The Bridge Centre/Next Steps (intermediate)
Next Steps in Bridge
Improvers' course · Standard American · 5-card majors, 15–17 1NT

Next Steps in Bridge ♥

Eleven lessons for people who have finished beginners' class and are now, legally speaking, dangerous.

▶ Podcast version11 modules~12 weeks, one module a weekDeals, auctions and quizzes in every module

Congratulations. You can now count to 13, tell a heart from a diamond in poor lighting, and say "no bid" in a tone that suggests deep strategic thought. This makes you better at bridge than roughly 99.9% of humanity, most of whom are busy doing things like "having weekends."

Unfortunately, bridge clubs are not filled with humanity. They're filled with people who have been playing since the Menzies government and who can tell from the way you sort your cards that you have a singleton. These lessons are how you catch up.

Play goes clockwise NORTHPartner SOUTHYou WESTLeft-hand opp.(LHO) EASTRight-hand opp.(RHO)
Who's who. RHO plays just before you, so your honours sit "over" RHO's. LHO plays just after you, so LHO's honours sit over yours. This comes up in every module.

How to use this: read one module a week. Each has worked deals (press Next trick on the deals that have it to watch the play card by card), a short quiz with answers hidden until you tap, and homework you can do at the club. Tick a module off at the bottom when you're done; this page remembers on your device. Whenever you see ♥, ♦, ♠ or ♣ followed by cards, the 10 is written as "10" because we are not animals.

01
Week 1 · Bidding

Hand evaluation beyond high-card points

In which we learn that 13 points is a rumour, not a fact, and that some 13-point hands should be ashamed of themselves.

▶ Listen: podcast episode 1
By the end of this module you can
  • Upgrade and downgrade a hand for shape, honour placement and fit.
  • Use the Rule of 20 to decide whether to open a light hand.
  • Add dummy points once a fit is found.
  • Count losers with the Losing Trick Count and use it to pick a level.

Points are a rumour

In beginners' class you learned to count high-card points: ace 4, king 3, queen 2, jack 1. It's a lovely system. It's simple, it's democratic, and it is wrong about half the time, like a weather app or my mother's opinion of my career.

Look at these two hands. Both have exactly 13 HCP. One of them is a racehorse. The other is a hatstand.

5-5 shape, every honour in a long suit.
4-3-3-3, honours scattered like confetti.

Give Hand A a partner with three spades and nothing else, and it can make ten tricks. Hand B, opposite the same partner, struggles to make seven. Hand B's queens and jacks are what bridge players call "soft values": they look like points on paper but take tricks only when the opponents are being generous, which they never are, because they've been playing since 1974.

Upgrades and downgrades

Start with your HCP, then nudge the total up or down. Nobody will check your arithmetic, but your results will.

Upgrade (+1 or so)Downgrade (−1 or so)
Honours together in a long suit (♠AKJ75)Unsupported honours in short suits (singleton K, doubleton QJ)
Good spot cards: 10s and 9s, especially for no-trump4-3-3-3 shape (the flattest, saddest shape there is)
A second 5-card suitQueens and jacks without aces and kings to help them
Honours in a suit your right-hand opponent bid (you sit over them)Honours in a suit your left-hand opponent bid (they sit over you)
Shortness once a trump fit is foundShortness in partner's suit (a misfit; see Module 4)
Rule to tattoo somewhere discreetHonours are worth most in long suits and least in short ones. A king in a five-card suit is a trick. A singleton king is a hostage.

The Rule of 20: opening light hands

With 11 or 12 HCP and some shape, should you open? Add your HCP to the number of cards in your two longest suits. If the total is 20 or more, open at the one level.

10 HCP + 5 + 5 = 20. Open 1♠ and enjoy the look on their faces.
11 HCP + 4 + 3 = 18. Pass, and feel smug when partner opens.

The Rule of 20 works because shape takes tricks. It doesn't apply in third seat (open lighter there, for the lead) or fourth seat, where many players use the Rule of 15: HCP plus number of spades. If it's 15+, open; if not, pass the hand out and go get a biscuit.

Re-valuing as the auction unfolds

Your hand's value changes with every bid you hear. This is the single most important idea in this module. A hand is not a fixed asset like a house. It's more like a share price, and partner's bids are the quarterly results.

Same hand, two very different futures.
Partner opensYour hand is nowWhy
1♠Worth about 13Four-card support, and your singleton heart now means you can ruff hearts. Start thinking game.
1♥Worth about 9Singleton in partner's suit. Respond 1♠ and keep expectations modest, like a man on his fourth dating app.

Dummy points (only once you've found a fit)

When you're going to be dummy with trump support, add points for shortness:

ShortnessWith 4+ trumpsWith 3 trumps
Void53
Singleton32
Doubleton11

Losing Trick Count (LTC)

LTC is how players who hate arithmetic do arithmetic. Once you've found an 8-card fit, count the "losers" in your hand, suit by suit:

  1. Look only at the top three cards in each suit (or fewer, if the suit is shorter).
  2. Count A, K and Q as winners in a suit of three or more; only A and K in a doubleton; only the A in a singleton. Every other top card is a loser. So a void is 0 losers, a singleton (not the ace) is 1, a doubleton is up to 2, and three-plus cards is up to 3.
  3. Add up your losers. A minimum opening hand has about 7.
  4. Add your losers to partner's, and subtract from 24. That's how many tricks your side should make.

Worked example: partner opens 1♠

SuitTop cardsLosers
♠K 9 52
♥A 41
♦K 8 62
♣7 62
Total7

Partner's minimum opener = 7 losers. You have 7. 24 − 14 = 10 tricks: bid game. With only 10 HCP, a pure point-counter would invite. LTC sees the four trumps and two doubletons and says "you coward."

Responder's losers (with a fit, after 1♥ or 1♠)Raise to
9 losers2 of the major
8 losers3 of the major (invite)
7 losers4 of the major (game)
6 or fewerLook for slam (Module 10)
Health warning. LTC is optimistic about distributional hands with no high cards. ♠Q865 ♥4 ♦97532 ♣J73 has 9 losers and 3 HCP. Use LTC to adjust your point count, not to replace it. If LTC and points disagree by a lot, split the difference and blame partner.

Try these

Q1First seat, nobody vulnerable. Open or pass?
Tap for the answer
Open 1♠. 10 HCP + 5 + 5 = 20. With 5-5, open the higher-ranking suit. If partner bids no-trump, you'll rebid hearts and partner gets to choose.
Q2How many losers?
Tap for the answer
6 losers. ♠AQ8 = 1, ♥KJ10 = 2 (only A, K and Q cancel losers; the J and 10 don't), ♦9 = 1, ♣K84 = 2. That's better than a minimum opener (7), so you have about a trick extra.
Q3Partner opens 1♠. What's your hand worth now? What if partner had opened 1♥?
Tap for the answer
After 1♠: about 13. 10 HCP + 3 for the singleton with four trumps. That's game values (and a Jacoby 2NT hand once you learn it in Module 3). After 1♥: about 9. The singleton heart is now a liability. Respond 1♠ and see what happens.
Q4Your left-hand opponent opened 1♥. You hold ♥KJ4. Upgrade or downgrade?Tap for the answer
Downgrade. Your LHO probably holds the ♥A and Q, and plays after you in every round of hearts, so your K and J are sitting under them. If your right-hand opponent had opened 1♥, the same cards would sit over the bidder and be worth more.

