Rubber bridge is a form of contract bridge played by two competing pairs using a particular method of scoring. A rubber is completed when one pair becomes first to win two games, each game presenting a score of 100 or more contract points; a new game ensues until one pair has won two games to conclude the rubber. Owing to the availability of various additional bonus and penalty points in the scoring, it is possible, though less common, to win the rubber by amassing more total points despite losing two games out of three. Rubber bridge involves a high degree of skill but there is also a fair amount of luck involved in who gets the best cards. A popular variation of rubber bridge is known as Chicago.
Rubber bridge is played with a standard deck of 52 cards. From high to low, the cards are ranked A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, and 2. Suits are ranked Spades (♠), Hearts (♥), Diamonds (♦), Clubs (♣). Four players play in two partnerships, with partners sitting opposite each other. Gameplay rotates clockwise around the table. [1]
At the beginning of the rubber, cards are drawn to determine partnerships and the dealer of the first hand. A pack of cards is spread face down on the table and each player takes a card, but not from the ends. The player with the highest card deals the first hand and has choice of seat. The player with the second highest card partners with the dealer against the other two. The dealer selects a pack of cards and passes it to the player on their left to be shuffled. Dealer, who may give the cards a quick shuffle at this point, then passes it to be cut by the player on their right. They then deal one card at a time clockwise starting with the player on their left. Meanwhile, if a second pack is being used, dealer's partner shuffles it and places it on their right, ready for the next dealer. This speeds up play and maintains the dealing order because there is always a shuffled pack of cards on the dealer's left and each side deals the same pack throughout the rubber. The deal rotates clockwise after each hand until the rubber is completed. [1] [2]
The contract to be played is determined by an auction in which the players bid for the number of tricks they will make and the trumps or no trumps. A bid consists of the number of tricks above six one needs to make and the denomination; e.g. "1♣" is seven tricks with clubs as trumps, "3NT" is nine tricks with no trump suit. The dealer bids first. At their turn players may either: pass, bid to make a higher contract, "double" an opponent's contract (which increases the penalties for failing to make the contract or the points for making the contract) or "redouble" their side's doubled contract which doubles the points again. A player may bid again after an initial pass. The auction ends when any bid is followed by three consecutive passes. If all four players pass the hand is passed in and the deal rotates. [1]
Once the contract has been decided, the player of the winning pair who first mentioned the denomination of the contract becomes declarer. The opening lead is made by the player to the declarer's left. Declarer’s partner then lays down their hand face up on the table as dummy, with the trump suit on their right. Declarer plays both his and dummy's cards. Each player, in turn, plays a card to the trick and they must play a card of the suit led if they have one. A player who has no cards of the suit led may play any card either discarding or trumping. A trick is won by the highest card of the suit led unless trumps are played, when the highest trump wins. The winner of the trick leads to the next trick. [1]
The main article includes a detailed description of rubber bridge scoring with examples. Essentially, each winning bid's value is scored "below the line" (e.g., 3 Spades nets 90 points below the line) and overtricks, bonuses, etc. are scored "above the line", as are points for defeating contracts. Once a pair reaches 100 points "below the line", the game ends and a new one begins, with a new line drawn underneath all previous points. The first team to win two games wins what is called the "rubber" and receives a large point bonus. Whoever has the highest point total after this bonus is assigned wins the match overall.
Nullos is a variant of rubber bridge for two players.
The dealer deals thirteen cards to each player, who then view their hand. The remaining 26 cards become the 'draw deck'.
The player who did not deal then discards any number of their cards, between zero and 13, and draw back up to 13 from the draw deck. The dealer then discards any number of cards from their hand and redraws up to 13.
Players then bid in the usual way, starting with the player who did not deal, with an additional 'nullos' bid.
A nullos bid is similar to a misère bid where the player tries to lose tricks. A winning nullos bid has no trumps.
Instead of bidding on how many tricks they will win, a player bidding nullos is stating how many tricks they will lose. For example, a bid of '1 nullos' means the player must lose at least 7 tricks, and a bid of '7 nullos' means they must lose all 13 tricks.
In the order of bidding, nullos is ranked between diamonds and hearts, so the order from lowest to highest is Clubs, Diamonds, nullos, Hearts, Spades, no trumps.
The player who did not deal leads first, and play happens in turn in the usual way, with winner of the trick leading next.
