This is the do-it-yourself version of our six-week beginner course. It covers exactly the same material, in the same order, using the same system (Standard American Yellow Card, which everybody calls SAYC, pronounced “say-see,” because bridge players will abbreviate anything, including their own patience). The difference is that nobody is standing at the front of the room explaining things. So this workbook does the explaining instead. It does a lot of explaining. If you were hoping for a short book, I have bad news, and the bad news is quite long.
Start here
When you learn bridge in a class, a teacher does three things for you. They explain the rules. They watch you play and say “no, not that card” before you embarrass yourself. And they introduce you to a room full of people who are going to become your bridge friends, your bridge rivals, and in at least one case your bridge nemesis, who will always be at the next table and will always, somehow, have the ace of spades.
This workbook can do the first job really well. It can do a decent impression of the second job if you’re honest with yourself and actually write your answers down before you check them. It cannot do the third job at all. I tried. I wrote a paragraph that was supposed to feel like a warm cup of tea and a chat with a retired orthodontist named Margaret, and it just read like a paragraph.
So let me say this clearly at the very beginning, because it is the most important sentence in the book:
Bridge is a social game. It is best played with other people, in the same room, at the same table, arguing gently about whether you should have led a club.
Everything in here is designed to get you to that table. You can learn the mechanics at home. You can practise online, and there’s a whole section on that near the end. But the goal is a real game with real humans, and the sooner you get there, the more fun this becomes. Learning bridge alone and never playing with people is like learning to dance from a book and then only ever dancing in the laundry. You can. The laundry won’t mind. But you’re missing the point.
Who this is for
- People who can’t make the course nights but want to learn anyway.
- People who did the course, missed a week, and are now quietly pretending they know what a transfer is.
- Couples, friends and families who want to learn together at home before they show up at a club and have to sit opposite strangers.
- Anyone who would like to learn at their own pace, which is a polite way of saying “slowly, with snacks.”
How each lesson works
Each of the six lessons is laid out the same way, so you always know where you are:
- The big idea. A proper explanation, written so you could understand it on a train with no cards in front of you. Read this first.
- Worked examples. Real hands, with the thinking spelled out step by step. Lay these out with actual cards. I’ll keep saying that, because it’s the single thing that makes home study work.
- At the table. A short scene showing how the lesson actually plays out in a real game at a club: what people say, what they do with their hands, where the bidding cards go, and what the grumpy man at table 4 is muttering about.
- Where people go wrong. The mistakes everyone makes. I have made all of them. Several of them twice in the same evening.
- Table manners. A little bit of etiquette in every lesson, so by the time you walk into a club you behave like someone who’s been doing this for years, even if you’re still counting your points on your fingers under the table.
- Practise at home. Drills for one person, two people, or four.
- Online. A suggestion for practising the lesson on BBO (Bridge Base Online), for when nobody else is free.
- Check yourself. Questions, with the answers hidden behind a button at the end. Write your answer down first. If you don’t write it down, you’ll look at the answer and think “yes, that’s what I would have said,” and you’ll be wrong, and you’ll never know.
A suggested week
| When | What | How long |
|---|---|---|
| Day 1 | Read “The big idea” and the worked examples, with cards out on the table | About an hour |
| Day 2 | Read “At the table”, “Where people go wrong” and the table-manners box. Do the “Check yourself” questions on paper | 45 minutes |
| Day 3 or 4 | Practise with a partner (or three). Play every hand in the lesson, then deal some fresh ones | 1–2 hours |
| Any time | One online session using the BBO suggestion for that lesson | 30 minutes |
That’s roughly four hours a week. If that sounds like a lot, consider that the average person spends four hours a week looking for their phone, and at the end of it they don’t know anything about notrump.
Don’t rush. Six weeks is a suggestion, not a deadline. Some people do two lessons a week. Some people take a fortnight over Lesson 3 because transfers made them question everything they thought they knew about language. Both are fine. The only rule is: don’t start a lesson until the “Check yourself” questions from the last one feel easy.
Setting up your kitchen table
The hardest thing about learning bridge at home isn’t the bidding or the play. It’s finding three other people. Bridge is a game for four, and four is a famously difficult number. Two is a couple. Three is a crowd. Four is a dinner party that has to be organised three weeks in advance and then gets cancelled because someone’s cousin is in town. So this section shows you how to practise with any number of people, including just you.
You will need
- Two packs of cards with different backs. One to play with, and one to set up the next hand while you’re playing. Also, one of them will always be missing the seven of diamonds. Nobody knows where it goes.
- Bidding cards. Clubs use “bidding boxes” full of little cards printed with every bid. You can buy a set, or make your own from index cards: one card for each bid from 1♣ up to 7NT (that’s 35), plus a few Pass cards, a Double and a Redouble. Making them takes half an hour and teaches you the order of the bids better than anything I could write. Practising with bidding cards also stops you saying bids out loud with that special tone of voice that tells partner exactly how you feel about them.
- Pen and paper for writing down answers, auctions and scores.
- A table with room for four hands of cards laid out face up. The dining table is ideal. The coffee table will hurt your back. The bed is a terrible idea; the cards slide into the gap and you’ll find the ace of hearts next spring.
- Optional but lovely: some homemade “boards” (see below), a notebook for your mistakes, and snacks that don’t leave grease on the cards. Grapes, yes. Chips, absolutely not. I learned this one the hard way.
If you’re on your own: play “double dummy”
Deal four hands and turn them all face up. Bid all four seats yourself, honestly, using the rules from the lesson, and write the auction down. Then play the hand with all the cards showing, playing each seat in turn. Because you can see everything, you’ll start noticing things: why the finesse works, why declarer should have drawn trumps, why that lead was a disaster. It’s a bit like watching a football match from the commentary box instead of from behind a pole.
The weakness of solo play is that you always know where the cards are, which you never do in real life. So use it for understanding, not for practising guesswork. And when you’ve played a hand, ask the big question of the lesson: “What would declarer do if they couldn’t see the other hands?”
If there are two of you
This is the setup most home learners use, and it works beautifully. Deal four hands. You sit South and your partner sits West. Turn North face up: that’s your dummy. Turn East face up: that’s your partner’s dummy. Each of you plays your own hand and your own dummy, and you bid for both seats on your side.
So you’re playing against each other, each with a visible teammate who never complains. You can each see half the cards, which is more than you’d see in a real game but much less than double dummy. It’s bridge with training wheels.
For bidding practice, there’s an even simpler version: deal just two hands of 13 (North and South), put the other 26 cards aside, and bid them together as partners. Nobody interrupts you. Then turn both hands up and check whether you found the right contract. This is the most useful 20 minutes you can spend, and it’s exactly what experienced partnerships do when they want to improve.
If there are three of you
Two of you form a real partnership as North and South, with hands held up and hidden from each other. The third person plays East and West: they hold East normally, and West is laid face up on the table from the start, like a permanent dummy. North–South get the full experience of bidding and playing together. The third person gets the experience of defending with a lot of help, which is how we all wish defending worked. Rotate every few hands.
If there are four of you
Congratulations. You have achieved the impossible. Play proper bridge. Change partners every hour, because you’ll learn more and because it keeps marriages intact.
Make some boards (it takes ten minutes)
At a club, every deal lives in a “board”: a tray with four pockets labelled North, East, South and West. You take your cards out of your pocket, play the hand, and put your cards back in the same pocket so the deal can be passed to the next table and played again by other people. That’s “duplicate bridge,” and it’s how almost every club in Australia plays.
You can make home boards out of four envelopes held together with a bulldog clip, or by folding a sheet of cardboard into four pockets. Number them 1 to 4 and write on each one who deals and who is “vulnerable” (you’ll learn about vulnerability in Lesson 6; for now, just copy it down):
| Board | Dealer | Vulnerable |
|---|---|---|
| 1 | North | Nobody |
| 2 | East | North–South |
| 3 | South | East–West |
| 4 | West | Both sides |
Boards let you do the most useful home exercise of all: play a deal, put it away, and play the same deal again a week later from the other side. You’ll be amazed how differently a hand looks when you’re defending against it.
Setting up a hand from the page
Every example in this book can be laid out with real cards. The trick for a full deal is to pull out the cards for the hands shown, then shuffle the rest and deal them randomly into the missing seats. Where only one hand is shown, pull out those 13 cards and deal the other 39 at random. Then play the whole thing out. This turns every question into a real hand, and real hands are what stick.
How to stay honest without a teacher
- Write your answer down before you check it. I know. I keep saying it. It’s that important.
- Keep a “bridge diary.” One line for every mistake: “Forgot to draw trumps. Lost to a ruff. Felt bad.” Read it before every session. You’ll notice you make the same three mistakes over and over, which is useful, because three mistakes is a very fixable number.
- When you and your practice partner disagree, the book decides. Not the louder person. Not the person whose house it is.
- When the book doesn’t answer your question, write the question down and bring it to your first supervised session at a club. Clubs love beginners’ questions. It reminds them that they were once beginners, which some of them have very much forgotten.
The language of the table
If you have our first workbook, you’ll have met the parts of a card and the basic words. Here’s the quick version, plus the words that describe where people sit and what they’re doing, because you can’t read a single paragraph of bridge writing without them.
The cards
A normal pack of 52, no jokers. Four suits, each with 13 cards ranked from the ace (highest) down to the 2. The ace, king, queen, jack and ten are the “honours.” For bidding, the suits are ranked too: clubs ♣ is lowest, then diamonds ♦, hearts ♥, and spades ♠ is highest. Hearts and spades are the “majors.” Clubs and diamonds are the “minors.” The majors are worth more, so everyone wants to play in them. That’s the closest thing bridge has to a plot.
Where everyone sits
The four players are named after compass points: North, East, South and West. North sits opposite South, and they are partners. East sits opposite West, and they are partners. Your partner is always the person facing you, which is handy, because you can see their face when you make a bad bid, and they can see yours when they do.
Bridge books also talk about your LHO (left-hand opponent) and RHO (right-hand opponent). Everything in bridge happens clockwise, so your RHO always acts just before you and your LHO just after you.
How a hand unfolds, start to finish
- The deal. All 52 cards are dealt, one at a time, clockwise, face down. Everyone gets 13.
- The auction. Starting with the dealer and going clockwise, each player makes a “call”: a bid, a pass, a double or a redouble. Each bid must be higher than the one before. The auction ends when a bid is followed by three passes in a row. (If all four players pass at the start, the hand is “passed out” and you move on, which is a very relaxing way to play bridge.)
- The contract. The last bid is the contract. It names a number (how many tricks over six) and a trump suit, or notrump.
- Declarer and dummy. Of the partnership that won the auction, the player who first named the trump suit (or notrump) becomes declarer. Their partner becomes dummy. The other two are the defenders.
- The opening lead. The defender on declarer’s left leads the first card. At most clubs you place it face down first, and turn it over once everyone has finished asking questions about the auction.
- Dummy goes down. Dummy lays all 13 cards face up on the table, sorted into suits, with trumps on dummy’s right (declarer’s left). From now on declarer plays both hands, and dummy sits there in a dignified silence that I personally have never once managed.
- The play. Thirteen tricks, played clockwise. Whoever wins a trick leads to the next one.
- The score. Count the tricks, agree the result, write it down, and move on.
A few more words you’ll meet
| Word | What it means |
|---|---|
| Call | Any action in the auction: a bid, pass, double or redouble |
| Contract | The final bid, which declarer has promised to make |
| Book | The first six tricks, which don’t count towards the contract. They’re the cover charge |
| Fit | A suit in which you and partner hold 8 or more cards between you. Finding one is the main point of bidding |
| Balanced | A hand with no void, no singleton and at most one doubleton: 4-3-3-3, 4-4-3-2 or 5-3-3-2 shape |
| Ruff | To play a trump on a trick when you can’t follow suit. “Ruff” and “trump” are used interchangeably, mostly to confuse new people |
| Discard | Playing a card of another suit, not a trump, when you can’t follow suit. Also called “throwing” or, at our club, “pitching” |
| Overtrick / undertrick | A trick more than you needed / a trick fewer. “Down one” means one undertrick |
| Entry | A card that lets you get the lead into a particular hand, usually dummy. You will forget about entries constantly, until the day you don’t |
| Director | The person in charge of the session at a club, who sorts out problems. Calling them is normal, not rude |
Lesson 1
How the game works
This week you learn the whole game. Not the whole game well. Nobody has learned the whole game well, and people have been trying for a hundred years. But by the end of this lesson you’ll be able to sit down, pick up thirteen cards, and play a complete hand without anybody having to take your cards off you and do it themselves.
The big idea: it’s all about tricks
Bridge is a trick-taking game. A trick is four cards, one from each player, played clockwise. Someone leads a card, and everybody else must follow suit, meaning play a card of the same suit, if they possibly can. The highest card of the suit that was led wins the trick. That’s it. That’s the engine of the whole game.
There are only two complications, and both are good news.
Complication one: you can’t follow suit. If a spade is led and you have no spades, you can play any card you like. Usually this card is useless: if you throw a heart onto a spade trick, your heart can’t win, no matter how big it is. The ace of hearts on a spade trick is like a world champion swimmer entered in a marathon. Very impressive. Doesn’t matter.
Complication two: trumps. In most hands, one suit is chosen as trumps. A trump beats every card of every other suit. So if you can’t follow suit, and you have a trump, you can play it and win the trick, even if it’s the 2. A two of trumps beats an ace of anything else. This is the most satisfying thing that will ever happen to you at a card table, and it will also happen to you, frequently, at the worst possible moment.
If you must follow suit and do, you can’t trump. You only get to trump when you’re out of the suit led. Many beginners think trumping is an option you can take whenever you feel like it. It is not. Unless you’re void in the suit that was led, you follow suit. Every time.
Notrump
Sometimes there are no trumps at all. This is called “notrump,” and it’s written NT. In notrump, the highest card of the suit led always wins, full stop. Notrump hands are pure: nobody can swoop in with a little trump. They are also, for that reason, the hands where a long suit is a treasure, because once your opponents run out of that suit, every card you have left in it is a winner. We’ll come back to that.
The auction: how you choose trumps
Before any cards are played, there’s an auction. Each bid is a promise: “My partner and I will win at least this many tricks, with this suit as trumps.” A bid has two parts: a number from 1 to 7, and a suit or NT.
The number is the number of tricks you promise over six. Why six? Because there are 13 tricks, and to win the hand at all you need more than half of them. So the first six tricks, called “book,” are taken for granted. A bid of 1♠ promises 7 tricks (6 + 1). A bid of 4♥ promises 10 tricks. A bid of 7NT promises all 13, which is called a grand slam and is mostly something you’ll read about rather than bid.
Each new bid must be higher than the last one. “Higher” means either a bigger number, or the same number in a higher-ranking denomination. The order, from lowest to highest, is: ♣, ♦, ♥, ♠, NT. So after 1♥ you could bid 1♠ or 1NT, but if you want to bid diamonds you must go up to 2♦. Notrump outranks all the suits, which tells you something about how bridge players feel about notrump.
