Bridge is a fascinating card game that combines skill, strategy, and partnership. If you're new to the game, learning the bridge basics is essential before diving into online play. In this guide, we'll walk you through the fundamentals of bridge, including bidding, scoring, and essential strategies, so you can start playing bridge online with confidence.
Bridge is played with a standard 52-card deck, with four players divided into two partnerships. The object of the game is to win as many tricks as possible, based on the contract determined during the bidding phase. To master bridge, you must first understand the basics of bidding, scoring, and play.
Bidding is the process of determining the contract, which sets the goal for the number of tricks the declaring side must win. Each player, starting with the dealer, makes a call: either pass, bid, double, or redouble.
An opening bid is the first bid made in the auction, setting the foundation for the partnership's bidding sequence. To make an opening bid, a player typically needs at least 12 high-card points (HCP) or a compensating distribution. The suit and level of the opening bid provide crucial information about the opener's hand strength and shape.
Types of Opening Bids
One-Level Suit Bids (1♣, 1♦, 1♥, 1♠) 1♣ and 1♦ bids usually show a hand with 12-21 HCP and at least a 3-card suit. 1♥ and 1♠ bids typically show a hand with 12-21 HCP and at least a 5-card suit. The exact range and distribution may vary based on the partnership's bidding system.
One Notrump (1NT) An opening bid of 1NT typically shows a balanced hand (no singletons or voids) with 15-17 HCP. Some partnerships may use a slightly different range, such as 14-16 HCP or 16-18 HCP.
Two-Level Suit Bids (2♦, 2♥, 2♠) These opening bids are more specific and can have different meanings depending on the partnership agreement: Weak two bids: Show a 6-card suit with 5-10 HCP Strong two bids: Show a strong hand (usually 20+ HCP) with a good 5+ card suit Two-over-one (2/1) game forcing: Shows a hand with 12+ HCP and a good 5+ card suit, forcing the partnership to bid to game.
2♣ Opening Bid In approximately 90% of the partnerships worldwide, 2♣ is the strongest opening bid in the game, indicating a hand with 22+ HCP or a value hand equivalent to 22 HCP. The remaining 10% of partnerships may have different agreements for the 2♣ opening, but it is not used as a weak two bid.
Higher-Level Opening Bids (3NT, 4♥, 4♠, 5♣, 5♦) These opening bids are less common and typically show very specific hand types, such as a long solid suit with little outside strength or a balanced hand with a specific HCP range. Considerations for Opening Bids
When making an opening bid, players should consider several factors:
Hand strength: Ensure the hand meets the minimum HCP requirement for the chosen bid. Distribution: Consider the length and strength of each suit, as well as the overall shape of the hand (balanced, unbalanced, or semi-balanced). Vulnerability: Some bidding decisions may be influenced by whether the partnership is vulnerable or non-vulnerable, as the risk-reward balance can change. Partnership agreements: Discuss and agree upon the specific meaning of opening bids with your partner to ensure clear communication and effective bidding.
Opening bids are the starting point for effective communication between partners. By accurately describing hand strength and distribution, players can work together to find the best contract. As you learn and play bridge, pay close attention to opening bids and their implications to improve your bidding skills and overall game.
After your partner makes an opening bid, it's your responsibility to describe your hand and help your partnership find the best contract. Your response should consider your point count, distribution, and fit with your partner's suit. Responding accurately is crucial for effective communication and reaching the optimal contract.
Types of Responses
Pass If you have a weak hand (usually less than 6 HCP) and no fit with your partner's suit, you may pass. This indicates that you don't have enough strength to contribute to the auction.
Support Bids If your partner opens in a suit and you have support, you can raise your partner's suit. The level of your raise depends on your point count and the number of cards you have in the suit:
Minor Suit Support (at least 5 cards): Single raise (e.g., 1♣ -> 2♣): 6-9 HCP and support Jump raise (e.g., 1♣ -> 3♣): 10-12 HCP and support Game raise (e.g., 1♣ -> 5♣): 13+ HCP and support
Major Suit Support (at least 3 cards): Single raise (e.g., 1♥ -> 2♥): 6-9 HCP and support Jump raise (e.g., 1♥ -> 3♥): 10-12 HCP and support Game raise (e.g., 1♥ -> 4♥): 13-15 HCP and support
Note that some partnerships who play 2/1 (Two-Over-One) game forcing may use a different scale for the support levels.
