How to Play Bridge: Card Game Rules & Interactive Tutorial
Bridge is a 4 player "trick-taking" game played in two partnerships. Often called the "king of card games," Bridge combines strategic bidding with skillful card play. Partners sit across from each other and work together to win tricks. Bridge evolved from Whist, which offers a simpler take on partnership trick-taking.
The game's objective is to win the rubber by being the first partnership to win two games. This format is known as Rubber Bridge, where a game is won by accumulating 100 or more trick points through successful contracts.
The game might seem complex at first, so you're excused if you find yourself thinking: "how do you play bridge?" Below, you'll find thorough instructions that will get you up to speed on how to play Bridge. If you're more of a "learning by doing" type of person, you can learn the rules of Bridge by playing through our interactive tutorial above.
Once you've learned the rules, it's time to play Bridge Online. You can play directly at World of Card Games, either by yourself against bots or multiplayer with other people.
Let the Bridge adventure begin!
Bridge at a glance
The classic partnership game of bidding and trick-taking, played as rubber bridge here.
- Players: 4, in two fixed partnerships
- Deck: standard 52 cards, trump decided by the auction
- Type: trick-taking with bidding (Rubber Bridge)
- Objective: bid a contract with your partner, then make it
- Winning: the first partnership to win two games takes the rubber
Rank of Cards
Bridge uses a standard 52-card deck. In each suit, cards rank from highest to lowest: Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. There are several formats of Bridge, such as Duplicate and Chicago. The version played here is Rubber Bridge.
Objective
Bridge is played by four players in two fixed partnerships. Partners sit across from each other at the table: North-South vs. East-West.
The goal is to win the rubber. A rubber is won by the first partnership to win two games. A game is won by accumulating 100 or more trick points "below the line" across one or more deals.
In other words, scores can carry forward from deal to deal until a side completes a game.
Key Terms
Before diving into the rules, here are some essential Bridge terms:
- Trick: A round where each player plays one card. The highest card of the suit led wins unless a trump is played, in which case the highest trump wins.
- Trump: A suit chosen during bidding that beats all other suits. If no trump is chosen, the contract is played in "no trumps".
- Contract: The final bid that determines how many tricks the declaring side must win and which suit (if any) is trump.
- Declarer: The player from the winning bidding side who first mentioned the trump suit (or no trumps). This player controls play for their partnership.
- Dummy: The declarer's partner. After the opening lead, dummy's cards are placed face-up on the table and played by declarer.
- Vulnerable: A partnership becomes vulnerable after winning one game in the current rubber. Vulnerability affects scoring for bonuses and penalties.
- Slam: A contract to win 12 tricks (small slam) or all 13 tricks (grand slam).
Deal
A random player is chosen as the first dealer. The deal rotates clockwise after each hand.
The entire deck is dealt out, one card at a time, clockwise. Each player receives 13 cards.
Players pick up their cards and sort them by suit.
Bidding (The Auction)
Before play begins, players conduct an auction to determine the contract. The dealer speaks first, and bidding proceeds clockwise.
A bid consists of a number (1 through 7) and a denomination (clubs, diamonds, hearts, spades, or no trumps). The number represents how many tricks above six the partnership commits to winning. For example, a bid of "2 Hearts" means the bidder's side commits to winning at least 8 tricks (6 + 2) with hearts as the trump suit.
Denomination ranking (lowest to highest):
- Clubs (♣) - lowest
- Diamonds (♦)
- Hearts (♥)
- Spades (♠)
- No Trumps (NT) - highest
Each bid must be higher than the previous bid. A bid is higher if it has a greater number, or the same number with a higher-ranking denomination. For example, 2♦ can be overcalled by 2♥, 2♠, 2NT, or any bid of 3 or higher.
Instead of making a bid, a player may:
- Pass: Decline to bid. A player who passes may still bid later if the auction continues.
- Double: Allowed if the current highest bid was made by an opponent and has not already been doubled. Doubles increase the scoring value of the contract if it becomes final.
- Redouble: Allowed if the current highest bid was made by your side and has been doubled by an opponent, but not yet redoubled. Further increases scoring values.
A double or redouble is cancelled if any player makes a subsequent bid.