Counting your points
To decide how much to bid, you need to know how good your hand is. The standard way is to count high-card points (HCP):
| Card | Points |
|---|---|
| Ace | 4 |
| King | 3 |
| Queen | 2 |
| Jack | 1 |
Each suit has 10 points, so the pack has 40. That means an average hand has 10. If you’ve got 10 you’re pulling your weight. If you’ve got 15 you’re carrying the partnership. If you’ve got 3, you’re a supportive presence.
Why does this work? Because about 25 or 26 HCP between you and partner is usually enough to win 9 or 10 tricks. Points are a rough guide to tricks. They’re not perfect, which is why later lessons add a little extra for long suits. But they’re a fantastic start.
Games and part-scores
Some contracts are worth a big bonus if you make them. They’re called games:
- 3NT (9 tricks)
- 4♥ or 4♠ (10 tricks)
- 5♣ or 5♦ (11 tricks)
Anything lower is a part-score, which earns a small bonus. So the whole strategy of bidding comes down to two questions: “Do we have enough to bid game?” and “Where should we play it?” The rough answer to the first is: if you and partner have 25 or more HCP between you, bid game. If you don’t, stop low and take your small profit. You’ll notice 3NT needs only 9 tricks while 5♣ needs 11, which is why bridge players will do almost anything to avoid playing in a minor-suit game. It’s two more tricks for the same bonus. Nobody wants to work harder for the same pay.
Playing a hand: the first four techniques
When you’re declarer, your job is to win enough tricks. Here are the four techniques you need this week. Lay out the cards for each one.
Technique 1: Cash your sure winners (but count them first)
A “sure trick” is one you can win without giving up the lead: aces, and kings once the ace has gone, and so on. Before you play a single card, count them. If you have enough sure tricks to make your contract, take them and go home. Don’t get fancy. Fancy is how good contracts go down.
Technique 2: High card from the short side first
Suppose you hold ♠ A K 3 in your hand and dummy has ♠ Q 2. You have three tricks: the ace, the king and the queen. But watch what happens if you play it wrong. You lead the ace, and dummy has to follow with the 2. You lead the king, and dummy has to follow with … the queen. Your queen has just been eaten by your own king. That’s only two tricks.
The fix: play the queen first, from the short side. Lead the 3 from your hand and win with dummy’s queen. Then lead the 2 from dummy back to your ace and king. Three tricks, and nobody got eaten. The rule is: when one hand has fewer cards in a suit, play its high cards first. Bridge players call this “unblocking,” because otherwise the short hand’s honours sit in the way like a car parked across a driveway.
Technique 3: Long suits make extra tricks
Suppose you have ♦ A K Q 7 3 and dummy has ♦ 8 6 4. You hold eight diamonds between you, so the opponents have five. Play the ace, king and queen. If the opponents’ five diamonds were split 3-2 (one has three, the other has two), they’ve all been played after three rounds. Now your 7 and 3 are winners. Nobody has a diamond left to beat them. Five tricks from a suit with only three honours.
These are called length tricks, and they’re how you make most notrump contracts. It’s why, in notrump, a long suit is more valuable than its points suggest. A humble 3 can become a winner simply by outlasting everyone else, which is also my plan for life.
How likely is the split you need? Roughly: with five cards out, they split 3-2 about two-thirds of the time. With six out, they split 3-3 only about a third of the time. You don’t need to memorise this. You just need to know that “even” splits are less likely than you’d think, and odd numbers of missing cards tend to split nicely.
Technique 4: Draw trumps
In a trump contract, your opponents’ trumps are dangerous. Every trump they hold is a little bomb that can blow up one of your winners when they run out of that suit. So, as declarer, you usually want to draw trumps first: play trumps until the opponents have none left. Then your other winners are safe.
To do this, you have to count. If you and dummy have nine trumps between you, the opponents have four. Count each one as it falls. It’s the first bit of counting in bridge and the most important. Players who don’t count trumps are the reason there’s so much sighing at bridge clubs.
Your first trump contract, and why you draw trumps
You’re South, declaring 4♥. North is dummy. West leads the ♠Q, the top of a sequence. Here is the whole deal, which of course you can’t see in real life. Pull these cards out and lay them on the table.
W E
S
Dummy goes down and you say “Thank you, partner,” because that’s what we say. Now, before you play a card from dummy, you stop and count. This pause is the single most important habit in bridge. Nobody minds you taking twenty seconds here. They’d mind a lot more if you took twenty minutes later.
Sure tricks: two spades (♠A K), five hearts (you have every top heart), two diamonds (♦A K in dummy) and one club (♣A). That’s ten. You need ten. Lovely.
The danger: the opponents have four hearts between them. Each of those hearts can trump one of your winners.
Now watch the hand go wrong, the way it goes wrong for half the beginners in the country every week. You win the ♠A. Then you think, “I’ll take my diamond tricks while I remember.” You cross to dummy’s ♦A. Everybody follows. You lead the ♦K and East, who started with just one diamond, plays the ♥3. A heart. A trump. East has just stolen your king with the smallest heart in the pack. You end up with nine tricks and a sinking feeling.
Now the right way. Win the ♠A. Play the ♥A: West plays the 7, East the 3. You started with nine hearts between you and dummy, so four were missing, and two have just fallen. Two to go. Play the ♥K: West plays the 9, East the 6. That’s all four. The opponents have no trumps left. Now cash your diamonds and clubs and spades in peace, give up the three tricks you always had to lose, and write down +420 (you’ll learn the scoring in Lesson 6).
The lesson is the oldest one in bridge: draw trumps first, unless you have a good reason not to. (In Lesson 5 you’ll meet the good reasons. Until then, draw them.)
A notrump hand: making a long suit work
This time you’re South again, with a balanced 15 points. You open 1NT, your partner jumps straight to 3NT, and everybody passes. (You’ll learn why in Lessons 2 and 3. For now, trust us.)
| West | North | East | South |
|---|---|---|---|
| 1NT | |||
| Pass | 3NT | All pass |
West thinks for a moment, places the ♠Q face down on the table, and asks, “Any questions?” You haven’t got any. West turns the card over. Partner lays down dummy:
W E
S
Count your sure tricks: ♠A K is two. ♥A K is two. ♦A K Q is three. That’s seven. You need nine. Where are the other two coming from?
Look for length. You and dummy have seven diamonds between you. The opponents have six. If those six are split 3-3, then after you play the ace, king and queen, every diamond the opponents had is gone, and dummy’s 7 and 3 are winners. Five diamond tricks, nine in total. Your clubs might help too, but the ♣A is missing, and in notrump you hate giving the lead away when the opponents are attacking a suit (spades, in this case) where you’ve only got two stoppers.
So: win the ♠A. Lead a diamond to dummy’s ace. Cash the king and queen. Both opponents follow three times. The suit has split 3-3. Cash the ♦7 and ♦3. Take your hearts and your other spade. Nine tricks. Smile modestly. Do not punch the air. People at bridge clubs don’t punch the air. We once had a man punch the air and he’s still talked about, and not in a good way.
Notice what you didn’t do: you didn’t play clubs. If you’d led clubs, East would have won the ♣A and fired back a spade, setting up West’s spades. Bridge is mostly about not doing the tempting thing.
The Lesson 1 mistakes
- Trumping when they could follow suit. If you have a card of the suit led, you must play it. Doing anything else is a “revoke,” and at a club it costs you tricks.
- Not drawing trumps. See above. Then see above again.
- Playing from the wrong hand. When you win a trick in dummy, the next lead comes from dummy. When you win in your hand, you lead from your hand. Beginners lead from whichever hand they happen to be looking at. The opponents will notice.
- Blocking a suit. High card from the short side first.
- Playing too fast at trick one. Count first. Always. Bridge is the only game where the most important move is doing nothing for twenty seconds.
Handling the cards
- Don’t touch your cards until the deal is finished. In duplicate the cards come out of the board already dealt, so the rule becomes: take your cards out of your own pocket only, and count them face down. Thirteen. Every time.
- Hold your cards up and back, so nobody can see them. Not up at your neighbour’s eye level. Back towards you. A surprising number of people treat their hand like a hand of patience on a public train.
- Don’t look at anyone else’s cards, even if they’re holding them badly. If you accidentally see one, say so. At a club, the director will sort it out.
- Play one card at a time, face up, in front of you in duplicate (more on that in Lesson 2), or into the middle of the table in a home game. Once you’ve played a card, it’s played. No take-backs.
- Follow suit. If you realise you’ve failed to follow suit (“revoked”), own up straight away. At home, fix it and carry on. At a club, call the director, who will usually transfer a trick or two to the other side. It happens to everyone, and nobody thinks less of you for owning up. They think a lot less of you if you don’t.
- Lead face down at the start of the hand, then turn it over once your partner has had a chance to ask any questions about the auction.
Practise at home
Drills
- Solo: the 40 check. Deal four hands face up, count the HCP in each, and add them up. It must come to 40. Do this ten times. You’ll get fast at counting, which is a skill the whole game rests on.
- Solo: the two deals above. Lay out both deals in this lesson and play them double dummy. Then play them the wrong way on purpose, and watch exactly how the defence beats you. It’s grimly educational.
- Two people: minibridge. Deal four hands, using the two-person setup. Each player counts their HCP and announces them (yours plus your dummy’s). The side with more points declares. The declarer looks at both hands and chooses: notrump, or a trump suit where they have 8+ cards together. Then they choose a part-score or a game (use the 25-point rule). Play 8 hands.
- Four people: trick race. No bidding at all. Play every hand in notrump, with whoever has the most points as declarer. Count tricks. It’s just practice at following suit and cashing winners, and it’s more fun than it sounds.
Try it on BBO
BBO has a free Minibridge game made for exactly this stage: you see your points, the computer works out who declares, and you play the hand against robots. It’s a gentle way to practise following suit, drawing trumps and counting winners when nobody is free to play. There’s also a mode called Just Declare, which skips the bidding entirely and lets you practise playing hands as declarer. See Bridge online for how to get started.
Check yourself
1.1 Count the high-card points.
- ♠ A Q 7 4♥ K 6 3♦ J 8 2♣ Q 9 5
- ♠ 8 5♥ A K J 10 6♦ Q 7♣ K 8 4 3
- ♠ K J 3♥ Q 4♦ A K 6 5 2♣ A J 7
- ♠ 9 7 4 2♥ 8 6 3♦ J 5 4♣ 10 9 2
1.2 How many tricks does declarer need?
a) 3♥ b) 4♠ c) 2NT d) 7♣ e) 1NT
1.3 Which are games? Which are part-scores?
2♠, 3NT, 4♣, 4♥, 5♦, 3♠
1.4 Suit combinations. How many tricks can you take in each suit, and how?
- You hold ♠ A K Q 2. Dummy holds ♠ 7 6 5 3.
- You hold ♣ A K 6 4 3. Dummy holds ♣ Q 5.
- You hold ♦ K Q J 10 4. Dummy holds ♦ 7 3 2. (The ace is missing.)
1.5 Counting trumps
Spades are trumps. You have five spades and dummy has four. You play the ace: everybody follows. You play the king: West follows, East throws a club. How many trumps do the opponents still have, and who has them?
1.6 Count your tricks
You’re in 3NT. West leads a club.
- You♠ A Q 4♥ K J 3♦ A 8 6 2♣ K 7 5
- Dummy♠ K 6 3♥ A 7 2♦ K Q J 10♣ 8 6 4
How many sure tricks do you have? What should you do?
Answers to Lesson 1
- 1.1 a) 12 b) 13 c) 18 d) 1. Hand (d) is the kind of hand you’ll hold more often than you’d like. Enjoy watching partner play.
- 1.2 a) 9 b) 10 c) 8 d) 13 e) 7.
- 1.3 Games: 3NT, 4♥, 5♦. Part-scores: 2♠, 4♣ (a minor needs the 5 level), 3♠ (a major needs the 4 level).
- 1.4 a) Three sure tricks with the A K Q. The opponents have five spades; if they split 3-2, they’re all gone after three rounds and your last spade is a fourth trick. b) Play the ♣Q first (lead low from your hand to it), then the ace and king. Six clubs are out; if they split 3-3, your 6 and 4 are winners too, for five tricks. If you play the ace and king first, the queen falls under them and you’ve wasted a winner. c) Four tricks, but you must first lead the king (or any of your honours) to drive out the ace. Giving up the lead to establish tricks is called “knocking out” a card, and it’s one of the main ways to make notrump contracts.
- 1.5 You held nine, so four were out. Two came out on the ace, and on the king only West followed. That’s three gone. One trump left, and West has it. You’ll usually play one more round to draw it.
- 1.6 Nine sure tricks: three spades, two hearts and four diamonds. (Diamonds give four tricks, not five: you have eight between you, but each hand has four, so you only get four rounds.) Take your nine tricks before the opponents can get their clubs going. Don’t try anything clever in clubs. The best thing a declarer can do with nine sure tricks is take them.
Lesson 2
Opening the bidding and responding
Bidding is a conversation between you and your partner, using a vocabulary of exactly 38 words (35 bids, plus pass, double and redouble), while two strangers listen in and try to ruin it. It’s like planning a surprise party by text message with the guest of honour reading over your shoulder. Every word has to count, nobody’s allowed to explain what they meant, and someone is always judging.
The big idea: two questions
Every auction is trying to answer two questions:
- Where should we play? In a suit where we have a fit, or in notrump?
- How high should we go? A part-score, a game, or (Lesson 5) a slam?
A fit is a suit where you and partner hold at least eight cards between you. Eight is the magic number because it means the opponents have at most five, so you can usually draw their trumps and still have some left over. A fit in a major (hearts or spades) is the prize, because a major-suit game needs only ten tricks. If you can’t find a major fit, notrump is usually next best. Minor-suit games are the bridge equivalent of taking the scenic route because you missed the turn-off.
As for how high, you’ll remember the 25-point rule from Lesson 1: with 25 or more HCP between you, bid game. So the auction is really a way of both partners describing their hands, adding up the points, and checking for an eight-card fit. Neither of you can see the other’s cards. All you’ve got is the bids. That’s why every bid has a precise meaning, and why you have to learn them. Bidding “what you feel like” is like driving on whichever side of the road you feel like. It works fine until it suddenly doesn’t.
When to open
The first person to make a bid “opens the bidding.” In our system you open when:
- You have 12 or more HCP, or
- Your HCP, plus the number of cards in your two longest suits, comes to 20 or more. This is the Rule of 20, and it exists because long suits take tricks that points don’t measure.
With fewer, you pass. Passing isn’t a failure. A pass is a bid too: it tells partner “I don’t have an opening hand,” which is valuable information. Some of the best bids I’ve ever made were passes. Some of the worst bids I’ve ever made were things I did instead of passing.
