Bridge Scoring Chart & Cheat Sheet (Duplicate, Rubber & Party Bridge)
A bridge scoring chart shows how many points you earn for each contract you make, and how many you lose when you fall short. The basics are simple: each trick in clubs or diamonds is worth 20 points, each trick in hearts or spades is worth 30, and notrump is worth 40 for the first trick and 30 after that. This page gives you the full chart for duplicate, rubber and party bridge, a free printable PDF, and worked examples so you can score any hand with confidence.
How to Score a Bridge Hand in 3 Steps (Beginner Cheat Sheet)
- Count trick points for the tricks you bid above six: ♣/♦ 20 each, ♥/♠ 30 each, notrump 40 for the first and 30 for each after.
- Add the bonus: 100 or more trick points is a game (+300 not vulnerable, +500 vulnerable); less is a partscore (+50). Slams add a further bonus.
- Adjust: add overtricks. If the contract fails, the defenders score undertrick penalties instead (50 or 100 each undoubled).
On this page
Key Takeaways
- Trick values: minors 20, majors 30, notrump 40 then 30.
- Game bonus: 300 not vulnerable, 500 vulnerable (100+ trick points).
- Partscore bonus: a flat 50 points.
- Small slam bonus: +500 / +750. Grand slam bonus: +1000 / +1500.
- Making a doubled contract adds a 50-point “insult” bonus (100 if redoubled).
- Undoubled undertricks cost 50 each (NV) or 100 each (Vul).
The Complete Bridge Scoring Tables
1 · Trick Values
Points scored for each trick bid and made, in the contract denomination.
| Denomination | First trick | Each later trick | Example: making 3 |
|---|---|---|---|
| ♣ / ♦ Minors | 20 | 20 | 3♣ = 60 |
| ♥ / ♠ Majors | 30 | 30 | 3♥ = 90 |
| NT No Trumps | 40 | 30 | 3NT = 100 |
2 · Bonuses
Added when the contract is bid and made. “NV” = not vulnerable, “Vul” = vulnerable.
| Bonus | Not Vulnerable | Vulnerable |
|---|---|---|
| Partscore (under 100) | 50 | 50 |
| Game (100+ trick points) | 300 | 500 |
| Small slam (12 tricks) | 500 | 750 |
| Grand slam (13 tricks) | 1000 | 1500 |
| Making a doubled contract (“insult”) | 50 | 50 |
| Making a redoubled contract | 100 | 100 |
Slam bonuses are in addition to the game bonus. A made small slam is always at least game.
3 · Overtrick Values
Points per trick taken above the contract.
| State | NV | Vul |
|---|---|---|
| Undoubled, minor | 20 | 20 |
| Undoubled, major / NT | 30 | 30 |
| Doubled (each) | 100 | 200 |
| Redoubled (each) | 200 | 400 |
4 · Undertrick Penalties
Points to the defenders per trick the contract fails.
| Down by | Undoubled NV / Vul | Doubled NV / Vul |
|---|---|---|
| 1 | 50 / 100 | 100 / 200 |
| 2 | 100 / 200 | 300 / 500 |
| 3 | 150 / 300 | 500 / 800 |
| 4 | 200 / 400 | 800 / 1100 |
Redoubled penalties are double the doubled figures.
5 · Common Contract Scores (Made Exactly)
Total score for bidding and making these contracts on the nose: trick points plus bonus.
| Contract | Tricks | Not Vulnerable | Vulnerable |
|---|---|---|---|
| 2♥ / 2♠ (partscore) | 8 | 110 | 110 |
| 3NT (game) | 9 | 400 | 600 |
| 4♥ / 4♠ (game) | 10 | 420 | 620 |
| 5♣ / 5♦ (game) | 11 | 400 | 600 |
| 6♠ (small slam) | 12 | 980 | 1430 |
| 6NT (small slam) | 12 | 990 | 1440 |
| 7NT (grand slam) | 13 | 1520 | 2220 |
How to Read the Bridge Scoring Chart
Bridge scoring looks intimidating at first, but it rests on a simple idea: you score for what you bid and make, and you are penalised for what you fail. Everything else is detail layered on top of that principle. If you are a beginner, use it as a cheat sheet: work through the three steps below once with a real contract in mind, and the structure quickly becomes clear.
