Bridge Scoring Chart
Every duplicate bridge score in one place — trick values, game and slam bonuses, doubled and redoubled contracts, overtricks and penalties. Built to print and keep beside the table.
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: +500 / +750. Grand slam: +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 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 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. Work through the tables 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
The figures here are the raw scores used in duplicate bridge. 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.