THE CONTRACT TABLE

Bridge♠

Declarer practice. Three set contracts. No bidding.

Table rules ↘
SOUTH PLAYS

YOUR TRICKS0
NDUMMY You play this hand

SYOUR HAND Declarer

West leads first. Then dummy’s cards come into view.

THE 13 TRICKS
Yours Defence
Standard 52 cards · No trump
Table rules A calm introduction to declarer play

The aim. South is declarer. You choose the cards for South and North (dummy). North–South work together against East–West. A contract of 1NT needs 7 tricks, 3NT needs 9, and 4♥ needs 10. There are 13 tricks in every deal.

Play in order. West makes the authored opening lead; only then is dummy shown. Play proceeds clockwise: North, East, South, West. Follow the led suit if you have it; otherwise play any card. Ace is high. The highest card of the led suit wins, unless a trump is played—then the highest trump wins. NT means no trump. The winning hand leads the next trick.

Your controls. Tap/click a legal card. Only the hand on turn is enabled, and playable cards have a light edge. Keyboard: Tab to a card, Enter or Space to play. The Continue button leaves each completed trick on view until you are ready. In suit contracts, dummy’s trump group is first on your left.

A first thought. Before playing from dummy, count the tricks you can win immediately. Look for a suit that could provide more. Notice which hand will win: you must lead the next trick from that hand.

This practice table. Three original authored deals, all attainable, with South’s contracts already set. Deterministic legal defenders see only their own hand, public dummy and public played cards. Defence is a simple practice heuristic. Retry repeats the exact deal and opening lead. No auction, conventions, duplicate/rubber scoring or claim solver. The teaching idea and all four starting hands are available after the full hand.