Next Steps in Bridge ♥
Eleven lessons for people who have finished beginners' class and are now, legally speaking, dangerous.
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.
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.
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- 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.
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-trump | 4-3-3-3 shape (the flattest, saddest shape there is) |
| A second 5-card suit | Queens 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 found | Shortness in partner's suit (a misfit; see Module 4) |
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.
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.
| Partner opens | Your hand is now | Why |
|---|---|---|
| 1♠ | Worth about 13 | Four-card support, and your singleton heart now means you can ruff hearts. Start thinking game. |
| 1♥ | Worth about 9 | Singleton 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:
| Shortness | With 4+ trumps | With 3 trumps |
|---|---|---|
| Void | 5 | 3 |
| Singleton | 3 | 2 |
| Doubleton | 1 | 1 |
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:
- Look only at the top three cards in each suit (or fewer, if the suit is shorter).
- 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.
- Add up your losers. A minimum opening hand has about 7.
- Add your losers to partner's, and subtract from 24. That's how many tricks your side should make.
Worked example: partner opens 1♠
| Suit | Top cards | Losers |
|---|---|---|
| ♠ | K 9 5 | 2 |
| ♥ | A 4 | 1 |
| ♦ | K 8 6 | 2 |
| ♣ | 7 6 | 2 |
| Total | 7 |
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 losers | 2 of the major |
| 8 losers | 3 of the major (invite) |
| 7 losers | 4 of the major (game) |
| 6 or fewer | Look for slam (Module 10) |
Try these
Q1First seat, nobody vulnerable. Open or pass?
Tap for the answer
Q2How many losers?
Tap for the answer
Q3Partner opens 1♠. What's your hand worth now? What if partner had opened 1♥?
Tap for the answer
Q4Your left-hand opponent opened 1♥. You hold ♥KJ4. Upgrade or downgrade?Tap for the answer
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.
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- 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.
| Bid | HCP | Suit |
|---|---|---|
| 1-level overcall (1♦ – 1♠) | 8–16 | Good 5+ cards |
| 2-level overcall (1♠ – 2♥) | 11–16 | Good 5-card or decent 6-card suit |
| 1NT overcall | 15–18 | Balanced, with a stopper in their suit |
| Weak jump overcall (1♣ – 2♠) | 6–10 | Good 6-card suit, like a weak two |
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.
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 points | Response to partner's takeout double of 1♥ |
|---|---|
| 0–8 | Bid your longest unbid suit at the cheapest level (prefer a major): 1♠, 2♣, 2♦ |
| 9–11 | Jump in your suit: 2♠, 3♣ |
| 12+ | Cue bid their suit (2♥) to force, or bid game if you know where |
| Long, strong hearts | Pass, 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.
| Auction | Your double shows |
|---|---|
| 1♣ (1♦) Dbl | Both majors (4-4), or at least 4-4 in one with tolerance for the other |
| 1♣ (1♥) Dbl | Exactly four spades |
| 1♣ (1♠) Dbl | Four+ hearts |
| 1♥ (1♠) Dbl | Both minors, or one minor plus enough to compete |
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:
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
Q2Your RHO opens 1♠. Your call?
Tap for the answer
Q3LHO opens 1♥, partner doubles, RHO passes. Your call?
Tap for the answer
Q4Partner opens 1♦, RHO overcalls 1♥. Your call?
Tap for the answer
Q5LHO opens 1♥, partner overcalls 1♠, RHO raises to 2♥. Your call?
Tap for the answer
Q6The auction goes 1♥ – Pass – Pass to you. Your call?
Tap for the answer
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.
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- 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:
| # | Convention | Job |
|---|---|---|
| 1 | Stayman | Find a 4-4 major fit after 1NT |
| 2 | Jacoby transfers | Show a 5-card major over 1NT; make the strong hand declarer |
| 3 | Weak twos | Pre-empt with 6–10 HCP and a good six-card suit |
| 4 | Negative doubles | Covered in Module 2 |
| 5 | Roman Key Card Blackwood | Count key cards for slam |
| 6 | Jacoby 2NT | Game-forcing raise of opener's major |
| 7 | Splinter bids | Game raise with a singleton or void |
| 8 | Fourth suit forcing | An artificial force when nothing natural fits |
| 9 | Michaels & Unusual 2NT | Two-suited overcalls |
| 10 | Lebensohl | Compete 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.
