Bridge Solitaire is a one-player variant of Contract Bridge invented by Stephen Rogers. In Bridge Solitaire, a player follows the typical flow of a Bridge hand, from bidding through play of the hand. The undealt cards in the deck serve as the player’s “opponent”.
Rogers shared the game with us at our Card Game Night event here in Norman in December 2016. It borrows some play mechanics from Natty Bumppo’s Euchre Solitaire game, published on John McLeod’s Pagat.com. Rogers created the game as a response to the difficulties finding three other willing participants for a true Bridge game. He bestowed the game with an alternate title, You People Suck, in reference to those who would rather spend time on their phones than play a game of Bridge!
Object of Bridge Solitaire
The object of Bridge Solitaire is score as many points as possible playing a game of Contract Bridge against the deck stub. Points are scored by accurately predicting the number of tricks in excess of six that you will be able to win. The ultimate goal is to thus win two games, which constitute a rubber.
Bridge Solitaire uses the same standard 52-card pack that Contract Bridge uses, plus two jokers. We’re not certain if Bridge Solitaire was invented with a pack of Denexa 100% Plastic Playing Cards. We’re pretty sure they’re the cards the game is most frequently played with, though!
You also need a typical Bridge scoring sheet. Pre-printed ones exist; they’re ruled into four quadrants, the columns headed by ‘WE’ and ‘THEY’. If a pre-printed scoresheet isn’t handy, you can easily make one by simply dividing a sheet of paper with a vertical and a horizontal line. (‘WE’ and ‘THEY’ seem a little pretentious if you’re playing solitaire, though. ‘ME’ and ‘IT’ are probably more appropriate, or ‘PLAYER’ and ‘HOUSE’ if you feel like being more serious about it.)
Shuffle and deal seven cards face down without looking at them. Then, deal thirteen cards face up in front of you. The deck stub becomes the stock, which will serve as the player’s opponent for the rest of the hand. For the sake of clarity, we’ll refer to the theoretical player the deck is representing as the house.
Cards rank in their usual order, with aces high. The jokers (★) do not have any rank and cannot win or lose a trick.
Determining the player’s hand
The player begins by choosing their hand. The seven face-down cards will be part of their hand no matter what, and they cannot change any of these cards. Before looking at them, though, they do get to choose the other six cards in their hand from the thirteen face-up cards available to them. If there are any jokers in these thirteen cards, the player is obliged to take them. Otherwise, the player is free to select cards however they see fit.
The unchosen cards are discarded in a face-up discard pile, and the face-down cards are turned up. The chosen cards are added to these previously-unknown cards, allowing the player to see their full thirteen-card hand. The discarded cards (save for the top card of the discard pile) cannot be inspected after this point; if a player wishes to use information from them, they must commit it to memory.
After the hand has been determined, the play proceeds to bidding. Bids function the same as they do in Contract Bridge. Each bid consists of a number of odd tricks (tricks in excess of six) that the player is committing to take. This is combined with a suit that the player is proposing to make trump, or “no trump”. From lowest to highest, the suits rank clubs, diamonds, hearts, spades, no trump. Therefore, the lowest bid is 1♣, which would be overcalled by a bid of 1♦, and so on up to 1♠, then 1NT, which would be overcalled by 2♣.
The house always bids first; its bid is determined by the contents of your hand. The house will bid the suit that the player has the least cards in. The numerical content of the bid is calculated by examining each suit and counting the number of “winning tricks” the player can make. For example, in diamonds, the player has A-Q-10-9. The A♦ would win a trick (being the highest diamond), the 9♦ would lose to the K♦ (which is held by the house), the Q♦ then wins a trick (being the highest unaccounted-for diamond), and the J♦ would take 10♦, so the player has two winning tricks in diamonds. The sum of the values from each of the four suits is subtracted from six. If the result is zero or negative, the house passes. Otherwise, the resulting value (combined with the player’s short suit) is the house’s bid.
No Trump bids may only be made when the player holds one of the following suit distributions: 4-3-3-3, 3-3-3-3-★, 3-3-3-2-★-★.
If the player holds one joker, the contract is doubled. If holding two jokers, it is redoubled.
Play of the hand
The play of the hand is conducted according to the usual Bridge rules. Both the player and the house must follow suit if possible. If the player is unable to follow suit, they may play any card. The highest played card of the suit led wins the trick, unless a trump was played. In that case, the highest trump wins.
Whichever player is defending leads to the first trick. When the house leads, it does so by simply playing the top card of the stock. If the player leads, cards are turned over from the stock until a card that can be legally played is exposed. The trick is then placed in one of two discard piles (one for the player and one for the house), face down. Since it is important to keep track of the number of tricks captured, it may be helpful to place each trick onto the pile at right angles. This allows the tricks to be easily separated after the hand. The player that won the trick leads to the next one.
A special rule applies during No Trump contracts. When the player leads, the house may play a maximum of only four cards from the stock. If, by the fourth card, the house has not made a legal play, the player wins the trick by default. They then lead to the next one, as usual.
