(BT-rami.aydin)
A GENERAL REMINDER with
TIPS & TACTICS
FOR PRACTICAL PLAYERS
---Acol Based---
INCLUDING
SOME INTERESTING
HANDS AND JOKES
İ.Rami AYDIN
4 Star Master
--
DEDICATIONS
-- SOME PROBABILITIES, FASCINATING FIGURES AND FACTS
--
TRICK TAKING OR BIDDING REQUIREMENTS
--
RESPONSES TO 1-LEVEL OPENINGS
*
Splinter Bid
* Grand
Slam Force
* Blackwood Convention
* Roman Blackwood Convention
* Roman Keycard Blackwood
*Extended Stayman ; * Baron ;
*Flint
*
Responses to 1NT in TRAFFIC LIGHTS
--
STRONG "2 OF A SUIT" OPENINGS
* Phoney
Club ; * Pre-emptive ; * Lower Minor
; * Fishbein
*
Acol 4NT, 5NT, 5© or 5ª ; 6© or 6ª ; 5¨ or 6§
*
Multi-Coloured 2 Diamond
*
Benjamin Convention
* With
Point Tables
* Fourth Suit forcing
* Cue-Bid
--
OPENING BIDS AND SECOND ROUND BIDS BASED ON
*SOME GUIDES FOR PENALTY DOUBLES
* Points guide at a glance
* Contract Bridge International Scoring
* BRidge Drive and Score (Total-Point Event)
*
Progressive Bridge Drive - CHICAGO
* Party
Bridge
* Pivot
Bridge
-- APPENDIX -- DUPLICATE BRIDGE
*
Duplicate Bridge Scoring
-- METHODS OF SCORING AT COMPETITIONS
--
SOME FAMOUS AND INTERESTING HANDS
FROM
BRIDGE HISTORY AND FROM MY COLLECTIONS
|
*
The Duke's Hand *
The Bennett Murder Hand *
An Easy Problem *
Testing Mr.PROF *
The 5 NT Case *
The Big Jerk's Story *
Duck It *
When To Lead What? *
Fortune Teller |
*
Duck 2 *
Insult *
Going Away *
La Vengence *
Ask For Help From Your Opponents *
First Day Of Honeymoon *
7 Spades Hand *
Making A Slam With Only 4 Trumps *
The Mississipi Heart Hand |
-- MISCELLANEOUS POINTS ON LAWS,
* Ethics
and Proprieties
-- ORGANISATIONS, ASSOCIATIONS, UNIONS
=================================================================================
DEDICATIONS Contents
I
wish to thank all the members of the Devizes Bridge Club which we, the friends
below, formed together in November 1983.
Mr.& Mrs.
COLLEY (Jacquline -In France now)
Mr.& Mrs.
HERROD-TAYLOR (In Devon now)
Mrs.Dorothy
E.JONES
Mrs.Marion
BULL
Mrs.Betty
INGLEDEW (Died-1990)
Mr. William
CROSS (Bill)
Mr. İ.Rami AYDIN (This is me !)
********************
When Betty Ingledew, my dear partner until her death in
April 1990, saw my notes, she strongly advised me to publish them. If they are
to be published, it is thanks to her and her spirit.
********************
And my thanks to my wife Elaine for helping me to correct
my terrible English.
İ.Rami
AYDIN --Ret'd Pharmacist BSc.--
41 Broadleas Park, Devizes,
Wilts. SN10 5JA UK
E-mail 1
: rami.aydin@btinternet.com
Web : http://www.rami.aydin.btinternet.co.uk
In Turkish :
E-mail
2 : disardan.turkiye@btinternet.com
Web
: http://www.Disardan-Turkiye-Ingiltere.co.uk
I gave up
playing Bridge in Ankara, Turkey in the early 70s, when
there was another boom in new systems and conventions,
and pretentious players were springing
up all over the place. At that time
I thought to myself that it was not worth trying to
learn all these new systems and conventions unless I were to give up my job / my pharmacy and become a full time
Bridge player. And, in addition, I have always looked on the extreme use of these completely artificial systems and
conventions as cheating; trying to take advantage of one's opponents' honesty
and naivity by bewildering them with
bids which don't mean what they should.
After
retiring early and coming to this country in 1981 I found here in Devizes
kind people and a friendly atmosphere in which to play the occasional game of
Bridge, at the Crown Centre and at Devizes Bridge Club of which I am one of the founder members and proud to be
so.
I make no
claim to be an expert (I wouldn't want to be one anyway), probably I am not
even a very good player, but I have always wanted to play well and I have
always enjoyed the game.
During the time I
have played Bridge I have noticed that lots of Bridge players, including the
good ones and myself, still don't know or
can't remember some small points
about the game. And because not everyone can deal with hundreds of books and hundreds of systems and
conventions whenever and wherever
necessary, the most helpful way of tackling the problem is to have a handy, small size REMINDER of the most commonly used and accepted rules, and the system most
widely played in this country: ACOL.
This is what I
aimed to do. I am not writing a book; I have prepared a pocket guide for my own use, to carry with me as a reminder. To do
this I collected some information from Bridge documents and experts' books and
put it together in the present format, using my own knowledge and experience of
the game as well. So, if anyone remembers or recognises anything from my
booklet, I ask their forgiveness beforehand.
When my
Bridge friends saw this guide,they advised me to get it published; they felt
sure that its handy size and shape and the information in it would be
appreciated by many Bridge players for
their own practical and short‑term needs too. After being helped and
reminded by the notes in this guide, the player can then go on to consult the more comprehensive books of the experts.
Of course, to try to squeeze Bridge into a small format
guide like this seems
an impossible task when hundreds
of books can not do it. I personally do
not believe that Bridge will ever be formulated by mathematical and
unchangeable rules; probably not even the most sophisticated computers will be
able to formulate such rules because of the impossibility of feeding the
computer with all the data. Here we come to
the most amazing statistic of Bridge; the total number of hands that can
be distributed among the four players is: (29
digits)
53.644.737.765.488.792.839.237.440.000
If you
multiply these possibilities by other variables; such as position of players,
playing conditions, different systems, conventions, opening leads, signals etc.
not to mention personal factors such as nervousness, tension, differing skills and experience, different
playing techniques of players, you can
see how fascinating and UNPREDICTABLE Bridge is.
If I tell you that
according to Dorothy Hayden; "Mathematicians
aren't particularly good players and sometimes
make very poor players, and that as a class, lawyers are better players
than any others." probably you will understand what I mean
when I say that Bridge is an unpredictable game. That is why there are so many
systems and conventions invented and so many books written by experts; to try
to solve the problems of the game, and make it more enjoyable. (But
unfortunately sometimes they make it more confusing.) Thus everyone
playing Bridge should accept from the outset that every hand is different and
unique, and therefore may or may not fit the rules.
I have a
Computer and one of the best Bridge programs; and play it sometimes. I get
really surprised when I see it playing stupidly lots of times. I suppose
programing a computer to play Bridge must be horrendous because of the
facts and factors I mentioned above. I
hope you will not blame me for calling my computer an idiot !
So if Bridge
is a challenging and difficult game in itself, you must defend the concept of
Bridge by persisting in playing it in the normal and natural way. Otherwise it is going to be murdered by
these fanatics of really artificial conventions and you will be left aside.
Middle aged people will remember the
book "Calling
a Spade a Spade"
written by Ben Cohen and Rhoda Barrow
(Lederer). It says:
".....using the straightforward common‑
sensical natural bidding of the Acol System, which means calling
a spade a spade, not a bloody
shovel or a diamond, or any other fancy name, the right contract can unerringly be achieved even in
the most difficult situations."
Poor old Ben
and Rhoda; did you know that nowadays these fancy conventions and playing
methods are called "Scientific
(!), Semi-scientific (!) etc."; let alone Spades or bloody shovels. What jargon ! We were not taught Bridge as a
Science because everyone knew that Science usually needs definite descriptions accepted by
everyone."
There are
three statements about Bridge
which I like very much. The first is:
"THERE ARE
EXCEPTIONS TO EVERY RULE."
Interestingly
you can find this sentence in every book and after every rule.
If you like, you
can make this statement the only Definite Rule.
This being
so, do not be strictly bound by points
and rules, use them as indicators, if you
want to play Bridge. If you don't want to play Bridge, although you are sitting at the table, there are lots of
players, even including your partner, who can make you into a real spectator
during the game or someone who fills the fourth seat. They can do this by their
continuous bids in a confusingly wide
range of conventions while you are sitting there waiting for one extra point in
order to bid. Try to evaluate your hand taking every value factor into account
within the ethics and present rules of
the game.
Do not upset
anyone or let them upset you over one less or one extra point or over a
mistake, as if they never make one; it is a marvellous game and you should
enjoy it.
Maybe we
would make Bridge a lot easier if we
could say that "Anyone who has got a certain number of points is
going to make a certain score, so there is no need to play the hand !!!"
My second favourite statement is by Rixi Markus:
"BID BOLDLY,
PLAY SAFELY."
But you
should not of course bid in a foolhardy way. You can compensate for your boldness with your careful and safe play. And
to my mind you should give utter importance
to "CARD READING".
If you look
carefully and think about what is being played or discarded, you will be
surprised to see how much they are telling you.
You can't learn from bad players; so try to find a good
partner who is on the same wave‑length as you and who is tolerant. Of
course you will discuss briefly the hands
just played in order to learn your mistakes or to tell others theirs.
This should be done, though, without
making a mountain out of a mole‑hill or without looking down on your Bridge companions. All of us make
mistakes. Do not demoralize yourself or your partner if you want to continue
playing.
But never
play with anyone who says he or she never makes mistakes and does not want to
discuss the hand.
Good players
are more predictable than any other types; especially if you are playing the
same tune. The ones you must be more
careful about are the ones who use
extreme conventions and poor players who are unpredictable in the way they
play.
The third statement is:
"EVEN HOMER
NODS."
But Homers
can easily find excuses for their own mistakes without you realising that some
of them are nonsense! The sad thing is that their chance of winning is
increased by the fact that their opponents are intimidated. Listen to this true
story:
"An expert
went into a Grand Slam contract missing the Ace of his trump suit, and was left
undoubled. When the person who held the Ace of trumps was asked why she didn't
double the contract, the dear old lady said: 'You don't know Mr.X; he always redoubles.' "
I think that
these, my three favourite statements, can be your defence and weapons against
such people. Use them wisely and
reasonably.
Losing can be
turned into success if you are able to
get something out of it.
I am sure
most players will find mistakes
(including language) and short‑comings in this guide.
First of all, as I said before,
I am not an expert just a practical player. Secondly, most of the mistakes probably come from my own
concept of Bridge and the Acol System and my way of playing it. It is obvious by now that I prefer ACOL
to all other systems. Please forgive me for any short‑comings; I would be
happy to receive any constructive criticism.
I should like
to take this opportunity of
acknowledging my gratitude to the great masters of Bridge from whose
books I have learned such a lot : Ely
Culbertson, Charles H. Goren, Dorothy Hayden, Edgar Kaplan, Rhoda Lederer,
Victor Mollo, Terence Reese, Albert Dormer, Hugh Kelsey, Rixi Marcus.
İ.Rami AYDIN
Devizes; March
1984
=============================
PS
: I started writing my notes in 1984 and
added, changed, and upgraded things over the years. But it looks as if the main
idea, the main structure of my work and the main building stones of the game
haven't changed a lot. The game of Bridge is much as it was 50-60 years ago.
And I still get great pleasure, and still learn from the books of , for
example, Ely Culbertson or Charles Goren.
Some years ago, I contacted several publishers to get my
work published, but none of them were interested. Some refused in a kind way
and wished me success; but others obviously wanted to say, "Who do you
think you are?" .
Now, I have
decided to get it published myself. I hope you will enjoy my little book, and
find it useful. I especially advise you to read the "TIPS & TACTICS" section with care
İ.R.A --- November 1998.
That Bridge developed from Whist everyone knows;
but what are the origins of Whist? Authorities are a bit hazy on the origins of
the game. Some say Eastern Europe or Russia, some India. The name "Bridge" has no clear origin either, though it is sometimes linked to the Russian "Biritch, or
Russian Whist".
We do know,
however, that over a thousand years ago, playing cards were in use in China. By
the 13th Century they were found in Europe, and by the 15th Century we know of
card games played in England with names
that sound oddly familiar: Triumph (Trump), Ruff and Honours, Whisk and Swabbers,
and Whisk itself.
It seems clear from the references to
these games that they are the ancestors of Whist.
During the 17th Century Whisk or Whist, as it became known, grew in popularity and
during the next century firmly
established itself in the coffee houses and clubs of London as
the game to play and bet on.
The first book on Whist appeared in 1742 : "A Short Treatise on Whist" by
Edmond Hoyle. This famous book
helped to spread the popularity of the game to Europe and to the United
States. In its heyday Whist was thought
of just as seriously by the society
ladies and gentlemen who played it as Bridge is today by its devotees. By the beginning of the 19th
Century Whist was a truly international game, the expert at that time being the Frenchman Guillaume
Deschapelles.
In the mid
19th Century, Henry Jones, known by his
pseudonym Cavendish, wrote
many books on Whist and his system of leads, including the lead of "The Fourth
Best", remain
standard to this day. It was
Cavendish who directed the first Duplicate Tournament in London in 1857.
Another clue
about the origins of Bridge comes from Colonel
Study. He claimed that he
learned Bridge when he was serving in the British
Army at Plevna in 1879 during the Russian-Turkish war where the British and the Turks were allies. This would
explain why Whist was Russian for which there is no other evidence. He, and all other
officers who played with him would associate the game with Russia. And most
possibly these people are the origins of the famous pamphlet of "Biritch, or
Russian Whist" which was published on 1886. As the game
became popular in the upper class clubs of Istanbul at a very early date, it is
reasonable to conjecture that Colonel Studdy and his friends learned it from
Turkish officers or vice versa.
It was
towards the end of the 19th Century that Bridge as we know it started to emerge. Three important changes
involved were that the Dealer (or his partner) was given the right to name the
trump suit, that the opponent could double and the dealer redouble, and that
the hand of dealer's partner was exposed: the origins of the ideas of declarer and dummy. The
introduction of this so‑called Bridge or Bridge Whist into the clubs of London around 1894 is sometimes
attributed to Lord Brougham. The notion of competitive bidding was introduced
around 1904 and the new form of the
name was Auction
Bridge. This soon ousted
Bridge Whist, although the parent game Whist continued to be played side by
side with the Auction Bridge.
The influence
of the French game Plafond on Bridge was crucial; it
introduced in about 1918 the notion of bidding a game before scoring a game,
that is, only counting towards a game those tricks that were contracted for in
the auction. These features of Plafond were absorbed by the famous American Harold Stirling
Vanderbilt into Bridge. He
combined the best features of the French game and Auction Bridge with a
new scoring system, including a new
idea of Vulnerability, and around 1925 Contract Bridge came into being in New York. Within a few years
Vanderbilt's methods were universally adopted.
All other forms of the game were gradually eclipsed, and since 1930, though
there have been a few changes in the scoring, the form of Contract Bridge has
remained basically the same.
Since
Vanderbilt, Ely
Culbertson and Charles H. Goren have been the two men chiefly responsible for making
Contract Bridge an International success, the former being the founder of
Bridge World Magazine, both being expert players and writers of numerous works
on Bridge and outstanding international authorities on the game.
PS:
Lots of
English friends ask me the difference between "Auction Bridge" and "Contract Bridge". It sounds to me as if they are questioning why there
should be a difference between the words Auction and Contract and consequently their game of Bridge when they both have
Auction and Contract elements in them. Don't they both reach the same target,
an agreed Contract by Auction anyway?
It looks
reasonable, but it is a fact that Auction Bridge needed many improvements in the techniques of bidding and
valuation, and in the end this gave birth to Contract Bridge.
For example
the most important difference is this:
In Auction all the dealer has to do is to bid one NT or
one of his suit; all his partner has to do is to pass. After this bidding, the
game proceeds and the declaring side takes the full benefit of all the tricks
they make. Their contract and game is secure from the beginning and they may
even score a Slam Bonus, as if they had valued their hand up to that point and
bid for it.
But in
Contract, the dealer must estimate the value of his hand as precisely as possible and bid it; not just
one and then stop; but 2, 3 or even more. The partner too must try to find the
real value of his hand, and show it, rather than an easy and comfortable
"No Bid". They will score according to what they bid. They can't
score a game that wasn't bid; while in Auction, game and even Slam can be
scored below the line even when not bid.
Lots of
logical and challenging improvements were added to Auction Bridge and these
improvements have continued over the years and are still continuing, more than
I can describe in my little book. Just think of the complexity of today's
Bridge!
Bridge literature is very rich. Anyone who wants detailed
information on any part of Bridge can easily find a source.
ABOVE
THE LINE : All scores
except for tricks bid and
made are entered above the line on the score sheet.
APPROACH
BID / APPROACH FORCING:
Style of bidding -system- a short suit by way of approach (with caution), --the
bid at the one-level of an as yet unnamed suit to force partner for a reply.
Any such bid must not be passed.
AUCTION
: The period of bidding.
AVOIDANCE
: A play made to prevent the
more dangerous opposing hand from gaining the
lead.
BALANCED
HAND : An evenly distributed hand with no singleton
or void.
BARRED
: Stopped from bidding by a
legal penalty
BELOW
THE LINE : The place on the score sheet where the
tricks bid and made are entered.
BID : An offer to win at least a specified number of tricks
over and above six.
BIDDABLE
SUIT :A player's holding
in a suit that meets the systemic
requirements for a bid.
BLANK
A SUIT : Discard all
cards held in that suit
BLANK
SUIT : Absence of
any cards of that suit from the hand.
BLOCKING
: A situation in which
the high cards in one hand, unaccompanied by low cards, prevent playing winners in the same suit from the
opposite hand.
BOOK
: The number of tricks (6) a side must win before it can
score by winning subsequent
tricks.
