BriJ Conventions
In BJ Bridge PRO, there is a choice
of bidding systems
setting
your bridge conventions
-
Beginner (a simplified Acol system)
-
Acol
-
Benjaminised Standard English Acol
-
Standard American Yellow Card System (SAYC)
The PRO version has a Define Bidding Conventions Wizard
that lets you pick an overall style of bidding and allows you
to choose which particular conventions you want to adopt or reject, from
the list below. For example, you can add 5-card majors
to standard Acol if you wish.
You can also specify high card point ranges for opening bids
like 1NT, 2NT and specify weak or strong 2-suit openers.
Aother PRO feature offers a choice of settings for an
Aggression Level. This controls the bidding style in a
contested auction. High 'aggression' effectively inflates points and reduces losing trick count (after a
suit fit has been found) when
it's advantageous. The reasons might be either to stay in the auction or
to get in the way of opponents bidding. Set the level LOW for minimum
adjustment to points and losing trick count, probably sensible if you're
a beginner. HIGH makes the bidding more interesting, MEDIUM somewhere in
between.
Note: Benjaminised Standard English Acol is the bidding system used in the
free version
of BJ Bridge. It offers a limited set of bidding facilities that you
cannot alter. For example you cannot turn off the two-suited overcall
conventions or turn on the 5-card majors or Gerber bidding conventions
in the free version.
You can adjust the point ranges in the PRO version of BriJ. For
example where 1NT is given as 12-14 high card points, the range BriJ
uses will depend on the overall convention you chose and any subsequent
changes you have made to particular ranges. You can also turn off many
of the conventions to suit your own bidding style.
Opening bids
Balanced
Unbalanced (or balanced with too many hcp for 1NT)
- 1 of a suit: 12–19 points and
losing trick count of at most
7.
BriJ may open with 2 fewer points depending on vulnerability,
playing position and the aggression level you specify
Weak two (optional) or weak three opening bids
- 2♥ or 2♠
(5–10 points and 6 cards) if Benji is used
- You can specify the opener of 2 of any specific suits as
weak if Benji is not used
- A 3-level opening
bid in any suit is weak (5–10 points) with a 7 card suit
5 Card Majors (optional)
- A 1♥ or 1♠
opening bid promises at least 5 cards in the major
- A 1♣ opening bid denies a 5 card major and also
denies a 4 card diamond suit
Strong Benji (optional)
- 2♣ with 21,22 or 25,26 points balanced, or 8
playing tricks (relay response 2♦)
- 2♦ with 23,24 or 27,28 points
balanced ,or 10 playing tricks (relay response 2♣)
Strong Twos (non-Benji, optional)
- BriJ lets you specify whether a 2-level opener is strong (typically 20+ hcp) or weak (typically 5-10 hcp)
- 2♣ is the strongest opening bid, typically promising 23+ hcp and not specifying any
particular suit
- You can nominate that a 2-level opener of another suit is either strong (hcp between the 1-level opener and a strong 2-club opener)
with 5+ cards in the suit opened or weak (typically 5-10 hcp)
- SAYC usually adopts a weak diamond, weak heart and weak spade,
but a strong club
Response Bids
Stayman
- After 1NT with potential points for game and a 4-card major, bid 2♣
asking for majors.
With a major the opener then bids 2♥ or 2♠ to show their lowest-ranked
major, or 2♦, to deny a major
Puppet Stayman after 2NT
- Asking for 4 or 5 card majors with potential partnership hcp for
game.
- Responses: 3♦ shows no 5
card major but at least one 4 card major; 3♥
or 3♠ shows 5 card major; 3NT denies
a 4 card major
- After 3♦ response, 4♦
means both majors held;
otherwise responder bids 3♥
to show 4 spades, 3♠ to show 4 hearts and 3NT to
show neither 4-card major held
Transfers
After 1NT:
- 2♦ asks opener to transfer to 2♥,
2♥ asks opener to transfer to 2♠
- 2♠ asks opener to transfer to 3♣ and
responder corrects to 3♦ if that is the long minor rather than clubs
- After 1NT doubled, transfer to any suit, including: redouble→
2♣ and 2♣→ 2♦
After 2NT, direct opening or strong Benji rebid
- 3♦ or 3♥
transfers to hearts and spades
Roman Key-card Blackwood (RKCB) (optional, alternative to standard Blackwood)
- 4NT asks for key-card count: respond 5♣ = 1 or
4, 5♦ = 3 or 0, 5♥
= 2 (no Q of trumps), 5♠ = 2 (with Q).
(Used
after a suit fit is found, counting aces and the king of trumps as key-cards)
- After 5♦ or 5♥
initial response, bid 1 rank up to ask for Q trumps – “bid slam if you
have it” (not currently implemented in BriJ)
Blackwood (optional, alternative to RKCB)
- 4NT asks for aces count: respond 5♣ = 0, 5♦ = 1, 5♥
= 2, 5♠ = 3, 5NT = 4 .
(Used after a suit fit is found)
- Asking for Kings is not currently implemented in BriJ
Gerber (optional)
- 4♣ asks for aces count: respond
4♦ = 0 or 4,
4♥ = 1, 4♠ = 2,
4NT = 3 .