Step one: the trick score
Start with the value of the contract itself. Count only the tricks you contracted for: that is, the tricks above six (the “book”). A contract of 4♠ is for ten tricks, six of book plus four; those four spade tricks score 30 each, for 120 trick points. A contract of 3NT scores 40 for the first trick and 30 for each of the other two, totalling 100. Notice that 100 is the magic number: any contract worth 100 or more trick points is a game, which is why 3NT, 4♥, 4♠, 5♣ and 5♦ are the game contracts and a major-suit or notrump game is so much easier to reach than a minor-suit one.
Step two: add the bonus
Next, add the appropriate bonus from table 2. If your trick score reached game, you collect 300 not vulnerable or 500 vulnerable. If it did not: a partscore such as 2♥ for 60: you collect just 50. Slams add a further large bonus on top of the game bonus, which is why bidding and making a slam is so rewarding: 6♠ making is 180 in tricks, plus the 500 game bonus, plus a 500 small-slam bonus, for 980 not vulnerable. Vulnerability roughly doubles the stakes, raising both the rewards for success and the cost of failure.
Step three: overtricks, doubles and penalties
Overtricks: tricks beyond the contract: score at the rate in table 3, modest when undoubled but substantial when doubled and vulnerable. When a contract is doubled, the trick score itself doubles (which can push a doubled partscore up to game), and making it earns a 50-point “insult” bonus. The flip side is table 4: when a contract fails, the defenders score penalty points per undertrick, rising steeply when the contract was doubled and vulnerable. This is the arithmetic behind the sacrifice: sometimes deliberately going down in a doubled contract costs fewer points than letting the opponents make their game.
Duplicate, matchpoints and IMPs
This chart gives the raw scores used in duplicate bridge (if you would rather not add them up by hand, our duplicate scoring calculator does the arithmetic for you). How those raw scores are then compared depends on the event. In matchpoint pairs scoring, you are ranked against every other pair who played the same board, so small differences: an extra overtrick, choosing notrump over a minor: can matter as much as a game swing. In team events scored by IMPs (International Match Points), raw score differences are converted to a compressed scale, so bidding vulnerable games and avoiding big penalties matters most. Either way, the raw score from these tables is the starting point. For the bidding judgement that decides which contracts to aim for, see our bridge bidding guide and slam bidding; to learn the mechanics of play and scoring from scratch, start with bridge scoring explained.
IMP Scoring: The Team Game Scale
In team events, raw score differences are converted to International Match Points (IMPs) using a fixed scale. The IMP scale compresses large point differences and emphasises bidding games and slams over chasing overtricks. Here is the conversion table every team player should know.
6 · IMP Scale: Full Conversion Table
The point difference between your result and the other table converts to IMPs as follows.
| Point difference | IMPs | Point difference | IMPs |
|---|---|---|---|
| 0 – 10 | 0 | 750 – 890 | 13 |
| 20 – 40 | 1 | 900 – 1090 | 14 |
| 50 – 80 | 2 | 1100 – 1290 | 15 |
| 90 – 120 | 3 | 1300 – 1490 | 16 |
| 130 – 160 | 4 | 1500 – 1740 | 17 |
| 170 – 210 | 5 | 1750 – 1990 | 18 |
| 220 – 260 | 6 | 2000 – 2240 | 19 |
| 270 – 310 | 7 | 2250 – 2490 | 20 |
| 320 – 360 | 8 | 2500 – 2990 | 21 |
| 370 – 420 | 9 | 3000 – 3490 | 22 |
| 430 – 490 | 10 | 3500 – 3990 | 23 |
| 500 – 590 | 11 | 4000+ | 24 |
| 600 – 740 | 12 |
This is the standard IMP scale used in club, tournament and online team games. It is capped at 24 IMPs, which needs a difference of 4000 points or more.
What the IMP scale means in practice
The IMP scale rewards getting the key decisions right rather than squeezing out overtricks. A vulnerable game swing (say 620 vs −100) is a 720-point difference worth 12 IMPs, a major swing. An overtrick in a part-score (say 140 vs 110) is only 30 points, worth 1 IMP. This is why experienced team players will often take a safe line in a slam rather than try for an extra trick, and why bidding a thin but makeable game is so important in teams even when you would pass it in matchpoints.
