Learn the deck and card ranks (A, K, Q, J, 10–2) and suits (spades, hearts, diamonds, clubs)
Understand positions: North, East, South, West; partners sit opposite
Know the goal: score points for making contracts and/or for defeating opponents
Shuffle and deal 13 cards to each player
Start bidding (auction) with the player to the dealer’s left
Follow bidding rules: players either bid, pass, double, or redouble when allowed
Bid must specify a level (1–7) and a suit or no-trump (NT)
Use common meanings:
1–7 indicates number of tricks bid plus 6
NT means no-trump (no suit is trump)
Double/redouble indicate penalties/extra stakes as allowed
Continue until three consecutive passes end the auction
Declare the final contract (the last bid) and identify the declarer (the bidder of the final contract)
Determine trump suit if the contract is a suit; none if NT
Play begins with the player left of declarer leading the first card
Follow suit if possible; if not, play any card
If playing a suit contract, trump beats any non-trump card
If unable to follow suit, any card may be played
In a trick, the highest card of the led suit wins, unless trump is played (then highest trump wins)
Continue playing until all 13 tricks are played
For suit contracts: declarer’s partner is the dummy; dummy’s cards are laid out face up
Declarer and dummy rules: declarer decides which card dummy plays on each turn
For NT contracts: no trump; highest card of the led suit wins each trick
Score after the final trick using the contract result (made or not made) and scoring rules for vulnerability and doubled/redoubled bids
If the contract is not met, apply undertrick penalties
If the contract is met, award trick and bonus points based on level, suit/NT, and doubles
Rotate dealer and repeat for the next hand
