Hoyle Bidding System
Hoyle Bidding System
Hoyle Bidding System
Contract Bridge is played by four people in two partnerships with a standard 52-card deck. The cards in
each suit rank from ace (the highest) to the deuce (the lowest). The suits rank in this order: spades,
hearts, diamonds, clubs.
Cards are dealt one at a time, face down, clockwise until each player has received 13 cards. The bidding
or "auction" stage comes next, beginning with the dealer. The various things you can do are known as
calls:
Pass
You may pass rather than make a bid.
Bid
This is your declaration that you intend to win a certain number of odd tricks (odd meaning
tricks in excess of six; the first six tricks are called the book). You must either name a
trump suit or choose notrump. The lowest possible bid is one; the highest is seven. There
are 13 tricks in all, but remember that the first six don't count in this process. For example,
you might say, "One diamond," "One notrump," "Four spades," and so on.
Your bid must overcall or top the preceding bid (if any). This is also called making a
sufficient bid. Overcalling a bid means you must name a higher number of odd tricks
and/or a higher-ranking denomination: notrump (high), spades, hearts, diamonds, and
then clubs. One spade will overcall one heart; two clubs will overcall one spade; two
diamonds will overcall one notrump; and so on.
Double
You can double the last bid, so long as one of your opponents made that bid and no one
has yet called a double. Calling double doubles the value of tricks taken. However, if the
bid doubled was for, say, three spades, any player in the rest of the bidding could overcall
it with three notrumps, four clubs, and so on, thereby canceling the double. A particular bid
can be doubled only once.
Redouble
A player may in turn redouble the last bid, if a) the bid was made by that player or by that
player's partner; b) if the bid has been doubled by an opponent; and c) if the bid hasn't
already been redoubled. This further increases the scoring values, but like the double it
can be canceled by a higher bid. A particular bid can be redoubled only once.
The Auction
The auction begins when any player makes a bid. If all four players pass the first time around, the cards
are thrown in and the next dealer in turn deals. W hen a bid, double, or redouble is followed by three
consecutive passes, the auction is closed. The suit named in the final bid is the trump suit for that hand (if
the final bid was a notrump, the hand will be played without trumps). Of the two players in the partnership
that made the last bid in the auction, the player who first bid the suit (or notrump) is the declarer. The
number of odd tricks named in the final bid is that player's contract.
The player to the declarer's left leads the first card. The declarer's partner then places his or her hand
face-up. This hand, and declarer's partner, are called the dummy. The declarer's partner takes no further
part in the hand. The declarer selects the cards to play from the dummy hand.
Keeping Score
Bridge score sheets are halved by a horizontal line. The trick score goes below the line; all other scores
go above the line. If the declarer fulfills the contract, winning as many or more odd tricks than the contract
called for, he or she scores below the line for every odd trick named in the contract. Any trick won by the
declarer in excess of his or her contract is called an overtrick, and is scored above the line. Undertrick
points are scored by the opposing partnership above the line (for the number of tricks short of the
contract).
Note: Hoyle Card Games version of the Bridge does not use an actual "horizontal line" to display scores.
Bonus points are awarded for slams, honors, and doubled contracts. You don't automatically get a slam
by winning 12 or 13 tricks -- you must first make the bid. A small slam contract is 6 of a denomination
(suit or notrump). If you make the contract (12 or 13 tricks) you get the small slam bonus. A grand slam
is the same, except it is a contract of 7 of a denomination (all 13 tricks). Honors are the cards ten through
ace (10, J, Q, K, A) of the trump suit. The honors bonus is awarded for having 4 or 5 trump honors in
one hand, or for having all 4 aces in one hand in a notrump contract.
W hen a side has scored 100 or more points below the line (trick points), it has won a game. A game
may require more than one hand to decide the outcome. The next game begins with both sides back to
zero.
A side that has won a game is said to be vulnerable. A vulnerable side receives increased bonuses in
some cases, and is subject to higher penalties if it does not fulfill a contract.