When scoring, nullos is scored at the same value as hearts and spades. For example, making a bid of '1 nullos' scores 30 points above the line.
If a player loses more tricks than they bid, they score overtricks. If they lose fewer tricks than they bid, they score undertricks. For example, a bid of '1 nullos' would score one overtrick if 8 tricks were lost or one undertrick if 6 tricks were lost.
At rubber the goal is to win the most points over a series of hands and it is important to make contracts to try to win the rubber and get the bonus. Overtricks do not matter - even less than at IMPs. Balancing over low-level contracts is not as attractive, because unless one can make contract one has little to gain and may force the opponents into a higher-scoring contract. Sacrificing can be expensive and only preserves the current state rubber as far as points below the line go and a 500-point penalty is possibly worth as much as winning the rubber.
At rubber every hand is affected by the context of the score and there are many different factors to consider and weigh. One needs to be constantly aware of not just the vulnerability but what legs (part-games) both sides have as affects the meanings of bids. Game may only require 2♥ so it is worth stretching to bid it with a weak hand but not to go higher with a strong hand unless 6♥ is a reasonable chance. Part-scores like 40 and 60 are highly worthwhile as one can make game with two of major or 1NT respectively on a later hand.
This is very different from duplicate bridge where each part-score and game are worth fixed amounts and each hand is an individual battle over points.
There are no universally accepted rules for rubber bridge, but some zonal organisations have published their own. An example for those wishing to abide by a published standard is The Laws of Rubber Bridge [3] as published by the American Contract Bridge League (ACBL).
Rubber bridge is the traditional form of contract bridge and remains the most common variant for club- or home-based social games, usually played with a fixed number of hands. It is not used for ACBL sanctioned duplicate play. It gained a lot of publicity after a celebrated match, referred to as the "Bridge Battle of the Century", was held December 1931 to January 1932 between teams led by Ely Culbertson and Sidney Lenz. A total of 150 rubbers were played, and was ultimately won by the Culbertson team by a margin of 8,980 points. The match was a success both for the game itself and the concepts of bidding as promoted by Culbertson.
Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing it at the regional level.
A trick-taking game is a card- or tile-based game in which play of a hand centers on a series of finite rounds or units of play, called tricks, which are each evaluated to determine a winner or taker of that trick. The object of such games then may be closely tied to the number of tricks taken, as in plain-trick games such as contract bridge, whist, and spades, or to the value of the cards contained in taken tricks, as in point-trick games such as pinochle, the tarot family, briscola, and most evasion games like hearts.
Whist is a classic English trick-taking card game which was widely played in the 18th and 19th centuries. Although the rules are simple, there is scope for strategic play.
500 or Five Hundred is a trick-taking game developed in the United States from Euchre. Euchre was extended to a 10 card game with bidding and a Misère contract similar to Russian Preference, producing a cutthroat three-player game like Preference and a four-player game played in partnerships like Whist which is the most popular modern form, although with special packs it can be played by up to six players.
Spades is a trick-taking card game devised in the United States in the 1930s. It can be played as either a partnership or solo/"cutthroat" game. The object is to take the number of tricks that were bid before play of the hand began. Spades is a descendant of the whist family of card games, which also includes bridge, hearts, and oh hell. Its major difference as compared to other whist variants is that, instead of trump being decided by the highest bidder or at random, the spade suit always trumps, hence the name.
Solo whist is the English form of Wiezen, a simple game of the Boston family played in the Low Countries. It is a trick-taking card game for four players in which players can bid to make eight tricks in trumps with any partner, or a solo contract playing against the other three players. Thus it combines both partnership and cut-throat play. Scoring is with small stakes won or paid out on each hand.
In contract bridge, the Law of total tricks is a guideline used to help determine how high to bid in a competitive auction. It is not really a law but a method of hand evaluation which describes a relationship that seems to exist somewhat regularly. Written by Jean-René Vernes for French players in the 1950s as a rule of thumb, it was first described in English in 1966 International Bridge Academy Annals. It received more notice from appearing in The Bridge World in June 1969. In 1981 Dick Payne and Joe Amsbury, using their abbreviation TNT, wrote at length about it for British readers. Later, in the US, Marty Bergen and Larry Cohen popularized the approach, using their preferred abbreviation: 'the LAW'.
