THE ROYAL TABLE · SOLO PLAY

Bridge of Barons

A ROYAL TRICK-TAKING GAME

Your alliance awaits

You control your own hand and a dummy partner. A computer baron controls the opposing alliance. Each seat receives 10 cards. Only the two barons bid; dummies always pass.

1 · Survey & bid

Before bidding, inspect three cards from your dummy. Take a visible bid card, choosing its crown value, or pass permanently. A new card is revealed from that stack. You may hold at most two zero-value bids. Bidding ends when one baron passes. The last baron to take a bid chooses trump from the suit on that final card or Open Court (no trump).

The Royal Favor holder keeps their bid orientations. The other baron may rotate one bid card. Your alliance's crown goal is your combined bid.

2 · Win clashes

All dummy cards are revealed after bidding. The seat to the left of the Royal Favor holder leads. Play clockwise and follow the lead suit if possible; otherwise play any card. Highest trump wins, or highest card of the lead suit if no trump was played. Ace is high, above 13. The winner leads next.

3 · Earn prestige

Crown points: 10 per trick, capped at your bid. Bidding points: an additional 10 per trick if you meet or exceed your bid. Royal Favor points: 1 per trump card captured. A zero bid with zero tricks scores 100 and cancels all opponent points that round.

First alliance to 300 ends the game; highest total wins. A tie is decided by the final round's points. The winner of the last clash begins the next bidding (a dummy passes automatically).

Solo adaptation of the supplied partnership rules. Computer decisions use its own hand, its three permitted dummy cards during bidding, public dummy hands during play, and played cards. Progress saves in this browser.

Name your alliances