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Opening Bids
9 opening bidsPoints are NV / V (non-vulnerable / vulnerable) minimums unless stated. MD = multi-landing / asks for a 4-card major.
| Bid | Opener's Hand | Responder's Options | Opener Rebid |
|---|---|---|---|
| 1♣ | 16+ NV / 17+ V | Cannot pass. 1D=<8pts. 8+pts=bid 5-card major. 2C=8+ both minors. 2D=8+ both majors (MD). Jump major=weak 5-6pts 6-card. 1NT=8-10 (may have 4-major). 2NT=11-13 (may have 4-major). 3NT=14+ (all controls, slam invite). | Jump 22+ in suit. 1NT=16-18. 2NT=19-21. 3NT=22+ all controls. Stayman (both 1NT/2NT) finds major fit; then 4NT=5-ace Blackwood, 4C=aces over NT. |
| 1♦ | 11-15 NV (no 5-major, min 2♦, may have singleton club) | Pass if weak with 4+♦. Natural if weak but bid any 4-card major. Weak 2s ok. 1NT=no major 6-9. 2C=10-12 minors or 4-major. 2D=game try (MD for majors). 2NT=16+ all controls. | Natural — treat MD like Stayman; 2NT denies 4-major. After 2C, opener's 2D (MD) asks for 4-major; none=2NT sign-off. |
| 1♥/1♠ | 11-15 (5 cards; repeat=6) | Natural 8-10 to level of fit. Natural 10+ new suit 2-over-1. Jump out 14+ game force. 1NT=8-10 2-card support. 2NT=16+ no 4-card support. | Natural. 4NT for Aces (except 4C over 2NT for Aces). |
| 2♣ | 12-15 NV / 13-16 V (any singleton/void except ♣, one 4-major; min 3♣) | Cannot pass unless weak, with clubs length & poor majors. Bid longest suit — except: 2D (MD, non-promissory) invites opener's 4-major. 3D strong (MD) asks for 4-major. | Repeat ♣ if suit length, but MD from responder=bid 4-major. 2NT=sign-off if unfavourable (e.g. length in singleton major). |
| 2♦ | 12-15 NV / 13-16 V (void/singleton♦, no 5-major, two 4-major — MD opening seeking major fit) | Cannot pass — MD opener. Natural; bid 4/5-major at 2-level if weak. 3D=strong+major interest (MD). 3C=4♣ no 4-major, weak. 4C(suit)=strong game invite ♣. 2NT=♦ control twice. 3NT=14+ with ♦ control twice. | Natural to level of fit. Pass with 4-card support. Bid best major after 3D (MD); control passes to Responder. |
| 2♥/2♠ | Weak 6-10 (6 cards) | Natural to level of fit. 2NT=asking quality (Ogust). | 3C=low HCP weak, 3D=low HCP good, 3H=high HCP weak, 3S=high HCP good, 3NT=AKQJxx |
| 3♣/♦/♥/♠ | Weak 6-10 (7+ cards) | Natural. Raise to 4 with outside strength 16+ & 2-card support. | Natural if game likely. |
| 1NT | 13-15 NV / 14-16 V | 8+ Stayman & transfers. 2NT=invite to 3NT if max. | Natural; control passes to responder after Stayman. |
| 2NT | 13-15 both minors 5+ | Bid better minor. | Natural but careful when V. |
No bids match your search.
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Slam Bidding
Minimum for slam: 28 pts & 9 combined cards when cross-ruff if void/singleton. Otherwise 31+ points.
NT Slam — Aces (4C)
4D=04H=1
4S=24NT=3
Suit Slam — Aces (4NT), 5 Aces*
5C=0/35D=1/4
5H=25S=2+Q trumps
NT Slam — Kings (5C)
5D=05H=1
5S=25NT=3
Suit Slam — Kings (5NT)
6C=06D=1
6H=26S=3 · 6NT=4
*King of trump suit = 5th ace (when suit agreed or implied).
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Defence & Signals
- Ruff signal: High card = want higher suit back as entry. Low card = want lower suit back.
- Discard: Low = lower of other 2 suits. High = higher. Middle (6/7) = suit may be ok.
- Play in suit: High = hate. Low = love.
- Count: High-low = even cards. Low-high = odd cards. Giving count is important.
- Leads: Ace led = also has King. King led = also has Q. Q led = QJ10. J led = J109+.
- Leading partner's suit: Lead highest to clarify distribution.
- vs NT: 4th highest unless internal sequence (e.g. Q1098x → lead 10). Rule of 11 applies.
- Leading partner's suit may be dangerous if opponents overcalled into NT.
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Interference Strategy
- After opp 1NT: 2C=minors, 2D (MD)=majors, X=penalties (16+).
- After opp suit bid: X=opening pts no stopper. 1NT=stopper 14-16 pts. Bidding their suit=17+ (next level). NT overcall if borderline.
- Doubles: First chance=takeout. Second chance=penalties. Doubling an artificial bid (transfer, cue bid etc)=length.
- Weak jump overcall: 6-9 pts, 6-card suit. 3-level jump = 8-12 pts.
- Single overcall: 8+ pts, 5-card. 2-level overcall: 10+ pts, 5-card. 2NT=5-5 minors (unusual NT); strong club hand may still open.
- Alert any bid 2-level and below.
- Over our 1C if interfered: Pass <5pts. X=takeout 6-9 (short in their suit). 10-15pts (or stopper)=bid nearest NT (forcing to game). 15+pts=bid their suit (slam interest).
- Over our 1D if interfered: X=I have the other major. NT over a major=I can stop this major. Or bid opposition suit at next level=game interest.
- If 1NT (13-15) interrupted, systems on. Opp 2C over partner 1NT → X=majors (Stayman), 2D=transfer to ♥ etc.
- If opp double our 1NT (penalties): Leave with 5+ pts. Escape via transfers with ≤5 pts to 6-card suit. Redouble=SOS asking opener to look for weak fit in minors.
- Opp open 3 minor: X=takeout. 3 major: X=penalties, 3NT=takeout.
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General Bidding Rules
- Openings: rule of 19 at one-level, rule of 20 at two-level. 11 points flat, 1D is a pass.
- Fourth-in-hand 1D opening is rule of 15 — points plus number of spades. Further bids natural or artificial by agreement.
- Cannot pass with void or singleton support — consider cross ruffs on any trump fit.
- Bid to level of fit: 8 cards = level 2, 9 cards = level 3.
- If maximum, consider another suit as forcing one round, then support partner later.