Honeymoon BridgePlay free →

THE RULES AT OUR TABLE

How to play Honeymoon Bridge

Honeymoon Bridge adapts bridge for two players. In this game, you build a 13-card hand, bid for a contract, and try to win enough tricks to fulfil it—or stop your opponent doing so.

This website plays the draw-and-discard variant, using a standard 52-card deck and no dummy hand. Other games share the Honeymoon Bridge name. Pagat describes the different variants; the guide below explains this app’s rules and casual scoring format.

Start a game online or against the computer

On the home page, enter a nickname of 2–24 characters. Choose Find a player to enter the waiting room: the next available opponent is matched automatically. The online ticker distinguishes people waiting from people already playing.

Choose Play the computer / learn to practise. Use Learn to play for the tutorial, and the table guide and Hint button for help. Both modes are free. No account or email address is needed to play.

1. Build a hand of 13 cards

Take turns choosing from pairs of cards in the shuffled deck. Keep the offered card and inspect the next card before discarding it, or reject the offered card and take the next card unseen. Each choice consumes two cards. After 13 choices each, the deck is exhausted and both players have 13 cards.

You can see the two cards in your own pair, but your opponent cannot. High cards and several cards in the same suit can help you build a useful hand; the best choice depends on what you already hold.

2. Bid for a contract

A bid specifies a level from 1 to 7 and either a trump suit or no trump. Add six to the level to find the number of tricks promised. For example, 2♥ means eight tricks with hearts as trump; 1NT means seven tricks without a trump suit.

Every new bid must beat the previous one. At the same level, suits rise in this order: clubs, diamonds, hearts, spades, no trump. Any bid at a higher level beats a lower-level bid. You may instead pass. A pass after an active bid, double or redouble closes the auction; two opening passes end the deal without a score.

The player who made the final bid is the declarer. The other player is the defender and leads the first trick.

3. Play the 13 tricks

A trick contains one card from each player. The leader may play any card. The other player must follow the led suit if they hold it; otherwise they may play any card. The highest trump wins. If neither card is a trump, the highest card in the led suit wins. Aces are high.

The winner leads the next trick. In a human match, both players press Next trick after reviewing the cards. The prominent contract panel shows the target and tricks won. After all 13 tricks, the game calculates the score.

When should you double or redouble?

Double is available on your turn when your opponent has made the current undoubled bid. It is a challenge that they will fail to reach their target. If they fail, the penalties increase; if they succeed, they score more. It does not change the trump suit or number of tricks needed.

Redouble is available to the bidder on their turn after the opponent doubles their contract. It raises the stakes again. A higher bid cancels an earlier double or redouble. Unavailable buttons are disabled, and the in-game explanation says when these calls can be used.

Example: an undoubled 2♥ contract made exactly scores 110 here. Doubled and made exactly, it scores 470: 120 contract points, a 300 game bonus and a 50 double bonus. A double does not simply multiply the final score by two. If a doubled contract fails by one trick, the defender scores 100 instead of the undoubled 50; redoubled, that one-trick penalty is 200.

For a first game, it is fine to leave doubling until you are comfortable estimating your hand. Use it when you have a reason to challenge the contract, rather than just because the button is available.

Scoring and when a match ends

This app uses non-vulnerable, per-deal scoring with running match totals. The scoring function applies contract points, overtricks, game or part-score bonuses, slam bonuses and doubled penalties. Its score breakdown explains each award.

Undoubled contracts made exactly in this app
ContractTricks requiredPoints
1♣770
1NT790
2♥8110
3NT9400

Completed deals add to the running total. Both human players must choose another deal to continue together. Either player can select Match over; completed-deal scores count, and an unfinished deal adds no points. The higher total wins the session, with equal totals a tie. After a two-minute disconnection, the server ends the match and preserves completed-deal totals.

Traditional rubber bridge has a different match structure: a rubber ends after one side wins two games. Here, you choose how many deals to play. For background on bridge, see the ACBL learning resources.

Common questions

Is Honeymoon Bridge the same as regular bridge?

It uses bridge’s bidding and trick-taking ideas for two players. Our version replaces the usual four-player table with private hand building and one opponent. It has no partners or dummy hands.

Can I play on my phone?

Yes. The browser game has a responsive layout for phones, tablets and desktops. The cards wrap to fit small screens, and the current contract stays prominent during play. Human matches need an internet connection.

Can I play without another person?

Yes. Choose computer play for a practice opponent, tutorial and hints. Once the game has loaded, computer play can continue without an internet connection; an offline reload is not guaranteed in the browser.

Do I have to register?

You choose a nickname, but you do not create an account or supply an email. Nicknames are not verified identities. The owner retains private arrival and result records for 90 days. Optional browser analytics require your permission and are separate from those records.

Can my opponent see my cards?

Your opponent sees your nickname, played cards and public match information. The multiplayer server only sends each player their own private hand and current card choice.