Which bid to open
Work down this list and stop at the first one that fits:
| Your hand | Open |
|---|---|
| 22+ HCP | 2♣ (Lesson 5) |
| Balanced, 20–21 | 2NT |
| Balanced, 15–17 | 1NT |
| A 5+ card major | 1♥ or 1♠. With two five-card suits, open the higher-ranking one |
| Everything else | Your longer minor. With 3-3 in the minors, open 1♣. With 4-4, open 1♦ |
Let’s unpack the two big rules.
Why five-card majors? When you open 1♥, you promise at least five hearts. That means partner, holding just three hearts, knows straight away there’s an eight-card fit (5 + 3 = 8) and can raise. If 1♥ could be a four-card suit, partner would never know. It’s a simple, beautiful idea, and it’s why the system is called “Standard American”: it was standardised in America, and Americans like knowing exactly what they’re getting.
What if you have no five-card major? You open a minor, even if it’s only three cards long. This feels wrong the first time. You have four lovely spades and you’re opening 1♣ with ♣ 8 6 3? Yes. Because if you opened 1♠ with four, partner would raise with three and you’d be in a seven-card fit, which is like going camping with seven tent pegs. Opening the minor keeps the bidding low so partner can show their major, and you can find the fit together.
And balanced hands? Balanced means no singleton or void and at most one doubleton. With 15–17 and a balanced hand, open 1NT (even with a five-card major, if the hand is 5-3-3-2 and you like it in notrump; experienced players argue about this endlessly, so you might as well start now). With balanced hands outside 15–17, you open a suit and show your strength later: 12–14 by rebidding 1NT, 18–19 by jumping to 2NT. That’s Lesson 3.
Worked examples: what would you open?
Cover the explanation with your hand, decide, then check.
Example A: ♠ K Q 9 6 4♥ A 7♦ K 8 3♣ 9 5 2
12 HCP, so you open. You have five spades, so open 1♠. It’s balanced, but it’s not in the 1NT range.
Example B: ♠ A J 5♥ K Q 3♦ Q 10 7 4♣ K J 6
16 HCP and balanced (3-3-4-3). 1NT. One bid, and partner knows your strength within two points and your shape almost exactly. 1NT is the most informative opening bid in bridge, which is why people love it so much.
Example C: ♠ A Q 6 4♥ K 10 7 2♦ A 9♣ 8 6 3
13 HCP, no five-card major. Your minors: three clubs, two diamonds. Open your longer minor, 1♣. If partner bids 1♥ or 1♠, you’ve found a fit and you’ll raise.
Example D: ♠ 7♥ A Q 8 6 3♦ K J 10 7 4♣ 6 2
Only 10 HCP. But apply the Rule of 20: 10 + 5 (hearts) + 5 (diamonds) = 20. Open. With two five-card suits, open the higher-ranking, 1♥. If you get a chance, you’ll bid diamonds next.
Example E: ♠ K 8 4♥ Q 6♦ K J 9 5 2♣ A 7 3
13 HCP, balanced (a five-card minor doesn’t stop a hand being balanced). Not 15–17, so open 1♦, planning to rebid 1NT to show 12–14 balanced.
Example F: ♠ Q 7 4♥ J 9 3♦ A J 6♣ K 10 5 2
11 HCP. Rule of 20: 11 + 4 + 3 = 18. Pass. Your hand isn’t bad. It just isn’t an opening hand. You’ll get to bid later if partner opens.
Responding: partner has opened, now what?
When partner opens one of a suit, they could have anything from about 12 to 21 points. That’s a huge range. So your first job as responder is to keep the auction alive whenever game is possible, and to describe your hand so partner can do the maths.
The key number: with 6 or more HCP, you must respond. Partner could have 19 or 20, and your 6 would make game. With 0–5, you can pass.
When partner opens 1♥ or 1♠
| Your hand | Bid |
|---|---|
| 6–10, 3+ cards in partner’s major | Raise to 2 (1♥ – 2♥) |
| 10–12, 3+ cards in partner’s major | Jump raise to 3 (1♥ – 3♥). This is a “limit raise”: it invites partner to bid game |
| 6+ with a 4+ card suit you can show at the 1 level | Bid it (1♥ – 1♠). Forcing: partner must bid again |
| 10+ with a suit you’d have to show at the 2 level | Bid it (1♠ – 2♦). Forcing. Over 1♠, a 2♥ response shows five hearts |
| 13+ with support | Bid a new suit first (forcing), then go to game in partner’s major next time |
| 6–10, none of the above | 1NT. A bit of a shrug of a bid, but an honest one |
Notice that raising partner comes first if you have support. Finding a major fit is the whole point, and once you’ve found it, you say so immediately. Hiding a fit from your partner is like finding your partner’s lost car keys and not mentioning it because you’re enjoying the search.
When partner opens 1♣ or 1♦
Partner may have a major hiding in there. So your priority is to show your four-card major, even with a weak hand:
- A four-card major, 6+ HCP: bid it at the 1 level. With both majors four cards long, bid hearts first (“up the line”) so you can find either fit cheaply. With five spades and four hearts, bid spades first (longer suit first).
- No four-card major, balanced: 1NT with 6–10, 2NT with 13–15 (which forces to game).
- Support for partner’s minor, no major: raise to 2 with 6–10 and good support (five cards is ideal).
Worked examples: partner opens 1♥, what do you say?
Example G: ♠ 9 6 3♥ Q 10 7♦ K 8 5 4♣ 7 6 2
5 HCP. Pass. Yes, you have support. No, it’s not enough. If partner has a monster they’ll survive, and if they don’t, you’ve kept the partnership out of trouble. A pass here is not cowardice. It’s accounting.
Example H: ♠ K 7 4♥ J 9 6 2♦ Q 8 5♣ 10 6 3
6 HCP and four-card support. 2♥. You’ve found the fit (5 + 4 = 9 hearts) and told partner you have 6–10. If partner has 17 or more, they’ll think about game.
Example I: ♠ A 9 5♥ K 8 6 3♦ Q 10 7 2♣ J 4
10 HCP and support. 3♥, the limit raise. You’re saying, “We have a fit. If you’ve got more than a bare minimum, bid game.” Partner with 12 passes; partner with 14 bids 4♥.
Example J: ♠ A Q 8 5♥ 7♦ K 9 6 4♣ J 10 8 3
10 HCP, singleton heart, four spades. 1♠. Show your major. Partner might have four spades too.
Example K: ♠ K J 3♥ 6 4♦ A Q 9 7 5♣ K 8 2
13 HCP. Game is certain, because partner has at least 12. Bid 2♦, a new suit, which is forcing. You’ll decide where to play game after hearing partner’s next bid. A good responder with an opening hand of their own is like a tour guide who’s already booked the hotel; they just haven’t told the group yet.
Example L: ♠ Q 8 4♥ 5♦ K 10 7 3♣ J 9 6 5 2
6 HCP, no heart support, no spade suit, not enough for the 2 level. 1NT. It just means “I have 6–10 and nothing better to say.” In bridge, as in life, sometimes that’s the most useful thing you can tell someone.
A complete auction, bidding box and all
It’s board 1, so North is the dealer. The board is placed in the middle of the table with the arrow pointing North. Everybody takes their own hand out of their own pocket and counts their cards face down. Thirteen. Good. North and South pick up these hands:
pass
throughout
North thinks: “13 points. No five-card major, so I open a minor. Four diamonds, two clubs: 1♦.” North reaches into the bidding box, takes out the 1♦ card, and places it on the table in front of them. North doesn’t say anything. North doesn’t sigh, or tap it, or slide it out slowly while looking meaningfully across the table.
East passes: they take out a green Pass card.
South thinks: “14 points. Partner has 12 or more, so we have at least 26 between us: that’s game. But where? I have four spades and four clubs. Majors first: 1♠.” Out comes the 1♠ card. Note that South isn’t bidding 4♠ yet. South doesn’t know about a fit. South is asking.
West passes.
North thinks: “Partner has four spades and so do I. That’s an eight-card fit in a major. I have a minimum opening hand, so I raise just one level: 2♠.” This tells South: “I have spades too, and I have 12–15 points.”
South thinks: “Partner has 12–15. I have 14. That’s at least 26, and we have a fit. 4♠.” South doesn’t invite. South doesn’t need to. When you know, you bid it.
Everyone passes. The final auction looks like this, laid out on the table in neat rows of bidding cards:
| West | North | East | South |
|---|---|---|---|
| 1♦ | Pass | 1♠ | |
| Pass | 2♠ | Pass | 4♠ |
| All pass |
South first bid spades, so South is declarer. West, on South’s left, leads face down. Once the lead is face up, everyone puts their bidding cards back in their boxes and North lays down the dummy. The whole auction took about forty seconds, and it went exactly the way it’s supposed to: North described, South added up, and they found an eight-card major fit and the right level. It doesn’t always go this smoothly. But it does often enough to keep us coming back.
The Lesson 2 mistakes
- Opening a four-card major. In this system, 1♥ and 1♠ promise five. Open the minor.
- Passing partner’s opening with 6–9 points. Partner might have 20. Keep the bidding open.
- Jumping to game too soon as responder. When you don’t know where to play, bid a new suit and find out. Jumping around early just wastes space.
- Forgetting to raise partner’s major. If you have three-card support for partner’s 1♥ or 1♠, raising is almost always the first thing to do.
- Treating a minor opening as a real suit. Partner’s 1♣ may only be three cards. Don’t rush to raise it. Look for a major first.
The bidding box and the play of the cards
- Bid in silence, using the box. Take out the card you want and place it on the table in front of you, overlapping your earlier bids in a neat row so everyone can read the whole auction. Once you’ve deliberately pulled a card out, the bid has been made. You can’t put it back because you’ve had second thoughts. (If you genuinely grabbed the wrong card by accident, call the director. They’re used to it.)
- Don’t hover. Keep your hand away from the box while you think. Hovering over the 4♠ card and then bidding 3♠ tells everyone something, especially your partner.
- Bid at a steady pace. Taking a while to think is fine. But your pause, your sigh, or your little “hmm” can tell partner things they’re not allowed to know. If partner pauses for a long time and then passes, you must not use that information to guide your own bid. This is called “unauthorised information,” and taking advantage of it, even unconsciously, is the most common way decent people break the rules.
- Leave your bidding cards out until the opening lead is faced, then put them back in the box. If you want to review the auction before then, just look. If the cards are already away, you can ask for it to be reviewed, at your own turn.
- Duplicate card play. At a club, you don’t throw your cards into the middle of the table. You play each card face up just in front of you. When all four cards have been played, everyone turns their own card face down in a row in front of them. Point it vertically (towards your partner) if your side won the trick, horizontally if you lost it. At the end of the hand, your row of cards tells you the score, and the four hands are still separate so they can go back into the board for the next table.
- Don’t touch other people’s cards. Not even dummy’s, if you’re a defender. Not even to “help.”
Practise at home
Drills
- Solo: the opening-bid machine. Deal a hand of 13, decide your opening bid, write it down with a reason (“1♦: 13 HCP, no five-card major, longer minor”). Do 20 hands. Then go back and check each one against the table above. Any you got wrong go in your bridge diary.
- Solo: four seats. Deal four hands face up. Decide the opening bid for each one as if they were the dealer. This gets you four times as much practice per shuffle.
- Two people: the uncontested auction. Deal North and South only. One of you is the dealer. Bid with the bidding cards, without speaking, until someone passes. Then turn both hands up. Did you find your eight-card fit? Did you reach game with 25+ between you? Do 10 deals and keep score: one point for the right strain, one for the right level.
- Two people: deal to order. Take turns building a hand for your partner on purpose, to test them on one rule (“Here’s a hand with 12 HCP and four spades. What do you open?”). Building hands is a great way to understand the rules, because you have to think about what makes each bid right.
- Four people: bid and play. After each hand, before you put the cards away, spend one minute going over the auction. Just one minute. Bridge post-mortems are like weddings: they always go longer than planned.
Try it on BBO
BBO lets you set up a bidding table, where you and a friend (each on your own device, in your own home) can practise bidding together, with free robots sitting in the other seats. You can even ask for the deals to be dealt to order, for example making sure one of you always has an opening hand. Bidding over the internet with a partner is a fine substitute when you can’t be in the same room. It is a poor substitute for being in the same room. But it’s better than not bidding at all.
A warning about BBO’s robots: they play a system based on “2/1,” which is a cousin of what you’re learning. Most of their opening bids and simple responses will look familiar. Some later bids won’t. You can hover over or click on any robot bid to see what it means, which is more than you can do with most humans.
Check yourself
2.1 You are the dealer. What do you open?
- ♠ A Q 7 6 3♥ K 4♦ Q 9 8♣ J 6 2
- ♠ K 4♥ A J 8♦ K Q 7 3♣ A 10 6 2
- ♠ 8♥ K Q 9 7 4♦ A J 10 8 3♣ 6 2
- ♠ Q J 5♥ K 7 4♦ Q 8 3♣ K J 6 2
- ♠ A K 8 5♥ Q J 7 3♦ 6♣ K 9 4 2
- ♠ K J 9 7 4 2♥ 5♦ Q 10 3♣ K 8 6
- ♠ A 6♥ A K 5♦ K Q 9 4♣ A J 8 3
2.2 Partner opens 1♠. Your right-hand opponent passes. What do you respond?
- ♠ Q 8 4♥ K 9 6 2♦ 10 7 5♣ J 6 3
- ♠ K 10 7 3♥ A 8♦ Q J 6 4♣ 9 5 2
- ♠ 5♥ K Q 10 8 4♦ A 7 3♣ 10 9 6 2
- ♠ 7 2♥ 9 5 3♦ A K J 8 4♣ Q 7 3
- ♠ J 6♥ 8 7 5 4♦ Q 9 3♣ 10 8 6 2
2.3 Partner opens 1♦. Your right-hand opponent passes. What do you respond?
- ♠ K 8 6 3♥ Q J 7 4♦ 5 2♣ 9 7 3
- ♠ A J 7 5 3♥ K Q 8 4♦ 9 6♣ 7 2
- ♠ 7 5♥ Q 6 3♦ K J 8 4 2♣ 10 9 4
- ♠ K Q 5♥ A 10 4♦ Q 9 3♣ Q 8 6 2
2.4 Thinking question
Partner opens 1♥. You have 8 HCP and three hearts, so you raise to 2♥. Partner has 18 HCP. Is game still possible? What should partner do, and why did your raise make it easy for them?
