bridgeAIclub Help

Bidding System

When creating a table you choose one of three bidding systems. The AI players and Mentor adapt to your selection.

Convention Cards

TierIncludesBest For
NaturalStandard openings (1-suit, 1NT, 2NT, 2C strong, preempts). No artificial conventions.Beginners learning hand evaluation and natural bidding.
SAYC (default)Natural + Stayman, Blackwood, Gerber, Negative Doubles, Weak Twos.Intermediate players comfortable with core conventions.
SAYC + TransfersFull SAYC + Jacoby Transfers over 1NT.Experienced players who want the complete SAYC toolkit.

Opening Bids

BidRequirementsNotes
1 of a suit12+ total points5-card majors; 3+ card minors. With 4-4 minors, open 1D.
1NT15–17 HCP, balancedNo 5-card major.
Weak 2H / 2S6–10 HCP, 6-card majorPreemptive; not opening strength. (SAYC and above)
2C22+ HCPStrong, artificial, forcing.
2NT20–21 HCP, balanced
3 of a suit6–10 HCP, 7+ card suitPreemptive.
Example: 1NT Opening
AQ7
KJ4
AT62
K83
NESW
1NT

16 HCP, balanced (4-3-3-3), no 5-card major. Classic 1NT opening.

Responses to 1NT

ResponseRequirementsMeaning
2C (Stayman)8+ HCP, 4-card majorAsks opener to show a 4-card major. Opener bids 2D with none. (SAYC and above)
2D (Transfer)5+ heartsJacoby transfer; opener bids 2H. (SAYC + Transfers only)
2H (Transfer)5+ spadesJacoby transfer; opener bids 2S. (SAYC + Transfers only)
2NT8–9 HCPInvitational.
3NT10–15 HCPGame, to play.
Example: Stayman Convention
KJ85
Q74
A63
852
NESW
1NTPass2CPass
2SPass4S

South has 10 HCP and 4 spades. Bids 2C (Stayman) to ask for a major. North shows 4 spades with 2S. South raises to game.

Example: Jacoby Transfer
73
KT974
863
542
NESW
1NTPass2DPass
2HPassPass

South has 5 hearts but only 5 HCP. Bids 2D to transfer to hearts. North bids 2H. South passes, playing in a heart fit at a low level.

Responses to Suit Openings

ResponseRequirementsNotes
Single raise6–9 pts, 3+ supporte.g. 1H → 2H
Limit raise10–12 pts, 3+ supporte.g. 1H → 3H (invitational)
Game raise13+ ptse.g. 1H → 4H
1-over-16+ HCP, 4+ cards in new suitNew suit at 1-level is forcing.
2-over-110+ HCPNew suit at 2-level, game-forcing.
1NT6–10 HCPNo fit, no biddable suit at 1-level.

Responses to Weak 2s

ResponseRequirementsNotes
Raise to game (4M)3+ support, 14+ ptsPartner opened 2H or 2S.
Single raise (3M)3+ support, 8–13 ptsInvitational; further preempts opponents.
PassWeak or no fitDon’t rescue partner.
Example: Weak Two Opening
53
KQJ974
863
52
NESW
2H

8 HCP with a good 6-card heart suit. Too weak to open at 1-level, but the suit quality makes it a textbook weak two.

Responses to 2NT

ResponseRequirementsNotes
3C (Stayman)5+ HCP, 4-card majorAsks opener for a 4-card major. (SAYC and above)
3NT5+ HCPGame, to play.
Pass0–3 HCP

Opener Rebids

SituationOpener’s RebidNotes
After Stayman (2C over 1NT)2H/2S with 4-card major, 2D withoutMust respond; Stayman is forcing. (SAYC and above)
After Jacoby transferBid the next suit up (2D→2H, 2H→2S)Forced acceptance.
After 2NT invite over 1NT3NT with 16–17 HCP, pass with 15Accept or decline invitation.
After partner raises your suitRaise with 4+ support, rebid 6+ card suit, show new suit, or NTBased on strength: 12–14 minimum, 15–17 medium, 18+ strong.
After 2C opening and partner’s responseBid longest suit or NTForcing; continue describing your hand.

