Map I — The 2 Player Academy

The Realm of Trumps

16 quests carry you from your very first trick to slams and grand slams — trick-taking, trumps, the seven levels of bidding, and the history of the game. Follow the golden road.

Illustrated map of the kingdom with quest locations

Daily Royal Duties

Fresh tasks every day — each one pays out in gold.

  • Answer the Court's Call

    Finish 2 quests today.

    80
    0 / 2
  • Polish the Crown

    Earn 4 stars today.

    120
    0 / 4
  • Flawless at the Table

    Score 60 or more in a single quest.

    150
    0 / 1
  • Three-Star Triumph

    Win a 3-star victory.

    200
    0 / 1

Trophy hall

0 / 7
  • The Recruit

    Join Taydon's championship team.

  • Royal Historian

    Complete three quests.

  • Quizling

    Answer 3 trivia questions correctly.

  • Trivia Master

    Answer 8 trivia questions correctly.

  • Perfectionist

    Earn 3 stars on any quest.

  • Champion of Chapter I

    Finish every Chapter I quest.

  • Royal Treasurer

    Hold 500 gold at once.

Quest 1

The Recruit

Join the under-16 world championship team.

Quest 2

Welcome to the World of Bridge

A game played all over the world since the 1500s.

Quest 3

The Common Language

Fun facts: bridge is spoken everywhere.

Quest 4

The Tower of Cards

A, K, Q, J — and why the Ace of Spades rules.

Quest 5

The Rank of Suits

Spades, Hearts, Diamonds, Clubs — say the best first.

Quest 6

Shuffle & Choose

2 Player Bridge begins: keep a card, or risk the next.

Quest 7

Follow the Leader

Highest card wins the trick — and you must follow suit.

Quest 8

The Magic Math Pie

Jack 1, Queen 2, King 3, Ace 4 — forty points in all.

Quest 9

Length is Might

Long suits win tricks — even without picture cards.

Quest 10

Creating a Trump Suit

Give your longest suit a cape and superpowers.

Quest 12

The Seven Levels

Climb from 1 to 7 — and know what each rung promises.

Quest 13

Partscore & Game

Small bids score a little. Game bids score a lot.

Quest 14

Slam & Grand Slam

Twelve tricks is a slam. Thirteen is the grandest prize of all.

Quest 15

Declare Your Game

You bid a game in spades. Now go and make ten tricks.

Quest 16

Make Your Contract

Win the auction, then win the tricks you promised.

The Road Ahead

Four-player bridge is taught with 2/1 Game Force across four further maps, using hand-crafted deals where the defenders answer automatically.

Map IPlayable

The 2 Player Academy

Trick-taking, trumps, the seven levels, and the history of the game.

  • ·Tricks & Following Suit — Cards, suits, ranks, and how a trick is won.
  • ·Trumps — A trump suit beats everything; the dragon rules the castle.
  • ·The Seven Levels — The book of six, levels 1-7, suit ranking and No Trumps.
  • ·Partscore, Game, Slam — 3NT / 4M / 5m, small slam and grand slam.
  • ·History & Fun Facts — 16th-century origins, the Ace of Spades tax stamp, famous players.

~16 quests

Map IIIn build

The Four Seats

Partnerships, the auction, opening 1-of-a-suit and 1NT.

  • ·Table & Partnership — North-South versus East-West, dealer, rotation, vulnerability.
  • ·Declarer, Dummy & Defenders — Who plays which hand once the auction ends, and the opening lead.
  • ·Valuing a Hand — High-card points, length points, the 12-point opening bar.
  • ·Opening 1 of a Suit — Five-card majors, better minor, 1NT 15-17 balanced.
  • ·Declarer Play: Drawing Trumps — Count the defenders' trumps and pull them before cashing winners.

~5 quests

Complete all 16 Map I quests (0/16) — or buy early passage with diamonds.

Unlock Map II
Map IIIPlanned

The Two-Over-One Road

Responses, the 2/1 game force, and the 1NT forcing bid.

  • ·Simple Responses — Raises, new suits at the one level, and the point ranges behind them.
  • ·The 2/1 Game Force — A two-level response in a new suit promises game values and forces to game.
  • ·1NT Forcing — The catch-all response over a major, and opener's rebids after it.
  • ·Opener's Rebid — Minimum, invitational and strong rebid ladders.
  • ·Declarer Play: The Finesse — Leading toward strength to steal a trick from a missing honour.

~16 quests

Map IVPlanned

The Conventions Court

Stayman, transfers, Blackwood, and competitive bidding.

  • ·Stayman — 2♣ over 1NT, hunting a 4-4 major fit.
  • ·Jacoby Transfers — Putting the strong hand on lead's blind side.
  • ·Blackwood & Slam Tools — 4NT ace-asking, cue bids and when a slam is worth the risk.
  • ·Overcalls, Takeout Doubles & Preempts — Bidding when the opponents open, and stealing their space.
  • ·Declarer Play: Planning the Play — Count winners in NT, count losers in a suit, then choose a line.

~16 quests

Map VPlanned

The Championship Table

Defence, signals, scoring and full authored boards.

  • ·Opening Leads — Fourth highest, top of a sequence, and leading through strength.
  • ·Defensive Signals — Attitude, count and suit-preference signals with partner.
  • ·Scoring — Trick scores, bonuses, penalties, vulnerability and duplicate.
  • ·Championship Boards — Full authored deals: bid the auction, then play it out.

~16 quests