Uno 108-card deck, 2–10 players◆ Skip-Bo 162 cards, first to empty the stock pile◆ Cribbage highest possible hand: 29 points◆ Phase 10 10 phases, completed in order◆ Five Crowns five suits, 116 cards, 11 rounds◆ Pinochle 250 trick points on the table each hand◆ Euchre 24-card short deck, lone march scores 4◆ Canasta natural canasta: 500 points◆ Gin Rummy knock at deadwood 10 or less◆ Spades 13 cards each, spades always trump◆ Farkle rolling three 1s scores 1,000 points, the same as many six-of-a-kind rolls◆ Yahtzee a full scorecard has 13 categories split across an upper and lower section◆ Dominoes a standard double-six set has exactly 28 tiles◆ Mexican Train commonly played with a double-12 domino set of 91 tiles◆ Chinese Checkers invented in Germany in 1892, not China — the name was a 1920s US marketing move◆ Solitaire not every deal of Klondike is winnable, even with perfect play◆ Spider Solitaire combines two full decks, 104 cards in play at once◆ FreeCell of the original 32,000 numbered deals, only game #11982 has never been solved◆ Hearts taking every point card lets you "shoot the moon" and flip the scoring on everyone else◆ Go Fish a completed "book" is all four cards of a single rank◆ War has no fixed length — in theory, a game can go on until one player has drawn every card◆ Old Maid can be played with a Joker added or a Queen removed, depending on which house convention a group prefers◆ Bridge a bid of "1" actually means 7 tricks: an automatic 6-trick "book" plus 1 more◆ Sequence combines a 10x10 board with two full decks of cards instead of dice or a single deck◆ Bunco a full party is commonly played across 4 tables at once, with players rotating between them◆ Kings Corner only a King can start a brand new pile in one of the board's 4 corners◆ Exploding Kittens every player starts with a guaranteed Defuse card in hand◆ LCR a player rolls one die for every chip they're still holding, up to a maximum of 3◆ Apples to Apples the judge never knows which player submitted which card◆ Pyramid Solitaire a King can be removed on its own since it's already worth exactly 13

Bridge rules: how to play contract bridge

Classic division
4 Players
52 Cards
High Difficulty*

* Difficulty is our editorial read on how hard the game is to pick up — not an official rating. Player counts and deck sizes come from the game's rulebook.

Scope note

This page covers core Bridge rules and a basic bidding overview only. It's deliberately not a bidding-conventions guide (Stayman, Blackwood, Jacoby transfers, 2-over-1, and similar systems), since ACBL, bridgebum.com and funbridge.com already cover that field in far more depth than a generalist reference page can match.

Quick answer

Bridge is a trick-taking card game for exactly 4 players in 2 fixed partnerships, seated across from their partner. Each player gets 13 cards, and the game opens with an auction where players bid for the right to name trump and set a target of tricks to win. The winning side then tries to take that many tricks, plus an automatic 6, while the other side defends.

Chapter 1

Setup

Deal the full 52-card deck out evenly, 13 cards to each of the 4 players, with partners seated across the table from each other rather than side by side. There's no widow or kitty in Bridge. Every card ends up in someone's hand before play even begins.

Two terms are worth knowing before the bidding starts. A "trick" is one round of play, everyone contributing a single card. "Book" refers to the first 6 tricks a side needs before any bid number even starts counting: a bid of 1 means "7 tricks total" (the 6-trick book plus 1 more), a bid of 7 means all 13 tricks in the hand.

Four players seated in partnerships at the start of a Bridge hand
Chapter 2

Gameplay

The bidding auction

Starting to the dealer's left, players take turns either bidding or passing. A bid names a number, 1 through 7, plus a trump suit or "no-trump." Each new bid has to outrank the last one, either by number or, at the same number, by suit. The suit ranking runs low to high: clubs, diamonds, hearts, spades, then no-trump sitting above all four suits. So a bid of 2 hearts outranks 2 clubs, but a bid of 1 no-trump outranks 1 spades even though the number is the same.

The auction ends the moment three players in a row pass after the last bid. Whatever that final bid was becomes the contract, and the suit named in it (or no-trump) becomes trump for the rest of the hand.

Declarer and dummy

Whichever player on the winning side first named the contract's final suit during the bidding becomes declarer. Declarer's partner becomes the dummy. Once the player to declarer's left makes the opening lead, dummy lays their entire hand face-up on the table and takes no further active role, except playing whichever card declarer instructs from that exposed hand.

Playing the tricks

Play works through all 13 tricks one at a time. Each player has to follow the suit that was led if they can. A player with none of that suit left may play any card, including trump, and the highest trump played on a trick beats every other card, trump or not. Whoever wins a trick leads the next one. Bridge shares this same follow-suit, trump-beats-all structure with another trick-taking partnership game, Spades, even though the two games get to their contract in very different ways.

The dummy hand laid face-up during a game of Bridge
Chapter 3

Scoring

Bridge scoring rewards a side for meeting or beating its contract, and penalizes the bidding side for falling short. A full scoring table with vulnerability, doubling and rubber-versus-duplicate variations is a much bigger topic than this page covers. What follows is the base structure every scoring format builds on.

Contract suitPoints per trick bid and made (above the book of 6)
Clubs or diamonds (minor suits)20
Hearts or spades (major suits)30
No-trump40 for the first trick, 30 for each additional trick

Reach 100 or more of these trick points across one or more hands, and the side earns "game," a milestone worth its own bonus on top of the trick points themselves. Bidding and making all 13 tricks (a grand slam) or all but one (a small slam) earns a much larger bonus again, with the exact figure depending on the scoring format and whether the side is vulnerable, a status that raises both the stakes and the rewards once a side has already won a game. If the bidding side falls short of its contract, the tricks it's short by cost the defending side penalty points instead, with the exact per-trick penalty also shifting depending on vulnerability.

Chapter 4

Variations and house rules

Most home games play rubber bridge: an informal running score across as many hands as it takes to win two games, with no fixed board of pre-dealt hands. Tournament play almost always uses duplicate bridge instead, where the same pre-dealt hands get replayed at multiple tables so every partnership's results can be compared against every other partnership holding the identical cards. The core rules of bidding and play are the same either way. What changes is how the final score gets compared across the room rather than just across one table.

Frequently asked questions

FAQ

How many cards does each player get in Bridge?

Each of the 4 players receives 13 cards from a standard 52-card deck, dealt out evenly with nothing left over. That's how you play bridge card game basics: no widow, no kitty, every card lands in someone's hand.

What does it mean to be the "dummy" in Bridge?

The dummy is declarer's partner. Once the opening lead is played, the dummy lays their whole hand face-up on the table and stops actively playing. Declarer plays cards from the dummy's hand by naming which one, and the dummy has no further decisions to make for the rest of that hand.

How does the bidding auction end?

The auction ends the instant three players in a row pass after the most recent bid. That bid becomes the contract, and its named suit (or no-trump) becomes trump for the hand.

What's the difference between rubber bridge and duplicate bridge?

Rubber bridge is the informal home-game format, scored on a running tally across hands until a side wins two games. Duplicate bridge is the tournament format, where identical pre-dealt hands are replayed at several tables so scores can be compared directly against other partnerships holding the same cards.

Do I need to learn bidding conventions to play Bridge?

Not for a casual home game. The bidding rules on this page (bid a number and a suit, higher bids outrank lower ones, three passes end the auction) are enough to play a full hand. Competitive and club-level Bridge leans heavily on named bidding conventions like Stayman or Blackwood to communicate hand strength more precisely, but that's a separate, much larger topic outside what a beginner needs to start playing.