Just Cards

Play card games together on a virtual table. Everyone joins on their own phone, with private hands and a shared table that stays in sync.

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Enter the code from your host, or open their invite link.

Have physical cards? Keep score with guided entry.

Manage games

Rename saved games or use Remove from list to archive them. To bring one back, choose Show archived games, then Restore. Archived games can also be permanently deleted. Built-ins can be duplicated with your own name. Favorites stay on this browser; names and removals update the shared library. Existing games keep their rules.

Only the owner can rename, archive, restore, or delete shared games. You can still favorite and play saved games. Owner sign in

Bridge (rubber)Built-in

AI imports and saving shared games are available to the owner. Owner sign in

Rules and scoring defaults

Bridge (rubber)

Your goal

  • Play in two teams: seats 1 and 3 are partners; seats 2 and 4 are partners. A trick is one card from each player. The strongest card wins that trick for its team. Each deal has 13 tricks.

First, bid for a target

  • On your turn, use “Level” and “Strain”, then tap “Bid”, or choose “Pass”. Strain means the suit that will be trump (the strongest suit), or “No trump” if no suit gets that advantage.
  • The level promises six tricks plus that number: 1 means 7 tricks, 2 means 8, up to 7 meaning all 13. A higher level beats a lower bid. At the same level, the order is clubs, diamonds, hearts, spades, then no trump.
  • “Double” challenges the other team’s bid and raises the points at stake. “Redouble” raises them again when your own team has been doubled. Three passes after a bid end bidding. Four opening passes end the deal without a score.

Then, play the cards

  • The final bid is the contract — the winning team’s target. The first person on that team who bid its final suit (or no trump) is the declarer. Their partner is called dummy.
  • The player to the declarer’s left plays first. After that first card, dummy’s whole hand is shown to everyone. The declarer taps cards for both their own hand and dummy’s hand, each at its turn. Dummy watches.
  • Tap a card to play it. You must play the same suit as the first card of the trick if you have one; unavailable choices are disabled. If you have none, you may play any card.
  • The highest trump wins. With no trumps played, the highest card of the suit that started the trick wins. Ace is highest. Whoever wins starts the next trick.

Scoring and finishing

  • After all 13 tricks, the app calculates the contract points, extra tricks, penalties, doubles and bonuses, including honors (certain high cards held together in one hand). You do not need to enter points.
  • Making contracts builds your team’s game progress. Reach 100 contract points to win a game; progress then resets for both teams. A team that has won a game is “vulnerable”, which changes later bonuses and penalties.
  • The first team to win two games ends the match (called a rubber). The higher total score wins. Tap “Deal next round” between deals. Ending the room early does not add bonuses for an unfinished rubber.
Read source rules