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How to Play Bridge

A full guide: the deal, bidding for the contract, the trump, playing tricks and scoring. Get to grips with sides, bids and tricks — and sit straight down at the card table.

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In brief

Goal
Take the tricks you bid
Players
4
Game
20–40 min
Difficulty
High
Genre
Cards

The goal of the game

Bridge is a team card game for four people who sit crosswise and form two permanent pairs: the N–S side (North and South) against the E–W side (East and West). Players on the same side are partners and play for a common result. First the pairs compete in the bidding for the right to set the contract, and then they play out 13 tricks. The aim is to promise a certain number of tricks in advance and fulfil that promise in the play: the deal is won by the side that took more tricks.

Setup

The game uses a single deck of 52 cards: four suits (♠ spades, ♥ hearts, ♦ diamonds, ♣ clubs) of 13 cards each. Within a suit the ranking runs from the two up to the ace: 2 is the lowest, then up to the ten, then jack (J), queen (Q), king (K) and ace (A) is the highest. The deck is shuffled and dealt evenly: 13 cards to each player. On muta.pro you sit in the South seat — your cards are face up and neatly sorted by suit, while the other three players' cards lie face down. North deals, and the bidding starts with them.

How the game goes

The deal

A deck of 52 cards is dealt evenly among four players — 13 cards each. Partners (N–S and E–W) sit opposite one another, so the players next to you at the table are always from the other side.

Bidding (the auction)

In turn, clockwise, players make bids. A bid is a promise to take a certain number of tricks: a level from 1 to 7 plus a trump suit or "no-trump" (NT). Level 1 means 6 + 1 = seven tricks, level 7 means all thirteen.

Ranking of bids

Each new bid must be higher than the previous one. At the same level the suits rank in order ♣ → ♦ → ♥ → ♠ → NT (no-trump is the highest). To outbid an opponent's lower-ranking suit, move up a level.

Pass and double

If there is nothing to bid, a player says "Pass". An opponent's bid can be reinforced with the penalty word "Double" (✕), raising the cost of its failure. When three passes in a row follow the last bid, the auction closes.

Contract and trump

The last bid named becomes the contract. Its suit is the trump for the whole deal (with NT there is no trump). The side that won the auction has promised to take the stated number of tricks; its declarer runs the play.

Play and tricks

The first lead is made by the player to the left of the declarer. Each in turn plays one card. You must follow the suit led if you have such a card. A trick of four cards is won by the highest trump, or if there are no trumps, by the highest card of the suit led. The winner of a trick leads the next one.

Scoring the deal

Thirteen tricks are played in all. They are totalled by sides: N–S separately, E–W separately. The side that took more tricks wins the deal, after which the cards are dealt again.

Scoring and winning

Tricks count for the whole team, not the individual player: everything North and South take goes into the N–S side's pot, everything East and West take into the E–W side's. On muta.pro the "Tricks" board in the right column shows the current score of both sides, and the leading pair is highlighted in gold.

When all 13 tricks have been played, the deal ends: the side with more tricks wins. The perfect result is when your pair not only won but also made the contract, that is, took as many tricks as it promised in the bidding. After the tally the table automatically deals the next hand, and the battle begins anew.

Controls on muta.pro

🔢
A bid in the auction
In the "Bidding" panel choose a level (1–7) and a suit or NT, then press "Bid". Only bids higher than the current one are allowed.
🚫
Pass and double
The "Pass" button skips your turn, "Double ✕" reinforces the opponent's bid. The bidding history is shown right there, below the buttons.
🃏
Playing a card
During the play phase click a card in your face-up hand at the bottom of the table — it goes to the centre. A prompt reminds you to follow the suit led.
💬
Table and chat
On the left is the list of players with their sides and the room chat; on the right is the contract, the trump and the tricks board by side.

Tips for beginners

Assess your hand's strength

Before bidding, work out how many aces, kings and long suits you hold — those are your future tricks.

Don't overbid the contract

A modest bid you make is better than a fine one you cannot fulfil. A well-timed "Pass" is a strength too.

Count the trumps

Keep track of how many trumps have already gone. When the opponents have no trumps left, your high cards win in peace.

Play as a pair

Remember that across from you is your partner. Their tricks are your shared points, so protect the team's strength, not your personal score.

Hand evaluation and the 1NT bid

Before opening the auction, turn the picture in your hand into a number. The standard measure is high-card points (HCP): an ace is worth 4, a king 3, a queen 2, a jack 1. There are exactly 40 points in the whole deck, so an average hand comes to 10, and you usually open with 12–13 HCP: for a game contract a partnership needs about 25 combined points.

But pure HCP is only half the story. Long suits bring tricks in their own right: the fifth and each further card of one suit almost always cashes in the endgame, when the opponents have none of that suit left. So to the honour points you add 1 point for each card of a suit beyond four — that way a weak-looking hand with a six-card suit turns out well worth an opening bid.

AQKQJ

A♠+Q♠+K♥+Q♦+J♣ = 4+2+3+2+1 = 13 HCP with a balanced shape — a classic 1NT opening.

Count the HCP

Add up the honour points: only aces, kings, queens and jacks. Small cards count zero here, but remember the length.

Check the balance

1NT shows a balanced hand with no trump: a shape like 4-3-3-3 or 4-4-3-2, without a five-card suit and without singletons.

Bid 1NT

With 12–14 balanced HCP on muta, open one no-trump — a single bid describes both the strength and the shape of your hand to your partner at once.

The rule of 20

A weak hand on the edge? Add your HCP and the lengths of your two longest suits. A total ≥ 20 — open even with 11 points.

Aces beat queens

HCP understates aces and overstates queens and jacks. Three aces are really stronger than the count; bare Qs and Js with no support are weaker.

