How Do You Know What Contract to Bid in Bridge? Use Our Calculator
Enter your high-card points and your partner's estimated strength to see whether your partnership should aim for a partscore, game or slam.
Bridge Contract Calculator Tool
Ace = 4, King = 3, Queen = 2, Jack = 1.
Use your best estimate based on partner's bidding.
high-card points
Based on standard point-count thresholds · slam bidding guide · scoring chart
Key Takeaways
- 0 to 22 combined HCP: This is a partscore hand. Compete at a low level or defend.
- 23 to 24 combined HCP: You are in game-try territory. Invite if partner is maximum.
- 25 to 32 combined HCP: Bid game. Choose 4♥/4♠ with a major fit, 3NT without.
- 33 to 35 combined HCP: Explore a small slam. Use Blackwood to check aces first.
- 36+ combined HCP: You may be in grand slam territory if all aces are present.
- Minor suits need more: 5♣ and 5♦ require 11 tricks, so 3NT is almost always better.
How Many Points Do You Need for Game in Bridge?
One of the most important decisions in bridge is deciding when to push on to game and when to stop at a partscore. Bid game when you should not and you go down. Miss game when the points are there and you hand the opponents a gift. The combined point count of both hands gives you a clear starting point, though suit fits and distribution also play a role.
What is a partscore hand?
When your combined high-card points total 22 or fewer, you almost certainly do not have enough to make a game contract. The opponents probably hold the balance of power. Your goal is to compete sensibly at the lowest level that wins the contract, or to let the opponents play and defend tightly. In rubber bridge, a partscore still counts toward your game. In duplicate, every trick matters, so bidding accurately at the two or three level is just as important as bidding game.
When should you invite game?
With 23 or 24 combined points, you are close to game but not certain. The right approach is to make a game try: a bid that invites partner to bid game if they have a maximum hand and to stop short if they are minimum. For example, if you have 14 points and partner opens 1♠, you know the combined total is somewhere between 20 and 34. Raising to 3♠ invites partner to go on with 14 or 15 but pass with 12 or 13. This back-and-forth is what makes bridge both a science and an art.
How do you know which game to bid?
Once you have the points for game, choosing the right denomination is the next question. The priority is always to find an eight-card major suit fit first. If you and your partner together hold eight or more hearts, bid 4♥. If you hold eight or more spades, bid 4♠. Major suit games score more per trick and are easier to make than minor suit games.
If there is no eight-card major fit, 3NT is your default game. It only requires nine tricks instead of the ten needed for a major or the eleven needed for a minor. Minor suit games at 5♣ or 5♦ are a last resort: bid them only when you truly cannot play in notrump, for instance when you have a void or a weak stopper that an opponent can attack.
When should you explore a slam?
With 33 or more combined points, a small slam becomes realistic. Before bidding six, always check that you hold all the aces, or at most are missing one. A slam missing two aces will almost certainly go down on the opening lead. The Blackwood convention (4NT) and Roman Key Card Blackwood (also 4NT) are the standard tools for checking aces before committing to a slam. Grand slams at the seven level, requiring all 13 tricks, need around 37 combined points and all the key cards.
Bridge Contract Calculator FAQs
You generally need about 25 to 26 combined high-card points to bid and make a game. With a major suit fit bid 4♥ or 4♠. Without a major fit, aim for 3NT. Minor suit games at 5♣ or 5♦ need the same points but are harder to make because they require 11 tricks.
A small slam (6-level) typically needs around 33 combined points. A grand slam (7-level) needs around 37. Always check aces using Blackwood or Roman Key Card Blackwood before committing to a slam.
In almost every case, 3NT is better than 5♣ or 5♦. Notrump game requires only nine tricks and scores more. Only bid a minor suit game if you have no stopper in a suit the opponents will attack, or if you have a distribution that makes notrump unplayable.
A game try is a bid that asks partner to go on to game if they are maximum or stop short if they are minimum. For example, raising partner's 1♠ opening to 3♠ says "I have about 10 to 12 points and a fit: bid 4♠ if you are maximum." This avoids overbidding with a combined 23 or 24 points.
Yes, very much so. A hand with a long trump suit and short side suits can make more tricks than its raw point count suggests, because you can ruff losers. The calculator gives you the point-count guidance, but always consider your shape. A 6-5 distributional hand may play for a game or slam with fewer points than the table shows.