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- TOMMY'S TRICKS (C) COPYRIGHT 1987-1996 BY TOMMY'S TOYS
- P. O. BOX 11261, DENVER, CO 80211 USA. ALL RIGHTS RESERVED.
- CATALOG #TM-103-2A (VERSION 2 - 1996)
-
- INSTRUCTIONS:
-
- THIS PROGRAM PLAYS THE EARTHLING CARD GAME CONTRACT BRIDGE. THE PLAY IS AT A
- TECHNICALLY CLEAN BEGINNER/INTERMEDIATE LEVEL USING THE CHARLES GOREN SYSTEM
- OF BIDDING, WITH MANY COOL FEATURES FOR EASE OF USE.
-
- CONTRACT BRIDGE IS SO INTRICATE THAT MANY EARTHLINGS GET SUCKED-UP INTO IT FOR
- LIFE. GO FIGURE, WE ALIENS FROM OUTER SPACE RESIST THE EARTHLING POWERS, IT'S
- JUST ANOTHER GAME, SORRY BUT WE'VE BEEN THERE, DONE THAT (HA HA). STILL HERE'S
- OUR VERSION OF THIS GAME DEDICATED TO EARTHLINGS WHO WANT TO PLAY IT TOO, ALONG
- WITH ZILLIONS OF OTHER GAMES, BUT DON'T WANT TO BE SUCKED-UP -- IF THEY DO THEY
- DON'T NEED THEIR PCS ANYMORE DO THEY? (HA HA)
-
- PLAYERS:
- 4 PLAYERS IN 2 TEAMS, NORTH-SOUTH AND EAST-WEST. IN TOMMY'S TRICKS YOU PLAY
- NORTH AND THE COMPUTER PLAYS THE OTHER HANDS. A GAME OPTION LETS YOU PLAY
- SOUTH'S HAND DURING TRICK PLAY WHEN NORTH-SOUTH ARE DECLARERS.
-
- HAND PARAMETERS:
- THE PROGRAM AUTOMATICALLY COMPUTES AND DISPLAYS, ALONGSIDE EACH HAND:
-
- DURING PLAY PHASE: THE NUMBER OF HIGH CARD POINTS (HCP), TRUMPS (TR), HIGH
- CARDS (HC), VOIDS (V), AND WHETHER OR NOT (Y/N) HAND IS FLAT (NO VOIDS OR
- SINGLETONS AND AT MOST ONE DOUBLETON) DURING TRICK PLAY.
-
- DURING BIDDING PHASE: HIGH CARD POINTS (HCP), PENALTY POINTS (PP),
- DISTRIBUTION POINTS (DP/DP2), BONUS POINTS (BP/BP2), AND QUICK-TRICKS (QT).
-
- THE DECK:
- THE STANDARD 52-CARD (FRENCH) DECK IS USED. ACE RANKS HIGH, DEUCE LOW:
- AKQJT98765432.
-
- SUITS:
- THE FOUR SUITS ARE RANKED: SPADES (HIGH), HEARTS, DIAMONDS, CLUBS (LOW).
- SHDC: SHOES HAVE DELICATE CONTOURS (HA HA, SEE LATER). THEY ARE FURTHER
- SUB-RANKED: SPADES & HEARTS ARE CALLED THE MAJOR SUITS, DIAMONDS & CLUBS THE
- MINOR SUITS.
-
- DEALER:
- THE FIRST DEALER IS CHOSEN RANDOMLY BY THE COMPUTER. AFTER THAT, DEAL ALWAYS
- ROTATES CLOCKWISE (N-E-S-W).
-
- THE DEAL:
- DEALER DEALS OUT THE ENTIRE PACK EVENLY TO THE 4 PLAYERS, 13 CARDS EACH, FACE
- DOWN, ONE AT A TIME CLOCKWISE STARTING WITH DEALER'S LEFT.
-
- BIDDING VS. PLAY PHASES:
- CONTRACT BRIDGE IS SO FASCINATING BECAUSE IT IS BASED ON MAKING THE MOST OF
- YOUR LUCK WITH SKILL. IF ALL 4 PLAYERS GET "AVERAGE" HANDS DEALT, THEY USUALLY
- JUST PASS AND CALL FOR A NEW DEAL! THE LUCKY TEAM GETTING THE BETTER COMBINED
- HAND HAS TO KNOW IT AND EXPLOIT IT EVERY TIME TO BUILD UP GAME POINTS AND WIN
- RUBBERS.
-
- A HAND OF BRIDGE IS DIVIDED INTO 2 PHASES: BIDDING AND PLAY. DURING THE BIDDING
- PHASE EACH PLAYER IN ROTATION TRIES TO "BRIDGE" OR DESCRIBE THEIR HAND TO THEIR
- PARTNER BY MAKING A CLAIM OF THE NUMBER OF TRICKS THEIR TEAM CAN TAKE, ALSO
- KNOWN AS DECLARING A PROPOSED CONTRACT. EVENTUALLY BIDDING STOPS AND ONE TEAM
- OR THE OTHER "BUYS THE AUCTION" AND BECOMES THE DECLARING TEAM, OR ELSE ALL
- PASS AND THERE IS A NEW DEAL.
-
- DURING THE PLAY PHASE THE DECLARING TEAM TRIES TO MAKE THE CONTRACT THAT THEY
- BID WHILE THE OTHER TEAM TRIES TO "BRIDGE" THEIR CARDS AGAINST THEM AND STOP
- THEM. AT THE END OF TRICK PLAY THE DECLARING TEAM IS REWARDED WITH POINTS FOR
- MAKING OR EXCEEDING THE CONTRACT AND PENALIZED HEAVILY FOR FAILING TO MAKE IT.
-
- SINCE THERE ARE 13 TRICKS TO PLAY YOU ACTUALLY BID HOW MANY OVER 6 YOU AND YOUR
- PARTNER THINK THEY CAN MAKE, IN OTHER WORDS, MORE THAN HALF (OR BOOK) -- SINCE
- 13 IS ODD THERE IS NO WAY TO WIN EXACTLY HALF IS THERE? (HA HA) SO BOOK IS 6.
- FOR EXAMPLE, A BID OF 1 WOULD MEAN 1 OVER BOOK OR 6 + 1 = 7 TRICKS. THE RUB OF
- BRIDGE IS THAT YOU AND YOUR PARTNER HAVE TO WORK AS ONE EVEN THOUGH NEITHER CAN
- SEE EACH OTHER'S HAND OR MENTION WHAT'S IN IT DIRECTLY. THE FUN IS TO WEAR
- SPECIAL GLASSES TO READ CARD BACKS, AND SPECIAL SIGNALS PASSED BY FOOT (JUST
- KIDDING, HA HA). THE FUN IS TO SIGNAL, BY A PRE-ESTABLISHED SYSTEM KNOWN TO
- ALL 4 PLAYERS PRIOR TO THE GAME, WHAT YOUR HAND HOLDS DURING THE BIDDING PHASE,
- THEN TO WORK TOGETHER TO MAKE THE CONTRACT, OR TO STOP THE OTHER TEAM FROM
- MAKING THEIRS.
-
- OF COURSE COMPUTERS MAKE CRUMMY BRIDGE PARTNERS BECAUSE THEY DON'T HAVE GLASSES
- AND FEET (HA HA). MAYBE MULTI-TENTACLED & FEELERED LIFEFORMS CAN'T GET ALONG
- WELL ENOUGH TO PLAY VERY LONG, THAT'S WHY IT'S DOOMED TO LIFE ON EARTH (HA HA).
-
- TRUMP, MAJOR & MINOR SUITS:
- THE BID IS ACTUALLY NOT ONLY FOR THE NUMBER OF TRICKS OVER 6, BUT ALSO THE
- TRUMP SUIT PROPOSED FOR TRICK PLAY: SPADES, HEARTS, DIAMONDS, CLUBS, OR NONE
- (NO TRUMPS). MAJOR SUIT CONTRACTS WIN MORE POINTS THAN MINOR SUIT CONTRACTS,
- AND NO TRUMP CONTRACTS MORE THAN MAJOR SUIT CONTRACTS.
-
- GAMES AND RUBBERS:
- THE OBJECT OF PLAY IS TO WIN A RUBBER BY BEING THE FIRST TEAM TO WIN 2 GAMES.
- A GAME IS WON BY WINNING 100 OR MORE POINTS "BELOW THE LINE", WHICH WILL BE
- DISCUSSED LATER, BUT BASICALLY IT MEANS POINTS RESULTING FROM WINNING TRICKS
- THAT ARE IN YOUR TEAM'S CONTRACT. OTHER POINTS CAN BE WON "ABOVE THE LINE"
- SUCH AS BY WINNING MORE TRICKS THAN WERE BID IN THE CONTRACT, OR BY DEFEATING
- THE OTHER TEAM'S CONTRACT, AS WILL BE DISCUSSED LATER. SO, TO WIN A GAME AT
- ALL, YOUR TEAM HAS TO WIN AN AUCTION SOMETIME.
-
- HIGH CARDS:
- THE ACE (A), KING (K), QUEEN (Q), AND JACK (J) ARE CALLED THE HIGH CARDS. THEY
- USUALLY WIN TRICKS. THE OTHERS, TEN (T), 9, 8, 7, 6, 5, 4, 3, 2 ARE THE LOW
- CARDS, AND ARE USUALLY THROWN AWAY IN TRICK PLAY. NOTE THAT AKQJ AND TEN ARE
- CALLED THE HONORS AND USED TO BE USED FOR ABOVE-THE-LINE SCORING JUST FOR
- HAVING THEM DEALT TO ONE'S TEAM, BUT WE DON'T DO THAT IN THIS PROGRAM BECAUSE
- IT'S OUT OF FASHION.
-
- LONG SUITS:
- AS THERE ARE 13 CARDS IN EACH SUIT, ANY PLAYER RECEIVING 4 OR MORE CARDS IN A
- SUIT HAS A LONGER THAN AVERAGE (13/4=3.25 CARDS) SUIT, AND THESE EXCESS CARDS
- CAN BE SET UP TO WIN TRICKS SOMETIMES.
-
- SCORING:
- ========
- A RUBBER IS PLAYED UNTIL ONE SIDE HAS SCORED 2 GAMES. EACH GAME REQUIRES 100
- POINTS BELOW THE LINE. IF A SIDE HAS ALREADY WON A GAME, THEY ARE THEN SAID TO
- BE 'VULNERABLE', AND PENALTIES ARE INCREASED IF THEY ARE LATER 'SET', OR FAIL TO
- MAKE THEIR CONTRACT. TOMMY'S TRICKS DISPLAYS THE VULNERABLE TEAM(S) AT THE TOP
- OF THE SCREEN TO GUIDE THEIR BIDDING.
-
- NONE, ONE, OR BOTH SIDES CAN BE VULNERABLE AS A RUBBER PROGRESSES. WHEN ONE
- GAME IS FINISHED ANOTHER IS STARTED WITH THE BELOW-THE-LINE SCORES WIPED CLEAN,
- BUT THE ABOVE-THE-LINE LINE SCORES ARE SAVED FOR RUBBER SCORING.
-
- ADDITIONAL BONUSES FOR MAKING CONTRACT:
- IF DECLARER MAKES ANY DOUBLED OR REDOUBLED CONTRACT, WITH OR WITHOUT OVERTRICKS,
- HE RECEIVES AN EXTRA 50 POINTS ABOVE THE LINE, "FOR THE INSULT", NYAAA (HA HA).
-
- IF A SLAM IS BID AND MADE, ADDITIONAL BONUSES ARE AWARDED ABOVE THE LINE AS
- FOLLOWS:
-
- NOT VULNERABLE VULNERABLE
- SMALL SLAM (12 TRICKS) 500 750
- GRAND SLAM (13 TRICKS) 1000 1500
-
- UNDERTRICK PENALTIES:
- FOR EACH TRICK BY WHICH THE DECLARER FAILS TO MAKE THE CONTRACT, OPPONENTS
- (DEFENDERS) SCORE THE FOLLOWING POINTS ABOVE THE LINE:
-
- NOT VULNERABLE
- UNDOUBLED DOUBLED REDOUBLED
- FIRST UNDERTRICK 50 100 200
- FOR EACH ADDITIONAL 50 200 400
-
- VULNERABLE
- UNDOUBLED DOUBLED REDOUBLED
- FIRST UNDERTRICK 100 200 400
- FOR EACH ADDITIONAL 100 300 600
-
- RUBBER BONUS:
- A TEAM MUST WIN 2 GAMES TO END RUBBER. ADDITIONAL BONUS POINTS ARE THEN SCORED
- ABOVE THE LINE: 700 POINTS IF YOU SKUNKED YOUR OPPONENTS (THEY WON NO GAMES),
- OTHERWISE 500.
-
- RUBBER SCORE:
- ALL LINE SCORES FOR BOTH SIDES ARE THEN ADDED UP FOR ALL GAMES IN THE RUBBER,
- AND THE DIFFERENCE IS THE MARGIN OF VICTORY FOR THE WINNER. A GAME, HALF A
- RUBBER, IS THEN WORTH IN RETROSPECT ON AVERAGE 500 POINTS, AN IMPORTANT FACT
- TO REMEMBER IN THE BIDDING PHASE TO CALCULATE YOUR RISKS.
-
- SCORE FILE:
- TOMMY'S TRICKS SAVES TOTAL POINTS FOR EACH SIDE N-E-S-W ON DISK AUTOMATICALLY,
- ALONG WITH OTHER STATISTICS, ON FILE TOMTRICK.SCR. IF YOU WANT TO ERASE THE
- MATCH AND START OVER, JUST ERASE THIS FILE. (*NOTE: NOT AVAILABLE TO
- UNREGISTERED SHAREWARE USERS; THE SHAREWARE ED. ALSO QUITS AFTER 1 RUBBER).
-
- BIDDING IS SO INVOLVED WE WILL DISCUSS THE PLAY PHASE FIRST.
