Joke Collection Website - Mood Talk - Bridge master enters~~
Bridge master enters~~
1. 2C 16+ single suit structure, win 8 tricks with major suit, win 9 tricks with minor suit or more, force bid. Next time
Bial a suit of 5 or more cards.
2. 2C 21+ forcing call. Next time, bid 2NT, 3NT, flat bid, long suit, or jump bid if appropriate.
Lack of suit.
3. 1H1S 12~20 5 or more cards, 6-card suit can be opened at 11 o'clock
4. 1C1D 12~20 3 or more cards, when the cards are even, 12~ Next bid is 1NT at 15 o'clock, 19~20 o'clock
2NT
5, 2D 11~15 4--5 card type, double suit structure of major suit
6. 1NT 16~18 evenly matched cards (may have 5 cards in the minor suit)
7. 2NT 23~24 evenly matched cards (may have 5 cards in the minor suit)
8. 2H2S 6~10 A good 6-card major suit. There is no other 4-card major suit. There is at most one A.
9. 3C3D3H3S 6~10 7-card suit. The power is mainly concentrated in this suit. There is no Another 4-card major suit
Set, up to one A
10, 3NT 10~12 Strong 7-card minor suit, adventurous 3NT
11, 4C4D 11 ~15 A solid 8-card H or S suit, or a solid 7-card H or S suit, with an A or K in the side suit, transfer bid
12, 4H4S 8~ 10 8-card H or S suit that is not strong, the point power is mainly concentrated in this suit
2. Response to the opening bid of 1H1S (the raise should include card points)
1. 1NT 6~10 is any card type that is not supported by the bidder's suit
2. 2H2S 6~10 is a flat plus, and is supported by 3 or more cards
3. 3H3S 11~ 12 Jump to raise, 4 cards or 3 good cards are supported (such as QXX)
4. 4H4S ≤10 4 or more cards are supported, the card type is well distributed, and the big card point does not exceed 10 points to seal the game
Stop the bid
5. Double-jump new suit (explosive bid) 11~15 shows that there is a single missing suit, and there are more than 4 cards to support (such as QXXX), forcing the bid
Enter the game, interested in a grand slam
6. 2NT 13~15 is an average hand, with more than 3 cards supporting the opener's major suit
7. 3NT 16~ 18 Average cards, there may be 5 weak minor suits, and there are more than 3 cards supporting the suit of the opener
8. 1S 6+ 4 or more cards, one cover and one forcing
9. 2C2D2H 11+ 5 majors or 4 minors, two covers and one push
10. New suit 16+ If you are interested in a grand slam and have a good 6 or more card suit, push Bid
3. Response to the opening bid of 1C1D (card points cannot be added for the first raise)
1. 1D1H1S 6+ The major suit is 4 or more cards, and the minor suit is 5 More than one card, one cover and one forcing bid
2. 1NT 6~10 Even-type cards do not have 4 major cards and 5 minor suits, no forcing bid
3. 2C2D 11+ 4 cards Above, it is denied that there is a 4-card major suit, forcing the bid
4. 3C3D 6~10, support of more than 5 cards, blocking, not forcing the bid
5. 2NT 13~15, even type Cards, no 4-card majors
6. 3NT 16~18 average cards
7. New suit 16+. Interested in Grand Slam, with good 5 cards (usually longer) Set
4. Response to the 1NT opening bid
1. 2C 8+ Sterman asked the major suit responder's answer: 2D=no 4 major suit, 2H=yes 4-card H suit may also have 4 S-card suit, 2S = only 4-card S suit, no 4-card H suit
2. 2D2H transfer call, major suit is more than 5 cards
3. 2S is a weak minor suit transfer bid. If the minor suit is 6 or more cards, please bid 3C.
4. 3C3D is an invitation bid. If the minor suit is 6 or more cards, it is a semi-strong suit.
5 , 4C Gabe asked, asked A.
