While relatively easy to learn the basic rules of contract bridge, it can take quite some time to master.
Contract bridge is played with the standard 52 card deck, with the cards ranked in the following, descending order: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
In contract bridge, the suits are also ranked for bidding purposes, with Spades (♠) the highest ranked, hearts (
♥) next, followed by diamonds (
♦) and then clubs (♣). Spades and hearts are called the major suits and diamonds and clubs are referred to as minor suits.
Standard contract bridge is always played by four players, with two of the players playing as partners playing against the other two who are also partners. Each player will remain partnered with the same player throughout the entirety of the game.
For variations of Contract Bridge for differing numbers of players, see the Variations section below.
Oftentimes, in this game the partnerships may be pre-arranged, especially amongst regular players. Otherwise, to determine the partnerships and the first dealer, the fully shuffled deck should be fanned out in the center of the table, face down. Each player then draws one card from the deck, but not one of the last four cards at either end of the spread out deck. The two highest ranked cards (see above for ranking of specific cards and suits) play as partners against the two lowest. The player who draws the highest card becomes the dealer for the first hand of the game.
Each player sits at the table directly opposite their partner such that the play will alternate between each partner. In bridge the seats are indicated by the four compass directions, North, South, East and West. Thus, player "North" sits opposite his partner "South" and "East" sits across the table from "West" who plays as his partner. The first dealer generally sits in the North position.
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| North and South will thus play in partnership against the second partnership which consists of the players seated at positions East and West. |
The pack is then shuffled by the player to dealers left and cut by the player to dealers right. The dealer then takes the deck and deals out one card at a time, face down to each player, starting with the player to his immediate left in a clockwise direction. He deals out the entire deck, with each player receiving thirteen cards. The right to deal each hand then passes clockwise around the table, with the next dealer being the player at the current dealers immediate left.
Bidding and the Auction
After each player examines his hand, the Auction begins. The auction begins with the dealer and continues clockwise around the table. On his turn at bidding, a player must make one of the following calls:
- Pass:
A player not wanting to bid, double or redouble, may call "Pass". If the first four calls in the hand are all "pass" the cards are gathered together and the deal passes to the next player with no play or scoring occurring for this deal.
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Bid:
The player, on his turn may make a bid representing a number of odd tricks. These odd tricks bid, are the number of tricks, over 6, that the bidder is contracting to win in the course of this hand. Along with his bid, he also names a specific suit to be the trump suit for the hand. Thus, a bid of three would indicate the player is declaring to win nine tricks in this hand (6 base tricks + bid of 3 = 9 total tricks). A bid can only be made if the bidder names a higher number of tricks than any previous bid or if he names an equal number of tricks to the previous highest bidder but calls a higher ranking suit (see suit ranking above) as the trump suit. A bid may also be made at "No Trump" which indicates the hand will be played with no trump suit at all. A "No Trump" bid outranks all other suited bids of the same number.
- Double:
A player, on his turn to bid, may call "Double" if the last highest bid was made by a member of the opposing partnership. If the original bid that the player called "Double" on becomes the winning bid, that previous bid still determines which player becomes the declarer, the number of odd tricks to be won and the trump suit for the hand, however, all scores and penalties for odd tricks, undertricks and overtricks (see scoring below) are doubled. A "Double" call can be over bid by any legal bid that is higher than the previous, high call (either through a higher number of tricks or a higher trump suit declaration). In this event the double call is canceled, unless the higher bid is also doubled.
- Redouble:
A "Redouble" can only be called if an opponent has called "double" on the current high bid. This current high bid must have been made by your partnership. A redouble again doubles the scoring and penalties for overtricks, undertricks and odd tricks. Similar to a call of "Double", a "Redouble" is overbid by any bid which would normally overcall the originally "Doubled" bid, which then cancels the "redouble" unless, through the bidding the new high bid again becomes redoubled.