-
- PLAY PHASE:
- ===========
- THE BIDDING DONE, THE PERSON WHO FIRST BID THE SUIT THAT BECOMES THE FINAL BID
- BECOMES THE DECLARER. TO MAKE A CONTRACT YOU MUST TAKE BOOK (6 TRICKS) PLUS THE
- NUMBER YOU BID. THUS A 3H CONTRACT REQUIRES YOU TO TAKE 6+3=9 OF THE 13 TRICKS,
- WITH HEARTS AS THE TRUMP SUIT.
-
- THE PERSON TO THE DECLARER'S LEFT IS THE LEADER TO THE FIRST TRICK, AND TRICK
- PLAY PROCEEDS CLOCKWISE AROUND THE TABLE.
-
- THE LEADER SELECTS A CARD AND PLACES IT SO THAT EVERYONE CAN SEE IT. AT THIS
- POINT THE PARTNER OF THE DECLARER LAYS DOWN HIS CARDS FOR EVERYONE TO SEE.
- PARTNER IS NOW THE 'DUMMY' AND HIS CARDS ARE PLAYED BY THE DECLARER. SINCE
- DECLARER IS THE PLAYER WHO FIRST BID THE FINAL SUIT, THE DUMMY PRESUMABLY HAS
- THE WORST HAND OF THE TEAM, WHICH IS GOOD SINCE IT HAS TO BE TURNED FACE UP
- AFTER THE OPENING LEAD. IN THE PROGRAM, WHEN SOUTH IS DECLARER, YOU OPTIONALLY
- CAN PLAY AS DECLARER, AND YOUR ORIGINAL HAND BECOMES THE DUMMY.
-
- PLAY PROCEEDS IN A CLOCKWISE FASHION. EACH PLAYER MUST FOLLOW SUIT TO THE SUIT
- LED. IF YOU ARE VOID (HAVE NONE OF THAT SUIT), YOU CAN PLAY ANY CARD. IN A
- TRUMP CONTRACT THE HIGHEST TRUMP PLAYED TO THE TRICK WINS, ELSE THE HIGHEST
- CARD OF THE SUIT LED. THE WINNER OF THE TRICK LEADS TO THE FOLLOWING TRICK.
-
- TO ENTER YOUR CARD FROM THE KEYBOARD:
- USE THE ARROW KEYS ON THE NUMERIC KEY PAD TO POINT TO IT, THEN HIT THE <ENTER>
- OR SPACEBAR KEYS. ALTERNATIVELY, JUST HIT THE CARD NUMBER, 1 TO 9, A TO D.
- OR, HIT THE "." KEY TO LET THE COMPUTER PICK A CARD FOR YOU.
-
- TO USE THE MOUSE, JUST POINT AT THE DESIRED CARD AND CLICK.
-
- IF YOU WANT TO BREAK OUT OF TRICK PLAY AND START IT ALL OVER, PERHAPS BECAUSE
- YOU MADE A MISTAKE, JUST HIT THE ESC KEY.
-
- TERMS TO KNOW:
- RUFFING: PLAYING A TRUMP TO A NON-TRUMP TRICK (PLAYER MUST BE VOID IN LEAD TRICK
- SUIT). THIS IS NOT WHERE THE SAYING "A DIAMOND IN THE ROUGH" CAME FROM, BUT
- IT'S HARD NOT TO GET IT MIXED UP (HA HA).
- RENOUNCING: PLAYING A NON-TRUMP INSTEAD OF RUFFING TO A TRICK. THIS IS EASIER
- TO DO WHEN YOU'RE THE DECLARER PLAYING DUMMY'S HAND, ISN'T IT? (HA HA)
- FINESSE: WINNING A TRICK WITH A CARD THAT IS NOT HIGHEST IN-HAND IN THAT SUIT,
- SAVING THE HIGHER CARD(S) FOR WINNING YET MORE. FOR EXAMPLE, IF NORTH HAS ACE
- AND SOUTH HAS QJ, AND EITHER EAST OR WEST HAS THE KING, THEN A LEAD OF Q BY
- SOUTH CAN OFTEN FINESSE THE K, LEAVING SOUTH THE J TO WIN ANOTHER TRICK.
-
- CHOOSING THE OPENING LEAD:
- AS MANY AS HALF OF ALL CONTRACTS ARE MADE OR BROKEN BY THE OPENING LEAD. THE
- BASIC CHOICES FOR OPENING LEAD ARE:
- 1. LEAD FROM PARTNER'S SUIT IF PARTNER HAS BID ONE. IF YOU HAVE A SEQUENCE
- OF TOUCHING HIGH CARDS LEAD THE HIGHEST (UNLESS YOU HAVE AKX, THEN LEAD
- K); IF YOU HAVE 2 OR MORE WORTHLESS CARDS, OR ONLY 2 CARDS, LEAD THE
- HIGHEST.
- 2. LEAD FROM A SEQUENCE OF 3 TOUCHING HIGH CARDS. LEAD THE HIGHEST, UNLESS
- YOU HAVE AKX, THEN LEAD K. THIS IS FOR SUIT CONTRACTS ONLY, UNLESS YOU
- HAVE 4 OR MORE TOUCHING HIGH CARDS.
- 3. LEAD THE 4TH-HIGHEST IN YOUR LONGEST & STRONGEST SUIT. GOOD IN BLIND-
- LEADING A NT CONTRACT IN HOPES OF REMOVING HIGH CARDS IN OPPONENTS' HANDS
- FROM CIRCULATION AND LATER WINNING TRICKS WITH LOW CARDS. THE OTHER
- DEFENDER CAN THEN QUICKLY COMPUTE THE NUMBER OF CARDS HIGHER THAN THIS
- LEAD IN THE DECLARER'S HAND BY COUNTING THE NUMBER IN THE DUMMY AND USING
- THE "RULE OF 11":
-
- RULE OF 11: 11 - RANK OF CARD LED = NUMBER OF CARDS OF THE SUIT LED HIGHER
- THAN THE LEAD HELD BY THE OTHER 3 PLAYERS. THIS IS BECAUSE, IF THE RANK
- OF THE CARD LED WERE, SAY, 2, HE MUST HAVE 4 CARDS (XXX2) AND THAT LEAVES
- 13-4=9 FOR THE OTHER 3 PLAYERS, OF WHICH ALL ARE HIGHER THAN THE LEAD OF 2.
- IF A 3 WERE LED, HE MIGHT HAVE HAD EITHER 5 OR 4 CARDS (XXX32 OR XXX3).
- THE OTHER 3 PLAYERS HAVE THE REST: BUT THAT INCLUDES THE DEUCE BELOW THE
- 3-CARD IF IT IS MISSING FROM LEADER'S HAND, SO EITHER WAY THE NUMBER OF
- CARDS THEY HOLD THAT ARE *HIGHER* THAN THE 3-CARD IS CONSTANT: 13 - 2 (1
- FOR THE 3-CARD, 1 FOR THE 2-CARD) - 3 = 11 - 3 = 9. SO, GENERALIZING: IF
- LEADER HOLDS XXXN... AND LEADS THE N, THE XXX AND THE (N-2+1) CARDS FROM
- 2 THROUGH N MUST BE DEDUCTED FROM 13 TO GIVE THE RULE OF 11:
- 13 - 3 - (N - 2 + 1) = 13 - 3 - (N - 1) = 13 - 2 - N = 11 - N.
-
- 4. LEAD A SINGLETON, DOUBLETON, OR TRIPLETON SUIT WHEN PARTNER HAS NOT BID,
- YOU DON'T HAVE TOUCHING HIGH CARDS, AND THE OPPONENTS HAVE BID YOUR ONLY
- GOOD SUIT.
- 5. LEAD A TRUMP WHEN BIDDING INDICATES THAT DUMMY MAY BE ABLE TO TRUMP SOME
- OF DECLARER'S LOSERS, OR WHEN AFRAID OF ANY OTHER LEAD FOR FEAR OF GIVING
- DECLARER A FREE TRICK.
-
- PLAY BY 2ND HAND:
- IF DECLARER OR DUMMY LEADS WITH A LOW CARD AND YOU ARE UP NEXT, IT IS USUALLY
- ADVISABLE TO ALSO PLAY LOW: "SECOND HAND LOW" AS THE SAYING GOES. IF YOU HAVE
- A SEQUENCE OF TOUCHING HIGH CARDS THOUGH, OR HAVE ANY REAL GOOD REASON, THIS
- RULE IS NOT SET IN IRON.
-
- PLAY BY 3RD HAND:
- IF YOUR PARTNER PLAYS LOW AND YOU CAN TOP THE 2ND PLAYER, THE SAYING IS "THIRD
- HAND HIGH", SO TOP YOUR PARTNER AND THE 2ND PLAYER BOTH IF YOU CAN. IF YOU
- HOLD KQX, PLAY THE Q INSTEAD OF THE K SO PARTNER WILL BE ABLE TO DEDUCE YOU
- HOLD THE K. BEWARE THAT IF 2ND HAND IS DUMMY AND HE HAS A HIGH CARD LURKING,
- AND YOU HAVE AN EVEN HIGHER CARD, YOU SHOULD FINESSE BY PLAYING YOUR HIGHEST
- CARD BELOW THAT SO THAT 4TH HAND HAS TO PLAY EVEN HIGHER TO WIN THAT TRICK, AND
- LETS YOU WIN AGAINST THE DUMMY LATER. E.G., IF PARTNER PLAYS 7, AND DUMMY
- PLAYS 3 BUT HAS A Q IN HAND, AND YOU HAVE A K AND TEN, AND 4TH PLAYER HAS
- AN ACE AND SOME LOW CLUBS, YOU SHOULD PLAY THE TEN FIRST SO 4TH PLAYER HAS TO
- CASH HIS ACE, THEN LATER YOU CAN BEAT DUMMY'S Q WITH YOUR K.
-
- ATTITUDE SIGNALS:
- IF YOUR PARTNER PLAYS A KING AND YOU HAVE THE QUEEN ALONG WITH MORE CARDS,
- YOU CAN TRY SIGNALLING THAT HE SHOULD LEAD THE SUIT AGAIN EVEN IF HE DOESN'T
- HAVE ANYTHING, BY PLAYING AN UNUSUALLY HIGH SPOT CARD (E.G. 9) TO HIS TRICK.
-
- BIDDING PHASE:
- ==============
- DEALER STARTS THE AUCTION, WHICH THEN PROCEEDS CLOCKWISE. IF THERE ARE FOUR
- CONSECUTIVE PASSES WITHOUT AN OPENING BID THERE IS A NEW DEAL. IF THERE IS
- AN OPENING BID, AFTER THREE CONSECUTIVE PASSES THE AUCTION IS BOUGHT BY THE
- HIGHEST BIDDER, AND THE PARTNER WHO FIRST BID THE SUIT OF THE FINAL CONTRACT
- BECOMES THE DECLARER.
-
- THE POSSIBLE BIDS ARE:
-
- PASS
- 1 THROUGH 7 OF SOME SUIT, MEANING 7 THROUGH 13 TRICKS PROMISED TO BE WON
- 1 THROUGH 7 NO TRUMPS
- DOUBLE
- REDOUBLE
-
- A BID OF 1 DIAMONDS IS HIGHER THAN A BID OF 1 CLUBS, ETC. (SHDC), AND A BID OF
- 1 NO TRUMPS IS HIGHER THAN A BID OF 1 SPADES (NSHDC).
-
- DOUBLE MEANS THAT YOU THINK THE OPPONENTS ARE BLUFFING AND YOU ARE DOUBLING
- THE PENALTIES AND BONUSES TO DARE THEM. REDOUBLE MEANS THEY THINK YOUR DARE
- IS A BLUFF TO GET YOU BACK AND SO THEY ARE DOUBLING BACK. PASS IS THE MOST
- COMMON BET, OF COURSE.
-
- TO ENTER YOUR BID FROM THE KEYBOARD:
- JUST TYPE IT IN, E.G., 1S, 1H, 2D, 3C, 4N. TYPE P OR SPACEBAR OR <ENTER> FOR
- PASS, * FOR DOUBLE OR REDOUBLE, . TO LET THE COMPUTER BID FOR YOU. IF YOU WANT
- TO RESTART THE BIDDING PHASE FROM THE BEGINNING, PERHAPS BECAUSE YOU MADE A
- MISTAKE, THEN HIT ESC.
-
- TO ENTER YOUR BID USING THE MOUSE:
- JUST POINT AT THE KEY LETTERS IN THE PROMPT AND CLICK. OR POINT AT ANY NUMBER
- ON THE SCREEN THAT IS THE SAME AS WHAT YOU WANT AND CLICK; FOR SUITS YOU CAN
- POINT AT THE SUIT SYMBOLS IN YOUR HAND AND CLICK.
-
- OPENING BID:
- THE OPENING BID IS THE KEY TO THE AUCTION. OPENING BIDDING WITH A SUIT BID
- USUALLY SAYS THAT OPENER WISHES TO USE THAT SUIT AS TRUMP, AND USUALLY STARTS
- AT THE LOWEST LEVEL POSSIBLE, ONE. 90% OF ALL OPENING BIDS ARE ONE IN A SUIT,
- PROMISING 13 BIDDING POINTS AND THAT THE SUIT BID IS AT LEAST 5 CARDS LONG IF
- IT IS A MAJOR SUIT (SPADES OR HEARTS).
-
- FORCING AND NON-FORCING BIDS:
- USUALLY WHEN SOMEBODY OPENS THE AUCTION THE OPPOSING TEAM JUST KEEPS PASSING
- WHILE THE BIDDING TEAM GOES ROUND AND ROUND UNTIL THEY REACH A FINAL CONTRACT.
- USUALLY ALL OPENING BIDS ARE "FORCING", MEANING THEY ARE REQUIRING THE PARTNER,
- IF HE ISN'T A NINNY, OR HAS A VERY WEAK HAND, TO BID SOMETHING AND NOT JUST
- PASS -- UNLESS OF COURSE THE OPPONENTS BID IN BETWEEN -- TO KEEP THE AUCTION
- OPEN FOR THE OPENER TO REBID, AFTER CONSIDERING INTERVENING BIDS, IN AN EFFORT
- TO BID UP TO GAME OR SLAM AND THUS CONSERVE THE LUCK OF THE DEAL.