Competitive Bidding

ActionRequirementsMeaning
Overcall8+ HCP, 5+ card suitBid a new suit over opponent’s opening.
Takeout Double12+ HCPSupport for all unbid suits; asks partner to bid.
Negative Double6+ HCPAfter partner opens and opponent overcalls; shows unbid major(s). (SAYC and above)
Balancing Bid5+ HCP (reduced)When the auction would die; requirements lowered by ~3 HCP.
1NT Overcall15–17 HCP, balanced, stopperStopper in opponent’s suit required.

Responding to Partner’s Takeout Double

ResponseRequirementsNotes
Bid cheapest unbid suit0–9 pts, 4+ cardsForced bid; partner asked you to bid.
Jump in unbid suit10+ pts, 4+ cardsShows a good hand.
1NT / 2NT6–10 pts, stopper in opponent’s suitBalanced hand with opponent’s suit stopped.

Responses to Strong 2C

ResponseRequirementsMeaning
2D (waiting)0–7 HCP, or 8 HCP without a good suitNegative / waiting response.
2H / 2S8+ HCP, 5+ card majorPositive response showing a good suit.
3C / 3D8+ HCP, 5+ card minorPositive response in a minor.
2NT8+ HCP, balancedPositive, no 5-card suit.

Responses to Preempts (3-Level)

ActionRequirementsNotes
Raise to game (4M)3+ support, 5+ HCPOver partner’s 3H or 3S.
3NT12+ HCP with supportOver partner’s minor preempt.
5 of a minor3+ support, 8+ HCPOver partner’s 3C or 3D.
PassWeak hand or no fitDon’t rescue partner’s preempt.

Slam Bidding (SAYC and above)

Blackwood (4NT)

BidMeaning
4NT (Blackwood)Asks partner how many aces they hold.
5C response0 or 4 aces.
5D response1 ace.
5H response2 aces.
5S response3 aces.
5NT (King-ask)After 4NT response: asks for kings. Shows all aces are accounted for.
6C/6D/6H/6SKing responses: 0–4 / 1 / 2 / 3 kings (same pattern as aces).
Example: Blackwood Convention

♠ AKJ95

♥ KQ73

♦ A4

♣ 82

18 HCP

YouPartner
1S3S
4NT5D (1 ace)
6S

Partner’s limit raise shows 10–12 points and 4+ spade support. With 18 HCP and a good fit, you ask for aces via 4NT (Blackwood). Partner shows 1 ace (5D), so you bid 6S knowing only one ace is missing.

Gerber (4C)

Use 4C (Gerber) instead of Blackwood when partner opened 1NT or 2NT. This keeps the response below 4NT so you can sign off safely.

BidMeaning
4C (Gerber)Asks partner how many aces they hold (after partner’s NT opening, 16+ HCP).
4D response0 or 4 aces.
4H response1 ace.
4S response2 aces.
4NT response3 aces.
Follow-upBid 6NT with 3+ combined aces; sign off at 4NT otherwise.
Example: Splinter Bid

♠ KJ74

♥ AQ85

♦ 7

♣ KT62

13 HCP

PartnerYou
1H4D (!)

Partner opens 1H and you have 4-card heart support, 13 points, and a singleton diamond. A splinter bid (double-jump to 4D) shows this hand perfectly: game-forcing values, trump support, and shortness in the bid suit. This helps partner evaluate slam potential — if they have no diamond losers, slam is likely!

Responder Rebids

SituationResponder’s RebidNotes
Opener raises your suitPass (min), invite to game (med), bid game (max)With 6–9 pass, 10–12 invite, 13+ bid game.
Opener bids NTPass (min), 2NT invite, 3NT (game values)Based on combined point count toward 25 for 3NT.
Opener rebids own suitSupport with 3+, rebid your suit, or bid NTOpener shows 6+ cards; raise with fit, otherwise describe your hand.
Opener shows new suitSupport opener, return to first suit, rebid own suit, or NTShow preference among the suits bid.
After Stayman responseRaise found major to game, or bid NTIf opener shows your 4-card major, raise. If 2D (no major), bid 2NT/3NT. (SAYC and above)
After Jacoby transferPass (weak), 2NT invite, 3NT, or raise to gameWith 0–7 pass, 8–9 invite via 2NT, 10+ bid game. (SAYC + Transfers only)

Mentor Mode

Mentor Mode provides AI-generated hints whenever it’s your turn, helping new players learn bidding conventions and card-play tactics.