Homework

  • At the club this week, write down three hands where you upgraded or downgraded. Check the hand record afterwards: were you right?
  • Count losers on every hand you play as declarer. Compare with the tricks you actually took.
02
Week 4 · Bidding

Competitive bidding

Overcalls, takeout doubles, negative doubles and the Law of Total Tricks, or: how to stop letting the opponents bid in peace.

▶ Listen: podcast episode 2
By the end of this module you can
  • Decide whether your suit is good enough to overcall, using the Suit Quality Test.
  • Make and respond to a takeout double.
  • Use a negative double after partner opens and they overcall.
  • Use the Law of Total Tricks to decide how high to compete.

Beginners' bridge is a polite affair where one side bids and the other side waits its turn, like Australians at a bus stop. Real bridge is more like a Boxing Day sale. Most deals are contested, and the pair that bids sensibly in competition wins more points than the pair with the fanciest slam conventions. This is the module that will make the biggest difference to your scores.

Overcalls

An overcall is bidding a suit after the opponents have opened. It does three jobs: it competes for the contract, it gets in the opponents' way, and it tells partner what to lead. That third job is the one beginners forget.

BidHCPSuit
1-level overcall (1♦ – 1♠)8–16Good 5+ cards
2-level overcall (1♠ – 2♥)11–16Good 5-card or decent 6-card suit
1NT overcall15–18Balanced, with a stopper in their suit
Weak jump overcall (1♣ – 2♠)6–10Good 6-card suit, like a weak two
Suit Quality TestAdd the length of your suit to the number of honours in it (A, K, Q, J, 10). The total should be at least the number of tricks you're bidding for: 7 to overcall at the one level, 8 at the two level.
♠KJ1095: 5 cards + 3 honours = 8. Fine at the two level, let alone the one.
♠Q7543: 5 cards + 1 honour = 6. Fails even at the one level. Twelve points, but you'd be asking partner to lead from a disaster.

Responding to partner's overcall

  • Raise with three-card support. Partner has five. That's an 8-card fit.
  • Cue bid their suit to show a good raise (10+ points). For example (1♥) 1♠ (Pass) 2♥: "Partner, I have spade support and real values."
  • A new suit is constructive but not forcing.
  • 1NT shows about 8–11 with a stopper in their suit.

Takeout doubles

A double of an opening bid at the one level says "I have an opening hand, I'm short in your suit, and I can support anything partner bids." It's the bridge equivalent of saying "I'm easy, you pick the restaurant," except you actually mean it.

Your double of 1♥.
Short in their suit, four cards in every other suit. Textbook.

The other kind of takeout double is the "too strong to overcall" double: 17+ points with a good suit. Double first, then bid your suit. Partner will assume you have the classic shape until you correct them.

When partner doubles, you must bid

Even with zero points. Especially with zero points, because if you pass, the opponents play 1♥ doubled and make it with overtricks, and the scorer adds a little sad face next to your names.

Your pointsResponse to partner's takeout double of 1♥
0–8Bid your longest unbid suit at the cheapest level (prefer a major): 1♠, 2♣, 2♦
9–11Jump in your suit: 2♠, 3♣
12+Cue bid their suit (2♥) to force, or bid game if you know where
Long, strong heartsPass, converting it to penalties. Rare: you need something like ♥KQJ109x.

Negative doubles

Now flip it around. Partner opens, and your right-hand opponent overcalls. A double by you is not for penalties. It shows the unbid major(s) and at least 6 points.

Your double shows exactly four spades. 1♠ here would show five.
Four spades, 9 points. Double.
AuctionYour double shows
1♣ (1♦) DblBoth majors (4-4), or at least 4-4 in one with tolerance for the other
1♣ (1♥) DblExactly four spades
1♣ (1♠) DblFour+ hearts
1♥ (1♠) DblBoth minors, or one minor plus enough to compete
Opener's secret weapon. What if you, the responder, have a penalty double of their overcall, like ♠KJ109 after 1♣ (1♠)? You pass and hope. If opener is short in spades, opener re-opens with a double, and you pass that for penalties. This is the most satisfying thing in bridge, narrowly ahead of finding a parking spot at the club.

The Law of Total Tricks

Larry Cohen popularised a simple idea: on most deals, the total number of tricks available to both sides roughly equals the total number of trumps in both sides' best fits. The practical rule you can use at the table:

The Law, simplifiedIn a competitive auction, bid to the level equal to the number of trumps your side holds. 8 trumps: the 2 level. 9 trumps: the 3 level. 10 trumps: the 4 level.
8 trumps
Compete to 2-level
9 trumps
Compete to 3-level
10 trumps
Compete to 4-level

Worked example: raising partner's overcall

Partner's overcall promised five spades. You have four. That's 9 trumps, so the Law says compete to the 3 level: bid 3♠ right now. It's pre-emptive, not invitational. If you had a genuinely good raise you'd cue bid 3♥ instead. Bidding 2♠ and then 3♠ next round just gives the opponents a free look at the problem.

Balancing: protecting a low contract

When an auction like 1♥ – Pass – Pass comes round to you, the opponents have stopped low. Partner may have a good hand with hearts and nowhere to go. In this "balancing seat", bid or double with about 3 points fewer than you'd need in direct seat. You're bidding partner's values as well as your own. If it goes wrong, explain that you were "borrowing a king," which is what bridge players say instead of "I panicked."

Try these

Q1Your RHO opens 1♦. Your call?
Tap for the answer
Pass (or a reluctant 1♠ at favourable vulnerability). Suit quality is 5 + 1 = 6. Your diamonds sit over the opener and will take tricks in defence. You can't double with only two hearts.
Q2Your RHO opens 1♠. Your call?
Tap for the answer
2♥. 12 HCP and suit quality 5 + 4 = 9. A clear two-level overcall.
Q3LHO opens 1♥, partner doubles, RHO passes. Your call?
Tap for the answer
1♠. With 0–8 you bid your longest unbid suit cheaply, preferring a major. Passing is not an option with this hand.
Q4Partner opens 1♦, RHO overcalls 1♥. Your call?
Tap for the answer
Double (negative). It shows exactly four spades and 6+ points. 1♠ would promise five.
Q5LHO opens 1♥, partner overcalls 1♠, RHO raises to 2♥. Your call?
Tap for the answer
3♠. Nine trumps, so compete to the 3 level, and do it now. Only 6 HCP, but this bid is about the fit, not the points.
Q6The auction goes 1♥ – Pass – Pass to you. Your call?
Tap for the answer
Double. In the balancing seat, 10 HCP with this shape is plenty. Partner probably has 10–14 points and couldn't act over 1♥.

Homework

  • For one session, apply the Suit Quality Test before every overcall. Write down the ones you'd have made without it.
  • Agree with your partner: "negative doubles up to 3♠." Write it on your card.
03
Week 10 · Bidding

Conventions worth adding next

Ten conventions, in the order you should learn them, and how not to forget them at the exact moment they matter.

