Bridge (Contract Bridge)
Bridge, more specifically Contract Bridge, is a sophisticated trick-taking card game played by four players in two competing partnerships. Originating in the early 20th century as an evolution of earlier Whist-family games, it quickly established itself as a premier mind sport, demanding profound strategic thinking, logical deduction, and precise communication between partners.
It is distinguished by its two main phases: the "auction" or "bidding" phase, where partnerships compete to name a "contract" (a promise to take a certain number of tricks with a specified trump suit or no trump); and the "play" phase, where players attempt to fulfill or defeat that contract. Bridge is significant for its intellectual depth, fostering mental acuity and teamwork, and is enjoyed globally by millions, from casual social players to highly competitive international champions.
Its unique blend of probability, psychology, and partnership dynamics makes it a perpetually challenging and rewarding pursuit, recognized worldwide as a serious competitive endeavor and a cornerstone of card game strategy.
Overview
Bridge (Contract Bridge) is a partnership trick-taking card game played with a standard 52-card deck. Four players are seated around a table, with partners sitting opposite each other. The primary objective is for a partnership to bid for and then fulfill a "contract," which is a declaration of how many tricks they expect to win and what suit, if any, will be trump.
The game unfolds in two distinct phases: the bidding auction and the play of the cards. During the bidding, players use a codified system of calls to convey information about their hand strength and distribution to their partner, aiming to reach the optimal contract. Once a contract is established, one player from the contracting partnership becomes the "declarer," and their partner becomes the "dummy." The declarer then plays both their own hand and the dummy's hand, attempting to win at least the number of tricks specified in the contract.
Victory is achieved by scoring more points than the opposing partnership over a series of deals or "boards." Points are awarded for making contracts, overtricks, and bonuses, while penalties are incurred for failing to make a contract. Bridge is important not only as a social pastime but also as a highly respected mind sport, demanding intense concentration, memory, and strategic foresight. It is celebrated for its intellectual rigor and the complex interplay of logic and communication.
| Aspect | Description |
|---|---|
| Category | Mind Sport |
| Origin | United Kingdom (evolution from Whist) |
| First Known Play | Late 19th century (Bridge Whist), early 20th century (Contract Bridge) |
| Typical Participants | Four players (two partnerships) |
| Playing Area | A table suitable for four players |
| Primary Equipment | Standard 52-card deck, bidding boxes, scoring pad |
| Governing Body | World Bridge Federation (WBF) |
| Olympic Status | Recognized by IOC, but not an Olympic medal sport |
| Typical Match Duration | Varies; a single deal ~5-10 min, a session ~2-4 hours |
History
The lineage of Bridge can be traced back to the 16th-century card game Whist, which gained immense popularity in England and beyond. Whist itself evolved over centuries, laying the foundational concepts of trick-taking and partnership play.
Origins and Early Evolution
- Whist (16th-19th Century): The direct ancestor of Bridge, Whist established the four-player, fixed-partnership format and the concept of trump suits. It was a game of skill and calculation, popular in aristocratic circles.
- Biritch or Russian Whist (Late 19th Century): Around the 1890s, a variant known as "Biritch" or "Russian Whist" emerged, introducing several key innovations: a declarer, a dummy hand, and the ability to choose the trump suit or play without trumps. This game is widely considered the immediate precursor to Bridge.
- Bridge Whist (c. 1894): This further refined Biritch, solidifying the declarer/dummy concept and introducing the idea of bidding for the trump suit. It quickly spread from Europe to the United States.
The Rise of Auction Bridge
In 1904, Auction Bridge was introduced, marking a significant departure from Bridge Whist. The crucial innovation was the "auction" or "bidding" phase, where partnerships competed to name the contract they would attempt to make. This added a layer of strategic complexity, as players had to evaluate their hands and communicate their strength to their partners through bids. Auction Bridge became immensely popular, dominating card tables for over two decades.
The Birth of Contract Bridge
The most pivotal development occurred in 1925 with the invention of Contract Bridge by American railroad magnate Harold S. Vanderbilt. While on a cruise, Vanderbilt devised a new scoring system that fundamentally changed the game. Under his rules, only tricks bid for and made counted towards the "contract score" (game and slam bonuses), while overtricks were scored separately. This incentivized more precise bidding and penalized reckless overbidding, making the bidding phase even more critical and strategic.
