1 Book One Beginning Bridge Supplementary quizzes and play hands 2011 edition
2 Chapter One : Getting started with bridge TR1 How many points in each hand? TR2 Hands 1-8 for the first lesson TR3 MiniBridge practice hands TR4 MiniBridge what is the score on each deal? TR5 Revision hands TR6 Planning the play - quiz TR7 What should we lead and why? - quiz TR8 What should we play on partner s lead? TR9 IntroBridge an optional lesson Chapter Two : An introduction to bidding TR10 Hands that open 1NT Why? TR11 Hands that do not open 1NT Why not? TR12 Responses to a 1NT opening bid TR13 Exercise on Beginning Bidding TR14 1NT opening practice hands Chapter Three : Opening one of a suit TR15 Which suit to open TR16 Which suit to respond after a 1 opening TR17 Make up the hands to fit the auction TR18 Make up hands on change of suit responses TR19 Make up hands on opener s strong rebid TR20 Opening one of a suit practice hands TR21 Bidding strong balanced hands 2 TR22 Make up complete deals on strong opener rebids TR23 Revision hands Chapter Four : Declarer Play TR24 Exercise on entries and communications TR25 Play hands on setting up winners TR26 Quiz on declarer play in no trumps TR27 Card combinations TR28 Quiz on declarer play with trumps TR29 Card play revision Chapter Five : Defence TR30 Examples to illustrate opening leads TR31 Quiz on opening leads TR32 What might the lead be from? TR33 Quiz on third hand play TR34 Quiz on play of the cards by defender
3 Chapter Six : The competitive auction TR35 Example hands for discussing overcalls TR36 Responding to partner s overcall TR37 Some borderline hands TR38 Examples of bidding after a 1NT overcall TR39 Responding to partner s opening bid after a 1NT overcall Chapter Seven : The Stayman convention TR40 Examples to illustrate planning the use of Stayman TR41 Other uses of Stayman TR42 Hands to make up and play TR43 Practice hands on Stayman TR44 Hands to illustrate 4441 openings TR45 Hands to illustrate 4441 openings Chapter Eight : Higher level opening bids TR46 Which hands are suitable for opening 2NT? TR47 Responses to 2NT openings TR48 Bidding quiz on 2 opening TR49 Bidding hands after a 2 opening TR50 Practice opening strong twos TR51 Continuing the auction TR52 Exercise on bidding strong hands TR53 Quiz to revise bidding stronger hands TR54 Must we go to game? TR55 Examples of hands to pre-empt TR56 Examples of responses to a pre-empt TR57 Countering a pre-empt TR9 - IntroBridge is an optional lesson that provides an intermediate step between MiniBridge and bridge with a simplified auction. Further details are provided by the teacher. Acknowledgements Standard English was developed by Sandra Landy with the help of the Bridge for All drafting team Mike Pomfrey, Jean Patefield and Simon Ainger. More recent contributions have come from Andrew Kambites. Bridge for All, introduces duplicate bridge and the English Bridge Union to new players in a friendly environment. Launched in 1999, it is the nationally approved method of learning the game and has been formally recognised by the Open College Network.
4 TR1 How many points in each hand? A K 3 3 A Q 8 7 A K Q J J Q J A K Q J A K Q Q J A K J A K Q A K Answers (1)10 average (2) 14 (3) 13 (4) 3 (5) 33 rare! (6) 0 a Yarborough
6 TR2 Hands 1-4 for the first lesson (B1H-1) A K A Q 4 K 42 Q 74 J Q J 10 8 J Q J A K 4 K 83 A 53 K Q J A J 3 K 6 Q A K 52 A K Q J A J Q A J 72 Q J A 8 J K Q J Q 74 K 10 5 K Q 8 K 76 A 63 A Q J 10 9 K Q Q J A K A 4 J A K Q J K 875 A Board 1 : Dealer North North is declarer. North/South have 30 points and North can count enough tricks, so should go for game in no trumps. East leads Q (top card of a sequence, our agreed lead) 2 spades, 2 hearts, 3 diamonds and 2 clubs = 9 tricks. Board 2 : Dealer East East is declarer. With 27 points between the two hands East should go for game in no trumps. South leads J (top of an internal sequence) Win K and play the clubs. 2 to the 10 to make five tricks but in an early lesson this is unlikely! 1 spade, 1 heart, 2 diamonds and 5 clubs = 9 tricks. Board 3 : Dealer South South is declarer. 24 points are not quite enough for game and, more importantly, it s hard to see where 9 tricks are coming from. So South should settle for part score in no trumps. West leads K (top of a sequence) You have 4 spades play K, Q first, 1 diamond and 1 club. You will also make a heart once the ace has been driven out. Do this before cashing all the other winners. Board 4 : Dealer West West is declarer. There are 25 points and a clever West can see nine tricks, so should go for game in no trumps. North leads Q (top of a sequence). Count your nine tricks. Win A and play the spades. 2 to Q, then J and overtake with A. Be impressed if anyone does it! 4 clubs, 4 spades and 1 heart = 9 tricks.
7 TR2 J 92 A K 2 K Q J 8632 A Q A 10 7 K 95 K Q 6 J 3 A Q J 4 K J Q 9 Q A 75 Q J 10 2 A 6 A 2 K J A K 95 Q 3 K J 4 A 65 K 932 J 987 A 9 J A A 652 Q 4 Q J 7432 K Q 10 3 Q J 85 K 10 3 K 5 K Q J A 32 K Q 3 J A 43 K 95 A K Q Q J 94 A J 985 Hands 5-8 for the first lesson (B1H-1) Board 5 : Dealer North North is declarer. With 27 points North should go for game in no trumps. North should be able to count nine tricks once A has been taken. East leads 3 (fourth highest of longest suit) Play Q, which loses to A. Win the spade return and play diamonds. K and Q first then overtake J with A. Play A and K and J for nine tricks Board 6 : Dealer East East is declarer. 26 points so go for game in no trumps. Here it s not quite so easy to count 9 tricks. South leads 6 (fourth highest of longest suit) Play low on the diamond lead and win North s Q. Play A followed by 6. This creates two heart tricks. South returns another diamond win A, two more heart tricks, A, K. A Note that if West played no trumps, North would lead a spade and 9 tricks are harder. Board 7 : Dealer South South is declarer with 26 points. Try game in no trumps, even if it s not clear where nine tricks are. West leads 6 (4 th highest of best suit, because it has two honours). Or West might lead 2. Two clubs and three or four spades. So South needs three heart tricks and must drive out A before cashing the top cards in the other suits. Play a heart honour before touching any other suit. Board 8 : Dealer West West is declarer. 26 points between East/West so go for game in no trumps. Lead 6 (fourth highest of best suit) Win the lead with A and play K straightaway to knock out the A. Win the diamond return and take 1 spade, 3 hearts and 3 clubs in addition to the 2 diamonds. If you take your other winners before knocking out A, you might only make 6 tricks.