▶ Listen: podcast episode 3
By the end of this module you can
  • Use Stayman and Jacoby transfers over 1NT.
  • Open and respond to weak two-bids.
  • Ask for key cards with Roman Key Card Blackwood.
  • Recognise Jacoby 2NT, splinters, fourth suit forcing, Michaels, the Unusual 2NT and Lebensohl.

A convention is an artificial bid: one that means something other than what it says. 2♣ over 1NT doesn't say "I like clubs." It says "do you have a four-card major?" Conventions are wonderful when both partners remember them and catastrophic when one doesn't, like a surprise party for someone who has a heart condition.

So add them one or two at a time, in this order:

#ConventionJob
1StaymanFind a 4-4 major fit after 1NT
2Jacoby transfersShow a 5-card major over 1NT; make the strong hand declarer
3Weak twosPre-empt with 6–10 HCP and a good six-card suit
4Negative doublesCovered in Module 2
5Roman Key Card BlackwoodCount key cards for slam
6Jacoby 2NTGame-forcing raise of opener's major
7Splinter bidsGame raise with a singleton or void
8Fourth suit forcingAn artificial force when nothing natural fits
9Michaels & Unusual 2NTTwo-suited overcalls
10LebensohlCompete after they interfere over your 1NT

1. Stayman

Partner opens 1NT (15–17). You bid 2♣ to ask: "Do you have a four-card major?" You need at least invitational values (8+) and at least one four-card major, unless you're planning to pass whatever partner says (more on that in a second).

  • 1NT – 2♣ (any four-card major?)
    • 2♦No four-card major
      • Responder: 2NT invites, 3NT with game values
    • 2♥Four hearts (may also have four spades)
      • Fit? Raise to 3♥ (invite) or 4♥. No fit? 2NT/3NT. Opener with four spades too can then bid them.
    • 2♠Four spades, not four hearts
      • Fit? Raise to 3♠ or 4♠. No fit? 2NT/3NT.
10 HCP, both majors. 2♣. If partner shows a major, bid four of it. If 2♦, bid 3NT.
Garbage Stayman. With a weak hand that's short in clubs, like ♠J843 ♥Q962 ♦J8753 ♣— , you can bid 2♣ and pass whatever partner says, because you're happy in 2♦, 2♥ or 2♠. It's the bridge equivalent of ordering whatever the waiter recommends.

2. Jacoby transfers

Over 1NT, 2♦ shows five or more hearts and asks partner to bid 2♥. 2♥ shows five or more spades and asks for 2♠. The strong hand becomes declarer, so the opening lead comes up to it instead of through it.

Your handAuctionMeaning
1NT – 2♥ – 2♠ – PassWeak, five spades. Play 2♠.
1NT – 2♥ – 2♠ – 2NTInvitational, five spades. Opener chooses: pass, 3♠, 3NT or 4♠.
1NT – 2♥ – 2♠ – 3NTGame values, five spades. Opener picks 3NT or 4♠.
1NT – 2♥ – 2♠ – 4♠Six spades, game values. Sign-off.

3. Weak two-bids

Open 2♦, 2♥ or 2♠ with 6–10 HCP and a good six-card suit (two of the top three honours, or three of the top five). 2♣ stays as your strong opening. The weak two is pre-emptive: it takes away the opponents' one-level bids and makes them guess.

Six good spades, 6 HCP. Perfect.
Spades are rubbish, and outside honours make it a defensive hand. Pass.

Responding: a raise is pre-emptive ("add a level, make their life harder"). A new suit is forcing. 2NT asks opener to describe the hand further (agree a method with partner; the simplest is "show an outside ace or king").

5. Roman Key Card Blackwood (RKCB)

Once trumps are agreed, 4NT asks for key cards: the four aces plus the king of trumps. Five key cards in total. The most common responses are "1430":

Response to 4NTMeaning (1430)
5♣1 or 4 key cards
5♦0 or 3 key cards
5♥2 key cards, without the trump queen
5♠2 key cards, with the trump queen

Some partnerships play "3014", which swaps the first two answers (5♣ = 3 or 0, 5♦ = 1 or 4). Either is fine, but agree which one before the hand where it matters, not during. Asking "1430?" across the table while holding 4NT in your hand is frowned upon by the director, and by everyone within earshot. Slam bidding gets its own module (10).

6. Jacoby 2NT

After partner opens 1♥ or 1♠, 2NT shows four or more trumps and game-forcing values (13+). Opener describes the hand:

Opener rebids (after 1♠ – 2NT)Meaning
3♣ / 3♦ / 3♥Singleton or void in that suit
3♠18+ HCP, no shortness. Slam interest.
3NT15–17, no shortness
4♣ / 4♦ / 4♥A good second five-card suit
4♠Minimum, no shortness. "Let's not."

7. Splinter bids

A double jump in a new suit (1♠ – 4♣) says: "I have four-card support, game values, and a singleton or void in clubs." Opener then judges. With no wasted honours in clubs, slam may be on. With ♣KQJ opposite the singleton, those 6 points are worth almost nothing, and opener signs off in 4♠. Module 10 has a full splinter deal.

8. Fourth suit forcing (FSF)

When three suits have been bid and you have game values but no natural bid, bid the fourth suit. It's artificial and forcing, and it asks partner to describe the hand further, especially a stopper in that suit for no-trump.

2♣ is fourth suit forcing. It says nothing about clubs.
13 HCP, no club stopper, not enough spades or diamonds to raise. 2♣ asks: "Partner, do you have clubs stopped? Three hearts? Tell me more."

9. Michaels cue bid and the Unusual 2NT

These show two-suited hands (at least 5-5) in one bid. They're for overcalling, so the opponents have opened.

They openYou bidShows
1♣ or 1♦2 of their suit (Michaels)Both majors
1♥2♥ (Michaels)Spades and a minor
1♠2♠ (Michaels)Hearts and a minor
1♥ or 1♠2NT (Unusual)Both minors
1♣ or 1♦2NT (Unusual)The two lowest unbid suits

10. Lebensohl (preview)

When partner opens 1NT and the opponents overcall at the two level, Lebensohl lets you distinguish weak hands from strong ones. The core idea: 2NT is a relay asking opener to bid 3♣. You then pass (weak, long clubs) or bid your long suit at the three level to sign off. A direct three-level bid is forcing. Learn this only after everything above is automatic. It's the cryptic crossword of conventions.

Accident preventionWrite every convention on your card with its follow-up bids and what happens when they interfere. The follow-ups cause most accidents, not the conventions themselves.

Try these

Q1Partner opens 1NT. What do you bid, and what's your plan?
Tap for the answer
2♣ (Stayman). 11 HCP, both majors. If partner bids 2♥ or 2♠, raise to game. If 2♦, bid 3NT.
Q2Partner opens 1NT. Your bid?
Tap for the answer
2♦, transfer to hearts, then pass 2♥. Six hearts and 5 points plays far better in 2♥ than 1NT.
Q3Hearts are agreed. You hold two key cards and bid 4NT (1430). Partner answers 5♦. How many key cards does partner have?Tap for the answer
Three. 5♦ means 0 or 3, and partner's earlier bidding will almost always tell you which. Here 2 + 3 = 5: your side holds every key card. Bid at least a small slam, and ask about the trump queen if you're thinking about a grand.
Q4RHO opens 1♥. You hold this. Your call?
Tap for the answer
2♥ (Michaels): spades and a minor. If partner wants to know which minor, they bid 2NT and you bid 3♦.