BROKEN
SEQUENCE : 3 cards of which
the 2 highest ranking are in sequence and the third is one card out of
sequence. (K‑Q‑10)
BUSINESS
DOUBLE : A double which is made in the expectation that
the opponents will go down. (As opposed to take‑out double). The effect
of the double is to increase the penalty if the contract fails. Also called "Penalty Double".
CALL
: Any bid, double, redouble
or pass.
CASH
: Lead and win tricks with
established cards.
COMMUNICATIONS
: The ability of partners to
pass the lead to each other.
COMPETITIVE
BIDDING : An
auction in which both sides take part.
CONDONE
: Waive penalty for an
irregularity.
CONTRACT
: The final bid of the
auction. The obligation to win a
certain number of tricks.
CONTROL
: The commanding
position or card in a suit, such as A, K, void, or singleton that will enable the player to win the first or second round.
CONVENTION
: An agreement to give an
unnatural or unusual meaning to a certain bid or play.
CROSS-RUFF
: To ruff back and forth between the partnership
hands; enabling the partnership to make
their trumps separately.
CUE-BID
: A bid made after trumps
have been agreed, to show first round control rather than a genuine suit; also,
overcall in a suit bid by the opponents.
DECLARER
: The player who for his
side first bid the denomination named in the contract, and who plays the hand.
DEFENDER
: Either of the opponents
who play against the declarer.
DEFENSIVE
BIDDING : Bidding by the side
which did not make the opening bid.
DENOMINATION
: Nature of contract, either
suit or no‑trumps.
DELAYED
GAME RAISE : A jump bid to game
in ope-ner's suit following a simple first‑round change of suit, by which
time responder has heard opener's rebid.
DEUCE
: Any two‑spot.
DISCARD
: To throw away a card in a
suit which is neither the suit led nor
trump.
DOUBLE
FINESSE : Finesse against two
missing cards.
DOUBLETON
: The holding of only 2
cards in a suit. Value is immaterial.
DRAW
: To play off; in the trump
suit, to lead trumps till the opponents have no more.
DROP
: The fall of a specific
card, usually of honour rank, when a
card of higher rank is led.
DUCK
: The play of a low card and
refusal to win a trick for tactical reasons when a higher card is held.
DUMMY
: The hand opposite to
declarer. Laid on the table face upwards immediately after the opening lead.
ECHO
: Play high and then low, to
signal partner you wish a suit continued, or to enable him to count the number
of cards you hold in that suit.
END-PLAY
: Tactical situation towards
the end of a hand, usually by passing the lead to an opponent when few cards
remain forcing him to lead disadvantageously.
ENTRY
: A card that enables a
player to win a trick to permit him to lead from a particular hand.
ESTABLISH
: (A suit or a card) To
promote the lower cards of a suit to the rank of winners by forcing out adverse higher cards.
FACE
CARD : Any King, Queen or
Jack (picture cards)
FALSE
CARD : A card played out
of natural sequence, usually in an attempt to deceive opponents about the
position of the true card. Rough rule is; Declarer
should always false‑card; defenders never.
FINESSE
: An attempt to win or
establish a trick with a card which is neither the highest that you hold in a
suit nor in sequence with your highest. Such as A.Q. in the hope that the
missing K. lies with the previous player.
FIRST
ROUND CONTROL : The holding of an A.
or void, which guarantees no immediate losers in that suit.
FIT
: Good mutual support in the
combined hands of a partnership.
FORCE‑OUT
(KNOCK‑OUT) :
The concession of a trick to a master card in an opponent's hand in order to
establish tricks in the player's hand.
FORCING
BID : Any bid which
unconditionally demands a reply from partner. eg., Forcing one round; Forcing
to game; Forcing to slam.
FREAK
:A hand or deal with wildly
unbalanced distribution
FREE
BID : A free bid, raise,
rebid or response is one that follows an intervening bid by the right‑hand
opponent.
One made
voluntarily not under any systemic compulsion.
GRAND
COUP : A trump reducing
play that involves trumping one's own winning card. A double grand coup repeats
this play.
HIGH-LOW
; PETERING : See ECHO.
HOLD-UP
: The refusal to take a
trick when able; tactical manoeuvre usually aimed at cutting the opponent's
communication.
INFORMATORY DOUBLE : A systemic double made primarily to give information to
partner.
INITIAL
BID : Opening bid.
INTERMEDIATES
: Useful cards between high
and low ones, such as 10, 9, 8.
INTERVENING
BID : A bid made by an
opponent after one player has bid and before his partner has responded.
IRREGULARITY
: Any departure from a law
of correct procedure.
JUMP
BID : A bid "One‑level higher" than
necessary to over‑call the previous bid.
DOUBLE JUMP : "Two‑level
higher"
JUMP
SHIFT : A single jump bid
in a new suit made by a player who has previously bid a different suit or whose
partner has done so.
KIBITZER
: An onlooker. Should be
unobtrusive, but is frequently not.
LEAD
: The first card played to a
trick.
LEAD‑DIRECTING
BID OR DOUBLE : A bid or double of
an opponent's bid, made specifically to direct partner's attention to the lead
required.
LIMIT
BID : A bid that conveys
the full values of the hand within a narrow range of strength; both upper and
lower limit.
LONG
CARD : One left in a hand
after opponents are exhausted of the suit.
LOSER
: A card that can not win a
trick.
MAJOR
SUIT : Either Hearts or
Spades.
MASTER
CARD : The highest card of
a suit remaining live or unplayed.
MATCH-POINT
: Unit of scoring in
Duplicate Bridge, won by surpassing
the score of another pair holding the same cards.
MCKENNY
: (Convention). The discard
of a high or a low card asking for the lead of a high, or low-ranking suit.
MINOR
SUIT : Either Diamonds or
Clubs.
NEGATIVE
DOUBLE : Informatory or Take‑Out
double
NEGATIVE RESPONSE : A response which by convention denies certain values or
strength, made in answer to a forcing bid from partner.
NEW
SUIT : A suit which has
not previously been bid.
NO BID : A call indicating no desire to make a bid, double or
redouble.
NONVULNERABLE
: Not having scored a game.
ODD
TRICKS : Tricks won by
declarer in excess of six (Book).
OFF
SIDE : (A card which is)
in unfavourable position for a winning finesse.
ON
SIDE : (A card which is)
in favourable position for a winning finesse.
ON
SCORE : Having a part‑score
towards game.
OPENER
: The player who makes the
first bid of the auction.
OPENING
BID : The first bid of
the auction other than a pass or, in play, the first lead.
OPENING
LEAD : The card lead to
the first trick by the player on the left of the declarer.
OPTIONAL
DOUBLE : A take‑out
double which partner may well leave in,
usually because it is made over a high bid.
OVERCALL
: Bid by a defender over an
opponent's opening, before partner enters the auction.
OVERRUFF
(OVERTRUMP) : To ruff a trick
with a higher trump than the previous player.
OVERTAKE
: To play a card higher than
the present winning card played by the partner.
OVERTRICK
: A trick made in excess of
the named contract.
PART-SCORE
: A contract, a score below
the line less than game.
PASS
: No bid.
PASSED
HAND : A player who has
passed when he could have opened the bidding instead.
PASSED
OUT : (A deal) thrown in
because all four players in succession passed.
PATTERN
: The distribution of the
four suits in a hand of thirteen cards.
PENALTY
: 1) Points lost by a side
that has failed to make a contract.
2) After an
infraction of the rules, the handicap placed by law on the offending side.
PENALTY
CARD : A card illegally
exposed by a defender, left face up in front of him.
PENALTY
DOUBLE ; BUSINESS DOUBLE:
A call by a player implying that the opponent's contract will be defeated and
penalty will be increased.
PENALTY
PASS : Pass that converts
a take‑out double into a penalty double.
PETER
; PETERING : A signal, also
called Echo or High‑Low, to convey a message to partner. For example to
show a doubleton or encourage partner to continue that suit.
PIANOLA
: A hand that plays itself
automatically and cannot go wrong.
PLAIN
SUIT : A suit other than
trumps.
PLAYING
TRICKS : Tricks that you are
likely to win if you play the contract in your selected denomination.
POINTS
: Units of scoring.
POINT
COUNT : Method of hand
valuation, based on Honour Cards, Distribution or both.
POSITIVE
RESPONSE : A response to
partner's forcing bid showing certain values as compared with negative
response.
PRE-EMPTIVE
BID : An unnecessarily
high level bid (3 or higher) made not to show strength but to make it difficult
for the opponents to compete.
PREFERENCE
: A bid which chooses
between two trump suits suggested by partner, nor necessarily showing support.
PREMIUMS
: All scores other than for
odd tricks.
PREPARED
BID : A bid made out of
the natural sequence (possibly on a 3‑card suit) in the hope that the
player will be able to bid accurately on the next round.
PROTECTIVE
BID : A bid made by
fourth‑in‑hand, following two passes, and based on the presumption
that partner has undisclosed strength.
PSYCHIC BID : A bluff bid based on nonexistent values to confuse the
opponents.
PUMP
: Shorten an opponent's
trump holding by forcing him to ruff.
QUANTITATIVE
BID : A bid which asks partner
to go on; showing the top limit of the hand, generally a Slam invitation.
QUICK
TRICKS : High cards or
combinations of high cards that will win a trick on the first or second round.
RAISE
: Direct support for
partner, as by raising him in the same suit (or NT).
RE-BID
: 1) The second and
subsequent bid made by a player. 2) Bid
one suit twice.
REBIDDABLE
SUIT : A suit long enough
and strong enough to be bid and re‑bid without support from partner.
RE-DOUBLE
: Call that can be made only
following an opponent's double, increasing penalties if the contract fails, and
increasing trick score and bonuses if the contract succeeds.
RE-ENTRY
: A card with which a hand
can eventual ly gain the lead after
having lost it.
RENOUNCE
: Play a card not of the
suit lead.
REVERSE
: To re‑bid (by either
opener or responder) in a new suit higher in rank and at a higher level than
the first suit.
REVOKE
: Fail to follow suit when
able to do so; fail to play a card as required by a law of correct procedure or
by a proper penalty.
RUBBER
: The winning of the first
two out of three games by one side and is credited with bonus points.
RUFF
; TO TRUMP : To play a trump
when a suit other than trumps is led.
RUN
A SUIT : Keep on playing
winning cards of one suit.
SACRIFICE
: Over-bid deliberately,
expecting to go down, but to lose less in penalties than the value of an
opposing contract.
SCORE
: The accumulated total of
points won by a side.
SEPARATE
SUITS : Two suits which do
not adjoin in rank, so that both suits could be bid at the same level if
partner responds in a suit which ranks in between.
SEQUENCE
: Two, more commonly three,
or more cards of the same suit in
unbroken order. "Sequential
Cards."
SET
: To defeat a contract. A "One‑trick set" is down
one.
SET-UP
: Establish a long suit, or
honours as winners, by forcing out superior enemy cards
SHADED
BID : A bid made on
somewhat less than the normal requirements.
SHIFT
: Play a different suit from
the one started by the partnership.
SHORT
CLUB : The opening bid in
a three card Club suit.
SHORT
SUIT : A holding of less
than four cards in a suit.
SHUT-OUT
BID : A pre‑emptive
bid.
SIDE
CARD : Any of a plain
suit.
SIDE
STRENGTH : High cards in plain
suits.
SIDE
SUIT; (PLAIN SUIT) :
1) A suit other than trumps. 2) A secondary suit held by the declarer.
SIGNAL
: Any convention of play
whereby one partner properly informs the other of his holdings or desires.
SIGN-OFF
: A rebid which indicates
that the hand contains no additional values other than those already shown, and
unwillingness to bid any further.
SINGLETON
: A suit holding of only one
card. Value is immaterial.
SOLID
SUIT : A suit which can be
run without loss.
SPLIT
HONOURS : Play one of several
honours in sequence when following to a trick as second hand.
SPOT
CARD : A card other than
an honour. (9,8,7,6 etc.)
SQUEEZE
: A situation, an end‑play
in which a player is forced to discard a vital card, a winner, or cards that
protect winners thereby causing him to lose a trick.
STOPPER
: A card or combination of
cards that will interrupt the run of the opponents' suit and that will win a
trick.
STRIP
: A play by the declarer to
eliminate from his own hand, from dummy the cards in one or two suits.
STRONG
HAND : A hand which has
more values than those needed for the bid made.
SUFFICIENT
BID : One high enough
legally to supersede the last previous bid.
SUIT-PREFERENCE
SIGNAL : An advanced signal
indicating which suit to switch to.
SUPPORT
: 1) Sufficient cards in
partner's suit to justify a raise, 2) A
bid which shows such values.
SYSTEM
: The conventional methods of
bidding between partners on the requirements for various bids and tactical
procedure in various situations.
TABLE
: An alternative word for
DUMMY. "The lead is on the table" means that dummy must lead to the
next trick. Also a card is "tabled" when it is placed face upwards on
the table.
TAKE-OUT
: A bid in a different
denomination from that bid by partner.
TAKE-OUT
DOUBLE : A double made not
for penalties, but for the partner to bid his best suit or NT.
TEMPO
: Unit of time in the play.
TEMPORIZING
BID : A bid made in an
unplayable suit, in order to show strength or mark time before suggesting where
to play the contract
TENACE
: Combination of cards not
in sequence, such as A‑Q, held over K.J, whose trick‑winning power
depends on where the missing card lies and who has the lead. The word has no
connexion with 'Ten' and 'Ace' though, in certain circumstances, a tenace could
consist of A.10.
THROW-IN
: A deal that results in no
bids being made. The deal passes to the player on the left.
TOUCHING
CARDS : are equals, cards
in sequence.
TOUCHING
SUITS : are those next to
each other in rank.
TRIAL
BID : A bid used to
investigate whether partner can assist with a weak spot.
TRICK
: The four cards played in
rotation by the four players.
TRUMP
: Suit named in the contract
that wins over any other suit; a card of that suit; to play such a card when
another suit has been led (To ruff).
TRUMP
COUP : An advanced play,
forcing a defender to ruff and be overruffed, thereby capturing a trump.
TRUMP-ECHO
: The high‑low signal used in the trump suit to indicate possession
of another trump.
TWO-SUITER
: A hand containing five or
more cards in each of two suits.
UNBALANCED
HAND : A hand containing a
singleton or void, or one or more dominantly long suits.
UNBLOCK
: To play or discard a card
that would otherwise prevent the run of a suit or win a unwelcome trick.
UNDERBID
: A call that understates
the value of the hand; also, in law, an insufficient bid.
UNDERTRICK
: Each trick by which
declarer falls short of making his contract.
VOID
: The holding of no cards in
a suit. Blank suit.
VULNERABLE
: State of pair that has
scored one game.
WAITING
BID : Used in
approach-forcing systems. The calling of an, as yet, unbid suit to force
partner to call again. Used in the hope of getting a better picture of his hand
before deciding the contract.
YARBOROUGH:A hand containing no card higher than a 9
FASCINATING FIGURES AND FACTS.
The total number of hands can be distributed among the 4 players in a very large number
of different ways. And the number of possibilities runs to 29 digits:
53.644.737.765.488.792.839.237.440.000
The chances of
being dealt some interesting and special holdings:
‑-All 4 players each holding a 13‑card suit
occurs 1 time in every:
2.235.197.406.895.366.368.301.560.000
deals
and they say,
to play this number of deals could take 100 trillion years.
|
Holding of a 13‑card specified suit (i.e.Spades) |
1
in 635.013.559.600 |
|
Holding of a 13‑card unspecified suit |
1
in 158.753.389.899 |
|
Holding a Yarborough |
1
in 1.827 |
|
Holding all 5 honours in one unspecified suit |
1
in 504 |
|
Holding all 4 Aces |
1
in 378 |
|
Holding 4 honours in a specified suit |
1
in 22 |
|
Holding a void |
1
in 19 |
|
Holding a singleton |
1
in 2 |
HAND PATTERNS :
There are 39 hand patterns; they range from the most frequent, which is 4‑4‑3‑2,
to the most rare, which is 13‑0‑0‑0. The frequencies of some
of the most frequent patterns are not always the most balanced ones.
|
4--4--3--2 |
22 % |
|
5--3--3--2 |
16 % |
|
5--4--3--1 |
13 % |
|
5--4--2--2 |
11 % |
|
4--3--3--3 |
11 % |
|
6--3--2--2 |
6 % |
|
6--4--2--1 |
5 % |
|
6--3--3--1 |
3 % |
|
5--5--2--1 |
3 % |
|
4--4--4--1 |
3 % |
|
7--3--2--1 |
2 % |
|
6--4--3--0 |
1 % |
|
5--4--4--0 |
1 % |
|
5--5--3--0 |
1 % |
|
6--5--1--1 |
1 % |
|
7--2--2--2 |
1/2 % |
|
The remaining 23 patterns total roughly:
3 % |
|
DISTRIBUTION OF
CARDS IN THE TWO UNKNOWN HANDS (Suit Divisions)
|
If you & partner have together in one suit |
Out-standing Cards |
The remaining cards of that suit in opponents’ hands will be divided |
|
|
11 cards |
2 |
1
-- 1 |
52
% |
|
2 -- 0 |
48 % |
||
|
|
|||
|
10 cards |
3 |
2
-- 1 |
78 % |
|
3 -- 0 |
22 % |
||
|
|
|||
|
9 cards |
4 |
3 -- 1 |
50
% |
|
2 -- 2 |
40 % |
||
|
4 -- 0 |
10 % |
||
|
|
|||
|
8 cards |
5 |
3 -- 2 |
68 % |
|
4 -- 1 |
28 % |
||
|
5 -- 0 |
4 % |
||
|
|
|||
|
7 cards |
6 |
4 -- 2 |
48 % |
|
3 -- 3 |
36 % |
||
|
5 -- 1 |
15 % |
||
|
6 -- 0 |
1 % |
||
|
|
|||
|
6 cards |
7 |
4 -- 3 |
62 % |
|
5 -- 2 |
31 % |
||
|
6 -- 1 |
7 % |
||
|
7 -- 0 |
1/2 % |
||
|
|
|||
|
5 cards |
8 |
5 -- 3 |
47 % |
|
4 -- 4 |
33 % |
||
|
6 -- 2 |
17 % |
||
|
7 -- 1 |
3 % |
||
|
8 -- 0 |
0,2 % |
||
|
|
|||
|
4 cards |
9 |
5 -- 4 |
59 % |
|
6 -- 3 |
31 % |
||
|
7 -- 2 |
9 % |
||
|
8 -- 1 |
1 % |
||
|
9 -- 0 |
0,01 % |
||
In the majority of cases the odds favour an uneven break
of an even number of outstanding cards (i.e. 6 outstanding cards will break
mostly 4--2, not 3--3), but as close as possible to an even break of an odd
number. (i.e. 5 outstanding cards will break mostly 3--2)
Before
starting the technical section I would like to give some of the golden and true
sayings in Bridge:
---
"Your bidding is only as good as your play makes it"
--- "If
you are a good defender you are more than half way to success in Bridge."