8 TR3 MiniBridge practice hands B1H0 Hand A A K Q J A K Q A K Q 654 J A J K Q J 96 For the first time the hand is played, North is declarer and should try playing the hand with spades as trumps. If North/South play in spades the opposition have more trumps than declarer and dummy and declarer will lose control of the hand. Now play the hand again, but this time with hearts as trumps. There are more tricks available with hearts as trumps despite missing the three top cards than there are in spades where five top honours are held. In hearts, the lead is probably J won by the ace and a heart is played. The queen and king fall together. Just two hearts and one club are lost. Remember: l e n g t h in trumps is more important than strength. Score (4 x 30) = 420 for ten tricks in hearts if declarer goes for game. Score = 80 for making seven tricks in spades if declarer went for part score. Score 3 x 50 = 150 for going three down in spades if declarer went for game. Hand B Q J 10 7 A 6 4 K 3 2 Q J 2 K 6 A K J 9 Q 10 2 A 9 8 K Q J 9 7 A K K 9 7 A Q 6 5 J A K Q 3 J J 10 4 A Q 4 2 A Q J 10 2 K West is declarer. With 32 HCP between them East/West should obviously go for game. West will probably make twelve tricks. If no trumps are chosen the score will be 40 + (5 x 30) = 490. Compare this with the score for choosing to go for game in the 8-card club suit when the score would be (6 x 20) = 420. North will probably lead a spade. West must play hearts at trick two, forcing out the ace. Do not cash the other spade stopper till A has gone. Two spades, two hearts, four diamonds and five clubs would be thirteen tricks but A must be lost so declarer takes twelve tricks. Score 40 + (5 x 30) = 490 to E/W for making twelve tricks in no trumps. Hand C South is declarer and North/South have 28 HCP between them, so should go for game. On this hand it is essential to choose a game in clubs or diamonds as the defence will take the first five heart tricks if no trumps are chosen. Suppose South says game in clubs, West is likely to lead A, and then K. But South ruffs K and draws all the trumps counting the suit carefully to make sure they are all gone! Now South can make three spades, five diamonds and four clubs. Twelve tricks. Score (6 x 20) = 420 to N/S for making twelve tricks in clubs.
9 TR4 MiniBridge what is the score on each deal? 1. Declarer says no trumps, part score and makes 8 tricks. 2. Declarer says, part score and makes 6 tricks. 3. Declarer says, game and makes 10 tricks. 4. Declarer says, game and makes 9 tricks. 5. Declarer says, part score and makes 7 tricks. Remember that we use non-vulnerable scoring only at MiniBridge. Answers (1) +120 (2) -50 (3) +420 (4) -100 (5) +70
10 TR5 Q 7 K A 963 Q 87 J K J Q 10 J 875 A A 6 A Q 752 K 42 K J 5 Revision hands B1H2 Board 1 : Dealer North With a combined North/South 28 HCP, South should choose game. With nine hearts, it should be obvious to choose hearts as trumps. West leads J the top of a sequence, dummy plays the queen, East the king and South wins the ace. Declarer will have to draw three rounds of trumps to stop opponents ruffing. Then the clubs can be played to force out the ace and set up two tricks. Declarer loses one spade, one club and one diamond. Score (4 x 30) +300 = +420 to N/S ( 420 to E/W) for ten tricks in a game in hearts. 54 K A J 10 2 A 76 K Q 876 K Q 763 A J 2 Q 5 K 94 Q J A J A J 10 J Q J K 6 Q 852 A K K Q 973 A Q 10 8 J 65 A K 9 A A K K Q 10 K 10 9 J Q J Q J A 8 4 Q A K 7 J Board 2 : Dealer East With 24 HCP between the two hands and no 8-card major suit fit, East should choose part score in no trumps. South leads Q, the top of a sequence. Before playing to the first trick declarer counts the tricks available and can hope for five diamonds and two spades. But it is safe to play clubs straight away to set up an eighth trick. Score ( ) + 50 = 120 to E/W ( 120 to N/S) for eight tricks in a part score in no trumps. Board 3 : Dealer South East/West have 21 HCP and West is declarer. With nothing in clubs, declarer should prefer a part score in diamonds. North leads Q and North/South can take two club tricks. But declarer can now ruff the third club in dummy before drawing the trumps. Five diamonds, a club ruff, one spade and two hearts should come to nine tricks for East/West. Score (3 x 20) + 50 = 110 to E/W ( 110 to N/S) for nine tricks in a part score in diamonds. Board 4: Dealer West North/South have 26 HCP and North is declarer. With stops in all suits, North goes for game in no trumps, not clubs. East leads the five of hearts; it is normal to lead fourth highest of your longest suit. Declarer should win the first trick and play on clubs, starting with K. Score 40 + (2 x 30) = 400 to N/S ( 400 to E/W) for nine tricks in a game in no trumps.
11 TR5 A J 532 Q J 10 7 K J 762 Q K Q J K 8 Q A K A 652 A A A K Q J K Q J 62 K Q A J A K Q J A K 9 3 Q 7 A J Q J A 6 5 K J K Q A K Q J 6 A K A Q 10 K Q J 7 3 A K 5 2 Q J 6 K Q J J A Revision hands B1H2 Board 5 : Dealer North East/West have 24 HCP and East is declarer. With 8-card fits in two suits, East chooses a part score in spades because they score better than clubs. South leads the singleton club, hoping for a ruff. East wins and plays a spade. North wins and plays a club which South ruffs. East must lose tricks to the heart and diamond aces and there is still a club to lose. Eight tricks would be a normal result. Score (2 x 30) + 50 = 110 to E/W ( 110 to N/S) for eight tricks in a part score in spades. Board 6 : Dealer East North/South have 23 HCP and North should realise that eleven tricks in diamonds is unlikely. But once North gains the lead there are nine tricks available cold (that is on top, not needing setting up). It is correct to say game in no trumps. East leads K but declarer can win and take the nine tricks. Normally we need 25 HCP to try for a no trump game. Notice how a long solid suit and aces makes it possible to make game with fewer points. Score 40 + (2 x 30) = 400 to N/S ( 400 to E/W) for nine tricks in game in no trumps. Board 7 : Dealer South North/South have 28 HCP and South is declarer. No trumps is out as there is no diamond stopper, we describe this as wide open in diamonds. With a 9-card fit in spades South will choose game in spades and West should lead the queen of hearts, the top card of a sequence. South can win in hand and draw trumps in three rounds count carefully as they are played! There are now eleven tricks available and two diamonds have to be lost at the end. Score (5 x 30) = 450 to N/S ( 450 to E/W) for eleven tricks in game in spades. Board 8 : Dealer West East/West have 24 HCP and West is declarer. Despite having ten hearts between the two hands, it should be played in a heart part score. North leads A, on which South should play the jack as the start of a peter to show just two spades. North cashes A and K and North knows that there are no more spades out. The defenders will later take A and A, holding declarer to nine tricks. Score (3 x 30) + 50 = 140 to E/W ( 140 to N/S) for nine tricks in a part score in hearts.
