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LEARN BRIDGE LESSON 5: Introduction To Bidding


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All your skill in declarer play will avail you little if your bidding is inaccurate. If you reach
pages are dedicated to
a contract that not even a world champion could bring home because the contract is either
teaching the game of
too high or in the wrong denomination, you are beaten even before the dummy comes
bridge. There are lessons
down. If you bid too little, the result will not look quite so bad because you will score some
for first-time players, as
points on the deal, but experienced players know that languishing in a part-score when
well as for those at the
game is there for the taking (or stopping in game when slam is laydown) loses almost as
elementary and
much in the long run as overbidding. After all, the cards tend to even out over a period of
intermediate levels. You
time, so it is essential to take advantage of opportunity when it comes your way. Let's look
can find the appropriate
at some procedures designed to turn this noble objective into reality.
section, and proceed
through the lessons.
The Language of Bidding
BEGINNER: Learn how to The typical bridge book of the early decades (contract bridge was first played in the late
play bridge if you have 1920's) introduced the subject of bidding in a most woeful manner. It informed its readers
never played before. The that South opened the bidding with one heart because the South hand justified contracting
beginner lessons here are for seven tricks with hearts as trumps, and North raised to two hearts because the North
designed for those who hand warranted upping the commitment by a trick. The perceptive reader noted that a
know little or nothing typical hand for a one-heart opening contained only three or four probable tricks rather
about the game. than seven, further observed that there was no great advantage to playing in two hearts
rather than one because neither contract represents game, and (needless to say) became
ELEMENTARY: If you considerably confused about the objectives of bidding.
understand the basics of
the game, and are ready to A much more enlightened approach is to consider bidding as a language—i.e., a medium of
proceed further. communication. You and your partner must decide how much to bid (slam, game, part-
score, or stay out of the auction altogether); if you do choose to try to secure the final
INTERMEDIATE: Here is a contract, you also need to decide where it will be to your advantage to play the deal
collection of intermediate- (notrump, spades, hearts, diamonds, or clubs). Furthermore, you can exchange information
level problems in bidding, only by choosing among fifteen words (pass, one, two, three, four, five, six, seven, notrump,
declarer play, and defense spades, hearts, diamonds, clubs, double, and redouble), the only ones that are permitted
for you to practice and during the bidding. For example, the following "auction" would be useful to North and
improve your game. South, but would clearly be illegal:

North: "I have a strong hand and regard game at notrump as a distinct possibility."

South: "That might be a good idea. I have a few useful cards and I like the idea of playing at
notrump, but I'm not sure we're strong enough to bid game. Just how strong is your hand?
If it's somewhat better than you've already announced, let's play in game; otherwise, we'd
better not."

North: "I have some extra strength in reserve. Let's play game in notrump."

These ideas, however, could be expressed in the following legal manner:

North: "One notrump."

South: "Two notrump."

North: "Three notrump."

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Each player's bid says something important about the hand, including both strength and
distribution of cards. Therefore, each player must be careful to send accurate messages to
partner, and must also know the meanings of partner's bids to be able to proceed properly.
If each player is in tune with partner's calls, the auction will go smoothly to its correct
destination; but if the communications go awry, a disaster is likely to occur. For example,
suppose that North and South had different ideas conceming the meaning of South's two-
notrump bid in the preceding auction:

North: "One notrump."


(North thinks: Strong hand. Possible game in notrump.)
(South thinks: Strong hand. Possible game in notrump.)

South: "Two notrump."


(North thinks: Bid game only if you have extra strength in reserve.)
(South thinks: We can surely make a game. Let's shop arond for a slam.)

North: "Pass."
(North thinks: I have nothing extra.)
(South thinks: #!$%^$@##!!.)

As a result of the disagreement about the message conveyed by South's two-notrump bid,
North and South stop there and miss a "cold" game. Clearly, partners must know and agree
on the meanings of bids before they come up at the bridge table!

