Bridge has always been a distant phenomenon for me, as it has permutated a good deal of society; yet I have never actually seen it being played. From articles in the paper to almost crazed fanatics I met, Bridge was certainly touted as a deep, fulfilling game, yet for some reason never attracted me. However, when I saw aBridged (Out of the Box Publishing, 2006 - Maureen Hiron), I was suddenly interested. While Bridge may be complicated process, Out of the Box Publishing is well known for its simplicity, and I was certainly eager to see this "Revolution in Bridge".
Now, one may take my comments with a grain of salt, since I've not had the pleasure (?) of playing Bridge; but if this is simplified Bridge, then I really don't want to go much farther. I didn't dislike aBridged but found it much simpler and almost inferior to other trick taking games that I've played. It takes out the complicated and intricate bidding mechanic that Bridge contains, and you're left with a fairly bland game. The "Dummy" aspect I find a bit dull (especially if I am the dummy). Again, I'd like to emphasize that I don't think this is a bad game, but it's certainly not a "revolution" either.
The game involves four players split into two partnerships. One person is chosen to be the first dealer and shuffles the deck, dealing out the cards to each player. Interestingly, two decks are including, so that one can be shuffled while the other is being dealt, to keep the game from slowing down. The decks are identical to a regular deck of cards, except that they have colored backgrounds for suits (red, green, yellow, and blue) and are numbered from two to fourteen. The cards numbered eleven through fourteen have a number of pips marked on them, with the "11" having one pip up to four pips on the "14".
Starting with the dealer, each player has one chance to declare "Pass" or "Play". The first person to state "Play" becomes the declarer, and their partner becomes the "dummy". The dummy places all of their cards face up on the table, while the declarer declares which color is "trump" (he can declare no-trump if he desires). Each player must then declare their hand strength, which is the sum of the pips on all their cards. After this, players must declare their color count (the largest quantity of cards of one color). Play then begins, starting with the person to the left of the declarer.
If everyone declares "Pass", then each player states their hand strength, with the team having the higher total becoming the "declaring team". The declarer is the person with the higher total of that team, and the other player lays their cards down, becoming the dummy. The declarer then decides whether they can win either at least seven or ten tricks, announcing this fact as well as the trump color. Players then state their color counts, and play begins.
Regardless of whether there is a "Pass" or a "Play", gameplay is the same. When a player plays a card, each other player must play a card of the same color as the card led. If the player does not have this color, they may play any other color card. Instead of the "dummy" playing their own cards, the declarer picks the card from the dummy's hand to play. The player who plays the highest numerical card of trump wins the trick; if no cards from the trump color were played, then the highest numerical card of the color is led. The winner of the trick then plays the lead card for the next trick. The round continues until all thirteen tricks have been played and won.
At this point, players score points for the round. If the declarer announced "Play", then their team must win at least ten or more tricks to score points (from 90 to 120). Otherwise, the other team wins points for each trick over four that they win (from 10 to 550 points). If the declarer announced "Seven" or "Ten", they must have taken at least that many tricks to score points (which are sufficiently less - the highest is 65). Otherwise the other team scores points. After points are summed up, the next player becomes the dealer, and another round begins. After four rounds, the points are totaled, and the team with the higher total is the winner!
Some comments on the game…
1.)Components: For a card game, aBridged certainly comes with the complete package. Not only are there two decks of cards (which, by the way - are of high quality vinyl material), but also four pencils and four score pads are included, along with a reference card for each player. Everything is stored in a nice plastic insert inside a sturdy, smallish box. My only niggling complaint would be that the only difference between suits is the color, making the game difficult for those in poor lighting or with color blindness. Otherwise, the game is up to Out of the Box's high standards of quality.
2.)Rules: The rule set is the longest I've ever seen for an Out of the Box game, which is still pretty short. They are ten pages but rather nicely formatted and with a lot of information for those who aren't used to playing Bridge or any trick-taking game for that matter. When teaching the game, I suppose that it might be old hat for Bridge players; but I and the other players I taught, who hadn't played Bridge before, were easily able to pick it up.
3.)Pass or Play: In most of the rounds that I've participated in, it seems like players pick "pass", as taking the "play" option is very dangerous unless you have an excellent hand. The problem is that you have to declare "play" before you have much information about the other players' hands. The only information one has is the cards they've drawn. "Pass", on the other hand, is much easier, as players will know both the hand strength of their opponents and the cards that their partner has. Perhaps I'm a novice (and will probably always remain so), but I can't see that playing "Play" is a good idea unless you have a spectacular hand; otherwise, it's simply a guessing game.
