Introduction to Bidding
All your skill in declarer play will avail you
little if your bidding is inaccurate. If you reach a contract that not even
a world champion could bring home because the contract is either too high
or in the wrong denomination, you are beaten even before the dummy comes
down. If you bid too little, the result will not look quite so bad because
you will score some points on the deal, but experienced players know that
languishing in a part-score when game is there for the taking (or stopping
in game when slam is laydown) loses almost as much in the long run as overbidding.
After all, the cards tend to even out over a period of time, so it is essential
to take advantage of opportunity when it comes your way. Let's look at some
procedures designed to turn this noble objective into reality.
The Language of Bidding
The typical bridge book of the early decades (contract
bridge was first played in the late 1920's) introduced the subject of bidding
in a most woeful manner. It informed its readers that South opened the bidding
with one heart because the South hand justified contracting for seven tricks
with hearts as trumps, and North raised to two hearts because the North hand
warranted upping the commitment by a trick. The perceptive reader noted that
a typical hand for a one-heart opening contained only three or four probable
tricks rather than seven, further observed that there was no great advantage
to playing in two hearts rather than one because neither contract represents
game, and (needless to say) became considerably confused about the objectives
of bidding.
A much more enlightened approach is to consider
bidding as a language--i.e., a medium of communication. You and your partner
must decide how much to bid (slam, game, part-score, or stay out of the auction
altogether); if you do choose to try to secure the final contract, you also
need to decide where it will be to your advantage to play the deal (notrump,
spades, hearts, diamonds, or clubs). Furthermore, you can exchange information
only by choosing among fifteen words (pass, one, two, three, four, five,
six, seven, notrump, spades, hearts, diamonds, clubs, double, and redouble),
the only ones that are permitted during the bidding. For example, the following
"auction" would be useful to North and South, but would clearly be illegal:
North: "I have a strong hand and regard game at
notrump as a distinct possibility."
South: "That might be a good idea. I have a few
useful cards and I like the idea of playing at notrump, but I'm not sure
we're strong enough to bid game. Just how strong is your hand? If it's somewhat
better than you've already announced, let's play in game; otherwise, we'd
better not."
North: "I have some extra strength in reserve. Let's
play game in notrump."
These ideas, however, could be expressed in the
following legal manner:
North: "One notrump."
South: "Two notrump."
North: "Three notrump."
Each player's bid says something important about
the hand, including both strength and distribution of cards. Therefore,
each player must be careful to send accurate messages to partner, and must
also know the meanings of partner's bids to be able to proceed properly.
If each player is in tune with partner's calls, the auction will go smoothly
to its correct destination; but if the communications go awry, a disaster
is likely to occur. For example, suppose that North and South had different
ideas conceming the meaning of South's two-notrump bid in the preceding auction:
North: "One notrump."
(North thinks: Strong hand. Possible game in notrump.)
(South thinks: Strong hand. Possible game in notrump.)
South: "Two notrump."
(North thinks: Bid game only if you have extra strength
in reserve.)
(South thinks: We can surely make a game. Let's
shop around for a slam.)
North: "Pass."
(North thinks: I have nothing extra.)
(South thinks: #!$%&^$@##!!.)
As a result of the disagreement about the message
conveyed by South's two-notrump bid, North and South stop there and miss
a "cold" game. Clearly, partners must know and agree on the meanings of bids
before they come up at the bridge table!
Another type of catastrophe occurs when a player
misevaluates a hand. Holding,
A K Q J
A K Q
A K Q
A K Q
it is easy to tell that you can take thirteen top tricks (and should therefore
bid seven notrump); with,
5 4 3 2
4 3 2
4 3 2
4 3 2
it is not hard to determine that you cannot take any tricks (and should
indicate weakness to your partner, presumably by passing). Hands that fall
in between these two extremes, however, are harder to judge. In the example
above where the bidding proceeded one notrump--two notrump--three notrump,
all bids are properly interpreted, but the final contract will not be notably
successful if what North regarded as a strong hand actually is pretty much
of a lemon that won't take very many tricks.
Thus, there are two major prerequisites that are
essential for bidding accuracy. Each player must know how to evaluate a hand--how
to reach a correct conclusion as to the amount of strength held. Second,
a bidding system must be agreed on so that each player will know how to transmit
the messages to be sent and how to interpret the communications received
from partner. In this lesson, we will deal with both hand evaluation and
the meanings of the bids as they apply to the first bid made in an auction.
