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The "Captain" Bidding System
 A
system under development for a somewhat challenging card game 
BELOW IS a draft bidding system I have developed from first principles.
Comments
from bridge players at club or higher level are very welcome. If you wish
to print this out I suggest you set your printer to "landscape".
David Farmer 10 May 2002
Foundations/Principles...
- A distinguishing characteristic of bridge is the play convention of
"the dummy going down" allowing declarer to use every asset
of the combined hands. This implicitly drives the development of bidding
systems towards identifying these assets precisely enough to allow the
partnership to find the "right bid" with the least uncertainty.
- The bridge scoring system provides the goal framework or "objective
function" for the development of a bidding system - the aim is
to maximize the aggregate scores over a range of random bridge deals
against the expected range of opponent bidding systems. This implies
there could be some difference depending on whether the system is being
used in pairs or teams event and on which bidding system the opponents
are using.
- Another foundation is the expectation of competitive bidding, with
the bidding system needing to cope with interference with its constructive
bidding, and also having both goals of interference with their constructive
bidding and of achieving appropriate penalty scores.
- The right final bid does not necessarily mean a makeable bid. It might
mean the right sacrifice (a bid with a negative score less than the
opponents would have made) or a gamble bid to cut off a "likely"
but uncertain positive score for the opponents.
- At any point in the bidding there are a range of possible bids (35
possible at the outset) to represent the range of possible hands. The
challenge is to provide partner the most useful definition of a hand's
assets while not venturing into areas with adverse score consequences.
- Traditional bidding systems have been natural - with the first bid
indicating aspects of both strength and shape (and generally including
possible trump suit identification). At the risk of memory strain and
of forcing the partnership bid level at least one bid higher, artificial
systems that sacrifice the initial identification of a possible trump
suit allow potentially more useful definition to be conveyed with the
initial bids.
- A related benefit of an artificial bidding system is that it allows
concentrated use of the lowest bids and can support dominance of bidding
space with weak opening bids.
- A useful basic distinction can be made between balanced and unbalanced
hands. The principle is that if the partnership has one balanced and
one unbalanced hand then the unbalanced hand will generally determine
the trump suit if any and will be in the best position to decide the
final bidding level for the partnership. Knowledge of the basic shape
of the partnership hands will also often be instrumental in determining
the decision to defend or compete in a competitive bidding situation.
- The bidding system aims to identify as soon as possible [1] low point
balanced hands [2] game hands including those where distribution compensates
for <26HCP, and [3] low point distributional hands and then exit
appropriately.
- Two balanced hands need to perform an up-the-line shuffle seeking
an 8 card fit or NT.
- A balanced hand and a 2 or 3 suit unbalanced hand need to perform
an up-the-line shuffle seeking an 8 card fit.
- With a balanced hand and a single suit unbalanced hand, the former
defines his hand more closely and the latter determines the partnership
final bid. Ideally the latter discloses little or nothing about his
or her hand, this being information that is likely to be more valuable
to the opponents rather than to his or her partner. This is an intended
distinguishing point of this system and gives rise to the "Captain"
label.
- With two unbalanced hands, the first task is to establish the best
suit with this done iteratively with the definition of unbalanced progressively
becoming more extreme. More extreme means the longer, stronger suit,
with majors preferred in the case of equal length and strength.
- A weak opening bid is utilized to dominate the bidding space and quickly
determine whether part-score or game-going without giving away information
useful to the competitors bidding or defence.
Definitions
- High card points (HCP) are counted as A=4, K=3, Q=2, J=1
- Total points (TP) include high card points and distribution points
which are either one for each card beyond the fourth in any suit (if
no trump suit fit can be assumed), or xx=1, x=3, and void=5 (if a trump
suit fit can be assumed - including for instance a balanced hand opposite
a 2 or 3 suit unbalanced hand)
- Playing tricks (PT) are counted as A, Kx, or Qxx=1, AQ=1.5, AQx=2
etc with any card beyond the first three in a suit counting as a playing
trick
- An unbalanced hand is defined to include any hand with a singleton
or void. With the exception of the 4-4-4-1 hand all unbalanced hands
will have at least a 5 card suit. The reverse does not necessarily apply.
In particular the 5-3-3-2 hand will be regarded as balanced or unbalanced
based on an assessment of the 5 and 2 card suits. If the 5 card suit
is strong (say at least 2 honors) and the 2 card weak this would be
regarded as unbalanced. On the other hand if the 2 card is strong and
the 5 card weak then the hand would be described as balanced. When in
doubt treat a hand with a 5 card major as unbalanced, and one with a
5 card minor as balanced.
- A "more unbalanced" hand shows the equivalent of an extra
card in the suit, so would generally show a strong 6+ card suit.
