Rubber bridge, solo -- you and a computer partner against two computer
opponents. Full auction, Acol-ish bidding, real rubber scoring.
Ready for a rubber? You're always South, with North as your partner.
You & North
0
0 pts
East & West
0
0 pts
North
East
South (you)
West
North
West
East
South (you)
Hand complete -- hover any trick above to review it.
How Brug plays
You're South, every rubber. North is your computer partner; East and West are the
computer opposition. Nothing is saved between visits -- Deal me in always starts fresh.
Full auction first. The computer seats bid for real, off a trimmed Acol system --
four-card majors, weak notrump (12-14), weak twos, Stayman, a simplified strong 2♣, one
Blackwood ace-ask. It won't bid a tournament-perfect system, but it's a genuine auction, not a
shortcut to a contract.
Then the play. If your side wins the contract with North declaring, you're dummy --
you can either play North's hand yourself (you'll see both hands and choose every card, same
as any declarer) or let the computer play the whole hand through while you watch, and you can
hand it back to the computer partway through if you change your mind. Otherwise you play every
card yourself, either as declarer (both your hand and dummy's) or as a defender (your own hand
only).
Real rubber scoring -- trick points toward game, doubles/redoubles, slam bonuses,
honours, vulnerability once a side wins a game, and the rubber bonus once a side wins two games.
The computer's card play is a solid set of heuristics -- third-hand-high, cover an honour,
ruff when it's clearly worth it -- not a perfect double-dummy solver. It'll play soundly, not flawlessly.