The bidding continues clockwise around the table, player by player until three consecutive players call "pass". At this point, the player who made the highest bid is the winner of the bidding and his declaration becomes the contract for the hand for his partnership. The player from that partnership who first named the trump suit (or no trump) called in the winning bid is considered the "declarer" for the hand. Thus, the "winner" of the bidding may not necessarily be the member of the partnership who becomes this declarer. The declarer, who represents his partnership for the hand (see below), then attempts to win the indicated number of odd tricks declared in the winning contract. The suit named in the winning bid becomes the trump suit for the hand. Cards of this trump suit have additional precedence for winning tricks, as described later. If "no trump" was the suit called, then no trump suit is designated for this particular hand which indicates that none of the suits have any specific precedence for this particular round of plays.
Bidding Example |
South | West | North | East |
Pass | 1 ♣ | Pass | 1 ♦ |
Pass | 2 No Trump | Double | Pass |
2 ♠ | 3 ♦ | 3 ♠ | Pass |
Pass | Pass | - | - |
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In this example, the dealer, South declines to start the bidding, with a pass. West bids the minimum bid of one club. North passes and East follows with a bid of one diamond. South passes and West increases the bid to 2 with no trump suit. North responds with a call of Double (whereas West's bid would remain the highest bid, but certain scores for the hand would be doubled). East passes and South, the dealer bids 2 spades which also cancels North's Double (although any player could again double the current high bid). West overcalls this bid with 3 diamonds and North responds with a bid of 3 spades.
East, South and West all pass, thus three spades becomes the winning bid with spades as trump. Since North was the first player of his partnership to declare spades in a bid, he becomes the declarer and plays the hand for his partnership attempting to win a total of 9 or more tricks.
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As bidding is one of the most complex components of the game of Contract Bridge, there are a number of standard bidding methodologies commonly used. These methodologies are generally designed to not only convey some information about your hand (through the various bids) to your partner, but also to complete the bidding (if you are the contract winner) with a bid in suit and number that the partnership can use to win the hand. All bidding techniques to be used by a partnership must be explained and discussed with the opponents before the game, and direct communications about the contents of a players hand are never allowed.
In fact, the major goal in the earlier bids in the round are simply to advertise information about your own hand and request information, through these same bidding conventions, about your partners hand. Before beginning their bidding players will thus evaluate their hands through a number of means, with the Goren point count system being the most commonly used in most social games of bridge. The bidding example above is not intended to so much illustrate anything about the players hands but more to show how the general flow of bidding in contract bridge might proceed.
Gameplay
Once the "declarer" and trump suit (if any) are determined as per the auction (see above) the play of the hand begins. The declarer attempts to win at least as many odd tricks as their final bid while the opposing partnership attempts to win as many tricks as possible in an effort to prevent the declarer from fulfilling the contract.
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The dummy hand should be laid out in an ordered fashion for ease of play by the bidder. |
The defender to the "declarers" immediate left starts by leading to the first trick. He places any card of his choice from his hand face up on the center of the table as the opening lead to the first trick. Immediately after this opening lead is played, the declarers partner must place his hand face up on the table in front of himself, arranged neatly. This hand is called the "dummy". This "dummy" hand is also played by the declarer who plays both his own hand and this face-up hand, in its proper turn. The partner who was the original owner of the "dummy" hand takes no further part in the play of any of the tricks in the hand. The opposing partnership, called the "defenders" play against the "declarer", each playing a card to the trick in their normal turn.
Scoring
A typical score sheet for Bridge has two scoring sections for each partnership, called "above the line" scores and "below the line" scores. Each scoring category, detailed below, is scored in one or the other locations.
- Tricks bid and won:
If the declarer has won the requisite number of tricks (six plus the number of tricks they bid for the winning contract) they score
dependent on number of tricks and trump suit (if any) for the hand, using the following table:
Suit
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Odd tricks Bid and Won
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1 | 2 | 3 | 4 | 5 | 6 | 7 |
Spades(♠)/Hearts(♥) |
30 | 60 | 90 | 120 | 150 | 180 | 210 |
Clubs(♣)/Diamonds(♦) |
20 | 40 | 60 | 80 | 100 | 120 | 140 |
No Trump |
40 | 70 | 100 | 130 | 160 | 190 | 220 |
This score is Doubled if the contract was "doubled" (see bidding section above).