Opening Bids:
| 1C |
8-13HCP, balanced (10-13 if vul) |
| 1D |
14-19HCP, balanced |
| 1H |
8+HCP, single suit unbalanced (10+ if vul) |
| 1S |
8+HCP, 2 suit unbalanced (10+ if vul) |
| 1NT |
20-25HCP, balanced |
| 2C |
8+HCP, 3 suit (4441 or 5440) unbalanced (10+ if vul) |
| 2D |
6+ card major, 5 play tricks (6 if vul) OR 7+ minor,
7 play tricks (8 if vul) OR strong extreme unbalanced (10 play tricks) |
| 2H |
2 5+ suits H & minor, 5 play tricks (6 if vul) |
| 2S |
2 5+ suits S & other, 5 play tricks (6 if vul) |
| 2NT |
2 5+ minor suits, 5 play tricks (6 if vul) |
| 3+ suit |
7+ suit, 6 play tricks (7 if vul) |
| 3NT |
26+HCP, balanced |
Responses after 1C/1D:
After 1C (8-13HCP) or 1D (14-19HCP) balanced openings:
| +1 (1D/1H) |
balanced, PHCP<26 (ie <13HCP over 1C, <7HCP
over 1D):
opener can bid 4 card major up the line or signoff in 1NT, responder
can pass or rescue up to 1NT |
| +2 (1H/1S) |
unbalanced single suit hands, any points
opener bids +1/2/3 (+1/2 if vul) on HCP (ie IC opener: +1 with
8-9HCP, +2 with 10-11HCP, and +3 with 12-13HCP (+1 with 10-11HCP,
+2 with 12-13HCP if vul))
responder bids natural, jumping if game-bound |
| +3 (1S/1NT) |
unbalanced 2 suit hands, any points
opener bids +1/2/3 (+1/2 if vul) on HCP (ie IC opener: +1 with
8-9HCP, +2 with 10-11HCP, and +3 with 12-13HCP (+1 with 10-11HCP,
+2 with 12-13HCP if vul))
responder bids lower of 2 suit hands OR jumps and
does the same if game-bound (over which opener passes with 3+ or bids
lowest 3+ card suit, responder rescuing to second suit if necessary)
|
| +4 (1NT/2C) |
unbalanced 3 suit (4441 or 5440) hands,
any points opener bids +1/2/3 (+1/2 if vul) on HCP (ie IC opener:
+1 with 8-9HCP, +2 with 10-11HCP, and +3 with 12-13HCP (+1 with 10-11HCP,
+2 with 12-13HCP if vul))
responder bids naturally up-the-line (generally start with
major) interacting with partner to find 8 card fit, OR jumps and does
the same if game-bound (note opener's bid of NT shows control of rejected
suit and invites NT to play) |
| +5 (2C/2D) |
balanced, 21<PHCP<30 (ie 13-17HCP over 1C,
7-11HCP over 1D)
opener bids +1/2/3 (+1/2 if vul) on HCP (ie IC opener: +1 with
8-9HCP, +2 with 10-11HCP, and +3 with 12-13HCP (+1 with 10-11HCP,
+2 with 12-13HCP if vul))
responder bids 4 card major at 2 level up-the-line with 2NT as barrier
or at 3 level if game-bound exploring suit fit |
| +6 (2D/2H) |
balanced, 26<PHCP (ie 18+HCP over 1C, 12+HCP over
1D) opener bids +1/2/3 on HCP (ie IC opener: +1 with 8-9HCP,
+2 with 10-11HCP, and +3 with 12-13HCP) responder bids
4 card major at 3 level to explore suit fit, 3NT to play, 4 suit to
begin slam cue bidding |
Responses after 1H/1S/2C:
After 1H (single suit) 1S (2 suit) or 2C (3 suit) unbalanced 8+HCP (10+
if vul) openings::
| +1 |
"more" unbalanced (initially strong 5+ major
or strong 6+ minor), any points opener bids +1 to claim extreme
unbalanced hand status (after which responder restarts this process),
or +2/3/4/5 to relinquish unbalanced hand status and to define HCP
(+2=8-11HCP, +3=12-15HCP, +4=16-19, +5=20+HCP) |
| +2 (1NT/2C/2H) |
balanced, 0-5HCP opener bids +1 to
seek pts clarification (+1/2/3), otherwise natural with a jump indicating
game-bound (if 2/3 suiter responder can ask for second suit by bidding
+1, subsequent bid of NT indicates stoppers) |
| +3 |
balanced, 6-11HCP opener bids +1 to seek pts
clarification, otherwise natural with a jump indicating game-bound
(if 2/3 suiter responder can ask for second suit by bidding +1, subsequent
bid of NT indicates stoppers) |
| +4 |
balanced, 12-17HCP opener bids +1 to seek pts
clarification, otherwise natural with a jump indicating game-bound
(if 2/3 suiter responder can ask for second suit by bidding +1, subsequent
bid of NT indicates stoppers) |
| +5 |
balanced, 18-23HCP opener bids +1 to seek pts
clarification, otherwise natural with a jump indicating slam-bound
(if 2/3 suiter responder can ask for second suit by bidding +1, subsequent
bid of NT indicates stoppers) |
| +6 |
balanced, 24+HCP opener bids +1 to seek pts clarification,
otherwise natural and slam-bound (if 2/3 suiter responder can ask
for second suit by bidding +1, subsequent bid of NT indicates stoppers) |
Responses to 1NT:
After 1NT (20+HCP) balanced opening:
| +1 (2C) |
unbalanced single suiter hands, any points
opener bids +1 20-21HCP, +2 22-23HCP, +3 24-25HCP,
after which responder bids natural to show
suit with jump if game-bound (opener can bid NT to show all stoppers
or other suit to ask for stopper)
Note - any change of suit by unbalanced hand after suit is shown is
cue bidding showing slam interest |
| +2 (2D) |
unbalanced 2 suit hands, any points