A rubber ends when one side wins two games. All points scored by both sides, both above the line and
below the line, are then added up. A rubber bonus is awarded to the winning team.
Playing Bridge
After the cards are dealt, play begins with the auction. To make a bid, click the square for your bid in the
Select Call dialog box. To pass, click Pass (or press Enter on the keyboard). To double, click Double.
If all four players pass the first time around, the cards are thrown in and the next dealer in turn deals. W
hen a bid, double, or redouble is followed by three consecutive passes, the auction is closed. The suit
named in the final bid is the trump suit for that hand (if the final bid was a notrump, the hand will be
played without trumps). Of the two players in the partnership that made the last bid in the auction, the
player who first bid the suit (or notrump) is the declarer. The number of odd tricks named in the final bid
is that player's contract.
To play your cards:
Click the card you want to play and drag it to its open spot on the table, then drop it there. Or, rightclick the card to automatically place it on the table.
To learn more about bridge:
See the strategy guide that came with Hoyle Card Games to learn more about bidding in bridge and
strategies for winning play.
Game Options
You have the option of setting your game type, how your cards are sorted, dummy options, and the skill
level for computer players.
To change these options, click Bridge Settings on the Options menu. For help on the options, see the
help area in the Options dialog box.
A passed-out deal is redealt by the same dealer. A bonus of 300 is given for making game when not
vulnerable and 500 when vulnerable. A part-score carries over as in Rubber Bridge and can help to make
game in the next deal or deals, but is canceled by any game.
A bonus of 100 is given for making a part-score on the fourth deal. After four deals have been played, the
scores are totaled and entered on the back score, as in Rubber Bridge, and a new round begins.
A round in Four-Deal Bridge counts as a rubber in your Bridge statistics.
20
30
40
30
20
30
100 (200 if vulnerable)
200 (400 if vulnerable)
50
100
200
50
200
400
50
300
600
Vulnerable
First undertrick
First undertrick, doubled
First undertrick, redoubled
Each subsequent undertrick
Each subsequent undertrick, doubled
Each subsequent undertrick, redoubled
100
200
400
100
300
600
50
100
500 (750 if vulnerable)
1,000 (1,500 if vulnerable)
500
700
100
150
150
Responses to Stayman
There are 3 standard responses:
a) 2D shows a lack of a 4-card major.
b) 2H shows 4+ hearts, or 4-4 in the majors.
c) 2S shows 4+ spades.
If responder rebids at the 2 level, it is invitational only.
If responder bids a minor suit at the 3 level, it shows slam interest with at least 5 cards in the suit.
If responder bids a major suit at the 3 level, it is forcing to game.
2NT Responses to Weak Two-Bids are artificial, showing game interest with at least 15 points (see
below).
A raise bid in the opened suit is a preemptive non-forcing bid, showing support for the suit but weaker
points (similar in effect to the Preemptive Openings, see below).
3NT is a direct game bid, showing a strong hand with stoppers in the unbid suits.
Preemptive Openings
W ith 7 or more cards in a suit, but without enough points to open at the 1 level, opener can bid at the 3
level, or even bid game directly.
Because of the danger of a penalty, preemptive bids are sensitive to vulnerability. The less favorable
the conditions, the more suit strength is required to make a preemptive bid.
W ithout a very strong hand, or a very unbalanced hand in a better suit, responder should pass.
Slam Bidding
4NT Blackwood (often followed by 5NT Blackwood) is used for slam bidding in all cases except
those covered by 4C Gerber.
4C Gerber (often followed by 5C Gerber) is used as a direct response to a 1NT or 2NT opening, and
also as a response to the sequence 2C-2D-2NT. A 4NT response (rather than 4C Gerber) in each of
these cases is natural (inviting 6NT), rather than 4NT Blackwood.
Responses to 4C Gerber
In response to a 4C Gerber bid, the only responses are:
a) 4D, showing 0 or 4 aces.
b) 4H, showing 1 ace.
c) 4S, showing 2 aces.
d) 4NT, showing 3 aces.
To any of these responses, any response except 5C Gerber is to play.
