Bridge Guides
Every convention, system and technique explained the way a good partner would explain it: what the bid means, why it exists, and the hands it was made for. Each guide ends in the tool that lets you practice it.
Conventions
What each artificial bid means, when to use it, and how it sits in your system.
After a 1NT opening
- The Stayman ConventionStayman is the 2 club response to 1NT that asks for a four-card major. Requirements, every response, garbage Stayman, continuations and example hands, with the full bidding tree.
- Puppet StaymanPuppet Stayman is the 3 club ask over 2NT that finds a five-card major as well as a four-card one. The responses, how responder shows a major, the 1NT version, Muppet Stayman and example hands.
- Jacoby TransfersJacoby transfers let responder show a five-card major after 1NT: 2 diamonds transfers to hearts, 2 hearts to spades. Requirements, continuations, super-accepts and examples.
- The Texas TransferThe Texas transfer jumps to 4 diamonds or 4 hearts over 1NT with a six-card major and game values. How it differs from Jacoby, slam tries with Texas, and example hands.
Raising partner
- Jacoby 2NTJacoby 2NT is the game-forcing raise of a one-major opening with four-card support. Opener's responses showing shortness and strength, follow-ups, and example auctions.
- Bergen RaisesBergen raises use 3 clubs and 3 diamonds over a one-major opening to show four-card support with constructive or limit values. The structure, reverse Bergen, and examples.
- Splinter BidsA splinter is a double jump in a new suit showing a singleton or void there, four-card support and game values. When to splinter, how opener evaluates, and example slams.
- Inverted MinorsInverted minors swap the raises of a one-minor opening: the single raise is strong and forcing, the jump raise is weak. Requirements, continuations, criss-cross and examples.
- The Drury ConventionDrury is the passed hand's 2 club response to a third- or fourth-seat major opening, showing a limit raise. Opener's replies, reverse Drury, two-way Drury and examples.
- Reverse DruryReverse Drury flips the original: opener's rebid of the major is now the weak sign-off and 2 diamonds shows a real opening. Two-way Drury adds 2 diamonds for four-card support.
Rebids and checkback
- New Minor ForcingNew minor forcing is responder's bid of the unbid minor after opener rebids 1NT, asking for three-card support or a four-card major. Responses, follow-ups, two-way NMF and examples.
- Fourth Suit ForcingFourth suit forcing makes the bid of the fourth suit artificial and forcing, asking opener to describe their hand. Game-forcing or one round, opener's priorities and example auctions.
- The XYZ ConventionXYZ applies after any three one-level bids: 2 clubs is a relay to 2 diamonds for invitational hands, 2 diamonds is game forcing. The structure, follow-ups and how it compares with new minor forcing.
- Reverse Bids in BridgeA reverse is opener's rebid in a higher-ranking suit at the two level, showing 17 or more points and longer first suit. How to recognize one, responder's obligations and examples.
Slam bidding
- The Blackwood ConventionBlackwood is the 4NT bid that asks partner how many aces they hold. The responses, the 5NT king ask, when 4NT is not Blackwood, and how it compares with Roman Key Card.
- Roman Key Card BlackwoodRKCB counts the trump king as a fifth ace. The 1430 and 3014 responses, the trump queen ask, specific kings, and worked slam auctions.
- The Gerber ConventionGerber is the jump to 4 clubs over a notrump bid that asks for aces. The responses, the 5 club king ask, when Gerber applies and when 4 clubs is natural.
- DOPI, ROPI and DEPOWhen the opponents double or overcall your Blackwood 4NT, DOPI, ROPI and DEPO tell partner how many aces you hold without losing a level. The rules, when each applies, and examples.
Doubles and overcalls
- The Negative DoubleThe negative double is responder's takeout double of an overcall, showing the unbid suits. Requirements by level, what it promises, opener's rebids and example auctions.
- The Takeout DoubleA takeout double asks partner to bid a suit after an opponent opens. Shape and strength requirements, how to respond with weak, invitational and strong hands, and example auctions.
- The Responsive DoubleA responsive double is a double by the partner of a takeout doubler or overcaller after the opponents raise. What it shows, the level it applies to, and example auctions.
- The Michaels Cue BidA Michaels cue bid is a direct overcall in the opponents' suit showing a two-suited hand: both majors over a minor, the other major and a minor over a major. Responses and examples.
- The Unusual 2NTThe unusual 2NT is a jump overcall of 2NT showing the two lowest unbid suits, usually both minors over a major. Requirements, responses, unusual over unusual and examples.
Two-level openings
- Weak Two BidsA weak two opening shows a six-card suit and 5 to 10 points. Suit quality, vulnerability and seat, responder's raises, the 2NT asking bid and example auctions.
- The Ogust ConventionOgust is the 2NT response to a weak two bid asking about suit quality and strength. The four step responses, how to use the answers, and the alternative feature ask.
- The Flannery ConventionFlannery is an opening of 2 diamonds showing exactly four spades and five hearts with 11 to 15 points. Responder's options, the 2NT ask, and why partnerships play it.
Defending against 1NT
- The Cappelletti ConventionCappelletti (Hamilton) is a defense to 1NT: 2 clubs shows a one-suiter, 2 diamonds both majors, 2 of a major that major and a minor, 2NT both minors. Responses and examples.
- The DONT ConventionDONT is Marty Bergen's defense to 1NT: a double shows a one-suiter, 2 clubs clubs and a higher suit, 2 diamonds diamonds and a major, 2 hearts both majors, 2 spades spades. Responses and examples.