- 2♦No four-card major
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 hand | Auction | Meaning |
|---|---|---|
| 1NT – 2♥ – 2♠ – Pass | Weak, five spades. Play 2♠. | |
| 1NT – 2♥ – 2♠ – 2NT | Invitational, five spades. Opener chooses: pass, 3♠, 3NT or 4♠. | |
| 1NT – 2♥ – 2♠ – 3NT | Game 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.
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 4NT | Meaning (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. |
| 3NT | 15–17, 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.
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 open | You bid | Shows |
|---|---|---|
| 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.
Try these
Q1Partner opens 1NT. What do you bid, and what's your plan?
Tap for the answer
Q2Partner opens 1NT. Your bid?
Tap for the answer
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
Q4RHO opens 1♥. You hold this. Your call?
Tap for the answer
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.
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- 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
- Ruff in the three-card hand. Every ruff there is an extra trick. Ruffing in the four-card hand just shortens your main trumps.
- 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.
- 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.
- Count trumps out loud (in your head; out loud is a penalty). You must know at every moment how many they have left.
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:
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.
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.
Try these
Q1You open 1♦, partner responds 1♠. Your rebid?
Tap for the answer
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
Q3Partner opens 1♥, you respond 1♠, partner rebids 2♥, you bid 2♠, partner bids 3♥. Your call?
Tap for the answer
Q4LHO opens 1♥, RHO bids 1♠, LHO 2♥, RHO 2♠, LHO 3♥, RHO 3♠. Partner has passed throughout. Your call?
Tap for the answer
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.
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- 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."
- How many tricks do I need? Say the number to yourself.
- Count. In no-trump, count sure winners. In a suit contract, count losers in the hand with long trumps.
- Find the extra tricks. Long suits, finesses, ruffs in the short hand, discards on dummy's winners.
- Look for danger. Which suit can they attack? Which opponent must not get the lead? Do I have enough entries?
- 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.
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 losers | Count | Fix |
|---|---|---|
| ♠A64 | 2 | Ruff the third spade in dummy |
| ♥KQJ105 | 0 | |
| ♦K7 | 0 | Dummy has the ace |
| ♣A92 | 2 | Ruff the third club in dummy |
| Total | 4 | Two 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
| Technique | Use it when | Key idea |
|---|---|---|
| Hold-up | NT, one stopper in their suit | Duck until one defender is out of the suit |
| Ducking | Setting up a long suit with few entries | Lose the trick you must lose early, while you still have an entry |
| Finesse | Missing an honour | Lead towards the card you hope will win |
| Ruff in dummy | Dummy is short in a suit | Ruffs in the short-trump hand gain tricks |
| Discard losers | Dummy has a long, strong side suit | Draw trumps, then throw losers on the winners |
| Crossruff | Each hand is short in a different suit | Cash side winners first, then ruff back and forth |
| Unblock | Long suit in one hand, honours split | Play the high cards from the short hand first |
| Avoidance | One defender is dangerous | Arrange 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.
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
Q2Dummy has ♠AJ1053 and you have ♠K942. How do you play spades for no losers?Tap for the answer
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
Q43NT. They lead a spade and you hold ♠AK4 opposite ♠863. Hold up?Tap for the answer
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).
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- 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.
| Holding | Lead | Why |
|---|---|---|
| K | Top of a sequence; promises the Q | |
| Q | Top of a sequence; promises the J | |
| J (v NT) | Interior sequence; keeps the K over declarer's Q | |
| 5 | 4th highest from the longest suit (v NT) | |
| 3 | Low from an honour: "I like this suit" | |
| 8 | Top of nothing (some pairs play MUD: middle, up, down) | |
| 8 | Top 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
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
Q2The opponents bid 1NT – 3NT. Your lead?
Tap for the answer
Q3The opponents bid 1♠ – 1NT – 2♥ – Pass. Your lead?
