BRIDGE (3)
Source: 567
Bridge, n. A card game resembling whist. The trump, if any, is determined by the dealer or his partner, the value of each trick taken over six being: for “no trumps” 12, hearts 8, diamonds 6, clubs 4, spades 2. The opponents of the dealer can, after the trump is declared, double the value of the tricks, in which case the dealer or his partner can redouble, and so on. The dealer plays his partner's hand as a dummy. The side which first reaches or exceeds 30 points scored for tricks wins a game; the side which first wins two games wins a rubber. The total score for any side is the sum of the points scored for tricks, for rubbers (each of which counts 100), for honors (which follow a special schedule of value), and for slam, little slam, and chicane.