Learn Bridge
Learn bridge today!
Four friends + a standard deck of cards = the best game you’ll ever play. Bridge!
Each deal in bridge is its own mini-adventure. You get to speak in and decipher coded language to determine if you will defend or attack. It’s North-South vs. East-West. And in the end someone will pay! (In points anyway).
The Basics
Bridge is played with a standard 52-card deck (no jokers)
There are four suits in the deck – spades, hearts, diamonds and clubs. That order is important because the suits are ranked in bridge. Spades are the most valuable part of the deck, then hearts, then diamonds and finally clubs, which are least valuable.
Just as the suits are ranked, the cards within a suit are also ranked. The card with the highest rank is the Ace, followed by the “face cards” (King, Queen, Jack). These four cards together are called the “honor cards.”
After the honor cards come the number cards. These are pretty easy to sort – just 10 to 2 in numerical order.
Clinically defined, in bridge, a trick is:
Four cards played in rotation after a card has been led by the player whose turn it was to lead (i.e., play first).
To put it a little more simply, the first card played in a trick is called a “lead”. Each player going clockwise from the “leader” then plays a card to the trick. The rules of the game require you to play a card in the same suit as the led suit if you can. (This is called “following suit.”). Someone’s card will outrank everyone else’s, and that card wins the trick for the partnership (N-S or E-W).
There are 13 tricks up for grabs in a game of bridge. The placement of the played card after the trick will allow you to keep track of how many tricks you won or lost.
At the completion of a trick each player will place their card face down on the table in front of themself. The cards are placed either horizontally or vertically. If your side wins the trick, the card is placed vertically (“pointing” towards you and your partner). If your side loses the trick, the card is placed horizontally (“pointing” towards the opponents).
One last thing about tricks before moving on to the auction. There is a base number of tricks automatically built into a bid. That base is six tricks and is called the “book”.
There are three ways to win a trick:
1. The player who plays the highest card in the suit initially led wins.
2. The player who is out of cards in the suit led plays the highest (or only) trump to beat (a.k.a., “ruff”) that suit.
3. The player who has established a suit by repeated leads has the only card remaining in that suit wins.
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The auction determines the “goal” (contract) for each deal in bridge. The auction is the bidding sequence of the players at the table. And bidding is the language of bridge.
Unlike most languages, bidding only has a few words, the basics are easy to learn, and you’ll be able to have conversations with your partner right away. Some conversations with your partner will be short, sweet and to the point. Some will be longer, full of questions that can lead to clarity or could possibly be misunderstood. Misunderstandings at the bridge table often lead to hilarious stories after the game. Either way a game of bridge is always fun.
How it works:
The auction is made up of both bids and calls.
Bids are composed of a number (1-7) and a suit (Notrump, ♠, ♥, ♦, ♣).
Calls are Pass, Double and Redouble.
Bids must be made according to the hierarchy of suits: clubs, diamonds, hearts, spades and finally notrump.
If 1♣ is the opening bid, the next hand to bid must bid at least 1♦, the next hand at least 1♥ and so on. If dealer were to open 1♠, the next bid would have to be 1NT or 2♣, 2♦ or 2♥.
The dealer makes the first call, either a pass or a bid.
The auction proceeds clockwise until it is ended by three successiveplayers saying “Pass.”
The bid preceding the three passes is the final contract.
Jim bids 1♥, Robert passes, Iris bids 1♠, Sue passes, Jim bids 2♠, Robert passes again, Iris bids 4♠, Sue passes again as do Jim and Robert. The Auction is over, and the contract is 4♠. Jim and Iris have contracted to take 10 tricks with spades as trump.
Here is a visual representation of the bidding from above. You will see these diagrams often on your bridge journey.
WEST (SUE) | NORTH (JIM) | EAST (ROBERT) | SOUTH (IRIS) |
1♥ | PASS | 1♠ | |
PASS | 2♠ | PASS | 4♠ |
PASS | PASS | PASS |
Get a feel for the table with Just Declare – infinite deals, no bidding
You’ve dealt, sorted your hand, counted your HCP, and bid to a final contract. Now you get to play the hand. Get ready to take some tricks! One side will try to fulfill the contract; the other will try to stop them from reaching that goal.
Who’s Who and Play of the Hand
When the auction ends, each player takes on a specific role. The pair trying to make the contract are the declaring side, the pair trying to “set” the contract are the defenders.
On the declaring side are the declarer and the dummy. The declarer is the player who first bid the denomination of the final bid. The declarer decides what card is played from their hand and the dummy hand (partner’s hand).
The player to the left of the declarer is the opening leader. They get to play the first card of the first trick.