12 TR6 Planning the play quiz In each of the examples below, West is the declarer. Try to work out how West should plan the play and jot it down to discuss in class. You might find it helpful to make the hands up from a pack of cards. Why not do this exercise with a friend? 1. West East Q 2 A K J 3 A K Q A K A Game in no trumps Lead: Q 2. West East A A K 4 Q J J A Q Part score in clubs Why didn t you choose no trumps? Lead: A 3. West East K A K J Q 8 5 K 7 5 A Q 2 Q J Game in hearts Lead: Q 4. West East A Q J 9 7 K 10 8 A A 5 K A Game in spades Lead: K
13 TR6 Planning the play - answers Getting started 2 1. West East Q 2 A K J 3 A K Q A K A You have ten top tricks. Count them four spades, three hearts, two diamonds and one club. Play the spades in the right order to be sure of making four tricks in the suit. Play the queen first and then the two, winning with the ace. Play the king and jack, throwing away small cards from declarer s hand. Try playing the ace first and you will find you cannot now make four tricks in the suit. 2. West East A A K 4 Q J J A Q You will lose only two diamonds, because you can ruff the third round, two spades and possibly one club. The eight tricks you win are one spade, three hearts, no diamonds and at least four clubs. An extra trick in clubs is possible if North has K. Start by leading J from West s hand. If North covers it with K, win A. If North does not produce K, play a small one. If South has K, this play fails but it s worth trying. If neither player puts up the king, play another club from West s hand and play Q from dummy. This is called a finesse. You will learn all about it later in the course. Don t play in no trumps because there are lots of diamonds to lose, if diamonds are led. 3. West East K A K J Q 8 5 K 7 5 A Q 2 Q J With nine hearts, play in hearts. Trump the spade lead and play hearts until the opponents have none left this is called drawing trumps. Play high clubs to force out the ace and king to establish two club winners. 4. West East A Q J 9 7 K 10 8 A A 5 K A Win trick one with A and play a heart straight back. When West gets the lead again, play a heart and ruff (another word for trump) it in the East hand. Ruffs in the short trump hand mean extra tricks for declarer.
14 TR7 What should we lead and why? Quiz 1. North (Dummy) Q 6 3 A K West (You) A K South says game in hearts Partner has seven points 4. North (Dummy) A K K J West (You) A 5 4 K Q J 5 4 South says game in clubs Partner has no points 2. North (Dummy) K 9 4 A Q 6 K Q West (You) Q J A South says game in no trumps Partner has four points 5. North (Dummy) A Q J West (You) 10 6 A K A K South says part score in spades Partner has five points 3. North (Dummy) 6 3 K Q 3 K J West (You) K A South says part score in no trumps Partner has ten points 6. North (Dummy) A K Q J West (You) J 7 K Q A J 6 Q 7 5 South says game in no trumps Partner has one point
15 TR7 What should we lead and why? Answers 1 A we want to cash our tricks and maybe partner can ruff the third round. In any case it won t give tricks away to declarer. 2 Q we want to establish tricks to cash when we get in. Partner s four points might be the A but this lead won t do the defence any harm even if declarer has A. 3 A spade we want to establish tricks, hope partner has a high card to help establish our suit. From a long suit which doesn t have a sequence at the top, the right card is the fourth one down, in this case the seven (you will learn why later). 4 K if declarer takes his A you may then be able to cash your Q and J. 5 A Hearts will produce only one trick, which is disappointing, so try cashing A K. If partner has only two diamonds, he might be able to ruff the third one. You will learn that if partner has only two diamonds he can tell you this by playing his higher one first. 6 3 Partner has only one point and it must be J as you can see the other three jacks. Lead your fourth highest heart to get your suit established. Why the fourth highest rather than any small one? It is to do with giving useful information to partner. All will be revealed later.
16 TR8 What should we play on partner s lead? 5 1. Against game in no trumps partner leads the ace of spades. Which card should you play? Why? Partner leads A You hold Against game in hearts partner leads the king of spades. Which card should you play? Why? Partner leads K You hold A Against game in hearts partner leads the ace of spades. Which card should you play? Why? Q 6 3 Partner leads A You hold Against game in hearts partner leads the eight of spades. Which card should you play? Why? Partner leads 8 You hold A K 5 2 The next time spades is played, partner plays the four. What do you deduce? 5. Against game in no trumps partner leads the two of spades. Which card should you play? Why? Partner leads 2 You hold Q Against game in no trumps partner leads the seven of spades. Which card should you play? Why? K 8 3 Partner leads 7 You hold A Q 5
17 TR8 What should I play on partner s lead? Answers 1. Play the two. Partner may be able to win tricks in spades but you cannot help Partner leads A You hold Play the nine to encourage partner to continue with spades. Partner must have Q since we do not lead an unsupported king Partner leads K You hold A Play the eight. This will encourage partner to continue with his king. When you play the two on the king, partner will then know you started with two spades and can ruff a third one. He will be able to work out how many spades declarer has because he can count the spades in his hand and dummy and you have told him you started with two. Q 6 3 Partner leads A You hold Play the king as third hand we always win with the lowest of touching honours which helps partner work out what is in our hand. If partner next time plays the four we know he started with two. We can see seven cards in our own hand and dummy so declarer started with four the queen, jack, ten and nine. If partner has trumps left at this stage, it is worth leading another spade for him to ruff one of declarer s otherwise winning cards Partner leads 8 You hold A K Play the queen because it is the best card we have. The third hand to play usually plays high to try to win the trick Partner leads 2 You hold Q If the king is played from dummy, play the ace. If declarer chooses not to play the king, win with the queen. K 8 3 Partner leads 7 You hold A Q 5
18 TR10 Hands that open 1NT Why? A Q J A Q 8 5 Q J 5 4 J 7 6 A 7 2 A 7 5 Q K 4 3 K Q J 9 A 4 A J 2 Q 10 9 K K 9 6 Answers (1) 13 average (2) 14 maximum (3) 14 maximum (4) 12 minimum TR11 Hands that do not open 1NT Why not? A Q J A Q 8 5 Q J 5 4 J 6 A 7 A Q K 4 3 K Q J K 4 A J 2 Q K A K 9 Answers (1) 5-card major (2) two doubletons (3) singleton diamond (4) 15 points
19 TR12 Responses to a 1NT opening bid New Hand J K Q J 10 J K Q 7 A K 9 8 J 10 J 10 6 K Q 7 A K 9 8 K J 10 J 10 6 K Q 7 A J 10 9 J 10 6 K Q 7 A J A J 10 6 A K Q J 9 7 A J 10 6 A K J 9 7 A A K Q J A 6 5 A K How many points? Is hand balanced? What are our side s points? What do we bid over 1NT? 7 Yes Pass 14 Yes NT 17 Yes Yes Yes No No Yes but it has a 5-card major No NT not enough to try for slam 2NT just worth a game try Pass maximum for a pass 2 Weak takeout 4 Just bid game 3 ask partner to choose 6 Bid your first slam!