-
- OVERCALLS & JUMP BIDS:
- THERE ARE TIMES WHEN THE BIDDER OR RESPONDER "JUMPS" THE BIDDING LEVEL, E.G.,
- RESPONDING 3S TO 1S; OR THE OPPONENTS "OVERCALL" OR TAKE OVER THE BIDDING
- INSTEAD OF PASSING. IN THE LATTER CASE RESPONDER IS RELIEVED OF HIS
- OBLIGATION OF BIDDING SOMETHING, BUT HE HAS TO THINK OF THE EFFECT PASSING
- WOULD HAVE, USUALLY TELLING HIS PARTNER HE HAS A WEAK HAND.
-
- DECLARER:
- WHEN THE AUCTION IS BOUGHT, THE PERSON WHO FIRST BID THE SUIT OF THE FINAL BID
- BECOMES THE DECLARER, I.E., IF NORTH BIDS 1S AND SOUTH BIDS 2S, THE DECLARER IS
- NORTH NOT SOUTH. THE PERSON TO THE LEFT OF DECLARER IS THE LEADER FOR THE
- FIRST TRICK, INSURING THAT DEFENDERS GET TO PLAY FIRST, AND DECLARER GOES LAST.
-
- DUMMY:
- THE DECLARER'S PARTNER BECOMES THE DUMMY AND HIS CARDS ARE TURNED FACE-UP FOR
- EVERYONE TO SEE, AFTER THE OPENING LEAD, AND KEPT FACE-UP THROUGHOUT TRICK PLAY
- AS DECLARER PLAYS THEM (SO ACTUALLY DECLARER GOES SECOND AND LAST -- FOOLED YA,
- HA HA!) THAT WAY DEFENDERS CAN'T SAY THE "OFFENDERS" ARE CHEATING -- ANY MORE,
- HA HA. (AT LEAST YOU CAN'T PALM CARDS FROM YOUR SHIRT SLEEVE LIKE IN POKER SINCE
- BY THE END OF TRICK PLAY ALL 52 MUST BE ACCOUNTED FOR; BUT TWO REALLY
- SOPHISTICATED PARTNERS COULD SIMULTANEOUSLY PALM MIRROR CARDS, OPERATED BY
- FOOT LEVERS; SO DON'T LET SEPARATED SIAMESE TWINS BE PARTNERS, HA HA).
-
- SCORES FOR MAKING CONTRACT:
- YOUR GOAL IN RUBBER BRIDGE IS RUBBERS. A RUBBER IS 2 GAMES (NO IT IS NOT A
- PRIZE FOR WINNING, HA HA). A GAME IS 100 POINTS MADE BY BIDDING IN ONE OR MORE
- CONSECUTIVE HANDS.
-
- SCORES VARY BY SUIT: CLUBS & DIAMONDS, THE MINOR SUITS, ARE WORTH 20 POINTS FOR
- EACH TRICK MADE; HEARTS & SPADES, THE MAJOR SUITS, ARE WORTH 30 POINTS.
- THUS A CONTRACT OF 4H WOULD GIVE YOU 120 POINTS, WHICH IS A GAME IN ONE HAND,
- BUT A CONTRACT OF 4D GIVES YOU ONLY 80 POINTS. NO TRUMP (NT) IS A SPECIAL CASE:
- THE FIRST NT LEVEL IS WORTH 40 POINTS PER TRICK, AND SUCCESSIVE LEVELS ARE
- WORTH 30 POINTS. THUS 2NT IS WORTH 70 POINTS, AND 3NT IS WORTH 100, A GAME.
-
- BIDDING GAME & SLAM:
- TO 'BID GAME' IS TO BID 3NT, 4S, 4H, 5D OR 5C AND WIN THE HAND, SCORING 100 OR
- MORE POINTS IN 1 HAND. THAT IS WHY THE HIGHER BIDS OF 6 AND 7 ARE CALLED
- SOMETHING ELSE -- WHY NOT SMALL AND GRAND SLAM? (HA HA)
-
- MAKING VS. SETTING:
- IF A CONTRACT IS NOT 'MADE', BUT 'SET' OR DEFEATED, THE DEFENDERS, OR TEAM
- OPPOSING THE DECLARER & DUMMY, GAIN POINTS INSTEAD, BUT ABOVE NOT BELOW THE
- LINE.
-
- EVALUATING HANDS:
- THE BASIC SYSTEM FOR SCORING A HAND DURING THE OPENING BID PHASE, DEVELOPED BY
- CHARLES GOREN, IS AS FOLLOWS. IT REDUCES ALL HANDS TO BIDDING POINT TOTALS
- THAT BOTH PARTNERS IN A TEAM CAN THEN TRY TO SIGNAL TO EACH OTHER THROUGH THE
- GOREN BIDDING SYSTEM. THESE POINT TOTALS HAVE NOTHING TO DO WITH THE POINTS
- AWARDED FOR WINNING TRICKS LATER. THE MOST IMPORTANT BIDDING POINTS ARE THE
- HIGH CARD POINTS (HCP), BUT MORE POINTS CAN BE ADDED OR DEDUCTED WHEN THE HAND
- MEETS CERTAIN CONDITIONS.
-
- HIGH CARD POINTS (HCP):
- ADD UP THE HIGH CARDS AKQJ, WITH POINT VALUES AS FOLLOWS: A=4, K=3, Q=2, J=1.
- ALL 4 HIGH CARDS AKQJ IN EACH SUIT ADD UP TO 10, THEREFORE THERE ARE 40 HCP IN
- THE DECK, AND THE AVERAGE HAND WILL HAVE 40/4 = 10 HCP, OR ONE OF EACH OF THE
- HIGH CARDS. THE HCP COUNT IS ALSO CALLED THE MILTON WORK COUNT. WHAT IS THE
- MAXIMUM POSSIBLE HCP ANY ONE HAND CAN HAVE? ONE HAVING AKQ IN ALL 4 SUITS,
- PLUS ONE JACK: THE HCP WOULD BE 4*(4+3+2)+1=4*9+1=36+1=37, LEAVING 3 JACKS FOR
- THE OTHER 3 HANDS TO SPLIT UP. WHAT IF A PLAYER IS DEALT A COMPLETE SUIT FROM
- ACE THROUGH DEUCE? THIS IS THE PERFECT BRIDGE HAND ONLY IF IT IS SPADES (HA
- HA, THE OTHER 3 PLAYERS MIGHT ALL HAVE COMPLETE SUITS TOO).
-
- WHY 13 IS MAGIC:
- AS A RULE YOU WANT TO PLAY IN TRUMP IF YOU AND YOUR PARTNER HAVE AT LEAST 8 OF
- THE CARDS IN THAT SUIT, PLUS ENOUGH HIGH CARDS AND GOOD ENOUGH DISTRIBUTION TO
- WIN 7 OUT OF THE 13 TRICKS WITH THE TRUMPS. FOR NO TRUMP PLAY YOUR TEAM NEEDS
- A BALANCED DISTRIBUTION (NEARLY EQUAL NUMBERS OF CARDS IN EACH SUIT), WITH A
- LOT OF HIGH CARDS TO INSURE WINNING THE 7 TRICKS NO MATTER WHAT THE SUITS LED
- BY DEFENDERS.
-
- BUT HOW DO YOU KNOW WHAT YOUR PARTNER HAS? THAT'S WHY NOBODY SHOULD OPEN
- BIDDING WITHOUT AT LEAST A BETTER-THAN-AVERAGE HAND, 13 HCP: OF THE REMAINING
- 40-13 OR 27 HCP IN THE 4 HANDS, YOUR PARTNER IS LIKELY TO HAVE AN AVERAGE OF
- 27/3 = 9, GIVING YOU TOGETHER 13+9 = 22 AND YOUR OPPONENTS 18, INSURING THAT
- YOU TWO HAVE THE UPPER HAND (A JOKE, GET IT? HA HA), 4 HCP OR ONE ACE. IF YOU
- OPENED THE BIDDING WITH ONLY 12 HCP, THE NUMBERS WOULD CHANGE TO 40-12 = 28,
- 28/3 = 9-1/3, AND YOUR TEAM WOULD HAVE 12+9-1/3 = 21-1/3 VERSUS THEIR 18-2/3,
- A DIFFERENCE OF 2-2/3 -- NOT EVEN A KING, TOO CLOSE FOR COMFORT. AND THIS IS
- ONLY FOR A SUIT BID: FOR A NT BID AT LEAST 16 HCP ARE NEEDED, SEE BELOW.
-
- BIDDING GAME:
- TWO PARTNERS TOGETHER MUST USUALLY HOLD AT LEAST 20 HCP (HALF OF 40) TO MAKE
- ANY CONTRACT, 26 TO MAKE A GAME, 33 TO MAKE A SMALL SLAM (12 TRICKS OUT OF 13,
- WITH ALL HIGH CARDS IN DECK EXCEPT AN ACE AND A KING), AND 37 TO MAKE A GRAND
- SLAM (ALL 13 TRICKS, WITH ALL HIGH CARDS EXCEPT 1 KING). ACTUALLY TO MAKE A
- GAME YOU MUST MAKE A CONTRACT OF 3NT, 4 OF A MAJOR SUIT, OR 5 IN A MINOR SUIT,
- WHICH USUALLY TRANSLATES TO 26 HCP FOR NT AND MAJOR, BUT 29 HCP FOR MINOR.
-
- MODIFICATIONS TO HCP:
- OF COURSE JUST HAVING THE HCP DOES NOT GUARANTEE CONTRACT, GAME, OR SLAM -- YOU
- STILL HAVE TO PLAY YOUR TRICKS OUT CORRECTLY AND EVEN THEN SOMETIMES THE HCP
- ISN'T INFALLIBLE BECAUSE OF THE HAND DISTRIBUTIONS. THAT'S WHY ADJUSTMENTS TO
- THE HCP HAVE BEEN DEVELOPED FOR USE IN CERTAIN SITUATIONS. THE ADJUSTMENTS,
- AND HENCE THE BIDDING POINTS TO USE IN THE TABLES BELOW, CHANGE THROUGHOUT THE
- BIDDING PHASE (BIDDING POINTS = HCP + ADJUSTMENTS), BUT THEY CAN BE CALCULATED
- BY STANDARD FORMULAS AND GIVEN NAMES FOR EASE OF USE AND DESCRIPTION; TOMMY'S
- TRICKS DISPLAYS THEM AUTOMATICALLY FOR YOU NEXT TO YOUR HAND.
-
- THEY ARE:
-
- 1. OPENING BID PENALTY POINTS (PP): IF A FACE CARD KQJ DOESN'T HAVE ANY LOW
- CARDS (2..T) IN THE SAME SUIT TO "STOP" IT WHILE SOME OTHER PLAYER PLAYS THEIR
- HIGHER CARD, YOU MIGHT HAVE TO THROW IT AWAY TO THEM. THEREFORE, FOR OPENING
- BID PURPOSES YOU SHOULD DEDUCT 1 POINT FOR EACH:
-
- SINGLETON K,Q,J
- DOUBLETON QX OR JX, WHERE X IS A LOW CARD (E.G., Q9 OR JT)
-
- NT BIDS & PP:
- IF THE OPENING BID IS A NO TRUMP (NT) BID, RESPONDER COUNTS ALL HIS HIGH CARDS
- AT FULL FACE VALUE AND DOESN'T DEDUCT PP.
-
- 2. OPENING BID BONUS POINTS (BP/BP2) (OPENING BID ONLY):
-
- BP IS EITHER 0 OR:
- NO ACES IN HAND: -1
- ALL FOUR ACES IN HAND: +1
-
- ADD THE FOLLOWING ONLY WHEN CONSIDERING NT BIDS (BP2):
-
- 1 OR MORE UNSTOPPED SUITS = -1
- 1 OR MORE UNPROTECTED HONORS = -1
- < 6 HONOR CARDS = -1
- 5-CARD SUIT THAT HAS 4 HONORS (AKJTX, KQJTX) = +1
-
- 3. DISTRIBUTION POINTS (DP/DP2): WHEN OPENING, ADD THE FOLLOWING TO FORM DP:
-
- VOID (SUIT WITH 0 CARDS IN HAND) = 3 PTS
- SINGLETON (SUIT WITH ONLY 1 CARD IN HAND) = 2 PTS
- DOUBLETON (SUIT WITH ONLY 2 CARDS IN HAND) = 1 PT
-
- THIS MEASURES THE EXTRA VALUE YOUR HAND WILL HAVE DURING TRUMP SUIT PLAY,
- PERMITTING RUFFING OR PLAYING TRUMP CARDS WHEN VOID IN THE LEAD TRICK SUIT.
- NOTE: THIS IS NOT USED FOR NO-TRUMP (NT) BIDS.
-
- AFTER A TRUMP SUIT HAS BEEN PROPOSED:
- IN SUPPORT OF OPENER, WHEN RESPONDER IS THINKING OF RAISING A TRUMP SUIT
- PARTNER HAS PROPOSED, USE THE FOLLOWING INSTEAD (CALL THIS TP):
-
- WITH ADD SUBTRACT
- ---- --- --------
- 4 OR MORE SUPPORTING TRUMPS AND A VOID 5
- 4 OR MORE SUPPORTING TRUMPS AND A SINGLETON 3
- 4 OR MORE SUPPORTING TRUMPS AND A DOUBLETON 1
-
- ONLY 3 TRUMPS ABOVE 1
- 4-3-3-3 DISTRIBUTION 1
-
- IN SUPPORT OF RESPONDER, WHEN OPENER IS THINKING OF RAISING A NEW SUIT
- RESPONDER HAS PROPOSED, USE THE FOLLOWING INSTEAD (CALL THIS TP2):
-
- FOR SUITS OTHER THAN RESPONDER'S SUIT: VOIDS = 5, SINGLETONS = 3.
