Gameweave

Bridge (Rubber Bridge)

Rubber Bridge is the classic, family-style form of Contract Bridge — a trick-taking game for four players in two partnerships. Partners sit across from each other: North–South (seats 1 & 3) versus East–West (seats 2 & 4).

Objective

Win the rubber — the first partnership to win two games. A game is won by scoring 100 or more trick points below the line, over one or more hands. When the rubber ends, each side totals all of its points (below and above the line); the higher total wins the session.

The Deck

A standard 52-card deck. Aces are high (A K Q J 10 9 8 7 6 5 4 3 2). The strains rank, from highest to lowest: No-Trump, Spades, Hearts, Diamonds, Clubs. Spades and Hearts are the major suits (worth more); Diamonds and Clubs are the minor suits.

The Deal

The dealer shuffles and deals all 52 cards one at a time, clockwise, so each player holds 13 cards. The deal rotates clockwise every hand. The first dealer rotates between games too: South deals first in the first game, West in the next, and so on.

1. The Auction

Beginning with the dealer and proceeding clockwise, each player makes one call:
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Pass — decline to bid.
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Bid — name a number of odd tricks (1–7, i.e. 7–13 total tricks) and a strain. A bid promises to win at least 6 + level tricks with that strain as trump (or at no-trump). Every bid must be higher than the last: either a greater level, or the same level in a higher-ranking strain. So 1♦ beats 1♣, and 2♣ beats 1NT.
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Double — only on the opponents' most recent bid; increases the reward or penalty. Written ✕.
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Redouble — only by the side whose bid was doubled; doubles the stakes again. Written ✕✕.
The auction ends when a bid is followed by three passes. If all four players pass with no bid, the hand is thrown in and redealt.
The final bid is the contract. The Declarer is the member of the winning side who first named the contract's strain (not necessarily the last bidder). Declarer's partner becomes the Dummy.

2. The Play

The defender to Declarer's left leads to the first trick (the opening lead). Immediately after, the Dummy's hand is turned face-up on the table. For the rest of the hand the Dummy takes no action — Declarer plays both hands, choosing which card the Dummy contributes on its turn.
Play proceeds clockwise, one card per player:
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You must follow suit if you can.
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If you cannot, you may play any card — discard, or play a trump.
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The highest trump wins the trick; with no trump played, the highest card of the suit led wins. (At no-trump there are no trumps, so the highest card of the led suit always wins.)
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The winner of each trick leads to the next. Thirteen tricks are played.

3. Scoring

Scores are kept on two halves of a sheet, split by a line.

Below the line — trick points (count toward a game)

Scored only if Declarer makes the contract, for the bid odd tricks:
Trump strain
Points per odd trick
Clubs ♣ / Diamonds ♦
20
Hearts ♥ / Spades ♠
30
No-Trump
40 for the first, then 30 each
Doubled contracts score ×2, redoubled ×4. Reaching 100 below the line wins a game: a line is drawn, any partscores are cleared, and the game-winning side becomes vulnerable.

Above the line — premiums (do not count toward a game)

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Overtricks (tricks beyond the contract): undoubled, at the normal 20/30 rate (no-trump overtricks are 30 each). Doubled: 100 each (200 if vulnerable); redoubled: 200 each (400 if vulnerable).
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Undertricks (Declarer falls short) — scored by the defenders:
Status
1st
subsequent
Undoubled, not vulnerable
50
50 each
Undoubled, vulnerable
100
100 each
Doubled, not vulnerable
100
200 (2nd–3rd), then 300 each
Doubled, vulnerable
200
300 each
Redoubled
double the doubled values
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Slam bonuses for bidding and making: small slam (level 6) — 500, or 750 vulnerable; grand slam (level 7) — 1000, or 1500 vulnerable.
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Honors: a player dealt four of the five trump honors (A K Q J 10) scores 100; all five scores 150; all four aces in a no-trump contract scores 150. Honors are scored by whichever side holds them, regardless of the contract's outcome, and are unaffected by doubling.

The rubber bonus

When a side wins its second game the rubber ends and that side scores 700 if the opponents won no games, or 500 if they won one. Both sides then add up everything; the higher total wins.

Quick reference

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4 players, two partnerships (seats 1 & 3 vs 2 & 4).
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Auction: Pass / Bid / Double / Redouble; three passes end it.
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Declarer plays the face-up Dummy; the defender on lead starts.
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Follow suit; highest trump (or led suit) wins; 13 tricks per hand.
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Game at 100 below the line; rubber at two games; higher total wins.