The task of planning in a dynamic and uncertain domain is considerably more challenging than in domains traditionally adopted by classical planning methods. Planning in real situations has to be a knowledge intensive process, particularly since it is not easy to predict all the effects of one’s actions. However, many knowledge based implementations are susceptible to brittleness. Contract bridge offers a domain in which many of the issues involved in real world problems can be addressed without having to make simplifications in representation. Planning in the game of bridge takes us away from the traditional search based methods (like the alpha-beta procedure), which are applicable in complete-information games like chess. In this paper we look at a more flexible use of knowledge structures for planning in bridge.