- KING COUNTS 3 IN RESPONDER'S SUIT ONLY, ELSE 2.
- ADD 1 POINT FOR EVERY CARD OVER 4 FOR SUITS OTHER THAN RESPONDER'S SUIT.
- DO NOT COUNT Q AND J IN RESPONDER'S SUIT FOR A NT BID.
-
- THE TEAM WITH THE LONGEST SUIT (MOST CARDS TOGETHER IN ANY SUIT) HAS THE BEST
- CHANCE OF WINNING THE MOST TRICKS. SO WHEN REBIDDING ADD THE FOLLOWING TO DP
- FOR THE REBID SUIT (CALL EXTRA POINTS DP2):
-
- 1 PT FOR 5TH CARD IN A SUIT HEADED BY AT LEAST QUEEN
- 1 PT FOR 6TH CARD IN THE SAME SUIT
- 2 PTS FOR 7TH AND SUBSEQUENT CARDS IN THE SAME SUIT
- MAXIMUM IS 16 POINTS IF A HAND IS A FULL SUIT.
-
- 4. FLAT HAND (FL): A HAND WITH NO VOIDS, NO SINGLETONS, AND AT MOST ONE
- DOUBLETON IS CALLED FLAT, AND HAS A BALANCED DISTRIBUTION MOST USEFUL FOR NO
- TRUMP (NT) CONTRACTS. FLAT HANDS HAVE A DISTRIBUTION OF 4-3-3-3, 4-4-3-2,
- OR 5-3-3-2.
-
- ALWAYS REMEMBER THAT SPADES & HEARTS ARE WORTH MORE IN SCORING THAN DIAMONDS &
- CLUBS; LIKE THE SAYING GOES, BURY MY HEART WITH A SPADE AT WOUNDED (WITH A CLUB)
- DIAMOND-SHAPED KNEE (HA HA). ALSO, THAT A VULNERABLE TEAM HAS MORE TO GAIN OR
- LOSE WHEN BIDDING A CONTRACT THAN A NON-VULNERABLE TEAM.
-
- RESPONSE TO OPENING BID:
- NO OPENING BID SHOULD BE MADE FOR A HAND THAT HAS LESS THAN 13 BIDDING POINTS,
- BUT A HAND CAN HAVE AS LITTLE AS 6 POINTS TO SUPPORT A PARTNER'S OPENING BID.
- JUST PASS RATHER THAN THROW YOUR PARTNER, OK? ("CAN'T WE ALL JUST GET ALONG?"
- -- HA, HA).
-
- IT WORKS BOTH WAYS: PASSING AN OPENING BID OPPORTUNITY IS LIKE ANNOUNCING THAT
- YOUR HAND HAS LESS THAN 13 POINTS, AND PASSING AFTER YOUR PARTNER HAS OPENED
- ANNOUNCES THAT YOUR HAND HAS LESS THAN 6 POINTS. THE HIGHER THE RESPONDER'S
- POINTS THE BIGGER A CONTRACT CAN BE BOUGHT AT THE END: IN ENSUING BIDDING
- ROUNDS RESPONDER MAKES ONE FORWARD-GOING BID WITH 6-9 POINTS, 2 WITH 11-12;
- AND WITH 13 OR MORE, AS MANY BIDS AS REQUIRED TO GET TO GAME OR SLAM IN PROPER
- TRUMP SUIT.
-
- 5-CARD MAJORS:
- THE MOST POPULAR SYSTEM FOR OPENING IS CALLED 5-CARD MAJORS. THE PRINCIPLE IS
- THAT ALL AGREE TO OPEN THE BIDDING WITH 1 IN A MAJOR SUIT ONLY WHEN THEY HAVE AT
- LEAST 5 CARDS IN THAT SUIT, ELSE THEY HAVE TO OPEN WITH 1 IN A MINOR SUIT, EVEN
- A 3-CARD SUIT AS LONG AS THE HAND HAS AT LEAST 13 POINTS. THE REASON IS THAT
- IF A MAJOR IS BID AND THE CONTRACT IS SET, THE PENALTIES ARE BIGGER. ONE CAN
- ALSO OPEN WITH 1 NO TRUMPS, BUT SINCE THE PENALTIES FOR BEING SET ARE EVEN
- HIGHER THE HAND HAS TO HAVE MUCH HIGHER POINTS, AT LEAST 16.
-
- THE PRINCIPLE OF THE GUARANTEED REBID:
- WHENEVER THE BIDDING IS OPENED AT ONE OF A SUIT, IF PARTNER WHO HAS NOT
- PREVIOUSLY PASSED RESPONDS BY NAMING A NEW SUIT, OPENER MUST BID AGAIN. INDEED,
- ANYTIME RESPONDER'S REBID NAMES ANOTHER NEW SUIT, OPENER IS FORCED TO KEEP THE
- BIDDING OPEN. THIS PRINCIPLE IS ASSUMED IN WHAT FOLLOWS. IT IS BASED ON THE
- EXPERIENCE THAT RESPONDER USUALLY NEEDS 2 BIDS TO DESCRIBE HIS HAND TO HIS
- PARTNER COMPLETELY, SO OPENER MUST REBID UNLESS HIS PARTNER PASSES, IF ONLY A
- MINIMUM BID AT NT.
-
- THE GOREN SYSTEM OF BIDDING & BIDDING TABLES:
- OF COURSE FULL UNDERSTANDING OF CONTRACT BRIDGE REQUIRES A GOOD REFERENCE BOOK,
- SUCH AS THE ONE CITED AT END OF THIS FILE, BUT YOU CAN GET BY WITH THE FOLLOWING
- TABLES, NEATLY CONDENSED FOR YOU. FIRST COME THE OPENING BIDS, THEN THE
- RESPONDER'S BIDS, THEN THE OPENER'S REBIDS, ASSUMING THE DEFENDERS ARE NOT
- TRYING TO INTRUDE INTO THE AUCTION. USUALLY THE BIDDING IS COMPLETE BY THAT
- TIME. DEFENSIVE BIDDING, WHERE DEFENDERS, WHO ALREADY KNOW THEY HAVE THE
- WEAKER HANDS, TRY TO SIGNAL A GOOD LEAD, A POSSIBLE PROFITABLE SACRIFICE
- AGAINST DECLARERS' SCORE, A MAKABLE PART SCORE; OR PUSH THE DECLARERS INTO
- A HIGHER CONTRACT THAN THEY CAN MAKE; OR EVEN TAKE OVER THE BIDDING AND GO FOR
- GAME -- THIS IS COVERED LATER AFTER THESE TABLES.
-
- OPENER'S BID TABLE:
- ===================
- PICK AN OPENING BID FROM THE FOLLOWING TABLE, STARTING FROM THE TOP AND WORKING
- DOWN TO THE FIRST ONE THAT FITS, ELSE PASS. NOTE THAT IN GENERAL YOUR HAND CAN
- BE:
-
- POOR: LESS THAN 13 POINTS
- MINIMAL: 13-15
- GOOD: 16-18
- VERY GOOD: 19-21
- ROCK CRUSHER: 22+ POINTS
-
- POINTS DISTRIBUTION OF HAND BID
- --------- ----------------------------------- -------------------
- 13-20 1 OR MORE 5+ CARD MAJOR SUIT 1 OF BETTER SUIT
- 13-20 1 OR MORE 5+ CARD MINOR SUIT 1 OF BETTER SUIT
-
- 21+ 1 GOOD 7+ CARD SUIT*** 2 OF SUIT (2-DEMAND)*
- 22+ 2 GOOD 6-CARD SUITS 2 OF BETTER SUIT (2-DEMAND)
- 23+ 1 GOOD 6-CARD SUIT 2 OF SUIT (2-DEMAND)
- 24+ 2 GOOD 5-CARD SUITS, AT LEAST 1 MAJOR 2 OF BETTER SUIT (2-DEMAND)
- 25+ 1 GOOD MAJOR 5-CARD SUIT 2 OF SUIT (2-DEMAND)
- 26+ 2 GOOD MINOR 5-CARD SUITS 2 OF BETTER SUIT (2-DEMAND)
-
- 16-18 FLAT, AT LEAST 3 SUITS PROTECTED** 1NT
- 19-21 FLAT, ALL SUITS PROTECTED 1 IN LONGEST SUIT
- 22-24 FLAT, ALL SUITS PROTECTED 2NT
- 25-27 FLAT, ALL SUITS PROTECTED 3NT
- 28-29 FLAT, ALL SUITS PROTECTED 4NT
-
- 13+ NO PREVIOUS BID POSSIBLE 1 OF BEST 4 OR 3-CARD MINOR
-
- 0-9 6+ CARD SUIT, NOT VULNERABLE 3-5 OF THE LONG SUIT****
- 0-10 6+ CARD SUIT, VULNERABLE 3-5 OF THE LONG SUIT****
-
- * 2-DEMAND MEANS RESPONDER MUST ALWAYS REBID UNTIL GAME IS REACHED BEG THE
- EXCEPTIONS.
-
- ** A-X, K-X, Q-X-X, J-X-X-X ARE PROTECTED. FOR YOUR BIDDING POINTS USE
- HCP+DP+BP+BP2. IF YOU HAVE 18 HCP AND A DOUBLETON, DON'T BID 1NT, INSTEAD
- BID 1 IN A SUIT.
-
- *** GOOD MEANS DIAMONDS SHOULD BE HEADED BY A,K,Q, OR J-T.
-
- ****PRE-EMPTIVE OR SHUT-OUT BIDS:
- AN OPENING BID OF 3-5 IN A SUIT IS CALLED A PRE-EMPTIVE OR SHUT-OUT BID AND IS
- MADE TO MESS UP THE OPPONENTS' CHANCES OF MAKING GAME WHEN THEY PROBABLY HAVE
- THE HANDS TO DO IT. YOUR HAND SHOULD HAVE NO MORE THAN 9 HCP IF NOT VULNERABLE,
- 10 IF VULNERABLE, AND YOU ARE TAKING A CALCULATED RISK THAT YOU CAN KEEP THEM
- FROM GAME VERSUS THE RISK OF THEM PROBABLY DOUBLING YOUR BID AND MAKING YOU
- LOSE BIG POINTS. TO MAKE THE RISKS EQUAL YOU HAVE TO GEAR YOUR EXPECTED LOSS
- TO 1 GAME, OR 500 POINTS. SO, YOU MUST ALSO HAVE A 6+ CARD SUIT, AND A HAND
- CAPABLE OF WINNING AT LEAST 6 TRICKS ALONE; OR, FOR A BID OF N>=3, ABLE TO
- WIN:
-
- OPENING # WINNING TRICKS IN YOUR HAND
- BID NOT VULNERABLE VULNERABLE
- 3 6 7
- 4 7 8
- 5 8 9
-
- THAT MEANS YOU WILL BE 3 TRICKS SHORT OF YOUR CONTRACT IF NOT VULNERABLE,
- 2 IF VULNERABLE -- AND ARE PLAYING THE ODDS.
-
- HOW DO YOU DECIDE HOW MANY TRICKS YOUR HAND CAN WIN IF YOU HAVE A 6-CARD OR
- GREATER SUIT? EASY, COUNT THE NUMBER OF LOSERS AND SUBTRACT FROM SUIT LENGTH.
- A LOSER IS ANY MISSING ACE, KING, OR QUEEN IN ANY SUIT OF 4 OR MORE CARDS, AND
- THE NUMBER OF NON-HIGH CARDS (2..T) FOR SHORTER SUITS; THIS IS COUNTED FOR ALL
- FOUR SUITS.
-
- WHAT DO YOU DO IF YOUR PARTNER OPENS WITH A PRE-EMPTIVE SUIT BID AND THE NEXT
- PLAYER PASSES? SINCE YOU AUTOMATICALLY KNOW HE IS OVERBIDDING BY 2 TRICKS
- VULNERABLE OR 3 TRICKS NOT VULNERABLE, JUST COUNT YOUR OWN WINNING TRICKS AND
- BID BASED ON THAT.
-
- CAPTAINCY:
- NOTE THAT ALL THE NT OPENING BIDS HAVE SMALL POINT RANGES, SUCH AS 16-18. THIS
- IS WHY THE RESPONDER BECOMES CAPTAIN OF THE PARTNERSHIP: HE KNOWS EXACTLY HOW
- MANY POINTS HE HAS, AND WITHIN 1 OR 2 OF HOW MANY HIS PARTNER HAS, WHEN IT'S HIS
- TURN TO RESPOND.
-
- THE "BETTER SUIT":
- WHAT IF YOU HAVE MORE THAN ONE BIDDABLE SUIT? ALWAYS BID THE LONGEST SUIT
- FIRST. FOR SUITS OF EQUAL LENGTH BID THE HIGHER-RANKING SUIT FIRST, UNLESS
- THE LENGTH IS 5 AND THE TWO SUITS ARE SPADES AND CLUBS AND SPADES IS NOT
- REBIDDABLE.
-
- BIDDING POINT MODIFICATIONS:
- WHEN BIDDING NT, COUNT HIGH CARDS BUT NOT DISTRIBUTIONAL POINTS.
-
- RESPONDER'S BID TABLE:
- ======================
- THERE ARE 2 TABLES, ONE FOR OPENER'S BID OF 1 IN A SUIT, THE OTHER FOR OPENER'S
- BID OF 1NT. WHEN OPENER BID 1 IN A SUIT, MODIFY YOUR DISTRIBUTION POINTS TO
- TP WHEN THINKING OF RAISING OPENER'S SUIT.
