How_to_play_gg_91 - game rules

بريدج - جديد
Online Game Room - بريدج - جديد


Generally speaking, the game of Bridge consists of two phases - a bidding phase and a playing phase. During the first one, players declare what number of tricks they will get and what suit they want their trump to be. During the other one, they try to get the tricks declared (declarers) or prevent the declarers from getting the tricks (defenders).


When players are dealt cards, it is time for bidding. Players offer specified numbers together with suits. The number in bidding is the number of tricks a player declares to take (with his partner) in this deal. It is always 6 tricks plus the declared number, e.g. 4NT means 10 tricks (6+4). The other number always declares a card suit. The suit of a suit depends on bidding hierarchy. It is presented below:

ClubsThe lowest suit
SpadesThe highest suit, but not during the bid
NT (No Trump)Highest bid - means that will not be a trump suit

It means that the first player may bid as much as he wants. But the other players may bid only the same number with the higher suit or lower suit with the higher number, e.g. after 1 next player cannot bid 1 - if he wants to bid clubs, he must offer 2, during the bidding players may also PASS. Generally passing means that a player does not bid at the moment (But only generally, there are different bidding conventions. For further details you can refer to CONVENTIONS section). If a bid is misunderstood by opponents, there is an Explain button available. Then the chat is available for explaining the bid. (Note that this information is not available por the partner. It is based on a fact that both players probably realize the meaning of the controversial bid.).

Points gained for:

Tricks (underline): For , suits - 20 for each bid trick, for , and NT - 30 for each bid trick (40 for first NT trick). If DOUBLED, multiplied by 2, if REDOUBLED - multiplied by 4;
Overtricks (above the line): If not doubled, the same value as tricks under the line. If doubled and not vulnerable, 100 points per trick. If doubled and vulnerable, 200 points per trick. If redoubled, this value multiplied by 2.
Undertrick penalties (which are earned by a defending pair when a declarer cannot complete the contract): When a declarer is not vulnerable, opponents gain 50 per trick, when vulnerable - 100 per trick. When a declarer is not vulnerable and the contract was doubled, opponents get 100 for the first undertrick, 200 for another ones. When a declarer is vulnerable and the contract was doubled, opponents get 200 for the first undertrick and 300 for another ones. All redoubled penalties are twice the doubled penalties. For example when vulnerable declarers decided to play a 4NT contract which was redoubled and had three undertricks, opponents would get [(200 + 300 + 300) x2] 1600 when the game is completed.
100 honors and 150 honors: We do not use this rule. It says that if a player has four of the highest trumps in his hand, he is supposed to get 100 bonus points (no matter if he is a declarer or a defender). If a player has all five trump honors - Ace, King, Queen, Jack, Ten - it is 150. This rule is not very popular, so we have decided not to implement it.
Winning rubber bonus (above the line): When a pair is the first to complete rubber (2 games), they receive 700 points (if the opponents have won no games) or 500 points (when opponents won one game).
Winning small slam (above the line): SMALL SLAM is a successful contract of 6 tricks of any suit. 500 if a declarer is not vulnerable, 750 if vulnerable.
Winning grand slam (above the line): GRAND SLAM is a successful contract of 7 tricks taken of any suit. 1000 if a declarer is not vulnerable, 1500 if vulnerable.

Here is the example of rubber Bridge score:

a) NS (North-South pair) bid 3NT - 9 tricks and this contract completed without any overtrick. 100 points under the line (that means a NS pair completed one game and scoring sheet is divided by another horizontal line);

b) WE (West-East pair) bid 2, which was completed without any overtricks;

c) WE bid 2, which was doubled and redoubled. Contract was completed with one undertrick. That gives NS pair 200 above the line (1 undertrick doubled and redoubled = 200);

d) WE bid 4 contract which was successful, which means 120 points under line. WE pair completed one game and sheet is divided by another line;

e) WE bid 6NT and completed. That is 190 points under the line. This is the second game won by this pair which makes a complete rubber. For this, the pair receives bonus points - 500 for rubber, 750 for successful little slam (WE - vulnerable).

So, WE won the rubber 1620 to 300. But you should notice that winning the rubber does not always mean winning the whole game because the winner is the pair with the most points. All game points appear after the game in a score sheet (red).