20 TR13 Exercise on Beginning Bidding Practice opening 1NT and responding to a 1NT opening. Cover up partner s hand just look at your own cards. WEST HANDS EAST HANDS A West dealer 1 West dealer Q 9 8 J 5 4 K 6 3 Q J 10 9 A J 6 2 K Q 3 A East dealer 2 East dealer K 9 6 Q 9 8 J 5 4 K 6 3 Q J 10 9 A J 6 2 K Q 3 K Q J 7 3 West dealer 3 West dealer A J A 7 6 K 3 2 Q 9 4 A 10 7 K Q J 7 4 East dealer 4 East dealer A 5 2 A Q 2 K A 7 6 K 3 2 K Q J A 10 7 A West dealer 5 West dealer K Q J 7 J K Q 2 A 7 6 A 10 7 Q 9 4 K Q J East dealer 6 East dealer 10 2 A 6 2 K A K 5 A Q 9 7 K Q J 7 7 West dealer 7 West dealer A 5 2 A 6 2 K K 2 K A East dealer 8 East dealer J 6 J Q A K K J West dealer 9 West dealer K A Q J A J 5 4 K Q 3 Q 10 7 A K 2 B
21 TR13 Exercise on Beginning Bidding - answers WEST EAST 1 1NT pass East has nothing to bid with nine points and a balanced hand. 2 3NT 1NT pass West can raise straight to 3NT with fourteen points, knowing that the partnership has at least 26 points between the two hands. 3 1NT pass 2NT East has twelve points, game is possible. 2NT asks partner to bid 3NT with a maximum. West has only 12 points, so passes 2NT. Even eight tricks are not entirely certain on this deal. 4 6NT 1NT pass West has 22 points. He knows East must have points, so that there must be points between the two hands. East/West must be able to make twelve tricks and West should say 6NT. Bidding a contract at the six level is called a small slam. If game in 3NT, taking twelve tricks, is worth a score of +490, then a small slam of 6NT scores +990, an extra bonus of 500. If West held 25 or more points, then West would know the partnership held at least 37 points between them. He would then have said 7NT a grand slam. 5 1NT 3NT 2NT pass This time it is East who asks partner the question, but with 14 points West is able to bid 3NT. Nine tricks should make, either by the defence helping you in establishing a second club trick, or if the defence do not lead clubs, declarer can play hearts every time he gains the lead and eventually a winner gets set up NT pass West has six spades and thirteen points. Quite enough to jump straight to game. 7 1NT 4 3 pass East is not sure whether to play in hearts or no trumps. With fourteen points the partnership must choose one game or the other. 3 asks partner which game to play in. With three hearts West chooses to play in NT pass West has an awful hand but it might take a few tricks if hearts are trumps. Limit the possible damage on the hand and bid NT 3NT 3 pass West is not sure whether to play in spades or no trumps 3 asks partner to choose. With only two spades West chooses 3NT.
22 TR14 1NT opening practice hands B2H2 Q J 10 7 K 5 3 A K J 5 K 7 A J 2 A 5 K Q J Q Q A 2 Q 765 K 3 A 97 Q 974 K 94 A 32 J Q 5 J 42 K Q K 653 J 10 8 A A J 10 8 A J 9 A K Q J A K Q 54 J J 10 9 K Q 63 Q A K 5 Q 8 Q 5 2 A J A 10 8 A A K J Q J 7 4 K J K Q 6 K 9 6 Board 1 : Dealer North Pass 1NT Pass 3 Pass 3NT All Pass North passes, East with 12 points bids 1NT and South passes. West with 14 points knows that East/West should bid game but is not sure whether in spades or NT, so bids 3 to ask partner. With only two spades, East bids 3NT. South leads 4. Win the jack and count your tricks. Playing on clubs sets up two winners with two spades, three hearts and two diamonds. Board 2 : Dealer East 1NT Pass 2 All Pass East has a normal 1NT opening with 14 points. Holding only 5 points West knows that East/West have fewer combined points than North/South have. West bids 2 because the hand must play better if hearts are trumps. In fact, West can make 2 by drawing trumps and playing on diamonds. Board 3 : Dealer South 1NT Pass 3 Pass 4 All Pass When partner opens 1NT, North knows North/South should be playing in game. But maybe hearts will be better than no trumps, so North bids 3 to consult partner. South with three hearts bids 4. A good decision, as 3NT should not make (look at the diamonds). Even though East has a trump trick, there are only three losers, two diamonds and one heart. Count your tricks to check. Board 4 : Dealer West Pass 1NT Pass 4 All Pass South has 12 points and a good 6-card spade suit. When partner opens 1NT, showing and at least two spades, just bid 4. It must be the best game. West probably leads a heart. South ruffs the second heart and plays trumps. Remember to draw all three rounds of trumps (count to 13) and you should make eleven tricks, since you can throw the losing club on the long diamonds.
23 TR14 1NT opening practice hands B2H2 K Q 3 J A A K A K Q 94 J A J 10 7 Q 75 J 65 K Q 8 J J 62 J 983 Q 6 K 52 A K 742 J 874 A A Q A 10 Q 853 K Q 5 K K 842 Q J 83 A 76 A J 9 K Q 62 J 95 A A 10 K Q 94 J Q 73 K J K Q 3 A K J 2 A K Q 3 Q J 6 5 A K 3 2 A J 10 Q Board 5 : Dealer North Pass Pass 1NT All Pass A simple auction since North does not have enough points to open the bidding or to bid over 1NT. West should lead 5, fourth highest of the longest suit. South plays hearts and sets up a heart trick to go with four spades and three clubs. Board 6 : Dealer East Pass 1NT Pass 2 All Pass North will not want to make a bid on only 3 HCP, but it must be better to play the hand in spades. East can lead a doubleton club and get a ruff. But the defence can take only three more tricks: A, A and a spade. One off is far better than South could have done in 1NT. Board 7 : Dealer South Pass Pass Pass 1NT Pass 2NT Pass 3NT All Pass West passes originally but raises 1NT to 2NT. This shows 11 or 12 points and, since East is a maximum, it is right to bid 3NT. Declarer makes at least nine tricks by playing on clubs as soon as he gets the lead. Even if South leads 2, declarer loses just three diamonds and A. Board 8 : Dealer West 1NT Pass 6NT All Pass It will take East a long time to count all those points as 22 is more than usual. Knowing that East/West must have at least 34 points, but not as many as 37, a brave East bids 6NT and a nervous West can take all thirteen tricks when the hearts break 3-3.
