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How to play Contract Bridge

Partners bid a contract and try to take its promised tricks. Declarer controls their own hand and exposed dummy; defenders cooperate without revealing their cards.

4 players45–120 minAge 12+

By K.R. · Sources and editorial process

Game-night tools

What you need

A 52-card deck, four players in opposite partnerships and a scoring reference

Set up the game

  1. Deal thirteen each. Set vulnerability before the deal; duplicate boards specify it. Aces rank high, twos low.

Playing Contract Bridge

  1. Dealer starts the auction: pass, sufficient bid, legal double of opponents’ contract, or legal redouble of your doubled contract. A bid promises six plus its stated level in tricks.
  2. Bids ascend by level then clubs, diamonds, hearts, spades, notrump. Three passes after a bid/double/redouble finish; four initial passes pass out.
  3. Declarer first named the final denomination for the winning partnership. Left-hand defender leads, then partner exposes dummy.
  4. Play one card per hand clockwise. Follow suit if possible; otherwise discard or trump. Highest trump wins, else highest of led suit. Winner leads next. Declarer selects dummy’s cards in proper turn.
  5. After thirteen tricks score the contract or undertricks. Play the agreed deals; duplicate events compare results with other players of the same cards.

Six tricks form the book

At 3NT, nine tricks exactly make the contract: six plus three. Points are 40 + 30 + 30 = 100, enough for game. Nonvulnerable duplicate adds 300, total 400. Eight tricks instead means one down; you do not receive partial credit toward making 3NT.

An initial scoring reference

Undoubled made-contract points: 20 per contracted minor-suit trick, 30 per major, or 40 for first notrump and 30 thereafter. Duplicate adds 50 for partscore, or 300/500 for game depending on vulnerability. Undoubled undertricks cost 50 each nonvulnerable, 100 vulnerable. Doubles, redoubles and slams require the full table, not multiplying every figure blindly.

Beginner decisions

  • Count likely winners across both declaring hands before playing from dummy. A short plan can preserve an entry needed several tricks later.
  • Agree one simple bidding system. High-card counts measure strength but are not themselves bids.

Common rule mix-ups

  • Reading two hearts as only two tricks; it requires eight.
  • Letting dummy recommend declarer’s next card.

Questions about this game

Must I trump when void?

No. Discarding is legal.

May defenders discuss their hands?

No. Partnership methods require appropriate disclosure, not secret signals.

Sources and edition notes

Four-player contract bridge introduction using duplicate-style deal scoring. Rubber and Chicago session scores differ; bidding systems are partnership agreements.

Sources and stated format checked October 14, 2026. This records a document check, not a claim of hands-on testing.

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