Duplicate & Rubber Bridge

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

Made exactly
(tricks: 7 needed, 7 made)
Score
for declarer
Enter contract details to see breakdown

IMP Scale Reference

0–10 pts = 0 IMPs
370–420 = 9 IMPs
20–40 = 1 IMP
430–490 = 10 IMPs
50–80 = 2 IMPs
500–590 = 11 IMPs
90–120 = 3 IMPs
600–740 = 12 IMPs
130–160 = 4 IMPs
750–890 = 13 IMPs
170–210 = 5 IMPs
900–1090 = 14 IMPs
220–260 = 6 IMPs
1100–1290 = 15 IMPs
270–310 = 7 IMPs
1300–1490 = 16 IMPs
320–360 = 8 IMPs
1500+ = 17–24 IMPs

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.

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