Back to lobby

Bridge

Bid a contract with your partner, then play it out with the dummy's hand face up.

Game instructions

How to play

  • 4 players
  • ranked

Goal and setup

Four players form opposite partnerships and receive 13 cards each. A deal consists of an auction and card play. A trick contains one card from each player. The declaring partnership tries to take the promised number of tricks while the defenders try to stop it.

Goal and setup

Auction

A bid specifies a level from 1 to 7 and a trump suit or no trump. The level counts tricks above six: 1 promises seven and 4 promises ten. At the same level the order is clubs, diamonds, hearts, spades, no trump. Raise the bid, pass, double an opponents' bid, or redouble your partnership's doubled bid. Doubles increase the stakes. Three passes after a bid end the auction; four passes without a bid end the deal without points.

Auction

Declarer and dummy

Declarer is the player in the winning partnership who first named the final suit or no trump. After the opening lead, their partner's hand is exposed as dummy. Declarer chooses cards from both hands, each at its proper turn. The partner does not play dummy independently.

Declarer and dummy

Tricks

Follow the led suit if possible. Otherwise play any card; you need not trump. The highest trump wins, or the highest card of the led suit if no trump appears. Ace is high. The winner leads next. In no trump, only the led suit can win.

Tricks

Scoring a made contract

This implementation does not distinguish vulnerability. Bid tricks above six score 20 each in clubs or diamonds, 30 in hearts or spades; no trump scores 40 for the first and 30 thereafter. Double multiplies this base by two and redouble by four. A base below 100 earns a 50 bonus; at least 100 earns 300. Level 6 adds 500 and level 7 adds 1000. Making a doubled contract adds another 50, or 100 when redoubled. Overtricks score 20 in minors or 30 in majors and no trump, changing to 100 doubled or 200 redoubled.

Scoring a made contract

Undertricks and match result

Each undoubled undertrick scores 50 for the defenders. Doubled, the first costs 100 and subsequent ones 200; redoubling doubles these amounts. Points go to the partnership winning that deal's settlement. After the selected 2, 4 or 8 deals, the higher partnership total wins. Equal totals draw.

Claiming the rest

When it is their turn or dummy's, the declarer may claim the rest once per deal if at least two tricks remain. The defenders then see the declarer's cards and have 20 seconds. If both agree, the declarer takes all remaining tricks; a refusal or no answer means play continues.

You know the rules — time for a game.

Play now