Vanderbilt's scoring system was quickly adopted, and Contract Bridge rapidly eclipsed Auction Bridge in popularity. Its intellectual challenge and emphasis on accurate bidding resonated with players worldwide, leading to its global spread.
International Development and Modern Era
The mid-20th century saw the formalization of competitive Bridge. The World Bridge Federation (WBF) was founded in 1958, establishing standardized rules and organizing international championships. Bridge became recognized as a mind sport, attracting dedicated players and scholars. The development of sophisticated bidding systems (e.g., Acol, Standard American) further deepened the game's strategic possibilities.
In the modern era, Bridge continues to thrive as a competitive and social activity. While facing competition from digital entertainment, it maintains a strong global following, supported by online platforms, educational resources, and a robust tournament circuit. It is recognized by the International Olympic Committee (IOC) as a sport, underscoring its status as a demanding intellectual discipline.
| Year/Period | Development |
|---|---|
| 16th-19th Century | Evolution of Whist, the direct ancestor of Bridge. |
| c. 1890s | Emergence of "Biritch" or "Russian Whist," introducing declarer/dummy. |
| c. 1894 | Bridge Whist gains popularity, refining earlier variants. |
| 1904 | Introduction of Auction Bridge, featuring a competitive bidding phase. |
| 1925 | Harold S. Vanderbilt invents Contract Bridge with its distinct scoring system. |
| 1920s-1930s | Rapid global adoption of Contract Bridge, replacing Auction Bridge. |
| 1958 | World Bridge Federation (WBF) founded, standardizing rules and promoting international play. |
| Late 20th Century | Development of advanced bidding systems and growth of competitive Duplicate Bridge. |
| 2000s-Present | Increased online play, continued international competition, and IOC recognition. |
How Bridge (Contract Bridge) is Played
Bridge is played by four players, North, East, South, and West, with North-South forming one partnership and East-West the other. The game proceeds through several distinct phases for each "deal" or "board."
1. Dealing the Cards
A standard 52-card deck is shuffled, and each of the four players is dealt 13 cards. Players keep their hands concealed from opponents and their partner.
2. The Auction (Bidding Phase)
The bidding phase is a competitive auction where partnerships communicate the strength and distribution of their hands to each other, aiming to determine the best "contract."
- Opening Bid: The player designated as the dealer (or sometimes a rotating dealer in competitive play) makes the first bid.
- Bidding Sequence: Players bid in clockwise order. A bid consists of a number (1-7) and a "denomination" (Clubs, Diamonds, Hearts, Spades, or No Trump). The number indicates the number of tricks above six that the partnership promises to take (e.g., "1 No Trump" means 7 tricks with no trump suit). Each subsequent bid must be higher than the previous one.
- Pass, Double, Redouble: Players can "Pass" if they don't wish to bid. An opponent can "Double" a contract, increasing the stakes if they believe the contract will fail. The declarer's side can then "Redouble" if they believe they will make the doubled contract.
- Contract Determination: The auction ends when three consecutive players "Pass" after a bid. The final bid becomes the "contract." The partnership that made this bid is the "contracting side." The player on the contracting side who first bid the denomination of the contract becomes the "declarer." Their partner becomes the "dummy."
3. The Play Phase
Once the contract is established, the play of the cards begins, with the objective of the declarer's side being to fulfill the contract, and the objective of the defending side being to defeat it.
- Opening Lead: The player to the declarer's left makes the "opening lead" by playing a card from their hand.
- Dummy Hand: After the opening lead, the dummy's hand is laid face-up on the table for all players to see. The declarer plays cards from both their own hand and the dummy's hand.
- Trick-Taking: Play proceeds clockwise. Each player must "follow suit" if they have a card of the suit led. If they do not have a card of the suit led, they may play any card (either "trump" or "discard"). The highest card of the suit led wins the trick, unless a trump card is played, in which case the highest trump wins.
- Winning Tricks: The player who wins a trick leads the first card to the next trick. This continues until all 13 tricks have been played.
4. Scoring
After all 13 tricks are played, the score for the deal is calculated based on whether the declarer's partnership made their contract, and by how many tricks. Points are awarded for tricks bid and made, overtricks, and various bonuses, while penalties are assessed for undertricks (failing to make the contract).
A typical match duration for a single "board" (deal) is about 5-10 minutes, encompassing dealing, bidding, and play. A full session of Duplicate Bridge might involve 24-32 boards and last 3-4 hours.
