Bridge Score Sheet for Rubber Bridge and Chicago

Contract points below the line, everything else above it. Games won and the rubber bonus are worked out.

Rubber bridge: We and They: a column for each side. Totals fill in as scores are typed.
Round
First game: deal 1Below + above
First game: deal 2
First game: deal 3
First game: deal 4
First game: deal 5
First game: deal 6
First game below the line (100 wins it)Contract points this game
Second game: deal 1Below + above
Second game: deal 2
Second game: deal 3
Second game: deal 4
Second game: deal 5
Second game: deal 6
Second game below the line (100 wins it)Contract points this game
Third game: deal 1Below + above
Third game: deal 2
Third game: deal 3
Third game: deal 4
Third game: deal 5
Third game: deal 6
Third game below the line (100 wins it)Contract points this game
Games won (one game = vulnerable)Games with 100 below the line
Rubber bonus: 700 in two games, 500 in three700 two games to none, 500 two to one
Unfinished rubber: 300 for a game, 100 partscoreOnly if you stop early
Rubber total: both sides of the line plus bonus

Scoring key

Clubs or diamonds: each trick bid and made 20
Count only tricks beyond the first six, up to the number bid. Doubled the trick is worth 40 and redoubled 80. Five of a minor is 100 and game.
Hearts or spades: each trick bid and made 30
Doubled the trick is worth 60 and redoubled 120. Four of a major is 120 and game.
Notrump: 40 for the first trick, 30 after that 40 + 30s
Doubled it is 80 then 60, and redoubled 160 then 120. Three notrump is exactly 100 and game. Seven notrump redoubled, 880, is the most any contract can put below the line.
Game: 100 contract points below the line 100
One contract or several partscores added together. Overtricks never count toward it: two spades making four is 60 below and 60 above, a partscore.
Overtrick, not doubled: the trick value 20 or 30
20 in clubs or diamonds, 30 in hearts, spades or notrump, vulnerable or not.
Doubled overtrick: 100, or 200 vulnerable 100 / 200
The suit no longer matters. Redoubled overtricks are 200 each, or 400 vulnerable.
For the insult: making a doubled contract 50 / 100
50 for making any doubled contract and 100 for a redoubled one, on top of the doubled contract points.
Small slam: 12 tricks bid and made 500 / 750
500 not vulnerable and 750 vulnerable. The slam has to be bid: twelve tricks in a contract of four spades earns two overtricks.
Grand slam: all 13 tricks bid and made 1000 / 1500
1,000 not vulnerable and 1,500 vulnerable.
Honors: four trump honors in one hand 100 / 150
100 for any four of the ace, king, queen, jack and ten of trumps held by one player, and 150 for all five or for four aces at notrump. A defender can claim them too. Many tables agree to leave honors out.
Undertricks, not doubled: each trick short 50 / 100
50 a trick when declarer's side is not vulnerable and 100 a trick when it is.
Doubled, not vulnerable: 100, 200, 200, then 300
100 for the first undertrick, 200 each for the second and third and 300 for every one after. Down two is 300, down three 500 and down four 800.
Doubled, vulnerable: 200, then 300 each
200 for the first undertrick and 300 for every one after. Down two is 500 and down three 800.
Redoubled undertricks: twice the doubled figure x 2
Down two redoubled is 600 not vulnerable and 1,000 vulnerable.
Only contract points go below the line
Tricks bid and made, and nothing else. Overtricks, every bonus, honors and every penalty go above it. Both sides of the line count in the final total.
Vulnerable: a side that has won one game
Its slam bonuses, its doubled overtricks and its undertrick penalties all go up. Both sides can be vulnerable at once.
A game won: both sides move to the next game
Both sides start the next game from nothing. A partscore left behind still counts in the rubber total but no longer counts toward game. On a paper pad, players draw a line under both columns instead.
Worked deal: four spades doubled, making five 390
Not vulnerable: 240 below the line (four tricks at 60), then 100 for the doubled overtrick and 50 for the insult above it.

How each row scores

First game: deal
Below + above
First game below the line (100 wins it)
Contract points this game
Second game: deal
Below + above
Second game below the line (100 wins it)
Contract points this game
Third game: deal
Below + above
Third game below the line (100 wins it)
Contract points this game
Games won (one game = vulnerable)
Games with 100 below the line
Rubber bonus: 700 in two games, 500 in three
700 two games to none, 500 two to one
Unfinished rubber: 300 for a game, 100 partscore
Only if you stop early

Type a score and the totals fill in. Highest total wins.

Names and scores stay in this browser until you press New game.

Bridge Score Sheet for Rubber Bridge and Chicago: how it works

This free bridge score sheet is a We and They pad for rubber bridge. Each deal has a Below box for contract points and an Above box for everything else. The sheet adds each game below the line, counts games won and works out the 700 or 500 rubber bonus. A second sheet scores four deals of Chicago.