Jokers have a special role in the game. If the player cannot follow suit, they may respond with a joker instead of playing any other card. If the house leads a joker, the player may play any card they wish. The house wins any trick containing a joker, with one exception. Should the player respond to a joker led by the house with the other joker, the player wins the trick instead. (A player may presumably lead a trick with a joker as well. There seems to be little point in doing so, however.)
The hand ends when thirteen tricks have been played, meaning that the player has run through their entire hand. In the event that the stock is exhausted before the hand is completed, the last card of the stock is the house’s play for the last trick. Each remaining card in the player’s hand is considered a trick won by the player.
Scoring is done according to typical Contract Bridge scoring rules.
The following hands, and the accompanying commentary, were given to us by Rogers to help illustrate the game:
After shuffling, a player deals out seven face-down cards face down into a pile, and then thirteen cards face-up, setting the rest of the deck aside to form the stock. The thirteen face-up cards look like this: J-10-7-2♠, 9♦, A-K-10-8♣, Q-8-5-4♥.
The player, not particularly thrilled with this draw, begins weighing their options of which cards to keep. The 9♦ is an obvious throwaway, while A-K♣ will automatically give them two winning tricks against the stock. Taking Q-8-5♥ would also guarantee a third trick in hearts, but taking half the potential draw for a single trick seems unwise, and going J-10-7-2♠ for a single trick in spades is right out. The player ultimately selects A-K-10-8♣, Q-8♥, throwing out the other face-up cards into a face-up discard pile with the J♠ on top, a reminder that they threw away one of the honors in that major suit. This gives them two tricks for sure and a potential third if the face down cards include at least one lower-ranked heart.
The player then picks up the seven face-down cards and, having looked them over, happily adds them to their hand—the final disposition of their hand is: A-K-Q-J-10-8♣, Q-8-7♥, 9-4♠, 3♦, ★.
Next, they need to evaluate their hand for the deck bid—here it’s an easy thing to determine. With five honors in clubs, they have five winning tricks in that suit. They were also given another heart, so the queen is good for a trick there. Diamonds and spades are duds, but it doesn’t matter—the player has six tricks in hand, so the deck will pass. The player decides to play conservatively since they have two suits without stoppers in them, and bids 1♣. Thanks to the joker in their hand, the final bid is 1♣ Doubled.
Since the player bid to play, a card is dealt off the top of the stock, in this case the 3♣, which the player counters with 8♣, winning the first trick. The player then leads the A♣ and draws the next card off the stock, which is the 7♦. Since this is neither a trump nor a card of the suit led, it is ignored and another card is dealt, the 5♦. This is also invalid—the A♥ is turned up (something of which the player takes note) before the deck finally yields up 9♣, a valid play. Player wins the second trick.
The player plays their next three trump honors in sequence, forcing the deck to cough up high cards in other suits while running it out of trumps. The player decides to wait to play the 10♣, which at that point is their last trump, opting instead to play the Q♥, since the A♥ has already fallen. The deck responds 10♦ before coughing up 4♣, winning the trick.
The deck leads the K♠ next, which player must respond with 4♠; next comes the 4♦ which player must answer with 3♦. The Q♦ is led out of the pack next. Since player is out of diamonds at that point, they decide to use the joker in their hand, losing the trick but keeping other options open. The deck’s next lead is 2♥; here the player answers with 7♥, winning a trick they didn’t expect.
Player next leads the 9♠, only for the deck to answer with a joker, costing the player that trick. The next card out of the deck is 6♦, which the player collects with their last trump. On the final trick, the player leads the 8♥, the last card in their hand, which the stock collects with the 5♣. In all, the player won seven tricks during the course of game play, sufficient to make the contract, earning them 40 points below the line, 150 above the line for five honors, and 50 above the line for insult.
After dealing the cards, a player winds up with this face-up set of cards: A-10-3-2♥, 7-6-2♦, K-4-2♣, 10-5-4♠. There’s not much to work with here—the diamonds and spades don’t offer up tricks, while the K♣ is only good if the player takes one of the other clubs. Ultimately that’s what that player chooses to do, taking all four hearts in the hope of getting something with some length to it. The player picks up the face down cards, and winds up with this hand: A-Q-10-3-2♥, 3♦, K-4-3♣, A-9-3♠, ★, receiving precious little help there.
The K♣ is a winning trick, as is the A♠. In the hearts suit, the player has the A♥, would lose the 2♥ to the K♥, making the Q♥ good, and would lose the 3♥ to the J♥, making the 10♥ good, so three winning tricks there. The player has five tricks in their hand and their short suit is diamonds, so the deck bid for the hand is 1♦. The player isn’t entirely confident in their hand, but still elects to go ahead and bid 1♥. The final contract is at 1♥ Doubled.
The deck opens play with J♥, which the player counters with the Q♥. Going for broke, the player plays the A♥. The deck answers first with Q♦, an invalid play, but the next turn up is the other joker, which goes to the deck. Needless to say, this particular hand winds up going very badly for the player, who might’ve been better off had they decided to defend rather than bid…