--- About 'Rule of Finessing':
"Eight
ever, nine never."
-‑ The
rule above is true in most of cases; but you should not forget that, as usual,
there are cases which will not follow this rule.
So: "If you can
make a contract without finessing, don't finesse"
Talking about finessing reminds me of a theory applied by
some players which is done when "You
have the Ace and King, and a two way finesse for the Queen is the subject; and
there is no indication which way you should take" . They call it "Queen to lie
over the Jack". It is not based on mathematics. It is an
assumption that the previous deal, most of the time is an imperfect shuffling,
when the Queen may have covered a Jack.
Some say that
with no singletons in your hand or
dummy, play for the drop; with a
singleton or void in either hand, take the finesse. This is based on "The
Culbertson Theory of Similarity of Distributions".
They argue that when there is a singleton in one hand there will
be a compensating singleton elsewhere.
Believe
them or not; the choice is yours.
--"If you
can't remember, you just can't win"
--"If you
can't count and remember, where the strength of your own suit lies, let alone
the others, which cards are out and how many are left, don't torture your
partner, just give up playing Bridge!!??"
Honour Points --HP—
|
High-card points – A total of 40 pts. In
the pack |
|
|
Ace |
4 points |
|
King |
3 points |
|
Queen |
2 points |
|
Jack |
1 point |
Distributional
Points --DP--
|
Void |
3 |
|
Singleton |
2 |
|
Doubleton |
1 |
And :
--Add 1 pt.
for each card over four in trump.
--Add 1 pt.
for all 4 Aces.
--Deduct 1 pt. for
an Aceless hand.
--Deduct 1 pt. for
each unguarded honour.
Quick Tricks --QT—
Each Suit
can contain only 2 quick tricks
: (A-K or A-K-Q = 2QT)
So no hand
can contain more than 8 QT.
|
A |
1 quick trick |
|
A-K |
2 “ “ |
|
A-Q |
1 ½ “ “ |
|
K-Q |
1 |
|
K-x |
½ |
Playing
Tricks --PT--
A playing trick is a card which can be
expected to win a trick. Generally refers to the number of tricks available
from a long suit plus other possibilities to be won.
|
To make |
Points |
|
A light opening bid |
12 ‑ 13 (HP+DP) |
|
Part‑Score |
22 ‑ 24 (HP+DP) |
|
9 Tricks =
a No Trump game |
25 (26) (HP) |
|
10 Tricks
= a Major suit game |
(26) 27 -- 28 (HP+DP) |
|
11 Tricks
= a Minor suit game |
(28) 29 -- 31 (HP+DP) |
|
12 Tricks
= a Little Slam |
32 ‑ 33 in suit; 33
-- 34 in NT |
|
13 Tricks
= a Grand Slam |
36 -- 37 or more. |
For an Opening Bid:
-- 4-Card Suits. (Must
contain 4 HP)
-- 5-Card Suits. (Any
5‑card suit)
For a Response or Rebid:
-- Q--10--x--x or
better
-- Any 5--card suit (x--x--x--x--x)
4-card suits : No 4-card suit is rebiddable.
5-card suits : Must be
QJxxx or better.
6-card suits : Any 6-card suit is rebiddable.
(There are alternatives with some
choices.)
1--
LONGEST suit before the
shorter.
2--
HIGHER--RANKING first with two 5‑card
suits;
With
two 4-card suits:
A) Cheap one
first,
B) If both BLACK,
bid CLUB first.
With
3 biddable 4--card suits:
A) Bid the suit
below the singleton, unless
the singleton is
Club; when open H.
B) Or; middle one
first if touching, if not Club.
3‑ STRONGER suit before the weak
|
Minimum requirement for a LIGHT OPENING according to
the EBU is : |
|
|
Light |
9 ‑ 10 with a 6-card suit 10 -- 12 with
two 5-card suit |
|
Normal |
12+ ® 20 5-card
suit; or
two 4-card suit |
|
Very
strong |
®
20 1--level opening then jump
rebid. |
|
4--4--4--1
dist. |
13 -- 14 |
|
1NT (Weak) |
12 -- 14 |
|
1NT
(Strong) |
15 -- 17 |
|
2NT |
20 -- 22 |
|
2§ (Conv.) |
23 -- 24 |
|
2 of a suit a) Long
strong suit; 8 PT. b) Strong
TWO--SUITERS c) Dist.pts
+ High HP; but lacking 5 QT. |
15 -- 20+ According
to / or : |
Here
I have to mention an understanding, a concept about an opening of 1-level which
is :
Some players don't like opening with a 4-card major/suit.
If they agree on playing this concept, their bidding of 1ª or 1© guarantees at least a 5-card suit. Although
in the main description it suggests that it is not usually applied after
partner has passed, it looks as if players have forgotten this, or don't bother
about it, or have adopted it according to their own understanding or concept.
In
competitive bidding if you know that your partner has got a 5-card suit, your
responses get easier, especially with the hands difficult to bid.
But this
knowledge will help the opposition as well, and give them some freedom. A major
suit opening has some distinct pre-emptive value,
and the opposition won't enter the auction. And you won't
be able to collect some information as you would from their bidding, if there
is one.
The second
thing is that you might wait long time until you have a 5-card Major to bid.
Another thing
is that, as the opening bidder waiting for a 5-card major to bid, you will be
frequently forced to make prepared, unnatural bids in minor suits.
Personally, I
would always like to open with a 5-card suit, and I try to do that; but I can't
make this concept a rule.
a) 1 § } (See
text...)
b) Short suit } "
-- Pre-Emptive
(Barrage) openings:
a) 3 Bids }
b) 4 or 5 Game
Bids }
c) 3 NT } (See
related texts.)
-- The Acol
Opening of 4 NT (See
Text.)
-- Opening Bids based on "Balancing"
-- " " "
" " "Playing Tricks"
-- " " "
" " "Losing Trick Count.LTC" (See texts)
|
--
5© or 5ª |
These
are Conventional bids; Asking A and K of the suit. (See texts) |
|
--
6© or 6ª |
|
|
--
6§ or 6¨ |
|
-- Single Raise : |
|
|
1© ‑ 2© |
3--5 points + 5-card Trump support. |
|
5--9 points + 4-card Trump support. |
|
|
-- Double Raise : |
|
|
1© ‑ 3© |
7--10 points +
5-card Trump support. |
|
1§ -- 3§ |
10--12 points + 4-card Trump support. |
|
-- Direct Jump to Game : |
|
|
1© ‑ 4© |
13--14 points or |
|
1© ‑ 4© |
5 points +
Good Trump support + good shape |
|
1¨ -- 5¨ |
8 " "
" " " " |
|
-- New suit at 1 level : |
|
|
1© -- 1ª |
6 points minimum |
|
1© -- 2¨ |
8
points minimum |
|
1ª -- 2© |
|
|
-- Jump Take-Out.
“1-level” : |
|
|
1© -- 2ª |
13--14
points |
|
1© -- 3§ |
|
|
-- Jump Take-Out.
“2 or more level” : |
|
|
1© -- 3ª |
7+ points and
"Long suit in a weak hand". |
|
1© -- 4ª |
|
Here
I must say a few words about SPLINTER BID. It is an unusual jump bid
(one level higher than what is needed for a forcing bid) which shows a
singleton or void in the suit where the jump is made. Guarantees a fit for
partner's last named suit, and suggest a Slam. For ex.:
1§ -- 1© or 1§ -- 1¨
4¨ 1ª
-- 4©
-- NT Responses :
|
1© -- 1NT |
6 -- 9 Without
4-card Tr.Supp & Balanced hand |
|
1§ -- 1NT |
8 --10 " " " " " |
|
1... -- 2NT |
11 -- 12 " " " " " |
|
1... -- 3NT |
13 - 15 " " " " " |
|
1... -- 4NT |
19 -- 20 "Quantitative,
not Blackwood" |
|
1... -- 5NT |
19 -- 20+ "Conventional" To ask how many of the 3 top trumps opener holds |
The last one is not necessarily just after 1 openings. It
can be done at any stage of Slam investigation after the trump suit has been
agreed; and 4NT hasn't been used. The player who is investigating is sure about
the side suits, but is not sure about the top honours of the agreed suit. This
is called "NUNES GRAND SLAM FORCE". (Some sources say that it is invented by the
Culbertsons, published later by his wife Josephine, and that's why they call it
“JOSEPHINE”).
Responses:
6§ = None
6... = One
7... = Two
For only H and S suits.
1© / 1ª -- 4§ : Shows 13--15
HP + at least
4-card
good Tr.Sup. and 2 Aces
1© / 1ª -- 4¨ : Shows 13--15 HP + at least
4-card
good Tr.Sup. and 3 Aces
After then, if opener bids;
4NT
----> Asking for KINGS on the
Blackwood scale i.e.
5C =
No Kings etc.
If opener makes a simple conversion to the Major Suit
Game responder should pass :
1© --- 4§
4© --- Pass.
BLACKWOOD
CONVENTION :
Any strong;
Slam try. To ask ACES with 4NT
1... } It
can be done at any level of different
2... } -- 4NT biddings by either one of partners.
3... }
Responses
:
5§ = No Ace
5¨ = 1 "
5© = 2 "
5ª = 3 "
5§ = 4 Aces
And then; 5NT : To ask KINGS.
Responses :
On the same
scale, but;
6NT = 4 Kings.
A
jump response on the Aces scale shows a void as well :
4NT ---- 6¨ = 1 Ace + A void
6© = 2 "
" " "
1NT -- 3¨ After realizing that 2 Aces are missing
3© -- 4NT according to partner's response and
Slam
5¨ -- 5ª is not possible and the hand is more suitable
5NT -- Pas for
NT; bid the LOWEST UNBID SUIT
which
asks partner to transfer to 5NT on
which
you will pass.
If there is an
INTERVENTION over 4NT ;
You don't
have to show your Aces, but if you want you will response like this:
Responses
:
No Ace = Pass.
1 Ace = Bid next higher‑rank
2 Ace = Jump one step to the next higher‑ranking.
For ex.:
Partner Opp. You
4NT 5¨ Pass = No Ace
5© = 1 Ace
5ª = 2 Ace
ROMAN BLACKWOOD
CONVENTION :
A different
version of Blackwood which was used in the Roman System, and that's why it is
called such.
After asking
4NT bid your responses will be like this, according to the genuine form of the
system:
5§ No Ace or 3 Aces.
5¨ 1 Ace or 4 Aces
5© 2 Aces of the same colour or rank.
5ª 2 Aces of unlike colour and rank
Following one
of these responses; 5NT bid asks for Kings in the same way.
It is almost unnecessary to warn you that
there are several variations of this convention as well; like all the others.
So, the best thing is to ask your opponents what is theirs.
ROMAN KEY CARD
BLACKWOOD :
Another
version again. Here, in response to 4NT, the King of trumps is counted as a 5th
Ace.
5§ No Ace
or 3 Aces.
5¨ 1 Ace
or 4 Aces
5© 2 Aces or 5 Aces and denies the trump Queen.
5ª 2 Aces or 5 Aces and the trump Queen.
If the 4NT bidder wants to ask about the trump Queen,
after 5§ or 5¨ response, he will bid the cheapest non-trump
suit. The responder bids the trump suit at the minimum level if he hasn't got
the Queen. But if he has got the Queen he will jump in the trump suit, or will
cue-bid a second round control.
1.... -- 4§ Any
strong, Slam try.To ask ACES with 4§.
2.... -- 4§ It can be done at any level of different biddings
3.... -- 4§ by
either one of partners.
Responses: 4¨ = No Ace
4© = 1
Ace
4ª = 2
Ace
4NT= 3
Ace
5§ = 4 Ace
And then;
5§ : To ask KINGS.
Responses are on the same scale.
Escalation method
for KINGS :
Kings are
asked by a follow-on bid from the Ace
response. Next higher rank to the response asks for Kings.
i.e.;
...........................
-- 4§ (Asking Aces)
4© (1 Ace) -- 4ª (Asking Kings)
4NT = No King
5§ = 1 King
5¨ = 2 "
5© = 3 "
5ª = 4 "
According to partnership agreement both GERBER and
BLACKWOOD can be used. Gerber after NT bids; Blackwood at other times
especially when Club has been bid as a suit.
You can make a mix use of them as well. i.e.;
After 4§ bid; instead of 5§,
you can ask for Kings with 4NT to keep level one down.
|
-- STRONG NT : Opener Responder |
|
|
1NT (15--17) |
2NT = 8--9 |
|
3NT = 9+ |
|
|
-- WEAK NT : Opener Responder |
|
|
1NT (12--14) |
2NT = 11--12 |
|
3NT = 12+ |
|
|
Opener Responder |
||
|
1NT |
2 of a suit |
= WEAK TAKE OUT Weak hand with 5 or 6-card suit |
|
Opener Responder |
||
|
1NT |
2¨ or 2© |
= JACOBY
TRANSFER BIDS To ask partner to bid the Major suit of
your choice -See text below- |
|
Opener Responder |
||
|
1NT |
2§
|
= STAYMAN Major suit fit searching / finding. |
|
Opener Responder |
||
|
1NT |
3 of a suit |
= Shows Game values |
|
Opener Responder |
||
|
1NT |
3§
|
= BARON Any strong-- asking for a possible suit
fit; could be a Slam try on suits |
|
Opener Responder |
||
|
1NT |
3¨ |
= FLINT Weak hand, long majors, +DP |
|
Opener Responder |
||
|
1NT |
4© or 4ª 5§ or 5¨ |
= Unbalanced
hand, 7+ card suit |
|
Opener Responder |
||
|
1NT |
4§ |
= GERBER |
The
idea is to make the strong hand declarer / player. Because it is usually
advantageous for the lead to come up to the stronger hand which is going to be
concealed.
There are
different versions of TRANSFER BIDS; but I think Oswald Jacoby
is the most widely accepted and used one.
As it is a
response used at the 2-level to 1NT opening bids, it can be used at the 3-level
to 2NT openings as well.
2¨ ®
Shows Hearts and asks opener to bid 2©
2© ®
Shows Spades and asks opener to bid 2ª
As well as it helps the strong, concealed hand to be
declarer, it helps the intermediate strength hands, not really suitable to play
in NT, but suitable to play a major suit game, to be bid a bit more easily.
Even a Major suit contract can be reached according to the strength and the
shape of the responder's hand.
After
your asking for a transfer bid and partner's response, if you make another
suit's bid; that one is natural and it means that you have a 2-suiter hand.
There are
methods of extending transfers to the minor suits:
a) 2ª ®
Shows Clubs and asks opener to bid 3§
3§ ® Shows Diamonds and asks opener to bid 3¨
b) 2ª is used to show a minor 2-suiter in a game
going hand with Slam interest
c) 2ª is used to show a game going hand with one long
minor suit and Slam interest.
How to defend against this type of low-level artificial
bids depends on your partnership's understanding and desicion.
These can be used :
-- An unusual
NT to show minor suits.
-- Double to
show the suit doubled, and the non-touching suit.
-- Cue-bid in
responder's real suit to show the remaining possible 2-suited combination
(suits of the same colour).
(Fit Finding on Major Suits):
1NT -- 2§ : 8--11 HP +
Shape. Asking for a 4-card Major
suit fit.
With ONE : Bid it at the 2--level
With TWO : Bid the HEARTS first
With NONE : Bid 2¨.
After 2¨ response; 3¨ asks opener's better Major.
(Preferring length)
Extended Stayman:
2NT (20--22) ---- 3§ (4--5)
Same order as above.
BARON CONVENTION :
Any strong;
asking for a possible suit fit; even
Slam could be possible.
1NT or 2NT ---- 3§
Opener will bid his
4-card suit in ascending order;
3¨ ; 3© ; 3ª or,
3NT : if his only 4-card suit is CLUBS.
According to partnership
agreement BARON or EXTENDED STAYMAN could be used.
FLINT CONVENTION
--Simple-- :
1NT or
2NT ---- 3¨
Transfer convention. Shows long, weak MAJOR SUIT in very weak hand with no
game ambition. Requests opener to
transfer to 3©. Then, if responder has long Hearts will
pas; or with long Spades will
transfer to 3ª; enabling the
partnership to play no higher than 3‑level.
Could be used for
Minor Suits as well; especially after 2NT opening:
2NT -- 3¨ ] Weak hand suitable only
3© -- 4¨ ] : for the lowest available
-- 4§ ] Minor
Suit contract
or;
2NT -- 3¨ Shows genuine strong Diamonds, with mild
3© -- 3NT : Slam ambitions. Stronger than the above
hand.