Fill in a deal: below and above

When declarer makes the contract, type the contract points under Below and any overtricks or bonuses under Above. When it fails, the defenders type the penalty under Above and declarer's line stays empty. Four spades doubled, making five, not vulnerable, is 240 below and 150 above: 100 for the doubled overtrick plus 50 for the insult. The line shows 390.

Games, vulnerability and the rubber

Each game has its own block of six deal lines, and the row under a block adds its Below boxes. At 100 the game is won and both sides move to the next block. Games won then shows 1 for that side: it is vulnerable. When a side shows 2, the sheet adds the rubber bonus.

Tips

  • For a bridge score sheet PDF, press Print blank sheet and choose Save as PDF in the print window. The pad and its key run to two pages.
  • Short on time? Switch to Chicago: four deals. Nobody is vulnerable on deal 1, the dealer's side on deals 2 and 3, and both sides on deal 4. A game scores 300 at once, or 500 vulnerable.
  • Stopping early? The Unfinished rubber box takes 300 if only one side has won a game and 100 if only one side has a partscore.

Questions and answers

What goes below the line in bridge?

Only the points for tricks bid and made: 20 a trick in clubs or diamonds, 30 in hearts or spades, and 40 then 30 at notrump. Overtricks, slam bonuses, honors and penalties go above. Two spades making four is 60 below and 60 above, a partscore: overtricks never count toward the 100 that wins a game.

How much is the rubber bonus?

It is 700 when the losers won no game and 500 when they won one. The sheet works this out from the three game blocks, so you never type it. Both sides add everything above and below the line, and the higher total wins.

What do doubled undertricks cost?

Not vulnerable, the first is 100, the second and third are 200 each and every one after is 300, so down three is 500 and down four 800. Vulnerable, the first is 200 and the rest 300 each, so down three is 800. Redoubled penalties are twice those figures.

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All 38 lines

Rubber bridge: We and They, above and below the line 10

  • First game below the line (100 wins it) The Below boxes of the first game added together, so a partscore of 60 shows as 60 toward game. When either side reaches 100 the game is over: score the next deal under Second game.
  • First game: deal One line per deal, and most deals fill one side only. A declarer who makes the contract writes the contract points under Below and any overtricks or bonuses under Above. When the contract fails, the defenders write the penalty under Above and declarer's side leaves the line empty.
  • Games won (one game = vulnerable) Counts the games in which this side has 100 or more below the line. A side showing 1 is vulnerable. The first side to show 2 wins the rubber.
  • Rubber bonus: 700 in two games, 500 in three Worked out from the games: 700 to a side that won the first two games, 500 to a side that won two of three, nothing otherwise.
  • Rubber total: both sides of the line plus bonus Everything a side wrote, below and above, plus its rubber bonus. The higher total wins the rubber, and the margin is the difference between the two.
  • Second game below the line (100 wins it) Partscores from the first game do not count here. If the same side wins this game too, the rubber is over in two games.
  • Second game: deal Both sides start again from nothing below the line. The side that won the first game is vulnerable now: its slams pay more and its undertricks cost more.
  • Third game below the line (100 wins it) The side that reaches 100 here wins the rubber two games to one.
  • Third game: deal Only played at one game all. Both sides are vulnerable, so every undoubled undertrick costs 100.
  • Unfinished rubber: 300 for a game, 100 partscore Only for a rubber that stops early. If just one side has won a game, it types 300. If just one side has a partscore in the unfinished game, it types 100. A side that earns both types 400.

Chicago: four deals with the vulnerability set by the deal 6

  • Carried in from earlier rounds of four deals Leave it empty for the first round. For a longer session, type each side's total from the round before so the evening adds up on one sheet.
  • Chicago deal 1: neither side vulnerable Game is worth 300, a small slam 500 and a grand slam 1,000. Undertricks cost 50 each, or 100, 200, 200 and then 300 each when doubled.
  • Chicago deal 2: dealer's side vulnerable The dealer's side plays for a 500 game and 750 or 1,500 slams, and pays 100 an undertrick. The other side is still on the deal 1 figures.
  • Chicago deal 3: dealer's side vulnerable The same rule as deal 2, applied to the side of whoever deals this one.
  • Chicago deal 4: both sides vulnerable Game is worth 500 to either side. A partscore made on this deal that does not complete a game earns 100 above the line.
  • Chicago total after four deals The four deals plus anything carried in. The higher total wins the round, and the margin is the difference between the two.

Contract points, written below the line 4

  • Clubs or diamonds: each trick bid and made Count only tricks beyond the first six, up to the number bid. Doubled the trick is worth 40 and redoubled 80. Five of a minor is 100 and game.
  • Game: 100 contract points below the line One contract or several partscores added together. Overtricks never count toward it: two spades making four is 60 below and 60 above, a partscore.
  • Hearts or spades: each trick bid and made Doubled the trick is worth 60 and redoubled 120. Four of a major is 120 and game.
  • Notrump: 40 for the first trick, 30 after that Doubled it is 80 then 60, and redoubled 160 then 120. Three notrump is exactly 100 and game. Seven notrump redoubled, 880, is the most any contract can put below the line.