Rules & Scoring
The rules of Contract Bridge are governed internationally by the World Bridge Federation (WBF) and are highly detailed, but the core principles of bidding and play are fundamental.
Basic Rules of Play
- Partnerships: Four players form two partnerships, North-South and East-West.
- Card Ranking: In each suit, cards rank from Ace (high) down to 2 (low).
- Following Suit: Players must play a card of the suit led if they have one. If not, they may play any card (trump or discard).
- Winning a Trick: The highest card of the suit led wins the trick, unless a trump card is played. If trumps are played, the highest trump wins.
- Declarer and Dummy: The declarer plays both their own hand and the dummy's hand. The dummy cannot participate in decisions during play.
- Communication: During the bidding, communication is strictly limited to the bids themselves, which are part of a pre-agreed bidding system. During play, no communication is allowed between partners beyond the cards played.
Scoring System
Bridge scoring is complex, designed to reward accurate bidding and penalize misjudgments. Points are divided into "below the line" (contract points) and "above the line" (bonuses and penalties).
Contract Points (Below the Line)
These are awarded for tricks bid and made. Once a partnership accumulates 100 contract points, they achieve "game." Two games constitute a "rubber" in Rubber Bridge, or a "match" in Duplicate Bridge. The value of tricks varies by denomination:
- Minor Suits (Clubs, Diamonds): 20 points per trick.
- Major Suits (Hearts, Spades): 30 points per trick.
- No Trump: 40 points for the first trick, then 30 points for subsequent tricks.
For example, bidding and making 3 No Trump (9 tricks) scores 40 + (2 * 30) = 100 points, achieving game. Bidding and making 4 Spades (10 tricks) scores 4 * 30 = 120 points, also achieving game.
Bonuses (Above the Line)
- Overtricks: Tricks taken beyond the contract are scored "above the line." Their value depends on the trump suit and vulnerability.
- Game Bonus: Awarded for making a game (e.g., 300 points non-vulnerable, 500 points vulnerable).
- Slam Bonus: Significant bonuses for bidding and making a "small slam" (12 tricks) or a "grand slam" (all 13 tricks).
- Part Score Bonus: A small bonus for making a contract that is less than game.
- Doubled/Redoubled Contracts: If a contract is doubled or redoubled, the trick values and overtrick values are significantly increased.
Penalties (Above the Line)
If the declarer's partnership fails to make their contract, the defending partnership scores penalty points. The value of these penalties increases with each trick the declarer is short and is significantly higher if the contract was doubled or redoubled, and if the declarer's side is "vulnerable."
Vulnerability
Vulnerability is a crucial concept. A partnership can be "vulnerable" or "non-vulnerable." Vulnerability increases both game/slam bonuses and penalties for failing contracts. In Rubber Bridge, vulnerability is determined by winning a game. In Duplicate Bridge, it is pre-assigned to specific boards.
Match Officials
In competitive Bridge, a "Tournament Director" (TD) oversees play, resolves disputes, and enforces the rules. TDs are trained officials who ensure fair play and adherence to the Laws of Duplicate Bridge.
Equipment & Playing Area
Bridge requires minimal specialized equipment, making it accessible, but certain items enhance the playing experience, especially in competitive settings.
Primary Equipment
- Standard 52-Card Deck: The fundamental equipment. In competitive Duplicate Bridge, multiple decks are used, often pre-dealt into "boards."
- Bidding Boxes: These are small boxes containing cards representing all possible bids (1C to 7NT), Pass, Double, and Redouble. Players select and display their bids using these cards, which helps prevent miscommunication, ensures bids are visible to all, and maintains silence during the auction.
- Scoring Pad/Sheets: Used to record the scores for each deal or rubber. In Duplicate Bridge, pre-printed score sheets or electronic scoring devices are common.
- Bridge Table: While any table can be used, dedicated bridge tables are often square, providing comfortable seating for four players.
- Bridge Boards (for Duplicate Bridge): These are trays designed to hold four hands of 13 cards each, labeled North, East, South, and West. They allow the same set of hands to be played by multiple tables, ensuring that all pairs compete on identical card distributions.
Playing Area
The playing area for Bridge is simply a table where four players can sit comfortably opposite their partners. There are no specific dimensions or markings required, unlike many physical sports. The focus is on a quiet environment conducive to concentration and strategic thought.