IMPs also change how you defend. Letting through a doubled contract that costs 800 when you could have made 620 the other way is a 1420-point difference, worth 16 IMPs. That kind of catastrophe focuses the mind on safe defence rather than trying for the set.
Matchpoints: How Your Raw Score Becomes a Result
In a pairs event (the most common club format), raw scores are converted to matchpoints after the session. For each board, your North-South score is ranked against every other North-South score on that same board. The pair with the best result receives a top, the pair with the worst receives a bottom, and everyone else is ranked in between.
The most common formula: if N pairs play the board, the top is 2(N−1). If eight pairs play Board 5 and you score better than six of them, you receive 12 match points out of a maximum of 14. Your final percentage for the session is your total match points divided by the maximum possible.
7 · Matchpoint Scoring at a Glance
How scores compare on a typical 8-table session (top = 14 match points).
| Your result vs the field | Match points (out of 14) | Approx % |
|---|---|---|
| Best score at the table (outright top) | 14 | 100% |
| Better than 6 out of 7 pairs | 12 | 86% |
| Better than 4 out of 7 pairs (average+) | 8 | 57% |
| Equal to exactly average | 7 | 50% |
| Worse than 5 out of 7 pairs (average−) | 4 | 29% |
| Worst score at the table (outright bottom) | 0 | 0% |
Tied scores split the match points between those pairs. Two pairs tying for the top share 13 and 14, scoring 13.5 each.
Why matchpoints change your strategy
In matchpoints, every board carries equal weight. Whether you win a board by 10 points or by 200 points, you receive the same top score. This means chasing overtricks is rational when the contract is safe, and that bidding a risky game which most pairs will also reach gets you average anyway whether it makes or not. The goal is to beat the other pairs holding your cards, not simply to make your contract.
Understanding this distinction is one of the things that separates experienced duplicate players from those coming over from rubber bridge. In rubber bridge, making your contract is the goal; an overtrick is a bonus. In matchpoints, one extra trick can be the difference between a top and an average.
For a deeper comparison of the two formats, see Rubber Bridge vs Duplicate Bridge.
Rubber Bridge and Party Bridge Scoring Chart
The trick values, slam bonuses, overtricks and penalties above are the same in rubber bridge. What changes is how games are counted. In rubber bridge, there is no 300 or 500 bonus for each game and no 50 for a partscore. Instead, trick points are written “below the line” and add up across deals until one side reaches 100 for a game. The first side to win two games wins the rubber and collects the rubber bonus.
8 · Rubber Bridge Bonuses
Scores that apply in rubber bridge but not in duplicate.
| Item | Points |
|---|---|
| Rubber won 2 games to 0 | 700 |
| Rubber won 2 games to 1 | 500 |
| Unfinished rubber: one game ahead | 300 |
| Unfinished rubber: partscore in an unfinished game | 100 |
| Honours: 4 of the top 5 trumps in one hand | 100 |
| Honours: all 5 trump honours in one hand, or all 4 aces in notrump | 150 |
What is the rubber bonus in bridge?
The rubber bonus is the reward for winning a rubber, which is a best-of-three games match. Win it two games to nil and you score 700; win it two games to one and you score 500. It plays the same role as the game bonus in duplicate: it makes bidding and making games the main way to build a big score.
Party bridge, often played as Chicago at home and in social clubs, sits between the two. Each round is four deals with vulnerability fixed in advance, and every game made scores a bonus straight away (300 not vulnerable, 500 vulnerable), much like duplicate. To see how the formats compare in play, read Rubber Bridge vs Duplicate Bridge or contract bridge explained.
Worked Scoring Examples
The tables above are reference tools, but scoring clicks into place fastest when you work through real hands. Here are three common situations with the arithmetic shown.
Example 1: 4♠ making exactly (not vulnerable)
The most common game in duplicate bridge.
| Component | Calculation | Points |
|---|---|---|
| Trick points (4 spade tricks × 30) | 4 × 30 | 120 |
| Game bonus (not vulnerable) | flat bonus | 300 |
| Total | 420 |
Making one overtrick (11 tricks total) adds 30 more for 450. Vulnerable the totals are 620 and 650.
