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Enter your contract, result and vulnerability to get the exact duplicate bridge score instantly. Covers partscores, games, slams, doubled contracts and undertricks.
Duplicate Bridge Scoring Calculator Tool
Uses WBF duplicate scoring rules · printable scoring chart · full scoring guide
Key Takeaways
- Game bonus is flat: 300 (not vul) or 500 (vul) every single time you bid and make a game. No rubber needed.
- Part-score earns +50, not +300. The difference between a partscore and a game is enormous in duplicate.
- Slam bonuses are additional: small slam adds 500 or 750; grand slam adds 1000 or 1500 on top of the game bonus.
- Doubled contracts: trick score doubles and you get a 50-point insult bonus for making. Overtricks are worth much more.
- Undertricks hurt more doubled. Doubled not vulnerable: 100, 200, 200, 300... Doubled vulnerable: 200, 300, 300, 300...
- Vulnerability changes everything. The same contract is worth far more vulnerable, and going down costs far more too.
How Does Duplicate Bridge Scoring Work?
Scoring is one of the parts of bridge that trips up newer players most. Rubber bridge and duplicate bridge use the same trick scores, but the bonus structure is completely different. In rubber bridge you build up a score over multiple deals. In duplicate, each board is scored completely on its own. That single change has a ripple effect through the whole strategy of the game.
What is the trick score in bridge?
The trick score is what you earn for each trick you bid and make, starting from the seventh trick (called Book). The rate depends entirely on the trump suit:
- Clubs and diamonds (the minor suits): 20 points per trick bid and made. So 3 Clubs making exactly scores 60 for the trick score alone.
- Hearts and spades (the major suits): 30 points per trick. Three Spades making exactly gives you 90.
- Notrump: 40 for the first trick (at the one level), then 30 for each additional trick. So 1NT scores 40, 2NT scores 70, 3NT scores 100.
When a contract is doubled, these scores are doubled. When redoubled, they are multiplied by four. That is why a doubled minor contract can become a game so quickly. Two Clubs doubled, making exactly, has a trick score of 80 (not 40), which does not reach game on its own. But three Clubs doubled gives 120 and is a game.
Overtricks made in an undoubled contract score the same rate as the trick score. Overtricks in a doubled contract score 100 per trick not vulnerable, or 200 vulnerable. Redoubled overtricks are 200 or 400 respectively.
How are game bonuses calculated in bridge?
A game bonus is awarded whenever the trick score for the contract reaches 100 or more. You do not need to bid a game for the trick score to qualify; a doubled partscore can reach 100 on the trick score and earn the game bonus. But in practice, the standard route to game is bidding and making 3NT, 4 Hearts, 4 Spades, 5 Clubs or 5 Diamonds.
The bonus amounts are:
- Not vulnerable game: 300 points
- Vulnerable game: 500 points
- Partscore (trick score under 100): 50 points only
This is where duplicate scoring diverges sharply from rubber bridge. In rubber bridge, you build toward game over several hands and earn a 700-point rubber bonus. In duplicate, every single board is independent. If you make a vulnerable game, you get 500 right now on that board, regardless of what happened before or what happens next. The result is that bidding and making a vulnerable game is always a huge swing, and failing to bid game when you can make it is one of the most costly errors in duplicate play.
A small slam (level 6) earns a slam bonus of 500 not vulnerable or 750 vulnerable, added on top of the game bonus and the trick score. A grand slam (level 7, all 13 tricks) earns 1000 not vulnerable or 1500 vulnerable. These are some of the biggest scores in the game, which is why slam bidding gets so much attention.
What happens when a contract is doubled?
Doubling has two very different effects depending on whether the contract is made or not.
If the contract is made after being doubled, the declarer earns the doubled trick score (which may or may not be enough to reach game), plus a flat 50-point insult bonus, sometimes called the "making bonus." Overtricks score 100 each (not vulnerable) or 200 each (vulnerable), which is often far more than the normal overtrick rate. This is why an overtrick in a doubled contract is so valuable; it shifts the score significantly compared to the same overtrick undoubled.
If the contract fails after being doubled, the penalties mount quickly. Not vulnerable, the first undertrick costs 100, the second and third each cost 200, and every subsequent undertrick costs 300. Vulnerable, the first undertrick costs 200, and the second, third and every subsequent undertrick cost 300. Redoubled penalties are exactly double those amounts.
The defender who doubles is essentially making a bet. If they are right and the contract fails, they collect a large penalty. If they are wrong and declarer makes it, they have handed the other side a bonus. Good duplicate players think carefully about when that bet is worth taking.
Duplicate Scoring FAQs
A game bonus is awarded when the trick score alone reaches 100 or more. Not vulnerable, this bonus is 300 points. Vulnerable, it rises to 500 points. A partscore (trick score under 100) earns only 50. This flat bonus is what makes bidding to the right level so critical in duplicate.
Undoubled not vulnerable, down one costs 50 points. Undoubled vulnerable, it costs 100. Doubled not vulnerable, the first undertrick costs 100. Doubled vulnerable, the first undertrick costs 200. Those penalties climb steeply with each additional trick down.
The insult bonus is a flat 50 points added when a doubled contract is made, or 100 points when a redoubled contract is made. It is awarded in addition to the doubled trick score and any game or slam bonus. It is called the insult bonus because it compensates declarer for the indignity of being doubled.
A small slam (6-level contract, making 12 tricks) earns 500 points not vulnerable or 750 vulnerable. A grand slam (7-level, all 13 tricks) earns 1000 not vulnerable or 1500 vulnerable. These are added on top of the trick score and the game bonus. Bidding and making a vulnerable grand slam is one of the highest possible scores on a single board.
The trick score is doubled: clubs and diamonds score 40 per trick bid, hearts and spades score 60, and notrump scores 80 then 60. If the doubled trick score reaches 100 the contract earns the game bonus. A 50-point insult bonus is also added. Overtricks score 100 each not vulnerable or 200 each vulnerable.
Yes, significantly. The main difference is that duplicate awards a flat game bonus on every board you bid and make a game, rather than requiring you to win two games in a rubber. There is also no above-the-line and below-the-line distinction in duplicate. Every score is a single number added or subtracted for that board, which is then compared to the scores of all other pairs who played the same cards.