Scoring essentials
There are a few things you should bear in mind once you start bidding so you know how to earn the big bonuses and avoid the big penalty scores.
The contract that you choose to play in sets both the minimum number of tricks you must take (the number in the contract plus six), and whether or not there is a trump suit. If you have not already done so, you can watch the ‘Trick Targets’ video here to understand how contracts work. If you make at least that minimum number of tricks you will get a positive score and if you fail you will get a negative, or penalty score. You can also get the big bonuses by setting yourself higher targets, but of course the risk that you won’t make enough tricks is greater.
The Trick Targets video outlines the basics of ‘part score’, ‘game’ and ‘slam’ contracts to help you choose the best level to aim for. If you would like to know a little more about how the scores are arrived at, you can watch this short explainer.
Vulnerability
You will come across this concept as you play. Being ‘vulnerable’ just means that the bonuses (for game and slam contracts) are greater, but so are the penalties for failing to make your contract. Vulnerability follows a set pattern throughout each set of four hands and is denoted by a red symbol or label:
Hand 1: Neither pair is vulnerable (also called ‘Love all’, both sides green)
Hand 2: North/South vulnerable (North/South red, East/West green)
Hand 3: East/West vulnerable (East/West red, North/South green)
Hand 4: Both pairs are vulnerable (Both sides red)
You will see this reflected in the scores but you don’t need to think about it to start with. A good general guideline is that when your side is vulnerable you should be less reckless in competing, but be sure to bid your games when they might be making because the bonuses are bigger.