24 TR15 Which suit to open New Hand K Q K J 5 A K J 5 A K Q 9 4 K K J A K K K J A K K K J 5 A K 9 7 Q 4 K K J 7 5 A K 9 Q 4 K K J 7 5 K J 9 Q 4 How many points? Is the hand balanced? What is the longest suit? What is the opening bid? 13 No Spades 1 13 No Spades 1 14 No Spades and diamonds both 5-cards 1 14 No Diamonds 1 16 Yes 16 Yes 13 Yes Spades and diamonds both 4-cards Spades and hearts both 4- cards Spades and hearts both 4- cards ALWAYS OPEN YOUR LONGEST SUIT. WITH TWO 5-CARD SUITS OPEN THE HIGHER RANKING. WITH TWO 4-CARD SUITS, OPEN THE HIGHER RANKING EXCEPT WITH AND K K Q J 7 5 K J 9 4 K Q 5 K J 9 K J No 13 Yes Open longest suit Timely reminder to open 1NT 1 1 1NT 1 1NT
25 TR16 Which suit to respond after a 1 opening New Hand Points? Balanced? Longest suit Bid? Q Spades and J Yes diamonds Pass J each 4-cards Q J 5 3 J K 5 4 Q J 5 3 J K 5 4 Q J 5 3 A K 5 4 Q J 5 3 A K Yes 7 Yes 10 Yes 13 Yes Hearts and diamonds each 4-cards Hearts and diamonds each 4-cards Hearts and diamonds each 4-cards Hearts and diamonds each 4-cards Pass SUPPORT PARTNER S MAJOR TO THE LIMIT WITH 4 OR MORE CARDS TR17 Make up the hands to fit the auction Board 1 North East South West Dealer North 1 pass 2 pass 4 all pass Board 2 East South West North Dealer East 1 pass 2 all pass Board 3 South West North East Dealer South 1 pass 3 pass 4 all pass Board 4 Dealer West 1 pass 4 all pass TR18 Make up hands on change of suit responses Give each table a pack of cards and ask the students, working in groups, to make up a hand to meet each of the following criteria. 1. Partner opens 1. You respond Partner opens 1. You respond 3, even though you have five diamonds. 3. Partner opens 1. You respond Partner opens 1. You respond 1NT. In what contract do you think the deal you have made up will finish?
26 TR19 Make up hands on opener s strong rebid Give each table a pack of cards and ask the students, working in groups, to make up a hand to meet the following criteria. 1. You open 1. Partner responds 2. You now bid You open 1. Partner responds 1NT. You now bid You open 1. Partner responds 1. You now bid You open 1. Partner responds 1. You now bid 3. In what contract do you think the deal you have made up will finish?
27 TR20 K Q 3 A Q J A A Q J 10 7 A K 5 3 J K 2 K 9 4 Q J 10 6 Opening one of a suit practice hands B3H2 Board 1 : Dealer North 1 Pass 1 Pass 3 Pass 4 All Pass North s second bid shows at least six hearts and a strong hand. South can therefore raise to game in hearts with only two cards in hearts. Even though East has four hearts, North can win Q, draw all the trumps and then drive out A by playing the king, then the queen if West ducks. Q A K A K 8732 A Q 96 K J 54 A K J 86 Q J Q J A Q A Q 96 K J 10 4 K Q J A A 8 7 K J K Q J A K 9 6 K Q J A 2 J Q 10 2 A Q A K J 10 9 K Q J 6 3 Board 2 : Dealer East Pass Pass 1 Pass 1 Pass 2 Pass 4 All Pass West s second bid is a reverse, above the 2 barrier, which shows a strong hand with diamonds that are longer than the hearts. East can support the hearts and is strong enough to bid game. His Q is now a very useful value because West bid diamonds. Board 3 : Dealer South Pass 1 Pass 1 Pass 3 Pass 4 All Pass West opens 1 and is pleased to hear partner bid 1. Now 2 would show a minimum opening, West must show more by bidding 3. East has just enough to bid 4. South will lead 10, but might switch to diamonds when in with A, to hold declarer to ten tricks. A clever declarer, however, might discard a diamond on the third round of clubs before playing on hearts. Board 4 : Dealer West Pass 1 Pass 2 Pass 2 Pass 3NT All Pass North opens 1, the longest suit. When South can respond 2, North knows there must be a game, but does not know where. 2 is a reverse, above the 2 barrier, showing a strong hand with four spades and longer hearts. South, lacking heart support or four spades, bids 3NT. West leads 5, the unbid suit but the defence can win only two diamonds and A.
28 TR20 A Q 3 K Q 7 A Q J J A 986 J K Q 84 K K 94 A J 963 Q J 98 K 543 J 4 J 10 8 K 73 A 4 A 2 Q J 9876 A K Q K A Q A J 10 A Q 987 A J J K Q 942 J K Q 72 A Q 4 K 87 K 63 A K J K Q J 4 J 84 A 6 K 2 A Q Q 52 K Q 10 3 J 976 A 64 Opening one of a suit practice hands B3H2 Board 5 : Dealer North 1 Pass 2 Pass 3NT All Pass North opens 1. With 11 HCP, South can bid 2. North is now confident there are enough points for game but the partnership's longest suits are the minors. With good guards in the majors North bids 3NT, showing HCP. East leads J. 3NT easily makes with an overtrick once the ace of hearts has been forced out. The alternative of 5 is harder to make and scores less. Board 6 : Dealer East 1 Pass 2NT Pass 4 All Pass East opens the bidding with 1. With no 4-card major and 11 points West responds with 2NT, a limit bid with a balanced hand and HCP. East knows the partnership has points, i.e. enough for game, and that West must have two or three hearts, because 2NT is balanced, but not four hearts as the 1 opening bid was not raised. East knows the partnership has enough for game and at least eight hearts, so bids 4. Board 7 : Dealer South 1 Pass 2 Pass 3NT All Pass South is balanced but with 17 HCP is too good for 1NT. When North shows at least 9 HCP by bidding 2, South should jump all the way to 3NT to show the points held. After the lead of J, South can win and play K to establish the tenth trick, making one spade, two hearts, two diamonds and five clubs. Board 8 : Dealer West Pass Pass 1 Pass 1 Pass 4 All Pass East opens 1, his longest suit. West should respond with 6 HCP and bid 1. Now East should raise all the way to 4 with 19 HCP and four good spades. North leads J. If the king is played South wins the ace. If the three is played from dummy South plays the six. West plays a spade to knock out the ace. West must count trumps to make sure that all three of South s are drawn. That will leave one trump in dummy to ruff the club loser.