FLINT CONVENTION. --Full-- :
2NT -- 3¨ : If
responder can provide a little bit of help,
3© -- 4© positive responses can be given at the second
(3ª -- 4ª) round
and if opener has a maximum hand a Game can be achieved.
or ;
2NT -- 3¨
3© -- 3ª
4ª
or ;
2NT -- 3¨
3ª -- 4©
or ;
2NT -- 3¨
3NT -------------> Shows 2 strong 4-card Majors. Then;
4© or 4ª
Responses to 1NT
in
TRAFFIC LIGHTS :
2¨, 2©, 2ª : Red
2NT : Amber
2§ (Stayman) : Green
3©, 3ª : Green
4©, 4ª : Red
Here, I think I have to mention a convention which is
becoming widely used by opposition to defend against 1NT openings no matter it
is Strong or Weak NT. It is;
and suggests 2-suiter hand which has at
least 9-cards in the 2 suits. These suits must have some sort of solidity,
especially if they are vulnerable.
After a 1NT
opening an overcall of
2§ shows Hearts and a Minor Suit.
2¨ shows Spades and another suit.
Responses:
· 2 of the 'anchor' major shows at least 3-cards support but No game ambitions.
· 3 of the 'anchor' major shows at least
4-cards support with Game Invitation.
· 4 of the 'anchor' major is a natural game
bid.
· Pass shows a weak hand, and a long suit
(probably 6-cards) in the Minor bid by partner.
· 2NT : is artificial and forcing. Shows some
support for the anchor major and might suggest some good hand with game
prospects but doesn't guarantee a further bid.
· Lacking all these possibilities, he bids the
intermediate suit. If this suit is Astro bidder's own suit he will normally
pass.
A variation of Astro is PINPOINT ASTRO,
which
identifies the 2-suiter:
2§ shows Hearts and Clubs.
2¨ shows Hearts and Diamonds.
2© shows Hearts and Spades.
2ª shows Spades and a Minor Suit.
=====================================
Something similar is LANDY against 1NT opening to use as a defence. It asks partner
for a take-out with emphasis on the Major Suits. It shows at least 5-4 in the
Majors, and probably short in one or both minors. It is usually up to 15
points, but might be higher. In response 2¨
asks for the longer Major, the other bids are natural.
=====================================
Either we can say;
17 HP + 5 losers, or we can describe it in a longer way:
"Strong Two Openings" are made:
--- With just high
HP : 20--22
,
as well as lower HP : 13--19 , if you have:
· Long, strong Single--Suited
hands with 8 Playing--Tricks
·
Strong Two--Suiters,
·
Strong distributional hands with high HP but lacking 5 QT required for a 2C
opening.
** Strong Two's are forcing for ONE ROUND.
** Negative response is 2NT.
If a positive response can be obtained they become GAME FORCING.
After 2NT negative response if opener;
---makes a jump bid in a new suit,
---makes a REVERSE BID (higher rank than the opening bid)
they are GAME FORCING again.
Responses to
"2 of a suit openings."
2ª }
2© } -- 2NT : Negative response
2¨ }
Positive responses
:
-- Single Raise : 4--6 ; Trump Supp.+at least ONE ACE or VOID.
2ª ‑ 3ª
-- Double Raise : --10 ; Trump Supp. but NO ACE or VOID
2ª -- 4ª
3ª -- 3NT : 10--12 ; Balanced,
ACELESS hand.
‑
TAKE-OUTS;
2¨ -- 2© : 4--5 (or 1QT); & biddable suit
2© -- 3¨ : 6--8 (or 1,5QT);& biddable suit
2ª -- 4©(Jump) : 10--13 ; Solid
self supporting suit.
"2 OF A SUIT
" OPENINGS
BASED ON PLAYING TRICKS:
In some hands
lacking HP for a 2§ opening bid but has a good 6-card suit or a 2--suiter
with high cards in at least 2 suits, which provides at least 8 Playing--Trick
and promising a possible Slam; you can open at the 2--level.
2ª , 2© , 2¨ : 8 Playing--Tricks with 13--17 (19) HP
Responses :
-- 2NT :
Negative (Conv.); Lacking 1,5 QT
-- Single Raise :
3-card fit + usually an ACE
-- Double Raise :
10 HP + good tr. but no Controls
-- 3NT :
10--11 HP + Balanced hand
-- A suit :
Biddable and usually headed by A, K or
QJ
2§ OPENING BIDS AND RESPONSES :
Showing 23--24 HP
and asking for a Game or Slam.
2§ -- 2¨ : First "Negative" response and then,
2NT : Second "Negative"
response, denying 7--9 HP
If after 2§ --- 2¨
response, opener continues;
2NT----> : Shows 23--24 HP
3NT----> : Shows 25+ HP
2© , 2ª-> : Shows a Game--going hand with 5 QT.
3§--> : Shows Genuine C suit
3© , 3ª-> : Jump rebid asks responder to CUE-BID any ACE he may
hold by any chance;
with
direct bidding of the suit. If responder can not show and support
anything
will use "Second Negative" 2NT or 3NT response to keep the bidding
open.
If after 2§ -- 2¨
response, opener bids 2NT
2§ -- 2¨
2NT-- PASS :
This is the only time responder may PASS.
On the other hand if responder has biddable suit, good
shape can make positive supporting
responses; even with less points.
Among these responses :
2§ -- 3© : An immediate jump response
shows a Solid and Self‑Supporting trump suit (eg.: AKQ9854)
2§ -- 2¨ : A jump responder's rebid
following his 2¨ negative,
2© -- 3ª shows a Solid Trump Suit missing ACE. (eg.: KQJ1085)
Stayman can be used on 2§
opening according to partnership agreement.
2§ -- 2¨
2NT-- 3§ --> : 3--4 HP and shape for Major suits.
2NT OPENINGS AND
RESPONSES :
2NT : 20--22 HP
Direct
raises :
-- 3NT
: 4--10
-- 4NT
: 11--12
-- 6NT
: 13--14
-- 5NT
: 15--16 Invitation for Grand Slam.
Suit responses to
2NT openings :
|
Opener Responder |
||
|
2NT |
3©, 3ª |
4 + with long suit |
|
2NT |
4©, 4ª |
Mild Slam invitation |
|
2NT |
4§ (Gerber) |
Any strong ;
Slam possible |
|
2NT |
3§ (Baron) |
Any strong ;
asking for a possible suit fit. |
|
2NT |
3¨ (Flint) |
Transfer convention. Long, weak Major. |
==============================
1§ opening:
In hands with no biddable suit but 13--15+ HP; 1§ opening (may be a 3‑card suit) asks partner to bid
his best suit or to show his stregth.
Responses:
|
Opener Responder |
||
|
1§ |
1¨ |
0--7 Negative |
|
1©, 1ª |
8--10 + 4-card
major |
|
|
2¨, 2§ |
8--10 + 5-card
minor |
|
|
1NT |
8--10 +
Balanced hand |
|
|
Opener Responder |
||
|
1§ |
2©, 2ª |
11--12 |
|
2NT |
11--12 +
Balanced hand |
|
|
3¨, 3§ |
12--13 |
|
|
3NT |
13--15 +
Balanced hand |
|
OPENING WITH THE
SHORTEST SUIT
(PREPARED BID)
This means that you make an opening bid in a suit in
which you don't really want to play. Especially, when not vulnerable, for the
players who like neither opening nor playing on 4-card suits; in hands with
high HP (13--15) but not in shape for
either suits or NT.
eg.:
ª © ¨ §
AK8 Q975 J4 K632 (13)
KJ82 KJ73 Q A764 (14)
In both hands you can open Diamond. If your partner
raises it your rebid will be NT. If your partner makes a Take‑Out into
another suit you can raise him.
With these 2 Unusual Openings, especially with the second
"Shortest
Suit" one, you must be
very careful not to be dishonest or unethical and use it on very rare occasions
on the condition that you have announced it from the beginning of the match.
This system can be easily misused and is being misused;
like many other conventions. That's why ACOL tries to control it. ACOL doesn't allow bidders to bid
with singleton or doubleton minors, as examples above, to make a Prepared Bid. You should have at least 3 cards in the suit, and one of
them should be a high honour (minimum of a Q).
Although ACOL accepts limited circumstances where
prepared bids can be used, it also states that it is a violation of the natural
quality of ACOL bidding, because you are opening with a suit in which you don't
want to play.
The players of this system usually use it for the Club Suit and call it PHONEY CLUB. They are mostly the users of 5-Card Majors system.
When you ask
them, almost every pair gives different values; varying from 12 to 17; or
12-19; or starts from 13 or 15. Like 13/15-17 ; or 13/15-19.
They describe
different situations as well. Some say "No
intention for Club Suit", some say "It could be
Club Suit, in that case he is going to repeat it".
In reality
ACOL uses 1§ or 1¨ in only 2 situations:
1) If you are
using a Strong NT (15--17) and you have a balanced hand worth 12--14 points.
You can't pass this hand but can't open 1NT either. On the other hand, it is
not strong enough to open with a 4-card major, because it hasn't got a sound
rebid at the 2-level.
2) If you are
playing a Weak NT (12--14) and you have a balanced hand worth 15 or 16 points.
And your 4-card suit is too poor quality to bid at the first round, so you
could bid NT at the second round to show 15--16.
ACOL dictates a rule as well:
After making a
prepared minor suit opening, your rebid must be in No Trumps, unless responder
chooses to bid your 4-card suit.
Then you will act according to your strength.
PRE--EMPTIVE
"BARRAGE" OPENING BIDS
3--Bids : 6--9 HP or 6--7 PT;
one long suit (7/8--card)
in
a weak hand.
Game Bids : Slightly stronger than 3-bids.
4 (Major) 10--11
HP. With a strong, long suit. Even Slam is possible.
or
5 (Minor)
3 NT : Gambling 3 NT.
A long solid
Minor with at most a couple of hopes in other suits. If it is doubled and
responder does not have stoppers in three suits he will bid 4§, showing weakness. And if opener's real suit is not Club
and is, for example D, he will bid 4¨.
Responses in
general :
Depends on
HP, PT and shape:
With 6--10 :
Pass or weak support
With 12--16
: Raise to game.
A Take--out
: Into a Major is a game
force; (with 16--19)
A Take--out
: Into a Minor is a Slam
try; (with 19--20)
And with a balanced hand; take-out into 3NT
Countering
Pre-emptive opening bids :
-- Over--call : 17--18 , with
a long suit.
-- Double : 17--18 , with
a strong hand and damaging
(Optional) holding
in the opponent's suit.
-- 3NT : 17--18 , with a strong hand, short in the suit opened.
(Optional) Asking
partner to take-out
into
his own best suit. Or if he has a
good
stopper in the suit opened, will pass.
How to use Double or 3NT depends on partnership agreement.
-- Cue--Bid : 20--21, with
an extremely strong hand.
Asking
partner to show his best suit.
LOWER MINOR CONVENTION and FISHBEIN
can be used as a defence against pre-emptive 3-bids. A
bid in the cheapest available suit is a demand for a take-out. The advantage of
this system is that other calls of Double
or 3NT can be used as natural
bids. But it makes the bid of 4§ difficult,
resulting in loss of manoeuvrability. But this might be negligible anyway. This
convention doesn't apply to a player sitting under the 3-bidder; because he
would use Double or 3NT for take-out.
Fishbein is exactly the same one, the only difference is that the player sitting
under the 3-bidder too can use it.
This
convention can be used against Weak 2-bids also.
As usual in all conventions, there are several
interpretations and applications in this one as well.
-- 4NT : Over
pre-emptive 4-bids.
Usually asks for a take‑out into minors.
Acol opening of
4NT :
On rare
occasions if opener wants to know which particular ACE is held by his partner;
4NT
---> asks possible ACE--Holding
Responses :
|
5§ = No Ace 5¨ = Ace of Diamond 5© = " "
Heart 5ª = " "
Spade 6§ = " "
Club 5NT= 2 Aces. |
5NT opening :
A very
rare opening bid, showing a balanced hand which can guarantee 11 tricks.
Responder is asked to raise the bidding one level for each Ace, King, or Queen
which he holds.
5© or 5ª opening bid :
Indicates
a hand of unusual power and asks responder to bid 6 with either the ACE
or the KING of the suit; even if it is singleton; and to bid 7 if
holding both. (No other honour is relevant.)
6© or 6ª : Asks to bid 7
with ACE or KING.
6¨ or 6§ : same as above.
So called "Scientific
or Semi-Scientific"
conventions of WEAK TWO BIDS and MULTI-COLOURED 2
DIAMOND can be included
into PRE-EMPTIVE Bids. I don't play these conventions and can't give you
very detailed descriptions. But I don't think that everyone who plays these can
give you a real detailed description either; everybody plays differently.
I will try to summarise and simplify them into a few
sentences; so that people who are interested can go to more detailed sources.
A suit opening of
2, other than Clubs has been used as a pre-emptive bid. Interestingly it
is not a new technique/ new science. A prototype of it was used in Auction
Bridge, and then adopted in the Wanderbilt
Club System. Van Vleck, Howard Schenken developped and introduced their own
versions. Then Modern American System, and Neapolitan, and Blue Team Club
systems used it in their interpretation.
It being so,
there are different understandings, and valuations. You will have to adopt your
own understanding and announce it.
Some
authorities require;
-- A 6 card
suit ; about 8-11 points - mainly concentrated in the suit bid.
-- A 6 card suit
; about 6-12 points
-- A 6 card
suit ; about 5-9 points
Position at the table and Vulnerability may be a factor
in deciding whether to make a weak two-bid.
Responses : Vary a lot. The best thing is to ask opponents before
game/competition starts, if they play Weak
Two,
and if so what sorts of responses they use.
Defence :
Standard procedure is to bid over as if it is a One-bid
opening
-- Double : for take-out.
-- 2NT : If you have a Strong NT opening hand. If
a bit stronger 3NT (of course with stoppers on the suit bid).
-- According
to the value of the suit opened in weak two; an over call of 2 or 3 of a suit
should be considered as natural. As if you could bid it anyway according to
your hand's valuation.
MULTI-COLOURED 2¨ (2 Diamond) :
This
convention started in the early 70s and that was when I gave up playing Bridge
because I thought that I couldn't close down my pharmacy to learn, to practise
these, and then play Bridge; as lots of other new conventions were pouring in
as well. To make things worse, everybody was trying to create a new convention,
because the ones pouring in were creating difficulties.
As the name
suggest it carries MULTI understandings, MULTI applications. Let's try with
some:
-- Shows
a weak two-bid in one of the major suits.
-- Shows
a strong 2NT type opening.
-- Shows
a strong 2 bid in one of the minor suits.
-- Shows
a very strong 3-suited hand worth 17-24 points.
Responses ;
Assume that
the opening was based on a weak 2-bid, but there is a slim possibility of a
strong hand :
2© Sign off in opener's major, whatever
it is.
2ª Sign off in Spades, game invitation
in Hearts.
3§ 3¨ Sign off in the minor suit bid.
3© Sign off in Hearts, game invitation
in Spades.
3NT Blackwood
4§ 4¨ No loser in minor suits in support of opener's major, whatever it
is.
4© willingness to play game in opener's
major, whatever it is..
4ª desire to play 4 Spades even if
opener's suit is Hearts.
A 2NT
response asks opener to describe his hand more.
Opener's Rebids :
3§ Shows weak
2-Heart bid - maximum strength
3¨ Shows weak 2-Spades bid - maximum strength
3© Shows
weak 2-Heart bid - minimum strength
3ª Shows
weak 2-Spades bid - minimum strength
From 3NT
through 4© shows 17-24 points and 4-4-4-1 hand. And each bid shows
a singleton in the next higher suit.
Then Responder makes new bids; then opener makes new
rebids, then ....... goes on, and goes
on.
I think this
is enough; if I try to continue I have to write page after page. You will have
to do your own home-work, and ask your opponents before the game. Sometimes it
becomes so complicated that every Multi 2D player creates his own version to
make it even more unbearable, unmanageable for themselves as well.
Defence :
Until it is
proven otherwise, most possibly opening 2¨ is based on a Weak 2 Bid
of either Major; because the strong hands mentioned above are not frequent.
They might be trying to stop your part score or even game. With this good will,
enter the pool as soon as possible if you have got a reasonable hand and make
your bid. If they have got a strong hand, you never know, you might stop them.
That is all from me, the rest depends on
your desicion and how you feel about it.
BENJAMIN
CONVENTION
This convention can be included into Weak Two Bids, but it can have strong 2-bids value as
well depending on the
situation, and the suit. So, it brings Weak 2-bids in the Major suits into
ACOL.
2©
or 2ª : These major suit opening bids are WEAK. they show
6--11 points and a 6-card / long suit.
2§
opening bid shows a normal Acol one-round forcing bid in an unspecified suit,
and promises at least 8-playing tricks.
Negative
response to this is 2¨ ; and any other response is supposed to be positive and
is forcing to game.
2¨
opening is equivalent to an Acol 2§ is forcing to game and almost guaratees game.
Negative
response is 2© ; and after a sequence of 2¨ -- 2©
-- 2NT can be passed, which shows 23-24 points.
Your rebid could be one of those according to the
response; and whether you are on minimum or maximum points. And the shape of
hand is important as well.