Another type of catastrophe occurs when a player misevaluates a hand. Holding:

♠ A K Q J   ♥ A K Q   ♦ A K Q   ♣ A K Q

it is easy to tell that you can take thirteen top tricks (and should therefore bid seven
notrump); with,

♠ 5 4 3 2   ♥ 4 3 2   ♦ 4 3 2   ♣ 4 3 2

it is not hard to determine that you cannot take any tricks (and should indicate weakness to
your partner, presumably by passing). Hands that fall in between these two extremes,
however, are harder to judge. In the example above where the bidding proceeded one
notrump—two notrump—three notrump, all bids are properly interpreted, but the final
contract will not be notably successful if what North regarded as a strong hand actually is
pretty much of a lemon that won't take very many tricks.

Thus, there are two major prerequisites that are essential for bidding accuracy. Each player
must know how to evaluate a hand—how to reach a correct conclusion as to the amount of
strength held. Second, a bidding system must be agreed on so that each player will know
how to transmit the messages to be sent and how to interpret the communications received
from partner. In this lesson, we will deal with both hand evaluation and the meanings of
the bids as they apply to the first bid made in an auction.

Basic Point-Count Principles


One possible method for evaluating hands is to count the number of sure (or "quick") tricks.
For example, an ace would count as one trick, a holding of ace-king in the same suit as two
tricks, a holding of king-three as one-half trick (half the time the finesse will win and you
will score one trick; half the time the finesse will lose and you will get nothing), and so
forth. This method was used extensively in the 1930s and 1940s, but it passed out of
existence because using fractions is both difficult and unpleasant.

In the late 1940s, the quick-trick method was replaced by a far simpler and more accurate
method: point-count. Under this technique, hands are evaluated by assigning points to
various holdings. More points are assigned to more valuable possessions, and the total

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number of points gives an indication of the strength of the hand. Originally, only two kinds
of points were counted:

(1) HIGH-CARD POINTS (often abbreviated HCP)

Since aces are more powerful than kings, kings more powerful than queens, and so on,
hands with higher cards are stronger (more likely to take tricks) than hands with lower
cards. This principle is expressed simply by counting points for each high card as follows:

Ace = 4 points
King = 3 points
Queen = 2 points
Jack = 1 point.

Cards below a jack are not likely enough to take tricks to be awarded any points. Some
examples:

1. ♠ A Q 8 6   ♥ K 7 3   ♦ 10 6 4   ♣ A J 5

This hand has 14 HCP: four for each ace (total eight), three for the king, two for the queen,
and one for the jack.

2. ♠ 5 4 3 2   ♥ 4 3 2   ♦ 4 3 2   ♣ 4 3 2

This miserable collection has 0 HCP (no aces) kings, queens or jacks.

3. ♠ A K 8   ♥ K Q J 6   ♦ A Q 8   ♣ J 7 2

This hard contains 20 HCP (four points for each ace, three points for each king, two points
for each queen, and one point for each jack.). It is the strongest of the three example hands;
hand 1 is next in strength, and hand 2 is the weakest.

(2) DISTRIBUTION POINTS

Short suits can also be valuable. As we saw in the discussion of declarer play, you are
permitted to trump a trick if you cannot follow suit. If you have no cards in a suit (are void)
you can rum immediately and need not lose a trick even to the ace; with a one-card suit
(singleton) you must lose a trick to the ace, but can ruff the second round of the suit; and
with a two-card suit (doubleton), you cannot prevent the opponents from cashing the ace
and king but can ruff in thereafter. To give proper credit to valuable short suits, assign
Distribution Points as follows:

Void = 3 points
Singleton = 2 points
Doubleton = 1 point.

For example:

1.  ♠ A Q 8 6 5   ♥ K Q 8   ♦ 7   ♣ J 8 6 4

This hand has 14 points: four for the ace, three for the king, two for each queen, one for the
jack, and two for the singleton.

2.  ♠ —   ♥ K J 8 6 5   ♦ K Q 10 3   ♣ A 5 4 2

Counting three points for the void, this hand has 16 points.

3.  ♠ A 9 8 6 5   ♥ 8 6 5 4 3   ♦ 7 2   ♣ 4

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This hand has 7 points, including one for the doubleton and two for the singleton.

4.  ♠ A 9 8 6   ♥ 8 6 5   ♦ 7 4 2   ♣ 6 3 2

This hand is worth only 4 points; there are no Distribution Points at all.