No Trump Responses If your partner opens in a suit and you have a balanced hand with no fit, you can respond in no trump. The level of your response indicates your point range:
1NT: 6-10 HCP 2NT: 11-12 HCP 3NT: 13-15 HCP
New Suit Responses When you bid a new suit at the one level (e.g., 1♣ -> 1♥), it usually shows at least 4 cards in the suit and 6+ HCP. A new suit response at the two level (e.g., 1♦ -> 2♣) typically promises a stronger hand with 10+ HCP and at least a 4-card suit.
Jacoby 2NT and Splinter Bids These are conventional responses used to show specific hand types:
Jacoby 2NT: A game-forcing raise of opener's major suit, typically showing 4+ card support and 13+ HCP Splinter Bid: A double jump in a new suit, showing a single or void in the suit bid, 4+ card support for opener's suit, and game-going values
Considerations for Responding
When responding to an opening bid, keep these factors in mind:
Point count: Accurately assess your hand's strength to determine the appropriate level of your response. Distribution: Consider your suit lengths and fit with your partner's suit to choose between support bids, no trump responses, and new suit bids. Partnership agreements: Discuss and agree upon the specific meanings and point ranges for responses with your partner, especially for conventional bids like Jacoby 2NT and splinters.
Responding effectively to opening bids is essential for finding the best contract and reaching a game or slam when appropriate. As you gain experience, you'll develop a better understanding of when to prioritize support, explore new suits, or settle for a no trump contract. Continuously work on your partnership communication and agreements to improve your responding skills.
Competitive bidding occurs when both partnerships are vying for the contract. This situation arises when the opposing partnership bids after your side has opened the auction. Competitive bidding requires a different set of strategies and considerations compared to uncontested auctions. The goal is to find the best contract for your side while also making it difficult for the opponents to find theirs.
Overcalls
An overcall is a bid made by a player after the opponents have opened the bidding. Overcalls are used to compete for the contract, show a lead-directing bid, or disrupt the opponents' auction.
Suit Overcalls A suit overcall shows a 5+ card suit and typically 8-16 HCP, depending on the level of the overcall. At the one level, overcalls can be made with a weaker hand, while higher-level overcalls require more strength.
1NT Overcall A 1NT overcall usually shows a balanced hand with 15-18 HCP and a stopper in the opponent's suit. This bid is used to compete for the contract when you have the values to play in no trump.
Jump Overcalls A jump overcall is a bid one level higher than necessary. It shows a strong 6+ card suit and a hand that is too strong for a simple overcall but not strong enough to force the game. Takeout Doubles
A takeout double is a special type of bid used when the opponents have opened the bidding and you have shortness in their suit. It shows support for the unbid suits and requests your partner to choose one of them.
Requirements for a Takeout Double Shortness (0-2 cards) in the opponent's suit At least 3 cards in each of the unbid suits, but no 5-card major or 6-card minor unless you have 18+ HCP Typically 12+ HCP, but can be made with less if you have a favorable distribution.
Responding to a Takeout Double Bid your longest unbid suit at the lowest available level Jump in a suit with a strong hand (9-11 HCP) Bid no trump with a balanced hand and stoppers in the opponent's suit Pass the double with a long, strong holding in the opponent's suit, converting it to a penalty double
Balancing
Balancing refers to bidding when the opponents have found a fit and are about to play the contract at a low level. The purpose of balancing is to compete for the contract when you believe your side has a better fit or to push the opponents higher.
Balancing Overcalls Balancing overcalls are made with weaker hands than direct overcalls, typically around 7-11 HCP. They are used to compete when the opponents have stopped at a low level.
Balancing Doubles A balancing double is made with a hand that was not strong enough to make a direct takeout double. It shows a desire to compete and usually denies a strong hand.