opener bids +1 20-21HCP, +2 22-23HCP, +3 24-25HCP,
after which responder bids natural to show
suit with jump if game-bound (opener can bid +1 to ask for second
suit, NT to show stoppers in unbid suits or new suit to ask for
stopper)
Note - any new suit by unbalanced hand after 2 suits are shown is
cue bidding showing slam interest |
| +3 (2H) |
unbalanced 3 suit hands, any points
opener bids +1 20-21HCP, +2 22-23HCP, +3 24-25HCP,
after which responder bids natural to show
suit with jump if game-bound (opener can bid +1 to ask for next suit,
NT to show stoppers in unbid suits or new suit to ask for stopper)
|
| +4 (2S) |
balanced, 0-5HCP
opener bids +1 20-21HCP, +2 22-23HCP, +3 24-25HCP,
after which responder passes or bids +1 for Stayman or otherwise
natural in NT |
| +5 |
balanced 6-11HCP
opener bids +1 20-21HCP, +2 22-23HCP, +3 24-25HCP,
after which responder bids +1 for Stayman or otherwise natural in
NT or suit asks for stopper for 6NT |
| +6 |
balanced 12+HCP opener bids +1 20-21HCP,
+2 22-23HCP, +3 24-25HCP,
after which responder bids +1 for Stayman or otherwise natural
in NT or suit asks for stopper in short suit for 6NT |
Responses after 2D:
After 2D weak 6+ card major, 5 play tricks (6 if vul) OR 7+ minor, 7
play tricks (8 if vul) OR strong extreme unbalanced (10 play tricks):
| 2H |
less than 3 quick tricks, not extreme unbalanced hand
opener passes or corrects, with 2NT showing strong extreme unbalanced
hand asking for aces/voids up the line |
| 2S |
extreme unbalanced hand
opener +1 relay |
| 2NT |
3+ quick tricks opener bids 3C/D for strongish
weak H/S (after which +1 allows further clarification), 3H/S for weakish
weak H/S, 3NT for strong extreme unbalanced (asking for aces up the
line), and 4C/D for preemptive minor |
Responses after 2H/2S/2NT:
After 2H (H & minor), 2S (S & other), 2NT (both minors) showing
2 5+ suits with 5 playing tricks (6 if vul):
| pass over 2H/2S |
natural accept |
| 2S over 2H |
6+ spades to play |
| 2NT over 2H/2S |
game interest, asking for other suit |
| 3C |
pass or correct to other suit |
| other |
natural |
Responses after 3+
suit:
Still coming...
Responses after 3NT:
Still coming...
Slam bidding:
Still coming...
Their interference:
After we open and they overcall or otherwise interfere with our constructive
bidding, the following principles apply:
- If the partnership bidding has identified an unbalanced hand and the
next partnership bid was to be a point clarification, then an immediate
pass/+1/double provides the clarification, with other suit bids showing
an unbalanced hand (if the hand has not previously bid), and NT bids
showing a quick stopper or singleton/void in the opponent's suit
- If the initial partnership bid identified a balanced hand then any
suit bid indicates an unbalanced hand, with jumps as extreme unbalanced,
doubles are negative and takeout to 4S
- A redouble shows useful high card positioning over interferer
- When the partnership has not yet identified an unbalanced hand a bid
of NT over opponent's natural suit(s) shows a stopper in their suit(s)
and a balanced hand useful for either defence or our constructive bidding
- A rebid of opponent's natural overcall is game force, often showing
a distributional hand
- Where our partnership has already identified a "captain"
of the bidding (generally the unbalanced hand), the captain will normally
decide the partnership's final bid.
Our interference:
| Double |
A. Take-out to 4S or until partner has shown suit
otherwise suggesting penalties
Take-out shows either [1] 13TP with 3+ in unbid natural suits or
[2] 16TP with free suit rebid over any partner response
Responder takes [1] into account in response and is in charge of
the partnership bidding
B. Reopening in last place with balanced hand and if apparent partnership
points suggest competitive auction appropriate, after which partner's
bid normally is final |
| NT overcall |
Balanced, stoppers in most suits (including opponent's
natural bids), bid-2 play tricks (1 if vul) after which overcaller's
partner is in charge of the partnership bidding and overcaller would
not bid again |
| Suit overcall |
Unbalanced (single suit), bid-3 play tricks (2 if vul),
after which overcaller's partner is in charge of partnership bidding
and overcaller would not bid again (exception: showing second 5+ suit
or overcaller's partner's new suit is stopper asking for NT) |
| Bid their natural suit |
4-10HCP, 2 5+suits, bid-3 play tricks (2 if vul), after
which overcaller's partner will bid one stop higher for overcaller
to pass or correct, with responder asking for other suit with second
bid one stop higher |
|