Kategorien: Alle - roles - distribution - points

von Big {hl98}L Vor 17 Jahren

1317

First Round of Bridge Auction

The process of evaluating a bridge hand before an auction begins involves counting both high-card points (HCP) and distributional points. High-card points are assigned based on card values, with Ace worth 4 points, King 3 points (

First Round of Bridge Auction

Strength; Shape; 4-/5-M; Length

Before Auction Begins:

  • Count: high-card points (HCP) plus distributional points to get total points in hand. For HCP count: A=4; K=3 (not singleton); Q=2 (not doubleton); J=1 (not doubleton). For distributional points count: void=3; singleton=2; doubleton=1.
  • Note: shape of hand: semi-balanced (no shortness) or unbalanced (some shortness). Shortness, in this context, is defined as a void or a singleton (but not a doubleton). With no doubleton, a hand is considered balanced (AKA square: 4-3-3-3 distribution).
  • Note: the presence of a 4- or a 5-card Major suit (hearts or spades).
  • Note: presence of any long suit (6 or more cards in a suit).
  • Seat#2 (overcall?): (+)

    2. Seat #2: This position offers 2 potential active roles: (1) opener or (2) overcaller.

    Dealer opened: overcall? (+)

    2.2 Otherwise, decide if you can make an overcall (see back of card):

    RHO bid suit; best same; trap pass

    2.2.10 With opening strength and your best suit same as opponent's bid suit, trap pass! You can't double (partner will likely take it out), but partner may double (takeout intended), then you will convert it to a penalty by passing! Pass is the most underutilized call in bridge.

    RHO 1N; equiv hand; X

    2.2.9 If RHO opened 1NT, and you have an essentially equivalent hand (points and shape), double (penalty intended); partner can pass or treat like an equivalent 1NT opening (system responses are on).

    15 to 17 HCP; semibal; stop RHO: 1N overcall

    2.2.8 With 15-17 HCP and a semi-balanced hand, overcall 1NT (but must have stopper for RHO's bid suit).

    > 16 Tot; unbid support: cue bid

    2.2.7 With more than 16 points and support for all unbid suits, make a cue bid (bid opponent's bid suit at next level; strong takeout demanded). Partner must bid his best unbid suit (can't convert to a penalty, since cue bid doesn't have penalty implications).

    13 to 16 Tot; unbid support: takeout X

    2.2.6 With 13-16 points and support (at least 3 cards) in all unbid suits, double (takeout is intended); partner can bid longest unbid suit or convert the double to a penalty double (by passing), if partner's longest suit is the opponent's bid suit.

    6 to 16 Tot; unbal: simple overcall

    2.2.5 With 6-16 points and an unbalanced hand, make a simple (i.e., no jump) overcall, in the best biddable suit partner can lead to.

    6 to 12 Tot; 6+ card: jump overcall

    2.2.4 With 6-12 points and a long suit, make a jump overcall, which is a preemptive bid in this context.

    6 to 9 Tot; < 5 card: pass

    2.2.3 With a weak hand (6-9 points) but no 5 card suit, pass.

    2.2.2 With less than 6 HCP, pass.

    RHO opened 2C Strong: pass

    2.2.1 If RHO has made a forcing opening (i.e., 2C in our systems), pass.

    Dealer passed: ~ Seat#1

    2.1 If RHO (Dealer) has passed, follow the decision process for the potential opener, as presented for Seat #1.

    Seat#3 (respond?): (+)

    3. Seat #3: This position offers 3 potential active roles: (1) opener; (2) overcaller; or (3) responder (to partner's opening bid).

    pard opened: respond? (+)

    3.2 Otherwise, decide if you can make a response to partner's bid:

    pard opened: (+)

    3.2.2 If partner has made an opening strength bid:

    3.2.2.2 If RHO (Seat #2) did not pass, then:

    RHO cue bid: (text)

    3.2.2.2.3 If RHO (Seat #2) cue bid (strong takeout), most likely you should pass, or raise partner's suit (using Law of Total Tricks) if you can.

    3.2.2.2.2 If RHO (Seat #2) doubled, redouble if you have more than 9 points and you can't support partner's bid suit (see back of card); or make preemptive jump shift with own long suit; or ignore double if partner opened 1NT (see front of card).

    RHO bid: (text)

    3.2.2.2.1 If RHO (Seat #2) overcalled: jump raise partner with length and weakness or simply raise with length and strength. This may seem counter-intuitive, but weakness encourages preemption (AKA the Rule of Fast Arrival).