Finding a fit and choosing the trump

The main aim of the dialogue in the bidding is to find a fit: a suit where you and your partner together hold eight or more cards. An eight-card fit turns a suit into a weapon — you ruff your losers with it and stop the opponent from establishing their length. So when you hear a suit from your partner, first of all size up your support in it.

K96+AQ1075

Three spades in your hand + five in your partner's = an 8-card fit; spades become the trump (gold frame).

Support your partner's suit

Do you have 3+ cards in the suit they named? Raise it — you announce a fit and invite play in that trump.

No fit — go to NT

If both hands are balanced and there is no common long suit, the natural home for the contract is "no-trump": there short suits are no threat.

Count up to the level

An eight-card fit and ~25 HCP between you is a game: four in a major (♥/♠) or five in a minor (♦/♣). Fewer values — stop lower.

The ranking of bids helps you read the auction: at the same level the suits rank ♣ → ♦ → ♥ → ♠ → NT. To outbid an opponent's higher suit, move up a level — and each such step promises your partner extra strength. Remember the reverse too: each of your bids is a sentence, not a shot in the dark, so name exactly the suit and level that honestly describe your hand, so that your partner rightly gauges the pair's overall potential.

The play: a plan and the finesse

You won the auction — you are the declarer, and your partner's cards go down face up: this is the dummy, which you play as a second hand. Don't rush to win the first trick — first count where you will get the number you bid. In a no-trump contract you count your sure tricks, in a trump one the opposite — the possible losers.

AQ·5

A finesse: with A♠ and Q♠ in dummy you play the low five toward the queen — it wins if the king is to the left.

Make a plan

Compare your bid with the number of sure tricks. A 3NT contract needs nine; if there are seven sure — decide in advance where to get two more.

Take a finesse

Missing a king? Play on it being with the "right" opponent. Low toward dummy's A-Q: play the queen — you win it when the king is to the left. A 50% chance.

Draw trumps at the right time

In a trump contract pull the opponents' trumps so they can't ruff your high cards — but later, if you yourself need a ruff in the short hand.

Lose early

Giving up an unavoidable trick pays off at the start, while you still hold the controls. A deferred loser often turns into a lost contract.

Order decides the finesse

Play so that dummy's honour ends up "over" the opponent. Which hand you play from first determines the outcome.

Common beginner mistakes

Bridge forgives ignorance of fine technique, but punishes systematic blunders harshly. Here are the ones that most often cost deals on muta.pro — and how to avoid them.

KJ753

Against NT you lead the fourth-highest of your long suit — from K J 7 5 3 that is the five, not the king.

  1. Overbidding "on a thrill". A fine hand is no reason to push to the four level. Without your partner's reply you don't know the combined strength and risk going down with no tricks.
  2. Passing with an opening hand. The opposite extreme — losing nerve with 13 points. If the hand passes the "rule of 20", you cannot stay silent: your partner is waiting for your voice.
  3. Playing without a plan. The costliest habit is winning the first trick by reflex. Until the sure tricks and losers are counted, any move is a guess.
  4. Leading into a strong suit. A lead into a suit the opponent bid in the auction usually hands them a tempo. Listen to the auction — it tells you where not to lead.

A mistake is data

After the deal, ask yourself where you lost the trick: in the bid, the plan or the defence. Reviewing one hand is worth more than ten played at random.

Trust your partner

Most "partner mistakes" are your own unread signals. Before blaming the dummy, re-read what they showed with their cards.

Frequently asked questions

Who partners with whom?
Partners sit opposite each other: North with South form the N–S side, East with West the E–W side. You take the South seat.
What does "1 no-trump" or "3 spades" mean?
The number is the level (plus six base tricks), and the suit or NT sets the trump. "3♠" promises 6 + 3 = nine tricks with spades as trump.
Must you follow suit?
Yes, if you have a card of the required suit in hand you must play it. If you have none of that suit, you may discard any card or ruff with a trump.
How does a deal end?
After 13 tricks the sides' results are tallied. The winner is determined, and the table immediately deals the next hand.
What are high-card points and how many do you need to open?
It is a system for assessing the strength of a hand: an ace — 4 points, a king — 3, a queen — 2, a jack — 1. There are 40 points in the whole deck. You usually open the bidding with 12–13 HCP, and to make a game contract a partnership needs about 25 combined points.
What does it mean to "find a fit" in the bidding?
A fit is a suit in which you and your partner together hold eight or more cards. Such a suit becomes the ideal trump: you ruff your losers with it and stop the opponent from establishing their length. Finding an eight-card fit is the main goal of the auction.
What is the dummy and why are its cards exposed?
The dummy is the declarer's partner. Once the bidding ends, they lay all 13 cards face up on the table, and the declarer plays them as a second hand of their own. Seeing half the cards in full is the key difference between bridge and other trick-taking games.
What is a finesse?
It is a play technique in which you try to win a trick with an honour the opponent holds a higher card to, banking on it being with the "right" player. For example, with an ace and a queen in dummy you play low toward the queen, hoping the king is to its left. The chance of success is about 50%.
Which card is best for the opening lead on defence?
Against a no-trump contract you traditionally lead the fourth-highest from your long suit. Against a trump contract knocking out a long suit is pointless — you lead the top of a sequence or a short suit hoping to ruff later. Avoid opening up suits into the declarer's honours.
How do partners exchange information on defence?
Words are not allowed, so signals with cards are used. A high spot card in your partner's suit encourages continuing it, a low one discourages. A "high-low" order of discards shows an even number of cards, the reverse shows an odd number. On top of that, defenders count the opponents' points by subtracting the visible honours from forty.
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