-
- NUMBER OF FORWARD-GOING BIDS BY RESPONDER:
- RESPONDER AUTOMATICALLY KNOWS OPENER HAS AT LEAST 13 POINTS, SO AFTER COUNTING
- HIS OWN, HE CAN QUICKLY DECIDE IF A GAME-LEVEL BID IS POSSIBLE, AND IF NOT, HOW
- MANY FORWARD-GOING BIDS HE CAN MAKE, BY A STANDARD CONVENTION:
-
- 6-9 POINTS: 1 FORWARD-GOING BID
- 10-12 POINTS: 2
- 13+ POINTS: AS MANY AS NEEDED TO GET TO A GAME-LEVEL BID
-
- SO, IF OPENER HEARS HIS PARTNER "SPEAK", OR BID-UP ONCE, HE KNOWS HE HAS AT
- LEAST 6-9 POINTS; TWICE, 10-12; THRICE, ENOUGH TO REACH A GAME CONTRACT IN THE
- PROPER SUIT. OF COURSE THESE POINT RANGES ARE NOT CAST IN CONCRETE; THEY CAN
- VARY BY 1 IN EITHER DIRECTION.
-
- FORWARD-GOING (POSITIVE) VERSUS CORRECTIVE (PREFERENCE) REBIDS:
- A FORWARD-GOING (POSITIVE) REBID IS ONE IN WHICH YOU RAISE YOUR PARTNER'S SUIT
- TO THE NEXT-HIGHER LEVEL, OR ELSE BID A SUIT OF YOUR OWN, OR BID NO TRUMP. A
- CORRECTIVE (PREFERENCE) IS ONE BY WHICH YOU EXPRESS YOUR PREFERENCE FOR ONE OF
- THE SUITS YOUR PARTNER HAS BID WITHOUT RAISING THAT SUIT TO THE NEXT-HIGHER
- LEVEL (A.K.A. A LATERAL BID). IT IS MADE BY RESPONDER WHEN HE DOESN'T HAVE
- ENOUGH POINTS FOR A REBID NORMALLY, BUT HAS TO FULFILL HIS DUTY OF MOVING THE
- PARTNERSHIP TO THE SUIT IN WHICH THEY HOLD THE GREATEST NUMBER OF CARDS; WITH
- EQUAL LENGTH IN EACH OF PARTNER'S SUITS, IT IS CUSTOMARY TO PREFER THE SUIT
- PARTNER BID FIRST. AN EXAMPLE IS:
-
- PARTNER YOU
- 1H 1S
- 2C 2H
-
- ANOTHER IS:
- PARTNER YOU
- 1S 2S (7-10 PTS)
- 3D 3S IF 7-8 PTS, 4S IF 9-10 PTS
-
- A 3S IS LATERAL BECAUSE THE FIRST 2 BIDS ESTABLISHED SPADES AS TRUMP AND YOU
- HAVE A DUTY OF MOVING BACK TO IT. A 4S REBID WOULD HAVE SHOWN A STRONG HAND
- WITH POINTS.
-
- THE ONE EXCEPTION TO NOT RAISING THE SUIT IS WHEN PARTNER (OPENER) MADE A
- REVERSE BID, FORCING YOU TO RAISE EVEN WITHOUT POINTS (WITH PARTNER'S
- PERMISSION BECAUSE THAT'S WHAT A REVERSE BID GIVES):
-
- PARTNER YOU
- 1H 2C
- 2S 3H
-
- REVERSE BIDS: IF OPENER BIDS 1 HEART THEN REBIDS 2 SPADES, HE IS TELLING YOU
- THAT HE HAS AT LEAST 5 HEARTS, BECAUSE IF HE HAD 4 HEARTS AND 4 SPADES HE WOULD
- HAVE BID THE HIGHER-RANKING SUIT, SPADES, FIRST. HIS REBID OF 2 SPADES IS A
- SO-CALLED REVERSE BID BECAUSE IT IS IN A SUIT HIGHER THAN THE OPENING SUIT.
- IT IS RESERVED FOR STRONG HANDS BECAUSE HE IS FORCING YOU TO THE 3-LEVEL IF YOU
- WANT TO RESPOND, EVEN FOR A CORRECTIVE BID.
-
- PARTNER BID 1 S,H,D,C:
- ----------------------
- (PICK FIRST IN TABLE THAT APPLIES)
- YOU HAVE
- POINTS DISTRIBUTION OF HAND BID
- --------- ------------------------------------ ------------------------
- < 6 WHO CARES IT'S WEAK! PASS
-
- 7-10 SUPPORT FOR PARTNER'S SUIT* 2 IN PARTNER'S SUIT
- 13-15 SUPPORT FOR PARTNER'S SUIT** 3 IN PARTNER'S SUIT~
- 7-10 SUPPORT FOR PARTNER'S SUIT***, 4 IN PARTNER'S SUIT~
- UNBALANCED (NOT FLAT), <=9 PTS IN
- HIGH CARDS. (AN ATTEMPT TO KEEP OPPONENTS FROM GETTING
- TOGETHER AND MAKING GAME OR SLAM).
-
- 13-15 BALANCED HAND (4-4-3-2, 4-3-3-3, 2NT~
- 5-3-3-2), AND POSITIVE PROTECTION IN
- EACH OF THE 3 UNBID SUITS.
- 16-18 4-3-3-3 HAND, AND PROTECTION IN EACH 3NT~
- OF THE 3 UNBID SUITS. (GUARANTEES
- 29+ COMBINED POINTS).
- 19+ 5-CARD NEW SUIT OR SUPPORT FOR JUMP SHIFT~****
- PARTNER'S SUIT. (GUARANTEES >=32
- COMBINED POINTS, CLOSE TO SLAM).
-
- 10+ UNBALANCED (NOT FLAT) 2 IN NEW SUIT (2-OVER-1)
- 6-18 NEW 4-CARD SUIT 1 IN NEW SUIT (1-OVER-1)
- (HEADED BY AT LEAST Q OR J-10)
- 6-10 NO 1 LEVEL BID ABOVE 1NT
-
- ~ FORCING TO GAME.
- * 3 CARDS OF A MAJOR OR 4 OF A MINOR BECAUSE OPENER IS PROMISING 5 CARDS OF
- A MAJOR OR 4 OF A MINOR WHEN OPENING, AND TO MAKE A CONTRACT TOGETHER THEY
- NEED 8.
- ** 3 CARDS OF A MAJOR (INCLUDING A FACE CARD) OR 4 OF A MINOR.
- *** 5 OR MORE CARDS
- **** JUMP SHIFT: A BID THAT SKIPS A LEVEL OF BIDDING IN NSHDC:
- E.G., 1H - 2S, 1S - 3H, 1H - 3C, 1C - 2D.
- (JUMP 1 IF SUIT 1 < SUIT 2, ELSE JUMP 2).
-
- JUMP RAISE BID:
- THE JUMP RAISE OF 1 TO 3 IN PARTNER'S SUIT GUARANTEES GAME AND IS FORCING ON
- PARTNER, WHEREAS THE JUMP RAISE OF 1 TO 4 IS A CALCULATED RISK THAT GAME CAN
- BE MADE ONLY IF OPPONENTS ARE PRECLUDED FROM GETTING TOGETHER.
-
- THE JUMP RAISE OF 2NT SHOWS A DESIRE TO PLAY AT 3NT BUT ONLY IF PARTNER SHOWS
- THE STRENGTH ON HIS NEXT TURN.
-
- JUMP BIDS AFTER RESPONDER HAS PASSED ORIGINALLY:
- IF PARTNER OPENS AFTER YOU HAVE PASSED, YOU HAD DENIED POSSESSION OF THE 13
- POINTS NEEDED TO OPEN, BUT NOW YOU CAN REASSESS YOUR HAND, AND IF YOU HAVE AN
- "ALMOST OPENING BID" OF 12 POINTS NOW, YOU CAN PUT IN A JUMP-SHIFT BID OF 1; IF
- YOU HAVE 4 OR MORE SUPPORTING CARDS AND 13+ POINTS, YOU CAN JUMP DIRECTLY TO
- GAME.
-
- JUMP-SHIFT BID:
- THIS IS A BID THAT JUMPS 2 LEVELS AND SHIFTS TO A LOWER SUIT; OR JUMPS 1 LEVEL
- AND SHIFTS TO A HIGHER SUIT. E.G., 1D-3C, 1D-2H, 1S-3D.
-
- PARTNER BID 1NT:
- ----------------
- THE BIDDING POINTS ARE HCP ALONE, WITH THE FOLLOWING MODIFICATIONS:
- ADD 1 POINTS FOR EVERY 'WORKABLE' 5-CARD SUIT, 2 POINTS FOR EVERY 6-CARD SUIT,
- 4 POINTS FOR EVERY 7-CARD SUIT. WORKABLE MEANS HEADED BY THE QUEEN OR HIGHER.
-
- YOU HAVE
- POINTS DISTRIBUTION OF HAND BID
- --------- ------------------------------------ ------------------------
- 8-9 BALANCED 2NT
- 10-14 BALANCED 3NT
- 15-16 BALANCED 4NT
- < 8 5 OR 6 CARD SUIT 2 OF THE SUIT
- < 8 PASS
- 10+ 5 OF A MAJOR, 5 OR 6 OF A MINOR 3 OF THE SUIT
- 7+ 6 CARD MAJOR 4 OF THE MAJOR
- 10+ NO 5 CARD MAJOR 3NT
-
- FREE BIDS:
- IF A PLAYER OPENS THE BIDDING AND THE NEXT PLAYER DOESN'T PASS BUT BIDS, THIS
- IS CALLED AN OVERCALL. THE PARTNER OF THE OPENER IS NOW RELIEVED OF HIS DUTY
- TO KEEP THE BIDDING OPEN BY BIDDING SOMETHING ON HIS OWN, BUT HE MAY STILL DO
- SO IF IT DOESN'T THEREBY PUSH THE PARTNERSHIP INTO AN UNMAKABLE CONTRACT WHEN
- PARTNER PROVIDES HIS GUARANTEED REBID. HERE ARE THE REQUIREMENTS FOR A 'FREE
- BID' AFTER AN OVERCALL (ELSE PASS):
-
- 1. 2 IN A SUIT RANKING LOWER THAN PARTNER'S SUIT: >= 10 POINTS IN HIGH CARDS.
- 2. 2 IN A SUIT RANKING HIGHER THAN PARTNER'S: >= 10 IN HIGH CARDS AND >= 1 IN
- DP.
- 3. 2 IN PARTNER'S SUIT: 8-11 POINTS.
- 4. 1NT: 8-11 POINTS, PLUS AT LEAST ACE, K-X, Q-X-X, OR J-X-X-X IN OPPONENT'S
- SUIT.
- 5. 1 IN A NEW SUIT: >= 8 POINTS.
-
- OPENER'S REBID TABLE:
- =====================
- THE REBID LETS OPENER MORE COMPLETELY DESCRIBE HIS HAND. THIS IS USUALLY THE
- MOST IMPORTANT BID IN EACH BIDDING SEQUENCE BECAUSE EACH BIDDER HAS TO JUDGE
- WHAT THE PARTNER HOLDS OVER AND ABOVE THE MINIMUMS REQUIRED IN THE FIRST BIDS,
- AND OPENER HAS TO GO FIRST.
-
- REBIDDABLE SUITS:
- IF YOU OPEN THE BIDDING WITH A SUIT AND PARTNER DOES NOT SUPPORT IT IN HIS
- REBID, YOU MAY STILL BID THE SUIT A SECOND TIME IF IT IS AT LEAST 5 CARDS IN
- LENGTH AND HAS AT LEAST 2 OF THE 4 HIGHEST HONORS AKQJ; OR IS MORE THAN 5
- CARDS IN LENGTH.
-
- OPENER STARTED WITH A 1-SUIT BID
- --------------------------------
- OPENER HAS DECLARED TO PARTNER THAT HE HAS 13-23 POINTS, AND HE CAN NOW TYPE
- HIS HAND AS EITHER:
-
- MINIMAL 13-15 POINTS: DO NOT BID UNLESS RESPONDER MADE A FORCING RESPONSE.
- GOOD 16-18 POINT: REBID AGGRESSIVELY WITHOUT FALSELY CONVEYING THE IMPRESSION
- OF A MINIMAL HAND.
- VERY GOOD 19-21: MAKE A JUMP REBID TO GO FOR GAME.
- ROCK CRUSHER 22+ POINTS: GAME IS GUARANTEED, SO MAKE A JUMP-SHIFT BID GOING
- FOR SLAM.
-
- REBID POINTS (RBP):
- IF YOUR PARTNER DIRECTLY RAISED YOUR OPENING SUIT, ADD DP2 TO HCP+DP TO GET RBP;
- AND IF YOU ARE THINKING OF RAISING YOUR PARTNER IN HIS SUIT YOU HAVE TO REVALUE
- USING TP2. NOTE THAT MAJOR AND NT GAME CONTRACTS ARE PREFERRED OVER MINOR GAME
- CONTRACTS WHENEVER POSSIBLE.
