Learning
How to Score Rubber/Contract Bridge
By
Gerald Stein
In today’s column, we will examine the third part of
playing bridge: the scoring aspect. Too often some Contract/Rubber bridge
players allow someone else to score the points for them. They are oblivious to
the ways that bridge scoring is done. In all types of bridge playing, there are
three parts: the bidding, the playing and defending the hand, and the scoring
of the hand. In a two-part series, we will see how important it is to know all
three parts of playing successful bridge. Knowing how to score is an important goal
for every bridge player.
The object of bridge is to bid each hand and work
together with your partner to gain 100 points or more to win a game. To earn
those game points, certain values are assigned to the four suits and to no
trump. Making a “game” results when your team has successfully earned 100
points or more by bidding, playing, and making the contract. The scoring will
happen last after each hand.
In the convenient chart above, it is important to
know certain terms that are used every time you are playing bridge. A
“Vulnerable” status indicates that your team has won one game. Your team will
be held to higher penalties as well as higher rewards because your side has won
one game. A “Not Vulnerable” status indicates that your team has not yet won a
game, and so the penalties and rewards are significantly lower. Getting set one
trick when you are vulnerable will cost your team 100 points. Getting set one
trick when you are not vulnerable will cost you 50 points. Whether you are playing for pennies or M and
M’s, it could make a difference!
Bridge is unique in that the first six tricks are
called “the book.” Each time a player bids, the understanding is that the first
six tricks are automatically included in the bid. Thus, a bid of 1C means that
you are planning to take seven tricks: the “book” of six plus one, the bid that
you have just made. You are communicating with your partner that you are
interested in the club suit, and that you can make seven out of the 13 total
tricks in each hand.
Tricks bid and won are counted as follows: the minor
suits of clubs and diamonds are worth 20 points each. To reach a game of 100 or
more, the goal for winning bridge games, in clubs or diamonds, it will take you 11 tricks out of the 13
tricks possible for each hand, (“6 for book” and 5 tricks at 20 points each), a
daunting task. Those points go below the line and are known as game points.
To reach a game of 100 or more in the major suits of
hearts and spades, you need only four tricks plus “book of six” since major
suits are worth 30 points each. (4 tricks at 30 points equals 120 points.)
Those points also go below the line. Only ten tricks are needed for a game in a
major instead of the more difficult 11 in clubs and diamonds, the minor suits.
To reach a game of 100 or more in no trump, you need
only three tricks plus “book of six” since the first trick of no trump is worth
40 points. Each subsequent trick in no trump is worth 30 points. So 40 + 30 +
30 = 100. You can quickly see that experienced bridge players try for games in
3NT and 4♥ and 4♠ because of the lower number of
tricks needed for game. Nine tricks in no trump is often easier than 11 tricks
in clubs or diamonds.
Part scores happen often in Contract/Rubber Bridge,
so learning to score and watching the scorecard is important. Part score hands
may be played, scored and added until one side reaches the 100 or more points,
the goal for each game. Bidding too high when your side has a part score on
your side of the ledger and then going set is an aggravation to your partner.
Learn to watch the score.
Contract/Rubber Bridge is based on winning the best
of three games. Called a rubber, the team that wins the first two games is
awarded bonus points for doing so. If your team wins the first two games
without giving up a game to your opponents, happily take 700 bonus points above
the line in addition to your game points below the line. If each team has won a
game (vulnerable both), and your team wins the third game, then happily take a
500 point bonus. The rubber is over as soon as two games are won by either
pair.
In addition, other bonus points include honors if
you remember to claim them. Having 4 of the 5 top cards in a trump suit will
give you a 100 bonus points above the line. Having 5 of the top 5 cards (A K Q
J 10) will give you 150 bonus points. Having all four aces in one hand will
also give you 150 bonus points if you are the declarer in no trump. Remember to
claim them or you lose them.
Overtricks are tricks won above the contract; they are
put above the line. Only tricks bid and made are counted towards the 100 point
game goal. The extra tricks, counted as their given value, are put above the
line and are counted as bonus points. Undertricks are tricks where the contract
was not made. Those points go to your opponents for setting you. Those points
also go above the line.
Finally, at the end of a rubber, the final steps are
to count up the total points from the top part where the bonus points are
stored as well as the game points. The team having the highest total number of
points is declared the winner of the rubber.
Learning to score can be mastered with a little
practice. Make sure you and your partner both know how to score and then teach
someone how to score if they do not know how. This will make everyone a better
bridge player!
Gerald Stein
May 20, 2015
Number of words: 1088
Bridge notes: Next time, Part Two of Scoring will
look at scoring small slams, grand slams, and doubled and redoubled contracts.
Until then, practice scoring on games and part scores, and see how much better
you will be as a bridge player.
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