Homework

  • With your regular partner, pick the next two conventions from the list you don't already play. Write down the follow-ups together.
  • Bid 10 practice hands with partner using only those conventions. Deal from a hand record so you can check the results.
04
Week 6 · Bidding & play

Moysian fits and misfits

Two ways a partnership can be incompatible: just a little (seven trumps) and catastrophically (no fit at all). Like marriage, but with more doubling.

▶ Listen: podcast episode 4
By the end of this module you can
  • Recognise when a 4-3 trump fit beats no-trump.
  • Play a 4-3 fit without losing control of trumps.
  • Spot a misfit early and stop bidding.
  • Punish the opponents when they're the ones misfitting.

What's a Moysian?

A 4-3 trump fit: seven trumps between you instead of the eight you were taught to look for. It's named after Alphonse "Sonny" Moyse, a bridge writer who championed it with the enthusiasm other men reserve for vintage cars. Your beginner teacher told you eight trumps or no-trump. Your beginner teacher also told you there was no such thing as a stupid question. Both statements have limits.

A 4-3 fit is the right spot when:

  • No-trump is unsafe because one suit is wide open, and
  • the trumps are strong (the three-card holding is something like AKx or KQx), and
  • the hand with three trumps has a short suit, so ruffs happen in the short-trump hand.

Deal 4.1: the 4-3 that beats 3NT

North's 2♠ is a three-card raise with a singleton club: exactly the hand that makes a good 4-3 dummy. South has a club suit made of four losers and the emotional support of nobody.

In 3NT, West leads the ♣K. If East overtakes with the ace and returns a club, the defence takes the first five tricks. Down one, with twelve tricks sitting on the table unused.

In 4♠, the same club lead is harmless. West wins the ♣K and continues with the ♣Q. Dummy ruffs: that's the short-trump hand ruffing, which gains a trick. Declarer draws trumps with the K, Q and A (they split 3-3), cashes the ♦K and crosses to the ♦A, and the diamonds run. Twelve tricks.

How to play a 4-3 fit

  1. Ruff in the three-card hand. Every ruff there is an extra trick. Ruffing in the four-card hand just shortens your main trumps.
  2. Don't let them force the long hand. If the defence keeps leading a suit you can only ruff in the four-card hand, consider discarding a loser instead and letting them win the trick. Losing a trick you were going to lose anyway costs nothing; losing trump control costs everything.
  3. Draw trumps with a plan. With seven trumps, the six outstanding split 4-2 about 48% of the time and 3-3 only about 36%. Often you draw two or three rounds, then cash your side winners and let a defender ruff in with their last trump when it doesn't hurt.
  4. Count trumps out loud (in your head; out loud is a penalty). You must know at every moment how many they have left.
What losing control looks like. You have four hearts, West has four. West leads spades; you ruff (you: 3, West: 4). Again (you: 2, West: 4). Now you draw trumps, and West still has two more than you. West draws your trumps and cashes spades. You will think about this hand in the shower for a week.

How you get there

The commonest route is opener's three-card raise with a singleton, as in Deal 4.1. The other is after fourth suit forcing (Module 3) reveals nobody has a stopper:

2♠ is fourth suit forcing. Opener has no spade stopper, so shows three-card heart support with 3♥. Responder, with only four hearts but no spade stopper either, picks the 4-3 heart game over a doomed 3NT.

Misfits: the art of stopping

A misfit is when partner's long suit is your short suit and vice versa. It's two people who each think they're the main character. Misfit hands play badly in every denomination, and the auction tends to keep going because each player keeps hoping the other will finally agree.

The doomed auction. 22 HCP, each player void or singleton in the other's suit, and somehow they're in game.

Warning signs

  • Partner bids your void or singleton.
  • You're short in partner's suit.
  • Both of you have rebid your own suit, and nobody has supported anybody.

What to do

  • Stop early. On a misfit you need about 28–29 HCP for game, not 25–26. On the deal above, South should pass 2♥. Eight tricks is a good result.
  • Prefer no-trump if you hold stoppers in the side suits. Long suits run in no-trump; they get ruffed in a suit contract.
  • Never rebid a six-card suit for the third time hoping partner has learned to love it. They haven't. They won't.
  • As declarer, count entries before anything else. Set up your long suit while you can still reach it.
When it's themIf the opponents are misfitting, double them. Two strong hands that don't fit go down a lot, and the defender with length in both their suits is about to have the best evening of their life.

Try these

Q1You open 1♦, partner responds 1♠. Your rebid?
Tap for the answer
2♠. Three-card support with a singleton heart and good trumps is an ideal 4-3 dummy if partner has only four spades. Raising also stops the opponents finding their heart fit cheaply.
Q2You're in 4♥ with four trumps in hand and three in dummy. The defence leads a suit dummy can't ruff, and you're void in it. What's the danger, and what do you do?Tap for the answer
The danger is losing trump control. Each ruff in your hand shortens your four trumps. Discard a loser from another suit instead and let them have the trick, then ruff later in dummy, the short hand.
Q3Partner opens 1♥, you respond 1♠, partner rebids 2♥, you bid 2♠, partner bids 3♥. Your call?
Tap for the answer
Pass. A clear misfit: you're void in partner's six- or seven-card suit, and partner hasn't supported spades in two attempts. Stop as low as you can. (You might wish you'd passed 2♥ last round.)
Q4LHO opens 1♥, RHO bids 1♠, LHO 2♥, RHO 2♠, LHO 3♥, RHO 3♠. Partner has passed throughout. Your call?
Tap for the answer
Double, for penalties. They're misfitting badly, you sit over the spade bidder with ♠AJ108, and you hold two aces. Each of them thinks the other is short of a fit. Both are right.

Homework

  • Find two hands from a recent hand record where 3NT failed but a 4-3 major fit made. (They're more common than you'd think.)
  • Next time you suspect a misfit, pass one round earlier than feels natural. Record what happened.
05
Weeks 2 & 7 · Play

Declarer play technique

You're declarer. Partner is dummy, which means partner is now free to watch you, sigh audibly, and go and get a coffee. Here's how to make that coffee taste bitter.

▶ Listen: podcast episode 5
By the end of this module you can
  • Plan a hand before playing to trick one.
  • Use the hold-up play in no-trump.
  • Ruff losers in the short-trump hand and decide when to draw trumps.
  • Play the most common suit combinations correctly.

The pause

The most expensive card in bridge is the one you play from dummy at trick one without thinking. Every good declarer pauses after dummy goes down. Not for long: about as long as it takes to read a text message from your partner that says "what were you thinking."

  1. How many tricks do I need? Say the number to yourself.
  2. Count. In no-trump, count sure winners. In a suit contract, count losers in the hand with long trumps.
  3. Find the extra tricks. Long suits, finesses, ruffs in the short hand, discards on dummy's winners.
  4. Look for danger. Which suit can they attack? Which opponent must not get the lead? Do I have enough entries?
  5. Now play to trick one. Often trick one is where the whole hand is won or lost.

The hold-up play

In no-trump, when they lead their long suit and you have one stopper, don't rush to win it. Duck once or twice, so that the defender who gets in later has no cards left in that suit to lead back to partner. You're cutting the phone line between them.

