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Traditional card games

Bridge

players
4
minutes
90
years
12+

In the box

1 52-card deck

Official rules (PDF, federation's site)

Box details
Origin
Traditional game, with no specific designer or publisher
Mechanics
Communication LimitsHand ManagementPredictive BidTeam-BasedTrick-taking

score sheets for this game →

Where to buy it

Near you

In a shop

Within 50 km.

The basics

Four players in two teams of two, partners facing each other, share a 52-card deck. The bidding sets the contract, that is the trump suit and the number of tricks beyond six, then the declarer’s partner lays down their hand as dummy, and the thirteen tricks are played. A contract made scores for the declarer, a contract defeated for the defence; in duplicate, results are compared between tables, in rubber the game is the best of three games.

Never played? Aim of the game and full rulesStep by step, with examples, for a first game.

The rules, step by step

Setup

4 players, Partners face to face, 52 cards dealt
  • Four players, partners sitting opposite each other, named after the points of the compass.
  • A 52-card deck, dealt out in full.

How to play

Bidding, Dummy lays down hand, 13 tricks
  • Bidding (the auction): each player bids a higher and higher contract, or passes.
  • The winning contract determines the declarer, the trump suit and the number of tricks to make.
  • The declarer's partner becomes dummy: they lay their hand face up and take no part in the play.
  • The thirteen tricks are then played.

Scoring

Tricks above 6, 3 Hearts: 9 tricks, Defeated: defence scores
  • A contract states the number of tricks above six: 3 Hearts means nine tricks.
  • Contract made: trick points according to the suit, plus the overtricks and bonuses (duplicate scoring, detailed below).
  • Contract defeated: the defenders score, more if the contract was doubled and if the declaring side was vulnerable.

End of the game

Duplicate: fixed deals, Rubber: best of 3
  • In duplicate, a fixed number of boards is played and results are compared between tables.
  • In rubber bridge, the game is played as best of three games.

House rules and pitfalls

Mini-bridge does away with the bidding: the declarer is the player with the most high card points…
  • Mini-bridge does away with the bidding: the declarer is the player with the most high card points, counting ace 4, king 3, queen 2, jack 1.
never played?Aim of the game and full rules9 chapters · about 5 min read

Object of the game

Bridge is played by four, in two partnerships sitting opposite each other: North and South against East and West. Each deal is played in two stages. First the auction, where the partnerships compete to commit to a number of tricks, with the trump suit of their choice; the side that bids highest wins the contract. Then the play of the hand: that side must make the contract, while the other side tries to defeat it.

Equipment

A 52-card deck, a score sheet, four players. At a club, bidding boxes are used; at home, bids are spoken aloud.

Getting started: mini-bridge

Full bridge is best learnt in two stages. Mini-bridge keeps all of the card play and replaces the bidding with a simple count:

  1. Each player counts their high card points: Ace 4, King 3, Queen 2, Jack 1. There are 40 in the deck.
  2. Each player announces their total. The partnership with the most becomes the declaring side; the player on that side with the most points is declarer.
  3. Their partner lays their hand face up (they become dummy, see below). Declarer, having seen it, chooses trumps (or "no trumps") and whether to aim for game.

The thirteen tricks are then played as in bridge. A few deals are enough to grasp the essentials.

Card and suit ranking

In each suit: Ace, King, Queen, Jack, 10… 2. For bidding, the suits have a rank, from lowest to highest: clubs, diamonds, hearts, spades, then no trumps (NT). Clubs and diamonds are the minor suits, hearts and spades the majors.

The auction

The dealer speaks first, then each player in turn clockwise.

  1. A bid consists of a level (from 1 to 7) and a denomination (a suit or NT). The level says how many tricks you undertake to make above six: "3 hearts" undertakes 6 + 3 = 9 tricks with hearts as trumps.
  2. Each bid must be higher than the previous one: either a higher level, or the same level in a higher denomination. After "2 hearts", you may say "2 spades", "2 NT" or "3 clubs", but not "2 diamonds".
  3. You may also pass, double an opponent's bid (it will then score or cost double) or redouble an opponent's double.
  4. The auction ends after three passes in a row. The last bid is the contract. If all four players pass straight away, the cards are redealt.
  5. The declarer is the player, on the side that won the contract, who first named the contract's denomination.

for example

North opens "1 heart". East passes. South says "3 hearts". West passes, North says "4 hearts", then three passes. Contract: 4 hearts, that is 10 tricks with hearts as trumps. North, who named hearts first, is declarer.