Using the point-count method of hand evaluation, the following important concepts can be
assigned numerical values:

Average hand = 10 HCP

Number of points in the combined partnership hands usually needed for:

Game in notrump, spades, or hearts = 26 or more points


Game in diamonds or clubs = 29 or more points
Small slam 33 or more points
Grand slam 37 or more points

This greatly simplifies your bidding strategy. For example, you would surely want at least
an average hand to open the bidding, since you are encouraging partner to compete for the
final contract and will need to take a majority of the tricks if (as is likely) your side becomes
the declaring side. Once the bidding is under way, you can keep track of the points
announced by your partner's bids, add them to the total you can see in your own hand, and
have an idea as to the likelihood of your partnership's possessing the total of 26 points
needed for game. If this total proves to be out of reach, you should plan to stop in the first
safe landing spot, since game is out of the question; if there is a possibility that your side
may possess 26 points, more investigation is needed; if you can tell that 26 points are
present, you must make sure that game is reached; and if there is a possibility that your
side may hold 33 points, slam should be investigated.

[ Note: For convenience, we will frequently use some simplifications in language that are
not completely accurate. Game can be made with fewer than 26 points (for example, there
may be a lucky lie of the cards) and you do not have a guarantee of making your contract if
you bid game with 26 or more points; (you may run into bad luck). In general, however, it is
a good policy to bid game when your partnership holds 26 or more points and to stop short
of game with fewer than 26 points. Phrases such as "game is definite" and "game is
impossible," should be interpreted with this in mind. ]

During the years immediately following the introduction of point-count, the average
player's bidding skill improved greatly because of the greater accuracy of the point-count
procedure. In later years, however, progress slowed dramatically. Experts soon realized
that there were many flaws in the standard point-count method. Being experts, they were
able to correct these flaws by substituting judgment for points whenever their experience
told them that point-count would yield an inaccurate result. Average players and
newcomers to bridge, however, were not so fortunate. Lacking the expertise of the top
players, they necessarily adhered to point-count in all situations, and suffered poor results
on those hands that point-count valued incorrectly. To add insult to injury, the
inexperienced player was stuck with the same stodgy point-count for the duration of the
auction, while the experts mentally upped their values when the auction took favorable
turns and downgraded their assets when partness bids shrieked wamings. Since no one
knew how to turn expert judgment into points, the average player was frequently led into
incorrect contracts by fallacies in point-count rather than through any personal fault.

Bridge writers have suggested different methods of modifying point-count to increase its
efficiency. In 1968, in Modern Bridge Bidding Complete, we introduced the first hand-
evaluation method that enables expert evaluation procedures to be expressed entirely in
terms of a point-count. This method, first envisioned by Alvin Roth, was then called the
Roth Point Count. Starting with the same basic 4-3-2-1 point count described in the
preceding section, the Roth Point Count takes the adjustments experts apply by intuition or

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"feel" and builds them into the point-count itself, so they can be used by the beginner and
the experienced player alike. In addition to being more accurate, the Roth Point Count is far
more exciting than the old-fashioned count, for it enables you to see the value of your hand
change in front of your eyes as the result of the bids you and your partner make. When
partner's bids signal good news, your points go up; when partner's bids flash warning
signals, your points go down. This is quite different from traditional point-count, where the
bidder is forced to remain with the same point count regardless of what transpires during
the auction; the Roth Point Count lets you look at your hand through the eyes of the expert.
For example:

  ♠ 6   ♥ Q J 6 5 3   ♦ 9 4   ♣ A 9 6 4 3

Before the bidding begins, your hand is worth 10 points: four for the ace, two for the queen,
one for the jack, two for the singleton spade, and one for the doubleton diamond. Now
suppose that partner is the dealer and opens the bidding with one spade, suggesting that
your side play a spade contract. Something bad bas happened; partner is proposing a trump
suit for which you have very poor support. Because of this unpleasant development, your
hand is now worth much less than ten points—and you had better do something about it
now, for it will be too late if you wait until after you reach a hopeless contract.

Suppose instead that your partner opens the bidding with one beart. This is indeed
excellent news, for your heart holding makes it certain that your side possesses a fine
trump suit. In view of this auspicious development, your hand is now worth much more
than 10 points—and the time to take this into account is now, and not after you have missed
a game or slam because you have underevaluated your hand.