- Table Setup: Players are typically seated at a square table, with partners facing each other. The positions are conventionally referred to as North, East, South, and West.
- Lighting: Good lighting is important for players to clearly see their cards and the bidding box selections.
- Quiet Environment: Especially in competitive play, a quiet atmosphere is preferred to minimize distractions and allow players to concentrate fully on the complex strategic decisions.
No protective equipment is needed for Bridge, as it is a non-physical mind sport. The playing environment is typically indoors, in clubs, homes, or tournament venues.
Variants & Formats
While Contract Bridge is the dominant form, the game is played in several formats, primarily differing in how scores are kept and how luck is mitigated in competitive play.
Rubber Bridge
Rubber Bridge is the traditional and most common format for social play. It is typically played by a single table of four players. The objective is to be the first partnership to win two "games" (each game requiring 100 contract points). Once a partnership wins a game, they become "vulnerable," which increases both their potential bonuses for making contracts and their penalties for failing them. The total score for a "rubber" (two games) is accumulated, and the partnership with the higher score wins the rubber. Rubber Bridge introduces an element of luck due to the random deal of cards, as one partnership might simply receive better hands.
Duplicate Bridge
Duplicate Bridge is the standard format for competitive play and tournaments. Its primary innovation is to eliminate the element of luck from the deal of cards. Instead of shuffling and dealing new hands for each round, the same pre-dealt hands (called "boards") are played by multiple tables of players. After playing a board, the cards are returned to the board, and the board is passed to another table. Scores are then compared across all tables that played the identical hands. This allows partnerships to be judged purely on their skill in bidding and playing the same cards as their competitors. Duplicate Bridge emphasizes strategic consistency and minimizes the impact of fortunate card distribution, making it a true test of skill.
Chicago Bridge (Four-Deal Bridge)
Chicago Bridge is a shorter, fixed-length variant often played when time is limited. It consists of exactly four deals, with each player dealing once. Vulnerability rotates for each deal. This format provides a quicker game than Rubber Bridge while still offering the core elements of Contract Bridge.
Online Bridge
The advent of the internet has led to a thriving ecosystem of online Bridge platforms. These platforms allow players from around the world to compete in both Rubber and Duplicate formats, often with advanced features like bidding analysis, partner-finding services, and integrated scoring. Online Bridge has significantly expanded the game's reach and accessibility.
Major Competitions
Bridge boasts a robust international competition hierarchy, culminating in prestigious world championships organized by the World Bridge Federation (WBF).
World Championships
- Bermuda Bowl: Considered the premier world championship for open teams, held biennially. It attracts the best national teams from around the globe.
- Venice Cup: The equivalent world championship for women's teams, also held biennially alongside the Bermuda Bowl.
- Senior Bowl: The world championship for senior teams, typically held concurrently with the Bermuda Bowl and Venice Cup.
- World Bridge Games: Held every four years, this multi-event championship features various categories (Open, Women, Mixed, Seniors) and is part of the International Mind Sports Association (IMSA) World Mind Games.
- World Youth Bridge Championships: Dedicated championships for junior players in various age categories, fostering the next generation of talent.
- World Transnational Open Teams Championship: An open event where teams can be formed from players of any nationality, promoting international collaboration.
Continental and Regional Championships
Numerous continental championships are held, serving as qualifiers for world events and providing high-level competition within specific regions:
- European Bridge Championships: Organized by the European Bridge League (EBL).
- North American Bridge Championships (NABC): Hosted by the American Contract Bridge League (ACBL), these are major annual events attracting thousands of players.
- Asia Pacific Bridge Championships: Organized by the Asia Pacific Bridge Federation (APBF).
- South American Bridge Championships: Organized by the South American Bridge Confederation (CSB).
National Championships and Leagues
Most countries with active Bridge communities host their own national championships and often have league structures for club-level and regional competition. These events are crucial for identifying and developing national talent.
Olympic Recognition
Bridge is recognized as a sport by the International Olympic Committee (IOC) through its affiliation with the International Mind Sports Association (IMSA). While it is not currently an Olympic medal sport, its recognition highlights its status as a demanding competitive discipline.
Governing Organizations
The administration and promotion of Bridge worldwide are overseen by a hierarchical structure of governing bodies, ensuring standardized rules, fair play, and the organization of competitive events.