Answers to Lesson 2
- 2.1
a) 1♠. 12 HCP with a five-card major.
b) 1NT. 17 HCP, balanced.
c) 1♥. 10 HCP, but Rule of 20 (10 + 5 + 5). With two five-card suits, open the higher.
d) 1♣. 12 HCP, no five-card major, clubs are your longer minor.
e) 1♣. 13 HCP, two four-card majors but no five-card one. Diamonds is a singleton, so clubs it is.
f) Pass, for now. 9 HCP and the Rule of 20 gives 9 + 6 + 3 = 18. After Lesson 4 you might choose to open this with a “weak two.” Write that down and come back to it.
g) 2NT. 21 HCP, balanced. - 2.2
a) 2♠. 6 HCP and three-card support.
b) 3♠. 10 HCP and four-card support: a limit raise.
c) 1NT. Only 9 HCP, not enough to bid a new suit at the 2 level, and no spade support. Your hearts will have to wait. Sometimes they don’t get mentioned at all, which is very sad for the hearts.
d) 2♦. 10 HCP and a good five-card suit.
e) Pass. 3 HCP. - 2.3
a) 1♥. Both majors four cards long: bid “up the line,” hearts first. If partner bids 1♠ next, you’ve found that fit instead.
b) 1♠. With five spades and four hearts, bid the longer suit first.
c) 2♦. 6 HCP with five-card support for partner’s minor and no major to show.
d) 2NT. 13 HCP, balanced, no four-card major. It forces to game, which is right, because 13 opposite an opening bid is at least 25. - 2.4 Yes. Your 2♥ told partner you have 6–10 points and at least three hearts. Partner has 18, so the total is 24–28: game is likely. Partner can bid 4♥ straight away, or invite with 3♥ if they’re feeling cautious. Your raise was a “limited” bid: it put your hand into a narrow range, so partner could do the adding up. That’s the whole secret of good bidding: once one partner has described their hand within a narrow range, the other one takes charge.
Lesson 3
Opener’s rebid and notrump bidding
This is the week you learn to bid diamonds when you have hearts. On purpose. When I first heard about transfers, I assumed it was a prank people play on beginners, like sending the apprentice to the hardware shop for a tin of tartan paint. It isn’t. Everybody plays them, they’re brilliant, and by the end of this lesson you’ll be explaining them at parties to people who are slowly backing away.
The big idea: describe, then let partner decide
Your opening bid told partner roughly what you have: “at least 12 points and this is my longest suit” (or, if you opened 1NT, a lot more). Partner’s response told you something too. Now opener speaks again, and this second bid, the rebid, is where opener says how strong the hand really is.
Think of opening hands in three bands:
| Band | HCP | What opener’s rebid sounds like |
|---|---|---|
| Minimum | 12–15 | A simple, cheap bid: 1NT, a single raise, or rebidding your suit at the lowest level |
| Medium | 16–18 | A jump: 3 of partner’s suit, or 3 of your own long suit |
| Maximum | 19–21 | A big jump: game in partner’s major, or 2NT/3NT |
The principle is simple: the more you jump, the more you have. A cheap bid is a modest hand. A leap is a strong one. It’s the opposite of how people behave at auctions for actual furniture, where the one who jumps the price is usually just showing off.
Opener’s rebid options, one at a time
Raising partner. If partner responds in a major and you have four cards in it, you’ve found a fit. Raise to the 2 level with a minimum, the 3 level with a medium hand, or straight to game with a maximum. (With only three-card support, you usually don’t raise partner’s one-level response, because partner might only have four.)
Rebidding notrump. With a balanced hand that was too weak or too strong to open 1NT: rebid 1NT with 12–14, or jump to 2NT with 18–19. This is how notrump bidding covers every balanced hand: 12–14 rebid 1NT, 15–17 open 1NT, 18–19 rebid 2NT, 20–21 open 2NT. Write that ladder on a card and stick it on the fridge.
Rebidding your own suit. This shows six cards. At the cheapest level (1♦ – 1♠ – 2♦) it’s a minimum. A jump (1♦ – 1♠ – 3♦) shows a medium hand with a good six-card suit.
Bidding a new suit. If you have a second suit of four cards, you can show it. At the 1 level (1♣ – 1♥ – 1♠) that just shows four spades: it could be minimum or medium. At the 2 level, a lower-ranking new suit (1♥ – 1♠ – 2♣) is also a natural, wide-ranging bid. A new suit that’s higher-ranking than your first suit at the 2 level (1♦ – 1♠ – 2♥) is called a “reverse” and shows a strong hand, about 16 or more. Don’t panic about reverses yet. Just don’t make one by accident with 12 points.
Worked examples: you opened 1♣, partner responded 1♥
Example A: ♠ K 8 3♥ Q 5♦ A J 4♣ K 9 7 6 2
13 HCP, balanced. 1NT, showing 12–14 balanced. Partner now knows your strength within three points and can decide.
Example B: ♠ A 6♥ K J 8 4♦ 7 2♣ A Q 9 5 3
14 HCP and four hearts. You’ve found a fit. A minimum hand, so 2♥.
Example C: ♠ A Q 5♥ K Q 7 3♦ 4♣ A J 8 6 2
16 HCP, four hearts, and a singleton diamond that will be useful for ruffing. That’s a medium hand: 3♥, inviting game.
Example D: ♠ K J 7 4♥ 3♦ A 8 2♣ A Q 10 7 4
14 HCP, no heart support, four spades. Show them cheaply: 1♠. Partner might also have four spades. If not, no harm done.
Example E: ♠ A 4♥ K 3♦ Q 7 2♣ A K J 9 8 6
17 HCP and a strong six-card suit. 3♣, a jump, showing a medium hand with good clubs.
Example F: ♠ K J 4♥ A 2♦ A Q 3♣ K Q 7 4 2
19 HCP, balanced. Too strong to open 1NT, so you opened 1♣ and now jump to 2NT to show 18–19.
Responder’s second bid: time to be captain
Once opener has rebid, responder often knows almost everything. Opener has narrowed their hand to a three- or four-point band. Responder adds their own points and decides:
- Total clearly under 25? Stop: pass, or sign off in the cheapest sensible contract.
- Total maybe 25? Invite: bid 2NT, or 3 of your agreed major, and let opener decide.
- Total definitely 25+? Bid game.
For example: 1♣ – 1♥ – 1NT. Opener has 12–14. With 7 points, responder passes (19–21 total). With 11, responder invites with 2NT (23–25). With 13, responder bids 3NT (25–27). The person who knows the most decides. In bridge that’s nearly always the person who has heard partner make a limited bid. This is one of the few areas of life where whoever knows the most actually gets to make the decision.
Responding to 1NT: the most important bidding in this course
Partner opens 1NT: 15–17, balanced. You already know a lot. So your job is mostly arithmetic:
| Your HCP | Total | Plan |
|---|---|---|
| 0–7 | Under 25 | Stop low. Pass with a balanced hand. With a five-card major, transfer and pass |
| 8–9 | 23–26 | Invite game: 2NT, or use Stayman or a transfer and then invite |
| 10–15 | 25–32 | Bid game: 3NT, or use Stayman or a transfer first to look for a major fit |
And there are two conventions you need: Stayman and transfers.
Stayman: “Partner, do you have a four-card major?”
Partner’s 1NT may hide a four-card major (remember, 1NT shows a balanced hand, and balanced hands can contain four hearts or four spades). If you also have four cards in a major, you’d love to know whether you have a 4-4 fit, because a major-suit fit usually plays better than notrump.
So a response of 2♣ doesn’t say anything about clubs. It asks: “Do you have a four-card major?” Partner replies:
- 2♦ “No, I don’t.”
- 2♥ “I have four hearts” (and maybe four spades too).
- 2♠ “I have four spades, but not four hearts.”
You use Stayman when you have a four-card major and at least 8 HCP (because you need to be able to cope with any answer at the 2 level and still have enough to invite).
After the answer, you carry on according to your points:
- If you’ve found a fit: raise to 3 with 8–9 (inviting), or to 4 with 10+.
- If you haven’t: bid 2NT with 8–9 (inviting) or 3NT with 10+.
Here’s the clever bit. Suppose partner has both majors and answered 2♥, but you were asking about spades. You bid 3NT. Partner thinks: “Hang on. They used Stayman, so they have a four-card major. It isn’t hearts, or they’d have raised. So it must be spades.” And partner bids 4♠. Bridge is full of these little deductions, and when one of them works you feel like a detective in a cardigan.
Transfers: bid the suit below the one you want
Now suppose you have five or more hearts. You bid 2♦. That doesn’t show diamonds. It says: “Partner, please bid 2♥. I have at least five hearts.” Partner must bid 2♥, whatever they hold. Similarly, 2♥ is a transfer to spades: partner must bid 2♠.
Then you describe your hand:
- Pass with a weak hand (0–7). You’ve got to a safe contract in your long suit.
- 2NT with 8–9 and exactly five cards: “I’m inviting game. Choose notrump or my suit.”
- 3NT with 10–15 and exactly five cards: “We’re in game. Pick 3NT, or 4 of my major if you have three cards in it.”
- 3 of your major with 8–9 and six cards: invite.
- 4 of your major with 10–15 and six cards: “We’re playing here.”
Why go to all this trouble instead of just bidding 2♥ yourself? Three reasons:
- The strong hand becomes declarer. Partner, with 15–17, plays the hand, so their cards are hidden, and the opening lead comes up to their kings and queens rather than through them. Leads up to a K x are less dangerous than leads through it.
- You have more ways to describe your hand. Pass, 2NT, 3NT, 3 of the major and 4 of the major all mean different things.
- Weak hands with long suits play much better in the suit. A six-card heart suit with no points is useless in notrump (you can never get to it) but takes several tricks if hearts are trumps.
After a 2NT opening
Exactly the same tools, one level higher. Partner has 20–21, so you need only about 4–5 points for game. 3♣ is Stayman, 3♦ transfers to hearts, 3♥ transfers to spades. With 4–10 and nothing to look for, just bid 3NT.
Stayman finds the fit (and saves the hand)
North deals and opens 1NT. South is looking at this:
pass
throughout
South has 8 HCP: an invitational hand, and a four-card spade suit. South pulls out the 2♣ card. South doesn’t alert it. The alert comes from the bidder’s partner, so it’s North who takes out the alert card and shows it to the opponents (or says “alert,” depending on the club). East now has the right to ask what 2♣ means, and North explains: “Stayman, asking for a four-card major.” Note that North explains what the bid means, not what South might have. North does not say, “She’s probably got spades and she always overbids.”
North has four spades and two hearts: 2♠. South has found the fit, and with 8 points invites with 3♠. North has 17, a maximum, and bids 4♠.
| West | North | East | South |
|---|---|---|---|
| 1NT | Pass | 2♣ | |
| Pass | 2♠ | Pass | 3♠ |
| Pass | 4♠ | All pass |
Now the punchline. Look at hearts. North has ♥ A 7 and South ♥ 9 6 4 3. In 3NT, the defenders would lead hearts, knock out the ace, and then probably run four or five heart tricks. In 4♠, the defenders can take a heart trick, but after two rounds North has no hearts left and simply trumps the rest. The same 25 points are worth game in spades and a disaster in notrump. That’s why we look for major fits.
A transfer rescues a hopeless hand
pass
throughout
North opens 1NT and South has 1 HCP. In 1NT, North would be on their own: South’s hearts would never be cashed, because South has no entry. North might take five or six tricks. That’s down one or two.
So South bids 2♦, a transfer. North alerts (or says “transfer”), then bids 2♥ exactly as instructed, even though North has only three hearts. South passes.
| West | North | East | South |
|---|---|---|---|
| 1NT | Pass | 2♦ | |
| Pass | 2♥ | All pass |
In 2♥, those useless hearts are suddenly trumps. With nine hearts between the hands, North will lose the ♥A and perhaps one or two other tricks in each side suit, but can ruff spades and diamonds in South’s hand. It’s a contract that usually makes. South had one point and still contributed most of the tricks. That’s the beauty of a long suit with trumps: it doesn’t need points. It just needs to be trumps.
The Lesson 3 mistakes
- Forgetting the transfer. Partner bids 2♦ over your 1NT, and you think, “I don’t have diamonds,” and pass. Partner has hearts. You’re in 2♦ with a three-card suit. Everyone in the room can tell what happened by the look on partner’s face. Always complete the transfer.
- Using Stayman without a four-card major. If you have no major, there’s nothing to find. Just bid notrump.
- Using Stayman with nothing. With 4 points and four spades, what will you do when partner says 2♦? You need about 8 to use it at this stage.
- Opening 1♦ with 16 balanced points and then rebidding 1NT. That shows 12–14. You should have opened 1NT.
- Passing a forcing bid. When partner bids a new suit as responder, they’re asking you to bid again. Passing it is like hanging up on someone mid-sentence.
Alerts, questions and explanations
- Alerts are made by the bidder’s partner, never by the bidder. When your partner makes a bid with a special meaning (Stayman, a transfer, and so on), you alert it, to warn the opponents that it doesn’t mean what it sounds like. Different clubs alert in slightly different ways: an alert card, a spoken “alert,” or an announcement such as “transfer.” Ask at your first session. When in doubt, alert.
- Ask questions only at your own turn to call, and ask the partner of the person who made the bid. “Could you explain 2♣, please?” is perfect. “What on earth was that?” is not.
- Explain the agreement, not the hand. “That’s Stayman, asking for a four-card major” is correct. “He’s got four spades and he’s a bit short of points” is not, even if it’s true.
- If partner explains your bid wrongly, keep a perfectly straight face and say nothing for now. If you end up as declarer or dummy, tell the opponents (and call the director) before the opening lead is made. If you end up defending, wait until the end of the hand. This feels unnatural. It’s the rule, and it’s there to stop the explanation giving you extra information.
- Don’t ask about a bid just because you’re curious, if you’re going to pass anyway. Asking can give your partner ideas about what to lead. You can always ask once the auction is over, before the lead.
- Have a system card. Clubs expect each pair to have a card summarising their system. A ready-made SAYC card is easy to find. Bring two: one for you and one for the opponents to look at.
Practise at home
Drills
- Solo: the notrump ladder. Deal 20 hands. Pick out every balanced one, and say what you’d open and rebid: “14, balanced: 1♦, then 1NT.” “16: 1NT.” “19: 1♣, then 2NT.”
- Two people: the 1NT drill. Build North a balanced 15–17 hand by re-dealing until it qualifies (cheating is encouraged in homework). Deal South at random. Bid it, using Stayman and transfers wherever they fit. Turn both hands up and ask: did we find the major fit? Did we get the level right? Ten deals, then swap.
- Two people: play it both ways. Take the two deals in this lesson. Play the Stayman hand in 3NT and then in 4♠. Play the transfer hand in 1NT and then in 2♥. Deal the East–West cards at random each time. Count the tricks. It’s the most convincing argument for conventions you’ll ever see.
- Four people: rebid ladder. Play normally, but after each auction, opener has to say aloud what range their rebid showed (“1NT: 12 to 14”). Responder checks. Nobody smirks.
Try it on BBO
On BBO you can practise bidding with a partner at a bidding or teaching table, and set the deals so that one player always has a particular kind of hand, for example a 15–17 balanced 1NT opening. That’s exactly the 1NT drill above, without anyone having to shuffle and re-deal. BBO also has a convention card editor where you can choose a standard SAYC card, so your opponents (human or robot) know what you’re playing.
