| You are a novice Bridge player. Perhaps you have played other similar card games, such as Spades or Bid Whist, which are in the same family as Bridge. These are trick-taking games, with one round of bidding. In the game of Spades, you are restricted to the Spade suit as trump. Nil Bids and Bags are also a unique feature. In Whist, there are several variations. Bid Whist utilizes the Joker, and also features No Trump, Uptown (high card wins), and Downtown (low card wins) options.
The game of Bridge expands the horizons. The bidding aspect of the game features multiple rounds for each hand. There are conventions which are, in effect, partnership agreements. Many conventions have become standardized and are familiar to everyone. Others are special applications, and must be alerted, or explained to the opponents. Each bid has a meaning and the partnership attempts to communicate and determine the ideal "contract" or final bid for a given hand. Some hands clearly belong to the opposition, and one pair will pass throughout the auction. Other hands are miniature battlegrounds, with both sides competing for the final contract. In a future column, I will discuss the difference between Duplicate Bridge and Rubber Bridge. But for now we will start with the basics:
In order to determine the value of a hand, you must be able to gauge its strength. There are many factors. High cards, distribution, trump fits, and the ability of two hands to mesh together are vital concerns. There are many magic numbers in the game of Bridge. The pioneers of the game, most notably, Charles Goren (1901-1991) developed a Point Counting Bidding System which became the basis for the Standard American Bidding System. Many seasoned players cut their teeth with the Goren systems. Although bidding philosophy and technique has evolved with the passage of time, Standard American is still the most widely understood application, and is excellent for the novice player as a learning guide. The foundation is based on the basic point count:
Ace - 4 Points; King - 3 Points; Queen - 2 Points; Jack - 1 Point
There are 40 points in the deck; each suit has ten points. An average hand for each player on a typical deal would be ten points. In order to make an opening bid, you must posses 13 high card points. However, there is a lot more to the opening requirements. Distribution is a factor, as well as location of the certain high cards. For example, a singleton King or Queen has a diluted point value, and may be worthless in a “Notrump” contract.
The suits are ranked in this order: Spades (highest) then Hearts, Diamonds, and Clubs. The major suits are Spades and Hearts. The minor suits are Diamonds and Clubs.
Notrump supersedes any suit bid. There are seven numerical levels, starting with 1 bids. A bid of 1 Club can be overcalled/responded to with a bid of 1 Diamond, 1 Heart, 1 Spade, and 1 Notrump, in that order. To bid Hearts over Spades, you must go to the next highest level. A bid of seven is a declaration to win all 13 tricks. One of the primary objectives of Bridge is to bid “game" (four of a major suit, five of a minor suit, or 3 of Notrump) when it is feasible. Standard American utilizes a 5-card major approach or system.
Another factor in the evaluation of hands is Shape. If you hold a three suited hand you have a void and this increases the value of your hand. A singleton (one card only) in a particular suit is also quite useful. Most systems value a void as three points; a singleton as two points, and a doubleton as one point.
Because it is usually easier to play hands with trump suits, the goal is to find a fit or combined holding (between you and your partner) of at least eight cards in a major suit. The ideal fit is 5-3 (five of a major suit in one hand and three card of the same suit in partner's hand.) Other good fits are 4-4 or 6-2. Of course, nine or ten card fits are wonderful. However, these don't come along that often.
Notrump hands require balanced high card strength, and 16-18 high card points.(It's quite tough to play a Notrump hand with a void or singleton as there is no way to stop the enemy's long suit.) At the bottom rung of the ladder are the minor suits, Diamonds and Clubs. This is attributable to the fact that it requires eleven tricks to make game in a minor suit, as opposed to ten tricks in a major suit, or nine tricks in Notrump. (more to come on this later!)
Next month we shall explore game, and slam requirements, and opening bids.
Conventions and Signals – “Stayman” (Condensed)
Samuel Stayman (1909-1993) was the player generally credited with devising this bidding system. However, it was really invented by George Rapee, one of Stayman's partners. Suppose you have four Spades and/or four Hearts and enough points to want to be in game. (Stayman is never used without a 4-card major suit). Partner has opened with 1 NT (16 - 18 High Card Points.) However, you aren't sure what game to be in. Partner might have four Spades, or four Hearts. Then again, he might have not have four of either major. This is where the Stayman Convention comes in. After your partner's 1NT bid, a bid of two Clubs by you is Stayman, and is forcing for one round. (Your partner, as the opening bidder -1 NT), must respond to your two Club bid. This convention asks him to bid a four card major if he has one. Stayman also shows an invitational hand (8+ points). Partner's response is based on his actual holding:
2H: A four card Heart suit. 2S: A four card Spade suit. 2D: The 1 NT bidder has less than four Spades or four Hearts. (He may have two 4- card majors, in which case, he will call two Hearts. This allows you to lock in with Hearts if you have the 4-4 fit, or to decline Hearts, and show him that you have Spades.)
Should partner deny holding a four-card major and you have the lower end hand (8-9 High Card Points), then you should bid 2 NT. If you have 10-13 HCP, you bid game with 3 NT. If partner bids your major, then raise to the 3 level, or bid game with 10 points. | |