Apart from the international scoring there are other systems. Even though those systems are popular only in some countries, many Bridge players use them. In our game, players can switch between them. Here are the descriptions:


The Chicago system differs from normal rubber Bridge scoring. In rubber Bridge it is impossible to predict how many deals the game will take. The Chicago system always consists of four deals. Bonus for a game is 500 when vulnerable or 300 when not vulnerable. For partial players gain 50 points, there is a special bonus - 50 for every double in a successfully completed contract. There is also the difference in undertrick penalties - if a pair is vulnerable it gets 100 for the first one, 200 for the second and the third and 300 for the next ones. Comparing to the international system, there is also one important thing - vulnerability is not gained after a successful game but it is received by players as follows:

Deal 1: Dealer N, both sides invulnerable;
Deal 2: Dealers E, NS vulnerable;
Deal 3: Dealer S, SW vulnerable;
Deal 4: Dealer W, both sides vulnerable.

This four-deals scheme can be repeated many times.


Also called as Chicago with Russian Scoring.

This system differs from the Chicago one only with calculation of points. It eliminates a lot of luck while playing the game.

In a pack there are some cards, whose value is bigger than others and they are called Honors. Having finished the game both pairs count the number of points they had before the game. Points for Honors are counted as follows:

Every Ace: 4 pts.
Every King: 3 pts.
Every Queen: 2 pts.
Every Jack: 1 pts.

That means that in a pack there are 40 points. A pair that gets more points finds its theoretical value in following table:

Expected Bridge points:
Honor points:Not Vulnerable:Vulnerable:

This is the value of Bridge points which a pair should get with the specified number of honor points in hand. It is compared with the real value of the received Bridge points. The difference between those values is transformed to IMP's.

Point differences:IMP's
0 -10 0
20 - 401
50 - 802
90 - 1203
130 - 1604
170 - 2105
220 - 2606
270 - 3107
320 - 3608
370 - 4209
430 - 49010
500 - 59011
600 - 74012
750 - 89013
900 - 109014
1100 - 129015
1300 - 1490 16
1500 - 174017
1750 - 1990 18
2000 - 224019
2250 - 249020
2500 - 299021
3000 - 349022
3500 - 399023
4000 and more24

For example if a pair received 50 points more than it was predicted, they get 2 IMP's. If the difference is -170, which means a pair had less than expected they lose 3 IMP's. The rest of rules are exactly the same as in the Chicago system.


Ranking determines the level of skill of players. The higher the ranking the better the player. Rankings can take values in the range 0-10000. When a player plays for the first time he gets a ranking of 5000. Later, this ranking may increase or decrease (depending on the results obtained by the players). It is calculated using methods of statistical analysis and is built on the basis of a tested simulation model, which gave the most stable results for the test group of players. This model is partially adaptive, so it may change with the evolving strategies of players. Due to the complexity of the model, below you can find only a list of rules used in the preparation of the ranking calculation module:

Rankings can take values from 0 to 10,000. Higher ranking means a better player;
The ranking is calculated for the Standard, Chicago and IMP notation. It is not calculated for the Polish notation;
Ranking is calculated after each game (game = bidding + game). So even the unfinished bars (for the Chicago or IMP notation) influence the ranking. On the other hand, the person who replaces another person at the table does not bear any bad result of the replaced person;
Rankings for the pair is calculated based on the ranking of individual players. The calculated ranking of the pair is more affected by the weaker player's rank. This assumption was adopted because the weaker player's errors may affect the outcome more than the very good playing of the better player;
As a pair having a higher ranking should win with a pair having a lower ranking, the pair loses more ranking points if they lose, than they gain if the weaker pair wins;
The ratio of the ranking of the better player in the pair to the weaker player's ranking is constant. For example, if a player N has 7000 ranking points and a player S has 3500 points, and the ranking of NS pair should be increased by 150 ranking points, then S will get 50 points and N will get 100 - and after the change S's ranking will be 3550 and N's - 7100;
When a player starts a game on our website we do not know what his ranking should be - therefore, he gets a ranking of 5000. Ranking changes after every game, except that at the beginning it is changing faster - thus a player can more quickly obtain the correct ranking for him;
The sum of rankings of all players before and after one game is the same.