Bonuses, written above the line 6

  • Doubled overtrick: 100, or 200 vulnerable The suit no longer matters. Redoubled overtricks are 200 each, or 400 vulnerable.
  • For the insult: making a doubled contract 50 for making any doubled contract and 100 for a redoubled one, on top of the doubled contract points.
  • Grand slam: all 13 tricks bid and made 1,000 not vulnerable and 1,500 vulnerable.
  • Honors: four trump honors in one hand 100 for any four of the ace, king, queen, jack and ten of trumps held by one player, and 150 for all five or for four aces at notrump. A defender can claim them too. Many tables agree to leave honors out.
  • Overtrick, not doubled: the trick value 20 in clubs or diamonds, 30 in hearts, spades or notrump, vulnerable or not.
  • Small slam: 12 tricks bid and made 500 not vulnerable and 750 vulnerable. The slam has to be bid: twelve tricks in a contract of four spades earns two overtricks.

Undertricks, written above the line by the defenders 4

  • Doubled, not vulnerable: 100, 200, 200, then 300 100 for the first undertrick, 200 each for the second and third and 300 for every one after. Down two is 300, down three 500 and down four 800.
  • Doubled, vulnerable: 200, then 300 each 200 for the first undertrick and 300 for every one after. Down two is 500 and down three 800.
  • Redoubled undertricks: twice the doubled figure Down two redoubled is 600 not vulnerable and 1,000 vulnerable.
  • Undertricks, not doubled: each trick short 50 a trick when declarer's side is not vulnerable and 100 a trick when it is.

Scoring key 8

  • A game won: both sides move to the next game Both sides start the next game from nothing. A partscore left behind still counts in the rubber total but no longer counts toward game. On a paper pad, players draw a line under both columns instead.
  • Chicago game bonus: 300, or 500 vulnerable Written above the line as soon as a side's contract points reach 100, at the vulnerability of the side that completes the game. After a game, no earlier partscore counts toward the next one.
  • Chicago partscores carry to the next deal Two partscores can add up to game on a later deal. A partscore made on deal 4 that does not complete a game earns 100.
  • Chicago vulnerability goes by the deal number Deal 1 nobody, deals 2 and 3 the dealer's side, deal 4 everybody. Some tables make the other side vulnerable on deals 2 and 3 instead, so agree before you cut.
  • Only contract points go below the line Tricks bid and made, and nothing else. Overtricks, every bonus, honors and every penalty go above it. Both sides of the line count in the final total.
  • Passed-out Chicago deal: same dealer deals again A deal that all four players pass does not count as one of the four.
  • Vulnerable: a side that has won one game Its slam bonuses, its doubled overtricks and its undertrick penalties all go up. Both sides can be vulnerable at once.
  • Worked deal: four spades doubled, making five Not vulnerable: 240 below the line (four tricks at 60), then 100 for the doubled overtrick and 50 for the insult above it.

How this list was compiled: Written by the editors. The rubber bridge figures (contract points of 20, 30 and 40 then 30 a trick, doubled and redoubled; game at 100 points below the line; only contract points below the line; overtricks at trick value, 100 or 200 doubled and 200 or 400 redoubled; the 50 and 100 bonus for making a doubled or redoubled contract; slam bonuses of 500, 750, 1,000 and 1,500; undertricks at 50 or 100 undoubled, 100-200-200-300 doubled not vulnerable and 200-300 doubled vulnerable, twice that redoubled; honors at 100 and 150; the rubber bonus of 700 when the losers have no game and 500 when they have one, and for an unfinished rubber 300 to the only side with a game and 100 to the only side with a partscore; the worked example of four spades doubled with an overtrick) were checked on 2026-09-18 against https://en.wikipedia.org/wiki/Bridge_scoring. The Chicago figures (four deals, vulnerability by deal with the dealer's side vulnerable on deals 2 and 3 and the reversed variant, the game bonus scored at once at the duplicate values, which the Bridge scoring page gives as 300 and 500, partscores carried forward until a game is made, 100 for a partscore made on the fourth deal, a passed-out deal dealt again by the same dealer, honors as in rubber bridge) were checked the same day against https://en.wikipedia.org/wiki/Chicago_(bridge_card_game). Computed here: the 400 for a side that earns both unfinished-rubber bonuses, the smallest and largest contract score (20 for one club, 880 for seven notrump redoubled), the down-two, down-three and down-four totals and the contracts that make game from nothing. The six deal lines for each game of the rubber are our own choice of length. Licence: own work