1)
|
If you opened on: --------------------------- 10--12 10--12 10--12 10--12 |
Got the response options: ----------------------------------- 4--10 --Single raise --A suit at the one-level --1NT 11--14 --2NT; 3NT --Jump raise --Double jump --A new suit 14--15 --Delayed game raise 16+ --Single jump in a new
suit --3NT |
Your rebid options: ---------------------------------------------- --A 5-card suit again --A suitable second suit --Single raise for partner --3NT --Pass --Preference --Sign-off --Pass --One--level raise --Sign-off --Preference --3NT |
2)
|
If you opened on: -------------------------- 13--15 13--15 13--15 |
Got the response options: --------------------------------- 4--10 --Single raise --A suit at the one-level --1NT 11--14 --2NT; 3NT --Jump raise --Double jump --A new suit 14--16+ --Delayed game raise --Single jump in a new
suit --3NT |
Your rebid options: ---------------------------------------------- --A 5-card suit again --A suitable second suit --2NT --Double raise in your first suit --A new suit at the 3-level --2NT or 3NT --Game force; jump take -out in
another suit --Game in your suit --Raise partner to 3 or game --Same responses above and may be
Slam try
according to maximums and shape |
3)
|
If you opened on: -------------------------- 16--18 16--18 16--18 |
Got the response options: ---------------------------------- 4--10 --Single raise --A suit at the one-level --1NT 11--14 --2NT; 3NT --Jump raise --Double jump --A new suit 14--16+ --Delayed game raise --Single jump in a new
suit --3NT |
Your rebid options: ---------------------------------------------- --2NT or 3NT --Jump to 3 in your or partner's
suit --A new suit at 3-level --Game in your suit or partner's --3NT --Game in your or partner's
suit --4NT ; 4C --Same responses above and 5NT |
4)
|
If you opened on: -------------------------- 19--(20?) (Upper limit for 1-level opening) 19--(20?) |
Got the response options: ---------------------------------- 11--14 --2NT; 3NT --Jump raise --Double jump --A new suit 14--16+ --Delayed game raise --Single jump in a new
suit --3NT |
Your rebid options: ---------------------------------------------- --You must look for a SMALL SLAM --You must look for a GRAND SLAM |
However 16--19 (20?) is at the limit of 1-level opening
and you will show your strength in your rebid by jumping, do not forget that if
you have suitable shape and PT, you can
open at the 2-level (see 2-level
openings.)
As a responder in
ROUND TWO :
If you are :
Under 11 --- Stay below the 3-level:
--Pass;
--Rebid
your suit;
--Raise
opener's suit;
--Give
preference
11--12 --- Try for
Game:
--Show
a second suit;
--Bid
2NT;
--Raise
opener's suit.
13‑14 --- Make sure of Game:
--Jump
to Game;
--Bid
a new suit at 3‑level
16 + --- TRY FOR SLAM.
=======================================
Now; I think we
should mention here 3 more bids as well which can be quite useful and
important.
A game suggestion,
made by bidding a new suit after a major suit fit has been located:
South : 1© North : 2©
3§
N‑S have provisionally agreed to play a Heart
contract, although a final contract of 3NT is not completely excluded. However,
it is completely impossible that the right contract could be Clubs, so the Club
bid can only be an exploring manoeuver. If North has no interest in game, he
signs off with 3 Hearts. If he wants to accept the invitation, he bids 4H or
3NT. As a rare alternative, he may bid an unbid suit in which he has strength,
as a move toward 3NT.
The usual practice is for South to make his trial bid in
a suit in which he needs support, so it will generally contain at least 3 cards
and at least 2 losers. The responder therefore takes his holding in the trial
bid suit into account when making the decision whether to bid game.
FOURTH SUIT
FORCING:
If responder's rebid names a fourth suit,
the bid is forcing in standard methods. Many players employ this as a waiting
bid when no natural bid is available, and ACOL treats this as a convention. The
opener assumes that responder is weak in the forth suit, and must not bid NT
unless he guards the suit. The bid is often appropriate with 2 or 3 losers in
the fourth suit:
North
holding Bidding :
ª: A3 South: North:
©: 754 1ª 2§
¨: 972 2¨ 2©
§: AKJ65
The fourth suit is forcing for one round only, and
promises a minimum of 10‑11 points. Responder seldom wishes to bid the
fourth suit in a natural sense, because he would then be able to bid NT.
CUE-BID :
A forcing bid in a suit in which the bidder cannot wish
to play. Cue‑bidding is an extremly broad subject. There are hundreds of
situations in which low--level cue--bids can be used effectively, and most of
them are impossible to classify because they occur on the second or third round
of bidding. Therefore even trying to
simplify this subject is a difficult task.
Still;
let's say it is applied to:
1) bids in the
opponents' suit at any level.
When a player bids a suit which has originally been
called by his opponents, he is said to make a cue-bid. A cue-bid is not made in
the expectation of actually playing in the relevant suit; it is made for
exploratory or control showing purposes.
For ex:
S: 1ª W: 2© N: 3ª E: Pass
4©
Here, N‑S are already committed to playing in at
least a game in Spades, so 4© must be a Slam try, showing control of the Heart suit.
First‑ round control of the Hearts (Ace or void) is virtually guaranteed.
2) bids to show
controls at a high level after a suit has been agreed directly or by inference.
And again a Slam invitation is implied if it is made when
the partnership is already committed to a game contract.
For ex.
N: 1ª S: 3ª | N: 1§ S: 1©
4¨ | 3©
4¨
In each case the side committed to game, and a suit has
been firmly agreed. The final bid is a Slam suggestion, and the cuebidder's
partner acts accordingly. If his hand is completely unsuitable for Slam
purposes, he signs off in the agreed trump suit at the lowest level. If he is
willing to cooperate in a Slam venture, he can bid a Slam directly, or take
some other strong action which will take the bidding past the game level.
LTC is to estimate the TRICK-TAKING capacity of your hand and two hands in your partnership.
It applies ONLY to
TRUMP contracts.
BASIC COUNT OF
LOSERS :
Do not count more than 3 losers in any one suit
Void
or Singleton Ace : No--loser
Any
other singleton or Ax ‑ Kx : 1--loser
Any
other doubleton : 2--losers
In
each 3 or more card suit : 1--loser for
each missing A, K, Q.
A
suit headed by AJ10 : 1--loser
but, AJ8 : 2--losers
a) Axx }
b) Kxx }
----------------------® : 2--losers
c) Qxx }
Here (a) is better 2-losers than (b).
And (c) must be counted 3-losers unless ;
‑ It is
the proposed trump suit
‑ The
suit has been bid by partner
‑ The Q
is supported by the J
‑ The Q
is balanced by an A in another suit.
The maximum
numbers of losers in a hand, counting 3 in each suit, is 12. The maximum in the
partnership hands is 24. But the first 6 tricks do not count towards a
contract. If this "6" --Book-- is subtracted from 24 we get a figure
of 18 to work on.
This is called
“RULE OF EIGHTEEN”.
and is used to find out how many tricks you can expect
from your partnership hands, according to the totalling number of losers in
both hands. Like this :
Either player, once a fit has been found, adds his own
losers to the number indicated by his partner's bidding. He subtracts the total
from 18, and the answer tells him how many tricks over the "Book" the combined hands are likely to take, in other words, what level of contract
can be achieved.
For example, after an opening bid responder thinks that
opener has 7 losers. If his losers are 9, this will make both hands having;
7 losers
(opener) + 9 losers (responder) = 16 losers
and ;
18 --- 16 = 2---level of contract.
And he will bid 2 of that suit, or a new suit at
the 1--level.
THE INITIAL COUNT
:
An opening bid of
1 is made with:
a) Not more
than 7 losers. Sometimes with 8 losers but
good
controls.(3QT or better)
b) Adequate
high--card values, including 2 defensive tricks
c) A sound
rebid.
As a responder :
- Holding 4 or
more trumps,the responder counts his
losers
in the same way as the opener.
- Holding 3
trumps only, he counts an extra loser in a
short
suit. Thus, allowing for 7 losers in the opener's hand, acts as follows:
‑‑ With 9 losers : Raise to 2 (9+7=16 and 18--16=2)
‑‑ With 8 losers : Raise to 3 (8+7=15 and 18--15=3)
‑‑ With 7 losers : Raise to 4 (7+7=14 and 18--14=4)
and insist on
a Game if the suit is a major.
In a new suit :
-‑
With not more than 9 losers : Bid at the 1--level
-‑
With not more than 8 losers : Bid at the 2--level
-LTC- S E C O N D
R O U N D C O U N T
Opener : According to the nature of his own hand and the response
he has got, he can then judge whether to pass, to bid Game or Slam direct; or
to make a try.
‑ Pass or neutral rebid shows
: 7 losers
‑ A trial bid shows : 6 losers + good controls
‑ Jump rebid shows : 5 losers
‑ A reverse rebid at 2--level shows : 5
losers (Sometimes 6)
‑ A reverse rebid at 3--level shows : 5
losers (max) or less
‑ Direct Game bid shows : 5
losers + good controls
Responder :
‑ A jump rebid in his own suit shows : 6
losers
‑ A reverse at 2--lev. shows : 6/7
losers
‑ A reverse at 3--lev. shows : 6
losers (Max.)
LTC can not
properly be applied on a partnership basis before a suit fit has been located.
And LTC loses some of its accuracy in the higher ranges.
Since an Over‑call is to bid over an opponent's
opening bid, generally speaking you need more strength than a light opening bid
if only points are considered.
But for
tactical reasons this can be lowered quite considerably.
Let's see the
normal assumptions:
* The minimum
Over‑call when not vulnerable can be 8--10 HP plus a good 5--card suit.
* When
vulnerable should be almost a minimum normal opening bid.
* Maximum for
a Simple Over--call (Vulnerable or not vulnerable) is about 16 HP.
Simple Over--call :
1© -- 1ª } : 8‑13; according to shape
1© -- 2¨ }
Jump
Over-call - Normal level :
1© -- 2ª } : 15--20; according to shape
1© -- 3¨ }
Jump
Over-call - 2 or more level :
1© -- 3ª } : 6--8/9; Pre--emptive. Weak hand but long suit.
1© -- 4¨ }
1NT Over‑call : 15--16+ ; and balanced hand.
A
response of 2§ over 1NT Over--call is negative and weak Take--out, not
Stayman.
If responder
wishes to explore for a 4‑4 major suit fit he makes a Cue--Bid in the
opponent's suit.
i.e. 1¨ -- 1NT -- .. -- 2§ 2¨ here, asking for a Major fit.
2¨ ?
2NT Over--call
over 1NT :
1NT -- 2NT : 16--17; Acol
Conventional bid, instead of a Take
out
Double. (Game forcing). Shows
powerful
Two-Suiter.
Partner will show his best suit.
Over--call in
opponent's suit, CUE--BID :
1© -- 2© : 17--20; Game forcing. Again instead of a Take-out
double
Shows
a powerful hand, but not necessarily
in
the suit bid. Demands partner to make a
Take-out.
And partner will show suits in ascending order.
An Over--call which can not be understood as a natural
bid; and is a form of Take--out Double on the hands lacking HP but having a
shape. Generally 2--suited hands, usually the Minor suits, and asks partner to
choose. If opponents have bid a minor, the Unusual NT asks for the 2 lower
unbid suits.
Opponents You
1© -- 1ª -- 2NT : Asks for
choice between § and ¨
1ª -- 2¨ -- 2NT : Asks for choice between © and § (unbid suits.)
1¨.... --- 2NT : Asks for choice between © and § (two lower unbid
suits)
1ª -- 2© } -- 4NT : Asks for choice between § and ¨ (a possible sacrifice.)
3© -- 4ª }
If the opponents stop at a low level in a suit, you, as the fourth seat, can enter the
auction even with modest values, either to push them into a difficult
level or to play a part‑score for your side. This type of bidding is
known as Protective Bidding or Balancing.
For ex. after an opening bid made by one of your
opponents -LHO-; if your and his partner "Pass" you must think about "Balance of
strength" both sides have and bid accordingly. You can bid a biddable suit with 10HP or 1NT
showing about 13.
Especially when not vulnerable if you think that
vulnerable opponents will make a Game or Slam, scoring highly, it is much
cheaper for you to go down several
tricks. And then you can make a "Sacrifice Bidding".
1) FOR TAKE-OUT :
A double of an opening bid of ONE in a suit is for
Take--out and asks partner to show his best and longest suit, rather than tell
him.
-- We can say
that general rule is "Any double of
a suit bid below game level is for Take‑out"; if the doubler's partner has never made a
bid.
eg. 1§ -- Dbl.
1© -- Pass -- 2© -- Dbl.
-- The double
of an opening Pre-emptive bid (below game level) could also be for Take--out
according to partnership agreement.
3© -- Dbl.
Minimum is 12;
normal 13--14 and must contain :
-- Support for all three unbid suits.
-- Shortage in the suit doubled,
-- A good suit with support in a second
suit.
It
is made ;
-- At the first available opportunity.
-- Partner has not bid. (Other than to
pass.)
For ex., 1¨ -- Dbl., shows at least
opening bid strength and it may be much stronger.
With a stronger hand, 16--17, it is possible to double
without support for all three suits.
Responses to Take-out doubles :
Any response shows : 0--9
0--2 Very weak hand :
-- Weakness
bid of the next higher suit
3--4 Slightly stronger hand :
-- Bid any
suit biddable (At least 4-card)
4--7 Stronger and balanced hand:
-- One
level jump in your suit. (5-card)
-- 1NT with
balanced hand and stoppers.
8--12 Strong hand :
-- Double
jump in your suit; showing strength and length.
-- 2NT,
showing balance + stoppers and 11-12 HP.
13--14
Very strong hand :
-- CUE-BID;
showing a desire to go to Game which is
THE ONLY FORCING BID.
(Cue--bid
does not guarantee a control on opponents' suit.)
NEGATIVE DOUBLE :
This is a form of Take-out double, not
penalties. It is known as "SPUTNIK" as well, because
it came on the stage at the time of the first Russian satellite (1957). It is
used after your partner has opened the bidding and the RHO (right hand
opponent) intervenes with a suit call, to show values and usually 4-cards in
an unbid major.
For example after your partner's opening bid, if RHO bids Hearts and you double
it, this means that you have support for Spades; likewise if you double Spades,
it means that you have support for Hearts; most possibly as a 4-card suit which
can't be freely bid on its own as a 4-card suit.
Your partner /
the opening bidder will assess the situation, and either will make a bid
accordingly, or if he likes the double as penalties will pass.
It can be made
at the 1-level with as little as 7 to 10 points with a hand with no obvious
call. And it can be made up to the level of 3©
. For example; your partner 1ª
-- 3© (opponent--weak jump overcall); and you double. This
shows /all round values but not good support for your partner's spade.
Again, you
have to consider that there are several variations and there are several
interpretations of every variation.
People playing Negative Double say that it makes it
easier to bid awkward hands, for example with 8, 9, 10 points but no proper
looking 4-card suit, and weak with the intervening bid. If there wasn't an
intervention you might have bid NT or even your poor quality 4-card suit. What
are you going to do now? Use Negative Double !
I asked my
friend who plays Negative Double. " Don't you lose the chance of doubling a bid for
penalties? Doesn't your partner misunderstand you? And how do you distinguish
between these two situation? " He is a joke
loving person with a strong sense of humour. And I know he keeps living the
situations in my question. He replied : “We use Alert Card for our partner !”
2) FOR PENALTIES :
-- The double
of an opening NT is for penalties which shows 16 or more HP. If the partner has
a completely useless hand which can't give any help to his partner but has a
long suit, he might take the double out to that suit (Optional agreem.)
-- A double
made after partner has made a bid is for penalties.
A) How
many winning Trumps do you need for a double?
If you intend a penalty double of a suit below game, add
your expected trump tricks to the number of tricks the opponents are trying to
win. If the answer is 10 or more, you have the right number of trump tricks. If
the answer is below 10, your double is not sound. And some more requirements
for a successful penalty double at a low-level are :
1)
Strength and length in
their trump suit.
2)
A misfit with your
partner’s suit
3)
20 or more HCP between you
and partner.
For ex:
-- Doubles at the 1-level : 10-7 tricks = 3 trump WINNERS needed
-- Doubles at the 2-level : 10-8 tricks = 2 trump WINNERS needed
-- Doubles at the 3-level : 10-9 tricks = 1 trump WINNERS needed
====================
B) How many
Trumps do you need for a double?
If you intend a penalty double below game, add the number
of trumps to the number of tricks the opponents are trying to win. If the
answer is 12 or more, you have enough trumps to play for penalties. If the
answer is below 12, you do not have enough trumps. And some more requirements
are just the same as the above
situation:
1)
Strength and length in
their trump suit.
2)
A misfit with your
partner’s suit
3)
20 or more HCP between you
and partner.
For ex:
-- Doubles at the 1-level : 12-7 tricks = 5 trump needed
-- Doubles at the 2-level : 12-8 tricks = 4 trump needed
-- Doubles at the 3-level : 12-9 tricks = 3 trump needed
3) LEAD--DIRECTING :
-- Any double
of an artificial bid is Lead‑ Directing.
eg.: after Stayman 2§ a double asks partner to lead §.
-- The double
of 3NT usually calls for the lead of a specific suit; the defenders' suit if they have bid, otherwise dummy's
first--bid suit.
-- LIGHTNER DOUBLE. The double of a voluntarily bid Slam asks partner to make an unusual /
unexpected lead instead of their own obvious suit, or a neutral lead
(Possibility of a void.)
The more length
and strength a player has in the opponent's suit, the more he should be
inclined to pass; even if hand has an opening bid as much as 14--18 HP.
Discreet silence
if the opponents are trying to play in your suit. The evidence suggests
a misfit.
You can make a penalty double at the end.
******************************************
In 2 steps :
1.) Which suit to
lead,
2.) Correct card from within the
suit.
1.a) Against a NT
contract
:
--In which
suit you, as defenders, have the
most cards. If your partner made a positive bid from that suit.
--Without any clues to guide you, your own longest suit
and generally FOURTH BEST (from the top) of it to give your partner the
possibility of counting and locating the remaning cards each hand holds. (RULE OF ELEVEN)
e.g.:AQxxx; AKxxxx; AKJx; KQxx;
QJ9x; QJ42; 9742; Axxxx; Kxxx; and top of
interior sequence, AJ10xx.
-- Without any clues to guide you, and nothing suitable
to lead, with a poor hand lacking entries, you could try to hit your partner's
suit and lead for him not for your hand on the condition that you will not
damage your partnership balance.
e.g.:A top card from a short suit which will contribute
and give your partner some help and realisation that you led for him.
-- Lead made according to "Lead-Directing Double".
1.b) Against a
Suit Contract:
-- A safe lead that doesn't give away a trick or one that
prepares a second trick for you. Ideal one is to lead from a sequence.
-- Lead from an unbid suit. If 2 or especially 3 of suits
have been bid by opponent's 4th one is a very good lead.
-- Lead from your partner's suit, if any.
-- Lead made according to "Lead-Directing
Double".