Basic Point-Count Principles
One possible method for evaluating hands is to
count the number of sure (or "quick") tricks. For example, an ace would count
as one trick, a holding of ace-king in the same suit as two tricks, a holding
of king-three as one-half trick (half the time the finesse will win and you
will score one trick; half the time the finesse will lose and you will get
nothing), and so forth. This method was used extensively in the 1930s and
1940s, but it passed out of existence because using fractions is both difficult
and unpleasant.
In the late 1940s, the quick-trick method was replaced
by a far simpler and more accurate method: point-count. Under this technique,
hands are evaluated by assigning points to various holdings. More points
are assigned to more valuable possessions, and the total number of points
gives an indication of the strength of the hand. Originally, only two kinds
of points were counted:
(1) HIGH-CARD POINTS (often abbreviated HCP)
Since aces are more powerful than kings, kings more
powerful than queens, and so on, hands with higher cards are stronger (more
likely to take tricks) than hands with lower cards. This principle is expressed
simply by counting points for each high card as follows:
Ace = 4 points
King = 3 points
Queen = 2 points
Jack = 1 point.
Cards below a jack are not likely enough to take
tricks to be awarded any points. Some examples:
1.
A Q 8 6
K 7 3
10 6 4
A J 5
This hand has 14 HCP: four for each ace (total eight), three for the king,
two for the queen, and one for the jack.
2.
5 4 3 2
4 3 2
4 3 2
4 3 2
This miserable collection has 0 HCP (no aces) kings, queens or jacks.
3.
A K 8
K Q J 6
A Q 8
J 7 2
This hard contains 20 HCP (four points for each ace, three points for each
king, two points for each queen, and one point for each jack.). It is the
strongest of the three example hands; hand 1 is next in strength, and hand
2 is the weakest.
(2) DISTRIBUTION POINTS
Short suits can also be valuable. As we saw in the
discussion of declarer play, you are permitted to trump a trick if you cannot
follow suit. If you have no cards in a suit (are void) you can rum immediately
and need not lose a trick even to the ace; with a one-card suit (singleton)
you must lose a trick to the ace, but can ruff the second round of the suit;
and with a two-card suit (doubleton), you cannot prevent the opponents from
cashing the ace and king but can ruff in thereafter. To give proper credit
to valuable short suits, assign Distribution Points as follows:
Void = 3 points
Singleton = 2 points
Doubleton = 1 point.
For example:
1.
A Q 8 6 5
K Q 8
7
J 8 6 4
This hand has 14 points: four for the ace, three for the king, two for each
queen, one for the jack, and two for the singleton.
2.
--
K J 8 6 5
K Q 10 3
A 5 4 2
Counting three points for the void, this hand has 16 points.
3.
A 9 8 6 5
8 6 5 4 3
7 2
4
This hand has 7 points, including one for the doubleton and two for the
singleton.
4.
A 9 8 6
8 6 5
7 4 2
6 3 2
This hand is worth only 4 points; there are no Distribution Points at all.
Using the point-count method of hand evaluation, the following important
concepts can be assigned numerical values:
Average hand = 10 HCP
Number of points in the combined partnership hands
usually needed for:
Game in notrump, spades, or hearts = 26 or more
points
Game in diamonds or clubs = 29 or more points
Small slam 33 or more points
Grand slam 37 or more points
This greatly simplifies your bidding strategy. For
example, you would surely want at least an average hand to open the bidding,
since you are encouraging partner to compete for the final contract and will
need to take a majority of the tricks if (as is likely) your side becomes
the declaring side. Once the bidding is under way, you can keep track of
the points announced by your partner's bids, add them to the total you can
see in your own hand, and have an idea as to the likelihood of your partnership's
possessing the total of 26 points needed for game. If this total proves to
be out of reach, you should plan to stop in the first safe landing spot,
since game is out of the question; if there is a possibility that your side
may possess 26 points, more investigation is needed; if you can tell that
26 points are present, you must make sure that game is reached; and if there
is a possibility that your side may hold 33 points, slam should be investigated.
