team earns points per hand.
Count the number
of tricks won by the declaring team and use the chart
in Figure 4 to determine the points. If the declaring
team does not win the minimum number of tricks required
by their declaration, they earn no points for that
hand. Instead, their opponents earn points.
Record
the number of points on the score sheet in the appropriate
box. The points are totaled after four hands. Refer
to Figure 5, and Scoring Examples.
 |
| Figure 4 |
After scoring the hand, the role of dealer rotates
clockwise and the next hand begins. The deck of cards,
previously shuffled, is ready to be cut and dealt.
Refer to Step 1–Dealing.
A complete
game consists of four hands, with each player dealing
once. After four hands are played the scores are
totaled.
Scoring Examples
HAND 1
Carol declares “Play” in
ROUND ONE. She and Bob need to win at least 10
tricks. They win 11 tricks. They score 100 points
and Ted and Alice score no points.
HAND 2
Ted
declares “Seven” in ROUND TWO. He
and Alice need to win at least 7 tricks. They
win 9 tricks. They score 20 points and Bob and
Carol score no points.
HAND 3
Bob declares “Ten” in
ROUND TWO. He and Carol need to win at least
10 tricks. They only win 8 tricks. They score
no points and Ted and Alice score10 points.
HAND
4
Needing at least 80 points to win, Alice
declares “Play” in
ROUND ONE. She and Ted need 10 tricks, but only
win 9. They score no points and Bob and Carol
score 10 points. Bob and Carol win this game
of aBRIDGEd 110 to 30. |
 |
| Figure 5 |
|
Winning the Game
The team with the most points at the end of four
hands wins aBRIDGEd.
If the teams tie with the same
number of points, the team that won three out of
four hands, wins the game. If the teams are still
tied, because the score is tied and each team has
won two hands, the team that won the fourth hand
wins the game.
Playing Notes
Team Play
Players should remember that they are
trying to win tricks as a team. For example, a player
might be able to win a trick, but if it appears that
the player’s partner can win the trick, it
might be in the best interest of the team to play
a low card and let the partner take the trick.
Risk
and Reward
The number of points earned depends on
the round and the declaration. For example, the points
earned by declaring in the first round are significantly
greater than in the second round for the same number
of tricks. However, the risk for declaring in round
one is much greater than declaring in round two.
Table
Talk
After the cards are dealt, players may not discuss
the cards in their hand, or strategy, with any other
player until the end of the hand.
Hand Strength and
Color Count
As players gain experience, knowing other
players’ hand strength and color count will
become more important in card playing decisions.
| aBRIDGEd Terms |
Color Count
The color count is the largest quantity
of cards of one color, in a player’s hand.
If two or more colors tie for having the largest
quantity of cards, the player states only the
quantity of the cards in one of the colors from
the tie and does not indicate that there is a
tie.
Declarer / Declaring Team
The declarer is
the player who states “Play” in the
first round, or “Ten” or “Seven” in
the second round, which sets the number of tricks
required. This player will set trump and play
cards from both his or her own hand and the dummy’s
hand. The declaring team has the declarer as
a member.
Dummy / Dummy’s Hand
The declarer’s
partner is called the dummy, and his or her cards
are called the dummy’s hand. When it is
time for a card to be played from the dummy’s
hand, the declarer determines which card is played,
and either plays it, or directs the dummy to
play the card. The dummy may also collect the
tricks won by the declaring team, but otherwise
does not participate. He or she may not advise
the declarer.
Hand
1. In aBRIDGEd, a hand consists of the 13
cards dealt to each of the four players.
2. A
hand is also used to describe all steps that
take place from the time a player deals the cards
until the next player deals. In aBRIDGEd, a hand
is played in four steps: Dealing, Declaring,
Playing the Cards, and Scoring.
Hand Strength
Hand
strength is a number determined by adding together
the total number of pips on the cards in a players’ hand.
A higher number indicates a stronger hand.
Lead
Playing
the first card of a trick is referred to as the
lead. Subsequent players must play a card of
the same color as the card which was led. If
a player does not have a card of the same color
as the card led, he or she may play any other
card in their hand, including trump.
Pass
If “Pass” is
stated during the first round of declaring, it
indicates that the player does not believe that
his or her team can win at least 10 of the 13
tricks for that hand.
Pips
The white dots under
the numbers on the cards indicate the strength
for that card. Only cards with numbers 11–14
have pips. Pips are added together to determine
hand strength.
Play
If “Play” is stated
during the first round, it indicates that the
player believes that his or her team can win
at least 10 of the 13 tricks for that hand.
Trick
A
set of four cards, one played from each of the
four players’ hands, is called a trick.
The winner of that trick is the player who played
the high-est numbered card in the color which
was trump. If no trump cards were played, then
the player who played the highest numbered card
in the color which was led wins the trick.
Trump
/ No-Trump
Trump is the color determined by the
declarer to rank higher than all other colors.
It also refers to playing a card of that color.
No-trump indicates that there is no trump color,
in which case all colors are ranked equally. |
|