Card Games

How to Play Bridge: A Beginner's Guide to Contract Bridge

LK Forge · 9 min read · Updated September 2026

Bridge is the most popular partnership card game in the world, and once the pieces click into place it is far less intimidating than its reputation suggests. This guide walks you through how to play bridge from the very start — who plays, how a hand is dealt, the two phases of every deal (the auction and the play), and how scoring works — in plain English, with no prior card-game experience assumed.

Bridge at a glance

Bridge is played by four people in two partnerships. Partners sit across from each other, so the table alternates: North and South are partners, and so are East and West. You use a standard 52-card deck with no jokers, and the whole deck is dealt out one card at a time, giving every player exactly 13 cards.

The goal is to win tricks. A trick is a small round in which each of the four players plays one card; whoever plays the best card wins that trick and collects it for their side. There are 13 tricks in every deal, and your partnership's aim is to win as many as you promised you would during the auction.

Card rankings and suit order

Within each suit the cards rank from high to low: Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2. The ace is always high.

During the auction the four suits also have a rank order, which matters when one bid has to outrank another. From lowest to highest they are:

  • Clubs — lowest, a "minor" suit
  • Diamonds — a "minor" suit
  • Hearts — a "major" suit
  • Spades — highest suit, a "major" suit
  • No-trump — ranks above every suit in the bidding
Lowest Highest
Bidding rank of the strains (an ace of each suit shown lowest to highest): clubs and diamonds are the minors, hearts and spades the majors, with no-trump above them all. See the bidding box →

The distinction between majors (hearts and spades) and minors (clubs and diamonds) comes up constantly, because majors score more and are usually the more valuable contracts to bid.

The two phases of every deal

Every hand of bridge has two parts, always in this order:

  1. The auction (bidding) — the four players compete to set the contract: how many tricks one side will try to win, and which suit (if any) is trump.
  2. The play — the cards are actually played out over 13 tricks, and you find out whether the contract was made.

Understanding these two phases separately is the key to learning the game, so we'll take them one at a time.

Phase 1: The auction

Starting with the dealer and moving clockwise, each player takes a turn to either make a bid or pass. A bid is a promise about tricks, written as a number plus a suit or no-trump — for example "1 club," "2 hearts," or "3 no-trump."

The number in a bid is not the raw number of tricks. Because the first six tricks (called "the book") are assumed, the number always means that many tricks above six. So:

  • 1 heart promises 7 tricks (6 + 1) with hearts as trump.
  • 4 spades promises 10 tricks (6 + 4) with spades as trump.
  • 3 no-trump promises 9 tricks (6 + 3) with no trump suit.
  • 7 no-trump promises all 13 tricks — the highest possible bid.

Each new bid must outrank the previous one, either by naming a higher number or, at the same number, a higher-ranking strain (recall the order clubs < diamonds < hearts < spades < no-trump). So over "1 heart" you could bid "1 spade" or "2 clubs," but not "1 club."

Players who don't want to bid say "pass." The auction ends when a bid is followed by three consecutive passes. The last (highest) bid becomes the contract, and the partnership that made it must now try to fulfill it.

Two special calls can also appear: "double" raises the stakes on an opponent's bid you think will fail, and "redouble" answers a double when you're confident you'll succeed after all.

The auction is the part that takes practice, because each bid is a coded message about your hand. The quickest way to get the hang of it is to bid hands and see what standard bidding does with them — our bridge bidding practice tool deals a hand and bids a full auction for all four players, explaining every call.

Declarer, dummy, and defenders

Once the contract is set, the roles lock in. On the winning side, the player who first named the trump strain becomes the declarer — they will play the hand. Their partner becomes the dummy. The other partnership are the defenders.

Here is the twist that makes bridge unique: after the first card is played, the dummy lays all 13 of their cards face-up on the table and then does nothing else. The declarer plays both hands — their own and the dummy's — choosing every card for the pair. The defenders keep their hands hidden and cooperate to beat the contract.

Phase 2: Playing the hand

The player to the declarer's left makes the first play, called the opening lead. Only after that lead is on the table does the dummy's hand get exposed. Play then proceeds clockwise, one card per player, until all four have contributed a card — that completes one trick.

Two simple rules govern every trick:

  • Follow suit. You must play a card of the same suit that was led if you have one. Only if you are void in that suit may you play something else.
  • Highest card wins — unless a trump is played. If no trump appears, the highest card of the suit that was led wins the trick. If one or more trumps are played (by someone who couldn't follow suit, or in a trump contract where they choose to), the highest trump wins instead.