Check yourself
3.1 You opened 1♦ and partner responded 1♥. What is your rebid?
- ♠ K 7 2♥ Q 5♦ A J 4 3♣ Q 10 8 6
- ♠ A 4♥ K 9 6 3♦ A Q J 7 2♣ 8 5
- ♠ K Q 8 4♥ 6♦ A Q 10 7 5♣ A 9 3
- ♠ A J♥ K 4♦ A Q 10 7 6 2♣ K 8 3
- ♠ A Q 5♥ K 3♦ K J 7 3 2♣ A J 4
- ♠ 8 2♥ A 7♦ K Q 9 7 5 3♣ K 6 4
3.2 Partner opens 1NT (15–17). What is your plan?
- ♠ Q 9 7 5♥ K 6♦ A 8 4 2♣ 10 6 3
- ♠ K J 9 7 4♥ A 8♦ 6 3 2♣ K 9 4
- ♠ 8 3♥ 10 9 7 6 5 2♦ 9 4♣ J 8 2
- ♠ A 9♥ K J 8 7♦ Q 10 5♣ K 9 6 3
- ♠ Q 10 6♥ J 5 4♦ K 9 7♣ Q 8 3 2
3.3 Partner opens 2NT (20–21). You hold ♠ 8 6♥ Q 10 7 5 3♦ K 4 2♣ 9 6 3. What do you bid?
3.4 You opened 1NT and partner bid 2♣ (Stayman). What do you reply?
- ♠ K Q 6♥ A 9 4♦ K J 7 3♣ Q 10 5
- ♠ A J 7 4♥ K Q 8 3♦ A 6♣ J 9 5
- ♠ K 10 8 5♥ A 3♦ K Q 6♣ A 9 7 2
3.5 Detective work
With hand 3.4(b), you replied 2♥ to Stayman. Partner now bids 3NT. What do you do?
3.6 You’re responder. The auction has gone 1♣ – 1♥ – 1NT. What now?
- ♠ K 7 3♥ Q 9 8 4♦ J 6 2♣ 9 5 2
- ♠ K 7 3♥ A J 8 4♦ Q 6 2♣ J 5 2
- ♠ A 7 3♥ A J 8 4♦ K 6 2♣ J 5 2
Answers to Lesson 3
- 3.1
a) 1NT. 12 HCP, balanced.
b) 2♥. 14 HCP (a minimum) with four-card support.
c) 1♠. Show your second four-card suit cheaply. 15 HCP is still in the minimum band.
d) 3♦. 17 HCP (medium) with a strong six-card suit.
e) 2NT. 18 HCP, balanced: too strong for 1NT at the start, so you show it now.
f) 2♦. A minimum hand with six diamonds. - 3.2
a) 2♣, Stayman. You have 9 HCP and four spades. If partner bids 2♠, raise to 3♠ (invitational). If 2♦ or 2♥, bid 2NT (also invitational).
b) 2♥, a transfer to spades. Then bid 3NT: you have 11 HCP and exactly five spades. Partner will pass 3NT with two spades, or bid 4♠ with three or more.
c) 2♦, a transfer to hearts. Then pass. Your hand is worthless in notrump and worth several tricks in hearts.
d) 2♣, Stayman. You have 13 HCP and four hearts. If partner bids 2♥, bid 4♥. If 2♦ or 2♠, bid 3NT.
e) 2NT. 8 HCP, balanced, no four-card major. You’re inviting game: partner bids 3NT with 16 or 17, and passes with 15. - 3.3 3♦, a transfer to hearts. Then bid 3NT: 5 HCP plus 20–21 is enough for game, and partner will choose between 3NT and 4♥.
- 3.4 a) 2♦: no four-card major. b) 2♥: with both majors, show hearts first. c) 2♠.
- 3.5 Bid 4♠. Partner used Stayman, so they have a four-card major. It isn’t hearts (they’d have raised your hearts), so it must be spades. You have four spades too. You’ve just done your first piece of bridge detective work.
- 3.6 Partner has 12–14 balanced. a) Pass: 6 HCP, so at most 20 between you. b) 2NT, inviting: 11 HCP gives 23–25, so game is possible if partner has a maximum. c) 3NT: 13 HCP gives at least 25.
Lesson 4
Competitive bidding and preempts
Until now the opponents have been extremely polite. They’ve sat there passing while you and partner had a lovely chat about your majors. That ends today. This lesson is about interrupting, which bridge players have turned into an art form. It is the only place in polite society where you can cut someone off in the middle of a sentence and they’ll compliment you on it afterwards. Well. Some of them will.
The big idea: why bid when they’ve opened?
When an opponent opens, the odds are that their side has more points. But that doesn’t mean you should sit quietly. There are four good reasons to compete:
- You might have a fit and a contract of your own. Points are split about evenly on many hands. You may be able to make a part-score, or even a game.
- You can push them higher. If they were going to stop in 2♥ and you make them bid 3♥, they might go down.
- You can tell partner what to lead. If you end up defending, partner will lead your suit. That’s often worth a trick by itself.
- You use up their bidding space. Every bid you make takes away bids they wanted to use to describe their hands. It’s like parking in their driveway.
The danger is that you might be doubled and go several down. So competitive bids have rules too: you need either a good suit, or the right shape, or both.
The overcall
An overcall is a bid of your own suit after the opponents have opened. You need:
- A good suit of five or more cards. “Good” means a suit you’d be happy for partner to lead, usually with two of the top three or three of the top five honours.
- 8–16 HCP at the 1 level (1♦ – 1♠).
- 11–16 HCP at the 2 level (1♠ – 2♣), and an even better suit, because you’re contracting for eight tricks.
The quality of the suit matters more than the points. Ask yourself the “lead test”: if partner leads this suit, will I be pleased? With ♠ A Q J 8 4, yes. With ♠ 9 7 6 4 2, you’ll be apologising before the dummy is down.
When partner overcalls, help them: with three-card support and 6–10 points, raise one level. With a stopper in their suit and 8–11, bid 1NT. With a long suit of your own and a decent hand, bid it.
The 1NT overcall
Just like opening 1NT, but slightly stronger: 15–18 HCP, balanced, with at least one “stopper” in their suit (a card that will stop them running the suit, such as A, K x, or Q J x). Partner responds as if you’d opened 1NT.
The takeout double
This is the most useful bid in competitive bridge, and it doesn’t sound like what it is. When you double an opening bid of one of a suit, you are not saying “I think they’ll go down.” You’re saying: “Partner, I have an opening hand, I’m short in their suit, and I’ve got support for all the others. Pick one.”
A classic takeout double has:
- 12+ HCP,
- shortness in the suit they opened (two cards or fewer),
- and three or four cards in each unbid suit, especially the unbid majors.
(A very strong hand, 17 or more, can also double first and then bid its own suit. That says “I was too strong to overcall.” But that’s for later.)
When partner makes a takeout double, you must bid (unless the next opponent bids first, which takes you off the hook). Even with no points at all. Partner has asked a question and you must answer. Passing would turn their double into a penalty double, which with your hand would cost a fortune. So:
| Your HCP | Response to partner’s takeout double |
|---|---|
| 0–8 | Bid your longest unbid suit at the cheapest level. Prefer a major |
| 9–11 | Jump one level in your best suit (1♥ – X – Pass – 2♠). Or bid 1NT/2NT with stoppers in their suit |
| 12+ | Bid game, usually in a major where you have four or more cards |
Notice that the 0-point response and the 8-point response are the same bid. Partner will assume you have a weak hand, and with 8 you can pleasantly surprise them later.
Preempts: the weak two and the three-level opening
So far, every opening bid has shown a good hand. Now meet the bids that show a bad one. A weak two (2♦, 2♥ or 2♠) shows:
- 5–11 HCP,
- a good six-card suit (usually two of the top three honours, or three of the top five),
- and nothing else much to speak of.
(You can’t open a weak 2♣, because 2♣ is reserved for your huge hands: Lesson 5.)
A three-level opening (3♣, 3♦, 3♥, 3♠) is a weak hand with a seven-card suit.
Why would you open a weak hand? Because it’s incredibly annoying. The opponents probably have the balance of the points, and they want to bid 1♣ – 1♥ – 1♠ – 1NT, gently describing their hands. Your 2♠ or 3♦ takes all of that away. They now have to start their conversation at the three level, guessing. Sometimes they guess wrong. This is called preempting, and it’s legal, ethical and one of the most effective weapons in bridge. The secret of preempts is that a weak hand with a long suit actually takes quite a lot of tricks if that suit is trumps. You can bid 3♦ with 6 points and go only one or two down, while the opponents could have made a game.
When partner preempts, remember they’re weak. Don’t go hunting for game unless you have a really good hand (about 16+ with a fit). With support, you can raise the preempt to make it even more annoying (2♠ – Pass – 3♠ isn’t an invitation; it’s just more obstruction).
Vulnerability
Each board says who is “vulnerable” (you made boards in the setup section, remember). Being vulnerable means the stakes are higher: going down costs twice as much, and games score more. So when you’re vulnerable, be a little more careful with overcalls and preempts. When you’re not vulnerable and they are, be a little bolder. The full numbers are in Lesson 6. For now, just look at the board before you bid. Every time. Experienced players do this automatically, like checking the mirror before changing lanes.
Worked examples
Your right-hand opponent opens 1♣. What do you do?
Example A: ♠ A Q J 8 4♥ 7 6♦ K 9 5♣ 8 6 3
10 HCP, five excellent spades. 1♠. Passes the lead test with flying colours.
Example B: ♠ 9 7 6 4 2♥ A K♦ Q 8 3♣ J 7 4
10 HCP, but look at those spades. If partner leads one, you’ll be sorry. Pass. Your points are real, but they’re in the wrong place for an overcall.
Example C: ♠ K Q 8 3♥ A J 7 4♦ Q 10 6 2♣ 5
12 HCP, singleton club, four cards in every other suit. The perfect takeout double. Whatever partner picks, you’ll have four cards in it.
Example D: ♠ A 10 4♥ K J 3♦ K Q 7♣ K J 9 2
17 HCP, balanced, with clubs well stopped (K J 9 2). 1NT.
Now LHO opens 1♥, partner doubles, RHO passes. What do you say?
Example E: ♠ 9 6 4 2♥ 8 7 3♦ J 8 5♣ 7 6 2
1 HCP. Ouch. But you must bid. 1♠, your cheapest four-card suit. Partner will know you might have nothing. Your job here is just to stay calm and not apologise in advance.
Example F: ♠ K J 7 3♥ 9 4 2♦ A 10 5♣ Q 8 3
10 HCP and four spades. 2♠, a jump to show 9–11. If partner has 15 or more, they’ll go to game.
Example G: ♠ 8 4♥ K J 9♦ Q 10 7 3♣ K 6 4 2
9 HCP, no four-card major, and a solid heart stopper. 1NT.
Finally, you’re the dealer:
Example H: ♠ 8 3♥ A Q J 9 7 2♦ 9 6 4♣ 8 5
7 HCP, six excellent hearts. 2♥, a weak two. You’re telling partner “I’m weak, but if you want to lead something, lead a heart,” and you’re telling the opponents “Good luck.”
An auction where everyone gets involved
East deals and opens 1♥. You’re South, holding:
♠ K Q J 9 5♥ 8 4♦ A 7 3♣ 9 6 2
You have 10 HCP and a strong five-card spade suit. You take out the 1♠ card. West raises hearts: 2♥. Your partner, North, holds ♠ 10 7 4♥ 9 6 3♦ K Q 8 2♣ Q J 5 and has 8 HCP with three spades, so raises to 2♠. East, who has a bit extra, bids 3♥. Everyone else passes.
| West | North | East | South |
|---|---|---|---|
| 1♥ | 1♠ | ||
| 2♥ | 2♠ | 3♥ | All pass |
Without your overcall, East–West would have stopped comfortably in 2♥ and probably made it. Instead, you pushed them to 3♥. East is declarer, so you’re on lead, and you lead the ♠K from your lovely sequence. You score a spade trick, maybe two, you have the ♦A, partner’s ♦K Q are sitting nicely over the dummy, and with a trick here or there, 3♥ goes down. (If partner had been on lead, they’d have led a spade too, because you bid them. That’s half the point of an overcall.) You went from a likely −110 to a likely +50 by bidding a suit you were proud of. That’s competitive bidding: not heroics, just being annoying at the right moment.
A preempt, seen from the other side
North, the dealer, opens 2♠ holding ♠ K Q 10 9 7 4♥ 8 3♦ J 6 2♣ 7 5 (6 HCP, six good spades).
East, sitting next, has a lovely hand: ♠ 6♥ A K 7 5♦ A Q 9 4♣ K J 8 3 (17 HCP). Without the preempt, East would have opened 1♦ and had a nice relaxed auction. Now East has to do something at the three level, without knowing anything about partner’s hand. East doubles for takeout, and West, with a modest hand, has to choose a suit at the three level. Maybe they find the right spot. Maybe they don’t. Either way, North has done their job with 6 points and a good suit. The preempter’s motto: “I might not win this, but nobody’s getting a good night’s sleep.”
The Lesson 4 mistakes
- Overcalling on a bad suit because they have points. Suit quality first.
- Passing partner’s takeout double with a weak hand. You must bid. Passing turns it into a penalty double, and you’ll be the one paying.
- Doubling with the wrong shape. A takeout double with a doubleton in an unbid major will land partner in a 4-2 fit. Have support for the unbid suits, or bid something else.
- Preempting with a strong hand. With 14 HCP and six spades, open 1♠. A weak two is weak. That’s the whole point. It’s in the name.
- Raising partner’s preempt to game with “a few points.” Partner is weak. You need a real hand to go looking for game.
- Forgetting the vulnerability. Check the board. Then check it again.
Tempo, jump bids, and calling the director
- After an opponent makes a jump bid (like a weak two or a preempt), pause for about ten seconds before you call, even if you’re going to pass. Some bidding boxes have a “Stop” card that the jumper places first to remind you. The pause protects everyone: if you snap out a quick pass, or agonise for a minute, your partner learns something they shouldn’t.
- Don’t react to the opponents’ bids. No raised eyebrows, no little laughs, no “Ooh!” when they double. Bridge players are, collectively, very good at noticing faces. Keep yours dull. Think of a tax return.
- Calling the director is normal. If something goes wrong (a bid out of turn, a revoke, a card dropped face up, a disagreement about what happened), stay calm, raise your hand and say “Director, please.” Don’t try to sort it out among yourselves, even if everyone at the table means well. The director knows the rules, and calling one isn’t an accusation; it’s like calling a referee to check the lines. Then accept the ruling with good grace. The director is often a volunteer who’d much rather be playing.
- Never criticise anybody’s bidding at the table. Not the opponents’, and definitely not your partner’s. Even when the opponents preempt you into oblivion with a hand that looked like a shopping list.
Practise at home
Drills
- Solo: the overcall test. Deal four hands. Make East the opener (if it qualifies; re-deal if not). Then decide what South should do: overcall, double, 1NT or pass. Write it down with a reason. Do 15 deals.
- Solo: weak-two hunt. Deal 30 hands one at a time. Pull out any that qualify for a weak two or a three-level preempt. Check each against the rules. You should find one every few hands.