From now on, bid 5C as asking king
6. 2NT 7~8 without 4-card major suit, 3NT invites
7. 3NT 9~14 without 4-card major suit, close the game
p>
8. 4NT 15~16, quantitative increase, small slam test
9. 6NT 17~18, small slam stop bid
10, 5NT 19~20, quantitative increase Bid, Grand Slam test
11. 7NT 21+ hits the Grand Slam contract
5. Response to the opening bid of 2NT
1. 3C 4+ Sterman asks for the major suit
2. 3D3H transfer bid, the major suit has more than 5 cards
3. 3S minor suit transfer bid, the minor suit has more than 6 cards, please open the bid The person's name is 4C
4. 4C. Gabe asked about the name and asked about A. From now on, bid 5C as asking king
5. 3NT 3~8 without 4-card major suit
6. 4NT 9 quantitative raise, small slam test
7. 6NT 10~12 Small slam stop bid
8, 5NT 13 quantitative increase, grand slam test
9, 7NT 14+ makes a grand slam contract
< p>6. Response to the 2D opening bid (the major suit should include the card point)1. 2H2S 0~10 At least 7 trump cards are matched
2. 3H3S 11~12 At least 8 trump cards cooperate, invitation to enter the game
3. 4H4S ≤12 trump cards cooperate well, there is no hope of a grand slam, the game is closed and the bid is stopped
4. PASS 0~ 10 6 or more D, no support for the major suit
5. 3C 10~12 No support for the major suit, 6 or more cards with a strong C suit, I hope my partner D will stop the bid
3NT
6. 3D 10~12 major suit without support, strong D suit with more than 6 cards, hoping that partner C will stop playing
Bell 3NT
7 , 3NT 1, the high suit has no support, the low suit has a good stop, stop bid
8, 2NT 13+, the agreed bid, ask the card type. Respondent answered: 3C=4-5-1-3 card type,
3D=4-5-3-1 card type, 3H=4-6-X-X card type, 3S=5-6 -X-X card
type, 3NT=4-5-2-2 card type
7. Response to 2C strong opening bid
1. 2D 0~7 shows weakness, bid as appropriate next time
2. 2H2S3C3D 8+ shows strength, more than 5 cards in the suit
3. 2NT 8~10 Average cards, no 5-card suit
4. 3H3S4C4D 11+ shows strength, a good suit of more than 5 cards
5. 3NT 11+ is an average card, no 5-card suit
8. 2C Rebid after the opening bid
1. 2C opens the bid, partner 2D (0~7) responds to the opener’s rebid
(1) 2NT 21~22 both Type cards, allowing 5-card suits
(2) 3NT 25~27 even type cards
(3) Flat bid suit 21/16+ 21 points or more or 16 points or more high Suit 8, minor suit 9 wins tricks or more, uneven cards, 5 or more good suits, forcing bid
(4) New suit 21+ 4-4-4-1, jump bid Single missing suit
2. 2C opening bid, partner shows strength (8~10), opener's rebid after responding to the suit
(1) Even suit 21/16 + More than 5 cards in a suit at 21 points or 8~9 strong winning cards, forcing bid
(2) Flat plus suit, 2NT/3NT 21~22 even type cards, good for partner's major suit If there are more than 3 cards, it supports a flat plus, and if there are more than 2 cards, it supports bidding 2NT. Corresponding to the bidder's low suit, force bid 3NT
(3) Jump to 3NT for major, flat to minor, 25~27 average cards, support jump to partner's major suit if there are more than 3 cards , 2 cards support bidding 3NT.
Corresponding to the bidder showing strength in the low suit, there are more than 3 cards that support a flat increase
(4) Jump to new suit/3NT 25~27 4-4-4-1 card type, jump to a single missing or partner's suit. Single missing
3. 2C opening bid, partner shows strength (8~10) responds to 2NT and then opener's rebid
(1) Even suit 21/16+ More than 5 cards in the suit or 8~9 winning trick cards above 21 points, forcing bid
(2) Jump bid new suit 21+ 4-4-4-1 card type, jump bid single missing suit
(3) 3NT 21 even type cards
(4) 4NT 22 quantitative raise, small slam test
(5) 6NT 25~26 small slam Stop bid
(6) 5NT 27~28 Quantitative raise, Grand Slam test
(7) 7NT 29+ to make a Grand Slam contract
Respondent: Thoughtful - Vice President Level 10 11-22 10:48
Modern bridge is called contract bridge, which was developed from a card game called "whist". Compared with other games, bridge has the following outstanding features:
1. The fun of playing bridge mainly lies in winning by relying less on luck and more on wisdom. In the process of playing cards, a lot of mathematics and logic knowledge must be used. Calculation and memory skills are very important in bridge.
2. Bridge is of great benefit to improving interpersonal relationships and coordination and cooperation abilities. It is not difficult for us to understand the importance of the word "bridge" in bridge. Playing bridge well requires close cooperation and concerted efforts among partners to achieve the goal.
3. The basic process of bridge is similar to the whole process of signing a contract. The so-called contract means "contract" in English: bidding, bidding, bargaining by both parties, and finally a contract signed by one party. This party then develops a plan to complete the contract tasks, while the other party sets up obstacles to prevent it from completing the plan. The principles of getting more for more work and minimizing losses are fully reflected in bridge.