Belote is a 32-card, trick-taking, ace–ten game played primarily in France and certain European countries, namely Armenia, Belgium, Bulgaria, Croatia, Cyprus, Georgia, Greece, Luxembourg, Moldova, North Macedonia, Bosnia and Herzegovina and also in Saudi Arabia and Tunisia. It is one of the most popular card games in those countries, and the national card game of France, both casually and in gambling. It appeared around 1900 in France, and is a close relative of both Klaberjass and klaverjas. Closely related games are played throughout the world. Definitive rules of the game were first published in French in 1921.
Pedro is an American trick-taking card game of the all fours family based on auction pitch. Its most popular variant is known as cinch, double Pedro or high five which was developed in Denver, Colorado, around 1885 and soon regarded as the most important American member of the all fours family. Although it went out of fashion with the rise of auction bridge, it is still widely played on the western coast of the United States and in its southern states, being the dominant game in South Louisiana. Forms of the game have been reported from Nicaragua, the Azores, Niobe NY, Italy, and Finland. The game is primarily played by four players in fixed partnerships, but can also be played by 2–6 individual players.
Bid whist is a partnership trick-taking variant of the classic card game whist. As indicated by the name, bid whist adds a bidding element to the game that is not present in classic whist. Bid whist, along with spades, remains popular particularly in U.S. military culture and a tradition in African-American culture.
Preferans or Russian Preference is a 10-card plain-trick game with bidding, played by three or four players with a 32-card Piquet deck. It is a sophisticated variant of the Austrian game Préférence, which in turn descends from Spanish Ombre and French Boston. It is renowned in the card game world for its many complicated rules and insistence on strategical approaches.
These terms are used in contract bridge, using duplicate or rubber scoring. Some of them are also used in whist, bid whist, the obsolete game auction bridge, and other trick-taking games. This glossary supplements the Glossary of card game terms.
Shelem, also called Rok or similar, is an Iranian trick-taking card game with four players in two partnerships, bidding and competing against each other. Bidding and trump are declared in every hand by the bidding winner. Both the name and the point structure of this game are similar to the American game Rook, there being a possible connection between the two games. Though it isn't clear from which game it is derived.
Serbian whist is a variant of whist. It is popular in Serbia, and there it is simply called "whist".
Clag is a trick-taking card game using a standard pack of 52 French-suited playing cards. It is similar to oh hell, and can be played by three to seven players. Clag originated in the Royal Air Force and started as an acronym for Clouds Low Aircraft Grounded.
The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific, but apply to a wide range of card games played with non-proprietary packs. It should not include terms solely related to casino or banking games. For glossaries that relate primarily to one game or family of similar games, see Game-specific glossaries.
Bavarian Tarock or, often, just Tarock, is a card game that was once popular in Bavaria and also played in parts of Austria as well as Berlin. The name is a clue to its origin in the historical German game of [Gross-]Tarock, a game using traditional Tarot cards. At some point in the mid- to late-18th century, attempts were made to emulate Taroc using a standard 36-card German-suited pack, resulting in the formerly popular, south German game of German Tarok. During the last century, the variant played with a pot (Haferl) and often known as Bavarian Tarock or Haferltarock, evolved into "quite a fine game" that, however, has less in common with its Tarock progenitor. German Tarok also generated the very similar game of Tapp, played in Württemberg, and both are related to Bauerntarock, Dobbm and the American games of frog and six-bid solo.
Solo 66 is a trick-taking ace–ten card game for five players, in which a soloist always plays against the other four. It is based on the rules of Germany's national game, Skat, and is played with a French-suited Skat pack of 32 cards. Bidding is for the trump suit. Jacks are ranked within their respective suits and do not form additional trumps over and above the cards of the trump suit. Grupp describes it as "an entertaining game for a larger group."
Call-ace whist or Danish whist is a card game for four players playing in variable partnerships. It is the most popular form of Whist in Denmark, where it is often just called "Whist". It has a well developed bidding system and has imported from the traditional Danish game of Skærvindsel the feature of determining the partnerships by 'calling an ace'. John McLeod records that there is also a version of Danish whist in which there are fixed partnerships.
Priffe or Preference is a classic Swedish, trick-taking card game for four players who form two teams of two. It is an elaboration of Whist that involves bidding, but this is a different form from that in American Bid Whist. Together with Vira, Priffe was one of the most common card games in Sweden until superseded by Bridge.