Dummy and the play

  1. The player to the declarer's left plays the first card, the opening lead.
  2. The declarer's partner then lays their thirteen cards face up, sorted by suit: this is dummy. They take no further part; the declarer chooses dummy's cards for them.
  3. The thirteen tricks are played as in whist: you must follow suit; if you cannot, you may ruff with a trump or discard. The trick goes to the highest trump, or failing that to the highest card of the suit led.
  4. The winner of a trick leads to the next one: if it is dummy, the declarer plays a card from dummy.

Scoring

If the contract is made, the declaring side scores the tricks bid:

  • in clubs or diamonds: 20 points per trick above six;
  • in hearts or spades: 30 points per trick;
  • in no trumps: 40 for the first trick, 30 for each one after.

If these points reach 100, the contract is a game and earns a bonus of 300 points (500 if the side is "vulnerable"); otherwise it is a part-score, with a bonus of 50. The most common game contracts: 3 NT, 4 hearts, 4 spades, 5 clubs, 5 diamonds. Making 12 tricks bid (small slam) adds 500 points (750 vulnerable); 13 tricks (grand slam) 1000 (1500). Each trick made beyond the contract (overtrick) scores its value.

These game and part-score bonuses are those of duplicate. In rubber bridge, there is no bonus on each contract: trick points add up to 100 to make a game, and the side that wins two games earns a rubber bonus of 700 points (500 if the opponents have won one); slams and penalties stay the same.

If the contract is defeated, the defenders score: 50 points per undertrick (100 if the declarer is vulnerable). Doubling a contract doubles the stakes, and the penalties climb fast; full scoring tables give the details.

for example

At duplicate, North-South make 4 hearts, not vulnerable, with 11 tricks. They score 4 × 30 = 120, plus 300 for game, plus 30 for the overtrick: 450 points.

Vulnerability and the end of the game

In club bridge (duplicate), vulnerability is set in advance for each board, and your result is compared with those of the other tables that played the same cards. At home, you play rubber bridge: a side becomes vulnerable as soon as it has won a game, and the rubber ends when a side has won two games, which earns it a bonus.

Tips for beginners

  • With 12 high card points or more, open the bidding. Between the two partners, you need about 25 for game, 33 for a small slam.
  • Prefer contracts in a major (hearts, spades) or in no trumps: game needs fewer tricks there than in a minor.
  • Before playing the first card from dummy, the declarer counts their sure tricks and the ones still missing: this is the habit that separates a beginner from a player.
  • Mini-bridge, then a club: bridge is best learnt at the table, and almost every club offers beginners' lessons.

Going further

Variants · Frequently asked questions · In the same family

Variants

Format

  • Duplicate

    The same deals are played at every table.

  • Rubber

    Home format, first to win two games.

  • Chicago

    Four deals with preset vulnerability.

  • Mini-bridge

    No bidding: declarer is chosen by high-card points.

choose them when you start a game: the scorer adapts

Frequently asked questions

How does the bidding work?

Each player in turn bids a contract (a number of tricks above six, and a trump suit) or passes. The last bid that is not overcalled becomes the contract to be made.

What is dummy?

The declarer's partner lays their hand face up on the table: this is "dummy". The declarer then plays both hands, their own and dummy's.

How is the score kept?

According to whether the contract is made or defeated, with bonuses for part-scores, games and slams. The scoring table is dense: the score rewards boldness that is well judged.

What is the difference between rubber bridge and duplicate?

In rubber bridge, you play the deals as they fall. In duplicate (tournament play), every table plays the same hands and results are compared: the luck of the deal disappears.

Must you always follow suit?

Yes, as in any trick-taking game: you follow the suit led if you can, otherwise you ruff with a trump or discard. Communication goes through the bidding, never through talking.

In the same family

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