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Contract Bridge
Learning contract bridge—it is quite interesting.
Bidding
System Notes
- Game-forcing bids
- Game invitations
- Do not bid a slam without sufficient reason
- Do not stop below five of a major without a reason; bid 3NT directly and use a minor-suit bid as a force
- Defense
- A low card encourages
- Discards: odd cards encourage
- Suit-preference signals: high for the higher suit, low for the lower suit
- Count signals: high-low shows an even count; low-high shows an odd count
4-4-3-2 is the most likely distribution.
4-4-3-2 is more likely than 5-3-3-2.
Standard American Yellow Card
Under Standard American Yellow Card, an opening bid is determined jointly by high-card points and distribution:
| Opening bid | HCP range | Distribution | Meaning |
|---|---|---|---|
| 1♣ | 12–21 | At least 3 clubs, sometimes 2 | Natural; clubs or a balanced hand with no better opening |
| 1♦ | 12–21 | At least 3 diamonds | Natural diamond suit |
| 1♥ | 12–21 | At least 5 hearts | Natural five-card major opening |
| 1♠ | 12–21 | At least 5 spades | Natural five-card major opening |
| 1NT | 15–17 | Balanced | No five-card major; a five-card minor is possible |
| 2♣ | 22+ or a strong hand close to game | Any | Artificial and forcing, the sole artificial strong opening |
| 2♦ | 6–10 | Six diamonds | Weak two, preemptive |
| 2♥ | 6–10 | Six hearts | Weak two, preemptive |
| 2♠ | 6–10 | Six spades | Weak two, preemptive |
| 2NT | 20–21 | Balanced | No five-card major; stronger than 1NT |
| 3♣/♦/♥/♠ | 6–10 | Seven-card suit | Preemptive opening intended to obstruct opponents |
| 3NT | 25–27 | Balanced | Gambling 3NT, occasionally used |
Requirements for opening 1NT:
- 15–17 HCP under SAYC
- A balanced distribution: 4-3-3-3, 4-4-3-2, or 5-3-3-2, with any five-card suit being a minor
- No five-card major; with five hearts or spades, normally open 1♥ or 1♠
Stayman Convention
| Opener | Responder |
|---|---|
| 1NT | 2♣ asks for a major, with majors taking priority |
| 2♦: no major 2♥: 4–5 hearts 2♠: 4–5 spades and at most 3 hearts | With enough strength, bid game at 3NT or 4♥/4♠; otherwise invite with 2NT or 3♥/3♠ |
Jacoby Transfers
| Opener | Responder |
|---|---|
| 1NT | 2♦: 5+ hearts 2♥: 5+ spades 4♦: 6+ hearts 4♥: 6+ spades |
| 2♥ accepts the transfer 2♠ 4♥ | With enough strength, bid game at 3NT or 4♥/4♠; otherwise invite with 2NT or 3♥/3♠ |
- The first round identifies the suit.
- The second round uses point strength to decide whether to bid game.
Bid good hands slowly; place weak hands quickly.
Roman Key Card Blackwood
4NT asks for aces/key cards.
Todo
Mathematical Bidding System (SJTU)
First Round
- 1♣ opening
- 16+HCP
- Two suits headed by AK, 14+ HCP (8W)
- 1♦: 10–15, no more than four cards in a major; game forcing
- 1M: 10–15, at least five cards in the major; game forcing
- 1NT
- Both vulnerable: 13–15
- Unfavorable vulnerability: 15–17
Second-round responses:
2M to stop.
2♦ game forcing.
2♣ invites game.
Competitive and Defensive Bidding
First Defensive Call
double:
Two-Suited Overcalls
Non-vulnerable: no weak two-suited hands.
Vulnerable: at least 6W.
Cue Bids
- (1Y → 2Y): cue-bidding a minor shows two 5+ card major suits
- (1M → 2M): shows the other major
- (1Y → 2NT): shows the two highest-ranking suits other than Y
Ways to Establish Tricks
Opening lead:
Lead high from weakness and low from strength.
1. High-Card Tricks
2. Long-Suit Tricks
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In notrump, an established long suit wins tricks directly.
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In a trump contract, a long suit can discard losers and establish tricks.
Notrump
Long-suit tricks exploit length. If declarer and dummy hold seven spades, the defenders hold six. Provided there is an entry in another suit, the final spade can win a trick even if it is the two.