-
- PARTNER'S OPENER'S
- OPENER'S HAND PARTNER BID POINTS REBID
- ------------- --------------------- ------- -------------------
- ANY FORCING JUMP RESPONSE 13-15 3NT OR 4 IN OPENER'S SUIT
- (3 IN OPENER'S SUIT (FIND SUIT FOR GAME)
- OR HIGHER BUT LESS THAN
- 4 IN OPENER'S SUIT)
-
- MINIMAL: 13-15 POINTS
- 2 IN OPENER'S SUIT 7-10 PASS
- BALANCED 1NT 6-10 PASS
- UNBALANCED 1NT 6-10 2 OF SOME SUIT
- 1 IN NEW SUIT* 6-18 1-2 SUIT, 1NT
- 2 IN NEW SUIT 10+ NON-JUMP REBID OF OPENER'S
- SUIT, SUIT BID BELOW 2 OF
- OPENER'S SUIT
-
- GOOD: 16-18 POINTS
- 2 IN OPENER'S SUIT 7-10 3 OF SUIT
- 1NT 6-10 2NT
- 1 IN NEW SUIT* 6-18 3 IN PARTNER'S SUIT,
- IF >=4 SUPPORTING TRUMPS,
- ELSE 2C
- TRUMP SUPPORT^ 2 IN NEW MAJOR SUIT 10+ 3 IN MAJOR SUIT
- 2 IN NEW MINOR SUIT 10+ 2NT, SUIT BID BELOW 3 OF
- OPENER'S SUIT
-
- VERY GOOD: 19-21 POINTS
- TRUMP SUPPORT^ 2 IN OPENER'S SUIT 7-10 4 IN MAJOR (FORCING)
- 1NT 6-10 3NT
- TRUMP SUPPORT^ 1 IN NEW SUIT* 6-18 4 IN PARTNER'S MAJOR SUIT
- (FORCING)
- 19-20 HCP, AUSP+ 1 IN NEW SUIT* 2NT (FORCING)
- 21-22 HCP, AUSP+ 1 IN NEW SUIT* 3NT (FORCING)
- 19-21 RBP, SS** 1 IN NEW SUIT* 3 IN OPENER'S SUIT
- 22-23 RBP, SS** 1 IN NEW SUIT* 4 IN OPENER'S SUIT
- TRUMP SUPPORT^ 2 IN NEW MAJOR SUIT 10+ 3 IN MAJOR SUIT
- 2 IN NEW MINOR SUIT 10+ REVERSE BID (2 OF A NEW
- SUIT RANKING HIGHER THAN
- OPENING SUIT, TO FORCE
- RESPONDER TO 3 IF HE
- PREFERS OPENER'S), 3 OF
- MINOR SUIT, JUMP-SHIFT IF
- 3NT GAME CONTRACT POSSIBLE
-
- ROCK CRUSHER: 22+ POINTS
- ANY ANY JUMP-SHIFT
-
- * REMEMBER YOU ARE OBLIGATED TO BID IF PARTNER BID 1 IN A NEW SUIT.
- ^ TRUMP SUPPORT IF 4 OR MORE CARDS IN TRUMP SUIT.
- + ALL UNBID SUITS PROTECTED.
- ** REQTS. FOR A SUIT TO BE SELF-SUFFICIENT FOR REBIDDING:
- 5-CARD SUIT: MUST BE AKQJX, KQJTX, OR AKQT9.
- 6-CARD SUIT: MUST CONTAIN 3 OF (AKQJ); OR 3 OF (AKQJT) AND >=7 HCP.
- 7-CARD SUIT: MUST BE HEADED BY >=4 HCP, PLUS 2 OF (AKQJ); OR QJTXXXX.
-
- OPENER STARTED WITH 1NT BID
- ---------------------------
- RESPONDER KNOWS WITHIN 1 POINT WHAT OPENER HOLDS THEREFORE OPENER SHOULD NOT
- REBID AGGRESSIVELY UNLESS INVITED TO BY RESPONDER.
-
- PARTNER'S OPENER'S
- OPENER'S HAND PARTNER BID POINTS REBID
- ------------- --------------------- ------- -------------------
- ANY 3NT OR GAME IN SUIT PASS
- 16 PTS 2NT 8-9 PASS
- 16-17 PTS 2D, 2S, 2H <9 PASS
- 18 + TRUMP 2D, 2S, 2H 3 OF PARTNER'S SUIT
- SUPPORT*
- 13-15 PTS 4NT 15-16 PASS
- 22+ 4NT 15-16 6NT
- 16-17 PTS 3 IN SUIT THEN 6NT PASS
- 18+ 3 IN SUIT THEN 6NT 7NT
-
- * AKX, AQX, KQX
-
- RESPONDER'S REBID TABLE:
- ========================
- THIS IS USUALLY RESPONDER'S MOST IMPORTANT BID IN EACH BIDDING SEQUENCE BECAUSE
- RESPONDER'S FIRST BID INDICATED A HAND HAVING FROM 6-18 POINTS AND THIS IS THE
- FIRST CHANCE TO NAIL IT DOWN.
-
- WITH BID
- ---- ---
- 6-10 PTS 1 TIME
- 11-12 2 TIMES
- 13+ TO GAME
-
- EXCEPTION:
- WHEN RESPONDER HAS 8-10 POINTS AND HAS MADE A 1-LEVEL BID, HE MAY MAKE A SECOND
- 1-LEVEL BID WITHOUT THE 11-12 POINTS USUALLY REQUIRED.
-
- OPENER: 1 IN SUIT
- RESPONDER: 1NT (6-10 PTS)
- OPENER: 2NT OR 3 IN ORIGINAL SUIT
- RESPONDER: 6-7: PASS, 8-10: CARRY ON
-
- PARTNER'S RESPONDER'S
- RESPONDER'S HAND PARTNER BID POINTS REBID
- ---------------- --------------------- ------- -------------------
- 6-7 PTS FORCING BID
- 8-9 PTS PLEADING BID 2 IN PARTNER'S SUIT,
- 1NT
- >=10 PTS 2 IN 3RD NEW SUIT 16+ 2 IN PARTNER'S SUIT,
- OR 1-2NT IF STOPPERS IN
- UNBID SUITS
- 11-12 PTS 13+
-
-
- POWERHOUSE HANDS AND TWO-DEMAND BIDS:
- -------------------------------------
- AN OPENING BID OF 2 IN A SUIT IS USED TO INDICATE A ROCK-CRUSHER HAND THAT CAN
- LIKELY MAKE GAME ON ITS OWN. THE RESPONDER MUST KEEPING BIDDING UNLESS:
-
- AN OPPONENT BIDS GIVING OPENER ANOTHER CHANCE TO BID
- OPENER DOUBLES AN ADVERSE CONTRACT
- HAVING INFORMED PARTNER OF A WEAK HAND BY A CONVENTIONAL RESPONSE, OPENER'S
- REBID IS A REPEAT OF THE SAME SUIT AT THE LOWEST POSSIBLE LEVEL,
- E.G., 2H, .. , 3H.
-
- REQUIREMENTS FOR A 2-SUIT OPENING (ALREADY INCLUDED IN BIDDER'S TABLES ABOVE):
-
- 27 POINTS AND 2 GOOD 4 CARD MINOR SUITS
- 26 POINTS AND 2 GOOD 4 CARD SUITS, AT LEAST ONE MAJOR
- 25 POINTS AND GOOD 5 CARD SUIT
- 24 POINTS AND 2 GOOD 5 CARD SUITS
- 23 POINTS AND GOOD 6 CARD SUIT
- 21 POINTS AND GOOD 7 CARD SUIT
-
- SINCE YOU MUST ASSUME PARTNER'S HAND IS WORTHLESS FOR THE PURPOSE OF THIS BID,
- UNGUARDED PICTURE CARDS SHOULD BE ASSIGNED NO VALUE.
-
- RESPONSE:
- 2NT IS THE RESPONSE FOR A WEAK HAND. ELSE THE RESPONSE GIVES OPENER INFORMATION
- ON RESPONDER'S BEST SUIT IMMEDIATELY.
-
- TO DECIDE IF THE HAND IS STRONG ENOUGH FOR A NON-2NT RESPONSE, COUNT "QUICK
- TRICKS" (QT) AS FOLLOWS:
-
- AK 2 QT
- AQ 1-1/2 QT
- A 1 QT
- K-Q-X 1 QT
- K-X 1/2 QT
-
- (TOMMY'S TRICKS DISPLAYS QT FOR YOU AUTOMATICALLY NEXT TO YOUR HAND.)
-
- RESPONDER NEEDS:
- AT LEAST 7 POINTS IF HAND CONTAINS 1 QT
- AT LEAST 8 POINTS IF HAND CONTAINS 1/2 QT
-
- ALSO, RESPONDER'S SUIT MUST BE HEADED BY A, K, OR Q-J.
-
- UNLESS RESPONDER HAS A 5-CARD OR LONGER MAJOR AND OPENER'S SUIT IS MINOR, OR
- THE HAND IS WORTH 2 BIDS, IT IS BETTER TO RAISE OPENER'S SUIT IF ADEQUATE TRUMP
- SUPPORT IS AVAILABLE.
-
- AFTER OPENER REBIDS RESPONDER MAY STILL BID HIS 2 OF BEST SUIT IF HE HAS ONE,
- OTHERWISE 3NT TO SHOW THAT HIS HAND IS "WEAKER THAN WEAK".
-
- SUMMARY OF RESPONSES:
- 2NT SHOWS WEAK HAND
- 3 OF DIFFERENT SUIT SHOWS 7 POINTS + 1 QT, OR 8 POINTS AND 1/2 QT, PLUS A,
- K, OR Q-J
- 3 OF ORIGINAL SUIT SHOWS TRUMP SUPPORT FOR OPENER (Q-X-X-X OR X-X-X-X-X).
- IT IS BETTER TO BID 2NT RATHER THAN CONFUSE OPENER BY REBIDDING ORIGINAL
- SUIT IF HAND FITS CRITERIA FOR A DIFFERENT SUIT (NO TRUMP SUPPORT).
- 3NT SHOWS 8-9 POINTS, AT LEAST ONE A OR K, 3 OR LESS CARDS OF PARTNER'S
- SUIT, NO VOIDS OR SINGLETONS, AND NO BIDDABLE 5-CARD SUIT.
- 4 OF ORIGINAL MAJOR SUIT "DENIES A STRONG HAND" AND REQUIRES 6 OR LESS
- POINTS, GOOD TRUMP SUPPORT (Q-X-X-X OR X-X-X-X-X), NO ACE, KING, VOID, OR
- SINGLETON. IT WARNS OPENER NOT TO BID TO SLAM UNLESS ALL HE NEEDS IS
- TRUMP SUPPORT.
-
- CONVENTIONS
- -----------
- A CONVENTION IS A 'FAKE' OR 'SIGNAL' BID THAT CARRIES INFORMATION ABOUT YOUR
- HAND, BUT NOT NECESSARILY IN THE SUIT ACTUALLY BID. IT IS WHAT MADE BRIDGE SO
- COOL THAT OMAR SHARIF GAVE UP DESERT WARFARE FOR IT (HA HA, JUST KIDDING).
- E.G., IN THE STAYMAN CONVENTION, A 2C BID OVER 1NT SAYS NOTHING ABOUT THE CLUB
- SUIT; RESPONDER MIGHT HAVE 0, 1, OR MORE CLUBS.
-
- ANY CONVENTIONS IN USE MUST BE KNOWN BY ALL PLAYERS -- NO SECRET ARRANGEMENTS
- ALLOWED (REMEMBER IF IT GOES TO COURT YOUR SPOUSE CAN'T TESTIFY AGAINST YOU,
- HA HA).
-
- HERE ARE THE CONVENTIONS AVAILABLE IN TOMMY'S TRICKS:
- **NOTE: THESE ARE NOT AVAILABLE IN THE UNREGISTERED SHAREWARE (TRIAL) VERSION SO
- PLEASE PURCHASE THE FULL VERSION QUICK (HA HA)**
-
- 1. STAYMAN
- 2. BLACKWOOD SLAM
- 3. GERBER SLAM
- 4. WEAK-2
- 5. STRONG-2
-
- THEY CAN BE CHANGED BY HITTING F3 AND USING THE UP/DOWN AND LEFT/RIGHT ARROW
- KEYS. NOTE THAT THEY ARE LATCHED AT THE BEGINNING OF BIDDING UNTIL THE NEXT
- HAND.
-
- 1. STAYMAN
- ----------
- NORMALLY A 1NT OPENING BID SHOWS 16-18 POINTS, AND IF PARTNER HAS 8-9 POINTS
- AND A BALANCED HAND HE RESPONDS 2NT IN ANTICIPATION GOING FOR GAME (3NT) LATER.
- WITH THE STAYMAN CONVENTION AGREED TO IN ADVANCE, A 2C RESPONSE TO 1NT IS
- ARTIFICIAL AND STARTS A SEARCH FOR AN 8+ CARD SUIT TO BID IN PREFERENCE TO A
- NO-TRUMP CONTRACT TO GO FOR GAME.
-
- TO BID 2C THE RESPONDER MUST HOLD AT LEAST 8 POINTS JUST THE SAME AS WHEN THE
- STAYMAN CONVENTION ISN'T OPERATING, BUT PERHAPS THE HAND ISN'T SO BALANCED AND
- IF THERE IS A CHANCE OF A GAME-GOING SUIT CONTRACT HE WANTS TO GO FOR IT. OF
- COURSE HE MUST HAVE AT LEAST FOUR SPADES OR FOUR HEARTS SO THAT AN 8-CARD MAJOR
- SUIT IS POSSIBLE.
-
- TO RESPOND TO 2C, OPENER MUST BID 2 IN HIS "TOP" 4-CARD MAJOR, IF ANY, ELSE
- REPLY 2D, "SIGNING-OFF" THE STAYMAN DIALOGUE SO THAT RESPONDER CAN STILL BID
- 3NT. BY TOP MAJOR IS MEANT THAT IF BOTH SPADES AND HEARTS ARE HELD SPADES MUST
- BE BID FIRST; THE SUIT HAS TO HAVE AT LEAST 4 CARDS, HEADED BY THE QUEEN OR
- BETTER.
-
- RESPONDER NOW REBIDS 3NT IF OPENER REBID 2D OR REBID A MAJOR SUIT RESPONDER
- CAN'T SUPPORT, ELSE HE RAISES OPENER'S BID TO 4 OF THE BID MAJOR SUIT (GAME).
-
- THIS USUALLY KEEPS THE STRONGER HAND CONCEALED WHILE REVEALING THE WEAKER HAND
- AS DUMMY.
-
- 2. BLACKWOOD SLAM
- -----------------
- WHEN A TEAM HAS 33 OR MORE POINTS BETWEEN THEM THEY CAN GO FOR SMALL SLAM, AND
- WITH 37 OR MORE, GRAND SLAM. IF THE BIDDING IS ALL NO TRUMPS, THEN IT IS EASIER
- TO DECIDE WHEN THEY CAN GO FOR SLAM BECAUSE THE BIDDING RANGES ARE SO SMALL FOR
- EACH STEP. BUT FOR A SUIT BID THIS ISN'T SO. MOREOVER YOU WANT TO DECIDE HOW
- MANY TRICKS YOU WILL LOSE NOT WIN, SINCE LOSING ZERO IS WHAT GRAND SLAM MEANS,
- AND LOSING ONE IS WHAT SMALL SLAM MEANS. SO YOU HAVE TO ABSOLUTELY KNOW HOW
- MANY ACES THE OPENER HAS: NO ACES AND NO SLAM IS POSSIBLE; 1 ACE AND SMALL SLAM
- IS POSSIBLE; 2 OR MORE ACES AND GRAND SLAM IS POSSIBLE, YOU PROBABLY ALSO NEED
- TO KNOW HOW MANY KINGS OPENER HAS.
