Bridge Scoring Calculator
Calculate any bridge score instantly — duplicate or rubber bridge, vulnerable or not, doubled or redoubled. Get the full score breakdown with bonuses explained.
Contract Details
IMP Scale Reference
Bridge Scoring Reference
Trick Point Values
| Suit | Undoubled | Doubled | Redoubled |
|---|---|---|---|
| ♣ / ♦ (minor) | 20 | 40 | 80 |
| ♥ / ♠ (major) | 30 | 60 | 120 |
| NT (1st trick) | 40 | 80 | 160 |
| NT (subsequent) | 30 | 60 | 120 |
Duplicate Bridge Bonuses
| Bonus Type | Non-Vul | Vulnerable |
|---|---|---|
| Partscore | +50 | +50 |
| Game | +300 | +500 |
| Small Slam (6♣–6NT) | +500 | +750 |
| Grand Slam (7♣–7NT) | +1000 | +1500 |
| Insult (X/XX made) | +50 | +50 |
Undertrick Penalties (Duplicate)
| Tricks Set | NV Undbl | NV Dbl | Vul Undbl | Vul Dbl |
|---|---|---|---|---|
| 1st | 50 | 100 | 100 | 200 |
| 2nd & 3rd | 50 | 200 | 100 | 300 |
| 4th & beyond | 50 | 300 | 100 | 300 |
Redoubled: double all doubled penalty values.
Game-Level Contracts
| Contract | Trick Points | Game? |
|---|---|---|
| 3NT | 40+30+30 = 100 | ✓ |
| 4♥ / 4♠ | 30×4 = 120 | ✓ |
| 5♣ / 5♦ | 20×5 = 100 | ✓ |
| 2♥ dbl made | 60×2 = 120 | ✓ |
| 2NT | 40+30 = 70 | Partscore |
How Bridge Scoring Works
Bridge scoring has three layers: trick points (the raw score for each trick bid and made), bonuses (for game, slam, or partscore), and penalties (for undertricks when a contract fails). The calculator above handles all of them automatically for both duplicate and rubber bridge.
Duplicate bridge scoring is cumulative per board. Every made contract earns trick points plus either a partscore bonus (+50) or a game bonus (+300 non-vulnerable, +500 vulnerable). Reaching and making a slam adds a further bonus on top of the game bonus. At the end of a session, all board scores are compared across the field via matchpoints or IMPs.
Rubber bridge scoring splits into above-the-line and below-the-line points. Trick points from bid-and-made contracts go below the line (counting toward game). Bonuses, overtrick premiums, and penalties all go above the line. The first side to win two games wins the rubber and collects a rubber bonus.
Vulnerability changes the stakes dramatically. Vulnerable game bonuses are 500 vs. 300 non-vulnerable. But vulnerable undertricks are also doubled: −100 per trick vs. −50. The risk/reward calculation shifts every time vulnerability changes.
Doubled contracts double the trick value if made (plus a +50 insult bonus), but drastically increase penalties if defeated. Redoubled contracts quadruple the trick value. A redoubled 7NT making vulnerable is worth 7,600 points — the highest possible duplicate bridge score.
Frequently Asked Questions
Why does bridge have two different suit categories?
Minor suits (clubs and diamonds) score 20 points per trick while majors (hearts and spades) score 30. This creates an incentive to play in major suits — you need fewer tricks to reach game (4 vs. 5), making major-suit game contracts far easier to bid successfully.
What's the maximum possible bridge score?
In duplicate bridge, the highest possible score is 7NT redoubled and made, vulnerable: 7,600 points. In rubber bridge, the highest theoretical total is even larger when rubber bonuses, honors, and game premiums accumulate.
What is a "book" in bridge?
Book refers to the first 6 tricks won by the declaring side — tricks that don't score any contract points. A contract of 1♣ requires 7 tricks total: the 6-trick book plus 1 additional trick. A contract of 7NT requires all 13 tricks.
What is a partscore in duplicate bridge?
A partscore is any contract below game level that is bid and made. In duplicate bridge, partscores earn a flat +50 bonus. Strategically, partscores are important — a +110 (2♥ +1) beats a −100 (3♥ down 1) by 210 points, a significant swing at matchpoints or IMPs.
How do IMPs work in team bridge?
IMPs (International Match Points) convert the raw score difference between two tables into a normalized scale from 0 to 24. A 10-point difference is 0 IMPs; a 500-point swing is 11 IMPs; a 1,500-point swing is 17 IMPs. IMPs dampen the effect of very large scores, making slam decisions less volatile than in matchpoints.