- Two people: interference drill. Deal four hands. You take South and West; partner takes North and East, so each of you bids for one person on each side. Bid all four seats honestly, then turn the hands up and discuss. Discuss, not argue. There’s a difference, and the club committee has very firm views on it.
- Two or four people: play the preempts. Play some hands where one side has preempted. Count how many tricks the preempter loses. It’s usually fewer than the points suggest, which is the whole dirty secret of preempting.
Try it on BBO
Competitive bidding is where robots and humans behave most differently. Robots compete calmly and consistently; humans compete emotionally and occasionally from spite. Try both. Play a few hands at a casual table with real people (BBO profiles show a skill level, so look for tables of beginners or novices) and a few against robots. When you’re interrupted, practise doing the right thing under pressure, which is the whole skill of this lesson.
Check yourself
4.1 Your right-hand opponent opens 1♦. What do you do?
- ♠ A Q 10 9 5♥ 8 4♦ 7 6 3♣ K J 2
- ♠ K J 8 4♥ A Q 7 3♦ 5♣ K 10 6 2
- ♠ A 7♥ K Q 4♦ A J 9♣ Q 10 8 5 2
- ♠ 9 3♥ 8 7 5♦ K Q J 6♣ A 9 4 2
- ♠ 6♥ A K J 9 7 3♦ 8 4♣ Q 10 7 2
- ♠ J 7♥ 9 4♦ A 8 5♣ A K Q 9 7 3
4.2 Left-hand opponent opens 1♥, partner doubles, right-hand opponent passes. What do you bid?
- ♠ 8 6 4♥ J 9 7 5♦ Q 8 3♣ 10 7 2
- ♠ A J 7 5♥ 8 4♦ K 10 6 3♣ Q 9 2
- ♠ K Q 8 6♥ 6 3♦ A J 5♣ K 10 7 4
4.3 You’re the dealer, nobody vulnerable. What do you open?
- ♠ 7 4♥ K Q J 9 6 3♦ 8 5 2♣ 10 6
- ♠ Q J 10 9 7 3♥ 6♦ K 8 4♣ 7 5 2
- ♠ 5♥ 8 3♦ 9 7 4♣ K Q J 10 8 6 2
- ♠ K 6♥ A Q 10 8 7 4♦ K 9♣ J 5 3
- ♠ 9 8 7 6 4 3♥ K 2♦ Q 5♣ J 8 3
4.4 LHO opens 1♥, partner overcalls 1♠, RHO passes. You hold ♠ K 9 4♥ 7 6 3♦ A 10 8 5♣ J 7 2. What do you bid?
4.5 Judgement
You’re vulnerable; they’re not. RHO opens 1♣. You hold ♠ K 8 7 4 3♥ Q 6♦ J 9 5♣ K 7 2. Overcall 1♠ or pass?
Answers to Lesson 4
- 4.1
a) 1♠. 10 HCP, a good five-card suit.
b) Double. 13 HCP, singleton diamond, support for everything else.
c) 1NT. 16 HCP, balanced, diamonds stopped (A J 9).
d) Pass. 10 HCP, but your best suit is their suit, and you have no five-card suit to overcall. Sit quietly. You may well get to defend against something they can’t make.
e) 1♥. 10 HCP and a fine six-card suit.
f) 2♣. 14 HCP and an excellent suit: worth an overcall at the 2 level. - 4.2
a) 1♠. 3 HCP and no four-card unbid suit, so bid your cheapest three-card suit. Their suit, hearts, is not an option, however many you have.
b) 2♠. 10 HCP and four spades: jump to show 9–11.
c) 4♠. 13 HCP and four spades opposite a takeout double. You know there’s a fit and enough points for game. - 4.3
a) 2♥. 6 HCP and a good six-card suit.
b) 2♠. 6 HCP and a good six-card suit.
c) 3♣. A seven-card suit and a weak hand. (You can’t open a weak 2♣.)
d) 1♥. 13 HCP is too strong for a weak two.
e) Pass. Six spades, but look at them. There’s weak, and there’s too weak. - 4.4 2♠. 8 HCP and three-card support: raise partner’s overcall.
- 4.5 Pass. You have 9 HCP, but the spades are thin, and being vulnerable against not means a double could cost a lot. Not vulnerable, plenty of players would risk 1♠. Vulnerable, live to fight another day.
Lesson 5
Strong hands, slams and declarer play
Some days you pick up a hand so good you have to stop yourself from smiling. This lesson is about those days. It’s also about the single most important habit in all of bridge: stopping to make a plan before you play to the first trick. I didn’t do this for years. I just played whichever card looked nicest. I would like you to be better than me, and the bar, honestly, is on the floor.
The big idea, part one: very strong hands
Your one-level openings cover hands up to about 21 points. Above that you need a special bid, because partner might pass your one-level opening with 5 points and you’d miss a game with 27 between you.
2♣ is the strong opening. It shows either 22+ HCP, or an unbalanced hand that can take about nine tricks on its own (a long, strong suit and some aces). It says nothing about clubs. It says: “Partner, I have a monster. Do not pass.”
Partner nearly always replies 2♦, a “waiting” bid. It doesn’t show diamonds. It just means “I’m listening; tell me more.” (Partner can show a really good five-card suit and 8+ points instead, but when in doubt, 2♦.) Then opener describes the hand:
- 2NT shows 22–24 balanced. This is the only sequence partner can pass, with almost nothing.
- A suit (2♥, 2♠, 3♣, 3♦) shows a long, strong suit, and the auction must now continue until game is reached.
And remember 2NT as an opening bid shows 20–21 balanced, with the same Stayman and transfer responses as Lesson 3, just one level higher.
The big idea, part two: slams
A small slam is a contract for 12 tricks (6 of something). A grand slam is all 13 (7 of something). They earn huge bonuses (Lesson 6), so when you have the cards it’s worth bidding them. The rough guide:
- About 33 HCP between you for a small slam.
- About 37 HCP for a grand slam.
With a good trump fit and some short suits you can make slam with fewer points. With two balanced hands you usually need the full amount. And you must not be missing two aces, because the opponents will simply take them, one after the other, while you sit there with your enormous hand and your enormous embarrassment.
Blackwood: counting aces
Once you and partner have agreed a trump suit and you think slam is possible, a bid of 4NT asks partner how many aces they hold. This is Blackwood, named after Easley Blackwood, who invented it in the 1930s and has been mentioned at bridge tables every night since. Partner replies:
| Reply | Aces |
|---|---|
| 5♣ | 0 or 4 (you’ll know which) |
| 5♦ | 1 |
| 5♥ | 2 |
| 5♠ | 3 |
Then the 4NT bidder decides. If you’re missing two aces, sign off in five of your suit. If you’re missing one, bid six. If you have all four, you can ask for kings with 5NT (replies in the same order, one level up: 6♣ = none, 6♦ = one, and so on) and think about seven.
Two warnings. First, Blackwood only counts aces. It won’t tell you that you’ve got two losers in a suit where you both have small cards. Second, don’t use Blackwood when you hold a void: partner’s ace might be in the suit you’re void in, which is useless to you, and the answer won’t tell you which ace they’ve got.
The big idea, part three: plan before you play
Here it is, the habit that separates bridge players from people who play bridge. When dummy goes down, before you play a card from it:
- In notrump, count your winners. Sure tricks: tricks you can take right now without losing the lead. Compare with the number you need.
- In a suit contract, count your losers. Look at your own hand (the one with long trumps), suit by suit, and count how many tricks you might lose in each, taking dummy’s high cards into account. Compare with how many you can afford to lose.
- If you’re short, look for a way to fix it, using the techniques below.
- Then think about the danger: what are the opponents trying to do to you, and in which order should you do things to stop them?
This takes perhaps thirty seconds. It’s the most profitable thirty seconds in bridge. The opponents may sigh. Let them. They’ll sigh even louder when you make it.
Declarer techniques
The finesse: lead towards the card you hope will win
You hold ♠ 7 5 2 and dummy has ♠ A Q 3. The king is missing. If you lead the ace and then the queen, the queen loses to the king, wherever it is. But lead a small spade from your hand towards dummy. If West plays low, play the queen. If West has the king, the queen wins, because West has already played, and East can’t beat it. Two tricks.
If East has the king, the queen loses. That’s life. A finesse works about half the time. The rule to remember is: lead towards the honour you hope will win, not away from it. Holding ♠ K 4 in dummy and ♠ 7 3 in your hand, you lead from your hand towards the king, and if West has the ace, your king is safe. If you led the king, it would just be captured.
Ruffing losers in the short hand
You’re in 4♥ with these cards:
South
Count losers in your hand: spades 1 (the ♠5, after the A K Q, unless spades split 3-3), hearts 0, diamonds 1, clubs 2. That’s four. You can only afford three.
But dummy has only three spades. After you play the ace, king and queen, dummy has none left, so you can lead your ♠5 and ruff it in dummy with one of dummy’s hearts. That trump wasn’t going to win a trick any other way; now it does.
The catch is that you also need to draw trumps first (Lesson 1). You have nine trumps, so four are missing. Play the ♥A and ♥K, and the ♥J too if one defender still has a trump. Dummy still has at least one heart left for the ruff. If you draw every trump, including dummy’s last one, you’ve outsmarted yourself. Ruffing in the short-trump hand gains tricks. Ruffing in the long-trump hand doesn’t, because those trumps were going to win tricks anyway.
The hold-up: not winning a trick, on purpose
In notrump, the opponents lead their longest suit, trying to set it up. If you have just one stopper, like the ace, it can pay to refuse to win the trick for a round or two. Why? Because you’re trying to exhaust one defender’s cards in that suit. Then, when that defender gets the lead later, they can’t lead the suit back to their partner. It feels unnatural. Ducking an ace feels like leaving a $50 note on the footpath. But see the scene below.
Entries: getting to the right hand at the right time
An entry is a card that lets you win a trick in a particular hand. If dummy has lovely winners and no way to get to them, they’re ornamental. So as part of your plan, ask: “How will I get to dummy, and when?” Often you have to use your entries in a particular order, or keep one in reserve. This is the part of bridge that eventually makes you good at it, and the part that makes you groan in the car on the way home.
The hold-up wins the hand
You’re South. You open 1NT, partner raises to 3NT, and West leads the ♠6: fourth from their longest suit. Dummy comes down.
W E
S
Count winners: one spade, three hearts (A, K, Q), three clubs. Seven. You need two more, and diamonds will provide four once you knock out the ♦A. Easy, you think.
Now look for the danger. When you lead diamonds, a defender will win the ace and lead spades. You have only one spade stopper. If the defenders can take four spades plus the ♦A, you’re down.
The plan: hold up the ♠A. East plays the ♠10 at trick one. You play the 2. East leads back the ♠J. You play the 4. East leads the ♠8. Now you win with the ace, because you have no choice. East, who started with three spades, has none left.
Now lead diamonds. East wins the ♦A and… has no spade to return. Whatever East leads, you win it and take your tricks: one spade, three hearts, four diamonds and three clubs. You’ve made 3NT with two overtricks.
Replay it the hasty way. Win the first spade with the ace and lead a diamond. East wins the ♦A and returns a spade. West, who still has K Q 9 5, takes four spade tricks. With the ♦A, that’s five tricks for the defence. Down one, with exactly the same cards. The difference was thirty seconds of thought at trick one.
(Hold-ups work when the defender with the long suit isn’t the one who will win the lead later. If West had the ♦A instead, nothing could save you, and you’d have been unlucky. Bridge can be unfair. That’s part of the charm, apparently.)
A slam auction with Blackwood
pass
throughout
North opens 1♠ with 20 HCP. South has 10 HCP and four spades: a limit raise, 3♠. North adds it up: 20 + 10–12 = 30–32, with a nine-card fit and a singleton club. Slam is likely. But North holds only one ace. If South doesn’t have at least two, the defence could take two aces against a slam. So North asks: 4NT.
South has two aces and bids 5♥. North now knows the partnership has three aces, missing only the ♣A. North bids 6♠.
| West | North | East | South |
|---|---|---|---|
| 1♠ | Pass | 3♠ | |
| Pass | 4NT | Pass | 5♥ |
| Pass | 6♠ | All pass |
In the play, North draws trumps and takes five spades, four hearts and three diamonds. The only trick the defence gets is the ♣A. Twelve tricks. The scorecard says something with a lot of zeroes. Everyone at the table shakes hands, and then, if this is a club, someone at the next table asks how you got to six, and you get to explain Blackwood like you invented it.
The Lesson 5 mistakes
- Passing partner’s 2♣ opening. Never. Not with no points, not with a headache. Bid 2♦.
- Using 4NT as a way of saying “I like my hand.” Blackwood is a question about aces once trumps are agreed. If you just want to say you’re interested in slam, you need other tools, which come later.
- Drawing all of dummy’s trumps when you needed one for a ruff.
- Leading an honour towards nothing. Leading the queen from Q x x towards x x x just gives it away. Lead towards honours.
- Playing to trick one immediately. Plan first. Every time. Even if the hand looks easy. Especially if it looks easy.
Declarer, dummy, and claiming
- Declarer calls dummy’s cards clearly: “Ace of spades, please,” or “Small heart.” Dummy plays exactly the card named. In a club game, dummy doesn’t play anything until it’s been called. Dummy may not suggest plays. Not with words, not with a pointed finger, not with an audible intake of breath. I had to practise this one at home in front of a mirror.
- What dummy may do: keep track of the tricks, say “No hearts, partner?” if declarer fails to follow suit (to prevent a revoke), and stop declarer leading from the wrong hand. Dummy shouldn’t look at a defender’s cards, and shouldn’t get up and wander round the table looking at other people’s hands. Dummy can go and make a cup of tea, as long as they come back. Most dummies don’t come back as fast as they promised.
- Claiming: when the rest of the tricks are obviously yours, you can face your cards and claim, saying exactly how you’ll play them: “I’ll draw the last trump, then my hearts are all good.” Be specific. If there’s a disagreement, call the director. Claiming correctly saves everybody time. Claiming vaguely and wrongly is how bridge feuds begin.
- Keep up the pace. At a club you’ll have about seven or eight minutes per board. Taking thirty seconds to plan at trick one is good. Taking five minutes on trick eleven is not. If you’re running behind, don’t chat during the play; save it for the end of the round.
Practise at home
Drills
- Solo: count every hand. Deal 10 hands. Bid each one double dummy, decide a contract, then before playing, write down the number of winners (notrump) or losers (suit) and your plan. Then play it. Did the plan work?
- Two people: the finesse drill. Set up ♠ A Q 3 in dummy and ♠ 7 5 2 in your hand. Partner secretly puts the ♠K in the East or West hand along with 25 random cards. Play the suit correctly ten times. Count how often the finesse wins. If it wins all ten, your partner is being kind to you. Marry them, or at least thank them.
- Two people: replay the scenes. Lay out the hold-up deal and play it both ways. Then lay out the ruffing hand, give the defenders random cards, and play it five times.