Tap for the answer
Q4The opponents bid 1NT – 3NT. Your lead?
Tap for the answer
Q5LHO opened 1♣, partner overcalled 1♥, RHO bid 1NT, and everyone passed. Your lead?
Tap for the answer
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.
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- 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.
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.
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
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
Q3Declarer leads the Q from dummy's ♦QJ5 and you hold ♦K74 behind it. Cover?Tap for the answer
Q4Against 4♠ you hold ♠A62 and a singleton diamond. Why is the singleton diamond an attractive lead?Tap for the answer
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?
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- 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 with | After 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.
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 leads | You hold | Dummy | Play | Why |
|---|---|---|---|---|
| 4 (4th highest) | K J 3 | 8 6 2 | J | Lowest card that might win |
| 4 | Q 10 3 | J 5 2 (plays the 2) | 10 | "Finesse against dummy": keeps your Q over dummy's J |
| 4 | K 7 3 | A 8 5 (plays the A) | 7 or 3 | Attitude: encourage only if you want it continued |
| Q | A 3 | 7 4 2 | A | Unblock, 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
Q2You started with ♠K852 in partner's suit. You win the K. What do you return?Tap for the answer
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
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?
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- 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.
| Signal | When it applies | High card means | Low card means |
|---|---|---|---|
| Attitude | Partner leads a suit and you're following but not winning | I like this suit, continue | Switch, please |
| Count | Declarer leads a suit, or attitude is already known | High-low: even number of cards | Low-high: odd number |
| Suit preference | Giving a ruff, or when attitude and count are both obvious | Lead the higher-ranking other suit | Lead the lower-ranking other suit |
Attitude: should partner continue?
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
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
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:
| Method | How it works | Upside |
|---|---|---|
| Standard | High card = I like this suit | Simple |
| Reverse (upside-down) | Low card = I like this suit | You 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 / Lavinthal | The suit you discard says "not this one." High or low says which of the other two you want | Direct, and you can throw from your worthless suit |
Try these
Q1Partner leads the ♣A against 4♥. You hold ♣Q63 and dummy has ♣J74. Which club (standard attitude)?Tap for the answer
Q2Declarer leads a suit from hand. You hold 9-4 in it. Which card do you play for count?Tap for the answer
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
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.
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- 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.
| Target | Balanced hands | With a good fit and shape |
|---|---|---|
| Small slam (12 tricks) | About 33 HCP | Often 28–30 |
| Grand slam (13 tricks) | About 37 HCP | When you can count 13 tricks |
The toolkit, in order
- Show interest below game. Jacoby 2NT, splinters and jump shifts (Module 3) tell partner you have extras before you've committed to anything.
- 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.
- RKCB (4NT) counts key cards: the four aces and the trump king. See Module 3 for the responses.
- 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
| Bid | Meaning |
|---|---|
| 2NT | Jacoby: 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. |
| 4NT | RKCB |
| 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 |
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
Q2Hearts are agreed. You hold a void in clubs and want to know about aces. 4NT?Tap for the answer
Q3Spades are agreed. You control-bid 4♦, skipping clubs. What have you told partner?Tap for the answer
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?
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- 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.
| Decision | Matchpoints (pairs) | IMPs (teams) |
|---|---|---|
| Overtricks | Very important | Almost irrelevant |
| Safety plays | Often skip if they cost overtricks | Always take them |
| Choice of strain | Higher-scoring wins: NT > majors > minors | The safest contract wins |
| Bidding games | Bid them at 50%+ | Bid vulnerable games at about 40% |
| Part-score battles | Fight hard: −100 beats −110 | Don't risk big penalties for small gains |
Same eleven tricks, different scores (non-vulnerable)
| Contract | Tricks | Score |
|---|---|---|
| 3NT + 2 | 11 | 460 |
| 4♠ + 1 | 11 | 450 |
| 5♦ making | 11 | 400 |
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 doubled | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Non-vulnerable | 100 | 300 | 500 | 800 |
| Vulnerable | 200 | 500 | 800 | 1100 |
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:
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
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
Q3Opponents bid 1NT – 3NT. You hold 14 HCP but no long suit. Double?Tap for the answer
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."