Competitive bidding requires careful judgment and partnership agreements. It's essential to consider the vulnerability, the level of the auction, and the potential risk-reward of competing. Discuss competitive bidding strategies with your partner, including overcalls, takeout doubles, and balancing, to ensure you're on the same page during the auction.
Understanding bridge scoring is crucial for making strategic decisions during bidding and play.
Rubber bridge is a popular form of contract bridge played for points. In rubber bridge, the first partnership to win two games wins the rubber and receives a bonus. Points are awarded for winning tricks, making contracts, and winning games and rubbers.
Scoring Points
Contract Points Each trick won beyond the first six (known as "book") is worth a certain number of points, depending on the suit: Clubs and Diamonds: 20 points per trick Hearts and Spades: 30 points per trick No Trump: 40 points for the first trick, 30 points for each subsequent trick Overtricks (tricks won beyond the contracted number) are worth the same as contract points. Undertricks (tricks short of the contracted number) do not score any points for the declaring side and may result in penalty points for the defenders.
Game Bonus A partnership must score 100 or more contract points in one deal to win a game. The game bonus is awarded based on vulnerability: Non-vulnerable: 300 points Vulnerable: 500 points
Small Slam Bonus When a partnership makes a contract of 12 tricks (small slam), they receive an additional bonus: Non-vulnerable: 500 points Vulnerable: 750 points
Grand Slam Bonus When a partnership makes a contract of all 13 tricks (grand slam), they receive an even larger bonus: Non-vulnerable: 1000 points Vulnerable: 1500 points
Rubber Bonus The partnership that wins two games wins the rubber and receives an additional bonus of 700 points.
Penalty Points
When the declaring side fails to make their contract, the defending side receives penalty points based on the number of undertricks and vulnerability:
Non-vulnerable: First undertrick: 50 points Second and third undertricks: 100 points each Fourth and subsequent undertricks: 150 points each Vulnerable: First undertrick: 100 points Second and subsequent undertricks: 150 points each Doubling and Redoubling
Doubling and redoubling can increase the stakes in rubber bridge:
When a contract is doubled, the trick points and penalties are doubled. When a doubled contract is redoubled, the trick points and penalties are multiplied by four. If the declaring side makes a doubled or redoubled contract, they receive a bonus of 50 points or 100 points, respectively, in addition to the game bonus. Keeping Score
In rubber bridge, each partnership keeps a running score divided into two columns: "above the line" (contract points) and "below the line" (game and rubber bonuses). The partnership that wins the rubber adds their above-the-line and below-the-line scores to determine the final point difference.
Rubber bridge scoring may seem complex at first, but with practice, it becomes more intuitive. Understanding the various bonuses and penalties can help you make better bidding and play decisions. Remember that the ultimate goal is to win two games and the rubber, so sometimes it may be worth sacrificing points to prevent the opponents from winning a game or rubber.
Duplicate bridge is a form of contract bridge where the same hands are played at multiple tables, allowing for direct comparison of scores between partnerships. This format eliminates the element of luck in the deal and emphasizes skill in bidding and play. In duplicate bridge, the scoring system is based on matchpoints or IMPs (International Match Points), depending on the type of competition.
Matchpoint Scoring
In matchpoint scoring, each partnership's score on a given board is compared to the scores of all other partnerships who played the same board. The goal is to achieve a higher score than as many other pairs as possible.
Calculating Matchpoints Each partnership receives 2 match points for each pair they outscore, 1 matchpoint for each pair they tie, and 0 match points for each pair that outscores them. For example, if 10 pairs play a board and your score is better than 6 pairs, tied with 1 pair, and worse than 2 pairs, your matchpoint score would be (6 x 2) + (1 x 1) = 13 out of a possible 18 matchpoints.
Tops and Bottoms The best score on a board is called a "top," while the worst score is called a "bottom." Matchpoint scoring often rewards taking calculated risks to achieve a top score, even if it means risking a bottom score.
