History of bridge and its evolution with the emergence of new technologies.

There are different types of bridge, all directly derived from whist (a card game widespread in Europe in the 19th century, ancestor of bridge, which later replaced it).

1885: "Biritch"

A game also known as "Russian Whist", appears in England.

1904: Auction bridge.

It develops and replaces whist bridge around 1910.

1925: Contract bridge.

Harold Stirling Vanderbilt writes the rules of contract bridge. Until the Second World War, bridge-plafond was mostly played, but it is contract bridge that drove out all other forms of bridge and is now used everywhere.

1983: Bridge on a local network.

While a student in Canada and passionate about bridge, Thierry d'Herbigny invents bridge game software on a PC (at the time, it weighed about eighty pounds, had no hard drive, and only 5-inch floppy disks!). He deploys his software on the computer network of the Polytechnic School of Montreal.

1987: Online bridge.

Always on the lookout for new technologies, this software is constantly evolving. In the 1980s, the web did not yet exist. But in France, the telematic network was developing and reached millions of users with the rollout of Minitel terminals. Thierry naturally put his game software online so he could share it with other enthusiasts.

2007: Bridge on mobile.

Thierry was the first to create a bridge game accessible by smartphone, presented in preview during a press conference at the International Bridge Festival of Biarritz.

2011: Bridge and its Playmate

Thierry presents his "Playmate" to the staff and journalists of the International Bridge Festival of Deauville, who were very impressed by this innovation. This Playmate is the modern version of the Bridgemate, but also adapted to other games (Poker, Tarot, Belote...) with today’s technologies: smartphone instead of a dedicated box and Wi-Fi network instead of analog radio waves.

2013: Bridge in the age of "big data"

You play with robots that use not only their artificial intelligence but also hundreds of millions of human decisions previously made by real players. In mind games, robots have their limits and none is able to replace the finesse of a human decision. For this reason we adopted the opposite concept: the robots are assisted by humans.
When the software has to make a decision, it searches the database for a human decision that most closely matches the situation it is facing. In fact, over the last thirty years, we have built up a database of hundreds of millions of deals. Thus, a loyal player might see an opponent play a card that he himself played years before. Playing this way is the best means of seriously evaluating your performance, because at no time can your robotic opponents exchange information without your knowledge.

Thierry d'Herbigny

Thierry d'Herbigny
Founder

NST Headquarters

NST
Headquarters

Partner sites:

> HopBelote

> HopTarot