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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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:
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:
Undoubled, not vulnerable
200 (2nd–3rd), then 300 each
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.