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Bridge - the complete rules

Bridge rules

Contract Bridge packs two games into one: an auction where partnerships negotiate a contract with a vocabulary of 38 bids, and a card-play battle where one player steers two hands against two defenders. These are the exact rules our game enforces — classic rubber bridge, scored above and below the line.

Players4 in fixed partnerships (you and Hekla vs. Kolbeinn and Von)
DeckStandard 52 cards, ace high; 13 to each player
Object of the gameBid a contract and make it. Contract tricks score below the line — 100 below wins a game, and the first team to two games wins the rubber.

Play Bridge free →These are the exact rules the game enforces.

The auction

The dealer calls first and the auction proceeds clockwise. A bid names a level (1-7) and a strain — clubs, diamonds, hearts, spades or no trump, ranked in that order — promising to take six plus the level tricks. Every bid must outrank the last: higher level, or the same level in a higher strain. Passing never removes you from the auction. Three consecutive passes after a bid end it; four opening passes throw the hand in for a redeal.

  • Double - available over an opponent's bid; multiplies the eventual score both ways.
  • Redouble - available to the doubled side; multiplies it again.
  • Any later bid cancels a standing double or redouble.
  • The final bid becomes the contract; the member of the winning side who FIRST named its strain becomes the declarer.

The declarer and the dummy

The player left of the declarer makes the opening lead. The declarer's partner then spreads their hand face up — the dummy — and takes no further part: the declarer chooses every card for both hands, in proper turn order. Standard trick rules apply: follow suit if you can; the highest trump, otherwise the highest card of the led suit, wins the trick and its winner leads next.

Scoring below the line

Per BID trick (overtricks never score below the line)
StrainUndoubledDoubledRedoubled
♣ / ♦204080
♥ / ♠3060120
NT40 first, 30 after80 first, 60 after160 first, 120 after

When a team's below-line total reaches 100, they win the game: a line is drawn, unfinished part-scores stop counting toward the next game (they still count in the final total), and the winning team becomes vulnerable.

Scoring above the line

Bonuses and penalties (NV = not vulnerable, V = vulnerable)
ItemNVV
Overtrick, undoubledtrick valuetrick value
Overtrick, doubled100200
Overtrick, redoubled200400
Undertrick, undoubled50 each100 each
Undertrick, doubled100 then 200200 then 300
Undertrick, redoubled200 then 400400 then 600
Small slam made (bid of 6)500750
Grand slam made (bid of 7)10001500

Honors score for whichever side holds them, win or lose: four of the top five trumps (A K Q J 10) in one hand = 100, all five = 150, and four aces in one hand at no trump = 150. There is no separate bonus for making a doubled contract in this implementation.

The rubber

  • First team to two games wins the rubber: 700 bonus points for 2-0, 500 for 2-1.
  • The match is one rubber. Add everything — above and below the line — and the higher grand total wins; a tie goes to the team with more games.
  • The deal rotates clockwise every hand, including thrown-in hands.

Frequently asked questions

Who becomes declarer if my partner bid the suit first?

Your partner — even if you made the final, higher bid. The declarer is always the member of the winning side who mentioned the contract strain first.

Do overtricks help me win a game?

No. Only the tricks you BID score below the line; overtricks go above the line. Making twelve tricks in 2♠ scores 60 below — bidding 4♠ and making it scores 120 and the game. Bidding accurately is the whole art.

What does vulnerability change?

After winning one game a team is vulnerable: undertrick penalties roughly double, and slam bonuses rise. It makes the second game tenser than the first.

What is a part-score?

A made contract worth less than 100 below the line — say 2♥ for 60. Part-scores accumulate toward the 100-point game across hands, until either team wins the game and the line is drawn.

Can the defenders score below the line?

Only by declaring in a later hand. When a contract fails, the defenders' undertrick points all go ABOVE the line — they help win the rubber's total but never build toward a game.

What happens if everyone passes?

Four passes with no bid throw the hand in: no score, the deal moves left, and a fresh hand is dealt.

Is the bidding here a full convention system?

The computer players bid a simplified Standard American — enough for sensible everyday auctions, with no Stayman, transfers or other conventions. Perfect for learning; simpler than tournament bridge by design.

Related rulebooks

Last reviewed 2026-08-13 · play Bridge online free