Immediately following the opening lead, the dummy will put all their cards on the table face up and sorted by suit (when playing in a trump contract, the trump suit is placed on dummy’s right). The declarer will “call” the card that dummy will play each time it is dummy’s turn in the rotation. The dummy is silent and may only play the card called.
Once all four cards have been played to the first trick, the winner of the trick gets to make the lead to the next trick. This will be the case for each trick in the deal. You win the trick, you lead to the next trick.
After all 13 tricks have been played, the only thing left to do is record the score.
Scoring
So how did you do? When discussing bridge scores they are generally referred to in terms of plus and minus. Bridge scoring can be a lot to take in at first and is not something to spend much time on at the beginning of the learning process.
There are two main categories of bridge scoring: duplicate and rubber scoring. While based upon the same basic elements of scoring, they differ in how the elements are applied to individual deals and in how these are then totaled. Rubber/Chicago (social) bridge is heavily dependent on plus scores. In the world of duplicate, -50 could be the winning ticket.
There are two levels of scoring, partscores and bonus levels which include games and slams.
Certain calls in the auction and vulnerability also affect score values.
Vulnerability
The condition of being subject to greater undertrick penalties and eligible to receive greater premiums as provided by the scoring table. In rubber bridge, vulnerability comes about by having won one game toward rubber. In duplicate bridge, vulnerability is arbitrarily assigned by board numbers.
Double
A call that increases the scoring value of odd tricks or undertricks of an opponent’s bid. A double can be made only over the opponent’s last bid with only passes intervening.
Redouble
A call that increases the scoring value of odd tricks or undertricks of your partnership’s bid following a double by the opponents of your partnership’s bid. A redouble can be made only after an opponent doubles and only when the intervening calls were passes.
For a more in-depth discussion on types of scoring, use the buttons below. Too much to think about? Try our Instant Scorer.
Duplicate Scoring Overview
At duplicate bridge (where every table plays the same deals), every deal is scored separately and no part scores are carried forward.
Remember that your final contract refers to the number of tricks the partnership is willing to commit to over the book of six. 1 is a commitment to take 6 + 1 = 7 tricks.
You earn 40 points for the first notrump trick scored and 30 points thereafter; 30 points for each spade and heart trick; 20 points for each club and diamond trick.
Trick values double in doubled contracts and are doubled again for redoubled contracts.
Examples:
- If we bid 2 in a major suit and make 4 (10 tricks) we score 170 (60 for 2 bid and made, 60 for two overtricks and 50 for the part score).
- If we bid 4 in a major suit and make it when we are not vulnerable we score 420 (120 for the contract and 300 for the game).
- If we bid 4 in a major suit and make it when we are vulnerable we score 620 (120 for the contract plus 500 for the game).
Whenever one side scores a slam, or a game, or a partscore, the side collects, in addition to the trick score, an immediate bonus. For instance:
- For making a vulnerable grand slam 1,500
- For making a non-vulnerable grand slam 1,000
- For making a vulnerable small slam 750
- For making a non-vulnerable small slam 500
- For making a vulnerable game 500
- For making a non-vulnerable game 300
- For making a partscore 50
- For making a doubled contract 50
- For making a redoubled contract 100
If the declaring side makes one or more overtricks, the side collects per overtrick:
- For an undoubled contract, non-vulnerable Trick Value
- For a doubled contract, non-vulnerable 100
- For a redoubled contract, non-vulnerable 200
- For an undoubled contract, vulnerable Trick Value
- For a doubled contract, vulnerable 200
- For a redoubled contract, vulnerable 400
When the contract is defeated, the opponents collect:
- For each non-vulnerable trick 50
- For each vulnerable trick 100
- Not vulnerable doubled 100,300,500 for down 1, 2 and 3 (300 more for each additional trick)
- Vulnerable doubled 200,500,800 for down 1, 2 and 3 (300 more for each additional trick)
- Not vulnerable redoubled 200, 600, 1000 for down 1, 2 and 3 (600 more for each additional trick) Vulnerable redoubled 400, 1000, 1600 for down 1, 2 and 3 (600 more for each additional trick)
These scores, of course, are not yet the final scores. They have yet to be compared with the scores achieved by other people who have played the same cards. The method of doing this comparison varies according to what kind of duplicate is being played.
Matchpoint Scoring
This is the game most usually played by pairs in bridge clubs and tournaments.
Generally, you play two or three boards at a table—this is called a round—and then one pair moves to another table and plays other boards against other opponents.
Scores for each hand, or board, are recorded and given to the director to tally the results of the entire game. Each pair has a number to identify them and this must also be entered on the scoresheet to show whose result it is. At the end of the whole session, each pair is awarded 1 matchpoint for each pair who scored worse than them on a board, and 1/2 matchpoint for each pair who scored equally. The scoring now is simplified by a program called ACBLscore developed by the ACBL and used internationally.
