The practice of
Bridge, at least in its primitive form,
pertains to remote ages, with some vestiges dating back
to ancient times.
Bridge is the most
widespread game in the world, and its fans outnumber
those of any other game.
The reason for this is that
Bridge is a universal game, that can be
played by anyone anywhere, using the same language and
technique, without requiring any particular tools except
for the presence of four people and a deck of fifty-two
cards.
A unique case among games, the cards are merely the
necessary instrument to make the moves and do not
constitute a fundamental element of the game. Nowadays,
thanks to modern technology, the game can be played even
without cards, at a distance, through a simple computer
and with the four players sitting in different places.
Bridge is a Hobby, a
Sport and a Culture
A Hobby, because it's a diversion, a game, a way
to enjoy leisure, a playful activity in the fullest
sense of the word.
A Sport because aside from the official
validation of the IOC and beyond the etimological
meaning of the word sport, if for one second we envision
the sport concept not exclusively as a physical activity
of action and movement, we will find in
Bridge all the sport
components: discipline, rigor, ethics, accomplishment,
performance, competition, comparison, toil, diligence,
study, training, exertion, sacrifice, stress.
Bridge constitutes
an irreplaceable gym for the brain, which is precisely
the reason why it has been coined as a mind sport.
All the components of the game, both theoretical and
practical, are based on an absolute matrix of logics,
mathematics and statistics. This demands from its
players to exercise continuous reasoning, to improve
their concentration, synthesis and analysis capabilities,
to deal with constant problems of strategy, and to
increase their memory skills.
It should be noted that during important tournaments
that may last from ten to twelve hours per day for as
much as ten to fifteen consecutive days, stress is not
only psychological as related to fatigue and stamina,
but also physical.
Finally, a Culture, because
Bridge is substantially
socialization and aggregation, its fundamental core is
the partnership, and then the four players.
It is therefore essential to know one's partner, to
establish a partnership, to forego a part of one's
personality to merge with the partner's, to maintain
relations with others, and assimilate new habits,
attitudes, behaviors, different mentalities quite often
pertaining to other countries, traditions and cultures.
Bridge promotes
automatic socialization among people of different
generations, sexes, social, education and cultural
backgrounds and altogether different characteristics.
Bridge is ruled by
ethical and practical standards, the compliance of
which is the main object of the game and, in this sense,
it has significant educational values, especially to the
young.
In this respect, at the time when they are being
trained and shaped for life,
Bridge provides juniors with a substantial
help to improve their analytical and synthetical skills.
Once the necessary assurance is acquired to interpret
and evaluate data, and to formulate and make decisions,
winning strategies in the programming and execution
processes immediately follow, as well as the systematic
awareness to avoid unnecessary risks and make the
choices that offer bigger and better chance of success.
In Bridge they will
find the best conditions to feel strong, decisive and
willing to face life and its multiple and complicated
problems.
Bridge essentially
brings out the best qualities in the young, will help
them serenely accept negative circumstances and
eliminate or rectify whatever stands in the way of their
success.
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