-
- SO, WHEN THE BLACKWOOD CONVENTION IS AGREED-TO IN ADVANCE AND KNOWN BY ALL
- PLAYERS, AND THE EARLY ROUNDS OF BIDDING HAVE ESTABLISHED A TRUMP SUIT AND
- SHOWN THAT A SLAM IS POSSIBLE, THERE IS A WAY TO ASK PARTNER TO SHOW HIS ACES:
- BID 4NT.
-
- A 5C RESPONSE THEN INDICATES 0 OR 4 ACES, 5D SHOWS 1 ACE, 5H SHOWS 2 ACES,
- 5S SHOWS 3 ACES. PARTNER IS NEVER ALLOWED TO PASS.
-
- AFTER ACES HAVE BEEN SHOWN, IF ORIGINATOR KNOWS THAT HIS TEAM HAS ALL 4 ACES
- HE MAY THEN GO FOR GRAND SLAM BY ASKING FOR KINGS BY BIDDING 5NT, TO WHICH
- THE RESPONSE IS 6C, 6D, 6H, OR 6S. ANY OTHER BID IS A SHUTOFF OF THE
- CONVENTION, PERMITTING ORIGINATOR TO STOP SHORT OF A SLAM OR BID A SHORT SLAM.
-
- 3. GERBER SLAM
- --------------
- IF THE PRECEDING BID IS NO TRUMPS, AND SLAM IS BEING TRIED FOR, A BID OF 4NT
- WOULD BE CONFUSING. HENCE, WHEN THE GERBER SLAM CONVENTION IS AGREED-TO, IT
- IS SIGNALLED BY A BID OF 4C.
-
- A 4D RESPONSE INDICATES 0 OR 4 ACES, 4H SHOWS 1 ACE, 4S SHOWS 2 ACES, AND
- 4NT SHOWS 3 ACES.
-
- AFTER THIS RESPONSE THE ORIGINATOR MAY THEN ASK FOR KINGS BY BIDDING THE SUIT
- RANKING DIRECTLY ABOVE THE LAST RESPONSE, E.G., IF THE RESPONSE TO 4C IS 4H,
- HE BIDS 4S. A RESPONSE OF 4NT SHOWS NO KINGS, 5C SHOWS 1 KING, 5D SHOWS
- 2 KINGS, 5H SHOWS 3 KINGS, AND 5S SHOWS 4 KINGS.
-
- NO, THE GERBER BABY DOESN'T LOOK THAT MUCH LIKE OUR LOGO (HA HA).
-
- 4.,5. WEAK-2 & STRONG-2
- -----------------------
- 2 OF A SUIT IS THE STANDARD FORM OF BIDDING A POWERHOUSE HAND, ONE SO STRONG IT
- CAN MAKE GAME BY ITSELF: THIS IS THE STRONG-2 CONVENTION FOR POWERHOUSE HANDS
- (DEFAULT), DESCRIBED ABOVE.
-
- OTHERS PREFER IT TO INDICATE A HAND THAT IS NOT QUITE AN OPENING BID (FAIRLY
- GOOD SUIT 6+ IN LENGTH AND 6-12 HC+DP), WITH 2C RESERVED FOR ALL POWERHOUSE
- HANDS WITH THE SUIT AS YET UNDEFINED: THIS IS THE WEAK-2 CONVENTION.
-
- THE WEAK-2 CONVENTIONAL RESPONSE TO 2C IS 2D IF THE RESPONDER'S HAND IS WEAK,
- AND 2NT TO SHOW STRENGTH, 8-9+ POINTS. (WITHOUT THE CONVENTION THE RESPONSE FOR
- A WEAK HAND WOULD BE 2NT.) THEN OPENER SHOWS HIS REAL SUIT AS DESCRIBED ABOVE
- FOR POWERHOUSE HANDS, WITH RESPONDER FREER TO MENTION ANY REMAINING SUIT
- WITHOUT FEAR OF PARTNER EXPECTING TOO MUCH. IN CASE OF A 2D RESPONSE, FOR A
- NT CONTRACT THE LEAD WILL COME UP TO THE STRONG HAND EVERY TIME.
-
- PENALTY DOUBLING/REDOUBLING:
- A DOUBLE SHOULD BE CALLED WHEN YOU EXPECT TO DEFEAT THE OPPONENTS AT THEIR
- CONTRACT. IT SHOULD BE MADE ONLY WHEN YOUR PARTNER HAS PREVIOUSLY MADE A
- CONTRACTUAL BID, OR AT YOUR SECOND OR LATER OPPORTUNITY TO BID. THIS IS BOTH
- BECAUSE YOU HAVE TO HAVE AN IDEA OF WHAT YOUR PARTNER HAS, BUT ALSO BECAUSE
- DEFENSIVE DOUBLES ARE SIGNALLED BY DOUBLING AT THOSE OTHER TIMES -- THIS KIND
- OF DOUBLE IS CALLED A PENALTY OR BUSINESS DOUBLE (SEE BELOW). A DOUBLE OF ANY
- NO-TRUMP BID IS ALWAYS A PENALTY DOUBLE.
-
- DOUBLE A BELOW-GAME CONTRACT ONLY IF YOU EXPECT TO DEFEAT OPPONENTS BY AT LEAST
- 2 TRICKS, TO PREVENT DOUBLING THEM INTO GAME, OTHERWISE BY AT LEAST 1 TRICK.
-
- USE THE QUICK-TRICK (QT) COUNT TO DECIDE HOW MANY TRICKS YOUR HAND CAN TAKE,
- BUT TAKE OFF 1/2 QT FOR EACH A-Q OR K-X IF YOUR LEFT-HAND OPPONENT HAS BID THE
- SUIT, AND ADD 1/2 QT FOR EACH A-Q OR K-X IF YOUR RIGHT-HAND OPPONENT HAS BID
- THE SUIT.
-
- TO ESTIMATE HOW MANY TRICKS YOUR PARTER CAN WIN:
- IF PARTNER OPENED BIDDING WITH 1 SUIT, COUNT ON 3 TRICKS; IF 1NT, COUNT 4.
- IF PARTNER MADE A TAKE-OUT DOUBLE, COUNT ON 3 TRICKS.
- IF PARTNER OVERCALLED AT THE 1-LEVEL, COUNT ON ONLY 1; IF AT THE 2-LEVEL,
- COUNT ON 2 TRICKS.
- IF YOU OPENED THE BIDDING AND PARTNER HAS MADE N POSITIVE RESPONSES (N>=1),
- COUNT ON N TRICKS.
-
- DOUBLE A 1NT BID ONLY IF YOU HOLD THE EQUIVALENT OF AN OPENING 1NT BID
- YOURSELF, 16-18 POINTS; SIMILARLY FOR A 2NT OR 3NT BID.
-
- DEFENSIVE BIDDING:
- ==================
- USUALLY OPENER AND RESPONDER HAVE GOOD ENOUGH HANDS TO MAKE SOME KIND OF
- CONTRACT, BUT OPENER CAN BE EMBARRASSED BY HIS PARTNER HAVING AN UNUSUALLY WEAK
- HAND THAT CAN BE DETECTED BY THE OPPONENTS THROUGH THEIR OWN HANDS' STRENGTH.
- THE OPTIONS TO A PLAYER CONSIDERING A DEFENSIVE BID ARE:
-
- 1. SIMPLE SUIT OVERCALL
- 2. JUMP SUIT OVERCALL
- 3. NO TRUMP OVERCALL
- 4. UNUSUAL NO TRUMP
- 5. PRE-EMPTIVE OVERCALL
- 6. TAKE-OUT DOUBLE
- 7. CUE-BID IN OPPONENT'S SUIT
-
- 1. SIMPLE SUIT OVERCALL
- -----------------------
- REMEMBER BEFORE YOU MAKE AN OVERCALL: IN CASE YOU ARE STUCK WITH THE OVERCALL
- SUIT YOU HAVE TO BE SURE THAT YOU CAN WIN WITH THE SUIT YOU PICK.
-
- BASIC REQUIREMENTS FOR A 1-LEVEL SUIT OVERCALL:
- 1. 5-CARD SUIT HEADED BY AT LEAST 2 FACE CARDS. 4-CARD SUITS CAN BE USED IF
- THEY DIRECT THE OPENING LEAD.
- 2. IF NOT VULNERABLE: 9-14 BIDDING POINTS. IF VULNERABLE: 10-14.
-
- FOR 2-LEVEL SUIT OVERCALL:
- 1. 5-CARD SUIT WITH AT LEAST 3 OF (ACE, KING, QUEEN), OR 6-CARD SUIT WITH
- AT LEAST 3 HONORS OR 6 POINTS IN HIGH CARDS.
-
- RESPONSES TO 1-LEVEL OVERCALL:
- 1. WITH LESS THAN 11 POINTS: PASS.
- 2. 11-12 POINTS: WITH 3 OR MORE SUPPORTING TRUMPS, RAISE PARTNER'S SUIT;
- ELSE BID OWN SUIT OR NT.
- 3. 13-14 POINTS: INVITE GAME BY JUMPING IN PARTNER'S SUIT OR IN NT.
- 4. 15+ POINTS: BID A GAME, OR JUMP IN YOUR OWN SUIT (FORCING).
-
- RESPONSES TO 2-LEVEL OVERCALL:
- 1. WITH LESS THAN 11 POINTS: PASS
- 2. 11-12 POINTS: RAISE PARTNER TO 3-LEVEL, OR BID 2NT, OR BID YOUR OWN GOOD
- SUIT.
- 3. 13+ POINTS: BID GAME IF YOUR SIDE HAS A FIT. JUMP IN OWN SUIT, OR BID IN
- OPPONENTS' SUIT. THIS IS FORCING.
-
- RESPONSES TO 3+-LEVEL OVERCALL:
- YOUR BID SHOULD BE AIMED AT DEMANDING A SPECIFIC LEAD, AND SHOULD ALWAYS BE
- BASED ON A SELF-SUSTAINING SUIT OF LENGTH 6 OR MORE.
-
- 2. JUMP SUIT OVERCALL
- ---------------------
- THIS BID SHOWS A WEAKISH HAND WITH A LONG SUIT, AND IT IT USED TO MESS-UP THE
- BIDDING FOR OPPONENTS WHEN THEY HAVE THE MOST STRENGTH.
-
- REQUIREMENTS FOR 1-JUMP SUIT OVERCALL BID:
- 1. 6-CARD SUIT.
- 2. 9 HCP OR LESS, CONCENTRATED IN THE BID SUIT, WITH NO MORE THEN 1 QUICK-
- TRICK IN THE OTHER 3 SUITS TOGETHER.
- 3. REASONABLE EXPECTATION OF WINNING WITHIN 3 TRICKS OF THE CONTRACT IF NOT
- VULNERABLE, 2 IF VULNERABLE.
-
- FOR A 2-JUMP SUIT OVERCALL BID: ONE ADDITIONAL WINNER IN BID SUIT.
-
- 3. NO TRUMP OVERCALL
- --------------------
- FOR 1NT OVERCALLS: YOU NEED A HAND THAT COULD BE OPENED AS 1NT: 16-18 PTS,
- BALANCED HAND, AND PROTECTION IN THE OPPONENT'S SUIT.
-
- 2NT OVERCALLS: 22-24 PTS, BALANCED HAND, ALL SUITS PROTECTED; OR <22 PTS,
- LONG SOLID MINOR SUIT, AND EXPECTATION OF WINNING 7-8 TRICKS.
-
- 4. UNUSUAL NO TRUMP
- -------------------
- IF A PLAYER OVERCALLS WITH NO TRUMPS AT SUCH A HIGH LEVEL THAT HE COULDN'T
- POSSIBLY HAVE THE HCP NEEDED, IT IS THE CONVENTION TO TREAT IT AS A SIGNAL
- TO PARTNER ASKING TO BID HIS LONGEST MINOR SUIT. IT GIVES AWAY TO THE
- OPPONENTS THE INFORMATION THAT THEY CAN DO WELL IN THE MAJOR SUITS, BUT THAT
- YOU HAVE AT LEAST 5-CARD SUPPORT IN EACH MINOR. BID THIS WHEN YOU HAVE ONLY
- 1-3 MAJOR CARDS TOTAL.
-
- 5. PRE-EMPTIVE OVERCALL
- -----------------------
- IF AN OPPONENT OPENS WITH A PRE-EMPTIVE BID, AN OVERCALL NEEDS HIGH BIDDING
- POINTS BECAUSE IT IS USUALLY MEANT AS A TAKE-OUT, AND OPPONENTS MIGHT DOUBLE
- IT FOR PENALTIES.
-
- OVERCALLING 3-LEVEL PRE-EMPTIVE BID:
- YOU NEED ABOUT 16 POINTS, MOST IN THE SUITS NOT BID. RESPONSE IS EITHER:
- BID BEST SUIT; OR, PASS FOR PENALTIES IF PARTNER HAS AT LEAST 6 HCP INCLUDING
- 1 SURE-WINNING TRICK IN OPPONENTS' SUIT.
