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Goren's Bridge for Two

Goren's Bridge for Two Rulebook

Table of Contents

Table of Contents

  • Dummy Racks
  • Directions
  • The Deal
  • The Bidding
  • The Play
  • The Scoring
  • Advice on Playing "Bridge for Two"
    • The Bidding
    • The Play
  • Contract Scoring Summary
    • Points
    • Premiums

Dummy Racks

There are two plastic "Dummy Racks," one RED and one BLACK. Each is in TWO PARTS and is to be ASSEMBLED before starting the game. Place the "LUG" of one part over the key-hole shaped OPENING of the other part and PUSH the two halves together. When this is properly done, the parts will snap together making ONE long rack of SEVEN compartments for holding the Dummy's cards.

Underneath view showing how to line up the "LUG" of one part with the "HOLE" of the other.

After the "LUG" is in the "HOLE," push both parts together to snap the rack in place.

After the racks are assembled, they are placed, FLAT SIDE DOWN so that cards may be held in the compartments. The racks may be taken apart again for storage in the box by reversing the above procedure.

Directions

ALL THE BASIC RULES FOR CONTRACT BRIDGE APPLY.

In BRIDGE FOR TWO, it is assumed that the players know the rules of Contract Bridge. The players sit next to each other, not opposite. Each places his "Dummy Rack" on the table opposite him, where his partner usually sits.

The playing cards are a standard Bridge deck. The Goren Point Count System in bidding values the Ace as "4," King "3," Queen "2," and Jack "1." These numbers have no significance in the play of the game, but are an aid in counting the point value of the hand. As a convenient reference, a partial summary of the GOREN POINT COUNT system is printed on one of the "JOKER" cards.

The Deal

As in four-handed Bridge, the dealer shuffles and deals four hands, two to the players and two into the racks, one card at a time. The cards dealt to the "Dummy Racks" are PLACED in THE COMPARTMENTS IN A SPECIAL SEQUENCE, as follows:

  1. The first SIX cards dealt to each rack are placed ONE TO A COMPARTMENT, FACE-DOWN. LEAVE the CENTER compartment empty so that a rack contains 3 face-down cards on each side of the center, a total of six DOWN Cards.
  2. The NEXT six cards dealt to each rack are placed FACE-UP, ONE TO A COMPARTMENT, over the down cards.
  3. The thirteenth card in each rack is placed FACE-UP in the center compartment.
  4. At the end of the deal, both players should have 13 cards. In each "Dummy Rack" there should be 13 cards, one FACE-UP card covering one FACE-DOWN card in each of 6 compartments, and one FACE-UP card in the center compartment.

"Dummy Rack" at the end of the deal. The center compartment contains only one card.

  1. The cards in the "Dummy Racks" MUST REMAIN AS DEALT, NOT rearranged according to suits as in the four-handed Bridge dummy.

The Bidding

Bidding is as in the regular four-handed game, EXCEPT there can be NO bid or response from the Dummy hands. Dealer bids first. When one player passes, there can be NO FURTHER BIDDING.

The Play

All the Bridge rules for playing the hand apply. The opening lead is from the declarer's left, either from the opponent's hand or the opponent's dummy, as the case may be.

  1. Only the FACE-UP cards in the dummies can be played on each trick.
  2. AFTER the four cards in the trick are played, any uncovered "DOWN" cards in the dummies are then turned FACE-UP.
  3. If a dummy has no FACE-UP cards of the suit led, the player may trump or discard as he chooses. If a card of that suit is later turned up (as rule 2 above), he has not revoked (reneged).
  4. A player is NOT FORCED to uncover any particular DOWN card in his rack as long as he follows suit.

The Scoring

Scoring is exactly as in Contract Bridge. For convenience, a scoring summary is listed on page 8.

Advice on Playing "Bridge for Two"

BRIDGE FOR TWO — is an interesting and competitive Bridge game for those times when only two players are available. It comes as close as possible to the regular four-handed game, providing the fundamental principles of play and defense which appeal to all Bridge players, from novice to expert. The inexperienced player will derive the added benefit of obtaining the needed experience in bidding and playing hands in situations virtually the same as the big-league game.

Even though the bidding sequences are somewhat different (both partners are the dummies), the proven Goren Point Count guides for arriving at the contract still apply. The play of the hand is remarkably close to the standard game, requiring only minor adjustments in strategy.

The Bidding

  1. In general, OVERBID! The basic principles of evaluating your hand still apply. A player may expect, on the average, that his dummy's hidden cards will add three to four point counts to the exposed cards. Moreover, the sequence of play allows a player some control on manipulating his short suits.
  2. Decide your contract EARLY in the bidding. Your opponent may pass, leaving you underbid in a game or slam hand.

The Play

  1. Finesses are easier since covered cards may contain the key to their success. Also, play your Kings and Queens fearlessly since the higher outstanding cards may be hidden and unplayable.
  2. When you wish to keep the dummy void of a suit, play those cards.
  3. When you are desperately anxious to take tricks, play the cards that expose others, even if this means that you must follow suit with an unnecessarily high card.
  4. Slams are virtually impossible, but games come up far more often than you might expect.
  5. BRIDGE FOR TWO is a good training ground for the development of skillful play — and amusing in the bargain!

Contract Scoring Summary

Points

Points for each trick:

DenominationNot doubledDoubledRedoubled
Clubs or Diamonds204080
Hearts or Spades3060120
No Trump — 1st Trick4080160
No Trump — remaining Tricks3060120

Points needed for GAME — 100. A player is VULNERABLE when he has won a game. First player winning two games wins a RUBBER.

RUBBER BONUS

  • 700 points for a 2 game rubber
  • 500 points for a 3 game rubber
  • For Unfinished Rubber: score 300 points for one game; score 50 points for part-score

Premiums

HONORS BONUS (Honor cards must be held in ONE hand)

  • Four of Suit bid — 100
  • Five of Suit bid — 150
  • If No Trump, All 4 Aces — 150

BONUS for making doubled or redoubled contract — 50

BONUS for bidding and making SLAM:

SlamNot VulnerableVulnerable
Small Slam (bid of 6)500750
Grand Slam (bid of 7)10001500

OVERTRICK BONUS:

  • Not Doubled — Trick values shown above
  • Doubled — 100 each Trick; 200 if Vulnerable
  • Redoubled — 200 each Trick; 400 if Vulnerable

UNDERTRICK PENALTY (Scored by opponent):

  • Not Vulnerable, not doubled — 50 for each Trick under.
  • Not Vulnerable, doubled — 100 for 1st Trick, 200 for each additional Trick under.
  • Not Vulnerable, redoubled — 200 for 1st Trick, 400 for each additional Trick under.
  • Vulnerable, not doubled — 100 for each Trick under contract.
  • Vulnerable, doubled — 200 for 1st Trick, 300 for each additional Trick under.
  • Vulnerable, redoubled — 400 for 1st Trick, 600 for each additional Trick under.