International Federation
-
World Bridge Federation (WBF): Founded in 1958, the WBF is the international governing body for Contract Bridge. It is responsible for:
- Establishing and maintaining the Laws of Duplicate Bridge and the International Code of Laws for Contract Bridge.
- Organizing and sanctioning world championships (e.g., Bermuda Bowl, Venice Cup, World Bridge Games).
- Promoting the game globally and fostering its development.
- Maintaining ethical standards and anti-doping policies.
- Representing Bridge in international sports organizations, such as the International Mind Sports Association (IMSA) and the International Olympic Committee (IOC).
Continental Governing Bodies
Below the WBF, several continental federations manage Bridge activities within their respective regions:
- European Bridge League (EBL): Governs Bridge in Europe.
- American Contract Bridge League (ACBL): The largest Bridge organization in North America, serving the USA, Canada, and Mexico.
- Asia Pacific Bridge Federation (APBF): Oversees Bridge in the Asia-Pacific region.
- South American Bridge Confederation (CSB): Manages Bridge in South America.
- African Bridge Federation (ABF): Governs Bridge in Africa.
National Governing Bodies
Each country typically has its own national bridge organization affiliated with its continental federation and the WBF. Examples include the English Bridge Union (EBU), the Australian Bridge Federation (ABF), and the China Bridge Association (CBA). These national bodies are responsible for:
- Organizing national championships and leagues.
- Promoting Bridge at the grassroots level.
- Training and certifying directors and teachers.
- Selecting national teams for international competitions.
- Enforcing national rules and ethical guidelines.
This structured network ensures consistency in rules and competition standards, from local clubs to the highest levels of international play.
Common Terminology
Bridge has a rich vocabulary that can be daunting for beginners. Understanding these key terms is essential for grasping the game.
- Bid: A call made during the auction, stating the number of tricks (above six) a partnership promises to take and the trump suit (or No Trump).
- Contract: The final bid made in the auction, which the declarer's partnership must attempt to fulfill.
- Declarer: The player on the contracting side who first bid the denomination of the final contract. This player plays both their own hand and the dummy's hand.
- Dummy: The declarer's partner. After the opening lead, the dummy's hand is laid face-up on the table, and the declarer plays cards from it.
- Trick: A round of four cards, one played by each player. The highest card of the suit led, or the highest trump, wins the trick.
- Trump Suit: The suit designated in the contract that has the power to win tricks over cards of other suits. If the contract is "No Trump," there is no trump suit.
- No Trump (NT): A contract played without a trump suit, where the highest card of the suit led always wins the trick.
- Vulnerability: A state that increases both the bonuses for making contracts and the penalties for failing them. It adds a significant strategic layer to bidding.
- Game: Achieving 100 or more contract points in a single deal or over several deals (in Rubber Bridge).
- Slam: A contract to take 12 tricks (small slam) or all 13 tricks (grand slam). Slams carry large bonuses.
- Overtrick: A trick taken by the declarer's side in excess of the number required by their contract.
- Undertrick: A trick by which the declarer's side falls short of their contract. Each undertrick incurs penalty points for the declarer's side.
- Finesse: A play designed to win a trick with a card that is not the highest in the suit, by taking advantage of the position of an opponent's card.
- Lead: The first card played to a trick. The player to the declarer's left makes the opening lead.
- Follow Suit: The obligation to play a card of the same suit as the lead card, if possible.
- Pass: A call indicating a player does not wish to make a bid or double.
- Double: A call by an opponent of the contracting side, increasing the stakes (both bonuses and penalties) of the contract.
- Redouble: A call by the contracting side after being doubled, further increasing the stakes.
Cultural Significance
Bridge holds a unique and enduring place in global culture, transcending its identity as a mere card game to become a significant social, intellectual, and competitive pursuit.
Intellectual and Educational Value
Bridge is widely regarded as one of the most intellectually stimulating card games. It demands a high degree of logical reasoning, memory, probability calculation, and strategic planning. Many educators and cognitive scientists advocate for Bridge as a tool for developing critical thinking skills, particularly in mathematics and problem-solving. Its complexity and depth ensure that players are continually challenged, fostering mental agility and preventing cognitive decline.
