Learn bridge at the table. Then play it.
Bridge Club plays a standard American system: five-card majors, 15–17 notrump, Stayman and transfers, weak twos, Blackwood. The robots never look at your cards. Everything stays on this device.
Bridge is the best card game there is, and the hardest to start. Books explain it in the wrong order, apps assume you already know, and a real table has three people waiting on you. Bridge Club puts the table first: every chapter happens on it, every drill deals a fresh hand, and every bid and every card gets a reason.
The three robots play a plain American system: five-card majors, a 15–17 notrump, Stayman, transfers, weak twos and Blackwood. Early in a hand they play by the textbook. From the middle of the hand they look ahead: they deal the unseen cards many ways, consistent with the bidding and what has already been played, and pick the card that wins the most tricks across those layouts. They never see your cards.
The kibitzer is the person who used to sit behind you at the club and whisper. Turn them off when you want silence.
Everything runs on this device. No account, no server, nothing leaves. A concept build by Antfarm, October 2026: the same engine can carry a branded deck, a club or school edition, or a tournament mode.