Trick-taking game · Game 14 of 18 ♠
Bridge
The great partnership game – bid what you and your partner can make, then bring it home with half your cards on the table.
- Players
- 4
- Time
- 30 min
- Age
- 12+
- Difficulty
- tricky
- Cards
- 52 cards, no jokers
Full rules
- Overview
- The cards
- Setup
- The auction
- The play
- Vulnerability
- Scoring
- Winning the game
- Tips for beginners
- Variants
Overview
Bridge is a card game for four players in two fixed partnerships. Partners sit opposite each other. It is a trick-taking game: each player plays one card, the best card wins all four, and these four cards are called a trick. Each deal has 13 tricks.
Every deal has two parts. First comes the auction: both sides bid for the right to name the trump suit (or no trumps) and promise to win a certain number of tricks. The highest bid becomes the contract. Then comes the play: the side that won the auction tries to take at least as many tricks as it promised, and the other side tries to stop it. The special twist of Bridge: one partner of the bidding side, the dummy, lays all their cards face up on the table, and the other partner, the declarer, plays both hands.
These rules follow the Laws of Rubber Bridge with Chicago scoring (also called four-deal bridge): a game lasts exactly four deals, which makes it ideal for home play.
- Players: 4, in two partnerships.
- You need: one standard 52-card deck without jokers, paper and pencil.
The cards
In every suit the cards rank from high to low: A K Q J 10 9 8 7 6 5 4 3 2. The cards have no point values – only the number of tricks counts.
For the auction, the suits also have a rank. From lowest to highest:
♣ clubs – ♦ diamonds – ♥ hearts – ♠ spades – NT (no trumps)
Clubs and diamonds are called the minor suits, hearts and spades the major suits. The word strain means a suit or no trumps.
Setup
- Partners: everyone draws a card from the spread-out deck. The two highest cards play together against the two lowest (for equal ranks, the suit order ♠ ♥ ♦ ♣ decides). The player with the highest card deals first.
- Seats: partners sit opposite each other. The seats are named after the compass: North and South play against East and West (N–S against E–W).
- Shuffle and cut: the dealer shuffles; the player to the dealer's right cuts.
- Deal: the dealer deals all 52 cards one at a time, face down, clockwise, starting with the player to the left. Everyone gets 13 cards.
- After each deal, the turn to deal passes to the left.
The auction
The dealer speaks first, then the others in turn clockwise. When it is your turn, you make exactly one call:
- a bid,
- Pass (you don't want to bid now),
- Double, or
- Redouble.
Bids
A bid names a level from 1 to 7 and a strain, for example "two hearts" (2♥) or "three no trumps" (3NT). The level says how many tricks beyond six your side promises to win:
| Bid level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Tricks needed | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
Each new bid must be higher than the last bid: either a higher level, or the same level in a higher-ranking strain. So the bids go up like this:
1♣ – 1♦ – 1♥ – 1♠ – 1NT – 2♣ – 2♦ – … – 7♠ – 7NT
After 2♥, for example, 2♠ or 2NT or anything at level 3 or more is allowed, but not 2♦. You may bid even if you have passed before.
Double and redouble
- Double: you may double the last bid if an opponent made it and nobody has bid since. It says "we think you won't make it" – if that bid becomes the contract, all scores for it are much larger.
- Redouble: if an opponent has doubled your side's last bid, you may redouble. This raises the stakes once more.
- A new bid cancels any double or redouble – they only count on the final contract.
End of the auction
- The auction ends when three players pass in a row after any bid. The last bid is the contract, with a double or redouble if one was made.
- If all four players pass at their first turn, the deal is passed out: nobody plays. In Chicago the same dealer shuffles and deals again, and the passed-out deal does not count.
Declarer and dummy
The side that made the last bid is the declaring side. Its declarer is the partner who first named the strain of the contract during the auction – not necessarily the one who made the last bid. The declarer's partner becomes the dummy. The other two players are the defenders.
Example: North deals. The auction goes:
North East South West 1♥ 1♠ 2♥ 2♠ 4♥ Double Pass Pass Pass After East's double there are three passes, so the auction is over. The contract is 4♥ doubled for N–S: hearts are trumps and N–S must win 10 tricks. North said hearts first, so North is declarer and South is dummy.
The play
- Opening lead: the player to the left of the declarer plays any card face up. This first card of a trick is called the lead.
