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How to Play Biritch

The 1880s Russian ancestor of Bridge, introducing the dummy hand, the split scoresheet, and the "no trumps" (biritch) deal that evolved into modern Bridge.

Players
4
Difficulty
Medium
Length
Medium
Deck
52
Read the rules

How to Play Biritch

The 1880s Russian ancestor of Bridge, introducing the dummy hand, the split scoresheet, and the "no trumps" (biritch) deal that evolved into modern Bridge.

3-4 players ​​Medium ​​Medium

How to Play

The 1880s Russian ancestor of Bridge, introducing the dummy hand, the split scoresheet, and the "no trumps" (biritch) deal that evolved into modern Bridge.

Biritch, or Russian Whist, is the 1886 ancestor of modern Bridge. Four players form two partnerships and receive 13 cards each from a standard 52-card deck. Instead of a bidding auction, the dealer either names the trump suit or passes that right to their partner; the dealer may also choose biritch (no trumps), which doubles the trick values and aces count high. After trump is named, the declarer's partner lays their hand face up as the dummy; the declarer plays both hands against the two defenders. Tricks above the first six (the book) score points below the line; games are won at 30 or 40 points, and two games win a rubber along with above-the-line bonuses for honours, slams, and rubber. Biritch is the first trick-taking game to use the dummy and a split scoresheet, which shaped every Bridge variant after it.

Quick Reference

Goal
Win two games of a rubber; games are reached with 30 (or 40) trick points plus above-the-line bonuses.
Setup
  1. 4 players in two fixed partnerships, partners opposite.
  2. Standard 52-card deck, dealt 13 to each player.
  3. Dealer (or their partner) names trump or calls biritch (no-trumps).
  4. Declarer's partner becomes dummy and lays their hand face up.
On Your Turn
  1. Follow suit if possible; highest trump wins, or highest of the led suit if no trump was played.
  2. Declarer plays the dummy's cards by naming them aloud.
  3. An opponent may double the trick value before the opening lead; declarer's side may re-double.
Scoring
  • Below the line (per trick above 6): spades 2, hearts 4, clubs 6, diamonds 8, biritch 10.
  • Above the line: honours (3-5 top trumps) 30/40/100, grand slam 100, rubber 100.
  • First to win two games ends the rubber.
Tip: Plan transport between the declarer's and dummy's hands before leading; losing entries is the most common way to go down in a makeable contract.

Players

Exactly four players in two fixed partnerships, partners sitting opposite. Seating is drawn or agreed before the rubber begins and does not change between deals.

Card Deck

  • One standard 52-card deck, no jokers.
  • Ranks, high to low in each suit: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2.
  • Suits are ranked for trump purposes: spades high, then hearts, clubs, diamonds, then no-trumps (biritch) highest of all.
  • Honours, counted for above-the-line bonuses, are the five top cards of the trump suit (A, K, Q, J, 10) or the four aces in a no-trump deal.

Objective

Win two games of a rubber. A game is won when a partnership scores at least 30 or 40 points (depending on the house) below the line from trick tricks. Bonuses (honours, slams, rubber) go above the line. The side winning the rubber adds those bonuses and a rubber premium, and the highest final total wins overall.

Setup and Deal

  1. Shuffle thoroughly and have the player to the dealer's right cut the deck.
  2. Deal 13 cards face down to each player, one card at a time, clockwise.
  3. After the deal, the dealer either names the trump suit or says "I leave it to my partner". If passed, the partner must name trump or call biritch (no-trumps).
  4. Once trump is fixed, the declarer's partner (the dummy) lays their 13 cards face up on the table; the cards are sorted by suit with the trump suit on the dummy's right.
  5. The player to the declarer's left leads to the first trick.

Trick Play

  1. Play is clockwise. Each player in turn plays one card to the trick, following the suit led if possible. If void, the player may trump or discard any card.
  2. The highest trump wins the trick; if no trump is played, the highest card of the led suit wins.
  3. The declarer plays cards out of the dummy's hand by naming them aloud on the dummy's turn.
  4. The winner of a trick leads to the next. Each trick is placed face down in front of one partner, neatly overlapping so both sides can count.
  5. In biritch (no-trumps), no suit ever trumps; the highest card of the led suit wins every trick. Aces score double under no-trumps for trick value.

Scoring

  • Below the line (trick score): Each trick above the book (the first six) counts toward game. Trick values depend on the trump suit: spades 2 per trick, hearts 4, clubs 6, diamonds 8, and biritch (no-trumps) 10. Scores accumulate across deals until a partnership reaches the game total (30 or 40 points by agreement).
  • Above the line (honours bonus): The partnership holding 3, 4, or 5 honours in a single hand scores bonuses (typically 30, 40, 100 points depending on the count and whether the honours are in the same hand).
  • Slams: Winning all 13 tricks (grand slam) earns a huge above-the-line bonus; winning 12 out of 13 (little slam) earns a smaller one.
  • Doubling: An opponent may double the trick value by calling "I double" before the opening lead. The declarer's partnership may re-double to quadruple. Doubling affects only the trick score, not honours or slams.
  • Rubber: The first partnership to win two games ends the rubber and earns a rubber premium (typically 100 points above the line). The side with the higher total after rubber premium wins.

