Special Lesson
Bridge Scoring
Bridge Workshop · Reference Lesson · ⏱ ~25 min read
Basic Scoring — One Contract at a Time
You bid 4♠. You make exactly 10 tricks, vulnerable. How many points did you just score? That's the question this part answers — for any contract, made or down.
The Made-Contract Score
A made contract scores from two ingredients combined: trick points (for the tricks you took) and a bonus that depends on the level you reached — partial, game, or (next section) slam.
Trick points
| Suit | Points per trick |
|---|---|
| ♣ ♦ — minor suits | 20 |
| ♥ ♠ — major suits | 30 |
| NT (no trump) | 40 first, 30 each next |
Every trick over 6 — whether contracted or an overtrick — scores at this rate. (Doubled/redoubled overtricks are an exception, covered later.)
Game vs partial bonus
A game earns a large bonus; a partial earns a small one. The cut-off is 100 trick points.
| Non Vul | Vul | |
|---|---|---|
| Game | +300 | +500 |
| Partial (under 100) | +50 | +50 |
The 100-point threshold uses contracted trick points only — overtricks add to your score, but don't lift a partial into a game.
| Tricks: 2 × 20 | 40 |
| Partial bonus | 50 |
| Total | 90 |
| Tricks: 4 × 30 | 120 |
| Game bonus, Vul | 500 |
| Total | 620 |
Slam Bonus
When you bid 6 (small slam, 12 tricks) or 7 (grand slam, 13 tricks) and make it, you earn a third bonus tier on top of the game bonus.
| Non Vul | Vul | |
|---|---|---|
| Small slam (12 contracted) | +500 | +750 |
| Grand slam (13 contracted) | +1000 | +1500 |
The slam bonus is awarded only if you bid the slam, not just because you took 12+ tricks. And only one of the two slam bonuses — never both.
| Tricks: 6 × 30 | 180 |
| Game bonus, Vul | 500 |
| Small slam, Vul | 750 |
| Total | 1430 |
Doubled (X) and Redoubled (XX)
For made contracts:
- Contracted trick points are multiplied by 2 (X) or 4 (XX)
- "Insult" bonus: +50 (X) or +100 (XX)
Overtricks (doubled / redoubled)
| Non Vul | Vul | |
|---|---|---|
| Overtrick X | 100 | 200 |
| Overtrick XX | 200 | 400 |
| Tricks: 4 × 30 × 2 | 240 |
| Game bonus, Non Vul | 300 |
| Insult X | 50 |
| Total | 590 |
| Tricks: 4 × 30 × 4 | 480 |
| Game bonus, Vul | 500 |
| Insult XX | 100 |
| Total | 1080 |
Penalties — Going Down
Undoubled
| Per trick | |
|---|---|
| Non Vul | 50 |
| Vul | 100 |
Doubled (X)
Non Vul
| Tricks down | Cumulative |
|---|---|
| 1 | 100 |
| 2 | 300 |
| 3 | 500 |
| 4 | 800 |
| 5 | 1100 |
| each next | +300 |
100 first, 200 for the 2nd & 3rd, 300 for the 4th and onward.
Vul
| Tricks down | Cumulative |
|---|---|
| 1 | 200 |
| 2 | 500 |
| 3 | 800 |
| each next | +300 |
200 first, 300 each one after.
Redoubled (XX)
Double the doubled value. Compute the doubled cumulative, then multiply by 2.
| 2 tricks × 50 (Non Vul) | 100 |
| Total (lost) | −100 |
| 1st undertrick (Vul X) | 200 |
| 2nd undertrick | 300 |
| Total (lost) | −500 |
Full Formula — Made Contract
Part 1 Exercises — Raw Score
Five contracts. Read the prompt, work it out in your head, then click "Show breakdown" to compare.
| Tricks: 3 × 30 | 90 |
| Overtrick: 1 × 30 | 30 |
| Partial bonus | 50 |
| Total | 170 |
| Tricks: 3 × 20 × 2 | 120 |
| Overtricks Vul X: 2 × 200 | 400 |
| Game bonus, Vul | 500 |
| Insult X | 50 |
| Total | 1070 |
| Tricks: 4 × 30 × 4 | 480 |
| Overtrick Vul XX: 1 × 400 | 400 |
| Game bonus, Vul | 500 |
| Insult XX | 100 |
| Total | 1480 |
| Trick: 1 × 40 × 4 | 160 |
| Overtricks Non Vul XX: 3 × 200 | 600 |
| Game bonus, Non Vul | 300 |
| Insult XX | 100 |
| Total | 1160 |
| NT tricks: (40 + 30×6) × 4 = 220 × 4 | 880 |
| Game bonus, Vul | 500 |
| Grand slam, Vul | 1500 |
| Insult XX | 100 |
| Total | 2980 |
Part 1 — Common Mistakes
Raw score
1. Multiplying overtricks by the X / XX multiplier.
→ Only contracted tricks are multiplied. Overtricks have their own table.
2. Confusing the slam bonuses (small slam Non Vul = 500, Vul = 750).
→ Always check vulnerability — the difference is 250 points.
3. Using the wrong insult: X = 50, XX = 100. Don't swap them.
4. Forgetting that a doubled partial can become a game when multiplied trick points reach 100.
→ Typical cases: 2NT X (140), 3♣/♦ X (120), 1NT XX (160), 4♣/♦ XX (320).
5. Expecting a slam bonus for taking 12+ tricks at a sub-slam contract.
→ You only get the slam bonus if you bid the slam.
Penalties
6. Mixing up Vul / Non Vul penalty schedules.
→ Non Vul: 100/200/200/300… Vul: 200/300/300/300…
7. Forgetting that Non Vul penalties shift from 200 to 300 starting with the 4th undertrick.
8. Misapplying the XX multiplier to the cumulative.
→ Compute the doubled cumulative first, then multiply by 2.