Deal 5.1: hold up, or go down

Count: ♠A, three hearts, three clubs = 7 sure winners. Diamonds give three more once the ace is gone. The danger: when they win the ♦A, will they have a spade to lead?

Wrong: win the ♠A at trick one and play diamonds. East wins the ♦A and returns a spade. West cashes four spades. Down one.

Right: duck the ♠K. Duck the ♠Q. Win the third spade. East has now followed twice and has no spades left. When East wins the ♦A, there's nothing to return. You make ten tricks and get to explain the hold-up to partner, slowly, at length.

When not to hold up. If you have two stoppers (♠AK3, say), or if a switch to another suit would be worse than a continuation. Also, if the dangerous hand can't get in anyway, there's nothing to cut.

Suit contracts: count losers, then ruff in the short hand

Trumps in the long hand are already tricks. Ruffing with them doesn't create anything new. Ruffing in dummy (usually the short-trump hand) creates tricks out of thin air. That's the whole secret, and it took me years and a lot of fried chicken to absorb it.

Deal 5.2: don't draw all the trumps yet

South's losersCountFix
♠A642Ruff the third spade in dummy
♥KQJ1050
♦K70Dummy has the ace
♣A922Ruff the third club in dummy
Total4Two ruffs bring it to 2

Plan: win the ♠A. Draw two rounds of trumps with the K and Q (they split 2-2, so that's all of them, and dummy still has two trumps left). Give up a spade, give up a club, and ruff the third round of each in dummy. Eleven tricks.

If you had drawn trumps by habit until dummy had none, you'd have lost two spades and two clubs. "Draw trumps first" is good advice right up until dummy's trumps are the ones doing the work.

The toolkit

TechniqueUse it whenKey idea
Hold-upNT, one stopper in their suitDuck until one defender is out of the suit
DuckingSetting up a long suit with few entriesLose the trick you must lose early, while you still have an entry
FinesseMissing an honourLead towards the card you hope will win
Ruff in dummyDummy is short in a suitRuffs in the short-trump hand gain tricks
Discard losersDummy has a long, strong side suitDraw trumps, then throw losers on the winners
CrossruffEach hand is short in a different suitCash side winners first, then ruff back and forth
UnblockLong suit in one hand, honours splitPlay the high cards from the short hand first
AvoidanceOne defender is dangerousArrange for the safe defender to win the tricks you must lose

Suit combinations worth memorising

North is dummy, South is you. The green square is the table. Opponents' cards are unknown, as they are in life.

Lead low from South towards the AQ. If West plays low, play the Q. Wins when West has the K: 50%.
Lead towards the K. If West has the A, the K scores. Never lead the K from dummy.
Eight cards, missing the Q: cash the A (in case the Q is singleton), then finesse the J.
Nine cards, missing the Q: play the A and K and hope it drops. "Eight ever, nine never."
Coming later (once this feels easy): elimination and endplay (strip a defender's safe exits, then throw them in so they must lead into your tenace or give you a ruff-and-discard) and the simple squeeze. These are the moves that make kibitzers gasp. Kibitzers rarely gasp. It's worth it.

Try these

Q13NT. You have seven top tricks. ♦KQJ10 opposite ♦32 can give three more once the ace is gone. They've led a suit where you have one stopper. What's your first priority?Tap for the answer
Hold up in their suit if you can, then knock out the ♦A immediately. Set up your tricks while you still control their suit. Cashing your winners first just sets up theirs.
Q2Dummy has ♠AJ1053 and you have ♠K942. How do you play spades for no losers?Tap for the answer
Cash the K and the A and play for the Q to drop. Nine cards: "nine never" finesse. (With only eight, you'd finesse.)
Q34♠. Dummy has three small trumps and a singleton heart. You have three heart losers. Do you draw trumps straight away?Tap for the answer
No. Ruff your heart losers in dummy first (or at least before dummy's trumps disappear). Drawing three rounds would use up the trumps that create your extra tricks.
Q43NT. They lead a spade and you hold ♠AK4 opposite ♠863. Hold up?Tap for the answer
Usually no. With two stoppers you can afford to win and still have one left. Holding up risks a switch to a suit where you're weaker.

Homework

  • Before trick one, every hand this week: say your winner or loser count to yourself. Record how often you'd have played differently without the pause.
  • Do the first ten BridgeMaster hands on BBO (Level A).
06
Week 3 · Defence

Opening leads

The only card in bridge you play blind. Choose it like a wine for someone you're trying to impress: thoughtfully, quickly, and without showing your working.

▶ Listen: podcast episode 6
By the end of this module you can
  • Use the auction to pick the suit to lead.
  • Pick the right card within that suit.
  • Use the Rule of 11 as partner of the opening leader.

Step 1: listen to the auction

Your hand tells you about 13 cards. The auction tells you about the other 39. Beginners stare at their hand and lead a king because it looks impressive. Improvers replay the auction and work out what declarer is about to do, then lead something to stop it.

  • Has partner bid a suit?
    • YESUsually lead it. Partner will forgive almost anything except not leading their suit.
    • NOIs the contract no-trump?
      • NTYour longest suit (4th highest), or a strong sequence. Avoid short suits.
      • SUITWhat does the auction say?
        • DUMMY SHORTDummy gave preference or showed shortness Lead a trump
        • LONG SUITDummy or declarer has a long side suit for discards Lead aggressively, cash or set up tricks fast
        • STRETCHEDThey limped into game with limited values Lead passively: a sequence or a safe suit
        • ELSENo strong clue Top of a sequence, or the unbid suit

Leads to avoid against suit contracts

  • Underleading an ace. Declarer's singleton king will thank you.
  • Leading away from AQ, or from an unsupported king, unless the auction screams that you must be aggressive.
  • A doubleton honour (Qx, Kx). It usually costs a trick and rarely gains a ruff.

Step 2: pick the card

The card you lead is a message to partner. The highlighted card is the one to lead.

HoldingLeadWhy
KTop of a sequence; promises the Q
QTop of a sequence; promises the J
J (v NT)Interior sequence; keeps the K over declarer's Q
54th highest from the longest suit (v NT)
3Low from an honour: "I like this suit"
8Top of nothing (some pairs play MUD: middle, up, down)
8Top of a doubleton
A (v suits)Standard is A from AK; many pairs lead K. Agree it.

The Rule of 11

When partner leads their 4th highest card, subtract it from 11. The answer is how many higher cards are in the other three hands: dummy, you and declarer. You can see dummy's and your own, so you know how many declarer has. It feels like cheating. It isn't. It's arithmetic, which is like cheating for people with a calculator.

Rule of 11 in action

West leads the ♠7. Dummy plays the 3. You're East.

11 − 7 = 4 cards higher than the 7 outside West's hand. Dummy has two (Q, 10). You have two (A, 9). So declarer has none. Play the 9: it wins, and you keep the ace to kill dummy's queen later. West started with ♠KJ875, declarer with two small spades, and you've just saved a trick without seeing a single hidden card.

