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Siberian Semi-Contract Whist (or Bridge)

While I am manifestly unqualified to do this sort of thing, examining the history of how Whist gave rise to Bridge, and then Auction Bridge, and now Contract Bridge had caused me to speculate whether or not there was something still missing.

The great ferment that followed the invention of Bridge, giving rise to Auction Bridge, Vint, Plafond, and Contract Bridge in quick succession among others, seems to have ended, and Contract Bridge may now remain the game of its type of choice for centuries to come.

But here is the outline of a game of that type that combines elements of Vint and Contract Bridge, and others.


Players cut for the first deal, which subsequently rotates clockwise, in the same way as the deal and the bidding and the play. Cards could be cut to resolve other disputes, but it is expected that things like the seating would be settled by agreement. And it is presumed that normally two pre-existing teams of two will play as partners.

Thirteen cards are dealt to each player. Bids are made of the same form as in Auction Bridge or Contract Bridge. Suits rank as in the original game of Straight Bridge, however; Spades low, then Clubs, Diamonds, and Hearts high, with No Trump higher. The eldest hand, the player to the dealer's left, bids first. Following any bid, a player of the opposing partnership may double, and then one of the bidding partnership may redouble. A subsequent overcall cancels any preceding doubles or redoubles.

The player to the right of the first player in a partnership to make any bid, regardless of suit, leads to the first trick.

The game may be played with all four players playing their own hands, for Siberian Semi-Contract Whist, or with a Dummy, for Siberian Semi-Contract Bridge.

Game is 5, 25, or 300 points, as explained below, for the short game, or 10, 50, or 600 points for the long game.

The scoring for tricks when the contract is fulfilled is shown in the table below:

Bid:           1     2     3     4     5     6     7

No Trumps      22    32    42    52    62    72    82
               22    64   126   208   310   432   574

   Courts      20    30    40    50    60    70    80
               20    60   120   200   300   420   560

   Hearts      18    28    38    48    58    68    78
               18    56   114   192   290   408   546

   Diamonds    16    26    36    46    56    66    76
               16    52   288   184   280   396   532

   Clubs       14    24    34    44    54    64    74
               14    48   102   176   270   384   518

   Spades      12    22    32    42    52    62    72
               12    44    96   168   260   372   504

Alternate scores:
Game points     5     5     5     5     5     5     5
Bonus points   30    40    50    60    70    80    90
if vulnerable  45    60    75    90   105   120   135

Since fulfilling the contract involves a fixed number of tricks, the value of the contract is shown below the number of game points per trick.

As in Vint, the size of the bid determines the value of each trick, but unlike Vint, and like Whist and Bridge, Auction Bridge, and Contract Bridge, only odd tricks (tricks after the sixth trick) count. (This is sufficiently steep that there is no difference between Majority Calling and the alternative, but it is Majority Calling that is intended to be the rule should extensions provide a distinction.) The value of a trick is the basic point value of the suit in regular Bridge plus ten times the bid. (Combining an increase with the size of the bid with a difference in the value of suits was found in the earliest form of Vint, known as Siberian Vint.)

When the contract is fulfilled, overtricks do not count for game at the same rate, unlike the case in Auction Bridge, but they do count for game at a diminished rate, unlike the case in Contract Bridge. They count 5 points towards game. In addition, they score bonus points, at the rate of 20 points plus 10 points times the bid.

These alternate scores also apply to two other cases in whole or in part.

If the defending partnership, instead of the declaring partnership, takes more than 6 tricks, it receives 5 points towards game for each trick it takes, and bonus points at 20 points plus 10 points times the bid for each trick.

If the declaring partnership fails to fulfill its contract, but does take more than 6 tricks, it still receives 1 point towards game for each trick it takes.

In both of these cases, the defending partnership will receive bonus points at 20 points plus 10 points times the bid for each trick by which the declaring partnership failed to meet the contract, each undertrick.

