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BRIDGE(6) Games Manual BRIDGE(6) NAME bridge - card game SYNOPSIS /usr/games/bridge [ arg ] ... DESCRIPTION Bridge manages bridge games among four players. A master process medi‐ ates the flow of information between player processes. Each player process is either a `robot' player or a cursor-controlled screen inter‐ face with a human player. If several humans wish to play each invokes bridge and a rendezvous protocol hooks them together in a common game. Once the game is set up bridge displays a diagram similar to those in newspaper bridge columns. Bids are coded p for pass, d for double, 3n for three notrump, and so on. Plays are coded c3 for the club three, ht for the heart ten, and so on. A menu of common commands appears at the bottom of the screen; further help may be obtained by typing +. Arguments take several forms: -h nhumans humans=nhumans Join (or set up and join) a game with indicated number of human players. -s seed seed=seed Initialize the random number generator. Useful for duplicate play. -f file deck=file Take the initial shuffled card deck from named file. -r file script=file Make a record of the game in the named file. -d dealership dlr=dealership Specify dealership with a one-letter direction code. -v vulnerability vuln=vulnerability Specify vulnerability with one of these codes: none both n-s e- w. -t tough Do not display bidding history on player's screen. FILES /tmp/nbridgez* rendezvous file for robots /tmp/mbridgey* rendezvous file for humans /tmp/mbridge* temporary lock file /dev/pt/pt* interprocess communication /etc/termcap DEBUG recipient of debugging messages SEE ALSO J. A. Reeds and L. A. Shepp, Bridge: An exciting new card game, TM 11217-840119-02, TM 11218-840119-01. BUGS Occasionally the whole program goes dead. The robots' bridge technique has subtle bugs. alice BRIDGE(6)