Instructions, conventions and links to tables
Before starting
- Get familiar with conventions at bridgebum.com and bridgehands.com
- Specify you biding system
- Specify your defense carding
- Specify signal, discards for partner's lead
- Wrap it up in your convention card
Glossary
- # - number of cards (eg: 3-# = max 3 cards; 4+# = min 4 cards, 5+5+)
- HCP - High Card Points - not counting card distribution (only heads)
- vul. - vulnerable
- F - forcing partner to respond
- GF! - Game Forcing (partners shouldn't stop before reaching a "game" bid)
- inv - invitation to bid a game, a partners is inviting to reaching a "game" bid
- PA - partner; opp. - opponent, RHO (right hand oponent), LHO (left hand opponent)
- hand description: negative (negat) < constructive < positive (invit) < game forcing (GF) < slam interest
- nat - natural bid
- 2x jump shift / raise - bid with double jump
x-(y)
:x
our/partner bid,(y)
- opp bidx-(*)
:*
= double
Bidding systems
Precision
Simple yet powerfull strong clubs system.
Although its global popularity will never rival that of Standard American or 2-Over-1,
it is generally reckoned to be more efficient that any of them
and is the foremost Strong Club system in use today.
Check the Quora opinions about the pros and cons, explaining why it's a superior system.
Many modern experts, including multiple World Champions Jeff Meckstroff and Eric Rodwell use it as the basis of their system (eg R-M Precision).
The number of other Strong Club systems that have come into existence since 1970 and that use Precision as their basis are a further compliment to its power and effectiveness.
Precision gains its biggest advantage by restricting the range of its intermediate opening bids to 11-15 points and reserving the One Club opening for any hand containing 16 or more points. This contrasts with the huge range for opening bids found in most other systems of 11-20 points. The much smaller range of intermediate openings makes it much easier for Precision users to know immediately whether they are in part-score, game, or slam territory and reduces the strain on responder to keep the bidding alive in case partner has a rock-crushingly strong hand.
- Meckwell Light - a simplified version of R-M Precision (played by champions). Version from Bridge base: table
- Traditional Precision System Cheat sheet
- The Precision Club Piggery detailed description
- Precision - Big Club version by bridgehands.com
SAYC
The most popular system for online games.2/1 GF (game forcing)
SAYC system has weekness when playing scoring games. It has a number of gaps easily exploitable by advanced players. One of them is its difficulty of describing very strong hands that do not want to set trumps immediately.2/1 GF system was develop from SAYC to overcome this weekness. A fundamental construct of the 2/1 system is the philosophy to quickly identify and communicate game-going partnership values without consuming excessive bidding space.
The 2/1 GF is recommended system on Bridge Base Online because it's a simple update over SAYC
- Table from weweweb - nicely wraps the bidding into the table
- Bridge Base description
- BridgeHands detailed description from
Other systems
- Polish Club - major 5 with strong 1♣ system. The system documentation is maintained by K Jassem
- Polish Club - version with Wilkosz (in PL)
- Nat+C (PL) - basic system for online games
- Bridge World Standard - common American expert practices, determined by polls, as a set of partnership agreements.
The system shares some similarities with Standard American and 2/1 game forcing, but with many advanced treatments.
Discards
- Revolving
- The suits are thought of as circle from ♣ to ♠.
A low card in suggests a suit ‘below’, whilst a high card, suggests a suit above.
You "skip" the lead suit (since you don't have any) and the discarded suit is discouraged.
You can make a neutral discard by suggesting the trumps.
- Lavinthal
- Like Revolving discard, you select higher or lower suite out from the remaining rather than revolving. So when discarding low ♣ to leading ♦ then in Lavintahl you signal ♥ but in Revolving you signal ♠.
- UDCA (upside down count and attitude)
- low encourages the suit and high discourages it.