Try these

Q1The opponents bid 1♠ – 2♦ – 2♠ – 4♠. Your lead?
Tap for the answer
♣Q. Top of a solid sequence in the unbid suit. Leading from the ♥KJ or the doubleton ♦Q risks giving a trick away.
Q2The opponents bid 1NT – 3NT. Your lead?
Tap for the answer
♠5, fourth highest from your longest suit. Your ♥A is the entry to cash the spades once they're set up.
Q3The opponents bid 1♠ – 1NT – 2♥ – Pass. Your lead?
Tap for the answer
A trump. Declarer has spades and hearts; dummy preferred hearts and is likely short in spades. Your spades are strong, so declarer's only way to make spade losers disappear is by ruffing them in dummy. Lead trumps to stop that.
Q4The opponents bid 1NT – 3NT. Your lead?
Tap for the answer
♠J. A solid sequence is safe and builds tricks. Leading from the ♥K could hand declarer a trick.
Q5LHO opened 1♣, partner overcalled 1♥, RHO bid 1NT, and everyone passed. Your lead?
Tap for the answer
♥3. Partner's suit, low from an honour-third. It shows partner you have an honour, and the queen stays behind to help later.

Homework

  • Before every opening lead this week, replay the auction in your head and name declarer's likely plan. Then lead.
  • Agree with partner: A or K from AK? Top of nothing or MUD? Write both on your card.
07
Week 5 · Defence

Defence against suit contracts

Declarer is trying to draw trumps and throw away losers. Your job is to get there first, like a toddler racing a parent to the iPad.

▶ Listen: podcast episode 7
By the end of this module you can
  • Choose between active, passive, trump-attack and forcing defence.
  • Count declarer's tricks from dummy and the auction.
  • Play correctly in second and third seat, including covering honours.
  • Use trump promotion and the uppercut.

Defence is a race

Against a suit contract, declarer's plan is usually simple: draw trumps, then throw losers on dummy's long suit or ruff them in dummy. Your plan is to take your tricks before that happens, or to stop it happening. You decide which kind of defence the hand needs the moment dummy goes down. Not at trick seven. At trick seven you're writing an apology.

  • Dummy goes down. Does it have a long, strong side suit declarer can discard on?
    • YESActive defence: cash or set up your tricks right now
    • NOIs dummy short in a suit, with trumps to ruff it?
      • YESTrump attack: lead trumps every time you get in
      • NODo you (or partner) hold four trumps, or is declarer short of trumps?
        • YESForcing defence: keep making declarer ruff
        • NOPassive defence: lead safe suits, let declarer do the work

Deal 7.1: cash out before the diamonds run

You're West. You lead the ♥Q and declarer wins the ace. Declarer crosses to the ♦A and runs the ♠10. You win the ♠K. Now look at dummy: five solid diamonds. Declarer is about to draw trumps and throw every loser away.

Passive (another heart): declarer wins, draws trumps and runs the diamonds, discarding a heart and two clubs. You get the ♠K and one club. Declarer makes eleven tricks and smiles in a way that stays with you.

Active (switch to the ♣Q): the defence takes three club tricks. With the ♠K, that's four. Down one.

Declarer
Win ♥A→Trump finesse loses→Draw trumps→Run ♦, throw clubs
Defence
Lead ♥Q→In with ♠K: cash clubs NOW→Too late after this
Count declarer's tricksAdd dummy's long suit to what declarer has shown in the auction. If that reaches the contract, you must take your tricks now. Don't wait for partner to do it.

Second hand low, third hand high

  • Second hand low. When declarer leads towards dummy, play low. Your honour usually does more by waiting.
  • Third hand high, but only as high as needed: from K-Q-x, play the Q (the lower of touching honours).
  • Cover an honour with an honour when it might promote a card for your side. If dummy has touching honours (QJ), cover the last one, not the first.
Dummy leads the Q. If East never covers, declarer wins the Q, then the J, then drops the K under the A: three tricks. If East covers once (the Q or the J), declarer makes only two, because partner's 10 is promoted.

Giving partner a ruff

A singleton lead can be deadly if you or partner can regain the lead to give a second ruff. Lead a singleton when you have a trump entry (the trump ace, say), or when the auction suggests partner has an ace. Then signal suit preference (Module 9) so partner knows how to get back to you for the next ruff.

Trump tricks for defenders

  • The uppercut. Ruff high, even with a card you'd normally save, to force declarer to over-ruff with an honour. If partner has Qx in trumps and declarer AKJxx, your ruff with the 10 can promote partner's queen.
  • Don't over-ruff with a trump that's already a sure trick. Discard a loser instead. You still score that trump later, and refusing can promote a second trump trick.
  • Trump promotion. Lead a suit where both partner and declarer are void. Declarer must ruff high or be over-ruffed.

Count everything

Count declarer's shape from the auction and from who follows to what. Once you know three suits, you know the fourth. Count points too: declarer opened 1NT, showing 15–17, and has already shown 15. So partner must have the missing ace. It's like being a detective, except the murderer is sitting right there, eating a biscuit.

Try these

Q1Defending 4♥. Dummy is flat (4-3-3-3) with no long suit. Your side has no obvious tricks. What kind of defence?Tap for the answer
Passive. Declarer has no source of discards. Lead safe suits and make declarer break new suits themselves.
Q2Defending 4♠. Dummy has four trumps and a singleton club. You hold three good clubs. What do you lead when you get in?Tap for the answer
Trumps. Declarer's club losers will be ruffed in dummy unless you remove dummy's trumps first.
Q3Declarer leads the Q from dummy's ♦QJ5 and you hold ♦K74 behind it. Cover?Tap for the answer
Not yet. Cover the J when it comes. With touching honours in dummy, cover the last one. On this layout covering either once holds declarer to two tricks, and waiting for the last honour is the habit that's right on other layouts too.
Q4Against 4♠ you hold ♠A62 and a singleton diamond. Why is the singleton diamond an attractive lead?Tap for the answer
The ♠A is a trump entry. When declarer starts drawing trumps, you win the ace at once, while you still hold a small trump. Then you put partner on lead (watch partner's suit-preference signal) and ruff the diamond return.

Homework

  • Every time dummy goes down this week, label the defence (active, passive, trump attack, forcing) before you play a card.
  • After the session, check one hand where you were defending: did your label match the right defence?
08
Week 8 · Defence

Defence against no-trump

No trumps means no ruffing, which means the defence wins by being patient, persistent and slightly boring. Finally, a module that plays to my strengths.

▶ Listen: podcast episode 8
By the end of this module you can
  • Keep attacking the right suit instead of switching.
  • Return the correct card in partner's suit.
  • Unblock and preserve entries to the long hand.
  • Discard without giving declarer a trick.

One suit, one entry

Against no-trump, the defenders usually beat the contract by setting up one long suit and keeping an entry to cash it. That's it. The temptation is to switch to something new every time you get the lead, because the old suit hasn't worked yet. Resist it. Switching suits against no-trump is like changing queues at the supermarket. The old queue always moves the moment you leave.

Deal 8.1: third hand high, and return partner's suit

You're East. Partner leads the ♠5, fourth highest. Dummy plays the 6.

Rule of 11: 11 − 5 = 6 cards higher than the 5 outside partner's hand. Dummy has two (9, 6), you have two (A, 7), so declarer has two.