A completed scoresheet might look like this:
Board No. 1
PAIR NO. | NORTH-SOUTH | MATCHPOINTS | ||||||
NS | EW | Contract | By | Tricks | Plus | Minus | NS | EW |
1 | 8 | 4S | N | 10 | 420 | 2.5 | 3.5 | |
2 | 13 | 3NT | S | 10 | 430 | 4 | 2 | |
3 | 11 | 5C* | E | 8 | 500 | 6 | 0 | |
4 | 9 | 4S | N | 10 | 420 | 2.5 | 3.5 | |
5 | 14 | 4S | N | 11 | 450 | 5 | 1 | |
6 | 12 | 5S | N | 10 | 50 | 0 | 6 | |
7 | 10 | 3S | N | 10 | 170 | 1 | 5 |
Then the total matchpoints scored by each pair over all the boards are calculated. This is generally converted to a percentage, for each pair, of the points they scored compared to the theoretical maximum. This gives a fair comparison between pairs who have played different numbers of boards.
International Match Point Scoring (IMP)
Team play has become popular in clubs and tournaments. Two members of your team, playing as a partnership, sit North-South at one table. Two other members of your team, also playing as a partnership, sit East-West at a different table. The two pairs from the opposing team fill the empty spots at the two tables. During the course of the match, exactly the same boards are played at both tables.
Each player should have a score card to record the score on each board. The card has a row for each board. The beginning of North’s card from table 1, when completed, might look like this:
BOARD | FINAL | SCORE | IMPS | ||||
Deal # | Vul | Contract | By | Plus | Minus | Plus | Minus |
N 1 | – | 4S | S | 420 | |||
E 2 | NS | 5D* | W | 500 | |||
S 3 | EW | 3NT | W | 690 | |||
W 4 | All | 2H | N | 140 |
Note that the scoring for actual contract is the same as in duplicate scoring. What will change is how the scores at both tables are compared.
In the contract column 5D* (diamonds) means 5D doubled. The “By” column shows who was declarer. The score is recorded from North’s point of view, so when West goes down in 5D, it is positive. The International Matchpoints (IMPs) can be filled in only when this card is compared with one from the other room. Suppose that our teammate East at the other table has a card like this:
BOARD | FINAL | SCORE | IMPS | ||||
Deal # | Vul | Contract | By | Plus | Minus | Plus | Minus |
N 1 | – | 4S | S | 450 | |||
E 2 | NS | 4H | N | 620 | |||
S 3 | EW | 6NT | W | 1440 | |||
W 4 | All | 4H | N | 100 |
Now the differences can be converted to IMPs for the team. The following standard International Matchpoint Scale is used:
POINT DIFFERENCE | IMPS |
0 – 10 | 0 |
20 – 40 | 1 |
50 – 80 | 2 |
90 – 120 | 3 |
130 – 160 | 4 |
170 – 210 | 5 |
220 – 260 | 6 |
270 – 310 | 7 |
320 – 360 | 8 |
370 – 420 | 9 |
430 – 490 | 10 |
500 – 590 | 11 |
600 – 740 | 12 |
750 – 890 | 13 |
900 – 1090 | 14 |
1100 – 1290 | 15 |
1300 – 1490 | 16 |
1500 – 1740 | 17 |
1750 – 1990 | 18 |
2000 – 2240 | 19 |
2250 – 2490 | 20 |
2500 – 2990 | 21 |
3000 – 3490 | 22 |
3500 – 3990 | 23 |
4000 or more | 24 |
So in the example, on the first board the difference between the two tables was 30 against us, and we lose 1 IMP. On the second board we lose 3 IMPs. Although our North-South pair defeated West’s 5, with the same cards our East-West pair allowed North to play and make 4. On board 3, where we bid the small slam while they stopped in game, we gain 13 IMPs for a 750-point difference. On board 4 both Norths made nine tricks in hearts, but we gain 6 IMPs because our North-South pair just bid 2 rather than 4. Overall we are 15 IMPs ahead on those four boards.
At the end of the match, the result is the difference in IMPs between the teams. Sometimes there is then a further conversion of this margin into a match result, in which some fixed number of victory points is apportioned between the teams. There is no standard conversion table, but here is an example table for a 24-board match:
IMP DIFFERENCE | VICTORY POINTS |
0 – 2 | 10 – 10 |
3 – 6 | 11 – 9 |
7 – 11 | 12 – 8 |
12 – 16 | 13 – 7 |
17 – 21 | 14 – 6 |
22 – 27 | 15 – 5 |
28 – 33 | 16 – 4 |
34 – 39 | 17 – 3 |
40 – 46 | 18 – 2 |
47 – 54 | 19 – 1 |
55 or more | 20 – 0 |
In the example, if we were still 13 IMPs ahead having played 24 boards, using this table we would win the match 13-7. If the match was part of some larger competition, such as a league, then we would score 13 victory points and our opponents would score 7.
