In this lesson the teacher will introduce the games of Mini Bridge and Bridge. Students will learn the etiquette involved in playing the game of Bridge, vocabulary that specifically pertains to the game of Bridge, how the cards are dealt at the table, and how players organize the cards in their hands as they get ready for bidding and play. They will practice the skills and rules of the game. Students will decide on a service project using Mini Bridge or Bridge, carry out the project, and reflect on what they have learned through the experience with the game and with the project.
Seven 45-minute class periods (The first few days' lessons may be compacted into at shorter time frame if the students have some card playing experience with games that include taking tricks.)
The learner will:
- define the vocabulary of Bridge.
- deal cards according to game-playing etiquette.
- organize playing cards in a usable way.
- use mental arithmetic to count points for a hand.
- play Mini Bridge.
- practice interpersonal communication and collaboration following game rules.
- estimate and predict a “winning” bid.
- decide on and carry out a service project to Bridge the Gap with “Bridge.”
- reflect on new learning from the game of Bridge and from the service project.
Teacher Note: Before or after each Mini Bridge lesson, continue discussion and planning with the students (begun in Lesson Two) to use the game for the common good. Key factors in the success of a service-learning project include the opportunity for student choice, meeting a real need, and opportunities for reflection during and after the project. (See Attachment Two: Reflection Activities.)
Teacher Note: For each of these lessons, recruit volunteers to assist the students while they learn the rules and practice the elements of Bridge. Having volunteers who are familiar with the game is helpful, but not necessary. If students have already learned to play Mini Bridge, skip ahead to the Bridge lessons below.
Day One:
Anticipatory Set:
Ask if any students would like to share additional service project ideas they brainstormed or that were suggested by family members. Add the new ideas to the chart paper.
Day Two:
Day Three
Day Four:
Day Five
Day Six: Keeping Score
- To move from Mini Bridge to Bridge, students must learn the process of bidding. Bidding takes place at the beginning of each hand and determines who will be the declarer, which suit (if any) will be trump, strain and the number of tricks (level) the declarer and his or her partner must take, or win, in the play of the hand. The bidding process involves predicting the number of tricks teams will take based on the value of the partnership's hands.
- Teacher Note: The following instructions may be taught as a demonstration. The students gather around a single table on which the teacher deals out four hands of Bridge face-up as a sample. While describing the point values and bidding process, use hands as examples. Once the class feels more comfortable with the basic information, they may move to tables of four around the classroom.
Overview of Bidding
For Bridge Resources:
For Service Project Resources:
Lesson Developed By:
Mary Petro
Bridge players should:
Bridge players should not:
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Reflection Activities:
Use the Reflection Activities provided or activities of your own creation, as appropriate.
(These ideas can be used to facilitate student reflection during and after learning to play the game and during and after the service project.)
ACTIVITY ONE: Reflection Café
Spread out four white paper tablecloths (large sheets of butcher paper) on tables in locations around the room. Place one of the following writing prompts on each tablecloth: Describe the Service Project; Describe Your Feelings; What Was the Impact?; Improvements for Next Time. Have the students sit at the four tables, and assign each group a color marker. The students respond in writing to the prompt written on their starting tablecloth. After 2-5 minutes, have the students rotate clockwise to the next “café table" with their marker in hand. (NOTE: Each group carries the color marker with them to record their thoughts and ideas on each tablecloth.) They read what the previous group wrote and then respond to the prompt on the second table. The rotation continues until all of the groups have been to each table and have returned to their originally assigned table. They read all the comments made by the other groups and prepare to share the major points with the whole group. Have a representative from each café table share with the whole class for a minute or two about the comments on their topic. Discuss the observations.
ACTIVITY TWO: Animal Metaphors
Tell the students that sometimes a metaphor can help us understand a situation better. In this reflection, the students decide what animal best represents their involvement style when making a decision about getting involved in something new--such as a service project. This will help them get to know themselves and their classmates better. Make sure they understand there is no right or wrong answer. Every community needs a variety of personalities and styles. Have the students listen and silently select from among the character types listed below to identify their preferred way of responding:
-A possum: Usually when I’m asked to do something I play dead.
-A porcupine: Usually when I’m asked to do something, I get bristle-ly.
-A snail: Usually I do things slowly and carefully without calling attention to myself.
-A sheep: Usually I like to follow the crowd and do what they do.
-A St. Bernard: Usually I’m pretty helpful but only when I’m asked.
-A Giraffe: Usually I need to see the big picture before I am willing to commit.
-A Hawk: Usually I have excellent instincts and hit the target on the fly.
-An Owl: Usually I give things a great deal of thought before I act.
-A Mule: Usually I need someone to force me to do something.
-A Beaver: Usually I dive in and go to work before I’m even told to do so.
Encourage students to add other animals and descriptions to the list. Write the animal names on sheets of paper and hang the papers around the room. Tell the students to stand by the paper that best describes their style. When they get to their group, they discuss with the others there why they chose that animal. (Combine students into groups who are standing alone.) In their groups, have them discuss whether there are situations in which they have a different involvement style. Have them discuss what role motivation plays in the changing of their involvement style. Ask the students to consider if they might be in a different involvement style group if the Bridge Service Project was repeated. Meet back as a total group and have students summarize the learning from this activity and how it might impact their involvement in future projects.
