Hoyle Bidding System

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At a glance
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The key takeaways are that Bridge is a card game for four players in two partnerships where the objective is to win tricks by following suit and playing high cards. Points are scored based on fulfilling contracts.

The basic rules of playing a hand in Bridge are that one player leads to start each trick, others must follow suit if possible, and the highest card of the led suit or trump wins each trick. The player who wins a trick leads the next one until all 13 tricks are played.

Some common bidding conventions in Bridge include takeout doubles, Michaels cuebids, Stayman convention, Jacoby transfers, and Blackwood convention. Competitive bidding also has conventions like negative doubles and limit raises.

How to Play Bridge

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.

The Object of the Game


The object of play is to win tricks. You are required to follow suit if possible. If youre void in the suit that
was led, you can play trump or any other card.
A trick is won by the highest trump, or, if no trumps come out, by the highest card of the suit led. The
player that wins a trick leads the next. Play continues until all 13 tricks have been taken.

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.

How to Play Four-Deal Bridge


You have the option of the playing Four-Deal Bridge (also known as Chicago) instead of traditional
Rubber Bridge.
To change your Bridge game to Four-Deal Bridge:
Click Bridge Settings on the Options menu, and then select Four-Deal Bridge.

Playing Four-Deal Bridge


Four-Deal Bridge is played much like traditional Rubber Bridge. In Four-Deal Bridge, four hands are
played and the team with the highest total score wins the round (as opposed to two out of three games in
Rubber Bridge).
A round consists of four deals, one by each player in turn. Vulnerability is automatic, as follows:
First deal:
Second and third deals:
Fourth deal:

Neither side vulnerable.


Dealer's side vulnerable; opponents not vulnerable (even if they
previously made game).
Both sides vulnerable.

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.

The Contract Bridge Scoring System


Trick Points (scored below the line by declarer)
Each odd trick bid & made in D or C
Each odd trick bid & made in H or S
First odd trick bid & made in NT
Subsequent odd tricks, NT
If bid was doubled, multiply trick score by two.
If bid was redoubled multiply by four.

20
30
40
30

Overtrick Points (scored above the line by declarer)


Each trick over contract in D or C, undoubled
Each trick over contract in NT, H, S, undoubled
Each trick over contract in any suit:
Doubled
Redoubled

20
30
100 (200 if vulnerable)
200 (400 if vulnerable)

Undertrick Points (scored above the line by defenders)


Not Vulnerable
First undertrick
First undertrick, doubled
First undertrick, redoubled
Second and third undertrick
Second and third undertrick, doubled
Second and third undertrick, redoubled
Each subsequent undertrick
Each subsequent undertrick, doubled
Each subsequent undertrick, redoubled

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

Bonus Points (scored above the line by declarer)


Making doubled contract
Making redoubled contract
Small Slam (6 odd tricks bid & made)
Grand Slam (7 odd tricks bid & made)
Rubber Bonus:
if the opponents won 1 game
if the opponents won no games

50
100
500 (750 if vulnerable)
1,000 (1,500 if vulnerable)
500
700

Honors Points (scored above the line by either partnership)


Four trump honors in one hand
Five trump honors in one hand
Four aces in one hand (NT contract)

100
150
150

The Standard Bidding System for Bridge


See the strategy guide that came with Hoyle Card Games to learn more about bidding in bridge and
strategies for winning play.
Hoyle Card Games uses a system adapted from the ACBL Standard Yellow Card System. Yellow Card is
intended as an uncomplicated modern treatment of Standard American bidding rules and conventions,
suitable for play in games where all players use the same system. Although ACBL Standard Yellow Card
System tournaments did not become popular in North America, adaptations of "Yellow Card" are popular
in on-line bridge environments, where the need to reach uncomplicated agreements in casual
partnerships is paramount. Likewise, the environment in Hoyle Card Games invites easy partnerships
with the computer players, while maintaining the potential for either serious competitive play or casual
fun. W ith exceptions for the most important conventions, most bids are natural, so novices can adapt to
the system with relative ease.

Yellow Card System Bidding


Opening Bids
13 points to open, slightly less with good distribution.
5-card majors in all seats.
Open highest suit of equal lengths (such as 1S over 1H with 5-5 split).
1D with 4-4 in the minors.
1C with 3-3 in the minors.
1NT = balanced 15-17.
2NT = balanced 20-21.
3NT = balanced 25-27.
2C is a strong artificial opening (see below).
2D, 2H, 2S are weak two-bids (see below).
Other bids are preemptive (see below).