The auction ends when three players pass in succession after any bid has been made. The final bid becomes the contract.
Passed out: If all four players pass without anyone making a bid, the hand is "passed out". The cards are collected, and the next dealer deals a new hand.
Determining Declarer
When the auction ends with a contract, the declaring side is the partnership that made the final bid. The declarer is the player on the declaring side who first mentioned the denomination of the final contract during the auction.
For example: If North bids 1♥, South later bids 3♥, and the auction ends with South's 3♥ contract, North is the declarer because North first mentioned hearts.
Play
Opening lead: The player to the declarer's left leads first by playing any card face-up on the table.
Dummy exposed: Immediately after the opening lead, the dummy (declarer's partner) places their entire hand face-up on the table, arranged by suit. The declarer will play cards from both hands throughout the deal.
Following suit: Each player must follow suit if possible. If a player cannot follow suit, they may play any card, either discarding from another suit or playing a trump (if there is a trump suit).
Winning the trick: The highest card of the suit led wins the trick, unless a trump was played. If one or more trumps are played, the highest trump wins. The winner of each trick leads the next one.
In a no trumps contract, there is no trump suit. The highest card of the suit led always wins.
Play continues until all 13 tricks have been played. The tricks won by each partnership are then counted.
Scoring Overview
Bridge scoring uses two areas: "below the line" for trick points that count toward winning a game, and "above the line" for bonuses and penalties.
Only tricks bid and made count below the line. Overtricks, bonuses, and penalties are scored above the line.
Trick Points (Below the Line)
If the declaring side makes their contract (wins at least the number of tricks bid), they score points below the line for each trick bid:
- Clubs or Diamonds (minor suits): 20 points per trick bid
- Hearts or Spades (major suits): 30 points per trick bid
- No Trumps: 40 points for the first trick bid, 30 points for each subsequent trick bid
Examples:
- 2♣ made = 40 points (2 × 20)
- 4♥ made = 120 points (4 × 30)
- 3NT made = 100 points (40 + 30 + 30)
When a partnership accumulates 100 or more points below the line, they win a game. A line is drawn, and both sides start fresh toward the next game. The first partnership to win two games wins the rubber.
Doubled and Redoubled Contracts
If the contract was doubled and made, trick points are doubled. If redoubled, trick points are quadrupled.
Additionally, making a doubled contract earns a bonus of 50 points above the line (called "the insult"). Making a redoubled contract earns 100 points above the line.
Overtricks (Above the Line)
Tricks won beyond the contract are overtricks, scored above the line:
- Undoubled: Same value as trick points (20 for minors, 30 for majors/NT)
- Doubled, not vulnerable: 100 per overtrick
- Doubled, vulnerable: 200 per overtrick
- Redoubled, not vulnerable: 200 per overtrick
- Redoubled, vulnerable: 400 per overtrick
Undertricks (Penalties)
If the declaring side fails to make their contract, the defending side scores penalty points above the line for each trick by which declarer fell short (undertricks).
Undoubled penalties:
- Not vulnerable: 50 per undertrick
- Vulnerable: 100 per undertrick
Doubled penalties (not vulnerable):
- 1st undertrick: 100
- 2nd and 3rd undertricks: 200 each
- 4th and subsequent undertricks: 300 each
Doubled penalties (vulnerable):
- 1st undertrick: 200
- 2nd and subsequent undertricks: 300 each
Redoubled penalties: Double the corresponding doubled penalty values.
Vulnerability
A partnership becomes vulnerable after winning one game in the current rubber. Vulnerability affects bonus and penalty scoring:
At the start of a rubber, neither side is vulnerable. After one side wins a game, that side becomes vulnerable while the other remains not vulnerable. If both sides have won one game each, both are vulnerable.
Slam Bonuses
Bidding and making a slam earns substantial bonuses above the line:
- Small Slam (bidding and making 12 tricks): 500 (not vulnerable) or 750 (vulnerable)
- Grand Slam (bidding and making all 13 tricks): 1000 (not vulnerable) or 1500 (vulnerable)
Note: You must bid the slam to receive the bonus. Making 12 tricks on a 4♠ contract does not earn a slam bonus.