IMP Scoring
IMP scoring is used in team competitions, where each team's score is compared to a fixed scale rather than directly to other teams' scores. The goal is to minimize the IMPs lost and maximize the IMPs gained on each board.
Calculating IMPs The difference between the two teams' scores on each board is converted into IMPs using a predetermined scale. For example, if Team A scores +620 on a board and Team B scores +170, the difference of 450 points would be worth 10 IMPs to Team A.
IMP Scale The IMP scale is not linear, meaning that larger point differences are required to gain more IMPs as the difference increases. For instance, a difference of 20-40 points is worth 1 IMP, while a difference of 4000-7000 points is worth 24 IMPs.
Strategy in IMP Scoring IMP scoring encourages a more conservative bidding style, as large swings can significantly impact the match's outcome. Overtricks and small differences in scores are less important than in matchpoint scoring, while making contracts and avoiding large penalties are prioritized.
Duplicate Bridge Etiquette
In duplicate bridge, there are specific rules and etiquette to ensure fairness and prevent unauthorized information from being exchanged between partners:
Bidding Boxes Most duplicate bridge events use bidding boxes to make calls, preventing verbal cues and ensuring that all players can see the auction clearly.
Alerts and Announcements Players must alert or announce their partnership's special agreements or unconventional bids to the opponents to ensure a level playing field.
Slow Play and Hesitations Players should strive to play at a consistent pace to avoid conveying unauthorized information through hesitations or tempo changes.
Understanding duplicate bridge scoring is essential for competitive play. Whether you're playing in a matchpoint pairs event or an IMP team game, familiarize yourself with the scoring system and adjust your strategy accordingly. Always adhere to proper etiquette and maintain the integrity of the game to ensure a fair and enjoyable experience for all players.
As you learn bridge, it's important to develop a solid foundation of declarer play and defensive strategies.
As the declarer, your objective is to fulfill the contract by taking the required number of tricks. To achieve this goal, you must employ various techniques and strategies to maximize your chances of success. Here are some essential declarer play techniques:
Planning the Play Before playing the first trick, take a moment to analyze the dummy's cards and consider your overall strategy. Count your sure winners and losers, and develop a plan to establish additional tricks or eliminate potential losers.
Drawing Trumps In suit contracts, it's often advantageous to draw the opponents' trumps early to prevent them from ruffing your winners. However, be cautious not to draw trumps prematurely if you need to use trumps for other purposes, such as ruffing losers in the dummy or establishing a long side suit. Establishing Long Suits When you have a long suit in the dummy or your hand, consider establishing it by driving out the opponents' high cards. Once the suit is established, you can enjoy extra winners by continuing to play the suit.
Finessing A finesse is a technique used to gain a trick by leading a card towards a higher honor, hoping that the opponent who plays second does not have the intervening honor. Common types of finesses include simple finesses (leading towards an honor), double finesses (two missing honors), and ruffing finesses (finessing against a missing trump honor).
Ruffing Losers When you have losers in a side suit and trumps in the dummy, consider ruffing those losers to prevent the opponents from winning tricks with their high cards. Be mindful of the opponents' trump holdings and the potential for overruffs when planning to ruff losers.
Endplays An endplay is a technique where you force an opponent to lead a suit that benefits you, often in the later stages of the hand. Endplays can be used to avoid losers, promote winners, or even to force the opponents to give you a ruff and discard.
Squeeze Plays A squeeze play is an advanced technique where you apply pressure on an opponent who holds guards in two or more suits, forcing them to discard one of those guards and allowing you to establish a winner. Common types of squeezes include simple squeezes, double squeezes, and triple squeezes.
Safety Plays A safety play is a technique used to protect against an unfavorable distribution of the opponents' cards, often by sacrificing a potential overtrick to increase the chances of making the contract. Examples of safety plays include ducking a trick to prevent a dangerous opponent from gaining the lead or playing a high card to guard against a singleton in an opponent's hand.
Managing Entries Carefully manage the entries between your hand and the dummy to ensure you can reach your winners and execute your planned techniques. Consider the order in which you play your suits and the transportation needed to move between hands effectively.