- Roman discard (Odd/Even)
- 2,4: discourage given and signal the lower suit (from 2 remaining)
6,8: discourage given and signal the higher suit
3,5,7: to signal the given suit
Popular conventions
- SJS (Strong Jump Shifts) - usually 16+ and 4+#
- WJS (Weak Jump Shifts)
- Soloway Jump Shifts. Alternative to traditional strong jump shifts. Rather than showing a single-suited 17-19 points, a Soloway JS is made on 3 strong hand patterns: balanced, single-suited, and double-suited with support for partner. With any of these hand types, responder jump-shifts into his longest suit.
- Bergen raises
- Drury is a conventional 2♣ response by a passed hand after partner opens 1♥ or 1♠ in third or fourth seat. The 2♣ bid is artificial, showing a limit raise with 10-12 support points and 3+ card support.
Opener's rebid: 2♦: a sub-minimum hand (10-12 points). 2♥: a normal opening bid (12+ points). All other bids are natural with 12+ points.
- Reverse Drury - a more popular variation of Drury.
A rebid of two of opener’s original major suit shows a light (no game interest) and responder is expected to pass. Any other rebid by opener confirms a full opening hand (or better) and shows game interest. With a good hand, say 15+ starting points, opener may simply jump to game (four of the major suit). Other bids tend to be natural and descriptive.
- Stopper cue bidding
- After setting the suit S we can start bidding lowest control: A or K or singleton or void, to invite for the game. Partner must cue bid his lowest control (even when weak) or bid S. If one player has by passed a suit showing no control and his partner still cue bids a new suit, he promises control in the by passed suit.
- Lebensohl
- After 1NT interruption (Y or *). Example for: 1NT-(2♥):
→ *=neg double; 2♠=nat, noF; 2NT=weak with 5#m or F with 4#♠; 3♣♦= nat F; 3♥= 3-#♠ ask for ♥stopper; 3♠= nat F.
Bidding 2NT is the Lebensohl. Opener must relay 3♣. Then: → pas/3♦=week + 5♣/♦; 3♥=GF 4+#♠ no ♥stop; 3♠= inv 5#♠; 3NT=nat + ♥♠stoppers.
- Blackwood RKC (102 / 1430)
- After 4NT we count the # of Aces + trump K. The responses are:
5♣=1|4, 5♦=0|3, 5♥=2|5 (without trump Q), 5♠=2|5 (with trump Q).
→ After 5♣ or 5♦ the next step (skipping trump suit) ask for trump Queen.
If you don't have the queen - sign off (bid our suit at the cheapest level). Otherwise bid your cheapest king (not counting trump one) or 5NT
→ The next step (or next+1 after 5♣ or 5♦) asks for kings only when Grand Slam can be developed.
Response: bid the cheapest king you have.
- Negative double
- After partner opening and opp. overcall ≤ 3♠. Requires 6+ HCP 4+# at level 1,
and 8+ HCP 5+# at level 2. After 1♥/1♠ opening it usually invites for 3NT. Examples:
- 1?-(1?)-*: no points to overcall, promises descend rebid and something else (eg 5#)
- 1♣-(1♦)-*: 4-4 in majors
- 1♣/1♦-(1♥)-*: 4# ♠
- ♥-(1♠)-*: 1 minor and descend rebid
- Takeout double
- After non-interrupted opp. bid ≤ 3♠. Promises: strong one suited hand
(16+HCP 6# or 19+ HCP 5#) or balanced too strong (19+ HCP) to overcall 1NT
or (std) 12+ HCP, short in opp suit, nothing good to open.
A1. Rubber scoring
Rubber consist of two games. To make a first game (be vulnerable) you need 100 points below the line.
After that all points in that sector are undersocred and each team starts points below the line from 0.
6,8: discourage given and signal the higher suit
3,5,7: to signal the given suit
Opener's rebid: 2♦: a sub-minimum hand (10-12 points). 2♥: a normal opening bid (12+ points). All other bids are natural with 12+ points.
→ *=neg double; 2♠=nat, noF; 2NT=weak with 5#m or F with 4#♠; 3♣♦= nat F; 3♥= 3-#♠ ask for ♥stopper; 3♠= nat F.