Responses to Major Openings


New suit at 1 level (such as a 1S response to 1H) 6 or more points, 4+ cards in suit.
1NT 6-10 points, denies support for opener's suit (NOT a forcing bid).
New suit at 2 level -- 11 or more points, 4 cards or more in suit, forcing bid, willingness to rebid in next
round.
Raise in opener's suit, 3+ trump support, 6-10 points.
Jump raise in opener's suit, limit bid showing 10-12 points and 3+ trump support.
2NT Jacoby 2NT, 13+ dummy points, slam invitational (see below).
Jump shifts (such as 3C over 1S) strong hands inviting slam.
3NT 15-17 balanced points with 2 cards in opener's suit.
Game in opener's suit, weak hand with 5 cards of trump support and a singleton or void.

Opener's Second Bid


Minimum Hand (13-16 points)
a) notrump bid
b) raise of responder's suit
c) non-reverse bid of a third suit (can also show medium hand)
d) rebid of opener's suit
Medium Hand (17-18 points)
a) jump raise
b) jump rebid of opener's suit
c) reverse bid of a third suit
d) non-reverse bid of a third suit (can also show minimum hand)

Maximum Hand (19+ points)


a) jump in notrump
b) double jump raise
c) double jump rebid of opener's suit (i.e. for game)
d) jump shift in a third suit

Responses to Jacoby 2NT


a) 3-bid of a suit shows a singleton *or* void in that suit.
b) 4 of opener's suit shows a minimum hand without a singleton or void.
c) 3NT shows a medium hand without a singleton or void.
d) 3 of opener's suit shows a maximum hand without a singleton or void.

Responder's Second Bid


In response to suit bids by opener, responder chooses between ending the bidding with a partscore,
inviting game, bidding game, or forcing game with another informational bid:
1NT is a signoff bid.
2 of opener's suit shows 2 card trump support and denies support opener's second suit.
2 of a previously bid suit is a signoff bid.
2NT or 3 of a previously bid suit (other than opener's first suit) invites game.
3 of opener's first suit is game-forcing.
A third (or fourth) suit bid (including raises of opener's second suit) invites game, and is forcing.
Fourth suit bids are sometimes used artificially to show minimal support for that suit.
In response to a 1NT second bid by opener, responses are similar:
2 of a previously bid suit is a signoff bid.
A reverse bid or jump shift in a new suit is informational and game-forcing.
Responder can bid game directly.

Responses to Minor Openings


Principles similar to Major Openings, except:
a) Unless there is a clear fit in the opened suit, the immediate focus is on finding a fit in a major suit,
since opener may have a good 4-card major or 3-card support for responder's 5-card major.
b) 4 diamonds are needed to raise a 1D opening.
c) 5 clubs are needed to raise a 1C opening.
d) If opener rebids the minor suit, it shows suit strength greater than the minimum to open.
e) Bidding at the 1 level is "up-the-line", showing lower suits first (without limits on point strength), and
leaving room to return to the original suit at the 2 level if the opener's minor suit is strong.
2NT and 3NT are standard responses showing support of opener's suit and 13-15 and 16-17 points
respectively. Opener chooses between 3NT, game in the suit, or a slam try.

Responses to 1NT Opening


2C is Stayman asking for opener to show a 4-card major; responder must have at least 8 points and 4
of at least one major suit (see responses below). Use of Stayman does not preclude the possibility of a
strong minor suit.
2D and 2H are Jacoby Transfers to hearts and spades respectively, showing a strong suit in hearts or
spades, but not both (see responses below).
2S shows a club or diamond bust, showing a long club or diamond hand without enough point
support for game (see responses below).
2NT shows a balanced hand, invitational for game if opener has a strong hand.
3C and 3D show strength in a minor suit, invitational to game.
3H and 3S show a strong unbalanced hand with slam interest.
3NT shows a balanced hand without a major suit or enough points for slam.
4C is Gerber, initiating a Slam try with a strong, unbalanced hand (see Gerber below under "Slam
Bidding").
4NT is invitational to 6NT (not Blackwood).
In rare cases, 6NT and 7NT show enough balanced strength to bid slam directly.

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.

Responses to Jacoby Transfers


2H is the usual forced response to 2D.
2S is the usual forced response to 2H.
Opener can transfer to the 3 level with 17 points and 4-card support.
Responder can then either:
a) pass.
b) make an invitational bid of 2NT or 3 of the major suit.
c) force game by bidding a second suit, allowing opener to choose.
d) bid game directly with a 6-card suit.

Response to Club or Diamond "Bust" Response to 1NT


Opener is required to bid 3C in response.
Responder passes with a club bust, bids 3D with a diamond bust, which opener must pass.

