In the game of bridge mathematical probabilities play a significant role. Different declarer play strategies lead to success depending on the distribution of opponent's cards. To decide which strategy has highest likelihood of success, the declarer needs to have at least an elementary knowledge of probabilities.
The tables below specify the various prior probabilities, i.e. the probabilities in the absence of any further information. During bidding and play, more information about the hands becomes available, allowing players to improve their probability estimates.
This table represents the different ways that two to eight particular cards may be distributed, or may lie or split, between two unknown 13-card hands (before the bidding and play, or a priori).
The table also shows the number of combinations of particular cards that match any numerical split and the probabilities for each combination.
These probabilities follow directly from the law of Vacant Places.
High card points (HCP) are usually counted using the Milton Work scale of 4/3/2/1 points for each Ace/King/Queen/Jack respectively. The a priori probabilities that a given hand contains no more than a specified number of HCP is given in the table below. To find the likelihood of a certain point range, one simply subtracts the two relevant cumulative probabilities. So, the likelihood of being dealt a 12-19 HCP hand (ranges inclusive) is the probability of having at most 19 HCP minus the probability of having at most 11 HCP, or: 0.9855 − 0.6518 = 0.3337.
A hand pattern denotes the distribution of the thirteen cards in a hand over the four suits. In total 39 hand patterns are possible, but only 13 of them have an a priori probability exceeding 1%. The most likely pattern is the 4-4-3-2 pattern consisting of two four-card suits, a three-card suit and a doubleton.
Note that the hand pattern leaves unspecified which particular suits contain the indicated lengths. For a 4-4-3-2 pattern, one needs to specify which suit contains the three-card and which suit contains the doubleton in order to identify the length in each of the four suits. There are four possibilities to first identify the three-card suit and three possibilities to next identify the doubleton. Hence, the number of suit permutations of the 4-4-3-2 pattern is twelve. Or, stated differently, in total there are twelve ways a 4-4-3-2 pattern can be mapped onto the four suits.