Thus, the Roth Point Count is not only accurate, it is also fun to use because it makes every
action an adventure. A hand of modest values may become quite powerful as a result of the
bids you and your partner make, in which case you can bid strongly and reach the games
that the old-fashioned point-counters miss. Alternatively, a hand that looks strong may
prove to have a weak foundation once the bidding is underway, in which case you should
tread softly and avoid the penalties for going set incurred by players using the inflexible
traditional point-count. Any player, regardless of experience, can use and profit from this
hand-evaluation technique. Naturally enough, as creators we are biased in favor of this
particular extension to universal basic point-count techniques. However, you should get
similar results from any sensible approach to flexible modifications, and you need not fear
that you and your partner will end up on different planets because you adjust your point-
counts in slightly different styles.

In this lesson, we are going to discuss only opener's first action. Since partner has not yet
acted, and information is therefore limited, the adjustments in this area are quite simple.
Let's suppose that you are the dealer and therefore are first to call. As we saw in previous
chapters, tricks can be taken by length winners; consequently, the opening bidder should
add points for particularly long suits. It is necessary to be careful, however, when your long
suit is a minor. Game in a minor suit requires eleven tricks (and 29 points) and is harder to
make than game in notrump, which requires only nine tricks (and only 26 points). As a
result, many hands that include long minor suits are best played in notrump instead of
clubs or diamonds, and you may have difficulty making your contract if your long suit is
weak. For example, holding a suit with king-ten-six-five-four-three opposite eight-seven, it
will take you several leads to drive out the enemy high cards and establish your length
winners. The opponents will be building length winners in their own long suits, and
(thanks to having the opening lead and thus being able to strike first) they may set up and
run enough winners to defeat your notrump contract before you can run your long suit.
Therefore, you should add points only for good minor suits—minor suits with two of the top
three honors (ace-king, ace-queen, or king-queen). Opener should count Length Points as
follows:

Major suits: Any six-card major suit = 1 point


Any seven-card major suit = 2 points

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Minor suits: Any good six-card minor suit = 1 point


Any good seven-card minor suit = 2 points

In the following examples, the point-count is presented in detail. With a little practice,
however, it will soon become automatic.

♠ 7 3   ♥ K 9 6 4 3 2   ♦ A   ♣ 10 7 3 2

1. Suit HCP Dist. Length Total


♠ 0 1 0 1
♥ 3 0 1 4
♦ 4 2 0 6
♣ 0 0 0 0
Total 7 3 1 11

Counting one Length Point for the six-card major suit, this hand is worth 11 points.

♠ 7 3   ♥ A   ♦ K 9 6 4 3 2   ♣ 10 7 3 2


2. Suit HCP Dist. Length Total
♠ 0 1 0 1
♥ 4 2 0 6
♦ 3 0 0 3
♣ 0 0 0 0
Total 7 3 0 10

Do not count a Length Point for the six-card minor suit, as it is not good (headed by two top
honors). (Compare with the previous hand.)

♠ Q 8 6   ♥ 7   ♦ A K 7 6 4 3 2   ♣ 6 5


3. Suit HCP Dist. Length Total
♠ 2 0 0 2
♥ 0 2 0 2
♦ 7 0 2 9
♣ 0 1 0 1
Total 9 3 2 14

Do count two Length Points for your good seven-card minor suit.

♠ J 10 8 7 6 4 3   ♥ A K   ♦ K 8 6 2   ♣ —


4. Suit HCP Dist. Length Total
♠ 1 0 2 3
♥ 7 1 0 8
♦ 3 0 0 3
♣ 0 3 0 3
Total 11 4 2 17

Count two Length Points for a seven-card major suit. As you can see, Length Points are an
easy route to greater bidding accuracy. just be sure that a minor suit is good before adding
the appropriate number of points.

Capsule Summary of Point Count for the Opening Bid


HIGH-CARD POINTS:
   Ace = 4, King = 3, Queen = 2, Jack = 1

DISTRIBUTION POINTS:
   Void = 3, Singleton = 2, Doubleton = 1

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LENGTH POINTS:
   Six-card suit = 1 (in a minor only if good)
   Seven-card suit = 2 (in a minor only if good)

A good suit is one which includes two of the top three honors.

Review Quiz for Opener's Point-Count


How many points are in each of these dealer's hands?

