Bridge Clubs and Directors: How Clubs Work, What Directors Do, and Joining Your Local Club
Bridge clubs are where most tournament bridge happens. They’re the foundation of organized bridge, the place where casual players become serious players, and where you’ll spend most of your time if you get hooked on competitive duplicate.
Understanding how clubs work and what directors do makes the whole experience less mysterious and more enjoyable.
What Is a Bridge Club?
A bridge club is an organization that runs regular duplicate bridge games. Most clubs meet in rented spaces (community centers, churches, retirement homes, dedicated club rooms) and hold games one or more times per week.
Some clubs are physical locations with full-time staff and dedicated space. The Manhattan Bridge Club in New York, for example, is a multi-floor facility running games daily. Other clubs are essentially portable operations that set up in borrowed rooms.
The vast majority of clubs are ACBL-sanctioned, meaning their games award masterpoints and follow ACBL rules. A few independent clubs exist but they’re rare.
Clubs vary wildly in size. A small club might have one game per week with 6-8 tables (24-32 players). A large urban club might run multiple games daily with 20+ tables each.
How Do Club Games Work?
Most clubs run duplicate pairs games. You play with one partner against multiple other pairs over the course of an evening. Typical games are 24-26 boards (12-13 rounds of 2 boards each) and last about 3 hours.
When you arrive, you check in with the director. If you have a pre-arranged partner, you sit together. If you’re looking for a partner, the club often maintains a list or the director helps match people up.
Clubs usually charge a table fee, typically $8-12 per person. This covers room rental, director fees, ACBL sanction costs, and club operating expenses. The club might make a small profit or break even.
Movement determines who plays whom. The director sets up the movement (Mitchell, Howell, or variations) based on the number of tables. You’ll move to different tables after each round, playing new opponents.
Scoring is matchpoints for most club pairs games. Each board you play is compared to how other pairs scored it. Beat the field, you get a good matchpoint score. Underbid or go down when everyone else made it, you get a bad score.
At the end of the game, the director computes results and posts standings. Top finishers get masterpoints. The exact awards depend on table count and your finish.
Types of Club Games
Open games have no restrictions. Anyone can play. These tend to be the most competitive club games.
Limited games restrict who can enter based on masterpoint holdings. “0-299 game” means you can’t play if you have 300+ points. These protect newer players from getting crushed by Life Masters.
Stratified games divide results into flights. Flight A might be unlimited, Flight B is 0-1500 points, Flight C is 0-500. You compete for your flight even if you don’t win overall. This lets players of different levels compete in the same game fairly.
Club championship games award extra masterpoints. These happen monthly or quarterly and draw bigger fields.
Swiss team games are less common but some clubs offer them. Four-player teams compete over several rounds.
Special games might theme around holidays or charity fundraising. The ACBL designates certain days for special games with elevated masterpoint awards.
The Club Community
Clubs develop their own personalities. Some are social and welcoming. Others are serious and competitive. Some cater to older players, some actively recruit younger members.
The partnership dynamics matter. At some clubs, everyone has regular partners and newcomers struggle to find games. At others, the director actively helps match people and newcomers integrate easily.
Many clubs have pre-game and post-game social time. Coffee, snacks, and chatting about hands. This is where friendships form and the bridge community develops.
Club loyalty is a thing. People identify with their club, support it financially, volunteer to help run games, and compete with nearby clubs. “Our club beat their club at the sectional” matters to people.
If you’re new to a club, show up early, introduce yourself to the director, and be friendly. Most clubs want new players and will help you get started. A few clubs are cliquish and unwelcoming. If you hit one of those, try another club.
What Does a Club Director Do?
The club director runs the show. They’re part referee, part organizer, part technical expert, and part customer service representative.
Before the Game
Directors set up the room. Place tables, distribute boards and guide cards, prepare scoring sheets or devices, post announcements.
They manage entries. Track who’s playing, pair up players looking for partners, handle last-minute changes.
They choose and set up the movement. This is more complex than it sounds. The number of tables determines which movement works. Half tables, bye stands, relay tables, all require specific solutions.
They prepare the dealing machine or verify pre-dealt hands are correct. Most club games use computer-dealt hands now, either generated on-site or downloaded from ACBL deal services.
During the Game
Directors keep the game moving. They announce rounds, remind players when to move, and handle slow players.
They answer questions about alerts, explanations, and legal calls. “Partner, what does 2♦ mean here?” is directed to opponents, not the director. But if there’s confusion about procedures, the director clarifies.
They make rulings on irregularities. Wrong board played, insufficient bid, card faced accidentally, claim disputes, unauthorized information, all of these require director involvement.
They monitor pace. If a table is falling behind, the director might check on them, urge speed, or adjust the round timing.
They handle emergencies. Someone feels ill, a player gets angry, equipment fails, whatever comes up.
After the Game
Directors score the game. Most clubs use computer scoring now, which is fast. Enter the results, run the program, get standings.
They verify results look reasonable. If a pair has a 75% game when their previous best was 52%, the director might double-check for scoring errors.
They post results and determine masterpoint awards. Print out standings, calculate points based on ACBL formulas, submit results to ACBL.
They communicate results to players. Some clubs email results, others post on websites, some just print them out.
They prep for next time. Put away boards, note any problems that need fixing, update records.
Common Director Calls and Rulings
Understanding common situations helps you know when to call the director and what to expect.