- The Landy ConventionLandy is the 2 club overcall of 1NT showing both majors. Requirements, advancer's responses, multi-Landy, and how it compares with Cappelletti and DONT.
- The Lebensohl ConventionLebensohl uses a 2NT relay to 3 clubs after the opponents overcall partner's 1NT, separating weak from invitational and game-forcing hands. The structure, slow and fast denial, and over weak twos.
Bidding systems
The frameworks the conventions live in, from the yellow card to two over one.
- Two Over One Game ForceIn 2/1 game force a two-level response to a one-level suit opening forces to game. The forcing 1NT, opener's rebids, what changes from Standard American, and example auctions.
- Standard American Yellow CardSAYC is the ACBL's standard system: five-card majors, 15 to 17 notrump, strong 2 clubs, weak twos. Every opening, response and convention in the yellow card, with the full system tree.
- Bridge Bidding Cheat SheetA one-page bridge bidding cheat sheet: point counts, opening bids, responses, rebids, notrump ranges, doubles and the common conventions, in Standard American with five-card majors.
Hand evaluation
Counting a hand honestly: points, shape, losers and what they are worth.
- Hand Evaluation in BridgeHow to count a bridge hand: high-card points, length and shortness points, quick tricks, the adjustments experts make, and how many points game and slam need.
- The Rule of 20The rule of 20 says open the bidding when your high-card points plus the lengths of your two longest suits reach 20. How it works, the rule of 22 refinement, and hands at the border.
- The Losing Trick CountThe losing trick count estimates how high to bid once a trump fit is found: count losers in each suit, add partner's, subtract from 24. The method, its adjustments and worked examples.
Card play
Taking the tricks your cards are worth as declarer.
- The FinesseA finesse wins a trick with a card that is not the highest outstanding by playing toward it. The simple finesse, double finesse, two-way finesse, which way to finesse, and when not to.
- Suit CombinationsHow to play a single suit for the maximum tricks: the common combinations, the odds behind finessing or playing for the drop, eight ever nine never, and a solver for any layout.
- Safety PlaysA safety play gives up a possible overtrick to guard against a bad break. The classic combinations, when the form of scoring says to take one, and how to count the tricks you need.
- The SqueezeA squeeze forces a defender to discard a winner because they guard two suits. The simple squeeze, the conditions it needs (BLUE), rectifying the count, and a worked ending.
- The EndplayAn endplay throws a defender on lead when any card they play costs a trick. Strip and throw-in, elimination play, the ruff and sluff, and how to recognize an endplay in time.
Defense
Leading, signalling and reading the hand from the other side of the table.
- Opening Leads in BridgeHow to choose the opening lead against suit and notrump contracts: which suit, which card, standard lead conventions, leads to avoid, and how to read the auction before you lead.
- The Rule of 11The rule of 11 tells third hand how many cards higher than the lead sit in the other three hands. How to apply it, when it works, the rule of 10 and 12 variants, with worked deals.
- Defensive Signals in BridgeThe three defensive signals in bridge: attitude (high encourages), count (high-low shows even) and suit preference, when each applies, standard versus upside-down, and example deals.
- MUD LeadsMUD (middle, up, down) is the lead of the middle card from three small cards. When to use it, how partner reads it, MUD against notrump and suits, and the alternatives.
Odds and probabilities
The probabilities behind the play and the bidding, each table on its own page and computed rather than copied.
- Suit Break OddsThe a priori odds of every suit break in bridge, from two to eight missing cards: 3-2 at 67.8 percent, 4-1 at 28.3, and the rest, with how to read them at the table.
- Finesse or DropWhether to finesse for a missing queen or play for the drop, with the exact odds by number of cards held: 53 percent for the drop with nine, 33 with eight, against a 50 percent finesse.
- Bridge Hand PatternsEvery one of the 39 bridge hand patterns and how often each is dealt: 4-4-3-2 leads at 21.6 percent, balanced hands make up 47.6 percent, and a void appears in one hand in twenty.
- High-Card Point DistributionHow often a bridge hand holds each number of high-card points: 10 is the commonest at 9.4 percent, the average is exactly 10, and 15 or more comes up one deal in seven.
- Game and Slam OddsThe chance of success you need before bidding a game or slam pays at IMPs, not vulnerable and vulnerable: 45 and 37.5 percent for game, 50 for a small slam, about 56 for a grand.
Scoring
How the numbers work, in every form of the game.
- Bridge ScoringThe complete bridge scoring table with a calculator: trick values, game and slam bonuses, doubled penalties, duplicate, Chicago and rubber scoring, IMPs and matchpoints.
- Bridge Scoring TableThe bridge scoring table for every contract made exactly, from 1 club to 7NT, not vulnerable and vulnerable, with the trick values and bonuses that build each number.
- Undertrick Penalties in BridgeThe penalty for going down in bridge, one to seven undertricks, undoubled, doubled and redoubled, not vulnerable and vulnerable, with the rule that makes doubled penalties grow.
- Bridge IMP TableThe International Match Point scale: every score difference and the IMPs it converts to, with how a team match is scored and why big swings are capped.
Calculators
Calculators that score a result or price a hand.
- Bridge Scoring CalculatorA free bridge scoring calculator: pick the level, strain, doubling, vulnerability and tricks taken and read the duplicate score, with the arithmetic behind it explained.
- Bridge Odds CalculatorA bridge probability calculator: pick a shape and a point range and see how often a hand like it is dealt, computed over all 635 billion bridge hands.