- Two people: big-hand bidding. Deal North a hand with 20+ HCP (re-deal until it qualifies). Bid North–South to the best contract, using 2♣, 2NT and Blackwood where they fit. Bask in it. Real life doesn’t deal you these often.
Try it on BBO
This is the lesson where BBO really shines. Bridge Master is a collection of prepared declarer-play problems across five levels of difficulty, each with a full explanation, and it’s free. It cheats in a very instructive way: if you take a wrong line, the cards rearrange themselves so the wrong line fails. Start with level 1. When you can solve those, you’ll be a better declarer than half the people at an average club, and you’ll have learned it in your pyjamas.
Also try Just Declare, and BBO’s free daily beginner challenges (at the time of writing they include the “7 Tricks Challenge” and an “Easy Bridge” daily set), which give you a handful of prepared hands to play each day.
Check yourself
5.1 You are the dealer. What do you open?
- ♠ A K Q 6♥ A K J 4♦ K Q 3♣ 8 5
- ♠ A Q 10♥ K Q 6♦ A J 5 4♣ K 9 2
- ♠ K Q♥ A J 7♦ A Q 10 6♣ K J 7 2
- ♠ A K Q J 9 7 4♥ A K 5♦ 6♣ 8 3
5.2 Partner opened 2♣, you replied 2♦, and partner now bids 2♥. You hold ♠ 8 5 3♥ K 9 7 4♦ 6 5 2♣ J 8 4. What do you bid?
5.3 Partner opens 1NT (15–17). You hold ♠ K Q 5♥ A 9 4♦ K J 8 3♣ A Q 2. What do you bid?
5.4 Partner bids 4NT (Blackwood) after you’ve agreed spades. What do you reply?
- ♠ K 8 4♥ A Q 7 3♦ A J 6♣ 9 5 2
- ♠ A 7 6♥ K 10 8 4♦ A 9 3♣ A 6 4
- ♠ Q J 8♥ K Q 9♦ K J 4 2♣ Q 7 3
5.5 Count your losers
You’re in 4♥. West leads the ♣J.
- You♠ A 6 3♥ A K Q 10 7♦ 8 4♣ K 9 2
- Dummy♠ 8 5 2♥ J 9 4♦ A Q 6♣ Q 7 5 3
How many losers do you have? How can you get rid of one?
5.6 Hold-up
You’re in 3NT. West leads the ♥5. You have ♥ A 7 3 and dummy has ♥ 8 4. You’ll need to knock out an ace in another suit to make your contract. When do you win the ♥A?
5.7 Leading towards
Dummy has ♠ K 4 and you have ♠ 7 3. How do you give yourself the best chance of making a trick with the king?
Answers to Lesson 5
- 5.1
a) 2♣. 22 HCP.
b) 1♦, planning to rebid 2NT. 19 HCP: too much for 1NT, not enough for 2NT.
c) 2NT. 20 HCP, balanced.
d) 2♣. Only 17 HCP, but seven solid spades and two heart winners make nine playing tricks. After partner’s 2♦, bid 2♠. - 5.2 3♥. You have heart support, so say so. The auction is forcing to game after partner bid a suit over your 2♦, so you can’t be left in a part-score, and showing the fit helps partner decide whether to look for slam.
- 5.3 6NT. You have 19, partner has at least 15: that’s at least 34. Grand slam needs about 37, which you’d have only if partner has a maximum, and you can’t find that out with the tools in this course. Six is plenty.
- 5.4 a) 5♥: two aces. b) 5♠: three aces. c) 5♣: no aces (partner will know it’s none, not four).
- 5.5 Losers: spades 2, hearts 0, diamonds 1, clubs 1 (the ace). That’s four; you can afford three. The fix is a diamond finesse: draw trumps, then lead a small diamond from your hand towards dummy’s A Q. If West plays low, play the queen. If West has the ♦K, the queen wins and you’ve lost only three tricks.
- 5.6 On the third round. Duck the first two hearts and win the third. That way, if the defender who started with three hearts later wins the lead with their ace, they’ll have no heart left to lead back to partner.
- 5.7 Lead from your hand towards the king. If West has the ace, the king makes a trick whether West plays the ace or not. If you lead the king from dummy, whoever has the ace just takes it.
Lesson 6
Defence and scoring
Half the time you won’t be declarer. You’ll be defending, which means working with your partner to stop the other side, using only the cards you play to send each other messages. It’s like passing notes in class, except the teacher is allowed to read them and you’re not allowed to use words. Then, to finish, you learn how scoring works, which is where bridge reveals that it was secretly an accounting exam all along.
The big idea: defence is a partnership
Declarer can see both of their hands. You can see only yours and dummy’s. Your partner is in the same position. So the defenders’ great disadvantage is information, and nearly everything in defence is about fixing that: leading cards that tell partner something, playing cards that tell partner something, and watching very carefully what partner’s cards are telling you.
The other big idea is counting what you need. If they’re in 4♠, they need ten tricks, so you need four. Before you play to trick one as a defender, say to yourself: “Where are our four tricks coming from?” It’s the defender’s version of declarer’s plan, and almost nobody does it. Which means doing it will make you better than almost nobody. That’s a good place to be.
The opening lead
The opening lead is the only card you play without seeing dummy, so it’s partly a guess. But it’s an educated guess, and there are good rules.
Against notrump, you’re trying to set up long-suit tricks for your side, exactly as declarer does.
- Lead partner’s suit if they’ve bid one.
- Otherwise, from a strong sequence of three touching honours (K Q J, Q J 10, J 10 9), lead the top one.
- Otherwise lead the fourth highest of your longest and strongest suit. From ♠ K 9 6 4 3, lead the 4: count down from the top, K, 9, 6, 4. Why the fourth highest? It tells partner you have length and probably an honour, and it means you’re not wasting a high card that might win later.
Against a suit contract, length matters less, because declarer will ruff your long suit after a round or two. You want quick tricks, or a ruff.
- Lead partner’s suit if they’ve bid one.
- Lead the ace from A K. You win the trick and see dummy, and you still hold the king.
- Lead the top of a sequence (K Q J, Q J 10, or even K Q).
- A singleton can be good: partner may win and give you a ruff.
- Don’t lead away from an ace (leading a small card from A x x). Declarer may win the trick with a king, and your ace may never score. Leading an ace by itself is fine; underleading it is the problem.
- Be wary of leading away from a king, too. It often gives declarer a trick they couldn’t have made on their own.
Which card in partner’s suit? With three cards headed by an honour (K 8 4), lead low. With a doubleton, lead the top (from 8 4, the 8). This lets partner work out what you’ve got.
Second hand low, third hand high
These two old sayings cover most situations during the play.
Second hand low. When declarer leads a small card and you’re the next to play, usually play low. Your partner plays after dummy, so they’re in a better position to win the trick. If you rush in with your king, you often just make declarer’s life easy. You’re the second person to arrive at a party: don’t take over the music.
Third hand high. When partner leads a small card and dummy plays low, you’re third to play. Play high, to try to win the trick or to force out declarer’s honour. If you have touching honours (Q J), play the lower of them (the jack). It does the same job, and it tells partner something: if your jack forces out declarer’s ace, partner knows you also have the queen.
Cover an honour with an honour. If declarer or dummy leads an honour (say the queen) and you have a higher one (the king) just behind it, usually cover. If they play the ace on your king, you’ve used up two of their honours for one of yours, and that may promote a smaller card for your side, like partner’s jack or ten. (Exception: if they lead the first of two touching honours, like the queen from Q J, wait and cover the second.)
Signals
When partner leads a suit and you’re not trying to win the trick, the card you play sends a message:
- A high card (a 7, 8 or 9, say) encourages: “I like this suit. Keep going.”
- A low card (a 2 or 3) discourages: “Please try something else.”
A special case: with a doubleton, playing high then low (the 9 and then the 2) is called a high-low or an “echo,” and it often means “I’m going to run out after this round. Lead it again and I’ll trump it.”
Signalling is the closest thing defenders have to talking, so make your signals clear. A 6 might be high or might be low. A 9 is high. A 2 is low. If you only have middling cards, do your best; partner will look at what’s missing and work it out.
A signal beats the contract
South plays in 4♥ after this auction:
| West | North | East | South |
|---|---|---|---|
| 1♥ | |||
| 1♠ | 2♥ | Pass | 3♥ |
| Pass | 4♥ | All pass |
West overcalled 1♠, so West is on lead. You are East. West leads the ♠A, and dummy comes down. Here’s the whole deal:
W E
S
Count the defence’s tricks. You need four. Partner has the ♠A and ♠K, almost certainly (leading the ace says that). That’s two. Partner might have another ace somewhere. Where’s a fourth?
You have only two spades. If partner plays a third round, you’ll be out of spades and can trump it. So on the ♠A, you play the ♠9: a high card, saying “Keep going.” West cashes the ♠K and you play the ♠2. High, then low: partner reads it as a doubleton. West leads a third spade. Dummy plays the queen, you ruff with the ♥3, and declarer has to follow with the jack. That’s three tricks. Partner’s ♣A is the fourth, and declarer can’t avoid losing it. 4♥ is down one.
Now imagine you’d played the ♠2 on the first trick. West sees a discouraging card and switches to something else, say a diamond. Declarer wins, draws trumps, and loses only two spades and a club. Contract made. One card, the 9 instead of the 2, was the difference between +50 and −420. Signals aren’t decoration. They’re tricks.
Scoring: the accounting exam
You can play happily for years without knowing the scoring in detail, because at most clubs a little electronic box does it for you. But knowing roughly how it works changes your decisions, so here it is.
1. Trick score. For each trick you contracted for, beyond the first six:
| Contract | Each trick |
|---|---|
| ♣ or ♦ | 20 |
| ♥ or ♠ | 30 |
| Notrump | 40 for the first trick, 30 for each after that |
So 4♥ is 4 × 30 = 120. 3NT is 40 + 30 + 30 = 100. 5♦ is 5 × 20 = 100. If your trick score for the contract is 100 or more, you’ve bid a game. That’s why games are 3NT, 4♥/4♠ and 5♣/5♦: they’re the lowest contracts that reach 100.
2. Bonuses for making it.
| You made… | Not vulnerable | Vulnerable |
|---|---|---|
| A part-score | +50 | +50 |
| A game | +300 | +500 |
| A small slam (as well as the game bonus) | +500 | +750 |
| A grand slam (as well as the game bonus) | +1000 | +1500 |
3. Overtricks score at the same rate as the trick score (30 each in hearts, for example), but they don’t count towards making game.
4. Going down. The defenders score for each undertrick:
| Undertricks | Not vulnerable | Vulnerable |
|---|---|---|
| Each one, undoubled | 50 | 100 |
| Doubled: 1 / 2 / 3 down | 100 / 300 / 500 | 200 / 500 / 800 |
| Doubled: each one after that | +300 | +300 |
5. Doubled contracts that make. The trick score is doubled, which may turn a part-score into a game (2♠ doubled is 120). Each overtrick is worth 100 (not vulnerable) or 200 (vulnerable). And you get an extra 50 for having made a doubled contract, which bridge players call “50 for the insult.” I love this. It’s the only sport that formally compensates you for having been doubted.
Some worked scores
- 4♥ making 4, not vulnerable: 120 + 300 = 420.
- 4♥ making 5, not vulnerable: 120 + 30 + 300 = 450.
- 3NT making 3, vulnerable: 100 + 500 = 600.
- 2♠ making 3, not vulnerable: 60 + 30 + 50 = 140.
- 3♦ down 1, vulnerable: the defenders score 100.
How duplicate scoring decides the winner
At a club, every board is played several times by different pairs. Your result isn’t judged on its own; it’s compared with everyone else who played the same cards in the same direction. If you scored 420 and everyone else scored 450, you got a bad result on that board, even though you made your contract. That’s why overtricks matter, why making a part-score when everyone else went down is a triumph, and why a hand where you had rotten cards can still be a top if you lost less than everyone else.
In “matchpoint” scoring (used at most club pairs games), you get points for every pair you beat on each board, and half for every pair you tie with. At the end, it’s turned into a percentage. Fifty percent is average. Sixty percent will often win the session. Nobody gets 100%. If anyone ever does, check whether they were sitting next to the dealing machine.
The lovely thing about duplicate is that luck mostly disappears. Everyone plays the same cards. If you lose, it wasn’t the cards. Which is, depending on your temperament, either the most comforting or the most horrifying thing about bridge.
The end of the hand at a club
The last trick is played. Everyone looks at their row of face-down cards (the vertical ones are tricks you won, remember). Declarer says, “Ten tricks?” and the defenders check their own rows and agree. Then North enters the result into the scoring device on the table (most Australian clubs use a little electronic unit called a Bridgemate): board number, contract, declarer, result. East checks it and approves it. Once everyone has approved, the device often shows how your result compares with other tables that have already played the board, which is either delightful or a reason to go and stand outside for a moment.
Each player then shuffles their own thirteen cards and puts them back into their own pocket in the board. Not someone else’s pocket. Not all in one pocket. When the round is called, the boards move to the next table and, usually, the East–West pairs move too, while North–South stay put. At the end of the session you’ll usually be able to pick up a printed “hand record” of every deal. Take it home. Lay out the hands at your kitchen table. Replay the ones that went wrong. That’s how all of this connects: the home study helps you at the club, and the club gives you the best homework there is.
The Lesson 6 mistakes
- Leading away from an ace against a suit contract. Lead something else.
- Grabbing tricks as second hand. Usually play low and let partner act.
- Forgetting to watch partner’s signal. Partner played the 9. That meant something. Look at it before you play to the next trick.
- Not returning partner’s suit in notrump. If partner led a suit and you win a trick, leading it back is right much more often than not.
- Defending without counting. Ask, “Where are our tricks coming from?” at trick one.
After the hand: post-mortems, praise and keeping quiet
- Keep post-mortems short and kind. A quick “Could we have beaten that?” is fine. A ten-minute analysis of your partner’s choices is not, especially when the next pair is waiting. Save the long chat for coffee afterwards, when you’ll both be calmer and probably both be wrong anyway.
- Never criticise your partner at the table. Not with words, not with a sigh, not with a slow shake of the head. Everyone makes mistakes, including you, including in the very next hand. Partners who feel supported play better. Partners who feel criticised stop being partners.
- Be generous to the opponents. “Well played” costs nothing. Thank them at the end of the round. Many clubs have a firm policy of courteous behaviour, and it applies to everyone, including the person who has been playing since 1974.
- Don’t talk about a board where other tables can hear. They’ll be playing those exact cards soon. Saying “Who on earth opens 1NT with a void?” in a loud voice can wreck a board for the whole room.
- Put the cards back properly and don’t leave the table until the result has been agreed and entered.
- Don’t gloat. Even after a brilliant defence. Especially after a brilliant defence. Smile quietly. Tell your spouse in the car.
Practise at home
Drills
- Solo: lead practice. Deal four hands and bid them double dummy. Then, looking only at the opening leader’s hand, choose a lead and write down why. Turn over the rest and see whether it worked. Keep a tally. You’ll find the rules beat “a feeling” most of the time.