Competitive Scoring — From Raw Points to a Contest Currency
A bridge tournament has dozens of boards. To make play — not luck — decide the winner, raw scores must be compressed before they accumulate. This part shows how that's done, with a focus on team play (IMPs).
Why Score in Two Stages?
You already know stage 1 — the raw score. In a contest, that score becomes the input to stage 2: a transformation that compresses variance.
1. Raw score
The mathematical points produced by a contract — tricks, bonuses, penalties, doubles and redoubles. Calculated identically in any form of contest.
2. Conversion to a contest "currency"
The raw score is transformed into a unit that accumulates over the contest — IMPs, MPs, VPs, etc.
Why the split?
Raw scores have a fundamental problem in a contest: huge variance. A missed slam can produce 1500+ points of swing; a missed partial — 50–100. If you simply added raw scores across boards, a single hand with extreme distribution could decide the entire event — not the quality of play.
The fix: raw scores are passed through functions that compress the variance, so every board contributes a weight closer to the others. Consistent play matters more than the luck of a single distribution. This is the common principle of every competitive scoring form in bridge — all of them are designed to minimise the luck factor inherent in card distribution.
Forms of Competitive Scoring
IMPs
International Match Points. Used in team play (4 players). The N-S raw-score difference between the two tables goes through a logarithmic IMP table.
MPs
Matchpoints. Used in pair tournaments. On each board: 2 MP for every pair you beat, 1 for a tie. Expressed as a percentage of maximum.
VPs
Victory Points. Team matches in Swiss / round-robin. IMPs from a match are converted on a continuous 0–20 scale — yet another compression so a single match doesn't dominate.
Other forms exist for pair tournaments — Butler (compares against a daily "datum" through the IMP table) and Cross-IMPs (each pair compared in IMPs to every other pair, then averaged). They will be covered in a separate lesson.
The IMP Conversion Table
For a board played at both tables in a team match, the difference is computed as (N-S table 1) − (N-S table 2), then looked up in the table below. The sign tells you which team scores.
| Difference (pts) | IMPs |
|---|---|
| 0–10 | 0 |
| 20–40 | 1 |
| 50–80 | 2 |
| 90–120 | 3 |
| 130–160 | 4 |
| 170–210 | 5 |
| 220–260 | 6 |
| 270–310 | 7 |
| 320–360 | 8 |
| 370–420 | 9 |
| 430–490 | 10 |
| 500–590 | 11 |
| Difference (pts) | IMPs |
|---|---|
| 600–740 | 12 |
| 750–890 | 13 |
| 900–1090 | 14 |
| 1100–1290 | 15 |
| 1300–1490 | 16 |
| 1500–1740 | 17 |
| 1750–1990 | 18 |
| 2000–2240 | 19 |
| 2250–2490 | 20 |
| 2500–2990 | 21 |
| 3000–3490 | 22 |
| 3500–3990 | 23 |
| 4000+ | 24 |
How to Remember the IMP Table
Memorise 12 round anchors
The logarithmic shape
- Small IMPs (1–10): steps of ~30–70 points
- Medium IMPs (11–17): steps of ~150–250 points
- Large IMPs (18–24): steps of ~250–500 points
Typical bridge differentials
| Situation | Difference | IMPs |
|---|---|---|
| Game vs partial, Non Vul (both make 4) | 420 − 170 = 250 | 6 |
| Game vs partial, Vul | 620 − 170 = 450 | 10 |
| Game Vul made vs missed | 620 + 100 = 720 | 12 |
| Small slam Vul vs game | 1430 − 680 = 750 | 13 |
| Grand slam Vul vs small slam Vul | 2210 − 1460 = 750 | 13 |
- "Bidding the slam" is worth 13 IMPs.
- Game vs partial, Non Vul = 6 IMPs.
- Game vs partial, Vul = 10 IMPs.
Part 2 Exercises — IMPs
Table 2: N-S play 3♠ Vul +1 (+170).
How many IMPs to your team?
620 − 170 = 450 → 10 IMPs for the team that bid the game.
Table 2: N-S stop in 4♥ Vul +2 (+680).
1430 − 680 = 750 → 13 IMPs for the team that bid the slam.
Table 2: On the same board, the opponents sit N-S. They sacrifice in 5♥ XX Non Vul and go down 2 (−600 for them, i.e. +600 to the defending pair).
Your team plays N-S at table 1 (+620) and E-W at table 2. At table 2 the opponents (sitting N-S) get −600. So the N-S column for table 2 is −600.
620 − (−600) = 1220 → 15 IMPs to your team.
Part 2 — Common Mistakes
1. Not flipping seats at table 2 in a team match.
→ The pair sitting N-S at table 1 sits E-W at table 2. Both N-S scores still belong to the same team.
2. Adding differences instead of subtracting (or vice-versa).
3. Tripping over IMP-band boundaries: 740 → 12 IMPs, but 750 → 13 IMPs.
→ A single point makes a difference at the cliff edges.
4. Forgetting that large differences flatten in IMPs. The gap between +1430 and +1500 is 1 IMP, not more.
Appendix — Highest Possible Scores
| Type | Highest score | Detail |
|---|---|---|
| Bid and made | 2980 | 7NT XX, Vul (Example E) |
| Penalty | 7600 | 7NT XX −13, Vul (200 + 300×12 = 3800, ×2 = 7600) |
| IMPs (single board) | 24 | Difference ≥ 4000 points |
Practice at the Club
Scoring becomes second nature once you keep score for a few sessions. Come play with us — every Thursday, 18:45, in Iași, no experience required.
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