Duplicate Bridge
Duplicate bridge is the term applied to the playing of the same deal of cards by more than one table of players. Scoring of duplicate bridge is based on your performance against the field. In this way, every hand, whether strong or weak, is played in competition with others playing identical cards, and the element of skill is heightened while that of chance is reduced.
There are different tactics for the differnt types of scoring (Matchpoints, IMPs).
What to expect at your first Duplicate Game
You may want to start in a newcomer game (meaning new to duplicate, not necessarily new to bridge). Most clubs and tournaments have games especially for new and intermediate players. Many other games are “stratified” so that your scores are compared only to others at your level.
Before your first trip to a club or tournament, you may want to call ahead. Let your club manager know that you’re about to play in your first duplicate game. They will be thrilled and encouraging! If you don’t already have a partner, ask the manager or director to find one for you. If you are looking for a tournament partner, you’ll find that many sectionals and regionals and all national tournaments have a partnership desk onsite, staffed by volunteers whose mission it is to make compatible bridge matches.
Your first club game is like your first day at a new school. You walk through the door and find that everyone knows one another. Don’t hesitate to tell the others you’re a newcomer. You’ll find many players eager to show you the ropes.
Find the person selling entries. The cost for a club game varies, but is usually about the same as a movie ticket. You’ll probably want an East–West entry so that you don’t have to keep the official score (that’s the job for the player sitting North). The entry will show your direction and table number.
The Convention Card
Before you play, you and your partner should fill out a convention card. A convention card shows your general approach to bidding (aggressive, conservative, traditional, scientific, etc.) and goes into some detail about your offensive and defensive bidding methods. The form also includes sections about your defensive carding agreements — your opening leads and signals. (You can find convention cards and tips for filling them out under the learning toold button on this page)
The card serves two purposes. One, it tells your opponents what you play. Your opponents are the only people allowed to look at your card during the game (though most bridge clubs are somewhat lenient about this rule for the new player). Two, making out a card allows you and your partner to get your understandings straight.
Alerts and Announcements
At first sight, the convention card can be intimidating. Don’t worry yet about filling it out in detail. You’ll see it already has common conventions, such as Stayman and Blackwood. Dozens of other conventions have been invented to describe various hands, and you’ll discover some you will enjoy using.
Unusual conventions are shown in red on the card. Your opponents will “Alert” them by saying the word or using the “Alert” card in the bidding box. You may ask for an explanation when it is your turn to call.
Bids shown in blue require an “Announcement.” For example, when your partner opens 1NT, you “Announce” to your opponents you’re agreed notrump range. A standard 1NT opening is 15–17 or 16–18 high-card points; some pairs use more unusual methods.
Bidding boxes
In bridge parlance, any time you speak or pull a card from your bidding box, you are going to be making a call. Even in an informal game, your vocabulary is limited to fifteen words:
- Pass
- Double
- Redouble
- One – Seven
- Club
- Diamond
- Heart
- Spade
- Notrump
Most games use bidding boxes filled with cards designating every possible call. The director or one of your opponents will show you how to use the box. The cards provide an instant review of the bidding and eliminate the possibility of mishearing an auction.
Shuffle, deal and play
You’ve found your table and greeted your opponents. The director will place duplicate boards on your table and ask you to shuffle and deal the cards. Instead of dealing them to a player, deal them in front of you and insert each hand into one of the slots in the boards. Cards are dealt for the first round only. No more shuffling!
To keep each deal intact for the next round, place each card face down in front of you on the table, pointing toward your partner if you win the trick, toward the opponents if you lose the trick.
As declarer, you will tell your partner which card to play from dummy instead of pulling the card yourself.
As more clubs and tournaments gain access to dealing machines, the boards are mechanically shuffled and dealt in advance. The director will distribute these boards saying, “Ready to play.” Do not reshuffle these boards.
Just pick up your hand, noting from the board instructions who is dealer, and play bridge. If your club is using predealt boards, hand records will generally be available after the game.
Get into the habit of making your opening lead face down. This helps prevent irregularities such as leading when it is not your turn to do so and allows questions about the auction and any Alerts to be answered.
Recording the score
Many clubs have invested in electronic scoring devices. The devices look like oversized calculators. There is one on each table.
After the auction, North enters the contract and, when play of the hand is complete, enters the result and offers the device to one of the opponents to verify. After the opponent agrees to the score, it is transmitted directly to the director’s computer. When the final score of the session is entered, the complete results are available for printout.
If your club scores manually, using pick-up slips or travelers, North enters the contract and the result, and East-West approves it.
Director, Please!
How did you do?