4. The fun of bridge is that luck is inevitable when playing bridge, and sometimes your opponent will implement psychological tactics against you. As far as a deck of cards is concerned, experts would not dare to say that they will definitely win against beginners. In addition, after careful calculation and judgment, the player completes a difficult contract with some advanced playing methods (such as investing, squeezing, etc.). The pleasure and excitement are self-evident.
5. Bridge is of course still an elegant and civilized game. Some people call bridge a "silent war."
Edit this paragraph for detailed rules and victory or defeat determination methods
The 52 playing cards used in bridge are divided into four suits: clubs, diamonds, hearts, and spades. The four suits are divided into high and low, and are arranged in the order of the first letter in English, that is, Club is C, Diamond is D, Hearts is H, and Spades are S. Among them, clubs and diamonds are low-level suits, worth 20 points per trick; hearts and spades are high-level suits, worth 30 points per trick. Each suit has thirteen cards, in the following order: A (highest), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 (lowest).
The 52 cards are evenly distributed, 13 for each player; 6 of them are the base number of tricks, and only 6 or more cards can be counted as winning tricks. If the user makes a 4H contract, the red heart is the trump card and 10 tricks are taken. The rules of bridge stipulate that only if the basic score of the contract reaches 100 points or more, the game will be considered as a game, otherwise it will be an uncommitted game. Successful games are awarded 300 points and 500 points respectively, while unsuccessful games are only awarded 50 points. In other words, in order to form a game, clubs and diamonds must be agreed to more than 5, that is, 11 tricks are obtained; hearts and spades only need to be agreed to 4, that is, 10 tricks are obtained. In addition to the Trump contract, there is also a No Trump contract in bridge, that is, playing without a trump card. The first trick of this contract is 40 points, and the second trick and subsequent tricks are all 30 points. That is to say, When the no-trump contract reaches level 3, the game is concluded when 9 tricks are obtained.
Bidding
Bidding must be done after the cards are dealt and before the cards are played. Bidding must use specific symbols and terms. According to regulations, the dealer calls first (usually north, and then rotates). Depending on the level of the card, the dealer may or may not call. After that, his next player (left) will call, and so on. The hour hand takes turns.
If all four players do not bid, the deck of cards will be declared invalid and the cards will be re-dealt by the next player.
After one company bids, any company can overbid at a higher level according to the order of suit categories, as long as the previous company bids a higher number on the same trick number or a higher category (suit) or no general) can bid the same number of tricks. The categories are arranged as follows, no trump (highest), spades, hearts, diamonds, clubs (lowest), so bidding one spade is higher than bidding one heart, and bidding two clubs is higher than bidding one no trump. Until the three families stopped calling to express their recognition. The suit with the highest bid is the trump suit (or no trump), and the number at that level is the level of the contract. The two are collectively called the contract. The purpose of bidding is to enable partners to communicate with each other in order to find the best contract, or to interfere with the opponent's choice of the most advantageous contract, so as to achieve the goal of defeating the enemy.
During the bidding process, the content of the subsequent bidder must exceed the content of the previous bidder in terms of suit or quantity. For example, North opens by bidding 1NT, East overbids by 2H, South holds a club suit and must respond to 3C; West supports his partner and bids 3H. ? Game situation: In order to create a more complex situation for both sides of the game, so that players can better display their own skills, the bridge activity has specially set up the "game situation" level. The side with a game will get more points if it wins, and more points will be lost if it loses. The side without a game can use the condition of losing and losing less points to compete with the other party. The different bonuses and penalties for games with and without games are discussed below. The game and non-game of bridge are artificially determined and cannot be changed. Usually, people use EW to represent the game between east and west, NS to represent the game between north and south, B to represent the game for both sides, and "-" to represent the game for both sides. Contract The so-called contract refers to a bidding series agreement that is finally determined by one party and agreed to by the other party after bidding. The party that confirms the contract is called the contracting party, and its purpose is to complete the contract; the party that agrees is called the defending party, and its goal is to defeat the enemy's contract.
There are two types of contracts: contract with general and contract without general. A trump contract is to determine a certain suit as a trump card. In addition to winning tricks in this suit, the trump card can also win tricks in other three suits (if there is no such suit).
No trump contract is a contract without trump cards. The winning or losing is only based on the size of each card in the same suit. If the user does not have this suit, he has to play other suits. This is called padding. Cards, regardless of size, cannot win tricks).
Contracts are divided into game contracts and no-game contracts. A contract score of 100 points is called a game-winning contract, and a contract score of less than 100 points is called a game-breaking contract. Bonus points and penalty points are different for both.