-- A passive lead from a worthless holding is also
relatively safe.
-- Occasionally it is right to lead trumps, especially
when declarer's suit has been supported by his partner (Dummy). If you think
that you will not lose any trick by doing that and declarer is planning to ruff
losers in dummy, and you have no hopes of ruffing.
But
avoid opening a singleton trump.
-- A singleton may be a good lead if partner has an entry
and can give you a ruff. But do not lead a short suit when you have long trumps
yourself. Then it is better to lead your own longest and best suit. By doing
that declarer will be forced to ruff and you will eventually have more trumps
than he has.
-- Avoid leading from tenaces. In some situations you
will give valuable information to the declarer.
-- These are some rules for opener.
AS SECOND DEFENDER do not forget these:
* AVOID
LEADING INTO DUMMY'S TENACE.
* LEAD
UP TO DUMMY'S WEAKNESS.
2.) After deciding
on which suit to attack then you will SELECT THE CORRECT AND BEST CARD in it.
a) A singleton.
b) If you have 2 cards in that suit; HIGHER ONE
c) If you have 3 cards in that suit:
-- "Top of nothing" : 972; 863; 654; and then continue
with the second and third higher one so as not to give your partner the
impression of a doubleton. Still, "Top of Nothing" is not supposed to be a desirable lead.
-- From
3 cards which include an honour: SMALL ONE. K72; Q82; J64;
1062. But not from Axx against a suit contract. This time Axx.
-- From
3 cards of which top 2 are touching TOP CARD.
AK5; QJ5; KQ2; J109; 1096; 762. (In USA from AK5)
d) If you have 4 or more cards in that suit:
-- FOURTH-BEST unless your holding is headed by a sequence. Kxxx; KQxx; QJ9x; Qxxx; xxxx; AQxxx; AKxxx; AKxxxx;
Reading the spot
cards :
When partner leads his Fourth-Best card, 3rd hand (here
E), in most cases, can tell how many cards declarer has in that suit.
e.g. W: Lead 5 ; Dummy: 32; E:
A4
When East looks for the cards which are smaller than the
5, he can see them all, so he will realize that West started with a 4-card
suit and declarer must have 5 cards in that suit.
The RULE OF
ELEVEN:
When partner leads his Fourth-Best card, 3rd hand can
tell exactly how many cards declarer has which are higher than the card led.
e.g. W: Lead 7 ; Dummy: K54; E:
AJ96
When East looks for the lower cards he can not see 2 and
3, and can not tell whether West started with 4, 5 or 6 cards. This time he
uses "Rule
of Eleven";
which is to subtract the card led from 11. This gives the total number of
higher cards in East's hand + Dummy + Declarer's hand
In this case; 11-7 (the card led) =4. means that Dummy,
East and Declarer together have 4 cards higher than 7 led. As East can see all
4 of them (K; A; J; 9) it follows that declarer doesn't have any higher cards
than the card led 7; and partner has the remaining higher cards. (8,10,Q)
Where does the Rule of Eleven comes from;
how it is calculated?
There are 13
cards in a suit, but the lowest is the 2, therefore the highest (the Ace) must
rank as 14. The King is the 13th card, the Queen the 12th, and the Knave the
11th. Take any card and deduct its pips from 14 and you know how many cards are
higher than it. Take the 7; deduct from 14 and you know there are 7 cards
higher.
The
business of deducting from 11 instead of 14 is merely because the 4th highest
card has been led; the player himself holds 3 higher cards.
"SECOND
HAND LOW" - "THIRD HAND HIGH"
These are the suggested orders of play on top of the
cards led or played, and are the general rules in the vast majority of cases.
--"Second hand low" applies when
a low card is led"
--"Third hand high" -but the
lowest of touching cards- applies when dummy's cards are low.
But of course you will consider the rules according to
the card led, which cards you see in dummy and in your hand.
e.g.:
COVER AN HONOUR WITH AN HONOUR to promote a lesser card;
but if this honour is from a sequence wait for the second one, and always finesse against dummy's high card.
Sometimes you will voluntarily lose (DUCK)
the first trick to keep communication open for your side but closed for the
declarer. So that;
--If your
partner has only 2 cards, he will be able to lead it again.
--If you are
going to lose one trick anyway, (especially if you lack a certain entry), make
it the first.
RETURNING PARTNER'S SUIT :
It is normally advisable to return the
suit which partner leads.
To select the correct card to return :
-- If you
started with 3-cards in the suit return the higher remaining card
-- If you
started with 4 or more cards in the suit, return the card that was originally
your fourth-best. Especially against NT contracts to enable your partner to
read and count yours and declarer's hand and to assess how many and which cards
of this suit you and declarer hold.
1- The "Come-on" signal :
--If you want your partner to, continue the suit he has
led play a high card. HIGH--LOW is encouraging.
--If you do not want your partner to continue play your
lowest card. LOW and UPWARD is discouraging.
2- The "Count Signal" :
When declarer leads a suit either from hand or from
dummy, defender who will play first ;
--With an odd number (3 or 5) of cards in the suit, plays
his SMALLEST card.
--With an even number (2 or 4) of cards in the suit,
plays HIGH-LOW. Again to enable the partner to count how many cards in that
suit the declarer might have is very important in some critical situations.
3- The "Trump-Echo" (High-Low) :
In the trump suit the method of giving count is exactly reversed. The Trump Echo :
--Giving a HIGH TRUMP shows 3 trumps, rarely 5 (Odd
number.)
--With 2 or 4 Trumps (Even number) a defender plays his
LOWEST TRUMP.
4- The "Suit Preference" signal:
--If you want partner to return the HIGHER RANKING of the
2 remaining suits in dummy (other than Trumpsand the suit you have been playing), you lead a HIGH card.
--If you want partner to return the LOWER RANKING of the
2 remaining suits you lead your LOWEST card
5- The "Honour Signal" :
Discarding an Honour is a very strong
signal and guarantees the honour just below it, but denies possession of the
honour just above it.
************************
The easiest and shortest way of signalling is described
by the famous comedian
GROUCHO MARX:
"If you like
my lead don't bother to signal with a high card,
just smile and nod your head!"
************************
This is the end of
my modest "REMINDER" section. Nevertheless, it is just the start of
your adventures in BRIDGE, beginning with...
A : Analyse
B : Biddings
C : Count
D : Dangers
E : Entries
One of the most important things in my view in Bridge is;
" CARD READING
" ,
but I do not know where to fit this into the alphabet.
And do not forget
to
RE-ASSESS
AND TO RE-VALUE
your hand according to the latest information you have
collected from listening and watching carefully.
I remember that, one of the famous old bridge players
used to say something like this:
Being a successful bridge player is not a matter of
dealing with the rare difficult hands, --- it is a matter of not messing up all
the ordinary easy hands.
GOOD LUCK.
Before continuing
with the APPENDICES section of “MY BRIDGE BOOK” I would like to tell you about
“HOW I TRY TO PLAY”
“MY SUGGESTIONS and TIPS &
TACTICS” to my partners and friends :
Here, I must point out that I prefer ACOL;
and I like / prefer playing DUPLICATE rather than Rubber games, because you have to try to
find the real value of your hand.
--- Weak NT :
12-14 HP. -- Weak NT allows you
to enter the field as soon as possible rather than keep waiting for a quite
high point count which has low probability.
--- Weak take-out. -- It is almost natural follow up /necessity
of weak NT
--- Bid long suit first.
--- 2 of 5-card suits
: Higher ranking first.
--- 2 of 4-card suits
: Lower ranking first.
In my opinion following these two
rules will make the understanding of the length of the suit easier.
--- Repeating a suit
confirms that it is a 5-card suit. It follows that if there was a suit bid
before this one, it must be 6-card or more.
--- If you have 4 cards
of your partner's opening suit you should show an immediate support as "First Round Support".
** Just repeating
the same suit doesn't promise extra strength. It shows that it is just a
biddable suit, and opening bid could be as low as 8-9-10 points for tactical
reasons, depending on being Vulnerable or Not Vulnerable.
** Changing suit /
offering a second suit, promises some extra strength and with some help might
produce a good result.
** Try to say
something in reply to your partner's 2 opening bid or jump bid. If you have
nothing; 2NT is negative answer.
--- 2 openings : 8
playing tricks. (Freeing 20-22 HP for 2NT)
--- 2 NT : 20-22 points.
--- Stayman at 2 and 3 levels.
--- Defence against 3
openings (pre-emptive) : Optional Double ; 3NT asks partner to show his best
suit.
--- If your 1NT opening bid is doubled and you
Redouble it, you are asking your partner for a take-out to his best suit.
--- Slam investigation
GERBER : 4C - 5C (or 4C - escalating) and BLACKWOOD if Club
has been bid.
--- High - Low discard
is encouraging to continue that suit. It shows that either you have a high card
in that suit or it is a doubleton.
--- Low - High discard
is discouraging, and it shows that you have 3-4 cards in that suit. And if you
continue discarding from that suit it shows that you don't have any hope from
that suit / you are giving up any expectations in that suit. This might suggest
to your partner that he should keep that suit if he has any hope in it.
** 2 x 5 card suit
hands usually produce good results even if the point count is low.
** The Shape of a hand is
more important than the point count.
**Opening lead from
a sequence like KQ, QJ, J10 including AK
: Play the high one which
promises the one below.
**Do not lead K or
Q because they are singleton. You are giving declarer an easy ride. And he will
calculate / read the hands as if they are open hands. In addition to this fact,
he might finesse for it and give you a trick but still not know that it is
singleton.
But, if you are sure that your partner has the Ace, you might
play it and then try to pass the hand to him so that he will be able to give
you a ruff or will play through declarer or dummy towards your high card /suit.
**Making an opening
lead with a singleton trump is not supposed to be a good idea / action. If you
have a singleton, most possibly your partner might have some cards of that suit
with an honour card in it. If you play it you will put your partner into a
finesse very convenient and helpful to the declarer. You will lose a "Might be a winner card" and TEMPO.
** But if
the opposition has reached a game bid like 1H--2H--4H, leading a trump could be
a good idea. Because most possibly they've got most of the trumps with the
winning honour cards; and possibly they've got shortages in other suits.
Leading a trump will reduce their RUFFING VALUES.
** Against
this sort of game bidding, making an opening bid of a doubleton, even of a
singleton in the hope that you would be able to ruff might not be a good idea at all. Because, as soon as the declarer
gets in, he will sort out / collect the trumps. You could be putting your
partner into a finesse, unless you are sure that your partner holds the winning
card and can give you a ruff immediately.
**If opponents bid
and raise a suit, they usually have at least 8 cards between them. Make your
calculations and play accordingly.
**If you have 4 or
more trumps of the declarer's trump suit, and he/she has only 5 or 6 trumps,
the best strategy is usually to make declarer ruff and ruff again so that
his/her trumps will be reduced, will be exhausted and he/she will lose the Trump Control , and as result you will be in control of his/her
game.
**You can lead
trumps when the opponents are playing in their third or fourth-bid suit.
**Leading trumps
could be a good idea when one opponent has shown a freak 2-suiter and the other
has given a preference. In this situation, the suit which has been denied can
be ruffed by dummy and losing tricks of that suit become winners.
**Do not hesitate
to ruff a winning trick of the declarer with your remaining trump even if that
trump is a winner on its own anyway; like A. K or Q, use it to ruff the winning
trick, especially if it is an Ace or King of the declarer. This might promote a
winning trick for your partner in that suit.
**Do not underlead the Ace; unless you are sure that your partner has the K and
you want to pass the hand to him. If there isn't any suitable lead other than
that suit; cash the Ace, then continue that suit.
**Do not cash the Aces unnecessarily; unless there is a danger that you might lose it. It
will release the declarer from a difficult decision / situation; most possibly
will give him an extra trick. Don't save his King by killing your own Ace.
**If there is only
one trump left out when you are collecting trumps, and it is higher than yours,
it is normally best to leave it out; and then, to get rid of it, try to make it
wasted by ruffing on one of your safe cards rather than using some more of your
trumps.
**When cashing
winners in a suit, try to keep the TENACE intact so as not to lose the opportunity of finessing
in case of a bad break. (Tenace= Any
holding of cards not in sequence in the same suit : A-J , K-10 , Q-10 etc.).
Play first the winners where there is no tenace.
**Win or attempt to
win a trick with the highest of equal cards, so that they won't be able to tell
where the others are. For ex. win with the A from A,K,Q. But remember that some
situations should be treated exactly the opposite way.
Similarly when discarding make a "False Discard" from touching cards. For ex. if you discard J from
J,10, they won't be able to tell where the 10 is.
**If a high card or
an unexpected card drops from somebody, wake up and think twice, "Why?".
**Try to get into
the habit of counting your winning tricks before starting your game. If they
are less than necessary you will have to have a policy about where you are
going to get them from. And which suit is more suitable to promote a trick for
you?
**If one opponent
is marked with a shortage in one suit, it is more likely that he/she has the
length and strength in another critical suit.
**Sometimes, the
optimistic view and play will have to be applied. It is said that : "If there is only one
distribution of the cards which will allow your contract to succeed, assume
that the cards are distributed that way."
**In a situation
looking like a part score deal, if the bidding reaches the 3-4 level tend to
defend; don't continue to bid on; don't compete.
Similarly, if bidding reaches the 5-level tend to
defend rather than to bid on. Let the opposition struggle.
**Even if you think
that you have a possible game in your partnership, to play at the 5-level for
11 tricks is still quite a difficult task; especially
if opposition keeps competing. You need a strong hand in either Point Count, or
in Distribution, or both, which is nearly a Slam Hand for 12 tricks. So, do be
careful; either you will go down, or miss a Slam.
**If your partner
opens and you have 14-15-16 points in your hand; even if your partner's opening
might be a minimum / light opening (9-10), you should see a game (25-26)
somewhere in your partnership. So, make encouraging bids and show your possible
offers.
**After passing
first time, if you have a reasonable hand and you are not vulnerable, re-open
the bidding with Delayed Overcall when opponents bid and support a suit to the 2-level
and then pass. This means that they don't have enough points to push towards a
game, and your side might have a good fit and 'points balance' as well for a part-score.
**Personally, I
don't like to leave the field to opposition at the 1-level game which means
that they don't have enough strength to go on. If I have got something in my
hand not suitable to open/bid, but suitable to play at the 1 or 2-level with no
great loss, especially when not vulnerable,
I try to push the opposition a bit further.
**But, if an
opponent passes after long consideration, you should probably pass as well.
And, if you are playing against an underbidder, be reluctant to
compete.
**When you want to
double think twice. Don't depend on just the Aces your side might have.
Declarer's side might have voids, especially if they keep bidding persistently
although your side made biddings as well.
(See ;
"All Doubling Situations" section as well.)
**If you think that
you found your trump fit, and you know what you are going to play on, bid it
straight away, rather than making a tour of all other probabilities (a scenic
tour of all 5 suits); and most
importantly, giving the opposition a chance of bidding their own suit.
**To find out who
has got what, make use of simple maths. As you know there are 40 points
althogether in 4 suits. Add your points to your dummy's. If the opposition made
a bidding, add its approximate value to the value of your side; deduct the
total from 40, the remaining figure will guide you to the missing points. Of
course, approximate value of the opposition bidder is a good guide as well for
the main points and where they are.
I must point out that in addition to simple maths,
quite a lot of LOGIC is involved
in Bridge.
**Information about
opponent's hands can be gathered from the cards they play, and also from the
cards that they avoid playing. And from their Signals, from their Discards as well. If you look at and listen to (!)
these cards, they are going to tell you lots of secrets.
**Almost never play a card / suit which
will be ruffed by the declarer from both hands. Giving the RUFF AND DISCARD chance to the opposition is
certainly a losing, very bad play in defence. This will give the declarer a
chance to discard from one of the hands. Unless; if it is obvious that this
discard won't benefit him. When my partners play this sorts of card I feel very
uneasy as if I have been betrayed.
Of course it is very nice if an opponent plays this
way against you to give an early birthday present in the form of a game which
is, in reality, unmakeable.
**Do not be
self-centered and think of just yourself. Think about your partner and his/her
hand as well. This is a partnership game, not an individual's game. You can do
something if you play on common ground. Otherwise you just defeat your own
side.
**Do not prepare,
before others, the card you are poing to play / discard; wait until your exact turn.
Otherwise this will pass enourmous amont of information to the declarer, and
will make his winning finesse decision easier.
**Do not count
openly the tricks in front of you which you have won. If you do this you are
telling the opposition that you are in doubt about making your contract and
warning them that they should play carefully.
**Do not play automatically, like a ROBOT --programmed for just one probability / just for one
direction. Every hand is uniqe and might or might not fit the guidance
/available rules which might not be suitable for automatic play. Think and
observe for a second about the card that has been played, and check the dummy
as well, then decide what to play -- a small one, just a covering one or a high
one.
**Try to keep communication open between your hand and your dummy by reserving high
card - low card balance in both hands. Don't always slavishly follow the
tendency to discard small cards.
**In other words, don't
waste your small cards by playing automatically. Keep one or two, you might desperately need them; as
I said above, for communication, or for an end play. (see Hands: The 5 NT Case)
**Try to keep communication open between you and your partner as well.
**To cover an honour with an honour is usually advised as a good idea; because it might
promote a lower card for you or for your partner.
**NT opening lead : 4TH BEST which makes it possible for your partner to calculate
the remaining high cards.
Always apply this "RULE OF ELEVEN" to your partner's lead and opposition's lead
as well.
**If your partner
starts cashing A against a NT contract, it means that he/she has the K as well
(as it is for suits too) and it might be a 5-card suit or more. If you have the
Q of that suit as 2-cards or even 3-cards
you must consider, (even in some situations you should) discard the Q not to block the suit in your hand,
and let your partner see, to picture the situation. If it is against a suit
contract the act has 3 encouraging possibilities:
1) The Q is singleton, 2) It is doubleton or 3)He/she has the J as well.