Trick 1: play the ♠A, third hand high. Trick 2: return the ♠7, the higher of your remaining two. Whatever declarer does, partner's K and J take care of declarer's Q and 10, and partner's last two spades are winners. Five tricks for the defence before declarer gets to touch those lovely diamonds.

What goes wrong: play the 7 at trick one and declarer wins cheaply with the 10. Or win the ace and switch to a heart "to try something different." Either way declarer runs ten tricks and you spend the drive home rehearsing an explanation.

Returning partner's suit

You started withAfter winning or playing one card, return
Three cards (A-7-3)The higher of the two left (the 7): "I had three"
Four cards (K-8-5-2)Your original fourth highest (the 2): "I had four"
Two cards (A-3)The one you have left

Unblocking

If partner has the long suit and you have a short holding with an honour, get your honour out of the way so it doesn't block partner's run.

Partner leads the Q. Play the A and return the 3. If you hang onto the ace and play the 3, the suit can block: you'd win the second round with the ace and have no spade to return.

Holding up as a defender

When dummy has a long suit and no outside entry, a defender holding the ace can duck until declarer runs out of cards in that suit. Declarer's long suit then dies in dummy, which is the most satisfying smell in bridge. Use partner's count signal (Module 9) to know when to take the ace.

Third hand play against no-trump

Partner leadsYou holdDummyPlayWhy
4 (4th highest)K J 38 6 2JLowest card that might win
4Q 10 3J 5 2 (plays the 2)10"Finesse against dummy": keeps your Q over dummy's J
4K 7 3A 8 5 (plays the A)7 or 3Attitude: encourage only if you want it continued
QA 37 4 2AUnblock, then return the 3

Discarding against no-trump

When declarer runs a long suit, you'll have to discard. Three rules:

  • Keep length to match dummy. If dummy has four hearts, keep four hearts (or as many as declarer can't beat).
  • Keep partner's suit if you have an entry and a card to return.
  • Discard from the suit nobody needs. Usually a suit where declarer and dummy are both strong, or one you've already given up on.

Discarding from the suit you're guarding is how declarer makes the trick they never had. It's death by a thousand discards, and the discards are yours.

Try these

Q1Partner leads the ♠3 (4th highest) against 3NT. Dummy has ♠J52 and plays low. You hold ♠Q104. Which card?Tap for the answer
The 10. If declarer wins with the K or A, your Q still sits over dummy's J. Playing the Q would let dummy's J become a stopper.
Q2You started with ♠K852 in partner's suit. You win the K. What do you return?Tap for the answer
The 2, your original fourth highest, showing you started with four.
Q3You win the first trick against 3NT and the suit partner led looks hopeless. Dummy has a long running suit. Switch or continue?Tap for the answer
Switch. The usual "keep attacking" rule bends when declarer obviously has nine tricks once the long suit runs. Count declarer's tricks first, then decide. If you need four quick tricks, find them now.

Homework

  • Every time partner leads against no-trump this week, apply the Rule of 11 before playing to trick one.
  • Review any NT hand where the defence switched suits. Would continuing have beaten it?
09
Week 9 · Defence

Signals and discards

You and partner can't talk. You can't make faces. You can't kick each other under the table, although I'm told some couples have tried. All you have is the cards. Here's how to make them talk.

▶ Listen: podcast episode 9
By the end of this module you can
  • Give and read attitude, count and suit-preference signals.
  • Know which signal applies in which situation.
  • Choose and use a discarding method with partner.

Three signals, in order of priority

Each card you play when you're not trying to win the trick can carry one message. Which message depends on the situation. The trick is agreeing with partner which one applies when. That conversation is free, takes ten minutes, and saves more points than any convention in Module 3.

SignalWhen it appliesHigh card meansLow card means
AttitudePartner leads a suit and you're following but not winningI like this suit, continueSwitch, please
CountDeclarer leads a suit, or attitude is already knownHigh-low: even number of cardsLow-high: odd number
Suit preferenceGiving a ruff, or when attitude and count are both obviousLead the higher-ranking other suitLead the lower-ranking other suit

Attitude: should partner continue?

Against 4♠, partner leads the ♥K. You're East with ♥J82.

Play the 8, encouraging. Your J means partner's Q-10 combination is strong: declarer's ace (if they have it) can be driven out and partner's suit is ready to go. With 8-6-2 and nothing useful you'd play the 2: "please try something else."

Count: when to take your ace

No-trump contract. Dummy has no outside entry. Declarer leads the 3 towards dummy. You're East.

Partner plays the 6, the lowest card: low-high shows an odd number, so three. Three (partner) + five (dummy) + three (you) = eleven, so declarer has two. Duck the first round, win the second. Declarer's diamonds are now stranded in dummy like tourists after the last ferry.

Suit preference: come back for another ruff

4♥ by South. Partner leads a singleton ♦2. You win the A and hold the ♠A.

Return a diamond for partner to ruff, and choose the card carefully. Hearts are trumps, so the other two suits are spades and clubs. Return the ♦J, a high card, to ask for the higher suit: spades. Partner ruffs, leads a spade to your ace, and ruffs another diamond. With the ♣A instead, you'd return the ♦7.

Discarding systems

When you can't follow suit, your discard is a signal. Choose one method with partner:

MethodHow it worksUpside
StandardHigh card = I like this suitSimple
Reverse (upside-down)Low card = I like this suitYou don't waste high cards to encourage
Odd-even (Roman)Odd card = I like this suit. Even = I don't, and the size of the even card points to another suit (high = higher, low = lower)One card can say two things
McKenney / LavinthalThe suit you discard says "not this one." High or low says which of the other two you wantDirect, and you can throw from your worthless suit
Common mistakes. Signalling when partner already knows, and throwing away a potential trick to do it. Treating a signal as an order: it's information, and partner still has to think. Giving count when only declarer benefits: give count when partner needs it, as in the hold-up example above.

Try these

Q1Partner leads the ♣A against 4♥. You hold ♣Q63 and dummy has ♣J74. Which club (standard attitude)?Tap for the answer
The 6. Encourage: you hold the Q, so partner's K will be good, or partner can lead low to your Q. Your 6 is your highest card you can spare without wasting the Q.
Q2Declarer leads a suit from hand. You hold 9-4 in it. Which card do you play for count?Tap for the answer
The 9, then the 4: high-low shows an even number.
Q3Spades are trumps. You're giving partner a ruff in diamonds. Your entry is the ♣A. Which diamond do you return from ♦K1072?Tap for the answer
The 2. The two non-trump side suits are hearts and clubs; a low card asks for the lower one, clubs, where your ace is.

Homework

  • With your regular partner, agree attitude, count and one discard method. Write them on your card.
  • Play ten hands concentrating only on signals. After each, both write down what you thought partner's signal meant, then compare.
10
Week 11 · Bidding

Slam bidding

Twelve tricks, a big bonus, and the fastest legal way to lose 1,430 points in under four minutes.

▶ Listen: podcast episode 10
By the end of this module you can
  • Judge when slam is likely from points, fit and shape.
  • Show slam interest below game.
  • Use control bids to find a suit with two fast losers.
  • Use RKCB, and know when not to.

What a slam needs

Three things: enough tricks (high cards or a great fit), no suit where they can take two quick tricks, and a way to find out both without going past game too early. The third one is where people come unstuck. They have the first two, get excited, and bid 4NT the way a toddler presses an elevator button.

