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Scoring guide

Bridge (Basics) Scoring, Explained


Bridge scoring confuses beginners for a specific reason: the number a contract is bid in isn't the number of points it scores. A 3♠ contract scores completely differently from a 3NT contract even though both need nine tricks, because the suit itself sets the per-trick value, and only some of that value counts toward actually winning the game.

The trick-value table everything else depends on

  • Clubs or diamonds: 20 points for each trick bid and made beyond the first six ("the book").
  • Hearts or spades: 30 points per trick beyond six.
  • Notrump: 40 points for the first trick beyond six, then 30 for every trick after that.

Only tricks actually bid count below the line toward winning the game; any extra tricks won beyond the contract ("overtricks") score above the line instead, at the same per-trick rate, and don't help win the game.

Worked example 1: a plain suit contract, made exactly

South bids and makes 4♠ — ten tricks, four beyond the book of six. At 30 points per trick, that's 4 × 30 = 120 points, all scored below the line. Since game only requires 100 points below the line in total, this single hand is worth more than a full game on its own, winning it outright in one hand and making both North-South players vulnerable going forward.

Worked example 2: the same contract, but with an overtrick

North-South bid 3♠ (nine tricks) and actually take ten. The bid itself scores 3 × 30 = 90 points below the line — nine tricks short of a full game by itself (game needs 100). The tenth, unbid trick scores as an overtrick: 30 points, but above the line, where it does nothing to help reach game. North-South are left sitting on a 90-point partscore, needing just 10 more points from a future hand to complete game — a very different position from the first example, even though both started as spade contracts.

Worked example 3: a doubled contract that goes down

East-West bid 3NT, but their opponents double it, and East-West only take seven tricks — two short of the nine required. Going down two in an undoubled contract, non-vulnerable, would cost 50 points per undertrick (100 total). Doubled, the penalty jumps sharply: 100 for the first undertrick, 200 for the second, for a doubled penalty of 300 points, all scored above the line to the defenders. The double didn't just penalize East-West for missing their contract — it roughly tripled the cost of missing it by exactly that amount.

Worked example 4: why a small slam is worth chasing

North-South, not yet vulnerable, bid and make 6♥ — twelve tricks. Trick points: 6 × 30 = 180 points below the line, comfortably enough for game on its own. On top of that, bidding and making a small slam (12 of 13 tricks) earns a separate bonus of 500 points, scored above the line, purely for having bid and made it — not awarded at all if the same twelve tricks are taken without having actually bid the slam. If North-South had instead been vulnerable already, that same slam bonus would be 750 points instead of 500 — vulnerability doesn't just raise penalties, it raises slam rewards too.

How a rubber actually finishes

Winning two games completes a rubber and adds a bonus on top of everything scored during play: 500 points if the losing side had won one game along the way, or 700 points if the losing side never won a single game across the whole rubber. This bonus can be larger than the trick points scored in the entire rubber, which is exactly why protecting an existing partscore, rather than always bidding aggressively for a new game, is often the mathematically correct choice late in a rubber.

Worked example 5: two partscores stacking toward one game

North-South bid and make 1NT on one hand — the first trick beyond six at notrump scores 40 points below the line. Two hands later, they bid and make 2♣, four tricks beyond six at 20 points each, for 80 points below the line. Neither hand alone reaches the 100-point game threshold, but partscores carry forward within the same rubber until a side actually completes a game, so the 40 and the 80 add together: 120 points total, crossing the 100-point line and completing game on the strength of two separate, smaller contracts rather than one big one. This is why a below-average-looking contract still matters — it isn't wasted, it's banked toward the next one.

Worked example 6: an honours bonus most casual tables never claim

South holds all four trump honours (ace, king, queen, jack of spades) in a 4♠ contract that's already scored 120 points below the line. On top of that trick score, holding all four honours in one hand earns a separate bonus — 150 points in most rubber-bridge scoring tables — claimed above the line and added regardless of how the bidding or play actually went. Because this bonus depends purely on which cards happened to be dealt rather than any bidding or play decision, many casual groups skip claiming it entirely, which is a real, common simplification rather than a scoring error — just one worth knowing about before a hand with an unusually lopsided honour split gets scored without it.

A fast way to sanity-check a final score

  1. Count below-the-line points first — does either side actually have 100 or more, completing a game? If not, it's a partscore that carries forward.
  2. Add overtricks, doubled penalties, and any slam bonus above the line separately — none of these affect whether a game or rubber has been won.
  3. Check vulnerability before assuming a slam or penalty value — the same result is worth a different number of points depending on whether that side had already won a game.
  4. Only once two games are won does the rubber bonus apply, on top of everything already tallied.

For how the auction itself sets the contract and trump suit before any of this scoring applies, see the full rules and the dispute page for how revokes, insufficient bids and contested claims actually get resolved.