30 TR21 Bidding strong balanced hands E A S T D E A L E R O U T H D E A L E R12 W E S T D E A L E R Below are eight pairs of hands. How do you think the bidding will go on each pair? The opposition pass whenever it is their turn to bid. WEST HANDS EAST HANDS A West dealer 1. West dealer K 6 Q J 9 3 A Q J Q K East dealer 2. East dealer A 5 2 A Q J 9 K A Q J 4 K 5 2 Q A West dealer 3. West dealer 10 7 K 6 A Q J 9 3 A Q J Q K East dealer 4. East dealer A 5 2 Q J 9 3 K A Q J 4 K Q J A West dealer 5. West dealer K 6 5 A Q J A Q 4 9 Q J 6 3 K 5 2 J East dealer 6. East dealer A 10 2 A Q 9 K A Q J 4 K J 5 2 Q A West dealer 7. West dealer K 7 6 K 6 Q J 9 K A 6 3 Q K J 4 2 A East dealer 8. East dealer K Q 6 K 10 Q J K A 6 3 Q K 5
31 TR21 Bidding strong balanced hands 2 - answers 1 West East A K 6 Q J 9 3 A Q J Q K West East A 5 2 A Q J 9 K A Q J 4 K 5 2 Q West East A K 6 A Q J 9 3 A Q J Q K West East 10 7 A 5 2 Q J 9 3 K A Q J 4 K Q J 5 West East A K 6 5 A Q J A Q 4 9 Q J 6 3 K West East J 7 6 A 10 2 A Q 9 K A Q J 4 K J 5 2 Q West East A 5 2 K 7 6 K 6 Q J 9 K A 6 3 Q K J West East A 5 2 K Q 6 K 10 Q J K A 6 3 Q K 5 West East 1 1 1NT pass West East 1 1 1NT 3NT pass West East 1 1 1NT 3 3NT pass West East pass West East 1 1 1NT 4 pass West East 1 2NT 3NT pass West East 1NT 3NT pass West East 1 2NT 3NT pass West is too strong to open 1NT. The 1NT rebid shows points but East passes with just six points. As the 1NT rebid shows 15 16, West can raise to 3NT with ten points. After the rebid of 1NT, East wants to be in game. A new suit at the 3-level is forcing to game. Bidding 3 offers partner a choice between 3NT and 4. Only rarely will 5 be the best spot. After a simple raise to 2, the 3 bid is a game try. West does not have anything extra and so passes 3 and hopes it will make. West s rebid of 1NT shows points and a balanced hand which must have at least two hearts so East can jump to game in hearts. A response of 2NT to an opening bid shows a balanced hand with points =26. More than enough to bid 3NT. Don t forget 1NT shows and a balanced hand, you still bid it when you can. West responds 2NT to the 1 opening with 12 points. With a balanced hand and five moderate hearts East just raises to 3NT.
32 TR22 Make up complete deals on strong opener rebids Give each table a pack of cards and ask the students, working in groups, to make up a hand to meet each of the following criteria. Board 1 North East South West Dealer North 1 pass 1 pass 3 pass 4 all pass Board 2 East South West North Dealer East 1 pass 1 pass 3 all pass Board 3 South West North East Dealer South 1 pass 1 pass 2 pass 4 all pass Board 4 Dealer West 1 pass 1NT pass 3 pass 4 all pass Deal out the remaining 26 cards to get a hand that can be played at the table.
33 TR23 16 W E S T D E A L E R E / W V u l n e r a b l e K 8 7 K A K J Q A J 10 9 Q J K 8 4 A 6 Q J 3 Q 8 3 A Revision hands B3H3 Board 1 : Dealer North 1NT Pass 3NT All Pass North must open 1NT even with no club stop. A raise to 3NT is much better than 3 as the South hand is basically balanced. East leads 4 fourth highest of the longest suit held. North should try for two tricks in spades, three in hearts, three in diamonds and one club. But the hand needs to be timed carefully to set the tricks up. Play on hearts to drive out A before the other tricks are cashed A J 10 3 J 53 K J 42 A Q 3 Q 10 2 K J 93 Q 76 K 94 A 94 K A Q A 43 A K Q J J J 10 3 K Q 3 A J K Q 762 K Q 94 A 7 84 K Q K J A 6 4 K Q J A K Q J 7 A 8 3 J 10 3 A Q Board 2 : Dealer East 1 Pass 1 Pass 1NT Pass 3NT All Pass East s 1NT rebid shows HCP and West raises straight to game with twelve points. South leads 2. Declarer should play on hearts. Four spades, three hearts and two clubs makes nine tricks. Board 3 : Dealer South 1 Pass 2 Pass 2 Pass 4 All Pass With an 8-card fit in both majors prefer the 4-4 fit to the 5-3 fit. West should attack with K after South has shown at least five spades and four hearts. On any other lead South makes twelve tricks easily as one club can be discarded on a diamond. Well done the East/West pairs who held declarer to eleven tricks. Board 4 : Dealer West 1NT Pass 2NT All Pass Despite the concentration of high cards in two suits, West should open 1NT, but with only 12 HCP, should pass the invitational raise to 2NT. North leads 5, being fourth highest of the longest suit. West should not play dummy s A till the third round and should play on hearts to make nine tricks, one in spades, three in hearts, one diamond and four clubs. If you made nine tricks, you will wish you had bid 3NT but you cannot be right all the time. If North had held A, 3NT would have gone down.
34 TR23 K K Q Q J K A J 8 2 K A A Q J A 4 3 Q J 3 Q J 10 6 A A K J 862 Q K Q J A 7 K Q K A 10 6 J Q 92 Q K 765 A 83 A J 87 K Q 10 K J 64 Q J 10 4 K J 4 A 9532 A 7 J A 85 Q A Q J 763 K K 865 K Q 94 J 10 2 K Q A J 10 A 653 Revision hands B3H3 Board 5 : Dealer North 1 Pass 1 Pass 2 Pass 4 All Pass South hears North s opening bid and knows game is on but South can afford to bid 1 because it is forcing. North raises to 2 and now South jumps to game. West has no attractive lead. If he tries 5 and East wins A and switches to a diamond declarer is held to ten tricks. Otherwise South sets up a club winner to discard a losing diamond from dummy and makes eleven tricks for a score of 450 to North/South. Board 6 : Dealer East 1 Pass 3 Pass 4 All Pass South has an easy lead, J, the top of a sequence but it is not enough to beat 4. Declarer plays trumps and loses just two trump tricks and A. Board 7 : Dealer South 1NT Pass 2 All Pass North has an awful hand but it is quite correct to make a bid on it rather than leave partner to struggle in 1NT. East might lead K, but North should win trick one and play clubs straight away. Now it will be possible to ruff the club loser in dummy. Even one round of trumps before playing clubs can defeat declarer, if the defence play trumps at every opportunity. Board 8 : Dealer West 1 Pass 1NT Pass 2 Pass 2 All Pass With five hearts, West opens 1 and shows the clubs when partner bids 1NT. East should put partner back to the first bid suit by bidding 2. J is the normal lead and should hold West to eight tricks.