-
- OVERCALLING 4-LEVEL PRE-EMPTIVE BID:
- YOU NEED AT LEAST 16 POINTS PLUS AT LEAST 4 DEFENSIVE TRICKS IN CASE HE HAS TO
- BEAT THE DOUBLED CONTRACT BY HIMSELF. A DOUBLE OF 4 SPADES IS FOR PENALTIES,
- SO RESPONDER SHOULD PASS UNLESS HE CAN FORSEE A SLAM FOR HIS SIDE. A DOUBLE
- OF 4 HEARTS IS ALSO FOR PENALTIES BUT DOUBLER WILL BE PREPARED FOR A SPADE
- RESPONSE. A DOUBLE OF 4 CLUBS OR DIAMONDS IS FOR TAKE-OUT; DOUBLER IS PREPARED
- FOR EITHER A HEART OR SPADE RESPONSE FROM PARTNER. BUT, IF RESPONDER HAS NO
- MAJOR SUIT, HE MAY PASS FOR PENALTIES.
-
- 6. TAKE-OUT DOUBLE
- ------------------
- THIS IS A BID MADE IN PLACE OF AN OVERCALL AGAINST THE OPPONENTS' OPENING BID,
- AND ITS PURPOSE IS NOT TO ANNOUNCE THAT YOUR TEAM THINKS IT CAN DEFEAT THE
- OPPONENTS' CONTRACT (A SO-CALLED PENALTY OR BUSINESS DOUBLE) BUT THAT YOU ARE
- DESIROUS OF PURCHASING THE CONTRACT AT A HIGHER LEVEL THAN THEM. THIS IS
- OFTEN THE CASE WHEN OPPONENT OF THE OPENING BIDDER HAS EITHER: 13 OR MORE
- POINTS, BUT NO SUIT QUALIFYING FOR AN OVERCALL; MORE THAN 15 POINTS AND THUS
- TOO STRONG A HAND FOR A SIMPLE SUIT OVERCALL.
-
- THE SIGNAL FOR A TAKE-OUT DOUBLE IS TO MAKE IT AT DOUBLER'S FIRST OPPORTUNITY
- TO BID OVER AN OPPONENT'S SUIT DECLARATION; AND PROVIDED THAT DOUBLER'S PARTNER
- HAS NOT PREVIOUSLY MADE A CONTRACTUAL BID; ELSE IT IS A BUSINESS DOUBLE. NOTE
- THAT A DOUBLE BID AFTER A NT OPENING IS ALWAYS A BUSINESS DOUBLE.
-
- AN EXAMPLE OF A TAKE-OUT DOUBLE (DONE AT EARLIEST OPPORTUNITY):
- S W N E
- 1D *
-
- AN EXAMPLE OF A BUSINESS DOUBLE (NOT DONE AT EARLIEST OPPORTUNITY):
- S W N E
- 1D P 1H P
- 4D *
-
- A TAKE-OUT DOUBLE BID SHOWS AT LEAST AN OPENING BID, WITH SUPPORT (AT LEAST 3
- CARDS) FOR EACH OF THE UNBID SUITS. IT IS VIRTUALLY A COMMAND TO PARTNER TO
- REBID, ELSE THE OPPONENTS MIGHT ACTUALLY MAKE THEIR CONTRACT AND DOUBLE THE
- WINNINGS.
-
- REQUIREMENTS FOR TAKE-OUT DOUBLE BID:
- 1. AT LEAST 13 POINTS, LIKE AN OPENING BID WOULD REQUIRE.
- 2. EITHER SUPPORT FOR ANY UNBID SUIT, OR AN EXCELLENT SUIT OF YOUR OWN TO
- BID LATER IF PARTNER BIDS SOME OTHER SUIT FOR WHICH YOU HAVE NO
- SUPPORT (I.E., ONE THAT CAN WIN 3 TRICKS, SUCH AS A-K-J-X-X-X).
-
- RESPONDING TO A FORCED TAKE-OUT DOUBLE BID:
- UNLESS THE INTERVENING OPPONENT BIDS, YOU HAVE TO MAKE EVERY EFFORT TO BID
- WITHIN REASON.
-
- TO PASS, YOU HAVE TO BE REASONABLY CERTAIN THAT OPPONENT'S CONTRACT CAN BE
- DEFEATED, SO YOU HAVE TO HAVE AT LEAST 4 WINNING TRICKS IN HAND, OF WHICH AT
- LEAST 3 ARE IN THE OPPONENT'S SUIT; YOUR PARTNER SHOULD BE ABLE TO PROVIDE THE
- REMAINING 3 WINNING TRICKS SINCE HIS DOUBLE IS HIS SIGNAL TO THAT EFFECT.
-
- IF YOU CAN'T PASS, REVALUE YOUR HAND AS IF YOU WERE RAISING PARTNER'S BID,
- WHICH WAS IN EFFECT IN ALL 3 SUITS OTHER THAN OPPONENT'S.
-
- ALWAYS PREFER A MAJOR OVER MINOR SUIT TO RESPOND IN.
-
- 1. 0-6 POINTS: MAKE LOWEST LEGAL RESPONSE IN YOUR LONGEST SUIT UNLESS THAT
- IS THE SUIT OPENER HAS BID, IN WHICH CASE RESPOND IN WORST 3-CARD SUIT.
- 2. 6-8 POINTS: PLAN TO BID TWICE OF POSSIBLE.
- 3. 8-10 POINTS: BID 1NT IF YOU HAVE A STOPPER IN OPPONENT'S SUIT.
- 4. 9-12 POINTS: JUMP IN YOUR BEST SUIT >=4 CARDS.
- 5. 11-12 POINTS: BID 2NT IF YOU HAVE 1 OR MORE STOPPERS IN OPPONENT'S SUIT.
- 6. >=13 POINTS: BID THE OPPONENT'S SUIT ("CUE BID"). THIS IS FORCING.
-
- RESPONDING TO AN UNFORCED TAKE-OUT DOUBLE BID:
- IF INTERVENING OPPONENT BIDS AFTER YOUR PARTNER BIDS A TAKE-OUT DOUBLE, YOU ARE
- NO LONGER FORCED TO BID, E.G., IF YOU ARE EAST AND:
-
- S W N E
- 1D * 1H ?
-
- TO BID YOU NEED 7-8 POINTS IN THE SUIT BID, OR 6 POINTS AND A 6-CARD MAJOR SUIT.
-
- RESPONDING TO INTERVENING REDOUBLE:
-
- S W N E
- 1C * ** ?
-
- THIS MEANS THAT WHEN YOUR PARTNER DOUBLED HE THOUGHT YOU HAD A FAIR TO AVERAGE
- HAND, BUT THE REDOUBLE KILLS THIS HOPE: NORTH HAS AT LEAST 10 POINTS TO BID THE
- REDOUBLE, SO EVERYBODY NOW KNOWS YOU HAVE A VERY WEAK HAND:
- 40 - 13 (SOUTH) - 13 (WEST) - 10 (NORTH) = 4 POINTS.
-
- SO BID ANY 5-CARD OR LONGER SUIT TO HELP HIM OUT, OR EVEN A 4-CARD SUIT IF YOU
- HAVE A SINGLET IN ANY SUIT BUT OPENER'S.
-
- DOUBLER'S REBIDS:
- REVALUE YOUR HAND FOR THE PARTNER'S RESPONSE SUIT:
- 1. 16-18 POINTS: GO TO 2-LEVEL.
- 2. 19-21 POINTS: GO TO 3-LEVEL.
- 3. >=22 POINTS: GO TO 4-LEVEL.
-
- WEAK 2-BIDS:
- A TAKE-OUT DOUBLE OF A WEAK 2-BID SHOULD BE BASED ON A HAND THAT REVALUES TO
- AT LEAST 16 POINTS AS DUMMY. IT SHOULD HAVE SUPPORT FOR EACH OF THE UNBID
- SUITS, OR A FAIRLY SELF-SUSTAINING SUIT THAT DOUBLER CAN BID IF PARTNER NAMES
- THE "WRONG" SUIT.
-
- GAME OPTIONS:
- -------------
- OPEN HANDS OPTION:
- FOR DEMONSTRATION AND LEARNING PURPOSES, ALL HANDS CAN BE PLAYED FACE UP.
-
- REPLAY HAND OPTION:
- AT THE BEGINNING OF EACH HAND IT WILL OPTIONALLY ASK YOU IF YOU WANT TO REPLAY
- THE LAST HAND.
-
- LOG FILE OPTION:
- THE COMPUTER WILL OPTIONALLY SAVE ALL HANDS & TRICK PLAY TO DISK FILE
- "TOMTRICK.LOG", IN "APPEND MODE".
-
- VERBOSE OPTION:
- WHEN THIS OPTION IS ON THE COMPUTER WILL ADD MORE COMMENTS DURING PLAY FOR
- BEGINNERS.
-
- FUNCTION KEYS: THESE ARE HOT KEYS, MEANING THEY CAN BE PRESSED AT ANY TIME.
- ---------------------------------------------------------------------------
- F1 * SOUND EFFECTS TOGGLE
- F2 * DEMO MODE TOGGLE. IN DEMO MODE THE COMPUTER PLAYS ALL HANDS
- WHILE YOU WATCH.
- F3 POP-UP THE OPTIONS MENU. USE THE ARROW KEYS ON THE NUMERIC KEY
- PAD TO CHANGE OPTIONS; HIT ESC WHEN DONE.
- F5 DISPLAY THESE INSTRUCTIONS
- F6 POP-UP A QUICK SCORESHEET (DISPLAYS EACH GAME IN CURRENT RUBBER,
- ONE BY ONE, STARTING WITH CURRENT GAME AND GOING BACKWARDS)
- F7 QUIT THE PROGRAM
- F8 * AUTO TRICK PICKUP TOGGLE. IF OFF YOU HAVE TO HIT THE <ENTER>
- KEY OR SPACEBAR AFTER EACH TRICK IS PLAYED TO PROCEED.
- F9 (COLOR MONITORS ONLY) CHANGE THE SCREEN BACKGROUND COLOR
- F10 (COLOR MONITORS ONLY) CHANGE THE SCREEN BORDER COLOR
-
- *NOTE: THE LEGEND FOR A TOGGLE SWITCH INDICATES THE MODE THAT WILL BE ENTERED
- BY PRESSING THE KEY, WHICH IS THE OPPOSITE OF THE MODE IN EFFECT AT THE TIME.
-
- COMPUTER PLAY SPEED CONTROL:
- THE UP/DOWN ARROW KEYS ON THE NUMERIC KEY PAD CONTROL THE DELAY, IN SECONDS,
- BETWEEN COMPUTER MOVES. THE CURRENT VALUE IS SHOWN IN THE MIDDLE BOTTOM OF
- THE SCREEN BELOW THE TIME OF DAY. THIS IS DISABLED ONLY WHEN YOU ARE IN THE
- OPTIONS MENU (F3).
-
- COMMAND LINE PARAMETERS:
- S START UP WITH SOUND OFF
- M FORCE MONO DISPLAY MODE
- C FORCE COLOR DISPLAY MODE
- * SKIP STARTUP SHOW
- D DISABLE MOUSE CHECK
-
- EXAMPLE: >TOMTRICK MS
-
- TERMS TO REMEMBER:
- ==================
- TRICK - ONE COMPLETE PLAY OF 4 CARDS IN THE PLAY PHASE.
-
- TRUMP - THE SUIT OF THE CONTRACT. HIGHEST TRUMP PLAYED IN A TRICK ALWAYS WINS,
- OTHERWISE HIGHEST CARD OF SUIT LED IF NO TRUMPS WERE PLAYED. ACE IS THE HIGHEST
- CARD IN A SUIT, THEN KQJT98765432.
-
- NT - NO TRUMP CONTRACT. HIGHEST CARD OF SUIT LED ALWAYS WINS THE TRICK.
-
- SLAM - WINNING MORE TRICKS THAN NEEDED FOR GAME.
- SMALL SLAM - WINNING 12 OF THE 13 TRICKS.
- GRAND SLAM - WINNING ALL 13 TRICKS.
-
- MAJOR SUIT - HEARTS OR SPADES.
- MINOR SUIT - CLUBS OR DIAMONDS.
- HONOR - TEN, JACK, QUEEN, KING, ACE.
-
- VOID - NO CARDS IN A SUIT.
- SINGLETON - ONE CARD IN A SUIT.
- STIFF - SAME AS SINGLETON.
- DOUBLETON - 2 CARDS IN A SUIT.
- TRIPLETON - 3 CARDS IN A SUIT.
-
- DECLARER: THE TEAM FIRST MAKING THE SUIT BID THAT IS BOUGHT AT AUCTION.
- DECLARERS: THE TEAM BUYING THE AUCTION.
- DEFENDERS: THE TEAM OPPOSING THE DECLARERS.
- DUMMY: DECLARER'S PARTNER DURING TRICK PLAY.
-
- BIDDER OR OPENER: THE PLAYER MAKING THE FIRST BID OTHER THAN "PASS".
- RESPONDER: THE PARTNER OF THE OPENER.
-
- DOUBLE/REDOUBLE: BIDS THAT MAY BE MADE TO DOUBLE OR QUADRUPLE THE BONUSES &
- PENALTIES DURING TRICK PLAY.
-
- ---------------
- REFERENCE BOOK:
- ---------------
- "HOW TO WIN AT CONTRACT BRIDGE IN 10 EASY LESSONS", BY RICHARD L. FREY,
- WITH INTRO. BY CHARLES GOREN. FAWCETT CREST, 1961, 1972; BALLANTINE, 1982++.
- CONTAINS: "GOREN'S CONTRACT BRIDGE PRIMER", CROWELL-COLLIER, 1956.
- PAPERBACK ED. ISBN 0-449-20995-4
-
- ----------------------
- DID YOU LIKE THIS TOY?
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- IBM PC AND COMPATIBLES. WE ARE WAITING TO SEND YOU OUR 5.25 INCH (360KB) OR
- 3.5 INCH (720KB) DEMO DISK, CONTAINING AN ELECTRONIC CATALOG PLUS OTHER
- GOODIES, FOR ONLY $2 SHIPPING/HANDLING TO ANY U.S. ADDRESS, $3 OUTSIDE U.S.
- (U.S. DOLLARS ONLY).
-
- HAVE FUN!
- TOMMY'S TOYS, P.O. BOX 11261, DENVER, CO 80211 USA.
-