Trump Contracts
Discarding Losers on Dummy’s Long Suit
Suitable when at least two of these three conditions hold:
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Dummy has a sufficiently long and strong suit
- Length: at least five cards; six or more can almost always be established
- Strength: ideally honors such as AKQ—for example, dummy’s ♣AKQxxx. Even one honor such as ♣Axxxx may work, but requires more finesse or development
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Declarer has unavoidable losers
- Losers that cannot be removed by a finesse or ruff—for example, three heart losers with no heart honors and no spare trumps
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Declarer can draw all opposing trumps
- For example, if declarer holds ♠AK and the opponents have only two trumps, drawing them prevents the defenders from ruffing the established long suit
Steps:
- Draw trumps first so they cannot interfere with the long suit
- Establish the club suit by cashing its honors
- Use the remaining clubs to discard small losers in other suits
Establishing Declarer’s Long Suit by Ruffing
Best when all three conditions hold:
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Declarer has a long suit without honors
- Length: at least five cards, such as ♦xxxxx
- Strength: lacks AKQ-type honors; the opponents may hold ♦AKQ while declarer has only small diamonds
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Dummy is short in that suit
- At most two cards, ideally one or two, allowing dummy to ruff the opponents’ honors
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There are spare trumps available
- Retain at least two trumps for ruffing—for example, with five trumps, two may be used or drawn while three remain for two ruffs
Clearly unsuitable situations:
- Dummy has three or more cards in the suit, so it cannot ruff early enough
- Too few trumps remain—only one, for example—to ruff repeatedly
- The opponents are short in the suit, in which case repeated ruffing is unnecessary
Procedure:
- Do not draw trumps first; lead a small card and let the opponents win a trick
- Regain the lead and ruff the next round in dummy
- Continue leading small cards from the long suit and ruffing
- After the opposing honors have been exhausted, draw trumps and cash the established long-suit winners
Crossruff
Elimination and Endplay
After drawing the opponents’ trumps, eliminate one suit from your own hand while retaining a strong suit and trumps.
- If the opponent leads a trump or a suit in which you are void, ruff in one hand and discard from the other.
- If the opponent leads your strong suit, you receive a free finesse.
3. Finesse
A finesse attempts to win a trick with a card below an opponent’s missing honor, based on placing that honor in the left- or right-hand opponent’s hand.
Finessing with AQ Against the King
Lead a small card toward AQ. If the king lies between the leader and the AQ hand, the finesse succeeds, with a prior probability of 50%.
1. Declarer Holds AQ and Leads Low from Dummy
- The king is with the right-hand opponent:
- If they play the king, cover with the ace and secure two tricks
- If they do not, play the queen and secure two tricks
- The king is with the left-hand opponent: playing the queen cannot successfully finesse it
- If the opponent covers, only one trick is immediate
- If they do not cover, the queen wins for now
2. Dummy Holds AQ and Declarer Leads Toward It
- If declarer’s left-hand opponent plays the king, dummy covers with the ace and wins two tricks.
- If that opponent does not play the king, dummy plays the queen, hoping the king is not on dummy’s right.
“Eight Ever, Nine Never”
Conditions:
- Declarer and dummy jointly hold eight or nine cards in a suit
- The missing key card is the queen
- The goal is to win every trick in the suit
Strategy:
- With eight cards, finesse:
- A queen finesse succeeds about 50% of the time.
- Cashing AK drops the queen only when it is singleton, roughly 14.3% under the simplified estimate.
- With nine cards:
- Cashing AK succeeds about 76.2% when the queen is singleton or doubleton.
- With a singleton queen, the king drops it immediately.
- With a doubleton queen, the king draws a small card and the ace captures the queen next.
- With a three- or four-card queen holding, AK will not drop it and one trick is lost; this is estimated at about 23.8%.
- A simple queen finesse succeeds only 50% of the time.
- Cashing AK succeeds about 76.2% when the queen is singleton or doubleton.
Defense
Against strength, lead length; against weakness, lead shortage. With strength nearby, attack nearby; with weakness nearby, attack farther away. Attack dummy’s strong long suit according to position.
Discard from three, retain four; third hand plays high, second hand plays low. A three-card holding may be discarded from, while a four-card holding is preserved as a possible long suit.
Signaling System
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Count signals
- High-low shows an even count; low-high shows an odd count.
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Attitude signals
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When following suit, low encourages and high discourages.
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On discards, odd encourages and even discourages.
- With an even discard, a low card indicates preference for the lower-ranking suit.
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Suit preference: high asks for the higher-ranking suit and low for the lower-ranking suit, often used when arranging a ruff.
Trump Contracts
Do not underlead an ace; an ace lead promises the ace. Lead a strong long suit to create a ruff for partner.
Entries and Communication
The ability to transfer the lead between declarer’s hand and dummy.
To be continued.