Responses to 5C Gerber
In response to a 5C Gerber bid, the only responses are:
a) 5D, showing 0 or 4 kings.
b) 5H, showing 1 king.
c) 5S, showing 2 kings.
d) 5NT, showing 3 kings.
To any of these responses, any response is to play.
Competitive Bidding
Unless otherwise noted, competitive bidding sequences are natural, and mean approximately the
same thing as in a non-competitive sequence. Some bids are "second choice" bids, and emphasis is
on finding a major suit contract.
Unless otherwise noted, conventional responses are not used if there is an intervening bid.
Overcalls
Defensive overcalls show only 8-16 points if bid at the one-level.
Jump overcall bids are preemptive (see above).
A cuebid of opener's suit in response to an overcall is a forcing bid showing support for the suit and
asking about the strength of the overcaller's hand. W ith a minimum overcall, the overcaller rebids the
suit at the lowest level.
A 1NT overcall shows a balanced hand with 15-18 points and a stopper in the opener's suit. 2C
Stayman is used in response (see above), but other conventions are not used.
A jump overcall of 2NT is an artificial Unusual 2NT bid showing 5+ cards in each of the 2 lower unbid
suits.
A cuebid overcall of a single suit bid is Michaels cuebid, showing 5+ cards in two suits. If in response
to a minor suit open, the cuebid shows both major suits and 8+ points. If in response to a major suit
open, the cuebid shows the other major, one of the minors, and 10+ points. In response to a major suit
cuebid, 2NT asks for the overcaller to bid the minor suit.
Takeout Doubles
W ith 17+ points, use a takeout double instead of an overcall.
W ith less that 17 points, takeout doubles show opening strength and at least 3 cards in each of the
unbid suits.
Balancing Bids
In fourth seat after a bid and 2 passes, bids mean the same thing as regular opening bids, except that
bids can be made with less points that usual (because a game contract is unlikely).
A reopening bid of 1NT shows a balanced 10-15 points.
Penalty Doubles
Doubles are only used for penalty against game contracts.
Conventional doubles can be passed for penalty if appropriate.
Defensive Leads
Suit selection is based on standard practices such as favoring partner's overcall suit, playing from AK,
playing a singleton, favoring long suits against notrump, etc.
Defensive Leads within a suit against a suit contract are based on the following conventions:
K from KQx
Q from QJx
J from JTx
T from T9x
J from KJTx
T from KT9x
T from QT9x
4th best card from 5+ cards
Low card from xxx
Low card from xxxx
K from AKx
High card from doubleton (including AK)
Defensive Leads within a suit against a notrump contract are based on the following conventions:
K from AKJx
Q from AQJx
J from AJT9
T from AT98
K from KQJx
Q from KQT9
J from KJT9
T from KT98
Q from QJTx
T from QT98
J from JT9x
T from T98x
4th best card from 5+ cards
Low card from xxx
Low card from xxxx
Defensive Signals
Defensive Signals are not given or recognized in Hoyle Card Games.
Actions in Bridge
During a game of Bridge, you can perform a number of actions; these actions can be found in the Actions
menu and are described below.
Review Auction
Opens the Auction dialog box for you to see how the auction for the hand proceeded. Press Enter on your
keyboard to close this dialog box.
Redeal Hand
Deals a new hand for the game (and gives you a second chance to improve your rubber score). Any
scores for the hand before redeal are thrown out.
Rebid Hand
Opens the Select Call dialog box for all players to rebid. (All previous bids are thrown out.) To pass, press
Enter on the keyboard.
Replay Hand
Deals the same hand for the game (and gives you a second chance to improve your rubber score). Any
scores for the hand before replay are thrown out.
Game play starts again from after the auction.
Save Hand
Saves the current distribution of cards amongst the players. If you continue playing after saving the hand,
then want to revert back to the hand when it was saved, choose Restore Hand.
Restore Hand
Deals a new hand for the game using the hand that you saved using the Save Hand command (instead of
a random deal). If you choose Restore Hand at the end of the hand, the next hand is dealt using the saved
hand.