Duplicate & Rubber Bridge

Bridge Scoring Calculator

Calculate any bridge score instantly. Works for 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.

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.

Bridge Scoring Questions

How duplicate and rubber bridge scoring works, what vulnerability changes, and how to read the results.

How is bridge scored in duplicate bridge?

In duplicate bridge, scores are calculated from trick points (20 per minor-suit trick, 30 per major-suit trick, 40 then 30 for notrump), plus game bonuses (300 not vulnerable, 500 vulnerable), slam bonuses (500/750 small slam, 1000/1500 grand slam), and a 50-point partscore bonus for any non-game contract made. Penalties for undertricks are 50 per trick not vulnerable, 100 vulnerable, and much higher when doubled.

What is vulnerability in bridge scoring?

Vulnerability affects both bonuses and penalties. A vulnerable side earns more for games and slams but faces higher penalties when going down. In duplicate bridge, vulnerability rotates in a fixed sequence across the 16 boards of a set. In rubber bridge, a side becomes vulnerable after winning the first game of a rubber.

How much does a doubled contract score?

A doubled contract doubles the trick score and adds a 50-point "insult" bonus when made. Overtricks score 100 each (not vulnerable) or 200 each (vulnerable). Undertricks in a doubled contract cost 100 for the first trick (not vul), 200 for tricks 2 and 3, then 300 each after that. Vulnerable doubled undertricks cost 200 for the first, 300 for each subsequent trick. Redoubled contracts double the doubled values.

How do rubber bridge scores work?

Rubber bridge splits scores into "below the line" (trick points toward game) and "above the line" (bonuses and penalties). The first side to score 100 trick points wins the game; two games wins the rubber. Bonus for winning the rubber is 500 if opponents have one game, 700 for a clean 2-0 rubber win.

Why do minor suits require more tricks for game?

Minor suits (clubs and diamonds) score only 20 points per trick, while major suits score 30 and notrump scores 40 then 30. Game requires 100 trick points, so you need 5 tricks in a minor (5x20=100), 4 in a major (4x30=120), or 3 in notrump (40+30+30=100). That's why experienced players prefer major suit fits and notrump contracts.

What are IMPs and how are they different from matchpoints?

In team events, raw score differences convert to International Match Points (IMPs). The IMP scale is logarithmic: small score differences (under 50 points) earn 1 IMP, while very large differences (over 3000 points) earn 24 IMPs. In pairs events, matchpoints compare your score to every other pair on the same board. 1 point better than another pair is worth the same as 1000 points better.

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