Example 2: 3NT making with two overtricks (vulnerable)
Common in competitive pairs where both sides are in 3NT.
| Component | Calculation | Points |
|---|---|---|
| Trick points (3 notrump tricks: 40 + 30 + 30) | 40 + 30 + 30 | 100 |
| Game bonus (vulnerable) | flat bonus | 500 |
| Two overtricks (2 × 30 each, undoubled NT) | 2 × 30 | 60 |
| Total | 660 |
Example 3: 4♠ doubled, making exactly (not vulnerable)
The opponents doubled your game and you made it.
| Component | Calculation | Points |
|---|---|---|
| Trick points doubled (4 × 30 × 2) | 120 × 2 | 240 |
| Game bonus (trick score now qualifies) | flat bonus | 300 |
| "Insult" bonus for making a doubled contract | flat bonus | 50 |
| Total | 590 |
Note: The doubled "insult" bonus applies only when you make a doubled contract.
Bridge Score Calculators and Related Cheat Sheets
If you would rather not add up scores by hand, our free duplicate scoring calculator and bridge contract calculator do the arithmetic from the contract, result and vulnerability. To decide which contract to bid in the first place, keep the free bridge bidding cheat sheet (PDF) next to this scoring chart: together they cover the numbers most players look up at the table.
Bridge Scoring FAQ
Bridge scoring is based on trick points for the contract plus bonuses. Minor-suit tricks are worth 20 each, major-suit tricks 30 each, and notrump 40 for the first trick then 30 each after. Bidding and making a game scores a bonus of 300 not vulnerable or 500 vulnerable; slams and doubled contracts add further bonuses and penalties.
The game bonus is 300 points not vulnerable and 500 points vulnerable, awarded when you bid and make a contract worth 100 or more trick points. A partscore that does not reach game scores a 50-point bonus instead.
A small slam (12 tricks) scores a bonus of 500 not vulnerable or 750 vulnerable, in addition to the game bonus. A grand slam (all 13 tricks) scores 1000 not vulnerable or 1500 vulnerable.
Doubled undertricks not vulnerable cost 100 for the first, 200 for the second and third, and 300 for each one after, so down three is 500. Doubled and vulnerable, the first undertrick is 200 and each subsequent one is 300, so down three is 800.
IMP stands for International Match Points. In team events, the raw score difference between the two tables is converted to a compressed IMP scale. A 620-point swing equals 12 IMPs while a 30-point swing equals just 1 IMP. This scale rewards bidding games and slams and penalises large disasters, rather than chasing overtricks.
Matchpoints are used in pairs events, where your raw score is ranked against every other pair on the same board. IMPs are used in team events, where raw score differences are converted to a compressed scale. In matchpoints, overtricks matter greatly; in IMPs, bidding and making game safely is the priority.
The rubber bonus is scored in rubber bridge by the first side to win two games. It is 700 points if the rubber is won two games to nil and 500 points if it is won two games to one. Duplicate bridge has no rubber bonus; it gives a game bonus on each deal instead.
Yes. Download the free one-page bridge scoring chart PDF. It covers trick values, game and slam bonuses, overtricks, undertrick penalties, common contract scores, the IMP scale and rubber bridge bonuses, and prints on US Letter or A4.
In duplicate bridge, 3NT made exactly scores 400 not vulnerable or 600 vulnerable. Four hearts or four spades made exactly scores 420 not vulnerable or 620 vulnerable. Five of a minor scores 400 or 600.
Overtricks are tricks won above the number your contract needed; each one scores the trick value (20 or 30), or more if doubled. Undertricks are tricks short of the contract; each one gives the defenders a penalty of 50 not vulnerable or 100 vulnerable when undoubled, and more when doubled.
Party bridge, often played as Chicago, is scored in rounds of four deals with vulnerability set in advance. Trick values, slam bonuses, overtricks and penalties are the same as duplicate, and each game made scores a bonus straight away: 300 not vulnerable or 500 vulnerable.