Bidding 2NT is the Lebensohl. Opener must relay 3♣. Then: → pas/3♦=week + 5♣/♦; 3♥=GF 4+#♠ no ♥stop; 3♠= inv 5#♠; 3NT=nat + ♥♠stoppers.
→ After 5♣ or 5♦ the next step (skipping trump suit) ask for trump Queen. If you don't have the queen - sign off (bid our suit at the cheapest level). Otherwise bid your cheapest king (not counting trump one) or 5NT
→ The next step (or next+1 after 5♣ or 5♦) asks for kings only when Grand Slam can be developed. Response: bid the cheapest king you have.
- 1?-(1?)-*: no points to overcall, promises descend rebid and something else (eg 5#)
- 1♣-(1♦)-*: 4-4 in majors
- 1♣/1♦-(1♥)-*: 4# ♠
- ♥-(1♠)-*: 1 minor and descend rebid
Below the line, only for contract points - for each odd trick bid and made. Redouble doubles all doubled values. | Undoubled | Doubled |
---|---|---|
♣, ♦ / ♥, ♠ | 20 / 30 | 40 / 60 |
no trump (first / subsequents) | 40 / 30 | 80 / 60 |
Above the line | ||
Overtricks not vul. (before having first game) | as for tricks | 100 |
Overtricks vul. | as for tricks | 200 |
Penalties: (awarded by defending side) | ||
* not vul. undertricks (first / subsequents) | 50 | 100 / 200 |
* bulnerable undertricks (first / subsequents) | 100 | 200 / 300 |
Bonuses all above the line. Values are not doubled by Double or Redouble | Score |
---|---|
award for a doubled / redoubled contract made | 50 / 100 |
successful small slam - contract to win 12 tricks (not vul. / vul.) | 500 / 750 |
successful grand slam - contract to win 13 tricks (not vul. / vul.) | 1000 / 1500 |
Rubber (opponents have / doesn't have a game) | 300 / 500 |
For a non-sport game | |
Rubber (opponents have / doesn't have a game) | 500 / 700 |
one hand holding any 4 of the 5 trump suit honors | 100 |
one hand holding all 5 trump suit honors, or all 4 aces in a notrump contract | 150 |
A2. IMP scoring
The table shows the expected score (divided by 10) based on HCP. Substract it from your score to get the diff and find IMP value (second table).hcp | v/nv | hcp | v/nv | hcp | v/nv | hcp | v/nv |
---|---|---|---|---|---|---|---|
21 | 5/5 | 25 | 30/40 | 29 | 49/69 | 33 | 99/144 |
22 | 9/9 | 26 | 40/60 | 30 | 52/72 | 34 | 125/180 |
23 | 13/13 | 27 | 43/63 | 31 | 70/100 | 35 | 140/210 |
24 | 22/26 | 28 | 46/66 | 32 | 90/135 | 36+ | 150/220 |
IMP results:
diff | imp | diff | imp | diff | imp | diff | imp |
---|---|---|---|---|---|---|---|
≤4 | 1 | ≤31 | 7 | ≤89 | 13 | ≤224 | 19 |
≤8 | 2 | ≤26 | 8 | ≤109 | 14 | ≤249 | 20 |
≤12 | 3 | ≤42 | 9 | ≤122 | 15 | ≤299 | 21 |
≤16 | 4 | ≤49 | 10 | ≤149 | 16 | ≤349 | 22 |
≤21 | 5 | ≤59 | 11 | ≤174 | 17 | ≤399 | 23 |
≤26 | 6 | ≤74 | 12 | ≤199 | 18 | ≥400 | 24 |
A2. Card distributions
-
74-3 62%
5-2 30.5%
6-1 7%
7-0 0.5%
-
63-3 36%
4-2 48%
5-1 15%
6-0 1%
-
53-2 68%
4-1 28%
5-0 4%
-
42-2 40%
3-1 50%
4-0 10%
-
32-1 78%
3-0 22%
-
21-1 52%
2-0 48%