OPENING BASICS:
Bid denominations are ranked low to high, with the suits in alphabetical order. The denominations are then divided into three categories:
Part Scores, Games, and Slams:
Scoring:
Here is a look at the basic values of each contract:
| C | D | H | S | NT | |
| 1 | 20 | 20 | 30 | 30 | 40 |
| 2 | 40 | 40 | 60 | 60 | 70 |
| 3 | 60 | 60 | 90 | 90 | 100 |
| 4 | 80 | 80 | 120 | 120 | 130 |
| 5 | 100 | 100 | 150 | 150 | 160 |
| 6 | 120 | 120 | 180 | 180 | 190 |
| 7 | 140 | 140 | 210 | 210 | 220 |
Part-scores are in cyan; games are in blue; small slams are in red; grand slams are in yellow.
Scoring systems:
Most casual bridge games in which players bother keeping score are based on Rubber scoring—the first partnership that wins two games wins a rubber and earns a bonus of either 500 or 700 points, depending on whether or not opponents have won a game. Part scores, discounting overtricks, add up to games. When a partnership wins a game, part scores for both partnerships start over at 0, though the points are not lost.
Tournaments and clubs use duplicate scoring. In duplicate, many people will play the same hands, and the results of each partnership will be compared to other partnerships who played the same hands while sitting in the same directions (East-West partnerships will have their scores compared to the scores of other East-West partnerships, for instance). After that, one of two calculations will take place using the net score (when your opponents score points, your net score will be negative):
Opponents who have won a game are said to be vulnerable. While this may seem a strange term in light of the fact that they can win bonuses with a second game, it applies not to what they can win but what they can lose. Vulnerable game and slam contracts are worth more than non-vulnerable ones, but failing to make vulnerable contracts, regardless of their level, is more costly than failing to make their non-vulnerable counterparts.
Scoring in duplicate bridge:
Successful part score contracts are worth the specified amount from the table above plus 50 points (thus a successful 2H contract making 8 tricks is worth 110 points, regardless of vulnerability).
Game contracts are worth the specified value plus a 300-point (non-vulnerable) or 500-point (vulnerable) bonus (thus a vulnerable 4S contract making 10 tricks is worth 620 points).
Small slams are worth the specified value plus an 800-point (non-vulnerable) or 1000-point (vulnerable) bonus (thus a non-vulnerable 6C contract making 12 tricks is worth 920 points).
Grand slams are worth the specified value plus a 1300-point (non-vulnerable) or 2000-point (vulnerable) bonus (thus a vulnerable 7NT contract making 13 tricks is worth 2220 points).
Regardless of the contract, overtricks are each worth the base value of tricks for that suit (20 points in Minors and 30 points in Majors or NT). Of course, all of these figures are based upon the contract's being undoubled (the figures can get much larger in doubled and redoubled contracts—a 1NTXX in which declarer takes every trick is worth 3160 points, the highest score declarer can earn).
Undertricks:
If declarer fails to make a contract, the tricks he is "down" are known as undertricks. Undoubled contracts result in linear values (50 or 100 points per trick, depending upon vulnerability); however, doubled and redoubled contracts that go down are not calculated on a purely linear per-trick basis.
| Pass | X | XX | ||||
| Undertricks | Non-Vul | Vul | Non-Vul | Vul | Non-Vul | Vul |
| 1 | 50 | 100 | 100 | 200 | 200 | 400 |
| 2 | 100 | 200 | 300 | 500 | 600 | 1000 |
| 3 | 150 | 300 | 500 | 800 | 1000 | 1600 |
| 4 | 200 | 400 | 800 | 1100 | 1600 | 2200 |
| 5 | 250 | 500 | 1100 | 1400 | 2200 | 2800 |
| 6 | 300 | 600 | 1400 | 1700 | 2800 | 3400 |
| 7 | 350 | 700 | 1700 | 2000 | 3400 | 4000 |
| 8 | 400 | 800 | 2000 | 2300 | 4000 | 4600 |
| 9 | 450 | 900 | 2300 | 2600 | 4600 | 5200 |
| 10 | 500 | 1000 | 2600 | 2900 | 5200 | 5800 |
| 11 | 550 | 1100 | 2900 | 3200 | 5800 | 6400 |
| 12 | 600 | 1200 | 3200 | 3500 | 6400 | 7000 |
| 13 | 650 | 1300 | 3500 | 3800 | 7000 | 7600 |
Note that the difference between non-vulnerable and vulnerable contracts is, after a brief time, one trick (down 4 doubled non-vulnerable is the same as down 3 doubled vulnerable, for instance).
Why learn all of these silly details about scoring? Because if you know what each contract is potentially worth to you and to your opponents, you can decide if there is a reason to bid or pass under certain circumstances—in short, you can figure out when to break the rules of bidding. Keep it in the back of your mind while reading this next section.