[ Note: For convenience, we will frequently use
some simplifications in language that are not completely accurate. Game can
be made with fewer than 26 points (for example, there may be a lucky lie
of the cards) and you do not have a guarantee of making your contract if
you bid game with 26 or more points; (you may run into bad luck). In general,
however, it is a good policy to bid game when your partnership holds 26 or
more points and to stop short of game with fewer than 26 points. Phrases
such as "game is definite" and "game is impossible," should be interpreted
with this in mind. ]
During the years immediately following the introduction
of point-count, the average player's bidding skill improved greatly because
of the greater accuracy of the point-count procedure. In later years, however,
progress slowed dramatically. Experts soon realized that there were many
flaws in the standard point-count method. Being experts, they were able to
correct these flaws by substituting judgment for points whenever their experience
told them that point-count would yield an inaccurate result. Average players
and newcomers to bridge, however, were not so fortunate. Lacking the expertise
of the top players, they necessarily adhered to point-count in all situations,
and suffered poor results on those hands that point-count valued incorrectly.
To add insult to injury, the inexperienced player was stuck with the same
stodgy point-count for the duration of the auction, while the experts mentally
upped their values when the auction took favorable turns and downgraded their
assets when partness bids shrieked wamings. Since no one knew how to turn
expert judgment into points, the average player was frequently led into incorrect
contracts by fallacies in point-count rather than through any personal fault.
Bridge writers have suggested different methods
of modifying point-count to increase its efficiency. In 1968, in Modern
Bridge Bidding Complete, we introduced the first hand-evaluation method
that enables expert evaluation procedures to be expressed entirely in terms
of a point-count. This method, first envisioned by Alvin Roth, was then called
the Roth Point Count. Starting with the same basic 4-3-2-1 point count described
in the preceding section, the Roth Point Count takes the adjustments experts
apply by intuition or "feel" and builds them into the point-count itself,
so they can be used by the beginner and the experienced player alike. In
addition to being more accurate, the Roth Point Count is far more exciting
than the old-fashioned count, for it enables you to see the value of your
hand change in front of your eyes as the result of the bids you and your
partner make. When partner's bids signal good news, your points go up; when
partner's bids flash warning signals, your points go down. This is quite
different from traditional point-count, where the bidder is forced to remain
with the same point count regardless of what transpires during the auction;
the Roth Point Count lets you look at your hand through the eyes of the expert.
For example:
6
Q J 6 5 3
9 4
A 9 6 4 3
Before the bidding begins, your hand is worth 10
points: four for the ace, two for the queen, one for the jack, two for the
singleton spade, and one for the doubleton diamond. Now suppose that partner
is the dealer and opens the bidding with one spade, suggesting that your
side play a spade contract. Something bad bas happened; partner is proposing
a trump suit for which you have very poor support. Because of this unpleasant
development, your hand is now worth much less than ten points--and you had
better do something about it now, for it will be too late if you wait until
after you reach a hopeless contract.
Suppose instead that your partner opens the bidding
with one beart. This is indeed excellent news, for your heart holding makes
it certain that your side possesses a fine trump suit. In view of this auspicious
development, your hand is now worth much more than 10 points--and the time
to take this into account is now, and not after you have missed a game or
slam because you have underevaluated your hand.
Thus, the Roth Point Count is not only accurate,
it is also fun to use because it makes every action an adventure. A hand
of modest values may become quite powerful as a result of the bids you and
your partner make, in which case you can bid strongly and reach the games
that the old-fashioned point-counters miss. Alternatively, a hand that looks
strong may prove to have a weak foundation once the bidding is underway,
in which case you should tread softly and avoid the penalties for going set
incurred by players using the inflexible traditional point-count. Any player,
regardless of experience, can use and profit from this hand-evaluation technique.
Naturally enough, as creators we are biased in favor of this particular extension
to universal basic point-count techniques. However, you should get similar
results from any sensible approach to flexible modifications, and you need
not fear that you and your partner will end up on different planets because
you adjust your point-counts in slightly different styles.
In this lesson, we are going to discuss only opener's
first action. Since partner has not yet acted, and information is therefore
limited, the adjustments in this area are quite simple. Let's suppose that
you are the dealer and therefore are first to call. As we saw in previous
chapters, tricks can be taken by length winners; consequently, the opening
bidder should add points for particularly long suits. It is necessary to
be careful, however, when your long suit is a minor. Game in a minor suit
requires eleven tricks (and 29 points) and is harder to make than game in
notrump, which requires only nine tricks (and only 26 points). As a result,
many hands that include long minor suits are best played in notrump instead
of clubs or diamonds, and you may have difficulty making your contract if
your long suit is weak. For example, holding a suit with king-ten-six-five-four-three
opposite eight-seven, it will take you several leads to drive out the enemy
high cards and establish your length winners. The opponents will be building
length winners in their own long suits, and (thanks to having the opening
lead and thus being able to strike first) they may set up and run enough
winners to defeat your notrump contract before you can run your long suit.