1.  ♠ A Q 8 6 5   ♥ K Q 7   ♦ J 6 3   ♣ 7 2

2.  ♠ K 6 3   ♥ 7   ♦ A K 8 6 4 2   ♣ 9 5 3

3.  ♠ J 9 7 6 3 2   ♥ A 5   ♦ 6 3 2   ♣ 7 3

4.  ♠ 6 3   ♥ A 7   ♦ A 10 8 6 5 3   ♣ 6 5 3

5.  ♠ K Q 8 6   ♥ A 5 3   ♦ 7 3 2   ♣ A J 5

6.  ♠ A J 8 6 3 2   ♥ —   ♦ 7   ♣ K Q 9 6 3 2

7.  ♠ K 9 7 6 4 3 2   ♥ 8   ♦ 6   ♣ A J 6 5

8.  ♠ 6 5   ♥ 9 4 3   ♦ A Q 9 7 5 3 2   ♣ A

9.  ♠ A K 9 8 6 3   ♥ J 8 6 5 4 2   ♦ —   ♣ 7

10.  ♠ 8 4   ♥ Q 7 3   ♦ A K   ♣ A K Q 7 4 2

Solutions

Each solutions gives, in order, the high-card points (HCP), Distribution Points, Length Points
and Total.

HCP Dist. Length Total


1. 12 1 0 13
2. 10 2 1 13
3. 5 2 1 8
4. 8 2 0 10
5. 14 0 0 14
6. 10 5 2 17
7. 8 4 2 14
8. 10 3 2 15
9. 8 5 2 15
10. 18 2 1 21

The Opening Bid


You are the dealer and have carefully counted your points. A most important question is
now at hand: Should you open the bidding or should you pass? Although it is more
entertaining to bid, discretion requires that you pass when you lack sufficient values to
enter the auction. To open the bidding with a one-level bid, you should hold at least 13
points, including at least 10 high-card points (HCP). Some players require 14 points,
although many of those allow opening with 13 if all the points are high-card points. As you
become a more experienced player, you will find it acceptable not to treat pointcount too
rigidly. Thus, many players set the opening bid requirement at "a good 13 points," and they
judge good and bad by whether the honors are in long suits (good) or short suits (bad), and
whether they hold streong intermediate cards such as tens and nines (good) or not (bad).
Then, too, style plays a part; some players prefer "lighter" opening bids as a matter of style

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while other prefer a "sound" approach. For the sake of definiteness, we'll assume you have
set your minimum requirement at 13 points, a popular choice in the 1990's. Here are a few
examples:

1. ♠ A J 7 5   ♥ K J 6 2   ♦ Q 8 4   ♣ 7 5

You have only 12 points. You should pass.

2. ♠ A 9 8 7 6 3   ♥ K 10 8 6 4 2   ♦ 5   ♣ —

You have 14 points (7 HCP, 5 Distribution Points, and 2 Length Points) but do not have the
required 10 HCP. Therefore, you should pass.

3. ♠ A J 6   ♥ K 9 8 4 2   ♦ Q J 10 6 2   ♣ —

You have 14 points and at least 10 HCP. You should open.

4. ♠ A Q 9 6 5   ♥ A K 8   ♦ A Q 6   ♣ 9 5

With 20 points and at least 10 HCP, you must open.

The Opening One-Notrump Bid


If you find that you do not have at least 10 HCP and 14 total points, you pass and are no
longer involved with the problems of the opening bid. If, however, fortune smiles and you
do have the values necessary to open the bidding, your next decision concerns whether to
open with one notrump or with one of a suit. There are three requirements for the one-
notrump opening bid; if your hand meets all of them, you should open one notrump.
However, if you fail to satisfy any one of the three requirements, you must reject the
notrump opening and open with one of a suit. The requirements for the opening bid of one
notrump are:
1. 16-18 HCP.
2. Balanced suit distribution: 4-3-3-3, 4-4-3-2, or 5-3-3-2.
3. High-card points in at least three of the four suits.

