4. Gameplay (Auction & Play)
The Auction
- The auction period begins for a side when either partner withdraws his cards from the board (Law 17A)
- The player designated by the board as dealer makes the first call; thereafter each player calls in turn clockwise (Law 17B, 17C)
- A bid designates a number of odd tricks — tricks in excess of six — from one to seven, plus a denomination. Pass, double and redouble are calls but not bids (Law 18A)
- A bid supersedes a previous bid if it names the same number of odd tricks in a higher-ranking denomination, or a greater number of odd tricks in any denomination (Law 18B)
- A bid that supersedes the last bid is sufficient; one that fails to is insufficient (Law 18C, 18D)
- Doubles and redoubles increase the scoring stakes of the contract (Law 19)
End of the Auction
- The auction ends when, one or more players having bid, there are three consecutive passes — the last bid becomes the contract (Law 22A)
- If all four players pass, the hands are returned to the board without play, and there is no redeal (Law 22B)
The Play
- After three passes, the defender on presumed declarer's left makes the opening lead face down (Law 41A)
- Before it is faced, the leader's partner and the presumed declarer may ask for a review of the auction (Law 41B); dummy's hand is then spread
- The player who leads to a trick may play any card in hand; each other player in turn plays a card, and the four cards constitute a trick (Law 44A, 44B)
- Each player must follow suit if possible — this obligation takes precedence over all other requirements (Law 44C)
- A player unable to follow suit may play any card (Law 44D)
- A trick containing a trump is won by the highest trump; a trick without one by the highest card of the suit led (Law 44E, 44F)
- The winner of each trick leads to the next (Law 44G)