CARDAVIA
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Table

Full rules

4 players · You partner the opposite AI · Single deal

Bid a contract with your partner, then try to make it. Declarer plays both their own hand and the exposed dummy; the defenders work together to defeat the contract.

  1. Objective

    • You sit South with North as your partner against East–West. Declarer must take six tricks plus the contract level; defenders try to stop them. A made contract scores its points and bonuses; a defeated contract gives undertrick penalties to the defenders.
  2. Setup

    • Use the 52 ordinary French 54 cards, excluding the Red Joker (big joker) and Black Joker (small joker). Deal 13 each, one at a time clockwise from West, to the left of the fixed South dealer. South calls first.
    • Before dealing, choose neither side, North–South, East–West or both sides vulnerable. Vulnerability affects game and slam bonuses, doubled overtricks and undertrick penalties, and stays fixed throughout the deal.
  3. Bidding and contracts

    • Call clockwise. Pass or bid levels 1–7 in clubs, diamonds, hearts, spades or no trump (NT). At the same level, clubs < diamonds < hearts < spades < NT. Any higher level outranks every lower level. Each new bid must exceed the previous highest bid.
    • Only opponents can double an undoubled bid. The bidding side can redouble that double. Passes preserve the doubling status. A higher bid cancels any double or redouble. A double or redouble also resets the consecutive-pass count.
    • Four passes with no bid end the deal with zero for both sides. Three consecutive passes after a bid, double or redouble end the auction. The highest bid becomes the contract. The first player on the winning side to bid that denomination is declarer. Their partner is dummy. The target is six plus the level: 4 spades requires ten tricks.
  4. Playing a turn

    • Every suit ranks A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3 > 2. Declarer’s left-hand opponent makes the opening lead, then all dummy cards become public. Declarer plays both their own hand and dummy. If you are dummy, the North AI declarer plays your cards.
    • Play one card each clockwise. Follow the led suit if possible. Otherwise play any card, with no obligation to trump or overtrump. The highest trump wins a suit-contract trick. Without trumps, the highest card of the led suit wins. At NT only the led suit can win. The winner leads next. Select a card and confirm. Choose from the exposed dummy when playing dummy.
  5. Scoring and ending

    • After all 13 tricks, settle the raw duplicate score for this deal. North–South and East–West display equal and opposite scores. Scores do not accumulate and are not converted to IMPs or matchpoints. A passed-out deal is a zero-score tie.
    • For a made contract, each bid trick above the first six earns 20 in clubs or diamonds, or 30 in hearts or spades. NT earns 40 for the first bid trick and 30 thereafter. Double multiplies these points by two. Redouble by four. At least 100 contract trick points earns a game bonus of 300 non-vulnerable or 500 vulnerable. Otherwise the partscore bonus is 50. Overtricks cannot turn a partscore into game.
    • Bid and make level 6 for an additional small-slam bonus of 500 non-vulnerable or 750 vulnerable. Level 7 earns 1000 or 1500 for grand slam. Taking twelve or thirteen tricks without bidding a slam earns no slam bonus. Making a doubled contract adds 50. A redoubled contract adds 100.
    • Undoubled overtricks earn 20 each in clubs or diamonds and 30 otherwise. Doubled overtricks earn 100 each non-vulnerable or 200 vulnerable. Redoubling doubles these amounts. Defeated contracts earn no trick points or bonuses: undoubled undertricks cost 50 each non-vulnerable or 100 vulnerable.
    • Doubled, non-vulnerable undertricks cost 100 for the first, 200 each for the second and third, and 300 each thereafter. Vulnerable, the first costs 200 and each subsequent one 300. Redoubling doubles these penalties. Records show all calls, trick winners and the scoring breakdown.