The Four Phases of a Bridge Hand

TheJoker138

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Each hand of bridge is divided into four phases, which always occur in the same order: dealing, bidding for tricks, playing the hand, and scoring.
Dealing

Someone (anyone) shuffles the deck, and then each player takes one card and places it face-up on the table. The player with the highest card is the dealer. He shuffles the cards and hands them to the player to his right, who cuts them and returns them to the dealer. The cards are dealt one at a time, starting with the player to the dealer's left and moving in a clockwise rotation until each player has 13 cards.

Bidding for tricks

In this phase, players bid for the number of tricks they think they can take. (It's like being at an auction.) Because each player has 13 cards, 13 tricks must be fought over and won in each hand. The bidding starts with the dealer and moves to his left in a clockwise rotation. Each player gets a chance to bid, and a player can either bid or pass when it's his turn. The least you can bid is for seven tricks, and the maximum you can bid is for all 13. The bidding goes around and around the table, with each player either bidding or passing until three players in a row say "Pass" after some bid has been made.

Playing the hand

The player who buys the contract, determined by the bidding, is called the declarer. The declarer is the one who will play the hand. The player seated to the left of the declarer puts down the first card face up in the middle of the table; this is the opening lead. The play moves clockwise. The next player, the dummy, places her cards face-up on the table in four vertical rows, one row for each suit, and completely bows out of the action. In other words, only three people are playing.

Once the lead is on the table, the declarer plays any card from dummy in the suit that was led; third hand does the same, and fourth hand, the declarer, also does the same. Whoever has played the highest card in the suit wins the trick and leads any card in any suit desired to the next trick. The same process goes on for all 13 tricks. The rule is you have to follow suit if you have a card in the suit that has been led. If you don't have a card in that suit, you can throw away (discard) any card you wish from another suit, usually some worthless card. After 13 tricks have been played, each team counts up the number of tricks it has won.

Scoring

After the smoke clears and the tricks are counted, you know soon enough whether the declarer's team made its contract by taking at least the number of tricks they bid. You then register the score. The deal moves in a clockwise manner; the player to the left of the person who has dealt the previous hand deals the next one.
 
A bridge hand unfolds through four distinct phases, each with unique objectives and strategies that shape the game’s dynamic flow.
First is the Bidding Phase, where partnerships exchange coded information through bids to determine the final contract—a specific number of tricks (from 1 to 7) and a designated suit (or no-trump) that one side commits to winning. Bids convey strength, suit length, and distribution, allowing teams to assess their combined potential and avoid overcommitting. The highest bid becomes the contract, with the declaring team aiming to fulfill it and the defending team seeking to prevent that.
Next comes the Opening Lead, a transition from bidding to play. The defender to the left of the declarer selects the first card to play, setting the initial tone. This choice is strategic: defenders might lead a suit they hope to establish, a singleton to seek ruffs, or a card from a strong sequence to build tricks early.
The third phase is Play of the Hand, where the declarer (the partner of the bidder who first named the contract’s suit) takes charge after the opening lead. All players follow suit if possible; otherwise, they may discard or trump. The declarer’s goal is to execute a plan—whether drawing trumps, establishing long suits, finessing for key cards, or using endplays—to secure the required number of tricks. Defenders, meanwhile, collaborate to take enough tricks to defeat the contract, using tactics like forcing the declarer to ruff, blocking suits, or signaling to each other.
Finally, the Scoring Phase concludes the hand. Points are awarded based on whether the declaring team fulfilled their contract (with bonuses for slams, overtricks, or honors) or the defenders succeeded in defeating it (with penalties for undertricks). These scores accumulate across multiple hands to determine the overall winner.
Together, these phases blend communication, strategy, and skill, making bridge a timeless game of both intellect and teamwork.
 
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