Why a Bridge hand evaluator?
Most online evaluators stop at 4-3-3-3 = balanced. We add distribution points and suit-quality so you can practice the modern "losing-trick count" approach used in most ACBL curricula.
Bridge, Solitaire, Spades and Rummy are the kind of games where a single bad move can ruin a hand. The tools here tell you what experienced players would do at that exact moment — without taking over the game for you.
Beyond raw HCP, the tool also gives distribution points for shortness, a "balanced or unbalanced" verdict, and the suit-quality (top cards) used in modern bidding theory. The output flags "4-4-4-1" hands — which look balanced but are usually notrump-unfriendly.
Reads your tableau (7 piles, top cards) and recommends the move with the highest expected progress. It does not auto-play — you stay in control. The advice is grounded in classic Klondike heuristics: uncover buried cards, expose red 7s on black 6s, keep one black king as a "magnet" for the late game.
Bid suggestions account for bag risk: going over your bid is fine, but every bag = 100 points off later. The helper shows a recommended bid and the "blind nil" check (only sensible with a 4-of-a-kind or better in many casual rooms). Use it to sanity-check your instinct, not replace it.
Detects sets (same rank, different suits) and runs (consecutive ranks, same suit) in your hand and tells you which card to discard for the fastest win. The algorithm is recursive: it tries every grouping and keeps the one with the fewest deadwood cards.
Four classic helpers sit on this page, and each one answers a different question: what is my bridge hand worth, which solitaire move unblocks the tableau, what should I bid in spades, and where are my rummy melds. They are deliberately small, so the fastest way to get a wrong answer is to feed them the wrong shape of data and then trust the number. This usage guide walks through each tool step-by-step, shows the manual reasoning behind the output, and lists the common mistakes that make these helpers look smarter than they are. Read it once, then use each tool as a second opinion rather than an authority.
① Bridge Hand Evaluator — the reading order
② Klondike Move Advisor — what it actually checks
③ Spades Bidding Helper — the three inputs
④ Rummy Meld Detector — sets, runs and deadwood
Pick the decision you are facing, then open only the matching box. Bridge: type the hand, read honour count, distribution and verdict in that order. Klondike: enter seven top cards, then check the waste toggle before you trust a no-move message. Spades: count suits and high cards, confirm thirteen cards, then compare the suggested bid against your own read. Rummy: type the hand in discard order, read the melds, then read the deadwood list. None of them stores anything, so keep your own notes as you go.
The classic error is treating the total as a bidding range: the tool adds distribution points to honour points, and distribution points describe shape, not strength you can bid on their own. The second error is trusting the 4-4-3-1 warning as a rule. The third is assuming every notation is counted: it credits A, K, Q and J only, and every other character is filler that quietly shifts the suit length. Check the printed distribution string against your own cards before you act on the verdict.
Because it is a one-move heuristic, not a solver. It only sees the seven exposed top cards, it does not read face-down cards, it does not evaluate the foundation build, and it does not search ahead to see whether a move makes a later move impossible. It will happily suggest a legal descending placement that leads nowhere. Treat the suggestion as a sanity check on your own move, and if you want a real win-rate figure use a dedicated Klondike solver instead.
This page is for analysis, not for rules authority. Card lists, product contents, prices and legality differ by product and by region, and house rules differ by table, so check the official publisher or the governing rules body for your exact game. The helpers do not score duplicate bridge, do not implement rummy variants such as gin or 500 rummy, do not model bag penalties or dealer variations in spades, and offer no guarantee of any outcome. When the official rulebook and the tool disagree, the rulebook wins.
Scope and limits: every calculation runs in your browser and no input is uploaded, but the heuristics are deliberately simple and their accuracy is limited by what you type in. Card data, product contents and rule variations change over time and differ by region and by publisher, so confirm legality, scoring and any house rules with the official source before playing for stakes.
Most online evaluators stop at 4-3-3-3 = balanced. We add distribution points and suit-quality so you can practice the modern "losing-trick count" approach used in most ACBL curricula.
Microsoft Solitaire's win-rate is ~43%. Our advisor suggests the textbook move; it cannot promise you a win. Don't blame us when you lose — blame variance.
"Aggressive" bidders take more bags. The calculator gives a baseline; your table style matters as much as the math.
Gin, 500 Rummy, Rummy 5000 all have slightly different rules. We follow the most common "10-card, 1 round, sets + runs" variant. Tell us if your table plays a different rule and we'll add a flag.