Once you have decided to open one notrump, you should not count your Distribution
Points. It is impossible to ruff anything in a notrump contract, so your short suits possess no
trick-taking value for notrump purposes. Therefore, you must reduce all Distribution Points
to zero, lest you overevaluate your hand and reach too high a contract. For example:

1. ♠ K 9 6 5   ♥ A Q J 7   ♦ A Q 6   ♣ 7 2

Open one notrump. With 16 HCP, balanced suit distribution, and high-card points in at least
three suits, your hand meets all the requirements. Having decided to open one notrump, do
not count a Distribution Point for the doubleton club; your hand is worth 16 points.
Remember, you can't ruff anything in a notrump contract.

2. ♠ K Q 8   ♥ A J 7   ♦ Q 6 5   ♣ A Q 6 2

Open one notrump. You have 18 HCP, balanced suit distribution, and high-card points in at
least three suits. (18 points)

3. ♠ 7   ♥ Q J 6 2   ♦ K Q 10 5   ♣ A K Q 4

Open with one of a suit. You have 17 HCP and high cards in at least three suits, but you may
not open one notrump without balanced suit distribution. (19 points; since you are not
bidding notrump, keep your Distribution Points.)

4. ♠ K Q 8   ♥ A K J 7   ♦ K Q 10   ♣ J 6 2

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Open with one of a suit. You may not open one notrump with more than 18 HCP. (19 points)

5. ♠ K Q 8   ♥ A J 7 6   ♦ K Q 10 2   ♣ 8 6

Open with one of a suit. You may not open one notrump with fewer than 16 HCP. (15 points)

6. ♠ A Q 8   ♥ 7 3   ♦ A K Q J   ♣ 7 6 5 3

Open with one of a suit. You may not open one notrump with high cards in only two suits.
(17 points)

7. ♠ K J 8 6 2   ♥ A Q 8   ♦ 9 6 3   ♣ 7 2

Pass. You need 14 points (and 10 HCP) to open. (11 points)

If you can open the bidding with one notrump your side will have a definite advantage
because the notrump bid is very limited and is subject to exact requirements. Thus, with
just one bid, you are able to convey to your partner a great deal of information about your
hand. Because the requirements for the one-notrump opening bid are so stringent,
however, you will more frequently open the bidding with one of a suit, a not-strictly-limited
bid that covers a wide range of values.

The Opening Bid of One of a Suit


Once you have decided that a one-level opening bid is in order but that you may not open
one notrump, simply locate your longest suit. Then, act as follows:

1. If your longest suit is five cards or more, bid it. If a tie should occur, select the higher-
ranking suit (for example, with heart and diamond suits each five cards in length, open one
heart; with spade and diamond suits each six cards in length, open spade; and so on).

2. If your longest suit contains four cards, bid your longer minor. In case of ties, choose
your stronger minor. If the minors are virtually identical, open one club. (For reasons that
we cannot discuss in the current context, most experienced players prefer always to open
one club with three cards in both minors, and there are several popular algorithms for
which minor to choose with four cards in both. You need not worry about such small
differences at this stage. For this "first lesson" we give the simplest procedure that is not
significantly at variance with standard practice.)

Here are some examples:

1. ♠ A Q 8 6 3   ♥ A J 7   ♦ 8 3   ♣ K 4 2

Your longest suit has five cards, so bid it. Open one spade. (15 points)

2. ♠ A   ♥ K J 8 7 6   ♦ A Q 8 6 5   ♣ 6 2

With two five-card suits, bid the higher-ranking. Open one heart. (17 points)

3. ♠ A J 9 6 4 3   ♥ —   ♦ K 10 8 6 4 2   ♣ A

With two six-card suits, bid the higher-ranking. Open one spade. (18 points, counting one
Length Point for the six-card major suit but no Length Point for the diamonds since the suit
is not good.)