**There are
situations where you might prefer a short suit lead in NT game of the
opposition. The idea is to be able to hit your partner's suit, because your
hand is hopeless, and it looks as if any lead might damage your partner's hand.
-- If your long suit has been bid by the opposition
(meaning; they have some length in it; and your partner can't be any help in
that suit), and yours is not a solid one. In this case you will put yourself
into a finesse willingly. Wait for declarer to play it into your sequences;
putting himself into finesse rather than you.
-- Your long suit is poor quality and your hand has
no entries. So; you don't have enough time, TEMPO to establish it, then not
enough entries to get in again to cash established ones.
-- Your long suit is an unattractive 4-card suit. It
is worthless trying to establish it for the 4th round -after losing the first 3
tricks; even if you have entries as well.
In these situations if you are going to make a short suit lead,
prefer a MAJOR to a minor, especially if it is a decent looking 3 card holding
which could promote some tricks for your partner. Because it is more likely
that if the opponents had a Major suit to bid and play they would do so. This
might indicate that your partner has it. Help him rather than helping declarer
with a useless, 'tempo losing' lead.
**But generally
speaking, in the circumstances other than described above, Playing Top of Nothing is supposed to be one of the worst opening
leads in Bridge.
-- You are advertising where all the high cards in
that suit are.
-- You are announcing that you have a difficult hand
from which to lead.
-- You are helping the declarer by putting your own
partner into an undesirable, undeserved, untimely finesse.
**Playing NT; when you want to HOLD UP /
DUCK, because you have only
one stopper in the opposition's opening lead, and you want to exhaust the
number of the cards in that suit in the opening leader's partner so that he/she
won't be able to play it back, how many times must you duck?
-- Add the number of the cards held by you and dummy
in that suit and deduct from 7. It shows how many times you should duck. (RULE OF SEVEN)
**If it is
possible, to play NT is best to be left to the strong hand and weak hand as
dummy, so that opposition won't see where your length, strength or weakness
lies.
It is said that the other way round is suitable for
trump suit plays; meaning, have strong hand as dummy.
**If opener makes a
Reverse Bid
(higher ranking than the suit opened),
usually his/her first suit is longer than the second one. Because Reverse promises stronger hand (more than a normal or minimum
opening hand) and 2 suits of unequal
length.
**When you have 9
cards including the Ace, King it is normally better to play the 2 top honours
expecting the Queen to drop rather than finessing.
But if you have 8 cards including the Ace, King and
Jack, it is normally best to finesse for the Queen on the second round.
--Nine never, eight ever--
**Generally speaking,
when you are playing a suit contract, it is advantageous to ruff only in the
hand that contains shorter trumps. But, sometimes the only way of making your
contract is DUMMY REVERSAL. This means that declarer uses his own trumps --longer
trump hand--, to ruff dummy's losers in a succession, and later uses dummy's
--the shorter hand-- trumps to draw the remaining trumps in the opposition
hands. And, this is called Making Dummy The Master Hand.
**Slam biddings : If you have a strong trump fit and no losers in the
first 3 rounds of any suit, you will most possibly win all 13 tricks.
**Slam biddings : When you find out that you have a void, and you
have a good trump fit in your partnership, you should make your point count on 30 points, not 40.
In that case you can bid a Small Slam on about 23-24 points; and a Grand Slam
on about 26 points.
** "Notice and Obey" your partner's signal.
In any case you should "Trust your partner".
At the same time keep in mind that signals could inform the
opposition as well.
**You should try to
save, to rescue your partner from an unfortunate looking bidding and hand; but don't sacrifice more
than once.
**If you don't have
any particular signal to send your partner; discard Red on red; Black on black if
possible. This is a tip trying to take advantage of opposition not being able
to notice the difference of suits; especially if he/she is somebody who doesn't
pay attention to what is going on around them and has a concentration weakness.
**Always try to lead your partner's
suit, if he bid one; and
even if the opponents have bid NT afterwards and will play NT.
Lead the highest card up to Q (incl.) and then, go
down in order again (after considering/ observing the dummy's cards that it
won't harm your side's holding), to give your partner a clear reading/ picture
of the hands.
** If you
don't lead your partner's suit "You must have a very good reason" ,
such as a good 5-card or 6-card suit of your own and have enough entries to
establish and use it. Otherwise you
might be reprimanded and then left without a partner. I can't guarantee that
he/she will start playing with you again.
I can't help remembering the story of a keen bridge
player which I put it in the Jokes section. Please forgive me, I will repeat
it.
"After
divorcing his wife a bridge addict played with several people. Sometime later
he re-married his ex-wife. They asked him why he had done this? He said: She is
the only woman who doesn't ruff my aces."
The same principle applies to suit contracts as well
The Golden Rule for partners is; " Keep your partner in a good mood if he / she is
your superior as a player and encourage him / her if he / she is your
inferior."
**Players below
average, especially beginners are very unpredictable, lots of time shockingly
unpredictable.
You can never tell, or guess what they are going to
do; and this makes them more dangerous than the good players, than the experts.
Keep this in mind and watch out for them; be alert, be careful.
**We can put extreme convention users in the same
category. Don't believe yourself that you know what convention they are using.
I
think I have already said this on several occasions, and I will repeat it again; you have to consider that there are several
variations of every normal or abnormal convention and there are several
interpretations of every variation. All this means that, you might not know
what they are using, and even they might not know what they are using. Just be
careful, and decide according to the players you are playing against, whether
or not you are going to ask what they are using. I have observed lots of times
that after the question and the explanation given, either one of them or both
of them suddenly wake up, and then are able to escape from a muddle.
One day,
a club player, a friend asked me at the club if I know BENJAMIN. Although I knew
what he meant I said "No, I don't
know him; is he a new member, could you introduce me?" He was so keen
and enthusiastic about what he learned that he didn't notice my sarcasm. He started
to explain the Benjamin Convention
with a flood of words. From what I was able to catch out of this shower; I
understood that he had been taught something different and it looked as if it
was a new convention. He was very excited, and I think he was dreaming of going
on to become the Grand Master of the Club playing with Benjamin (!). So when he
uses this convention against us, either our side or their side is going to get
muddled up.
Sometimes
I really don't know
"To ask, or not to ask. This is the
question."
**The impression I
have got from all Bridge players, up to now during my Bridge Life is that the most irritating and hated Bridge Players are the rude and arrogant
ones. These are mostly found
among the extreme convention users and are mostly National or International
Competition players of all nationalities. That's why I avoid going to these
events; and my heart condition can't take this sort of thing either. But we can
still admit that the majority of Bridge players are nice people. Of course there are 1 or 2 arrogant ones in
clubs as well, but they are in a real minority, and can be ignored, or even
rejected from clubs by nobody playing with them.
For example, during the play, after you have been
alerted to their bidding, and you ask "What does it mean?" , they just say, for example, Sputnik, Astro or
something, then stop. You are expected to know, because they don't want to
bother to explain the thing which is, in reality, pages and pages in length.
When you ask them " ooh, what then?"
they look at your face with surprise as
if they are just seeing the most stupid face in the world, imposing their superiority over you, and mumbling
some words to try to make you feel small.
If you can take this without losing your
concentration and temper, you can play with this sort of person and win. In
fact, if I don't lose my temper, I quite enjoy watching and observing these
people. It is quite interesting.
** I understand of
course, the necessity of "Alerting”,
but although I try really hard to understand the necessity of “STOP” bid from the
explanations I read everywhere, I still can't get the idea. It always looks,
including when I do it myself, as if you are warning your partner “Hey, wake up, I am making a really important bid, don’t be an idiot
again as in your other bids.”
So, please don't add an extra warning to this warning
by shouting “STOP !”.
**Do not hesitate. It is unethical anyway, if it is more than a few
seconds. You do pass very valuable information to the declarer ; but you might
give a false impression to your partner and deceive him / her.
** Some players do
really admire the scenery on the ceiling, on the floor, on the walls around the
room (??!!), and stare at them for ages when it is their turn to bid or play.
After looking at their hand for some time they start the same procedure again.
Then you get bored, and if you dare to ask "What
are they doing?" they say "They are thinking, and assessing the
situation." Because this "right of assessing" is allowed according to EBU laws, you can't
say very much, although iy is often misused.
I don't know if they are assessing or not, but it is
obvious that they can irritate you and make you lose your concentration and
even your temper. Then you are almost definitely bound to lose that hand. So
the manoeuvre is successful. Please, don't be one of these people.
**Some players, as
soon as they pick up and open up their cards in their hands say "No Bid". You can easily tell
that they don't have serious maths problems other than 1+1 or 1+2. Value your
hand accordingly.
On the other hand some players after picking up and
opening up their cards, put them into order. Then they start grinning,
scratching their heads, moving in their chairs, making sighs. All these types
of things take quite a lot of time and you can tell that they have a good,
interesting hand and they are having difficulties with their maths. Don't be
too rash.
**Some players
after their bidding and their partner's response, just repeat their suit; close
their open cards, and put their hands in front of them or in their lap. They
want to say : "I have finished my bidding, can't go on any more, so just STOP
bidding." And they do this
whenever they want to tell their partner to stop.
**Do not behave unethically, do not use unsavoury methods, do not do unpleasant
or dishonest things. I will give you some easy-to-spot examples of this sort of
behaviour. Some people do these sorts of things knowingly, on purpose which
makes them worse and more dishonest; on the other hand, some people do these
sorts of things unwittingly, as some sort of instinctive reflex, which makes
them forgiveable but it is still not very nice because they can pass
information which will favour them not you.
--Don't change your systems from one hand to the
next; or from one table to the other table.
--Don't try to give the impression by thinking, or
hesitating that you have more cards, or higher cards than the played one when
you have only a singleton.
--Don't do the same sort of thing when you have 2-3
cards in the played suit as if you have higher ones when you don't.
-- Always play straight without trying to give any
impression.
--Some people go into exactly the same thinking,
hesitating position for a long time when it is their turn and there is a card
on the table to follow. As if they can't decide for ages what to do.
Then not only themselves but everybody knows that he/she has a
higher card than the one on the table; and this happens usually, over K, Q type
of high cards. Consequently,
their partner knows that whenever he/she wants to pass the hand to him they can
use that knowledge as a good entry to his partner's hand.
--Don't pull a card, then put it back as if you are
going to change what you want to play because you have a choice of plays, when
you have only a singleton.
--Don't make a call with a special emphasis. Some
players roar out double when they wish their partner to pass. Some make the bid
in the form of an inquiry when they wish their partner to bid.
--Some players play a card with a special emphasis.
--Some players glare sternly at their partner when
he/she makes a bid of which they do not approve.
--Some players nod their heads to show their
approval; some players shake their head from side to side to show their disapproval.
--Some players make a remark from which their partner
may draw an inference.
--Some players tap the “ X =
Double “ card with their fingers
once or twice after putting it on the table to double the opposition. It looks
as if it is a warning sign for the partner to say that he/she shouldn't take
any further action.
--Don't double by naming the suit, for example : "I
double Clubs".
--Don't look at your partner's face in the hope of
picking up some information from his/her expression.
--Don't say things like "I don't know what to bid" or "I don't know what to play"
--Some players watch the place from which a player
takes a card from his hand.
--When opposition makes a small mistake unwittingly
don't put them into a difficult, shameful position; just forget it.
**We say that;
United Nations declare that, all human beings are equal. Yet we know perfectly
well that this is not the reality, it is an utopia. They are not born equal,
they don't live equal, they don't die equal. The same can be said for Bridge as
well.
We say, and there is some truth in it, that the
element of LUCK is not present in the game of Bridge. This is not
completely true. As a result of the first statement/fact there will always be
some among us Born Lucky. I can put these
into 2 groups :
1) The ones who are always at the right table at the right time. For example, you play against some hard nut opposition and can't get
an easy ride from them; but others play the same hand against poorer players
and get a free gift, a top from them.
You can do nothing about this; it is their good luck --
your bad luck. But their opposition might surprise them from time to time.
2) The
ones who always have the high and the right cards. This type of Born Lucky person will always produce really unexpected cards
after unexpected/ unrelated bids or non bids.
I have known quite a lot of this type of person
during my Bridge life. Fortunately, you can do something about this. This is
what I do: When I am in a Bridge environment I try to identify / spot these
people (it takes time), and then play accordingly. For example; if I need to
find out the location of a card for counting or ruffing reasons; or if I am
going to make a finesse, I look for these cards in these people's hands. More than
80% of time it works.
In fact, there is a 3rd group; "The UNTOUCHABLES" who combine
the first 2 groups.
You can do 2 things against these people; just pray
to God for his help; or kill them ! (Just joking)
My own description of a winning player
depends on 3 factors :
You
win 40% from your skill; 30% from your luck; 30% from your opposition. If you
can combine these 3 elements on you, you are a winner.
I don’t think that a player
can succeed 100% just using his/her skill. Sooner or later they are bound to
make mistakes as well. And on a club
competition night if you can score 60% you will almost always be a winner.
Let’s say you are a skilful player, and you manage to use all your probable /
possible skill, you will get 40; then if you can get 10% each from the other 2
factors, you will score the winning 60%.
Anyway;
Although these things are
true / correct most of the time, all situations are circumstantial, and they
should be adjusted accordingly to the conditions of that particular time.
I repeat :
Do not be a ROBOT, programmed for just one
possibility, give it a short THINK, considering your partner's hand as well,
not only your own hand.
And do not forget :
--- CARD
READING is very important.
--- RE-ASSESSING
and RE-VALUATION
is necessary after every bidding and play.
Simple is
beautiful
--- KEEP
IT SIMPLE.
Believe
me; very complicated conventions that even confuse their users won't save you
from defeat
if
you can't add 2 and 2.
if
you can't observe what is going on around you.
if
you can't DEFEND properly.
Here, I must mention a very sensible judgement of a Grand
Master of Bridge, Ely Culbertson. He said this 60 or 70 years ago:
"Technique without bridge psychology is of little
value
--- Some
say "BRIDGE IS AN EASY GAME" ;
I
say "IT IS NOT".
Is
there anything easy
if you don't put any effort in it?
And the first
effort to make is learning how to count and add up to 13, and then remember it !
As I said before, if every
hand is UNIQUE and every situation
will have to be treated within its own specifications, Bridge is going to be a
difficult, challenging game; and that's why it is appealing. So we don't need
any extra burdens on our poor brains. Because lots of these conventions, up to
hundreds of them, are for very specific situations, and these situations will
occur very rarely. It is almost always difficult to find an exact hand which
will fit the exact description of a specific convention.
(See the Joke in Negative Double
section)
As a foreigner, I can easily say that all the words
listed below, should be remembered in every Bridge game situation.
Assess Re-assess Inference
Impression Implication Deduction
Conceive Comprehend Anticipate
Assumption Interpret Observe
Valuation Re-valuation Apply
Consideration Promotion (card)
and LOGIC of course.
If we can
apply these words with our moderate, --not scientific-- Bridge knowledge,
together with some logic, some simple maths, a good defence, some psychology,
and some observation we will win.
If we can
build a
GOOD PARTNERSHIP our chance of winning is always high. We say in Turkish “One hand can’t make any sound / noise; you need two
hands to make a sound / noise”. It doesn't matter even if you yourself are able to use your skill 100%,
you will still lose if your partner pulls out the brick at the bottom. He/she
will defeat you before the opposition do.
Now, I
think we can talk about the biggest and the most difficult problem of Bridge;
PERSONALITY.
I met and knew quite a lot of Bridge Players in Turkey
before I came into this country; and then here. I noticed that everybody who
plays or claims to play Bridge (including me of course) thinks that he / she is
better than the others.
Because it is
wrongly said that Bridge is "an intellectuals’ game ; clever people's game". Thus, if you are
mistaken or beaten you are stupid. And nobody wants to be stupid or thought to
be stupid.
Another thing
is that everybody always wants to win everything. This is a result of " The
weakness and greed of human nature". Of course always winning is not possible, and is not a
good thing anyway.
Possibly you know that Einstein was a poor student in his
youth; and they say that he couldn't manage to play Bridge. In fact, the best mathematicians are
frequently poor players, because there are no definite, mathematical rules in
Bridge to which their mind is accustomed.
I have heard lots of Bridge Players say :
"I don't like to be told" ;
"I don't want to talk, I don't
want to discuss about this." ;
"I know what I am
doing." ;
"My way of thinking is the right
one" ;
"I played correctly, you are
wrong" ;
"I don't accept your argument,
that is the end of the matter"
It is as if they don't want to find common ground with their partner by discussing and listening to each
other but feel that they are being insulted by being shown their mistakes.
Whereas in fact we all learn better and more from our mistakes.
Bridge is nothing to do with intellectuality; it is "Having Card
Sense, interest in it, and TIME" . Just like the
other senses; some people have more, some less than others in certain areas as
nature gave them.
And you need a lot of time to play and to
practise Bridge. To be able to spare enough time to play Bridge, rather than
dealing with your job, your business, or your family, you need to be
financially secure in one way or another.
Possibly
because of this situation, it used to be said "Bridge is an upper-class
game". Because these
people have the time and the money to play Bridge; not because they are
cleverer than us, ordinary people. Young people, and average income people
can't afford to play Bridge. It is not because they are idiots.
Thus, possibly
because of this situation, we see in the Bridge Clubs, and social gatherings
mostly (possibly 80-90%) people who are middle aged or over, or retired, who
have some financial security, and 'who have leisure time’ , rather than young people, or 'those who have to work'.
My wife is quite an intelligent woman. When I wanted her
to get involved with Bridge and teach her how to play, I very quickly gave up.
Let alone playing Bridge, she couldn't even manage to hold the cards properly.
So is she stupid, because she can't play Bridge ??!!
You don't have to play the best Bridge to be respected in
the Bridge Club. It is in your own field, or profession where you get the real
respect. Bridge is for enjoyment, try to enjoy it, it is a good / challenging
game.
But if you
want to take it both as an enjoyment and as something more than enjoyment,
which I assume you would like to, you must analyse the hands from the point of
view of both success and failure.
