Bridge (Rubber) Rules — How to Play and Keep Score
Rubber bridge is the classic four-player partnership game, played over a series of deals until one side has won two games. It is the only game in this catalogue where a single deal can swing well over a thousand points, and the scoresheet is famously split by a horizontal line: trick points that count towards winning a game go below it, and every bonus and penalty goes above it. The bidding template applies because each deal records a contract and a result, but the scorer needs the two-column split as well.
Score a game of Bridge (Rubber) →
Overview
Rubber bridge is the classic four-player partnership game, played over a series of deals until one side has won two games. It is the only game in this catalogue where a single deal can swing well over a thousand points, and the scoresheet is famously split by a horizontal line: trick points that count towards winning a game go below it, and every bonus and penalty goes above it. The bidding template applies because each deal records a contract and a result, but the scorer needs the two-column split as well.
Setup
Two fixed partnerships sit opposite each other. Deal the whole deck, thirteen cards each. An auction follows in which each player in turn bids a level and a denomination, doubles the opponents, redoubles, or passes. The final bid becomes the contract, and the side that made it must win six tricks plus the level bid. The player on that side who first named the winning denomination is declarer; their partner's hand is exposed as dummy.
Scoring
Trick points, below the line. Only for tricks bid and made, counting only the tricks beyond six.
| Denomination | Per odd trick |
|---|---|
| Clubs, diamonds | 20 |
| Hearts, spades | 30 |
| No trumps | 40 for the first, 30 for each after |
Double these figures if the contract was doubled, quadruple them if redoubled.
Games and the rubber. A side that accumulates 100 or more below the line has won a game. Both sides' part scores are then wiped and a fresh line is drawn. Two games win the rubber, worth 700 if the losers won no game or 500 if they won one.
Overtricks, above the line. Undoubled, each is worth the same as a bid trick, so 20 in a minor and 30 in a major or no trumps. Doubled they are worth 100 each not vulnerable and 200 vulnerable. Redoubled they are 200 and 400.
Undertricks, above the line, to the defenders. Undoubled they cost 50 each not vulnerable and 100 vulnerable. Doubled and not vulnerable the first costs 100, the second and third 200 each, and the fourth onwards 300 each. Doubled and vulnerable the first costs 200 and every one after that 300. Redoubled penalties are exactly double the doubled figures.
Other bonuses, above the line. Making any doubled contract adds 50, or 100 if redoubled. A bid and made small slam is worth 500 not vulnerable or 750 vulnerable; a grand slam 1000 or 1500. Honours pay 100 for four of the five top trumps in one hand, 150 for all five, and 150 for all four aces in a no trump contract.
Ending the game
The rubber ends when a side wins its second game. If play stops early, a side with one game takes the unfinished game bonus and a side holding the only part score takes the part score bonus. Add each side's columns; the higher grand total wins regardless of who won the rubber.
Common variations
Chicago replaces the open-ended rubber with exactly four deals and a fixed vulnerability rotation, paying a flat game bonus instead. Duplicate scoring drops the rubber entirely and converts each deal's raw score into comparison points. Many casual tables simply ignore honours and doubles altogether.
Scoring at a glance
| Who wins | Highest score |
|---|---|
| Played to | 100 points by default |
| Score sheet | A bid and a result per player per round; the score is derived |
| Typical round score | -800 – 1500 |
| Negative scores | Possible |
| Worth knowing | Each deal records the declaring side, the contract level and denomination, the double state, and the tricks taken. Everything else is computed. The sheet is split into points below the line and points above it. |
Bridge (Rubber) — score sheet
House rules and settings
Every table plays Bridge (Rubber) a little differently. These are the 10 rules groups argue about. Each one is a setting in the app — and changing it recalculates a match that is already in progress, which is the thing no other score keeper does.
Scoring form: what are the options in Bridge (Rubber)?
Rubber runs until one side has won two games. Chicago is exactly four deals with a fixed vulnerability rotation. Duplicate scores each deal on its own with a game bonus instead of a rubber bonus. Party bridge is rubber scoring with the fiddly extras switched off.
Default: Rubber. Four options:
In the app: “Scoring form”.
Count honours: on or off in Bridge (Rubber)?
Awards a bonus to a player who happened to be dealt most of the top trump cards, whether or not they did anything with them. Many groups skip it because it rewards pure luck.
Default: on.
In the app: “Count honours”.
Rubber bonus, two games to none: what is the default in Bridge (Rubber)?
The bonus for winning the rubber when the losing side never won a game.
Default: 700. Adjustable from 0 to 1500 in steps of 50.
In the app: “Rubber bonus, two games to none”.
Rubber bonus, two games to one: what is the default in Bridge (Rubber)?
The bonus for winning the rubber when the losing side had already won a game.
Default: 500. Adjustable from 0 to 1500 in steps of 50.
In the app: “Rubber bonus, two games to one”.
Unfinished rubber, one game: what is the default in Bridge (Rubber)?
What a side collects for having won one game when everyone stops before the rubber is decided.
Default: 300. Adjustable from 0 to 500 in steps of 50.
In the app: “Unfinished rubber, one game”.
Unfinished rubber, part score: what is the default in Bridge (Rubber)?
What a side collects for holding the only unfinished part score when everyone stops.
Default: 100. Adjustable from 0 to 300 in steps of 50.
In the app: “Unfinished rubber, part score”.
Part scores carry forward: on or off in Bridge (Rubber)?
Lets trick points below the line from earlier deals add up towards the hundred needed for a game, instead of being wiped after every deal.
Default: on.
In the app: “Part scores carry forward”.
Vulnerability: what are the options in Bridge (Rubber)?
Vulnerability makes bonuses bigger and penalties harsher for a side. In rubber play you become vulnerable by winning your first game.
Default: Earned by winning a game. Three options:
In the app: “Vulnerability”.
Doubled penalties: what are the options in Bridge (Rubber)?
The standard table charges more for each extra trick you fall short by. The flat option charges the same amount for every undertrick, which is far easier to work out in your head.
Default: Standard escalating table. Two options:
In the app: “Doubled penalties”.
Money per hundred points: what is the default in Bridge (Rubber)?
Converts the final points difference into a settlement figure at this rate per hundred points. Leave at zero to keep the game purely about points.
Default: 0. Adjustable from 0 to 100 in steps of 1.
In the app: “Money per hundred points”.
Variants of Bridge (Rubber)
Chicago
Four deals with a set vulnerability rotation and a flat game bonus of 500 vulnerable or 300 not, replacing the open-ended rubber.
No honours
The honours bonus is dropped entirely, so nothing is scored for cards you were simply dealt.
Bridge (Rubber) is also known as
Contract Bridge, Rubber Bridge, Party Bridge. These are the same game — the rules and the score sheet above apply to all of them.
Keep score offline
The sheet above works in your browser. Cardzo for iPhone remembers your players, survives a closed tab, and works in a field with no signal.
Coming to the App Store.