Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses the standard bridge structure: four seats form two partnerships, a bidding phase establishes the contract, and a play phase follows with one card played by each seat per trick. The declaring side attempts to make the contracted number of tricks, while the defenders try to defeat it.
Progression is based on successive deals and the resulting score rather than character development or equipment. Specific menus, modes, scoring options, and input mappings for this DOS release are not documented reliably here.
Plan your run
Treat the bidding phase as an exchange of information about suit length and strength, while remembering that bids are constrained by the partnership system in use. Avoid committing to an ambitious contract unless the combined hands provide a reasonable plan for developing tricks.
During play, count visible cards, track likely distributions, and preserve entries between the two partnership hands. Defenders should coordinate their leads and signals according to the rules supported by the particular version.
Contract Bridge is a DOS computer adaptation of the partnership card game in which players bid for a contract and then try to fulfill it through careful card play. The available record does not reliably identify the developer, publisher, release date, or a documented critical reception for this specific DOS title. Its core design can nevertheless be described as a turn-based bridge experience, centered on bidding, declarer play, defense, and scoring rather than action-oriented controls. Players normally compete against computer-controlled opponents, with the appeal coming from deduction, partnership communication through bids, and long-term decision-making.
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