And if somebody
shows you where you have gone wrong, BE THANKFUL, don't feel insulted.
We are all human beings; and no human beings including
experts are free from mistakes. Everybody is going to make mistakes, a few or a
lot. The number of mistakes made according to the level of skill is going to be
one of the elements in the winning result.
The one who makes fewer mistakes than the
others will win.
SOME STANDARD
LEADS
Lead
at Lead at
Holding: Suit bids No-Trump
AKQx or more A A
(Leading A at NT asks partner to drop his
highest of suit)
AK (show dbl.) K->A --
AKJx or more A A
AKxxx A 4th best
KQJ(or10)xx K K
KQxxx K 4th best
QJ10(or9)xx Q Q
QJx or more Q 4th best
J109xx J J
J10x or more J or 4 th best 4th best
109x or more 10 10
Leads from the combinations below are not desirable at
suit bids but if you have to, do not underlead
aces as always.
AQJxx A Q
AQ109x A 10
AQxx or more A 4th best
AJ10x or more A J
A109x or more A 10
KJ10x or more J J
K109x or more 10 10
Q109x or more 10 10
If you do not have your own suit to lead and you have to
lead from 3-card suits with one honour in NT bids, lead the 3rd highest. In
most situations my choice is to lead the highest then downwards
from 3 or 2-card suits to be able to hit partner's suit and to help him to establish
his suit.
Axx A x
Kxx x x
Qxx x x
Jxx x x
Xx X X
==========================================
POINTS GUIDE AT A GLANCE :
A.) OPENINGS :
9--10 : Light
(6-card or two 5-cards)
10--12 : Light (5-card or two 4-cards)
12--19 : One
level; then jump rebid
13--14 : At 4-4-4-1 distribution.
13--15 : Prepared
1§ or 1¨
12--14 : 1
NT
15--20 : 2
of a suit; (under some conditions - 8
PT)
20--22 : 2
NT
23--24 : 2§
6--9 : Pre-emptive 3bids. (with 7-8 card suit)
12--13 : " "
3NT (Gambling 3NT- Long minor suit)
10--11 : " " 4 or
5 game bids
20 + : 4NT (on distributionally powerful hands to
ask particular aces.)
Strong : --Bid
of 5© or 5ª asks A and K of the suit; with one to bid 6, with two to
bid 7.
+shape
--6© or 6ª Asks to bid 7 with A or K
--6§ or 6¨ Same.
B.) SOME LIMIT
REBIDS OF OPENER :
Opener
-- Partner
1.. -- 1..
1NT-- = 15-16 (or good 14)
1.. -- 1..
2NT-- = 17-18
(or good 16)
1.. -- 1..
3NT-- = 19
1© -- 2¨
2NT-- = 15-16
1© -- 2¨
3NT-- = 17-18
1¨ -- 2©
2NT-- = 14-15
1¨ -- 2©
3NT-- = 16-17
1.. -- 1NT
2NT-- = 17-18
1.. -- 1NT
3NT-- = 19
1NT -- 2NT
3NT--- = 13-14
1© -- 2..
2ª--- = 16-18. Strength showing, reverse.
2§ -- 2..
2NT-- = 23-24
2§ -- 2..
3NT-- = 25+
C.) RESPONSES OVER
1-LEVEL SUIT OPENING
3--5- : Single raise with 5-card trump support.
5--9 : " "
" 4- " "
"
7--10 : Double
" " 5-
" " "
10--12 : " " " 4- " "
"
12--14 : Direct
jump to game.
5--8 : Direct jump to game with good trump support
& shape
6--8 : New biddable suit. -ONE LEVEL-
5--9 : 1NT, balanced hand.
7+ : Pre-emptive; 2 or more level jump take-out
into a long suit.
11--12 : 2
NT
13--14 : One-level
jump take-out into a new suit
13--15 : 3NT
19--20 : 4NT
(Quantitative)
19--20 : 5NT
(Conventional-To ask 3 top honours)
Any strong : 4§ -GERBER- (Conventional)
" " : 4NT -BLACKWOOD- (Conventional)
D.) SOME LIMIT
RESPONSES :
Opener Responder
1NT -- 2NT = 11--12
1NT -- 3NT = 12+
1NT -- 2§ = 8--11 -STAYMAN- Fit finding.
2NT -- 3¨ = } Transfer conventions of (FLINT
and
2NT -- 3§ = } - BARON )
2§ -- 2¨ = 0--6
Negative response
2.. -- 2NT = 0--3 " "
2NT -- 3NT = 4--10
2NT -- 4NT = 11--12
Asks to bid 6NT with maximum
2NT -- 6NT = 13--14
Asks to bid 7NT with maximum
2.. -- 3NT = 10--12
1NT -- 4NT = 19--20
(Conv.) Asks partner to bid 6NT with maximum (14)
1NT -- 5NT = 23--24
(Conv.) Asks partner to bid 6NT with minimum (12) ; to bid 7NT with maximum (14)
1NT -- 6NT = 21--22
E.)
RESPONDER'S REBIDS POSSIBILITIES :
5--8 : --Sign-off
--Preference
11--12 : --2NT
--A
jump bid in a new suit (Possible two
suiter)
13--14 : --To
return opener's suit at 3-level
--Reverse
bid
--Jump
in his own suit
--New
suit at 3-level
--Delayed
game raise.
14--15 : --Fourth
suit forcing convention. (Searching
stopper in the suit bid.) One round
forcing.
15--16 : --A
jump bid in the fourth suit. (Two-suiter)
Game forcing.
F.) OVERCALLS :
Simple : 8--13
Jump one-level : 15--20
Jump 2 or more level. (Pre-empt.) : 6 - 9
1.. -- 1NT : 15--16
1ª -- 2ª : 17--20
(Conventional.) Possible 2-suiter (any
suit)
1NT--2NT : 16--17 (Conventional.) Powerful 2-suiter hand.
G.) TAKE-OUT
DOUBLE :
12 Minimum.
CONTRACT BRIDGE - RUBBER –
INTERNATIONAL SCORING
|
For each trick
bid and made: |
|
|
ª Spades |
30 |
|
© Hearts |
30 |
|
¨ Diamonds |
20 |
|
§ Clubs |
20 |
|
|
|
|
No Trump --
First Trick |
40 |
|
No Trump --
Each subsequent |
30 |
|
Double doubles the trick values |
|
|
Game |
100 |
|
PREMIUMS : |
||
|
|
Not Vul. |
Vul. |
|
Overtricks ……. each |
Trick
value |
|
|
“ “ doubled
each |
100 |
200 |
|
Making a dbl./redbl. |
50 |
50 |
|
PENALTIES : |
||
|
|
Not Vul. |
Vul. |
|
Undertricks ……. each |
50 |
100 |
|
“ “ doubled
first |
100 |
200 |
|
“ “ each subseq. |
200 |
300 |
|
A redouble doubles the doubled value of Tricks,
Overtricks, Undertricks |
||
|
EXTRA PREMIUMS : |
||
|
|
Not Vul. |
Vul. |
|
Little Slam |
500 |
750 |
|
Grand Slam |
1000 |
1500 |
|
Two game Rubber |
700 |
700 |
|
Three game Rubber |
500 |
500 |
|
Unfinished Rubber Winners of one game) |
300 |
300 |
|
No game -- only part score |
50 |
50 |
|
Four suit honours |
100 |
100 |
|
Five suit honours |
150 |
150 |
|
Four Aces at NT |
150 |
150 |
|
|
||
|
The side making the most points at the conclusion of
the Rubber (regardless of games) is the actual winner of the Rubber. |
||
CONTRACT BRIDGE DRIVE AND SCORE :
(Total-Point
Event)
Each round is 4 games.
1st Deal -- Neither side is vulnerable.
2nd " -- Dealer's
side is vulnerable.
3rd " -- "
" " "
4th " -- Both
sides are vulnerable.
And ;
Part-Score...................... 50
Game -- Not
vuln....... 300
Game --
Vuln.............. 500
All other scoring is the same at Rubber Bridge. And the
premium for honours is scored in Total- Point play.
In a Total-Point event individual winner is the contestant who has a better
net score than any contestant with whom his score is compared.
PROGRESSIVE BRIDGE
DRIVE - CHICAGO -
Four hands are dealt and played at each table like the
above one. Each deal is scored separately using normal duplicate methods, ie,
no trick points are carried over from one deal to the next; honours do not
count. The total score, on the completion of each round, is entered in the
column on the right of your score sheet.
Vulnerability is the same with the above one.
N 1st Deal -- Neither side
is vulnerable.
E 2nd " -- Dealer's
side is vulnerable.
S 3rd " -- " "
" "
W 4th " -- Both
sides are vulnerable.
4th deal is dealt as "GOULASH"; 3,3,3,4 ; not one by one.
2nd and 3rd
deals can be played as dealer's side not vulnerable. In fact this makes
livelier bidding than the other one; because
of the higher game and slam bonuses, it is an advantage to be
vulnerable.
And ;
Part-Score................... 50
Game - Not vuln.......300
Game - Vuln..............500
Honours do not count.
20-25 minutes is allowed for the play of each Round of 4
hands. Any hand being played when the Director calls for end of play must be
thrown in immediately.
Progression :
Let's assume
this is a mixed pair event.
--The Losing Lady
moves UP one table.
--The Losing
Gentleman moves DOWN one table.
--The Winning
Lady remains seated
--The Winning
Gentleman re-seats himself to the right of the Winning Lady.
Hence,
at the new table, the incoming losing gentleman will partner the winning lady;
and the incoming losing lady will partner the winning gentleman.
Or for a "2 Table
Progressive - Chicago - Bridge" sitting and
playing order could be like this:
|
Round
|
TABLE1 |
TABLE2 |
|
1 |
1-2 vs 4-5 |
3-6 vs 7-8 |
|
2 |
1-5 vs 3-7 |
2-4 vs 6-8 |
|
3 |
2-6 vs 5-7 |
1-3 vs 4-8 |
|
4 |
1-4 vs 6-7 |
2-5 vs 3-8 |
|
5 |
1-7 vs 2-8 |
3-5 vs 4-6 |
|
6 |
1-8 vs 5-6 |
2-7 vs 3-4 |
|
7 |
1-6 vs 2-3 |
4-7 vs 5-8 |
Unfortunately I can't put some CHICAGO BRIDGE Score card
samples here, but there are in my book.
APPENDIX - PARTY BRIDGE
PARTY BRIDGE :
This term is
used in the Laws for certain games of a social character and for duplicate in
the home.
Replay Duplicate is perhaps the most instructive form of Party Bridge for
four players, as it enables one pair to play against another under duplicate
conditions. The same boards are played twice, first with one pair as
North-South then with the other. Separate score slips are kept for each board.
To prevent the game from becoming a test of memory, the boards may be re-played
in random order, or after a lapse of time.
The scoring
may be by match-points or total-points. If the former method is used, each deal
is treated as a separate match. The pair having the better net score on a deal
is credited with 1 point. The final scores are the totals of these
match-points.
If total-point
scoring is employed, the two slips for each deal are compared, and the pair
having the greater plus or lesser minus is credited with the difference. The
next scores for all deals, so determined, are totalled, and the pair having the
larger total wins the difference.
APPENDIX - PIVOT BRIDGE
PIVOT BRIDGE ;
is a form of
social bridge played at home, games where, instead of advancing from table to
table as in party or progressive bridge, the players change or pivot among
themselves at each individual table.
Pivot bridge
is played by 4 or 5 and sometimes 6 players at a table.This form may be used
for a single table or for large gatherings in which it is desirable to have
each table play as a separate unit without progression by players.
The game is so
arranged that each player plays with each other player at his table both as
partner (once) and opponent (twice). There are two methods of play: first, four
deals may be played to a round, one deal by each player, and the players change
partners at the end of each four deals; second, rubbers may be played, and the
players change partners at the end of each rubber.
If four deals
to a round are played, the scoring is exactly the same as in Progressive Bridge
;if rubbers are played, the scoring is exactly the same as in Rubber Bridge.
CHANGING ORDER FOR 4 PLAYERS:
For a 3
round match at the same table
1.2 -- 3.4 1.3 -- 2.4 1.4 -- 2.3
CHANGING ORDER FOR 5 PLAYERS:
For a 5
round match at the same table
1.2 -- 3.4 1.4
-- 2.5 2.4 -- 3.5
1.5 -- 2.3 1.3
-- 4.5
CHANGING ORDER FOR 6 PLAYERS:
For an 8
round match at the same table
1.2 -- 3.4 1.5
-- 2.6 3.5 -- 4.6
1.6 -- 2.5 4.5
-- 3.6 1.4 -- 2.3
1.3 -- 2.4 5.6
-- 1.2
=================================================
There are versions of Bridge for TWO and THREE players.
Anyone who
wants any detailed information on these can find a source easily in the rich
Bridge literature.
D U P L I C A T E
B R I D G E
The form of
Bridge in which the same hand is played more than once. Each competing unit
(which may be an individual, pair, or team) has to try to perform better than
one or more other units playing the identical deals in similar circumstances.
The luck of the deal, so important in rubber bridge, is therefore eliminated as
much as possible, and bridge becomes a satisfactory test of skills.
But, still
even in duplicate bridge, chance can be a considerable factor in the short run.
Good contracts fail and bad contracts succeed; hands which represent borderline
games and slams are likely to favour one side at the expense of the other. Less
obvious, but equally important, is the chance of playing the right opponents at
the right moment. With luck you will play against good opponents when they have
no control of the bidding and play, and against weaker players when the bidding
and play are slightly too difficult for them.
The most
popular form of duplicate is the weekly club game. This usually consists of a
24 or 26-board pair event, lasting some 3 to 5 hours. The number of tables
varies widely, but is likely to be between 8 and 15.
Essentially, the
mechanics of duplicate require the following steps:
1)
Getting the right boards and correct opponents to the table. This is arranged
according to the MITCHELL or HOWELL
MOVEMENT cards which will be
decided according to the number of players and boards to be played during the
session.
The Mitchell Movement is the simpler one and
when it is used the North-South pairs remain stationary throughout the evening
whilst all the East-West pairs move from one table to the next higher numbered
table.
When a Howell
movement is used nearly all the pairs will have to move and they do so
according to instructions given on special Howell Movement cards which are
placed on each table.
North player
checks the No. of the boards and the No. of the players.
2)
Determination of vulnerability and dealer on the board. This is predetermined
according to a pattern laid down in the laws of the game and are shown on the
movement cards and on the boards holding the pre-dealt hands.
3)
Withdrawal of the hand to be played from the board, counting the cards to
ascertain the correctness of the hand.
The bidding
then proceeds as in rubber bridge.
4)
The play to the trick. Instead of playing to the centre of the table, each
player places his contribution or lead face up, in front of him, in turn. When
the four cards have been played to the trick, each player turns his card face
down, in a line, in front of him. The card is pointed toward his partner if
they have won the trick, but placed with the length from right to the left if
the trick was won by the opposition.
At the end of
the game North player fills the score sheet and gets it checked by the
opponents.
5)
Determination of and agreement about the result. All four players should, as a
result of the preceding paragraph, agree as to the number of tricks won by the
declarer; if disagreement exists, the cards should not be disturbed, but the
result determined by the director, who should be summoned.
6)
Recounting the cards and replacing in the pockets of the duplicate board. Then
this duplicate board holding the pre-dealt hands is moved to another table
where it is played again. Thus duplicating the hands does not require any extra
effort as this happens automatically as the game is played.
DUPLICATE BRIDGE SCORING
:
50 For any partial game.
300 For a
game, not vulnerable.
500 For a
game, vulnerable.
50 For making a doubled contract
100 For making
a redoubled contr.
All other
scoring is the same as at Rubber Bridge. (Exclusion: Honours do not count.)
Nondoubled
undertricks are 50 each.
Doubled undertricks, nonvulnerable, are scored at the
rate of 100 for the first trick by which you fail, 200 for the second and third
tricks and 300 for the subsequent tricks. This penalty change after 4th trick
has recently been increased to put a barrier against cheap sacrifice biddings.
If the contract is redoubled then these scores are just doubled again.
Mathematical
expression of this, up to 4th trick, is: 2n-1. For ex. 3 down: (2x3)-1=5 (500)
Doubled undertricks, vulnerable, are scored at the rate
of 200 for the first and 300 for subsequent tricks.
Mathematical
expression of this is: 3n-1. For ex. 3 down: (3x3)-1=8 (800)
Examples:
|
3¨ : Down 2, Not vuln. |
(50x2) = 100 |
|
4§ : Made 4, Immaterial |
(20x4) + 50 = 130 |
|
4§ x : Down 3,
Vuln. |
200 + 300 + 300 = 800 |
|
2NT : Made 3,
Immaterial |
(40+30+30) + 50 = 150 |
|
3NT : Made 3,
Not vuln. |
100 + 300 = 400 |
|
3NTx : Made 3,
Vuln. |
(100x2) + 500 + 50 = 750 |
|
4© x : Made 4, Not vuln. |
(120x2) + 300 + 50 = 590 |
|
4©xx : Made 4, Not vuln. |
(120x4) + 300 + 100 = 880 |
|
4© x : Down 4, Not vuln. |
100+200+200+300 = 800 |
|
4ªxx : Made 4, Vuln. |
(120x2x2) +500+100 = 1080 |
|
4ªxx : Made 5, Vuln. |
(120x2x2)+(200x2)+500+100=1480 |
|
5§ x : Made 6,
Vuln. |
(100x2)+200+500+50 = 950 |
|
6ªx : Made 6,
Vuln. |
(180x2)+500+750+50 = 1660 |
|
7ªx : Made 7,
Not vuln. |
(210x2)+300+1000+50 =1770 |
SLAM SCORES --
READY TABLES :
========================================
Vul : Vulnerable x :
Double
NoV : Non-vulnerable xx : Redouble
Diam.¨ - Club §
|
|
6 |
6+1 |
6x |
6+1x |
6xx |
6+1xx |
7 |
7x |
7xx |
|
Vul |
1370 |
1390 |