- Asking for Kings is not currently implemented in BriJ
Quantitative 4NT (optional)
- 4NT asks partner to bid 6NT when holding a maximum NT opening
hand
(ensuring 33+ hcp for the partnership and therefore at most one ace
in opposition hands); otherwise, pass with fewer hcp
Overcalls
ELH overcall over 1 suit opener showing at least two 5 card suits
(optional)
- Use with opening points and a losing trick count at most 7
- Bid opponents suit = Extreme
(highest and lowest ranked) of other suits held
- 2NT = Lowest ranked
of other suits held
- 3♣ = Highest
ranked of other suits held
Normal suit overcall
- Over 1 suit opener shows 5 good cards and 8 – 15 points (10 points
or very good suit at the 2 level)
- Jump overcall if weak (5-10 points)
with a 6+ card suit, but beware of 3 clubs if ELH is used!
Asptro overcall over 1NT, showing 2-suited hand in at least 9
cards (optional)
- Use with opening points and at most a 7 losing trick count
- 2♣ shows ♥and
another unspecified suit
- 2♦
shows ♠ and another unspecified suit
- 2NT shows two 5-card minors
Normal suit overcall over 1NT
- 2♥ and 2♠
similar to suit overcall at the 2 level, i.e. 10+ hcp and a 6 or
good 5- card suit
- Similarly in the minors if ASPTRO is not used
Doubles and redoubles
- Over 1NT with 15+ points double is for penalties. Partner
should take out into
a long suit with fewer than 5 hcp
- Over suit openers, including weak preempts, double
is for takeout. Later in the auction, double over 3♠
or higher is for penalties
- A negative double or redouble
denies partner's opening suit and (usually) offers major(s)
(with balance of points)
- A responsive double may follow partner's
takeout double, suggesting any suit will do
Finding NT contracts
- With enough high card points in the partnership (22 for 2NT, 25 for 3NT),
BriJ bids suits to show cover. The contract
ends with the 'least bad' suit if there is no cover from either partner
in a particular suit
Showing a strong hand
- BriJ observes the usual conventions
of reverses (bidding over the barrier corresponding
to a simple raise of the last bid), jumps in the same suit
(showing 6 cards),
jump shifts (bidding over the barrier in a new
suit). All these bids show extra strength beyond a normal opening
hand, typically an additional count of 2 - 6 hcp
Playing conventions
Defence leads (in rough order of preference)
- Top of touching honours: a sequence of 2 or more in a suit contract; a sequence
of 3 or more in a NT contract
(In BriJ, ‘touching’ takes account
of cards already played and can also take account of cards seen in dummy)
- 4th down from an honour card
- Singleton or Top of doubleton (in a suit contract)
- 3rd down from an honour
- Middle-up-down or trump lead if nothing better
Signalling
- Count: high-low = even
- Count: low-high = odd
Discards
- No special methods as yet
Some jargon you need to understand when you feel ready
- Points, strictly "high
card points" (hcp), are one measure of how strong your hand is. Count 4 for
each ace, 3 for each king, 2 for each queen and 1 for each jack. A hand
with 10 points is average because the whole pack has 40 points. An opening
hand usually has 12 points.
In BriJ the point count is automatically adjusted
to allow for your playing position, e.g. to "add a king" in the take
out seat and "get in the way" of opposition bids under some circumstances
- A doubleton is a
suit from your hand with just 2 cards
- A singleton is a
suit from your hand with just 1 card
- A void is a
suit from your hand with no cards present
- A balanced hand is
one with no voids, no singletons, at most one doubleton and (usually)
no 5 card major
- The losing trick count (ltc) assesses hand strength in a suit contract,
created by its shape.
BriJ uses a standard technique to estimate
how many tricks a particular hand will lose:
Look at ace, king, queen and jack in each suit and count losers up
to a maximum of 3 per suit.
For example count 1 loser for Ax (x is just a non-picture card). After 2 rounds
are played, you can ruff (trump) the 3rd
round so we assume just the 1 loser. In a bit more detail, count:
* A void = 0 losing tricks.
* A singleton other than an ace = 1 losing trick.
* A doubleton AK = 0; Ax or Kx = 1 losing trick;
xx = 2 losing tricks.
* A three card suit AKQ = 0 losing tricks; AKx, AQx
or KQx = 1 losing trick.
* A three card suit Axx, Kxx or Qxx = 2
losing tricks; xxx = 3 losing tricks
The total count for all the suits in your hand is used to help in
bidding. Typically a suit opening hand will have 7 losing tricks and
a NT hand will have 8 losing tricks. Think in terms of game if
you and your partner have a combined losing trick count less than
15.
- No trumps (NT) describes
a contract where no trump suit has been selected
- A jump bid is one
where a lower bid in the suit would have been legal. A jump by
opener signals strength
whereas in an overcall, it often signals weakness in combination
with a long suit
- Aggression level determines whether BriJ exaggerates
the strength of a hand it is bidding. The effect can be an assumption of increased
high card points (e.g. add a King in the take-out seat)
and / or a reduction in the losing trick count (e.g. when the opposition has doubled your partner's opening bid and we have a fit). The extent of the effect
depends on vulnerability and the hand's position in the bidding round as well as the aggression level you set.
Level 1 makes few adjustments. level 3 uses maximum aggression
- A game in bridge is an
auction that reaches the 4 level in a major suit contract, the 5 level
in a minor suit contract or the 3 level in NT. Typically the partnership
needs 25 hcp for a NT game, but game in a suit contract often depends
more on shape than points. After a limit NT bid such as a 1NT or 2NT
opener, partner can assess there is potential for game by making use af
partner's maximum possible hcp
More to come....