36 TR24 Exercise on entries and communications How would you play these hands? K J A Q J A Q 10 A K A 8 Contract: 6 Lead: K 2 A J A A K 4 A K Q Contract: 3NT Lead: Q 3 A Q J 8 4 K Q A K A A i Contract: 3NT Lead: K ii Contract: 3NT Lead: K 4 4 A K J A K Q J 10 K 5 4 A K Q 8 Q Contract: 6NT Lead: J 5 A K Q 7 6 K A 8 2 Q J 10 9 A K Q Contract: 3NT Lead: K A K A K 7 3 A 5 4 A J Contract: 3NT Lead: Q A K Q 10 9 A K Q J 10 9 A J 8 7 Contract: 3NT Lead: K 8 A K A Q 5 A K Q J Q A Contract: 3NT Lead: 4
37 TR24 Answers to exercise on entries and communications 1 Both a count of winners (12 only if you include six trump tricks) and losers (a club and possibly K) make it clear you cannot afford a trump loser. You may need two entries to dummy to finesse spades, and these must come from the heart suit. Therefore win A, cross to dummy by overtaking 10 with J (not K) and finesse Q. If successful, reenter dummy by overtaking Q with K for a second spade finesse. To bid to 6 is a bit cavalier with only 28 points, but this is an exercise on play not bidding! 2 You have seven top tricks and can establish two extra diamond winners provided the suit breaks no worse than 4-2. However you must preserve K as an entry to your hand, so take dummy s A at trick one and cash your diamond winners from the top, conceding the fourth round if they break You have nine top tricks but the awkward blocked diamond and heart holdings make entries to both hands potentially difficult. The play depends on which black ace the opening lead removes. Therefore: i With A removed it is entries to dummy which concern you. Cash A K, then K Q and Q J. Finally return to your hand with A to cash A. ii With A removed you must be careful with entries to your hand. Cash K Q, then A K and A. Now re-enter dummy with A to take Q J. If you are in doubt, try alternative lines of play with a pack of cards to see which succeeds. 4 You have plenty of winners and no loser problems, so what can go wrong? If you take K (correctly preserving A as an entry to dummy) and play Q, carelessly following with dummy s 2, an inspired defender might duck, leaving you with insufficient entries to establish and enjoy any further club trick. (Try it and see!) You would then be dependent on a friendly break in diamonds. To ensure your contract overtake Q with K, and if that holds the trick continue with J. 5 You have nine easy tricks once A is dislodged, but there is a danger that the defenders will take four heart tricks when you concede A. It is worth withholding your A for the first two rounds of hearts, in the hope that if hearts do break 5-3 or worse, the hand with A has no hearts left. 6 If clubs break 3-2, by conceding the third round of clubs you make five club tricks to go with A K, A and A. However it is not good enough to cash A K and then give up a club, as you have no further entry to dummy. Win A and immediately concede a club. 7 It is tempting to duck, but then a spade switch would sink you without trace. At least the hearts might break 4-4, so take advantage of your good fortune in avoiding a spade lead by winning A and driving out A. 8 You have nine certain tricks: three spades, A, A and four clubs so what can go wrong? A losing diamond finesse could easily be followed by a heart switch, knocking out your entry to Q, so rise with A and cash your A K.
38 TR25 J 97 Q J 10 8 J 52 A A K 5 A K A K 6 Q 873 Q J Q K K 65 A Q J K Q J Q J 8 A A K Q J A K 9 A K K Q Q J K J 86 Q 97 K J 9 Q A A 52 A 765 J Q K 97 A Q J 53 A 97 A Q 752 K K Q K J 864 J 63 A J 10 Play hands on setting up winners. Board 1 : Dealer North Pass Pass Pass 1 Pass 1 Pass 2NT Pass 3NT All Pass North should lead Q. West can see 7 top tricks (2, 2, 3, 0 ). West can make 9 tricks by winning K and playing Q. North need not win his ace straightaway. If South wins K first and returns a heart (partner s lead), West wins A and plays J. North wins A and can cash two heart tricks but West makes the rest. Board 2 : Dealer East Pass 1 Pass 2 Pass 3NT All Pass West should lead K. South can see ten top tricks (4, 1, 0, 5 ) South will win A and must cash K then lead 9. That way five club tricks can be cashed, followed by four spades. Cash the honour from the short hand first. Board 3 : Dealer South Pass Pass 1NT All Pass East should lead Q. North can see four top tricks (2, 1, 1, 0 ). North can make seven tricks by driving out A before cashing the winners in other suits. North makes two spades, one heart, one diamond, and three clubs. Board 4 : Dealer West Pass Pass 1 Pass 1 Pass 3NT All Pass South should lead a heart, his best suit. North plays Q. This sets up four heart winners for N/S. East can see eight top tricks (3, 1, 3, 0 ). A club trick could be set up by driving out A, but N/S can cash four heart winners. Instead hope diamonds break 3-2. Cash the K and play 4 to dummy. Unless diamonds break 5-0 or 4-1 there will be five diamond tricks.
40 TR26 Quiz on declarer play in no trumps You are West, the declarer, on these hands. You opened 1NT and East raised to 3NT. 1 West East Q J 3 A K 4 A 4 3 Q 7 A 6 2 K 4 3 K Q J West East Q 7 4 A A K 2 A 9 2 K 8 6 K Q J West East A 9 7 K 4 A 3 2 Q K J A K 2 J 3 4 West East Q J 3 A K 4 K A 9 6 K 4 3 K Q J West East A K Q A K 3 Q K 4 K Q J West East A 6 2 J 5 A 3 2 K A K 3 K J 8 Q a) North leads 5. What card do you play from dummy? Why? b) If South covers the card that you play from dummy, what is your plan? North leads 3. What card do you play from dummy? Why? North leads 6. What card do you play from dummy? Why? North leads 2 and South plays Q. a) What card do you play from your hand? Why? b) How do you hope to make your contract? North leads Q. What card do you play from dummy? Why? North leads K. a) What card do you play from your hand? Why? b) What is your plan to make nine tricks?
