Bridge Rules - Complete Guide
Quick Answer
What is Bridge? Contract Bridge is a partnership trick-taking game for four players. It combines bidding strategy, card play skill, and partnership coordination. It is considered the ultimate intellectual card game.
How long does a game take? Each deal takes 7-10 minutes. A rubber or session typically lasts 20-45 minutes.
What is the difficulty level? Advanced - it takes time to learn but offers a lifetime of mastery.
How many players? 4 players in 2 partnerships (North-South vs East-West).
Overview
Bridge is played with a standard 52-card deck. The game consists of two main phases: the auction (bidding) and the play (trick-taking). The bidding determines the contract, and the play determines whether the contract is fulfilled.
Card Values and Ranking
Card Rankings (High to Low)
Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2
Suit Rankings (for bidding purposes)
No Trump (NT) > Spades > Hearts > Diamonds > Clubs
- Major suits: Spades and Hearts
- Minor suits: Diamonds and Clubs
Point Count System (Hand Evaluation)
- Ace = 4 points
- King = 3 points
- Queen = 2 points
- Jack = 1 point
- Total in a deck = 40 High Card Points (HCP)
A balanced opening hand typically requires 12+ HCP.
The Deal
- The dealer shuffles and deals all 52 cards, 13 to each player.
- Dealing rotates clockwise after each hand.
- Players organize their hands by suit and rank.
The Auction (Bidding)
How Bidding Works
Starting with the dealer, each player in turn may bid, pass, double, or redouble.
Bid Structure
A bid consists of a level (1-7) and a denomination (suit or No Trump):
- 1 Club (minimum bid) through 7 No Trump (maximum bid)
- Each bid must be higher than the previous bid
- A higher level always beats a lower level regardless of denomination
- At the same level, the denomination hierarchy applies: Clubs < Diamonds < Hearts < Spades < No Trump
Bid Actions
- Pass: Decline to bid. Three consecutive passes after any bid ends the auction.
- Bid: State a level and denomination higher than the previous bid.
- Double: Challenge the opponent's bid (only the opposing side's bid can be doubled).
- Redouble: Challenge the opponent's double.
Ending the Auction
- Three consecutive passes after a bid establishes the contract.
- Four consecutive passes (no bid made) = the hand is passed out and redealt.
The Contract
The final bid becomes the contract. The partnership that made the final bid must win:
- 6 + bid level tricks (the "book" of 6 is implied)
- Example: A bid of "3 Hearts" means the partnership must win 9 tricks with Hearts as trump.
The Play
Opening Lead
The player to the left of the declarer makes the opening lead. The dummy's hand is then exposed.
Dummy
The declarer's partner becomes the dummy. The dummy's cards are placed face up on the table, organized by suit. The declarer plays both their own hand and the dummy's hand.
Trick-Taking
- The opening lead is played.
- Play continues clockwise.
- Each player must follow suit if possible.
- If unable to follow suit, a player may play any card, including a trump.
- The highest card of the led suit wins the trick, unless a trump is played.
- The highest trump wins if trumps are played.
- The winner of each trick leads to the next one.
- All 13 tricks are played.
Trump Suit
The denomination of the contract becomes the trump suit. Trump cards beat all non-trump cards. If the contract is No Trump, there is no trump suit, and the highest card of the led suit always wins.
Scoring
Trick Points
| Contract | Per Trick (over 6) |
|---|---|
| Clubs/Diamonds (minor) | 20 points |
| Hearts/Spades (major) | 30 points |
| No Trump (first trick) | 40 points |
| No Trump (subsequent) | 30 points |
Game and Part Score
- Part Score (partial): Less than 100 trick points
- Game: 100+ trick points (e.g., 3NT, 4 of a major, 5 of a minor)
- Small Slam: 12 tricks bid and made
- Grand Slam: 13 tricks bid and made
Bonus Scoring
- Game bonus: 300 points (not vulnerable) or 500 (vulnerable)
- Small slam bonus: 500 (not vulnerable) or 750 (vulnerable)
- Grand slam bonus: 1000 (not vulnerable) or 1500 (vulnerable)
- Overtrick points: Same as trick values per trick
Penalty Scoring (Undertricks)
- Not vulnerable, undoubled: -50 per undertrick
- Vulnerable, undoubled: -100 per undertrick
- Doubled, not vulnerable: -100, -200, -200, -300 each additional
- Doubled, vulnerable: -200, -300, -300 each additional
Vulnerability
Each partnership may be vulnerable or non-vulnerable during a deal. Vulnerability affects scoring:
- Bonuses are higher when vulnerable
- Penalties are more severe when vulnerable
- In rubber bridge, vulnerability is determined by game progress
- In duplicate bridge, vulnerability follows a fixed schedule
Rubber Bridge
A rubber consists of the best of three games. The first partnership to win two games wins the rubber. Additional bonus points are awarded for winning the rubber.
Duplicate Bridge
In duplicate bridge, the same deals are played at multiple tables by different players. Scores are compared relative to other pairs who played the same cards. This eliminates the luck of the deal and measures pure skill.
Key Terms
- Declarer: The player who plays both hands (their own and dummy's)
- Defender: The two opponents of the declarer
- Dummy: Declarer's partner, whose hand is exposed
- Finesse: A technique to win a trick with a card that is not the highest
- Ruff: Playing a trump when unable to follow suit
- ** revoke**: Failing to follow suit when able (a serious rules violation)