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Contract Bridge: an introduction to bidding and play

Bridge
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Four players, two fixed partnerships and thirteen tricks. The auction sets the number of tricks a team must win. Learn the flow from dealing to scoring.

4 players (2 teams)52 cardsapprox. 8 min/deal

An introduction to the version named above. Special cases and local rules may differ. Agree on your rules before the first hand.

GAME PHASE 01

The framework

Four players, two teams

Bridge uses the full 52-card deck. Four players sit in fixed partnerships: North–South against East–West, partners facing each other. Each player receives 13 cards.

Your 13 cards
AKQ7AJ4K93Q82

Two phases

Every deal has two parts: first the auction (bidding), where the partnerships compete for the contract, then the play, where that contract must be fulfilled trick by trick.

The map, not the journey

Bridge is called the queen of card games for a reason: people study it for decades. This round gives you the map. The full journey comes with playing.

GAME PHASE 02

The auction

Level plus strain

A bid names a level (1 to 7) and a strain: a trump suit or NT (no trump). '1♥' or '3NT' are bids. Each bid promises to take the level plus 6 tricks, so 3NT promises 9 of the 13 tricks.

The bidding ladder

Bids must always rise. Within one level the strains rank ♣ < ♦ < ♥ < ♠ < NT. So 1♠ beats 1♥, and after 1NT the next suit bid must start at level 2.

Strain ranking at the same level (low → high)
A♣ lowestA♦A♥A♠ highest suit

Pass, and the contract

If you do not want to bid, say 'pass'. When a bid is followed by three passes, the auction ends: the highest bid becomes the contract that its side must now fulfil.

GAME PHASE 03

Declarer & dummy

Who plays the contract?

The side that won the auction plays the contract. The player of that side who first named the final strain becomes declarer; their partner becomes the dummy.

The open hand

Declarer chooses the cards from both hands. Dummy reveals their hand after the opening lead, then plays the cards declarer requests.

The dummy, open for everyone to see
QJ10AK8QJ62K73

An open book

Everyone sees the dummy, so declarer and defenders alike plan around it. Declarer coordinates 26 known cards; the defenders infer the rest.

GAME PHASE 04

The play

Strict follow-suit

Bridge enforces following suit rigorously: if you hold a card of the led suit, you must play one. Only when you are void may you trump or discard.

Hearts led: you must play a heart
KledAyou must follow

Winning a trick

The highest card of the led suit wins the trick, unless a trump appears: trumps beat everything. The trick winner leads to the next trick.

A small trump beats a big ace
Ahigh but plain2trump wins!

13 tricks per deal

With 13 cards each there are exactly 13 tricks in every deal. Declarer tries to reach the promised number; the defenders try to hold them below it.

GAME PHASE 05

Made or down

Did the contract make?

Count declarer's tricks at the end. A contract of 3♥ means hearts are trump and 9 tricks (3 + 6) are needed. Reach them and the contract is made, and the declaring side scores.

Going down

Take fewer tricks than promised and you are 'down': the defenders collect penalty points for every missing trick. Bold contracts pay well but crash hard.

FROM READING TO UNDERSTANDING

Try it again.
With cards on the table.

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Publisher: Sebastian Kurock. Updated October 2, 2026. Based on Kartenschule’s own lessons. American Contract Bridge League