Becoming a skilled declarer requires practice, patience, and the ability to adapt your strategy based on the information gained during the play. As you encounter various situations, you'll develop a deeper understanding of when and how to apply these techniques effectively.
Remember, declarer play is not just about executing techniques but also about gathering information from the opponents' plays and signals. Pay attention to the cards they play, their discards, and any hesitations that might provide valuable clues about their holdings. By combining technical skill with keen observation and inference, you'll become a more successful and confident declarer.
When playing as a defender, your primary goal is to prevent the declaring side from making their contract. Effective defense requires a combination of good opening leads, clear signaling methods, and the ability to visualize the entire deal based on the bidding and play. Here are some key defensive strategies:
Opening Leads The opening lead is the first card played by the defender on the declarer's left and can often make or break the contract. When selecting an opening lead, consider the bidding, your own holdings, and your partnership's lead conventions. Common opening lead strategies include: Leading a long suit, hoping to establish winners Leading a singleton or doubleton, aiming for a ruff Leading a trump, to reduce the declarer's ruffing potential Leading a high card from a sequence or interior sequence
Signaling Defensive signaling is a method of communicating with your partner about the contents of your hand through the cards you play. Standard signaling methods include: Attitude signals: Playing a high card to encourage a suit or a low card to discourage Count signals: Playing high-low to show an even number of cards in a suit, or low-high to show an odd number Suit preference signals: Playing a high card to suggest a shift to a higher-ranking suit, or a low card for a lower-ranking suit Develop clear signaling agreements with your partner and pay attention to their signals during the play.
Second Hand Play As the second player to play a trick, you have an opportunity to influence the outcome of the trick. Common second-hand play strategies include: Playing low when you have a single honor or no honor in the suit led Covering an honor with an honor to promote a card in your partner's hand or to force the declarer to play a higher honor Ducking (not playing an honor) to maintain communications with your partner or to rectify the count for a subsequent squeeze play
Third Hand Play As the partner of the opening leader, your role is to work together to establish and protect defensive tricks. When playing third to a trick, consider the following: Playing high to win the trick if the second hand has played low Returning your partner's lead if it appears to be the best course of action Shifting to a new suit if you believe it will be more effective in defeating the contract
Discarding When you cannot follow suit, your choice of discard can provide valuable information to your partner. Use your partnership's agreed-upon discarding methods, such as: Lavinthal discards: Discarding a high card in one suit to encourage a shift to that suit, or a low card to discourage Odd-Even discards: Discarding an odd card to encourage a shift, or an even card to discourage Be mindful of the declarer's potential endplay or squeeze positions when choosing your discards.
Counting and Visualizing the Deal As the play progresses, mentally keep track of the distribution of each suit and the high cards played. Use the bidding, opening lead, and the cards played by the declarer and your partner to build a picture of the unseen hands. Counting can help you determine when to take your winners, when to hold up, and when to make a crucial shift in the defense.
Effective defense requires partnership coordination, clear communication, and the ability to adjust your strategy based on the information gathered during the bidding and play. Regularly discuss defensive methods with your partner, including opening lead conventions, signaling agreements, and discarding strategies.
As you gain experience, you'll develop a keen sense of timing for when to attack and when to lie low. Remember that every card played by you and your partner can have a significant impact on the outcome of the deal. By working together and employing sound defensive strategies, you'll become a formidable force at the bridge table.
Bridge basics form the foundation of the game, but there's much more to learn about the rules and strategies involved. For a more in-depth look at the rules of bridge, visit our Bridge Game Rules page, which covers everything from bidding and scoring to penalties and etiquette.
By mastering the fundamentals and continuously learning from your experiences, you'll be well on your way to becoming a successful bridge player. Practice regularly, communicate effectively with your partner, and enjoy the challenge and excitement that bridge has to offer.
Now that you've learned the bridge basics, it's time to put your knowledge to the test. Join Bridge Champ to play bridge online with players worldwide, participate in tournaments, and earn rewards as you improve your skills. Sign up today and experience the next generation of online bridge!