How to Play Contract Bridge

Bridge has a reputation for being difficult, but the rules themselves fit on a few pages. What takes a lifetime is getting good at it, and that is half the fun. If you have ever played Whist, Spades or Pinochle, you already know how tricks work. Bridge adds one big idea: before the cards are played, the two partnerships hold an auction to decide how many tricks one side promises to take, and which suit will be trump.

These are the rules our free online Bridge game uses. Where people commonly play differently, we say so, and the rule variations page covers those in more detail.

The Players and the Cards

Bridge is for four players in two partnerships. Partners sit opposite each other. Players are named after the points of the compass: North and South are partners against East and West. In our game you are South and your computer partner is North.

A standard 52-card deck is used, with no jokers. Aces are high: the order in each suit is A, K, Q, J, 10, 9 down to 2. The dealer deals all the cards one at a time, clockwise, starting with the player on the left, so everyone gets 13. The deal moves one seat to the left after every hand.

Counting Your Points

Before you bid, you need a way to judge your hand. Almost everyone uses high-card points:

CardPoints
Ace4
King3
Queen2
Jack1

There are 40 points in the deck, so an average hand has 10. Long suits are worth something too: many players add one point for every card over four in a suit. A useful guide is that a partnership with about 25 points between them can usually take nine or ten tricks, and about 33 points will take twelve. Our game shows your points at all times while you bid.

The Bidding (the Auction)

The dealer speaks first, then each player in turn clockwise. On your turn you make one call:

Every bid must be higher than the one before it. A higher number always beats a lower one. With the same number, the denominations rank, from lowest to highest: clubs ♣, diamonds ♦, hearts ♥, spades ♠, notrump. So after 1♥, you could bid 1♠ or 1NT, but to bid diamonds you would need 2♦. Hearts and spades are called the major suits; clubs and diamonds are the minors.

The auction ends when three players pass in a row after a bid. The last bid becomes the contract, doubled or redoubled if that was the last thing said about it. If all four players pass without anyone bidding, the hand is "passed out": the cards are thrown in and dealt again.

Worked example: an auction

You are dealer. The bidding goes:

WestNorthEastSouth (you)
1♠
2♦2♠Pass4♠
PassPassPass

You open 1♠, West bids diamonds, North supports your spades and you jump to game. Three passes follow, so the contract is 4♠: your side must take 10 tricks with spades as trump.

Declarer, Dummy and the Opening Lead

The declarer is the player of the winning side who first named the suit (or notrump) of the final contract. In the example above you bid spades first, so you are declarer even though North also bid spades.

The player on the declarer's left makes the opening lead. Then the declarer's partner lays all 13 cards face up on the table, sorted by suit. This hand is the dummy. From then on the declarer plays both hands: their own and the dummy's, each in its proper turn. The dummy's owner just watches.

In our game, when you are declarer, North's cards appear at the top of the screen and you tap them when it is the dummy's turn. When North is declarer, you are the dummy: your cards stay face up and North plays them. When West or East is declarer, you and North defend.

Playing the Tricks

When the declarer can see that every remaining trick is theirs, they may claim them instead of playing it out. Our game offers a Claim the Rest button when you are declarer and that is certain whatever the defenders do.

Scoring

Our game uses Chicago scoring: a match is four deals, each scored on its own, and the side with more points after four deals wins. (Classic rubber bridge scoring is available as a house rule.)

Vulnerability

A vulnerable side earns bigger bonuses but pays bigger penalties. In Chicago: deal 1, nobody is vulnerable; deals 2 and 3, the dealer's side is vulnerable; deal 4, both sides are.

When the contract is made

ItemNot vulnerableVulnerable
Each trick bid, clubs or diamonds2020
Each trick bid, hearts or spades3030
Notrump: first trick / each after40 / 3040 / 30
Game bonus (trick score of 100 or more)300500
Part-score bonus (trick score under 100)5050
Small slam (6 bid and made)500750
Grand slam (7 bid and made)1,0001,500
Each overtrick, undoubledtrick valuetrick value
Each overtrick, doubled / redoubled100 / 200200 / 400
Making a doubled / redoubled contract50 / 10050 / 100

Doubling doubles the trick score, and redoubling multiplies it by four. That is why 2♥ doubled (120 points) counts as a game. The contracts that make game on their own are 3NT, 4♥, 4♠, 5♣ and 5♦.

When the contract fails

The defenders score for each trick the declarer is short (each "undertrick"):

UndertricksNot vul.Not vul. doubledVul.Vul. doubled
150100100200
2100300200500
3150500300800
42008004001,100
Each more+50+300+100+300

Redoubled penalties are twice the doubled ones.

Worked examples

Words You Will Hear

Helpful Features in Our Game

Ready for more? Our Bridge strategy guide writes out the whole bidding system the computer uses. If you would like to practice trick play without bidding first, try Whist.

Ready to try it? Play a free game of Bridge with a computer partner against two computer players. No sign-up needed.

Play Bridge Now