How to Enable

Go to your Profile page and toggle Mentor Mode to On. Hints will appear starting from your next game.

What You’ll See

  • Bidding hints — The AI suggests a bid with your HCP/point count and reasoning (e.g. “1NT — 16 HCP, balanced hand”).
  • Play hints — The AI suggests which card to play with tactical reasoning (e.g. “Play the 4 of Hearts — partner is winning, play low”).

Hints appear directly above your hand and are visible only to you. They use the same conventions as your table’s selected bidding system.

Dummy Handling

When you are declarer and it’s dummy’s turn, the hint considers dummy’s visible hand to give better advice (e.g. noting when dummy can win a trick or is void in a suit).

Scoring

bridgeAIclub supports two scoring modes, chosen when creating a table.

Duplicate

32 pre-dealt boards per day with official dealer and vulnerability rotation. Each board is scored independently using standard duplicate scoring. Compare your results against others who played the same boards.

Scoring Examples

ContractResultScore
4H VulnerableMaking+620
3NT Not VulnerableMaking +1+430
2S Not VulnerableDown 1–50
6NT VulnerableMaking+1440
4S Doubled VulnerableDown 2–500

Rubber

  • Trick points go below the line; bonuses and penalties go above.
  • A game requires 100+ trick points (accumulated across deals).
  • Win the rubber by winning two games first.
  • Rubber bonus: 700 points for winning 2–0, 500 for winning 2–1.
  • Honors bonus awarded when one hand holds 4+ honors in the trump suit (or all 4 aces at no-trump).

Card Play

Basic Rules

  • You must follow the suit that was led if you have a card in that suit.
  • If you cannot follow suit, you may play any card (including a trump).
  • The highest trump wins the trick. If no trump was played, the highest card of the led suit wins.

Dummy

After the opening lead, dummy’s hand is revealed face-up. The declarer plays cards from both their own hand and dummy’s hand.

Claims and Concessions

During play, the declarer may claim the remaining tricks. The opponents can accept or reject the claim. A defender may concede all remaining tricks to declarer.

Glossary

Hand Evaluation

ConceptValueNotes
High Card Points (HCP)A=4, K=3, Q=2, J=140 HCP total in a deck.
Distribution PointsVoid=3, Singleton=2, Doubleton=1Added for suit contracts when you have a trump fit.
Total PointsHCP + DistributionUsed for bidding decisions.
Balanced Hand4–3–3–3, 4–4–3–2, or 5–3–3–2No void, no singleton, at most one doubleton.

Common Terms

TermMeaning
ForcingPartner must bid again; you may not pass.
Game-Forcing (GF)The partnership must keep bidding until at least game (3NT, 4H, 4S, 5C, or 5D).
InvitationalPartner is invited to bid game with a maximum hand but may pass with a minimum.
Game3NT, 4H, 4S, 5C, or 5D — worth a game bonus.
Slam / Grand SlamBidding and making 12 tricks (small slam) or all 13 (grand slam).
VulnerabilityVulnerable side scores more for making contracts but pays more for going down.
DummyDeclarer’s partner; their hand is placed face-up after the opening lead.
DeclarerThe player who plays the contract; first player of the winning partnership to bid the trump suit.
Fit8+ combined cards in a suit between you and partner (typically 5–3 or 4–4).
StopperA high card (usually A, Kx, or Qxx) that can win a trick in the opponents’ suit.
TrumpThe suit named in the contract. Trumps beat cards of any other suit.
No-Trump (NT)A contract played without a trump suit. Highest card of the led suit wins each trick.

Opening Lead Guidelines

HoldingLeadNotes
K Q J xKingTop of a sequence (3+ touching honors).
A K x xAce (or King)Lead A from A–K to see dummy, then decide.
x x x x x4th bestFourth-highest from your longest suit (standard vs NT).
K x xAvoidLeading from unsupported honors often gives declarer a free trick.
Partner’s suitLead itIf partner bid a suit during the auction, prefer leading that suit.