    RHO passed: respond (front-card)

    3.2.2.1 If RHO (Seat #2) passed, make the corresponding response bid to partner's (Dealer's) opening bid (see front of card for opening bids and corresponding responses).

    3.2.1 If partner has made a weak/preemptive bid, either pass or raise partner's bid using the Law of Total Tricks as follows:

    The 2, 3, 4, or 5 level is safe to play with a combined suit count of 8, 9, 10, or more cards, respectively. Add your count to partner's implied count and act accordingly. Any raise by you (simple or jump) to the appropriate level of play will serve to enhance the effectiveness of partner's preempt.

    pard passed: ~ Seat#2

    3.1 If partner (Dealer) has passed, follow the decision process for the potential opener or overcaller, as presented for Seat #2.

    Seat#4 (pass-out/advance?): (+)

    4. Seat #4 (pass-out seat): This position offers 4 potential active roles: (1) opener; (2) overcaller; (3) responder; or (4) advancer (of partner's overcall).

    pard overcalled: advance? (+)

    4.3 If partner did overcall, decide if you can assume role of advancer for partner who overcalled, which is analogous to role of responder to a partner who opened.

    pard simply overcalled: (+)

    4.3.2 If partner has made a non-jump (i.e., simple) overcall:

    RHO not passed: (+)

    4.3.2.2 If RHO (Seat #3) did not pass, then:

    RHO Xed: (text)

    4.3.2.2.2 If RHO (Seat #3) doubled, pass with a fit for partner; with no fit for partner's bid, redouble or bid own long suit; or ignore if partner overcalled 1NT.

    RHO responded: (text)

    4.3.2.2.1 If RHO (Seat #3) responded: jump raise partner with length and weakness or simply raise with length and strength (using Rule of Fast Arrival).

    RHO passed: advance (back-card)

    4.3.2.1 If RHO (Seat #3) passed, make the corresponding advancer bid for partner's overcall (see back of card for simple overcalls and their responses).

    pard preempted: pass or raise (Law)

    4.3.1 If partner has made a preemptive overcall, pass or raise (using Law of Total Tricks) if you can.

    pard passed/opened: ~ Seat#3

    4.2 If partner did not overcall (i.e., partner either passed or opened), follow the decision process for the potential overcaller or responder, as presented for Seat #3.

    3 passes: Rule of 15

    4.1 If first three seats have passed, you become the "pass-out seat," namely, if you pass, that ends the auction, and in Chicago style bridge, that's a do-over. Many experts use the so-called Rule of 15 to decide: If the number of high-card points (HCP) plus the number of Spades equals 15 or more, then open the bidding; otherwise pass out the auction.

    Seat#1/Dealer (open?): (+)

    1. Seat #1 (Dealer): This bidding position corresponds to the simplest in terms of the number of potential active roles available, namely 1. The only potential active role at this position is that of opener of the auction, which is chosen by making an opening bid, a bid being any call other than pass, double, or redouble. The only other potential role available is the passive role, which is chosen by making the call "pass."

    13+ Tot: (+)

    1.3 With 13 or more total points make an opening bid:

    20-21 Tot; semibal: 2NT open

    1.3.3 With 20 or 21 points and a semi-balanced hand bid 2NT (see front of card).

    21+ Tot; unbal: 2C Strong

    1.3.2 With 21 or more total points and an unbalanced hand, make the strong (forcing) opening bid of 2C (see front of card).

    < 21Tot: 1-lev open

    1.3.1 With less than 21 total points and an unbalanced hand, open the bidding at the 1-level (see front of card).

    6 HCP to 12 Tot: (+)

    1.2 With at least 6 HCP but less than 13 total points:

    weak/preempt: (+)

    1.2.2 Otherwise, make a weak/preemptive bid:

    8+ card: 4-lev preempt

    1.2.2.3 With 8 or more cards in a suit make a 4-level preemptive bid (see back of card).

    7 card: 3-lev preempt

    1.2.2.2 With a 7-card suit make a 3-level preemptive bid (see back of card).

    6 card: weak-2 bid

    1.2.2.1 With a 6-card suit make a weak-2 bid (see front of card), but that excludes 2C, which is a forcing opening bid.

    no long suit: pass

    1.2.1 With no long suit: pass.

    < 6 HCP: pass

    1.1 With less than 6 HCP: pass! Pass is the most underutilized call in bridge.