These various types of bonus points increase to 30 points plus the bid times 15 points if declarer is vulnerable.

In addition, a Little Slam earns 400 bonus points, 1000 if declared; a Grand Slam earns 800 bonus points, 2000 if declared.


So that game will be won in a reasonable number of hands in most cases:

After one player wins game twice, the rubber is won by the partnership with the most points both above and below the line. Note that in the case where the declarer receives 1 point towards game, defender receives more in bonus points, so it is not impossible that one partnership can win game twice in a row without the other partnership winning game, and yet the other partnership can have won the rubber, at least if the hands are a series of one unfulfilled contract after another.

If one partnership fulfills its contract, but does not make enough points for game, things could still continue for a very long time. Thus, points scored below the line are also to be tallied in three columns. The first column, column A, will contain points earned at 1 point per trick in the case of a failed contract. The second column, column B, will contain points earned at 5 points per trick in the case of a hand being won by the defending partnership. The third column, column C, will contain both points earned at 5 points per trick for overtricks and the value of all fulfilled contracts.

If at any time either player has more than 5 (or 10) points in column A, or either player has more than 25 (or 50) points in columns A and B together, game is won by the player with the most points below the line in all three columns.


The side that wins a rubber obtains 5000 bonus points, 7500 bonus points if it does so by winning game twice without the opponents winning game. However, to be eligible for these bonuses, a partnership must have fulfilled its contract at least once during the rubber. Thus, in a case where one partnership won game twice but never fulfilled its contract, so that the other partnership, having more in bonus points, won the rubber, neither side obtains the 7500 bonus points for a rubber won in two games.


To make the part of the scoring schedule explained so far easier to understand, let us suppose that 3 No Trump was bid. Then, the scoring for each possible number of tricks that could be won can be illustrated below:

Declarer   Defender  Declarer's score                  Defender's score
                     Towards game     Bonus points     Towards game     Bonus points
                     (below the line) (above the line) (below the line) (above the line)

                                                                                   slam trk undt
    0         13              0                0               35 B           1300 (800+350+150)
    1         12              0                0               30 B            850 (400+300+150)
    2         11              0                0               25 B            400     (250+150)
    3         10              0                0               20 B            350     (200+150)
    4          9              0                0               15 B            300     (150+150)
    5          8              0                0               10 B            250     (100+150)
    6          7              0                0                5 B            200      (50+150)
    7          6              1 A              0                0              100         (100)
    8          5              2 A              0                0               50          (50)
    9          4            120 C              0 slam ovt       0                0
   10          3            125 C             50      (50)      0                0
   11          2            130 C            100     (100)      0                0
   12          1            135 C            550 (400+150)      0                0
   13          0            140 C           1000 (800+200)      0                0 

The scores below the line are suffixed by the columns in which they are to be placed in their entirety.

Also, if the declaring partnership fulfills its contract, each trick it wins, including overtricks, earns an additional 10 bonus points when made by Declarer (or from Declarer's hand) rather than by Declarer's partner or from the Dummy hand. (Thus, the third round of "bidding" in which Declarer and Declarer's partner decide which one will be the first player of the hand, following the first normal round of bidding, and the second round for doubles and redoubles.)

There are no points for Honours or Chicane.


Awarding some points towards game to the defender when it is the defender that scores odd tricks ensures that if one's opponents were to adopt the strategy of making outrageously high bids, one could still make slow progress towards winning the rubber even with no chance to become declarer with a correct bid.

But a bid that is as high as possible is still strongly encouraged by the scoring schedule.

The second row from the top, for the suit of Courts, refers to an optional feature of the game.