Whoever wins a trick leads to the next one, and play continues until all 13 tricks are done. In a no-trump contract there are no trumps at all, so the highest card of the led suit always wins — which makes long, strong suits especially powerful.

How scoring works

To fulfill a contract, the declaring side must win at least 6 + the contract number of tricks. Make it, and you score; fall short (go "down"), and the defenders score penalty points for each trick you missed (each is an "undertrick").

Points for tricks you bid and made depend on the strain:

StrainPoints per trick (over book)
Clubs ♣ / Diamonds ♦ (minors)20 each
Hearts ♥ / Spades ♠ (majors)30 each
No-trump (NT)40 for the first, then 30 each

Reaching 100 trick-points in a single deal earns a big "game" bonus, which is why certain contracts are the ones everyone aims for: 3 no-trump (40 + 30 + 30 = 100), 4 hearts or 4 spades (4 × 30 = 120), and 5 clubs or 5 diamonds (5 × 20 = 100). A contract worth less than 100 is a "partscore."

Bidding and making all but one trick — a 6-level contract, 12 tricks — is a small slam, and taking all 13 (a 7-level contract) is a grand slam; both carry large bonuses. The exact bonus values differ slightly between the two common formats, rubber bridge (played in sets at home) and duplicate bridge (played in clubs and tournaments), but the trick values and the goal of reaching game are the same in both.

Valuing your hand: high-card points

Before you can bid sensibly, you need a quick way to judge how strong your 13 cards are. Nearly all players use the high-card point (HCP) count:

  • Ace = 4, King = 3, Queen = 2, Jack = 1. Everything else is 0.

The whole deck holds 40 HCP, so an average hand is about 10. As a rough guide, a partnership with a combined 25–26 HCP usually has enough strength to bid a game, and around 33+ starts to point toward a slam. Long suits add value too, but HCP is the anchor every beginner starts with.

Tips for your first games

  • Learn the play before the bidding. Deal four hands face-up and just practice taking tricks and following suit. Once that feels natural, the auction makes far more sense.
  • Count your winners and losers. As declarer, before you play look at the two hands together and count tricks you're sure to win and the ones you might lose — that plan guides every card.
  • In a trump contract, draw trumps early. Leading trumps to strip them from the defenders usually stops them from winning tricks with small cards later.
  • Watch what's been played. Bridge rewards memory. Noticing which high cards are gone tells you which of your cards are now winners.
  • Play a lot of trick-taking hands. Games like Hearts and Euchre drill the same core skills — following suit, using trumps, timing your high cards — that bridge is built on.

The fastest way to build the instinct is simply to play trick-taking hands until following suit and using trumps feel automatic. You can do that solo, against the computer, with our free Hearts game or the partnership-and-trumps game Euchre — then bring those reflexes back to the bridge table.

Bridge needs a partner and two opponents — but you can practice trick-taking play solo right now against the computer.

Play Hearts vs the AI

Frequently asked questions

Is bridge hard to learn?
The basic play is not hard — if you can follow suit and win tricks, you already know most of it, and trick-taking games like Hearts or Euchre use the same idea. What takes practice is the bidding (the auction) and reading your partner, because a bid is a coded message about your hand. You can enjoy a game after one sitting; getting good is a long, rewarding hobby.
How many players do you need for bridge?
Exactly four, in two partnerships of two. Partners sit opposite each other, so play alternates between the two sides around the table. There are three- and two-player variants, but standard contract bridge is a four-player game.
What are trumps in bridge?
The trump suit is a suit chosen during the auction that outranks all others for that deal. Any trump beats any card of the three plain suits, so a low trump can win a trick against an ace. A contract can also be "no-trump," in which case there are no trumps and the highest card of the suit led always wins.
What is a contract in bridge?
The contract is the final bid of the auction. It names how many tricks the winning side promises to take and which suit (or no-trump) is trump. A bid of "four hearts," for example, is a promise to win at least 10 tricks with hearts as trump — the number in the bid always means that many tricks above the first six.
What is the dummy in bridge?
The dummy is the declarer’s partner. After the opening lead, the dummy lays their 13 cards face-up on the table and takes no further part in the play — the declarer plays both their own hand and the dummy’s, choosing every card for both.
What is the difference between bridge and whist?
Bridge grew out of whist and keeps the same core: four players, two partnerships, 13 tricks, follow suit. Bridge adds two things whist lacks — a bidding auction that sets the contract and the trump suit, and the dummy hand that is exposed after the opening lead. Those two additions are what make bridge deeper.