41 TR26 Quiz on declarer play in no trumps - answers You are West, the declarer, on these hands. You opened 1NT and East raised to 3NT. 1 West East Q J 3 A K 4 A 4 3 Q 7 A 6 2 K 4 3 K Q J a) North leads 5. What card do you play from dummy? Why? b) If South covers the card that you play from dummy, what is your plan? a) Q. If North has K, you will win the trick. b) If South covers Q with K, you must hold up A until the third round. You hope that South has A and no more hearts when he wins it. 2 West East Q 7 4 A A K 2 A 9 2 K 8 6 K Q J North leads 3. What card do you play from dummy? Why? K. You plan to drive out A and make four club tricks. But you must retain A as an entry to your hand since a defender can be as clever as declarer and hold up winning A until the third round of the suit is played. 3 West East A 9 7 K 4 A 3 2 Q K J A K 2 J 3 North leads 6. What card do you play from dummy? Why? J. If North has Q it will win the trick. If South has Q he will keep it to deal with the jack so your jack is unlikely to win whatever you do. 4 West East North leads 2 and South plays Q. Q J 3 A K 4 a) What card do you play from your hand. Why? K A 9 6 K 4 3 b) How do you hope to make your contract? K Q J a) K (otherwise you may not win any trick in the suit). b) Drive out A. If the hearts split 4-4 you will make the contract. If North s 2 is the fourth highest of his longest suit, hearts will indeed split West East A K Q A K 3 Q K 4 K Q J North leads Q. What card do you play from dummy? Why? K. Either K will win the trick or South will cover with A and you will make either 10 or 9. You will now need to drive out A and hope diamonds break West East North leads K. A 6 2 J 5 a) What card do you play from your hand? Why? A 3 2 K A K 3 b) What is your plan to make nine tricks? K J 8 Q a) 2. And hold up again if North continues the suit. b) After winning the third spade, play on clubs. You have nine easy tricks, provided the defenders cannot first take four spade tricks to go with A. You will succeed if the missing spades divide 4-4. You will also succeed if they are 5-3 or 6-2, provided the hand with long spades doesn t hold A. You allowed the defenders to win the first two spades to disrupt their communications.
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A set of maths games based on ideas provided by the Wiltshire Primary Maths Team. These can be used at home as a fun way of practising the bare necessities in maths skills that children will need to be
100 40 5 4 = 149 0 635 735 775 780 784 1000 8 5 2 1 5 3 how many left? what s the difference? 5 60 80 4 = 149 take away 0 635 640 700 780 784 1000 Maths in School minus Subtraction in School by Kate Robinson
TAROCK CARD GAME TAROCCO No. 500 Deck of 54 Playing Cards I N S T R U C T I O N S By John McLeod Published by U.S. GAMES SYSTEMS, INC. Copyright 2004 U.S. Games Systems, Inc. All rights reserved. The illustrations,
Card Count Exercises George Joseph The first step in the study of card counting is the recognition of those groups of cards known as Plus, Minus & Zero. It is important to understand that the House has
E B U T A Bridge Software for home computers 1 EBUTA This is an attempt to summarise some of the many computer software products and services available to bridge players. Since there are many such products,
Polish Club OKbridge system notes 1C 1D 1H 1S 1N 2C 2D 2H 2S 2N Slam bidding Competitive Defensive Passed hand Leads/signals Last modified - Friday, April 16, 2004 1 Preface These notes set out how our
Card Games Go Fish! Dice and Card Games to Practice Math Facts This new twist on the old classic Go Fish! helps kids to learn addition by mentally working out simple math problems. Each round played practices
69 Henning Nølke* Semantics and Pragmatics of Bridge Language 1. Introduction Dear Torben, This is a transition day for you. You will have no more obligations, which of course won t prevent you from continuing
Poker Poker is an ideal setting to study probabilities. Computing the probabilities of different will require a variety of approaches. We will not concern ourselves with betting strategies, however. Our
*Casino War is owned, patented and/or copyrighted by SHFL Entertainment, Inc. Please submit your agreement with Owner authorizing play of Game in your gambling establishment together with any request for
TEACHER GUIDE 12.1 GAMBLING PAGE 1 Standard 12: The student will explain and evaluate the financial impact and consequences of gambling. Risky Business Priority Academic Student Skills Personal Financial
LOKA Welcome to Loka. This is an early draft of the rules, which is of course subject to change as they are developed thanks to your feedback. CORE RULES The core of the Loka rules are the rules of chess.
OFFICIAL GAME RULES UTAH UTAH GOOD SAM ORGANIZATION 1 UTAH GOOD SAM OFFICIAL GAME RULES CONTENTS Bean Bag Baseball... Page 3 Bean Bag Toss... Page 6 Bocce Ball... Page 7 Crazy Golf... Page 8 Dominoes...
The games below can all be played using a Deck of Cards, and they help students practice math skills. Email email@example.com with any questions. CARD GAMES TO SUPPORT COUNTING Red Cards Win Students
10 LESSON NAME: Conditionals: (Coding with Cards) Lesson time: 45 60 Minutes : Prep time: 2 Minutes Main Goal: This lesson will introduce conditionals, especially as they pertain to loops and if statements.
Precision Simplified For 2/1 Game Force Players By Neil H. Timm 2011 Neil H. Timm. All rights reserved. Second Edition Table of Contents Acknowledgements Introduction Chapter 1 The 1 * Opening Hand Evaluation
Chinese Poker or 13 Card Poker This game is played with 4 players. Each player is dealt 13 cards. The object is to arrange them into 3 groups: one consisting of 3 cards (front hand), and two consisting
Chinese Poker or 13 Card Poker There are 3 or 4 players (3 in Double Combo variation, 4 in all other variations). Each player is dealt 13 cards. The object is to arrange them into 3 groups: one consisting
6.111 Final Project Proposal Amy Daitch Elizabeth Murnane Digital Interactive Poker Overview: We plan to implement a game of five card draw poker for a single player (against the computer- the dealer).
How to Play You receive five cards to make your best four-card poker hand. A four-card Straight is a Straight, a four-card Flush is a Flush, etc. Player vs. Dealer Make equal bets on the Ante and Super
Si Stebbins THE premier card entertainer of America since 1884, is the original Barnum and Bailey rube, and he has also for some years been with the Keith circuit, telling vast audiences how to do card
2urbo Blackjack Type of Game The game of 2urbo Blackjack utilizes a player-dealer position and is a California game. The player-dealer shall collect all losing wagers, pay all winning wagers, and may not
[TACTIC rules for dice games] Here are 21 different dice games, with one, two, three or even more dice. We wish you lots of enjoyment! GAMES WITH ONE DIE Games where you only use a single die can be plenty
Game 9 Race to 20 140 Time 20 minutes Materials dice, 1 per pair of students double ten-frame (Reproducible D), 1 per student counters, 25 each of two colors per student Extension dice with a small sticker
PLAYER SALUTE This is a game for two players and one referee. You will need a deck of cards (Ace 10). Each player draws a card and, without looking, holds the card on his/her forehead facing outward. The
Winning games: the perfect tictac-toe player Created by Peter McOwan and Paul Curzon of Queen Mary, University of London with support from EPSRC and Google Winning games: the perfect tic-tac-toe player