Optionally, a family of Courts bids is available. When a Courts bid is successful, the ranking of the cards is changed from the normal:

2 3 4 5 6 7 8 9 10 J Q K A

to

A 2 3 4 5 6 7 8 9 10

in each of the four regular suits, and, in the fifth suit of Courts, the ranking of the cards is:

JS JC JD JH QS QC QD QH KS KC KD KH

For a bid of Courts, the Courts suit is trump, and 10 times the number of odd tricks bid is added to a basic suit value of 10 points. One can also bid any of the other suit possibilities in combination with this alternate organization of the deck, for the bids of Courts-No Trumps, Courts-Spades, Courts-Clubs, Courts-Diamonds, and Courts-Hearts.

A conventional No Trump bid overcalls a Courts No-Trump bid for the same number of tricks, and Hearts overcalls Courts-Hearts and so on.

The way trumps and following suit work do mean that there is no real need for the suits to be identical in length, or composed of cards with related values. The Courts bids allow the conventional deck to take on a structure like that of the Tarot deck. In addition, they permit the same kind of variety that a Misère bid does, but not to the same extent, since high cards remain high.

The table of scores above can be enlarged to show what scores apply when Misère bids are allowed in addition to Court bids:

Bid:           1     2     3     4     5     6     7

No Trumps      22    32    42    52    62    72    82
               22    64   126   208   310   432   574

   Courts      20    30    40    50    60    70    80
               20    60   120   200   300   420   560

   Hearts      18    28    38    48    58    68    78
               18    56   114   192   290   408   546

   Diamonds    16    26    36    46    56    66    76
               16    52   288   184   280   396   532

   Clubs       14    24    34    44    54    64    74
               14    48   102   176   270   384   518

   Spades      12    22    32    42    52    62    72
               12    44    96   168   260   372   504

Misère

No Trumps      20    28    36    44    52    60    68
               20    56   108   176   260   360   476

   Hearts      16    24    32    40    48    56    64
               16    48    96   160   240   336   448

   Diamonds    14    22    30    38    46    54    62
               14    44    90   152   230   324   434

   Clubs       12    20    28    36    44    52    60
               12    40    84   144   220   312   420

   Spades      10    18    26    34    42    50    58
               10    36    52   136   210   300   406

Courts-No      18    24    30    36    42    48    54
Trumps         18    48    90   144   210   288   378

Courts         16    22    28    34    40    46    52
               16    44    84   136   200   276   364

Courts-Hearts  14    20    26    32    38    44    50
               14    40    78   128   190   264   350

Courts-        12    18    24    30    36    42    48
Diamonds       12    36    72   120   180   252   336

Courts-Clubs   10    16    22    28    34    40    46
               10    32    66   112   170   240   322

Courts-Spades   8    14    20    26    32    38    44
                8    28    60   104   160   228   308

A Misère bid receives 8, rather than 10, points times the number of tricks bid plus the suit value, and a Misère Courts bid receives 6, rather than 10, points times the number of tricks bid plus the suit value for each trick in the contract. Majority calling still applies; the number of tricks decides overcalls, with points being only a tiebreaker.

In a Misère Courts bid, the ranking of suits is not reversed, although that of cards within a suit is, so the ranking of cards in the suit of Courts becomes:

KS KC KD KH QS QC QD QH JS JC JD JH

instead of being reversed completely.

The additional 10 bonus points for each trick won by Declarer from Declarer's own hand still applies.

Alternate Scoring

To more closely approach the play of Contract Bridge and Auction Bridge before it, the scoring schedule can be adjusted as follows:

Game is 5 points in column A, 25 points in columns A and B, or 180 points in columns A, B, and C.

The value of each trick in No Trumps is increased by 20 points, leading to the value of the tricks and the contracts being as shown below:

Bid:           1     2     3     4     5     6     7

No Trumps      42    52    62    72    82    92   102
               42   104   186   288   410   552   714

In this way, 5 tricks in Spades or Clubs, 4 tricks in Diamonds or Hearts, and 3 tricks at No Trump, bid and made, will make game, following the pattern in Auction Bridge and Contract Bridge, except with the lowest suit being Spades.


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Copyright (c) 2008 John J. G. Savard