4.)Dummy: At first, I thought that the dummy idea was an interesting idea, allowing one player to effectively play with two hands. But in practice, this really fell short for me. When you are the "dummy", there is really nothing to do but to sit there and watch while your partner plays your cards. If this happens in two rounds, that's half the game that you simply sit there! Maybe this is fun in a tournament setting, but in friendly, casual, play I found it disappointing to not be involved in each hand. For me, the fun in a trick-taking game is stealing a trick from an opponent and working together with your partner to do well. As the dummy, you can do neither, and it brings the game down for me.
5.)Fun Factor: I'm not sure if the game will be fun for Bridge players, since they will find it stripped down and too simple for their tastes. At the same time, I don't know that players who enjoy trick-taking games will have fun either, because the game lacks the depth and involvement of other games of the genre - even those that are public domain, such as Hearts and Spades. I had a fun time when playing; but when I was the dummy, I was really rather bored - other than an interest as to whether my partner won the hand or not. Declaring hand strength and color count sounded like a fascinating idea but in practice was really too mind numbing to keep track of.
I may possibly be too hard on aBridged, since I simply felt that it didn't stack up to other, better trick taking games. I know that the idea behind it is noble, to bring the classic game of Bridge to the masses. But instead, I feel that the original idea has been diluted to a degree that much of what made the original game so engrossing - complicated or not - is gone. Only a shell of the original game is left, and it wasn't attractive enough to me, mechanic wise, to draw me from other games in the same genre.
Tom Vasel
"Real men play board games"
www.thedicetower.com

You can buy this game directly from Funagain games.
BoardGameGeek entry for aBridged










Bridge champion turns love of numbers into a winning formula
by Deborah McIvor
March 30, 2006
McMaster economics instructor and alumnus Rashid Khan loves to take risks – playing cards – that is. A recent gold medal winner of the 2006 Canadian Open Pairs Champion, Khan has learned a thing or two since his days as a member of McMaster’s former MSU Bridge Club. His original interest in meeting other students on campus took Khan far beyond his original goal of finding a social outlet to discovering a game that was a “perfect fit” with his love of numbers and logic. It’s been over twenty years since he shelled out twenty-five cents each week to play against other McMaster students and now he just wants to keep on going.
“Even though Bridge is a challenging game, it is also a fun game, a social game,” Rashid says. “But Tournament Bridge at a national or international level can be quite demanding. At high levels of game play, you must study Bridge notes and conventional systems to play with your partner, as well as be aware of the systems used by your opponents.”
Forty-eight pairs played for eight hours on the first day of the Canadian Open Pairs competition to qualify for 24 spots on the second day. Again, they played for eight hours straight.
“Bridge is a constant mental exercise. It can take a lot of stamina,” says Khan. “Your memory has to be sharp and you have to have a high level of concentration.” He says the game requires players to have a keen mind to untangle puzzles; taking in and remembering information about each move and calculating the optimal move to make next.
“It’s a lot like economics; in fact, I call it a ‘probabilistic’ game, a common economics term, because you’re looking at a distribution of cards and counting in order to estimate outcome.”
Khan prefers to play Bridge online when he can’t meet with his partners to practise.
To prepare for the Canadian Bridge Federation competition this past February, Khan worked with his partner, Bradley Bart from Burnaby, BC for months. Bart, a lecturer in computer science at Simon Fraser University, has played as Khan’s partner on and off for over 15 years. Khan would often teach a night class and then head to his computer to for some late night practice online with his distant partner using the very popular website, Bridge Base Online. Thousands of Bridge fans, players of all ability levels, gather on this site to play against others internationally. Khan has even seen a few names of famous millionaires (Bill Gates, perhaps?) either playing or watching virtual Bridge hands as they unfold.
After several years of playing with his regular Bridge partner, Vera Carpenter, in various levels of competition, Khan developed his own ‘conventional system’ to help overcome the risk aspect of the game. During preparation for the championship, he would send Bart notes on this strategy in preparation for the national championship and they would practice the system online.
“Brad was quick to learn and remember this system,” says Khan. “It’s really a way to signal to your partner what kind of hand you have so he can better predict where the game is heading and play more effectively through analyzing your bids.”
In addition to their gold medal win, the champions were each awarded a $1,000 honorarium. Khan and Bart have yet to decide whether they will represent Canada in the 2007 World Bridge Championship in Ankara, Turkey. If they choose to attend, as national winners, they would receive another $1,000 each to supplement their travel expenses from the Canadian Bridge Federation.
Khan welcomes hearing from students or other staff at McMaster who would be interested in ‘talking Bridge’. He has been a lecturer in McMaster’s department of economics since 1997 and has taught Bridge to classes of over 100 students in clubs across Canada. “So, if you’re math oriented and you love to count and you have good stamina,” laughs Khan. “Then Bridge is the game for you.”