Responses to 2NT Opening


3C is Stayman, similar to the 2C response to 1NT (see above).
3D and 3H are Jacoby Transfers, similar to the 2D and 2H responses to 1NT (see above).
4C is Gerber, initiating a Slam try with a strong, unbalanced hand (see Gerber below under "Slam
Bidding").
4NT is invitational to 6NT (not Blackwood).
in rare cases, 6NT and 7NT show enough balanced strength to bid slam directly.

Responses to 3NT Opening


4C is Stayman (not Gerber), similar to the 2C response to 1NT (see above).
4D and 4H are Jacoby Transfers, similar to the 2D and 2H responses to 1NT (see above).
6NT and 7NT show enough strength to bid slam.

Strong 2C Opening and Responses


2C is an artificial opening that shows at least 22 points, with a strict minimum of 20 high card points.
2H, 2S, 3C, and 3D are natural suit responses showing at least 8 points and at least 5 cards in the
suit.
2N is a natural response showing 8 high card points and a balanced hand.
A 2D Response to 2C shows less than 8 points or an unbalanced hand without a strong suit.

Opener's Responses to a 2D Response to 2C


2NT shows 22-24 points, and responder's options are the same as if opener bid 2NT initially, i.e.
Stayman, Jacoby transfers, Gerber, and a natural 4NT (not Blackwood) are the allowable
responses, adjusted for a slightly higher point count (see above).
3NT shows 25+ balanced points.
2H, 2S, 3C, 3D are forcing bids showing an unbalanced hand with strength in the suit. Responder can
suggest another suit, bid notrump, or jump to game (slam invitational) or raise in the suit (no slam
interest).

Weak Two-Bid Openings and Responses


2D, 2H, and 2S are weak bids showing 6 cards in the suit (or 7 cards in a weak suit) and 5-11 high
card points.
Responses in a second suit show 12+ points and a strong 5+ card suit (6+ cards if bid at the 3 level),
and are forcing bids. Opener rebids the opened suit with less than 9 points. Other responses are
natural, showing at least 9 points.

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.

Responses to 2NT Responses to Weak Two-Bids


W ith less than 9 points, opener rebids the opening suit.
W ith 9+ points, opener bids a second suit at the 3 level to show an ace or king in that suit. Responder
places the contract.
W ith 9+ points and lacking a side ace or king, opener bids 3NT. Responder can then place the contract
in a suit if desired.

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 4NT Blackwood


In response to a 4NT Blackwood bid, the only responses are:
a) 5C, showing 0 or 4 aces.
b) 5D, showing 1 ace.
c) 5H, showing 2 aces.
d) 5S, showing 3 aces.
To any of these responses, any response except 5NT Blackwood is to play.

Responses to 5NT Blackwood


In response to a 5NT Blackwood bid (available only after 4NT Blackwood), the only responses are:
a) 6C, showing 0 or 4 kings.
b) 6D, showing 1 king.
c) 6H, showing 2 kings.
d) 6S, showing 3 kings.
To any of these responses, any response is to play.

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.

Competitive Sequences After 1NT


In response to an overcall after 1NT, conventional responses are not used. Cuebids are used to show
unbalanced 10+ point strength.
In response to a double after 1NT, conventional responses remain in effect.

Competitive Responses to Takeout Doubles


Bids at the 1 level are forcing bids, similar to usual responses to 1 bids, but with urgency about finding
a suit.
Bids at the 2 level in a new suit are limit bids showing 6-10 and 6+ cards in the suit.
Redoubles show 10+ points without an appropriate suit bid.
2NT jump bids are limit bids, equivalent to a normal jump raise in the opener's suit.
Jump bids at the 2 level are similar in strength to opening weak 2 bids (see above).
Jump raises at the 3 level are preemptive (see above).

Other Competitive Sequences


Limit bids (10-12 points and support for opener's suit) at the 3 level are still in effect against overcalls.
Cuebidding the suit bid by an overcaller shows strength for game with support for opener's suit.
Negative doubles are used over suit overcalls at the 1 and 2 levels, denying support for opener's suit
and promising 4+ cards in any unbid major suit. If there is only one unbid major, a negative double
promises exactly 4 cards.
Cuebidding opponent's higher suit forces game (with support for opener's suit) in response to a
Michaels cuebid or Unusual 2NT convention.
A double in response to a Michaels cuebid or Unusual 2NT shows 11+ points.
Raises in response to cuebids show less than 11 points but support in opener's suit.
A bid in a major suit shows 5 or more cards in a competitive sequence.

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.

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