Bridge is a trick-taking card game for four people playing as two partnerships. It has a reputation for being difficult, and the reputation is half deserved: the rules of play are straightforward, but the bidding takes years to master.
This guide covers the actual rules first — the deal, the auction, the play and the scoring — then the conventions and the way club bridge works in New Zealand.
What you need
A standard 52-card deck, four players and a table.
Players sit as two partnerships, with partners facing each other. The four seats are named after compass points: North and South are partners, as are East and West.
Within each suit the cards rank Ace (high), King, Queen, Jack, 10, down to 2 (low). If you’re new to the standard deck, our guide to playing cards covers the basics.
Bridge descends from whist, which it resembles in the play but not the bidding. If you have played 500 or spades, the idea of bidding for a contract will already be familiar.
The deal
Each player receives 13 cards, dealt one at a time, clockwise. The whole deck is used.
Every deal has three phases: the auction, the play, and the scoring.
The auction
The auction decides two things: how many tricks one partnership commits to winning, and which suit will be trumps.
There are 13 tricks in a deal. The first six are called the book and don’t count in the bidding. A bid names how many tricks above six you undertake to win. So a bid of “one heart” is a commitment to win seven tricks with hearts as trumps, and “seven no trumps” is a commitment to win all thirteen with no trump suit at all.
Bids must increase. Each new bid has to be at a higher level, or at the same level in a higher-ranking denomination.
| Contract level | Tricks you must win | Status |
|---|---|---|
| 1 | 7 | Part score |
| 2 | 8 | Part score |
| 3 | 9 | Game in no-trumps only (3NT) |
| 4 | 10 | Game in a major (4♥ / 4♠) |
| 5 | 11 | Game in a minor (5♣ / 5♦) |
| 6 | 12 | Small slam |
| 7 | 13 | Grand slam — every trick |
Beginning with the dealer and moving clockwise, each player in turn makes a call. A call is a bid, a pass, a double or a redouble.
Doubling an opponent’s bid increases the score in both directions — more for them if they succeed, more for you if they fail. A redouble raises the stakes again.
The auction ends when a bid is followed by three passes. The last bid becomes the contract. If all four players pass immediately, the hand is thrown in and nobody scores.
The partnership that won the auction is the declaring side. Within it, whoever first named the contract’s denomination becomes declarer — not necessarily the player who made the final bid.
The play
The player to declarer’s left makes the opening lead, face up.
Declarer’s partner then lays their entire hand face up on the table. This is the dummy. Declarer plays both hands, choosing cards from dummy as well as their own. The dummy takes no further part and must not comment.
Play proceeds clockwise. Each player contributes one card to the trick.
You must follow suit if you can — that is, play a card of the suit that was led. Only if you are void in that suit may you play anything else, including a trump.
The trick is won by the highest trump played, or if nobody trumped, by the highest card of the suit led. The winner of a trick leads to the next one.
After 13 tricks the deal is scored.
Scoring
The declaring side needs the number of tricks it contracted for. Extra tricks are overtricks; falling short means going down, and the opponents score penalty points.
Bridge distinguishes between a part-score and a game. A contract worth 100 or more trick points is a game contract, and games are worth substantially more. That threshold is why 3NT, 4♥, 4♠, 5♣ and 5♦ are the contracts you hear about constantly — they are the cheapest routes to game in each denomination.
Contracts at the six level are small slams; at the seven level, grand slams. Both carry large bonuses.
Vulnerability, assigned by the board in duplicate play, raises both the bonuses and the penalties.
| Ace | 4 points |
| King | 3 points |
| Queen | 2 points |
| Jack | 1 point |
| Your hand | Typical opening |
|---|---|
| 0–11 HCP | Pass, unless the Rule of 20 says otherwise or you have a long suit worth a pre-emptive opening. |
| 12–14 HCP, balanced | 1NT if you play a weak no-trump (the traditional Acol style taught in New Zealand). Otherwise open your longest suit. |
| 12–20 HCP, unbalanced | One of your longest suit. |
| 15–17 HCP, balanced | 1NT if you play a strong no-trump, which is standard in five-card major systems. |
| 20–22 HCP, balanced | 2NT. |
| 22+ HCP, or eight-and-a-half playing tricks | 2♣, the artificial strong opening. It says nothing about clubs and forces partner to respond. |
Most New Zealand club sessions use duplicate scoring, where the same deals are played at every table and your score is compared against everyone else who held your cards. Luck of the deal largely cancels out.
Evaluating your hand
Before you can bid sensibly you need a way to measure your hand. The standard method is high card points, usually shortened to HCP.
Count 4 for each ace, 3 for each king, 2 for each queen and 1 for each jack. There are 40 HCP in the deck, so an average hand holds 10.
Shape matters too. A long suit is worth more than its point count suggests, and a void or singleton has value when you have a trump fit. A common guideline is the Rule of 20: add your HCP to the combined length of your two longest suits, and consider opening if the total reaches 20.
As a rough baseline, about 12 HCP is enough to open the bidding, and a partnership needs roughly 25 combined to bid game.
Common conventions
A convention is an agreed bid that carries a meaning other than its face value. Both partners must know it, and in club play you must disclose it to your opponents.
| First ranks you will reach | Requirement |
|---|---|
| Novice (unranked) | Under 5 A+B points |
| Certificate of Proficiency | 5 B points |
| Club Master | 20 B points |
| Local Master | 50 B points |
| Grade | Who is in it |
|---|---|
| Junior | Club Master or lower rank, with 30 or fewer rating points and fewer than 5 A points. Every new player starts here. |
| Intermediate | Club Master or lower with 5 or more A points, or with more than 30 rating points — or anyone holding the rank of Local Master. |
| Open | Provincial Master or higher rank. |
Stayman. After partner opens 1NT, a response of 2♣ says nothing about clubs. It asks whether opener holds a four-card major. Opener bids 2♦ to deny one, or 2♥ or 2♠ to show one.