Winning

A partnership wins the rubber when it is the first side to win two games (each reached by scoring 30 or 40 below-the-line trick points), then collects the rubber premium and any outstanding honours and slam bonuses above the line. The side with the higher grand total at the end of the rubber is the overall winner. If scores are tied, the side that won the rubber takes the match.

Dummy Play

  • The dummy takes no active part in the play. They do not name cards, advise, or comment on the play.
  • The declarer must play whichever hand is on lead when it is that hand's turn. Calling for the dummy's card: "Play the queen of spades", for example.
  • Playing a card out of turn from either hand is a revoke; the offending side loses a penalty (typically transfer of two tricks to the opponents).
  • Failing to follow suit when possible is also a revoke, penalised identically.

Common Variations

  • Auction Biritch: Introduced a competitive auction to name trump, with bids in ascending suit rank; this variant evolved directly into Auction Bridge.
  • Straight Biritch: The original form without any auction; the dealer or their partner names trump.
  • Biritch at 40: Matches are played to 40 trick points per game instead of 30, lengthening the rubber.
  • Russian Honours: Some tables use a slightly different honours scale (20/50/100 instead of 30/40/100).
  • Double Dummy: Rare practice variant where both partners of each side show their hands; useful for studying declarer play.

Tips and Strategy

  • Count your combined high-card strength before naming trump. Four aces and the top honours in one long suit argue for that suit; weaker hands often prefer biritch for its 10-point trick value.
  • As declarer, plan all 13 tricks before leading from dummy. Count entries between the two hands; failure to retain transport between declarer and dummy is the classic beginner mistake.
  • As a defender, lead the fourth-highest of your longest suit. This cooperative rule helps your partner count the hand and identify your length.
  • Save trumps for ruffing losers. Drawing trumps is correct only when you do not need the dummy's trumps to ruff side-suit losers.
  • Track honours as the hand progresses; an unresolved honour bonus often decides the rubber when the trick score is close.

Glossary

  • Biritch: The game itself, also the name for a no-trump deal; from the Russian for "announcer" or "herald".
  • Book: The first six tricks, which do not count toward the score.
  • Dummy: The declarer's partner, whose 13 cards are placed face up and played by the declarer.
  • Below the line: The trick score that counts toward game and rubber.
  • Above the line: Bonuses for honours, slams, doubles, and the rubber premium.
  • Rubber: Best-of-three games; the first side to win two games ends the rubber.
  • Honours: The top five trump cards (A, K, Q, J, 10) held in a single hand, or the four aces in no-trumps.
  • Grand slam / little slam: Winning all 13 or exactly 12 of the 13 tricks.

Tips & Strategy

Evaluate high-card strength before naming trump (choose biritch when your hand is strong but balanced), plan all 13 tricks before playing from dummy, and lead fourth-highest of your longest suit as a defender to help your partner count the deal.

Because the dummy hand is fully visible, declarer play is an exercise in planning and transport management. Counting entries between the two hands from the first trick onward is the single most important skill; defenders in turn rely heavily on cooperative leads and signals to reconstruct the declarer's hidden hand.

Trivia & Fun Facts

The word biritch derives from Russian for "herald" or "announcer", recalling the declarer's duty to announce trumps aloud. The biritch (no-trump) contract in the original rules has ten-fold trick values to reward declarers for giving up the trump safety net.

  1. 01Biritch is the direct ancestor of which widely played modern card game, and which two structural innovations did it pioneer?
    Answer Contract Bridge; the dummy hand (a partner's cards laid face up and played by the declarer) and the split scoresheet for below-the-line trick points versus above-the-line bonuses.

History & Culture

Biritch, or Russian Whist, is first documented in an 1886 rule book published in London. It introduced two revolutionary features: the dummy hand (the declarer's partner playing face up) and the split scoresheet for tricks below the line and bonuses above it. These innovations evolved into Auction Bridge in the 1890s and Contract Bridge in 1925, the game that defines the modern Bridge family.

Biritch is rarely played today in its original form, but it holds immense historical importance as the first trick-taking game to feature a dummy and a split scoresheet. Every subsequent Bridge variant owes its structure to Biritch, making it a cornerstone of card game history.

Variations & House Rules

Auction Biritch added competitive bidding and evolved into Auction Bridge; Straight Biritch preserves the dealer-decides-trump form; Biritch at 40 lengthens each game; and Russian Honours uses an older honours scoring scale.

Drop honours and slam bonuses for a simpler introduction, or play an auction round (Auction Biritch) so all four players can compete for trump choice.