- Dummy goes down: now the dummy puts all 13 cards face up on the table, sorted into suits in columns, trumps on dummy's right. The dummy takes no further part: the declarer plays both hands, their own and dummy's, each in its proper turn. The dummy may only play the cards the declarer names.
- Follow suit: going clockwise, each player plays one card. You must play a card of the suit that was led if you can. If you can't, you may play any card – a trump or a card of another suit.
- Winning a trick: if the trick contains trumps, the highest trump wins. Otherwise the highest card of the suit led wins. In a no-trump contract there are no trumps, so the highest card of the suit led always wins.
- The winner of a trick leads to the next one. If a trick is won by dummy's card, the declarer leads next from dummy.
- Each side collects the tricks it wins face down, so you can count them at the end.
After all 13 tricks, count the declaring side's tricks and score the deal.
Vulnerability
Being vulnerable means that more is at stake: bonuses for game and slam are higher, and so are the penalties for failing. In Chicago, vulnerability follows a fixed schedule over the four deals:
| Deal | Vulnerable |
|---|---|
| 1 | nobody |
| 2 | the dealer's side |
| 3 | the dealer's side |
| 4 | both sides |
Because the deal passes to the left, the sides take turns: each side is vulnerable on exactly one of deals 2 and 3.
Scoring
If the declarer makes the contract (wins at least the promised tricks), the declaring side scores trick points and bonuses. If not, the defenders score a penalty for every missing trick. Write both sides' scores in two columns ("We" and "They").
Trick points
For each trick bid and made above six:
| Strain | Per trick | Doubled | Redoubled |
|---|---|---|---|
| ♣ ♦ | 20 | 40 | 80 |
| ♥ ♠ | 30 | 60 | 120 |
| NT, first trick | 40 | 80 | 160 |
| NT, each further trick | 30 | 60 | 120 |
Only the tricks you bid count as trick points; extra tricks (overtricks) are scored separately.
Game and part-score
A contract worth 100 or more trick points is a game. Without doubling, that needs 3NT, 4♥, 4♠, 5♣ or 5♦. A smaller contract is a part-score.
- Part-scores add up: if your side has made part-scores earlier in the Chicago, a new part-score that brings the total to 100 completes a game.
- As soon as either side makes or completes a game, all earlier part-scores of both sides no longer count toward game.
Bonuses for making the contract
| Bonus | Not vulnerable | Vulnerable |
|---|---|---|
| Game (made or completed) | 300 | 500 |
| Part-score on deal 4 (no game completed) | 100 | 100 |
| Small slam (6-level contract) | 500 | 750 |
| Grand slam (7-level contract) | 1000 | 1500 |
| Making a doubled contract ("insult") | 50 | 50 |
| Making a redoubled contract | 100 | 100 |
The game bonus depends on the vulnerability of the side that makes the game on that deal. Part-scores on deals 1–3 get no bonus of their own. A slam also gets the game bonus.
Overtricks
| Each overtrick | Not vulnerable | Vulnerable |
|---|---|---|
| Undoubled | trick value | trick value |
| Doubled | 100 | 200 |
| Redoubled | 200 | 400 |
"Trick value" means 20 in ♣ ♦ and 30 in ♥ ♠ NT.
Undertricks
If the declarer falls short, the defenders score for each missing trick (undertrick):
| Undertricks | Undoubled | Doubled | Redoubled |
|---|---|---|---|
| Not vulnerable: 1st | 50 | 100 | 200 |
| Not vulnerable: 2nd and 3rd, each | 50 | 200 | 400 |
| Not vulnerable: 4th and more, each | 50 | 300 | 600 |
| Vulnerable: 1st | 100 | 200 | 400 |
| Vulnerable: each further | 100 | 300 | 600 |
Honours
The honours are the A, K, Q, J and 10 of trumps. Either side scores a bonus if one player – dummy included – was dealt:
- 4 of the 5 trump honours: 100.
- All 5 trump honours: 150.
- All four Aces in a no-trump contract: 150.
Claim honours after the play; vulnerability doesn't matter.
Examples
Example 1: On deal 1 (nobody vulnerable), N–S play 4♥ and take 11 tricks. Trick points: 4 × 30 = 120. That's game: +300. One overtrick: +30. N–S score 450.