Jacoby Transfer. Also used over 1NT. Holding five or more hearts you bid 2♦; holding five or more spades you bid 2♥. In each case you bid the suit immediately below your real suit, and opener bids the one above it. The point is that the 1NT opener ends up as declarer, so the stronger hand stays concealed and the opening lead comes round to it.
Blackwood. A bid of 4NT asks partner how many aces they hold. Responses are 5♣ for none or all four, 5♦ for one, 5♥ for two and 5♠ for three. The modern version, Roman Key Card Blackwood, counts five keycards: the four aces plus the king of the agreed trump suit.
Two Over One Game Force. In this system, when responder bids a new suit at the two level over partner’s one-level major opening, without interference, the partnership is committed to reaching game. It frees up the rest of the auction for slam investigation rather than establishing strength.
Bidding systems
A bidding system is the overall framework your partnership agrees on. Three come up most often in New Zealand.
Acol is the system most commonly taught to New Zealand beginners. It uses four-card major openings and a weak no-trump, typically 12–14 HCP.
Five-card majors, usually paired with a strong 15–17 HCP 1NT, requires five cards to open a major. It’s the dominant framework in North America and in most international online play.
Precision is a strong club system. An opening bid of 1♣ is artificial and shows 16 or more points, which frees every other opening bid to be tightly limited. It’s a specialist choice.
None is better in the abstract. What matters far more is that both partners know the same one.
Playing bridge in New Zealand
The governing body is New Zealand Bridge Inc, based in Palmerston North. Club bridge here is duplicate, played to the 2017 Laws of Duplicate Bridge.
Disclosure. You are expected to announce your basic system, your 1NT point range and the minimum length of your 1♣ opening. Conventional bids during the auction are alerted. The current NZ Bridge Manual sets out the requirements, and clubs generally restrict beginners to the conventions permitted at Junior and Intermediate grade.
Stop cards. Introduced in New Zealand in 2007 for jump bids, these are now contested. In September 2024, NZ Bridge’s Chief Director recommended removing the mandate entirely, arguing that inconsistent use was itself creating the unauthorised information the card was meant to prevent — while noting clubs remain free to keep using them. Check what your club does.
Grading. Masterpoints determine your grade, which determines which events you’re eligible for. The broad ladder runs Junior, then Intermediate, then Open.
Tournaments. The National Congress in November is the biggest event on the calendar; the 2025 edition drew more than 800 players across eight days, including over 70 international visitors. Regional championships and club tournaments run throughout the year, and the current calendar is on the NZ Bridge site.
Online. RealBridge and Bridge Base Online are both widely used, and many clubs run hybrid sessions.
Finding a partner. Most clubs keep a partner list. Contact them before a session rather than turning up alone.
Common beginner mistakes
Bidding your points twice. If you have already shown your strength, don’t bid again on the same values because partner sounds enthusiastic.
Treating a double as automatic. Doubling a contract you expect to fail is only profitable if it actually fails. Doubling opponents into game is an expensive habit.
Forgetting that the auction is information. Every call your opponents make tells you about their hands. Most defensive errors come from ignoring the bidding.
Playing conventions you haven’t discussed. A convention only one partner remembers is worse than no convention. Agree a short list and stick to it.
If bridge appeals but four players are hard to gather, hearts is a simpler trick-taking game, and there are plenty of other options among the classic Kiwi card games.
The rules, grading definitions and New Zealand tournament details in this article were checked against the following sources.
- New Zealand Bridge — Masterpoints explained
- New Zealand Bridge — Grades and ranks explained
- New Zealand Bridge — National Congress 2026 overview and criteria
- New Zealand Bridge — NZ Bridge Manual (alerting and announcing regulations)
- New Zealand Bridge — Upcoming tournaments calendar
- New Zealand Bridge — Laws of Duplicate Bridge (2017)
- American Contract Bridge League — How to play bridge and scoring
- New Zealand Bridge — RealBridge online play
Frequently Asked Questions
How many players does bridge need?
Exactly four, in two partnerships, with partners sitting opposite each other.
What does a bid of “four hearts” actually mean?
A commitment to win ten tricks with hearts as trumps. Bids count tricks above the first six, so add six to the number in any bid.
What is game in bridge?
A contract worth 100 or more trick points in a single deal. In practice that means 3NT, 4♥, 4♠, 5♣ or 5♦.
What is the difference between an alert and an announcement?
An announcement states standard information, such as your 1NT range, without being asked. An alert flags that a bid carries an unusual or conventional meaning, so opponents know to ask.
Do New Zealand clubs still use the Stop card?
It varies. NZ Bridge’s Chief Director recommended in 2024 that the mandate be dropped, but clubs may continue using it in their own sessions. Ask before you play.
Is Acol or five-card majors better for a beginner in New Zealand?
Acol is what most New Zealand clubs teach, so it’s usually the easier route to finding partners and lessons locally. Consistency with your partner matters more than the choice itself.
Can I play bridge online in New Zealand?
Yes. RealBridge and Bridge Base Online are the main platforms, and a number of clubs run sessions where home and table players compete together.