Insufficient Bid
Someone bids 1♥ after an opponent bid 1♠. That’s insufficient. The director explains the options: make it sufficient in the same suit (2♥ here), make it sufficient with any legal call (maybe penalties apply), or let it stand with penalties.
The rules are complex, but the director knows them. Just call when this happens.
Revoke (Failing to Follow Suit)
Someone plays a ♠ when they actually had a ♥. That’s a revoke. If caught before the trick is turned and quitted, they can correct it. If caught later, there are penalties (usually one or two tricks transferred).
The rules depend on when it’s caught and whether the revoking side won that trick. Directors know the penalties. Players usually don’t.
Lead Out of Turn
Wrong person leads. The director explains the options to the proper leader: accept it, require a lead from partner, or prohibit a specific suit. Again, complex rules that directors handle.
Claims
Someone claims “I’m taking the rest” and shows their cards. Opponents can dispute if they think the claim isn’t cold. Director rules on whether the claim is valid based on reasonable lines of play.
Claim disputes are common and sometimes contentious. Good directors handle them fairly and tactfully.
Unauthorized Information
Partner hesitates before passing, then you have a close decision. That hesitation is unauthorized information. You might be required to take the action suggested by partner’s tempo (pass if the huddle suggests weakness, for example).
These rulings are judgment calls. Experienced directors handle them better than new ones.
Mechanical Errors
Wrong board played, misboarded cards, movement mistake. Directors try to fix these without penalty if they’re caught in time. If they’re discovered too late, the board might be thrown out.
Etiquette Issues
Player is rude, someone is clearly drunk, table arguments get heated. Directors manage the social order. They can warn players, ask them to leave, or in extreme cases bar them from future games.
Most directors are diplomatic and try to calm situations. Occasionally they have to be firm.
When to Call the Director
The basic rule: when anything irregular happens or you’re not sure what’s legal, call the director. Don’t try to figure it out yourself.
“Director, please” is the standard phrase. Say it politely and loudly enough for the director to hear.
Don’t be embarrassed. Directors are there to help. Calling the director isn’t an accusation or complaint, it’s just requesting official guidance.
Things that definitely require a director call:
- Any bid out of turn or lead out of turn
- Revoke discovered
- Claim disputed
- Cards exposed accidentally
- Wrong board played
- Partner’s explanation of your bid seems wrong
- Someone pulls the wrong card and wants to change it
- Table argument about facts or rules
- Score dispute
Don’t call the director for bridge questions (“Is this a good bid?”). Do call for rules questions (“Is this bid legal?”).
Director Certification
ACBL directors go through training and certification. New directors start as club directors, learning the basics. They can advance through regional and national levels with more training and experience.
Higher-level certification allows directing larger events. Only certified tournament directors can direct at regionals and NABCs.
Many club directors are volunteers who took training courses. Others are paid professionals. Quality varies. Some directors are excellent, knowing rules cold and handling people well. Others are learning and make mistakes.
If you think a ruling was wrong, you can appeal at larger tournaments. At club games, the director’s ruling is usually final.
Finding and Joining a Local Club
The ACBL website has a club locator. Enter your zip code, find clubs near you. It lists addresses, game times, and contact information.
Visit a few clubs before committing. The right club for you depends on location, schedule, skill level, and whether you like the atmosphere.
Call ahead or check the website for game times and any requirements. Some clubs require reservations, others accept walk-ins.
Show up early your first time. Introduce yourself to the director. Mention you’re new and ask if they can help find you a partner.
Bring a convention card if you have one. If not, the director might provide one or just ask what you play.
Don’t worry about skill level at your first game. Everyone started somewhere. Clubs need new players and most are happy to welcome you.
If you have a regular partner, great. If not, many clubs maintain partnership desks or email lists where people looking for games can connect.
Some clubs offer mentoring programs or lessons. Ask the director what’s available.
Starting a Bridge Club
Think your area needs a club? It’s possible but takes work.
You’ll need ACBL sanctioning. Apply through the ACBL, pay fees, and follow their requirements.
You’ll need a director. Either get certified yourself or hire someone.
You’ll need a space. Many clubs rent from community centers, senior centers, or churches. You need room for tables, chairs, and reasonable comfort.
You’ll need players. Market to local bridge players, reach out to existing clubs, and build slowly.
You’ll need equipment. Tables, chairs, boards, dealing machine or card sets, scoring software or sheets. Initial investment is a few thousand dollars.
You’ll need to handle money. Collect table fees, pay rent and director, manage ACBL fees, deal with accounting.
Running a club is a labor of love. Most club owners don’t make much profit. They do it to support the game and provide a service to players.
Clubs Are the Foundation
Without clubs, organized bridge doesn’t exist. NABCs and regionals are exciting, but clubs are where you play 90% of your bridge.
Your club becomes your bridge home. You’ll know the regulars, have favorite opponents, and develop running jokes about that one hand six months ago.
Good clubs create community. They introduce newcomers to the game, help developing players improve, and give experts a place to compete. They keep bridge alive at the grassroots level.
If you find a club you like with a good director and friendly players, support it. Pay your table fees cheerfully, volunteer when needed, bring new players, and help create the atmosphere you want.
Bridge clubs aren’t glamorous. They’re folding tables in church basements and community center rooms. But they’re where bridge lives. Show up, play some boards, and become part of it.
The director will deal you in.