4. ♠ 8   ♥ A J 6   ♦ K Q 8 5   ♣ A Q 6 3 2

Bid your five-card suit. Open one club. (18 points)

5. ♠ A J 6 2   ♥ K Q 8 5   ♦ K 8 3   ♣ 7 4

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Since your longest suit has only four cards, you must bid your longer minor. Open one
diamond. (14 points)

6. ♠ 7   ♥ K 9 6 2   ♦ A J 4 3   ♣ Q 5 4 2

Your longest suit has four cards, but your 13 points for an opening bid are conspicuous by
their absence. Pass. (12 points)

7. ♠ K 6 5   ♥ 7 2   ♦ A K J 6   ♣ Q J 3 2

With four cards in your longest suit, you must bid your longer minor. Unfortunately, the
minors are equal in length. Resolve this difficulty by selecting the stronger minor. Open one
diamond. (15 points)

8. ♠ K J 6   ♥ A 5   ♦ Q 10 3 2   ♣ A K 6 4

Your longest suit has four cards, and the minors are of equal length, but you will be making
a terrible mistake if you open the stronger minor. With 17 HCP, balanced suit distribution,
and high cards in at least three suits, open one notrump. Don't forget to make the one-
notrump opening bid instead of one of a suit when your hand meets the necessary
requirements. (17 points; do not count any Distribution Points when bidding notrump.)

9. ♠ K 6 3   ♥ A Q 8 2   ♦ K 6 2   ♣ K 8 5

Your longest suit has four cards, so you direct your attention to the minors; however, they
are equal in both length and strength. Therefore, open club. (15 points)

10. ♠ A Q 8 6   ♥ A K 7   ♦ A Q J 5   ♣ 7 2

Your longest suit is four cards, so bid your longer minor. Open one diamond. (21 points)

Higher-Level Opening Bids


THE STRONG TWO-CLUB OPENING

On occasion, you will be lucky and will pick up a band so strong that game is a virtual
certainty even if partner holds no points at all. When this happy event occurs, a special bid
is needed to convey the message to partner. After all, if you should open one spade holding,

♠ A K Q 3 2   ♥ A K Q 6 5   ♦ A Q 3   ♣ —

(27 points), partner (as you will learn later on) will quite properly pass with,

♠ 9 8 6 4   ♥ 7 4   ♦ 10 9 8   ♣ 9 6 4 2

As a result, you will miss a "cold" game. This unfortunate situation will be resolved if you
open the bidding with two clubs any time you have 24 or more points. This bid is artificial.
It says nothing about your holding in clubs; it is a legal method of informing partner that
you have at least 24 points and that both of you must continue to bid until at least game is
reached. Since partner is not permitted to pass two clubs (game has not been reached), you
will get another chance to bid and can then bid your longest suit.

Very old-fashioned bidding methods recommend opening with two of your longest suit with
game in your own hand. However, it is absurd to reserve four bids—two spades, two
hearts, two diamonds and two clubs—for powerhouse hands that rarely occur, and
virtually all standard-method players use the artificial two-club opening. By using two clubs
to describe any hand of 24 or more points, you free the other opening two-bids to take on
different (and much more useful) meanings.

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PREEMPTIVE OPENINGS

A hand such as,

♠ K Q J 10 8 6 4 2   ♥ 7   ♦ 6 4 2   ♣ 8

has a great deal of playing strength if spades are trumps, because you are virtually certain
of seven tricks. You may not open the bidding with one of a suit, however, because you lack
the necessary 14 points and 10 HCP. An ideal action is to open with a preemptive bid (a suit
bid at the three-level or higher). This is likely to cause great difficulty to the opponents by
preventing them from making their normal bids (for example, they can no longer open
with one of a suit), and it also immediately informs partner that your hand is useful only if
played in your suit and that you are so weak that your sole objective during the bidding is
to hinder the opponents.

To preempt, you must always have a powerful suit and less than 10 HCP. If you are not
vulnerable, you should overbid by three tricks; if you are vulnerable, you should overbid by
only two tricks. For example, you would open four spades on the above hand if not
vulnerable because you have seven sure tricks and would be within three tricks of your
bid; if vulnerable, you should open three spades. Once you preempt, do not bid again. You
have limited your hand and told the full story; let partner make all future decisions. Also,
do not preempt with shaky suits; for example, pass with,

♠ K 10 7 6 5 4 3   ♥ 7   ♦ 6 4 2   ♣ 8 2

Preempts are so frequently effective that many players also use openings of two spades,
two hearts and two diamonds as weak preemptive bids, called "weak two-bids." This is the
most popular of the "different meanings" that can be gained by using the artificial two-club
opening with strong hands.

Capsule Summary: The Opening Bid


Step 1. Count your points.

Step 2. Decide whether to open the bidding or pass.