Game and Rubber Bonuses
When a partnership wins the rubber (two games), they receive a rubber bonus:
- Winning 2-0: 700 points
- Winning 2-1: 500 points
The bonus goes above the line for the side that won its second game.
Honors
In Rubber Bridge, bonus points are awarded for holding honors (A, K, Q, J, 10 of trumps, or all four aces in no trumps) in one hand:
- Four trump honors in one hand: 100 points
- Five trump honors in one hand: 150 points
- Four aces in one hand (no trumps only): 150 points
Honors count above the line and can go to either side, regardless of who is declarer. You don't need to claim anything. The bonus is awarded automatically at the end of play.
Game End
The rubber ends when one partnership wins two games. The rubber bonus is added, all points are totaled, and the partnership with the higher total wins.
If play ends for any reason with a rubber unfinished, then a side with a game gets a bonus of 300 points, and a side with a part score (a score below the line towards an uncompleted game) gets a bonus of 100.
The rules in practice
The auction is easier than it looks once you translate the numbers. Say the dealer opens 1 Heart. That's a promise to win seven tricks, six plus one, with hearts as trump. The next player can pass or bid higher, and higher means a bigger number or the same number in a higher denomination, so 1 Spade and 1 No Trump both outrank 1 Heart while 1 Diamond doesn't. If the dealer's partner later raises to 3 Hearts and three passes follow, 3 Hearts is the contract. The dealer becomes declarer, not the partner, because the dealer mentioned hearts first.
Playing with a dummy takes a deal or two to get used to. Once the opening lead hits the table, declarer's partner spreads their entire hand face up and declarer chooses every card from both hands. Suppose the contract is 4 Spades and a defender leads a heart. If the dummy has no hearts, declarer can play a small spade from it, and because spades are trump, that little card wins the trick unless someone plays a higher spade.
Below the line is where games are won. Make 3 No Trumps and you score 40 for the first trick bid and 30 for each of the other two, exactly 100 and a game in one deal. Make 2 Clubs and you score just 40, a part score that stays on the sheet, so making 3 Clubs on a later deal completes the game. Go down instead and the defenders collect above the line, 50 per undertrick when you're not vulnerable and 100 when you are, and much more if the contract was doubled.
Strategy basics
A few habits will carry you a long way in your first rubbers.
- Count your high-card points before bidding. An Ace is 4, a King 3, a Queen 2 and a Jack 1, and an opening bid usually needs about 12 points or more.
- Treat every bid as a message to your partner about your strength and shape.
- As declarer, count your winners and losers before playing to the first trick, then plan where the missing tricks will come from.
- In a suit contract, draw trumps early unless you need dummy's trumps for ruffing.
- Defending against no trumps, lead your longest and strongest suit and keep working on it.
- Check the vulnerability before you stretch. An undoubled undertrick costs 50 points when you're not vulnerable and 100 when you are.
History
Contract Bridge evolved from Whist and Auction Bridge in the early 20th century. The modern game was largely developed by Harold Vanderbilt in 1925, who introduced vulnerability and refined the scoring system. Bridge quickly became one of the world's most popular card games, with millions of players in clubs, tournaments, and casual settings worldwide.
Frequently asked questions
Who makes the opening lead in Bridge?
The player to the declarer's left leads the first trick with any card. The dummy's cards go face up on the table right after that lead.
What happens if all four players pass?
The hand is "passed out". The cards are collected without any play or scoring, and the next dealer deals a new hand.
What do double and redouble do?
Double is a call you can make when the current highest bid belongs to an opponent. It raises the scoring stakes in both directions, and making a doubled contract also earns a bonus of 50 points known as "the insult". Redouble raises the stakes again when your side's bid has been doubled. Any later bid cancels a double or redouble.
Can the dummy play their own cards?
No. After the opening lead the dummy's hand lies face up on the table, and the declarer picks every card played from it until the deal is over.
What are honors in Rubber Bridge?
The Ace, King, Queen, Jack and 10 of the trump suit. Holding four of them in one hand scores a bonus of 100 points above the line, and all five scores 150. In a no trumps contract, holding all four Aces in one hand scores 150. Either side can claim honors, regardless of who is declarer.