If the contract was "redoubled", the score in the chart should be Quadrupled.
These trick scores are scored "below the line" for the declarers partnership.
- Overtricks:
For every trick won beyond six plus their bid, the declarers partnership scores as follows (these extra tricks are called overtricks):
Suit | Score |
Spades(♠)/Hearts(♥) | 30 |
Clubs(♣)/Diamonds(♦) | 20 |
No Trump | 30 |
If the contract was doubled each of these overtricks, regardless of the trump suit, is scored 100 points. If the partnership winning the deal is vulnerable (see below) they score 200 per overtrick instead.
For a redouble, these tricks are scored at 200 points when not vulnerable and 400 when vulnerable.
All overtrick scores are scored "above the line" for the partnership winning them.
- Undertricks (Scored for Defenders):
If, however the defenders are able to prevent the declarer from winning six plus their bid in odd tricks, they are set and the defenders score as per the following tables for each trick short of their total bid plus six:
Partnership Not Vulnerable |
| First | Additional |
Standard Bid | 50 | 50 |
Doubled Contract | 100 | 200 |
Redoubled Contract | 200 | 400 |
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Partnership Vulnerable |
| First | Additional |
Standard Bid | 100 | 100 |
Doubled Contract | 200 | 300 |
Redoubled Contract | 400 | 600 |
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This score, which is earned by the defending team, is scored "above the line".
- Double/Redouble bonus:
If the declarer is able to fulfill a "doubled" or "redoubled" contract they score 50 points. This score is added in the "above the line" scoring section for the partnership.
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Potential Honor cards if Spades were the trump suit for the hand. |
- Honors:
If any player (including the dummy hand) holds any four of the following cards in the suit chosen as the trump suit for the hand (Ace, King, Queen, Jack, Ten), his partnership earns 100 points, above the line. These five trump cards are called the Honors. If any player holds all five of these honors, his partnership scores 150 points "above the line". If the hand is being played at No Trump, the four aces are considered the Honors and any player holding all four earns a 150 point bonus "above the line".
- Little Slam:
If the declarer is playing a contract to win 6 odd tricks (12 total tricks) and he is able to fulfill the contract he has made a little slam and his partnership earns a bonus of 750 points if vulnerable and 500 if not vulnerable. This score is added in the "above the line" section of the scorecard.
- Grand Slam:
If the declarer has bid for and wins 7 (every trick in the hand) they have completed a grand slam. A grand slam scores 1,500 for the partnership if they are vulnerable and 1,000 if not vulnerable. As in a little slam, this score is added "above the line".
Winning a "Game"
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This sample Contract Bridge Score sheet shows the typical layout and locations for possible scoring areas during the game. The individual sections have been labeled to show where the different scores should be recorded. Notice the separate sections for Above the line, Individual game sections and the Final Score given at the bottom of the sheet. |
When, at the end of any hand, a partnership has scored an accumulated 100 or more points in the "below the line" section of the scorecard, it is said to win a game. When this happens, the score keeper draws a new line beneath the tally for both sides, setting each partnerships "below the line" score back to zero and again beginning to accumulate the "below the line" scores beneath the new line. Scores in this "below the line" section are only possible from bidding and making contracts. A partnership can score the requisite 100 points for a "game" through one or more hands, depending on the number of odd tricks bid for and won and the suit (if any) selected as trump for the hand.
The first partnership to win two "games" in this manner wins a "rubber". The partnership winning the rubber earns a 500 point bonus above the line. If, however, the opposing partnership have not won any games during the rubber, the winning partnership score 700 points instead.
Once one partnership has won the two games, completing the rubber, both sides accumulate all of their scores,
totaling all of their previous below the line and above the line scores. The partnership with the higher grand total is declared the winner of the rubber.
A rubber is usually considered a "complete game" of Contract bridge, with one or more rubbers being played in a contract bridge session.
Being Vulnerable or Not
When a partnership wins it's first game of a rubber, they are considered to be "vulnerable". Before that time they are considered not vulnerable. Being vulnerable dramatically increases the scoring and possible penalties for a partnership (see scoring section above).