A. With less than 13 total points or less than 10 HCP, pass.

B. With 24 total points or more, open two clubs (artificial).

C. Otherwise, continue to Step 3.

Step 3. Decide whether to open with one notrump or one of a suit.


A. With 16-18 HCP, balanced suit distribution, and high-card points in at least three suits,
open one notrump. (Do not count Distribution Points if you open one notrump.)

B. Otherwise, continue to Step 4 (where you do count Distribution Points).

Step 4. Select the correct suit in which to make your opening bid.
A. If your longest suit has five cards or more, bid it. In case of ties, bid the higher-ranking
suit.

B. If your longest suit has four cards, bid your longer minor. In case of ties, bid the
stronger minor. If the minors are equal in length and strength, open one club.

Preemptive bids show less than 10 HCP in a hand with a powerful suit:
A. Opening three-bid = six tricks not vulnerable; seven tricks vulnerable

B. Opening four-bid = seven tricks not vulnerable; eight tricks vulnerable

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C. Many players also use opening bids of two spades, two hearts and two diamonds as
preemptive bids.

Review Quiz on Opening the Bidding


In each case, you are the dealer. How many points do you have? What call do you make?

1.   ♠ A K 8 3   ♥ Q 9 6 4 2   ♦ 7 5 3   ♣ A

2.   ♠ A Q 6   ♥ K J 8 5   ♦ 7 3   ♣ A Q 6 2

3.   ♠ 8 7 4   ♥ A Q 6   ♦ K J 7   ♣ A J 10 2

4.   ♠ A 8 6   ♥ 7   ♦ K Q 9 6 5   ♣ Q 8 3 2

5.   ♠ A 9 8 6 5   ♥ 7 2   ♦ K Q J 6 5 3   ♣ —

6.   ♠ 8 2   ♥ A J 7 6 3   ♦ K Q 8 5   ♣ A Q

7.   ♠ 7 4   ♥ A 9 8 6 5 3 2   ♦ 8 6 3   ♣ 10 (you are not vulnerable)

8.   ♠ K 8 6 3   ♥ A 8 6 2   ♦ 6 5 3   ♣ A K

9.   ♠ A Q J 6   ♥ 7 5 3   ♦ 8 2   ♣ A K Q J

10.   ♠ A J 8 6 3   ♥ 7   ♦ A Q 8 6 2   ♣ 6 5

11.   ♠ A J 7 6   ♥ A Q 6 2   ♦ 8   ♣ K Q 10 7

12.   ♠ Q 8 6   ♥ 7 4 3   ♦ A Q 8 2   ♣ A K Q

13.   ♠ A K   ♥ A K J 6 5   ♦ A K J 7 6   ♣ 6

14.   ♠ 3   ♥ 2   ♦ K 8 7 5 2   ♣ A Q 9 7 6 4

15.   ♠ Q 8 6 3   ♥ A 7 4 2   ♦ K Q 9 6 3   ♣ —

16.   ♠ K J 9 7 6 3   ♥ A 3 2   ♦ K 6 3   ♣ 8

17.   ♠ 8 6 5 4 3   ♥ A K Q 3 2   ♦ A 2   ♣ 3

18.   ♠ A J 8 6   ♥ K Q 3   ♦ A Q 7   ♣ K 10 9

19.   ♠ K Q 7   ♥ A 10 8   ♦ 7 3   ♣ A K J 6 2

20.   ♠ A   ♥ 8 3   ♦ Q J 10 9 7 6 5   ♣ 7 4 3 (you are not vulnerable)

Solutions

Each solution gives the number of points and the action to take as dealer.

 1)  15; one heart.


 2)  16; one notrump.
 3)  15; one club.
 4)  13; one diamond.
 5)  15; one diamond.
 6)  18; one heart.
 7)  9; pass.

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 8)  15; one diamond.


 9)  18; one club.
10)  14; one spade.
11)  18; one club.
12)  17; one notrump.
13)  26; two clubs.
14)  14; pass.
15)  14; one diamond.
16)  14; one spade.
17)  16; one spade.
18)  19; one diamond.
19)  17; one notrump.
20)  10; three diamonds.

This article is an adapted excerpt from "Modern Bridge Bidding Complete" by Alvin Roth and Jeff Rubens.
Copyright 1968. Used by permission.

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