TargetBalanced handsWith a good fit and shape
Small slam (12 tricks)About 33 HCPOften 28–30
Grand slam (13 tricks)About 37 HCPWhen you can count 13 tricks
Rule oneAgree trumps first. Every slam tool in this module assumes both partners know the trump suit.

The toolkit, in order

  1. Show interest below game. Jacoby 2NT, splinters and jump shifts (Module 3) tell partner you have extras before you've committed to anything.
  2. Control bids (cue bids). Once trumps are agreed, a new suit at the four level shows first-round control (ace or void), cheapest first. Skipping a suit denies control of it. This is how you discover the suit where they can cash two tricks. Blackwood can't do that.
  3. RKCB (4NT) counts key cards: the four aces and the trump king. See Module 3 for the responses.
  4. Follow-ups. After the response, the next step up (not the trump suit) asks for the trump queen. 5NT asks for kings, and promises all the key cards, which is your signal that a grand slam is in view.

Deal 10.1: a splinter finds a 28-point slam

4♣ is a splinter: four-card spade support, game values, and a singleton or void in clubs. South loves it. South's clubs are two small cards, so not a single high-card point is wasted opposite partner's shortness.

4NT asks for key cards. 5♣ shows one (it can't be four). South has three: the ♠A, ♠K and ♦A. One missing. Bid 6♠.

The play: five spades, three hearts, three diamonds and a club ruff in dummy make twelve tricks. You lose only the ♣A. Only 28 HCP between the two hands, which is why points alone would never have found it.

Deal 10.2: control bids, then Blackwood

BidMeaning
2NTJacoby: four-card spade support, game force
3♠18+, no shortness. "I'm interested in slam."
4♣First-round club control (the ace)
4♦First-round diamond control
4♥First-round heart control. Every suit is covered.
4NTRKCB
5♠Two key cards plus the trump queen
6♠All five key cards and the queen, but only twelve tricks: five spades, two hearts, two diamonds, three clubs
No honours in clubs. Every point is working.
The ♣KQJ face partner's singleton. Six points doing nothing.

When not to bid 4NT

  • Trumps agreed and you're thinking slam. Use RKCB?
    • VOIDYou hold a void No. You won't know which ace partner has. Control-bid instead.
    • TWO LOSERSYou have two quick losers in an unbid suit No. Control-bid to find out if partner covers it.
    • TOO HIGHA bad answer would leave you too high No. Especially with a minor as trumps.
    • OTHERWISEEvery suit is controlled; you just need to count aces Yes. Bid 4NT.

Try these

Q1You open 1♠ and partner splinters with 4♣. Slam?
Tap for the answer
No. Sign off in 4♠. Your ♣KQJ are wasted opposite partner's shortness, and you have three diamond losers. Splinters tell you where your honours aren't useful.
Q2Hearts are agreed. You hold a void in clubs and want to know about aces. 4NT?Tap for the answer
No. If partner shows one ace, you won't know whether it's the useless ♣A. Use control bids instead.
Q3Spades are agreed. You control-bid 4♦, skipping clubs. What have you told partner?Tap for the answer
That you have first-round diamond control and no first-round club control. If partner can't control clubs either, you stop in 5♠ or 4♠.

Homework

  • From a hand record, find 10 boards where 6 of something made. Bid them with partner without looking at each other's hands. Where did you stop, and why?
  • Agree with partner: 1430 or 3014? What does 5NT mean?
11
Week 12 · Tactics

Scoring tactics, penalty doubles and sacrifices

The same hand, played two different ways, depending on how they're keeping score. It's like the difference between golf with your boss and golf with your friends.

▶ Listen: podcast episode 11
By the end of this module you can
  • Adjust your decisions for matchpoints (pairs) and IMPs (teams).
  • Decide when to double the opponents for penalties.
  • Work out whether a sacrifice is worth it.

Matchpoints v IMPs

At a typical club pairs game you're scored by matchpoints: on each board, you get a point for every pair you beat. Beating them by 10 points is as good as beating them by 1,000. At teams, scores are converted to IMPs, which compress big swings and barely notice small ones. Matchpoints reward precision. IMPs reward not being an idiot.

DecisionMatchpoints (pairs)IMPs (teams)
OvertricksVery importantAlmost irrelevant
Safety playsOften skip if they cost overtricksAlways take them
Choice of strainHigher-scoring wins: NT > majors > minorsThe safest contract wins
Bidding gamesBid them at 50%+Bid vulnerable games at about 40%
Part-score battlesFight hard: −100 beats −110Don't risk big penalties for small gains

Same eleven tricks, different scores (non-vulnerable)

ContractTricksScore
3NT + 211460
4♠ + 111450
5♦ making11400

At matchpoints, the pair in 3NT beats every pair in 4♠, and the pair in 5♦ beats nobody. At IMPs, all three are within one IMP of each other, so pick whichever is most likely to make.

Penalty doubles

  • Double low-level contracts when you hold length and strength in their trumps and your side has the balance of points.
  • Double misfitting opponents (Module 4). Two good hands that don't fit go down a lot.
  • Don't double a freely bid game just because you have high cards. Declarer knows where they are and plays around them. If they make it, you've doubled their score and given them a story they'll tell for years.
Undertricks doubled1234
Non-vulnerable100300500800
Vulnerable2005008001100

Sacrifices

A sacrifice is bidding a contract you expect to fail because going down costs less than letting them make theirs. It's the only part of bridge where losing is a strategy, which is why I'm so good at it. Compare the cost:

They make 4♠ (vul)
−620
5♦ doubled, down 2 (non-vul)
−300
5♦ doubled, down 3 (non-vul)
−500
5♦ doubled, down 4 (non-vul)
−800

Green is cheaper than letting them make game. Red is worse.

  • Vulnerability is everything. Non-vulnerable against vulnerable is the classic sacrificing condition. Vulnerable against non-vulnerable, almost never.
  • When in doubt, defend. If there's a real chance of beating their contract, take it. A sacrifice against a contract that was going down is a gift with a bow on it.
  • Use the Law of Total Tricks. With ten trumps each side, both games often make or nearly make.

Try these

Q1Matchpoints. You're in 4♠ with an overtrick available if a finesse works, or a safety play that guarantees ten tricks but no more. Most of the room will be in 4♠. Which?Tap for the answer
Usually take the finesse for the overtrick. If everyone is in the same contract, the overtrick decides your matchpoints. At IMPs, take the safety play.
Q2Opponents bid to 4♥ vulnerable. You're not vulnerable and have a 10-card spade fit with partner. Your hand has no defensive tricks. Sacrifice in 4♠?Tap for the answer
Probably yes. Ten trumps, favourable vulnerability, and no defence. Down three doubled (−500) still beats −620. But if partner might have defensive tricks, check the auction first.
Q3Opponents bid 1NT – 3NT. You hold 14 HCP but no long suit. Double?Tap for the answer
No. Points without a source of tricks rarely beat a game. And a double tells declarer exactly where the high cards are.

Homework

  • Next pairs session: count how many times you made an overtrick that others didn't. Next teams session: count safety plays.
  • Learn the vulnerability colours on the boards. Write your sacrifice rule on your card: "non-vul v vul, with a big fit and no defence."