ACTIVITY THREE: Newspaper Article
Tell the students that they have been asked to write a newspaper article that tells the story of their involvement in the Bridge Service Project. Their newspaper article should answer the following questions for their readers: Who? What? When? Where? and Why? When completed have the students place a symbol on their article that they will recognize as their own when the articles are returned to them (include no names). Collect the articles and randomly redistribute them so students read other students' work. Redistribute articles until each student has read at least three other articles. Conclude with a brief sharing of students’ thoughts and ideas.
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Balanced - A hand pattern with no singleton or void and at most one doubleton; i.e., 4-3-3-3, 4-4-3-2 or 5-3-3-2
Bid - A call that names a number and a suit or no trump. A bid is a prediction of the number of tricks the bidder thinks s/he can take in collaboration with their partner, and with which suit as trump. The bid includes a number (from one to seven, representing how many tricks beyond six the bidder proposes to make) and a suit or "no trump."
Book –the assumption that the bidder can take at least six tricks
Call - Any bid, pass, double or redouble
Contract - The number of tricks bid and the trump suit (or lack thereof)
Declarer - The player who, for his side, first names the suit or no trump of the final bid and will play the hand
Defender - Either of the two players who are declarer’s opponents
Doubleton - A holding of exactly two cards in a suit
Dummy - The partner of the declarer; or the cards of that player
Forcing - The condition of a bid that partner must not allow it to become the final contract
Game - A trick score of 100 or more, which can be made with a single bid of at least 3 NT, 4
, 4
, 5
or 5
Game forcing - The condition of a bid that requires the partnership to keep bidding until game is reached
Grand slam - Any seven-bid; a contract to win all 13 tricks
Honor - Any of the cards: ace, king, queen, jack or ten
Jump - A bid that skips one level of bidding
Jump shift - A jump in an unbid suit
Lead - The first card played to any trick
New suit - A suit that has not been bid; an unbid suit
Opening bid - The first bid made in the bidding
Opening lead - The first lead made in the play, which must be made by the defender to the left of declarer
Overcall - A bid as the first action by your side after an opponent has opened the bidding
Partner – The person sitting opposite. One way to choose partners is to draw cards. The two highest cards are partners against the two lowest, and the highest card deals. Partnerships can be prearranged if desired and just draw to see who deals first.
Raise - A bid that increases the level in partner’s last bid suit
Rebid - The second or subsequent bid by the same player
Response - The first bid made by a player after his partner has just previously bid or doubled
Sequence - Two or more touching cards in a suit, such as J-10; an honor sequence like Q-J-10 is an excellent lead
Singleton - A holding of exactly one card in a suit
Slam - Any six-bid; or as a general term, any six- or seven-bid
Stopper - Protection in a suit, generally for no-trump play, at least as good as the ace, K-x, Q-x-x or J-x-x-x
Top tricks - Tricks that can be won immediately with high cards
Trick - each trick consists of one card from each player, the player that plays the highest card in the suit of the lead wins the trick unless any of the cards are in the trump suit, then the highest trump card wins the trick (similar to the card game "Hearts").
Trump fit - A combined holding between you and partner of at least eight cards in a suit that you expect to be trumps
Void - A holding of no cards in a suit; a nonexistent suit
Used with permission from Richard Pavlicek granted May , 2006: Copyright © 2004 Richard Pavlicek. All rights reserved.
How many points is each hand worth?
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1.
A J 10 6
K J 3
9 8 6
A K 2
Points _____5.
K 2
A Q 3
A 8 6 5 3
K J 3
Points _____ 9.
A K 3
K J 8
A K 6
J 10 9 6
Points _____
2.
A J 9 7 5
3 2
K Q 7 5
4 2
Points _____ 6.
A J 9 7 5
K J 10 7
A 3
K 2
Points _____
K 9 8 7 6
A Q J 9 5
10 7 5
void
Points _____
3.
A K 4 3
K J 9 2
6 2
Q 9 7
Points _____ 7.
A K 4 3
A K J 2
2
K 9 8 2
Points _____ 11.
A Q 8
J 8 7 6 4
A Q
K J 6
Points _____
Q 10
3
Q J 8 6 5
A K J 8 2
Points _____ 8.
A K 5 4 3
2
A J 9 7 5 4
3
Points _____
A K 10 2
J 6 4
A Q 8
9 6 4
Points _____
Card Point Values
Ace: 4 points
King: 3 points
Queen: 2 points
Jack: 1 point
Ten: 0 points (but is considered an "honor" card)
Used with permission from Richard Pavilek, May 2006, Copyright © 2004 Richard Pavlicek. All rights reserved.
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Overview of the rules of Mini Bridge:
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Assume your partner opens the bidding "1 no trump" and the next player passes. How many points is each hand worth, and what is your response? Do not count distribution points if you will pass or bid no trump.

|
1. |
6 |
|
|
|
|
|
Pass |
|
2. |
4 |
|
2 |
|
3. |
11 |
|
3 NT |
|
4. |
12 |
|
3 |
|
5. |
9 |
|
2 NT |
|
6. |
3 |
|
Pass |
|
7. |
8 |
|
2 NT |
|
8. |
6 |
|
2 |
|
9. |
14 |
|
3 NT |
|
10. |
10 |
|
4 |
|
11. |
6 |
|
Pass |
|
12. |
13 |
|
3 |
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