Therefore, you should add points only for good minor suits--minor
suits with two of the top three honors (ace-king, ace-queen, or king-queen).
Opener should count Length Points as follows:
Major suits: Any six-card major suit = 1 point
Any
seven-card major suit = 2 points
Minor suits: Any good six-card minor suit
= 1 point
Any
good seven-card minor suit = 2 points
In the following examples, the point-count is presented
in detail. With a little practice, however, it will soon become automatic.
7 3
K 9 6 4 3 2
A
10 7 3 2
1. |
Suit |
HCP |
Dist. |
Length |
Total |
|
|
0 |
1 |
0 |
1 |
|
|
3 |
0 |
1 |
4 |
|
|
4 |
2 |
0 |
6 |
|
|
0 |
0 |
0 |
0 |
|
Total |
7 |
3 |
1 |
11 |
Counting one Length Point for the six-card major suit, this hand is worth
11 points.
7 3
A
K 9 6 4 3 2
10 7 3 2
2. |
Suit |
HCP |
Dist. |
Length |
Total |
|
|
0 |
1 |
0 |
1 |
|
|
4 |
2 |
0 |
6 |
|
|
3 |
0 |
0 |
3 |
|
|
0 |
0 |
0 |
0 |
|
Total |
7 |
3 |
0 |
10 |
Do not count a Length Point for the six-card minor suit, as it is
not good (headed by two top honors). (Compare with the previous hand.)
Q 8 6
7
A K 7 6 4 3 2
6 5
3. |
Suit |
HCP |
Dist. |
Length |
Total |
|
|
2 |
0 |
0 |
2 |
|
|
0 |
2 |
0 |
2 |
|
|
7 |
0 |
2 |
9 |
|
|
0 |
1 |
0 |
1 |
|
Total |
9 |
3 |
2 |
14 |
Do count two Length Points for your good seven-card minor
suit.
J 10 8 7 6 4 3
A K
K 8 6 2
--
4. |
Suit |
HCP |
Dist. |
Length |
Total |
|
|
1 |
0 |
2 |
3 |
|
|
7 |
1 |
0 |
8 |
|
|
3 |
0 |
0 |
3 |
|
|
0 |
3 |
0 |
3 |
|
Total |
11 |
4 |
2< |
17 |
Count two Length Points for a seven-card major suit. As you can see, Length
Points are an easy route to greater bidding accuracy. just be sure that a
minor suit is good before adding the appropriate number of points.
Capsule Summary of Point Count for the Opening
Bid
HIGH-CARD POINTS: Ace = 4, King = 3, Queen = 2, Jack = 1
DISTRIBUTION POINTS: Void = 3, Singleton = 2, Doubleton = 1
LENGTH POINTS: Six-card suit = 1 (in a minor only if good)
Seven-card suit = 2 (in a minor only if good)
A good suit is one which includes two of the top three honors.
Review Quiz for Opener's Point-Count
How many points are in each of these dealer's hands?
1.
A Q 8 6 5
K Q 7
J 6 3
7 2
2.
K 6 3
7
A K 8 6 4 2
9 5 3
3.
J 9 7 6 3 2
A 5
6 3 2
7 3
4.
6 3
A 7
A 10 8 6 5 3
6 5 3
5.
K Q 8 6
A 5 3
7 3 2
A J 5
6.
A J 8 6 3 2
--
7
K Q 9 6 3 2
7.
K 9 7 6 4 3 2
8
6
A J 6 5
8.
6 5
9 4 3
A Q 9 7 5 3 2
A
9.
A K 9 8 6 3
J 8 6 5 4 2
--
7
10.
8 4
Q 7 3
A K
A K Q 7 4 2
Solutions
Each solutions gives, in order, the high-card
points (HCP), Distribution Points, Length Points and Total.
|
HCP |
Dist. |
Length |
Total |
1. |
12 |
1 |
0 |
13 |
2. |
10 |
2 |
1 |
13 |
3. |
5 |
2 |
1 |
8 |
4. |
8 |
2 |
0 |
10 |
5. |
14 |
0 |
0 |
14 |
6. |
10 |
5 |
2 |
17 |
7. |
8 |
4 |
2 |
14 |
8. |
10 |
3 |
2 |
15 |
9. |
8 |
5 |
2 |
15 |
10. |
18 |
2 |
1 |
21 |