Social and Community Impact
For many, Bridge is a deeply social activity. Bridge clubs exist in countless communities worldwide, providing a venue for regular play, learning, and camaraderie. It offers a structured environment for social interaction, often attracting diverse groups of people who share a common passion for the game. The partnership aspect of Bridge also fosters teamwork and communication skills, as players must learn to understand and anticipate their partner's intentions through a codified bidding language.
Global Reach and Popularity
Bridge is played in virtually every country, with strong communities in Europe, North America, Asia, and Australia. While its peak mainstream popularity might have been in the mid-20th century, it continues to attract millions of players. Its appeal spans generations, with dedicated youth programs and senior clubs alike. The game's universal rules allow for international competition and cultural exchange.
Media Presence and Recognition
Although not a spectator sport in the traditional sense, major Bridge tournaments receive coverage in specialized publications and online. The intellectual prowess of top players is often celebrated, and the game has been featured in literature and film as a symbol of intelligence and sophistication. Its recognition by the International Olympic Committee (IOC) as a mind sport further solidifies its status as a legitimate competitive endeavor.
Enduring Legacy
Bridge's enduring appeal lies in its infinite variations of card distribution and the endless strategic possibilities they present. No two deals are ever exactly alike, ensuring that the game remains fresh and challenging even for seasoned experts. This constant novelty, combined with its social benefits and intellectual rigor, ensures Bridge's continued cultural significance as a timeless mind sport.
Interesting Facts
- The number of possible deals in Bridge is astronomically large: approximately 5.36 x 1028, meaning it's virtually impossible to play the same deal twice.
- Bridge is one of the few card games recognized by the International Olympic Committee (IOC) as a sport, through the International Mind Sports Association (IMSA).
- Many famous personalities, including Bill Gates, Warren Buffett, and Omar Sharif, have been avid Bridge players, often citing its intellectual challenge.
- The term "dummy" for the declarer's partner's exposed hand originated from earlier Whist variants and refers to the hand being "silent" or "mute."
- Bidding systems in Bridge can be incredibly complex, with some requiring hundreds of pages of conventions and agreements between partners.
- The game of Bridge is often used in academic settings to teach probability, statistics, and logical deduction.
- The World Bridge Federation (WBF) has an anti-doping policy, treating Bridge players like athletes in physical sports, reflecting its status as a mind sport.
- Bridge is sometimes referred to as "the game for a lifetime" due to its ability to engage players of all ages and its cognitive benefits.
- The first official Laws of Contract Bridge were published in 1927, just two years after Harold S. Vanderbilt invented the scoring system.
Frequently Asked Questions
What is the main goal in Bridge?
The main goal is for your partnership to bid for and then successfully take a specified number of tricks (more than six) with a chosen trump suit or no trump, scoring points for fulfilling your "contract."
How many players are needed for Bridge?
Bridge is always played by four players, forming two partnerships of two players each, with partners sitting opposite each other.
Is Bridge a game of luck or skill?
While the initial deal of cards involves luck, Bridge is overwhelmingly a game of skill. In competitive Duplicate Bridge, the luck of the deal is eliminated, making it a pure test of bidding, card play, and partnership communication.
What is the difference between Rubber Bridge and Duplicate Bridge?
Rubber Bridge is for social play, where new hands are dealt each time, and vulnerability changes. Duplicate Bridge is for competitive play, where the same pre-dealt hands are played by multiple tables to compare scores and eliminate luck.
What are bidding boxes used for?
Bidding boxes contain cards representing all possible bids and calls. They are used in competitive Bridge to ensure clear communication, prevent mishearing, and maintain silence during the auction.
Can I play Bridge online?
Yes, there are many online platforms and apps dedicated to playing Bridge, allowing you to play with partners and opponents from around the world in various formats.
Is Bridge difficult to learn?
The basic rules of trick-taking are straightforward, but mastering the bidding systems and advanced card play strategies can take a lifetime. Many resources are available for beginners to learn gradually.
Explore Related Sports
References & Further Reading
- World Bridge Federation (WBF) - Official Website: worldbridge.org
- American Contract Bridge League (ACBL) - Official Website: acbl.org
- The Laws of Duplicate Bridge (2017) - World Bridge Federation.
- Goren, Charles H. Goren's New Bridge Complete. Simon & Schuster, 1985.
- Reese, Terence, and Richard Lederer. Play Bridge with Reese. Robert Hale Ltd, 1985.
- International Mind Sports Association (IMSA) - Official Website: imsaworld.com