Example 2: The same contract, but doubled (as in the auction above). Trick points: 4 × 60 = 240. Game bonus 300, insult 50, one doubled overtrick 100 (not vulnerable). N–S score 690. Had North taken only 9 tricks, E–W would score 100 (one undertrick, doubled, not vulnerable).
Example 3: On deal 1, E–W make 2♠ exactly: 60 trick points, a part-score. On deal 2 East deals, so E–W are vulnerable. E–W make 2♦: 40 more. 60 + 40 = 100, so the game is completed: E–W add 540 (40 + 500, vulnerable on this deal). Now any part-score N–S had made no longer counts toward game.
Winning the game
After four deals (passed-out deals don't count), add up each side's points. The side with more points wins the Chicago; the difference is the margin. Then you can draw for new partners and start the next Chicago.
Tips for beginners
This is one common, simple way to bid, not a rule – you may bid anything you like, but your partner has to understand you. Partnerships usually agree on a bidding system beforehand.
- Count high-card points (HCP): Ace 4, King 3, Queen 2, Jack 1. The whole deck has 40, an average hand 10.
- Open with 12 or more HCP. Bid your longest suit at the 1-level; with two equally long suits, bid the higher-ranking one. With 15–17 HCP and no very short suit, open 1NT.
- Answer your partner with about 6 HCP or more: show a new suit, or support partner's suit if you hold 3–4 cards in it.
- Aim for game with 25 HCP together – 3NT, 4♥ or 4♠ are the easiest games. With 33 or more, think about a slam.
- Find a trump fit: eight or more trumps between you and your partner make a good trump suit. As declarer, plan before playing to the first trick: count your sure winners in both hands.
Variants
All of these are optional – agree on them before you start.
- Rubber scoring: the traditional scoring. Trick points are written "below the line", everything else "above". A side wins a game by reaching 100 trick points, in one deal or with several part-scores; then both sides start the next game from zero. A side that has won a game is vulnerable. The first side to win two games wins the rubber and scores 700 if the opponents have no game, 500 if they have one. There is no separate bonus per game; in an unfinished rubber, a side with the only game scores 300, and a side with the only part-score in an unfinished game 100. A passed-out deal is simply skipped – the next player deals. Slam, overtrick, undertrick and honours scores are as above.
- Switched vulnerability: by agreement, on deals 2 and 3 the side not dealing is vulnerable instead of the dealer's side.
Background & history
- Family: Trick-taking game (Whist family, with bidding and fixed partnerships)
- Origin: Whist-type games of the 19th century; contract bridge: USA, 1925
- Also known as: Contract Bridge; Chicago or four-deal bridge (the four-deal form); rubber bridge (traditional scoring)
- Related games: Whist, Biritch (Russian Whist), Auction Bridge, Plafond, Vint, Solo Whist, Spades
Bridge grew out of Whist, for centuries the leading partnership trick-taking game in Britain. The first known rule book, Biritch, or Russian Whist, was published in 1886 by John Collinson, an English financier working in Constantinople; according to Wikipedia, he traced the game to the Russian community there. Biritch already had no trumps, a dummy, and doubling and redoubling. Versions called "bridge" or "bridge whist" became popular in Britain and the USA in the 1890s; the breakthrough came in 1894, when London's Portland Club accepted the game. The name biritch is thought to come from a Russian word for a herald.
In auction bridge, first recorded around 1904, the players bid for the contract – but all tricks taken counted toward game and slam, so there was no reason to bid high. The French game Plafond, which appeared around the First World War, counted only tricks that had been bid. According to pagat.com, the Russian game Vint had already anticipated several features of contract bridge in the late 19th century.
Contract bridge was the result of scoring changes worked out by the American millionaire Harold S. Vanderbilt in 1925 on board the SS Finland – only tricks bid count toward game and slam, and the new idea of vulnerability raises the stakes. In the 1930s, Ely Culbertson played a major role in making it popular, with books, his magazine The Bridge World (founded 1929) and publicised challenge matches such as the 1931–32 "Bridge Battle of the Century" against Sidney Lenz.
The World Bridge Federation was founded in 1958, and the International Olympic Committee recognised it as an International Sports Federation in 1999. Bridge and chess are the only mind sports recognised by the IOC, though neither is part of the Olympic Games. Chicago, the four-deal form used here, is named after the city where it originated, according to the Laws of Rubber Bridge.