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:

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):

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:

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:

Examples:

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:

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:

Doubled penalties (not vulnerable):

Doubled penalties (vulnerable):

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:

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:

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:

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.

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.

Helpful Links

Pagat.com Bridge Page

  • Log inChoose how you want to log in
  • Username:
  • Log in with:
  • This account does not have a login method yet.
  • Forgot username or password?
  • By signing up you agree to our ToS & Privacy Policy
  • Sign upLearn how to play Bridge with our interactive Bridge rules tutorial. Bridge is a classic trick-taking card game for four players in two partnerships.
  • Choose a username:
  • Sign up with:
  • By signing up you agree to our ToS & Privacy Policy
  • Account recoveryReceive username and password reset link
  • Reset passwordChoose a new password for your account
Hearts

Hearts

Win rounds by being the first to get rid of your cards in this colorful card classic.

Play Hearts
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
  • Join ranked table (TR)
Practice
Spades

Spades

Win rounds by being the first to get rid of your cards in this colorful card classic.

Play Spades
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Euchre

Euchre

Win rounds by being the first to get rid of your cards in this colorful card classic.

Play Euchre
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Gin Rummy

Gin Rummy

Win rounds by being the first to get rid of your cards in this colorful card classic.

Play Gin Rummy
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Double Deck Pinochle

Double Deck Pinochle

Win rounds by being the first to get rid of your cards in this colorful card classic.

Play Double Deck Pinochle
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Pinochle

Pinochle

Team up, strategize, and win in this 4-player, single-deck Pinochle duel.

Play Pinochle
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Canasta

Canasta

Partner up in this rummy-style game. Meld and strategize to outscore opponents.

Play Canasta
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Hand & Foot

Hand & Foot

Play through two hands in this canasta variant with wild piles and team strategy.

Play Hand & Foot
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Whist

Whist

Challenge your wits in this 4-player trick-taking game of tactics and teamwork.

Play Whist
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Rummy

Rummy

Challenge your wits in this 4-player trick-taking game of tactics and teamwork.

Play Rummy
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Cribbage

Cribbage

Race to 121 points in this classic two-player pegging game.

Play Cribbage
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Crazy Eights

Crazy Eights

Race to empty your hand in this fast-paced game where 8s are wild and change everything.

Play Crazy Eights
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Bridge

Bridge

Master bidding and trick-taking in this classic partnership game of skill and strategy.

Play Bridge
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Go Fish

Go Fish

Double the deck and fun in this 4-player, 80-card challenge.

Play Go Fish
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Old Maid

Old Maid

Avoid being stuck with the Old Maid in this classic 2-6 player card game.

Play Old Maid
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Sheepshead

Sheepshead

Learn Sheepshead, the American form of Schafkopf, in a fixed-trump trick-taking game.

Play Sheepshead
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Twenty-Nine

Twenty-Nine

Win rounds by being the first to get rid of your cards in this colorful card classic.

Play Twenty-Nine
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Sergeant Major

Sergeant Major

Win rounds by being the first to get rid of your cards in this colorful card classic.

Play Sergeant Major
Options
Tables
  • Browse tables
  • Host table
  • Join private table
  • Join ranked table
Practice
Solitaire

Solitaire

Challenge yourself with a classic game of Solitaire, Spider or FreeCell.

Play Solitaire
Games

Server down for maintenance in:  
  • Options
  • Deck
  • Wallpaper
  • Avatar
  • Stats
Settings
Change password
Delete account
YouGlobally
Games played:
Games finished:
Games abandoned:
Games won (absolute):
Games lost (absolute):
Average game length:
Total playtime:
Your absolute win ratio:No wins or losses.
Your relative win ratio:No wins or losses.

Most played games