- Two people: signal drill. One of you leads an ace; the other plays a signal from a hand set up in advance and says aloud what it means. This is the only time in bridge you’re allowed to say it aloud, so enjoy it.
- Two people: score sheet. Play six hands and score each one with a pen, using the tables above. Then check each other’s arithmetic. Bridge players pretend they do this in their heads. Some of them are fibbing.
- Four people: a kitchen-table duplicate. Deal four boards using your homemade boards. Play all four and write down the results. Then swap seats (North–South become East–West), replay the same boards, and compare. You’ve just run a duplicate. That’s exactly what happens at the club, minus the tea urn and the man who always parks across two spaces.
Try it on BBO
BBO runs tournaments around the clock, many of them against robots, and when you finish you can see how everyone else played exactly the same deals. That’s duplicate scoring in action. Some robot tournaments cost a small fee in BBO’s own currency (“BB$”), and some events are free; check what’s on when you log in. After each one, go to your history, open any hand where you did badly, and look at what other players did with the same cards. It’s a very fast way to learn, and nobody can see you blushing.
Check yourself
6.1 What is your opening lead?
- Against 3NT (1NT – 3NT): ♠ 7 3♥ Q J 10 9♦ K 8 4 2♣ 9 6 5
- Against 3NT (1NT – 3NT): ♠ K 9 6 4 3♥ 8 5♦ A 7 2♣ 10 6 4
- Against 4♠: ♠ 8 3♥ A K 7 4♦ 10 6 5 2♣ J 9 4
- Against 4♥: ♠ 7♥ 8 6 3♦ K J 9 5 2♣ Q 10 8 4
- Against 4♠, partner overcalled hearts: ♠ 9 6♥ K 8 4♦ Q J 10 3♣ 9 7 5 2
6.2 Third hand
Against 3NT, partner leads the ♠4. Dummy has ♠ 8 6 2 and plays the 2. Which card do you play holding a) ♠ K 10 3, b) ♠ Q J 5?
6.3 Second hand
You’re West, holding ♦ A 8 6. Declarer leads the ♦3 from hand towards dummy’s ♦ K J 10. Which card do you play?
6.4 Cover an honour
You’re East, sitting after dummy. Dummy has ♣ Q 6 5 and leads the queen. You hold ♣ K 7 4. What do you play?
6.5 Against 4♠, partner leads the ♥A. Dummy has ♥ 7 6 3. Which card do you play holding a) ♥ Q 9 2, b) ♥ 8 5 4?
6.6 Score these results. (Get a pen.)
- 4♠ making 5, vulnerable
- 2♥ making 2, not vulnerable
- 3NT down 1, vulnerable
- 6♥ making 6, not vulnerable
- 2♠ doubled, making 2, not vulnerable
- 3♦ doubled, down 2, vulnerable
- 1NT making 3, not vulnerable
Answers to Lesson 6
- 6.1
a) ♥Q. Top of a strong sequence. It’s safe, and it sets up tricks.
b) ♠4. Fourth highest of your longest and strongest suit.
c) ♥A. Ace from A K: you’ll keep the lead and see dummy.
d) ♠7. A singleton, hoping partner can win a spade later and give you a ruff. Your little trumps are perfect for it.
e) ♥4. Partner’s suit; low from three cards headed by an honour. Your diamond sequence is tempting, but partner bid hearts for a reason, and partner will remember if you don’t lead them. - 6.2 a) The ♠K: third hand high. b) The ♠J: with touching honours, play the lower one. If it forces out declarer’s ace or king, partner will know you have the queen too.
- 6.3 The ♦6. Second hand low. If you play the ace, declarer’s K J 10 all become winners. If you play low, declarer must guess, and may lose a trick to your ace later anyway.
- 6.4 The ♣K. Cover an honour with an honour. If declarer plays the ace on it, you’ve used up two of their high clubs for one of yours, which may promote your partner’s jack or ten.
- 6.5 a) The ♥9: encourage, because you hold the queen and want partner to continue. b) The ♥4: discourage. You have nothing to contribute in hearts.
- 6.6
a) 650 (150 + 500).
b) 110 (60 + 50).
c) −100 for declarer (the defenders score 100).
d) 980 (180 + 300 game + 500 small slam).
e) 470. Doubled, the trick score is 120, which makes it a game: 120 + 300 + 50 for the insult.
f) −500 for declarer.
g) 150 (40 for the contract + 60 for two overtricks + 50 part-score bonus).
The rules nobody writes down
Table manners: the whole list
You’ve met bits of bridge etiquette in every lesson. Here it all is in one place, plus the things that only come up when you actually walk into a club. Most of this is just kindness with a few specific habits attached. Bridge clubs are friendly places. They’re also places where some people have been playing in the same seat, with the same partner, at the same table, since before decimal currency, and they have opinions. Knowing the customs means you’ll fit in from your very first night.
Before you play
- Arrive early, about fifteen minutes before the start. You’ll need to sign in, pay your table money, and find out where you’re sitting. Arriving as the first board is being shuffled makes everyone else wait, and bridge players are not good at waiting. Their whole game is about getting there first.
- Come with a partner if you can, but if you can’t, tell the club. Many clubs will find you a partner or have a “host” player ready. Ask about supervised or beginners’ sessions, where someone is on hand to answer questions. This is the best possible first step after this workbook.
- Agree your system with your partner before the session: “SAYC, 15–17 notrump, Stayman and transfers, weak twos, Blackwood.” Bring a system card. You’ll sound like you’ve done this before.
- Turn your phone off, or to silent, and put it away. At many clubs a phone on the table is a big no-no, because of concerns about cheating. Also because nobody needs to hear your ringtone during 3NT doubled.
At the start of each round
- Greet the opponents. A smile and a “Hello, I’m Pat” (insert your own name, unless it is also Pat) goes a long way. If you’re new, say so: “We’re fairly new; please be patient with us.” Most people will be lovely about it.
- Exchange system cards, or briefly say what you play.
- Check the board: its number, who’s the dealer, and the vulnerability. Make sure it’s pointing the right way, with North on the board facing North at the table.
- Count your cards face down before you look at them. Thirteen.
During the auction
- Use the bidding box. Pull out your card cleanly, place it in front of you, and don’t touch it again.
- Bid in a steady tempo. Don’t hover. Don’t sigh. Don’t say anything.
- Alert partner’s special bids. Never alert your own (except online, where it’s the other way round).
- Ask about the opponents’ bids only at your turn, and ask the partner of the bidder.
- After an opponent jumps, pause for about ten seconds before your call.
- If partner hesitates or explains something unexpectedly, keep a straight face and don’t let it influence what you do. This is the hardest rule in bridge, and the most important one.
During the play
- Lead face down first, then turn it over.
- Play your cards one at a time, face up in front of you. Once you’ve played a card, it’s played.
- Keep your won and lost tricks in a neat row, vertical for won, horizontal for lost.
- As declarer, call dummy’s cards clearly. As dummy, play exactly what’s called and nothing else.
- Don’t comment on the play while it’s happening. Not even “Ooh.”
- Don’t detach a card from your hand before it’s your turn. Pulling out a card early tells everyone something.
- Keep up a reasonable pace. About seven or eight minutes a board is normal.
When something goes wrong
- Call the director, calmly and politely. Don’t try to sort it out among yourselves, and don’t argue with the ruling.
- If you revoke, bid out of turn, or drop a card, own up. Everyone does it. It’s only a problem when people pretend they didn’t.
- If you think an opponent has done something wrong, don’t accuse them. Just call the director and let them handle it. Most “cheating” at bridge clubs is actually confusion.
After the hand
- Agree the result, enter it, and check it.
- Put your cards back in your own pocket.
- Keep the post-mortem short, quiet and kind. Don’t discuss boards that other tables haven’t played yet.
- Never criticise your partner. Never gloat. Thank the opponents.
- At the end of the session, thank your partner, whatever happened. Especially whatever happened.
The general rule
Nearly everything above comes down to two principles. First, the only way to communicate with partner is through your bids and your cards; everything else (your voice, your face, your speed, your sighs) must stay neutral. Second, treat everyone at the table the way you’d want to be treated on your first night. Every expert was once a beginner who played the wrong card, and the good ones remember it.
Your first night: a little script
“Hi, we’re new. This is our first time at a club. We play Standard American, fifteen-to-seventeen notrump, Stayman and transfers. Here’s our system card. Please be patient with us!” Then smile, count your cards, and enjoy yourself. That’s it. You’ll be fine. You’ve done the homework.
Practising online
Bridge online: BBO
Let’s be practical. Sometimes your practice partner is away, or it’s raining, or it’s eleven at night and you have a burning desire to play a hand of bridge, which is a sentence I never expected to write and now write regularly. For those moments, there’s the internet.
BBO (Bridge Base Online) is the largest online bridge site in the world. It’s free to join, it runs in a web browser and as an app on phones and tablets, and at any hour there are thousands of people playing. It also has robots: computer players who will happily partner you or play against you at three in the morning without once asking you to explain your bidding. If you never get to a club (because of where you live, your health, your schedule, or because you’ve been banned from the local one for punching the air), BBO means you can still play bridge for the rest of your life.
Getting started
- Create a free account at bridgebase.com or in the BBO app. Pick a username you won’t be embarrassed by when you’re playing in a club’s online game in two years’ time.
- Set your skill level honestly in your profile. Choose beginner or novice. People will be kinder to you, and you’ll be matched with people at your own level.
- Set up a convention card. Choose a standard SAYC card. It tells your opponents (and robots) what your bids mean.
- Find the practice area. That’s where the learning tools live.
What to try, in roughly this order
| Activity | What it is | Good after |
|---|---|---|
| Minibridge | A simplified game with no real bidding. You see the points and play the hand. Made for beginners | Lesson 1 |
| Just Declare | Skip the bidding and practise declarer play, hand after hand | Lesson 1 |
| Bidding table | You and your practice partner, each on your own device, bid hands together. Robots sit in the other seats. You can set the deals to suit the lesson | Lesson 2 |
| Teaching table | A table you control, where you can deal particular hands, take back plays, and see hands; great for working through this book’s examples with a partner who lives elsewhere | Lesson 3 |
| Bridge Master | Prepared declarer-play puzzles across five levels, with explanations. Brilliant for Lesson 5 | Lesson 5 |
| Daily beginner challenges | A small set of prepared hands each day (for example the “7 Tricks Challenge” and “Easy Bridge”), with results compared against other players | Lesson 5 |
| Robot games and tournaments | Play with a robot partner against robot opponents, then compare your results with everyone else who played the same deals. Some are free; some cost a small amount of BBO’s currency | Lesson 6 |
| Casual tables | Play with real people. Join a table of similar skill, or start one with your practice partner and let others join | Lesson 6 |
BBO’s menus change from time to time, and some extras need a paid BBO+ subscription, so if something isn’t exactly where I’ve described, have a look around the practice area. It’ll be in there somewhere, probably next to the seven of diamonds you lost.
About the robots
- The robots play a system based on “2/1,” a close cousin of SAYC. Most of their openings and simple responses will look familiar. Some of their later bids won’t.
- You can check what any robot bid means: hover over or tap it, and BBO shows an explanation. Use this constantly. It’s like having a tiny teacher in the corner.
- Robots are good at some things and occasionally strange at others. When your robot partner does something odd, don’t take it personally. It doesn’t take things personally either. That’s the best thing about robots.
Online etiquette
Online bridge has its own customs, and a few of them are the exact opposite of what happens at the club.
- Say hello. A quick “hi” in the table chat when you sit down is normal. “gl” (good luck) at the start and “ty” (thank you) at the end are common. You’ll pick up the abbreviations quickly. Bridge players love abbreviations; the internet just gave them more room.
- Alert your own bids. Online, you alert and explain your own special bids, because your partner can’t see your explanation and the opponents can. This is the opposite of face-to-face bridge. Don’t let it confuse you when you go back to the club.
- Don’t leave in the middle of a hand. Walking away from a table mid-hand is the online equivalent of getting up and leaving a club while the cards are being played. Finish the hand, say thanks, then go.
- Don’t use the chat to help your partner. Never say anything about the hand to your partner during the auction or play. Typing “lead a heart!!” is not tactics. It’s cheating, even with a smiley face.
- Be patient. Some people play slowly because they’re learning. You were that person too, last month.
- Be kind in the chat. Text has no tone of voice, so what sounds like a joke in your head can land like a slap. If in doubt, “wp” (well played) is always safe.
- Misclicks happen. In casual games, people sometimes ask to undo a mis-click. Be generous when it’s obviously a slip of the mouse. In tournaments, an undo isn’t allowed, so click carefully.
But (and it’s a big but)
BBO is a wonderful tool. It is not the whole game. Bridge is a social game, and it’s best played with other people in the same room. Here’s what the internet can’t give you:
- Your partner’s face when your finesse works.
- The chat at the end of a round, where the person who beat you tells you how they’d have played it, and is sometimes even right.
- The friends. For a lot of people the friendships are the main reason they play. Bridge clubs are some of the friendliest places I know, full of people who are sharp, funny, curious, and happy to welcome a newcomer.
- The tea, the biscuits, and the quiet hum of a room full of people thinking very hard about clubs.
- The physical habits of club bridge: the bidding box, the tempo, the duplicate trick-keeping. People who only ever play online can find their first club night a bit of a shock. People who play both find it easy.
So use BBO as a practice ground, a backup, and a way to keep playing when you can’t get out of the house. Then, as often as you can, get yourself to a table with real people. It’s a much better time. Robots never laugh at your jokes, and believe me, I’ve tried.
What next?
If you’ve worked through all six lessons, done the “Check yourself” questions, and played the hands at your kitchen table, you know the same bridge as somebody who has done a six-week beginners’ course. Possibly more, because you’ve had to explain things to yourself, and that’s the best way to learn anything.
- Find a club near you. The Australian Bridge Federation’s website lists clubs right around the country. Ring them, or just turn up and introduce yourself.
- Go to a supervised or beginners’ session. Most clubs run something like this. Bring your practice partner. Bring your list of questions from your bridge diary.
- Keep your kitchen table going. Take home the hand records from the club and replay them. Keep doing the two-person bidding drill. Keep your diary.
- Use BBO between sessions, especially Bridge Master and the daily challenges.
- Learn the next things. When you’re ready, the next topics are negative doubles, more ways to show strong hands, reverses, and a whole lot more about defence. There’s no rush. Bridge isn’t going anywhere. It’s been around for a hundred years and it’s still waiting for someone to finish learning it.
That’s it. You’ve finished.
You can now count points, open the bidding, find a major fit, use Stayman and transfers, interrupt people politely, bid a slam, hold up an ace, signal to your partner and work out what 2♠ doubled making is worth. You’ve learned a game that millions of people have played for a century, at your own kitchen table. Now go and find some people to play it with. Bring your practice partner. Bring your bridge diary. Leave the jokers at home.