Double
Double is a term that often appears in the bidding process. Its original meaning is that the defender believes that the contract of the contracting party will definitely be defeated by its own side, so he Call "double" as punishment.
Now the meaning of doubling has been extended to various meanings and is no longer used solely as punishment. If the contracting party is dissatisfied with the defender's call for "double" and believes that it is still confident of completing the contract, it can call "re-double" to punish the doubling party. If the contract is doubled, the winning and losing points of the contracting party will be calculated as four times (basic points multiplied by 4). The doubling symbol is represented by "x", and the doubling symbol is represented by "xx".
To sum up, doubling and re-doubling are closely related to the score gained or lost by the contracting party, especially the contract that was originally not enough to complete the game (the basic score is less than 100 points). After doubling or re-doubling, When a game is reached, the score difference will be more than 500 points, and the score difference will be doubled. Therefore, double and re-double should be used with special caution.
Playing cards
After a contract (without a general or a general) is determined during the bidding, the defensive side located on the left side of the dealer is called the first attacker, that is, he plays The first card. After the first attack is achieved, the next player of the first attack will spread out all his cards and arrange them into four rows according to the same suit. This player is called dummy. The opponent of the overt hand is the dealer (also known as the covenantor and the dark hand), who is responsible for playing the overt and dark hands. After the dummy hand plays a card, it is the turn of the partner of the first attacker to play a card, and finally it is the contractor's turn to play a card. At this point, there are only four cards on the table that have been played, one for each family, which is called a trick. Each player must play a card of the same suit as the player. If the player no longer has the suit, he or she can use the trump card (any trump card is greater than the card of the suit) to take or replace a free card. In a trick, if there are trumps, the highest trump is the winning hand. In the second round, the house that won the first trick plays cards first, and the others continue to play cards in a clockwise direction until all thirteen cards are played.
Basic and simple gameplay to get started
In order to bid correctly, you must know the strength of the cards in the user's hand. This is easy to say, but difficult to do. The real strength of the cards in the user's hand depends on the following conditions: high card, long and short suit, how well it matches with the partner's card, the position of the enemy holding the high card, the level of playing cards with the partner, and the level of the enemy playing cards. This is just the beginning! Also pay attention to which players are in high spirits and which players are low in morale; which pairs work well with each other; or which player drinks too much; which player takes the opportunity to tease others, etc. These may all be influencing factors. This unknowability is part of the charm of bridge.
Edit this section for peak game ratings and upgrade methods
Introduction to related competition methods and scoring methods
1. Dual-entry scoring system
· If a deck of cards has been played by several players at different tables, the server will remove the highest and lowest scores and calculate the average. The results of each deck are compared with the average value in a team format, and the difference is converted into IMP, which is the player's score for this deck.
· When a result occurs, if the total number of results is greater than or equal to 6, then 4 players will score points at that time; if it is less than 6, 0 points will be temporarily recorded, and when the number of results reaches 6, this will be done once The 24 players all score uniformly. When the total number of results in a deck of cards is equal to 40, this deck of cards is no longer used.
· The double-entry scoring system is actually a double-player game. The game is organized as a double-player game, but players are required to use team-style game strategies to deal with cards. It can also be described as a multi-table team game involving a pair of players.
2. Full-game scoring system
· The full-game scoring system no longer uses the five parameters of points, losses, wins, sums, and winning rates to score players, but instead uses the skill index and points for the week. There are 5 parameters: this week's number, total number and last week's average. Among them, the card skill index is the core scoring method of this system. It is a percentage score obtained after balancing the XIMP score in the compound scoring with the opponent's score and the partner's score, which can more scientifically reflect the level of participating players.
· The points in the double-entry scoring system do not change dynamically. In fact, they are only an approximately fair score. The weekly points of the full-time scoring system are dynamically changed.
· Add the concept of scoring cycle, the card library is updated every week, and the Rate is re-evaluated every week. This will better reflect each player's most recent level.
· The full-court scoring system supports both IMP and MP scoring. The XIMP system is now being launched for testing.
· Calculation method of card skill index (hereinafter referred to as Rate). Take the XIMP system as an example: First, for each deck of cards, the comparative IMP points due to all results are calculated. The method is as follows: a person's score on a deck of cards is: according to the number of results, remove a number of the highest and lowest scores, average all other basic scores, and get the average score; a user's score on this deck of cards is The score is the difference between the basic score he got and the average score, converted into IMP; then, the poker skill index is calculated for each user once a week, as follows: for any user, his rate this week is his rate this week. The average rate of all cards passed. A user's rate on a deck of cards is calculated by weighting his score on the deck of cards by weighting the rates of the four people at the table. Here, the balancing effect of opponent level and companion level will be reflected. Finally, the user's rate for this week and the original rate are weighted by the subnumber to calculate the person's final rate. Players' past achievements will gradually lose weight over time when determining levels.
3. VP team competition
· The contestants are divided into 2 teams, with 4 people in each team competing against the other team. The game can be customized with 8 decks, 12 decks or 16 pairs. After the game, the scores of the two teams are compared, and the difference is converted into IMP respectively. The difference in cumulative IMP obtained by each team is finally converted into VP.
·VP team competition is the most confrontational bridge competition, and it requires players to have a strong spirit of cooperation and teamwork. Team play emphasizes safety, and super tricks have very little impact on the results of VP team play.
· After the game, players can check the results of the game from our home page.
4. Ladder Challenge Each freely assembled team or gang can challenge anyone within the scope of the ladder. If the challenge is successful, it can take his place. Which team is the pinnacle super TEAM, and which gang is the top bridge gang? The Peak Bridge Ladder Challenge has been held for nearly a year and is now in its second phase. With a total of 160 bridge teams participating, it is the world's largest online bridge team competition system.
5. Double match system (supports single champion and double champion game modes)
· Contestants register in pairs on the Peak Bridge competition registration page. During the game, they go to the designated double match server according to the seats arranged by the system. Sit down and compete. The competition is divided into multiple rounds, each round is a room, and players must enter the competition rooms in each round in order to compete.
· After the competition, the system administrator will announce the competition results. Usually it will be announced on the bridge homepage or bridge forum.
6. Swiss Shift Automatic Doubles System
· Peak Bridge Swiss Shift Automatic Doubles System is an automatic online doubles system. Realize automatic registration, automatic scoring, automatic seat arrangement according to the Swiss shift method, automatic ranking of competitions, and automatic setting of master points for the winners. The purpose of this system is to fully automate the online doubles game of bridge without the need for administrator involvement.
· Registration: When the system server is started, the first room is the registration room. A pair of poker players only need to sit opposite each other in the north and south seats of the registration room and raise their hands, stay there for tens of seconds, and the system will prompt that the registration is successful. Registered pairs cannot register again. Players should note when registering that if the person who sits down first finds that the other person is not the partner the user wants, they can not raise their hands and ask him to leave (you can also drive him away).
· Swiss Shift: is a method of scheduling so that each round is a close-scoring encounter. The seats in the first round are arranged according to the registration order. In each subsequent round, the seats are arranged according to the current points of each pair of players, with the player with the highest points first.
·Scoring method: The system supports three scoring methods: XIMP, total IMP and MP.
· Competition arrangement and time control: The system will be activated at a certain time before the start of the first round. At this time, there will only be a registration room. When the start time of the first round arrives, the system automatically creates the first round room and arranges the seats. The players sit in the seats designated by the system and start the game. At the end of the first round, the system automatically cuts off the unfinished decks (and cannot replay them later), calculates the score for this round and adds it to the total score of each pair of players, and arranges the seats for the second round according to the Swiss plan. Create a second round of rooms, and do the same for each subsequent round. The system keeps detailed records of all completed decks, which can be viewed at any time after the game is completed.
· Competition results: Pairs that complete a certain proportion of the total number of cards in the game (usually 60% to 80%) are considered to have completed the game. After all games are completed, the system calculates the total points of all participating pairs (including pairs that have given up before the final round) and ranks all pairs that have completed the game. If the points are the same, the one who has completed the most number of pairs will go first. If the number of completed pairs is the same, the one who signed up first will go first.
· Peak Master Points Awarded: The first place in each game will receive 3 Master Points. When more than 20 pairs of players complete the game (inclusive), the 2nd, 3rd, and 4th player will receive 2 master points, and the 5th to 10th player will receive 1 master point. When the number of pairs that complete the game is less than 20, the top half of the pairs will be awarded master points, 3 for the first place, 2 points for the next 1-3, and 1 point for the rest.
· Result query: As soon as the last round of the competition ends, the results will be automatically generated immediately, and users can query the results at that time. The homepage of the result query displays several recent games. Select a game that the user wants to query to enter the results page of that game. This page displays the rankings, total points, scores of each deck of cards and other information of all pairs that participated in this game (including those that have not completed the game). Click on the score of any deck of cards to enter the comparison results page of that deck of cards. This page gives details of several outcomes for this deck. Select "Swiss Shift Automatic Pairs" on the bridge results query page to query the game results.
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