KHEL-MITRA Β· BRIDGE

Learn bridge & calling systems

Everything you need to play at a Khel-Mitra table β€” and how the πŸ’‘ coach thinks. Points only, never money.

1 Β· The game in one minute

Four players in two partnerships: North–South against East–West. Each gets 13 cards.

  1. Auction (calling) β€” starting with the dealer, each player in turn passes or bids a number of tricks above six plus a trump suit or no-trumps: 1♣ 1♦ 1β™₯ 1β™  1NT 2♣ … up to 7NT. Every bid must be higher than the last. You may also Double an opponent's bid or Redouble their double. Three passes in a row after a bid end the auction.
  2. Contract β€” the last bid is the contract: "4β™ " means the side must win 6 + 4 = 10 of the 13 tricks with spades as trumps. The declarer is the player of that side who first named the trump suit.
  3. Play β€” the player on declarer's left leads; then declarer's partner (the dummy) lays their cards face up and declarer plays both hands. You must follow the suit led if you can; otherwise you may trump (ruff) or discard. Highest trump wins, else the highest card of the suit led.
  4. Score β€” make your contract and you score; fail and the defenders score. See scoring.

2 Β· Valuing your hand

High-card points (HCP): Ace 4 Β· King 3 Β· Queen 2 Β· Jack 1. The pack has 40, so an average hand has 10.
Combined HCP of the partnershipUsually enough for
25–26Game: 3NT, 4β™₯ or 4β™  (5♣/5♦ needs ~29)
33Small slam (12 tricks)
37Grand slam (all 13)

Shape: a balanced hand has no void, no singleton and at most one doubleton (4-3-3-3, 4-4-3-2, 5-3-3-2). Once you have found a trump fit, add support points for shortness: void 5, singleton 3, doubleton 1.

Rule of 20: with 10–11 HCP, open if HCP + the lengths of your two longest suits β‰₯ 20.

3 Β· Calling systems: SAYC and Acol

A calling (bidding) system is the agreed meaning of every call β€” so partner understands you, and the opponents are entitled to know it too. At a Khel-Mitra table the host sets one system for each side (N–S and E–W); the coach and the bots follow it, and tapping any call in the auction shows what it means.

SAYC β€” Standard American Yellow Card

  • 5-card majors: 1β™₯/1β™  promise five.
  • Strong 1NT: 15–17 balanced.
  • 1♣/1♦ = "better minor" (3+).
  • 2-over-1 new suit shows 10+.
  • Weak twos (2♦/2β™₯/2β™ ), strong 2♣, 2NT = 20–21.
  • Popular online and in the USA.

Acol

  • 4-card majors: open your longest suit.
  • Weak 1NT: 12–14 balanced.
  • Balanced 15–17: open a suit, rebid 1NT.
  • Raises need four-card support.
  • Weak twos, strong 2♣, 2NT = 20–22.
  • Traditional in the UK, India and the Commonwealth.

4 Β· Opening bids

OpeningSAYCAcol
PassFewer than ~12 HCP (11 with the Rule of 20)
1♣ / 1♦12–21, no 5-card major; better minor12–21 (15–19 if balanced), longest suit
1β™₯ / 1β™ 12–21, 5+ cards12–21, 4+ cards
1NT15–17 balanced12–14 balanced
2♣Strong, artificial: 22+ HCP or game in hand β€” partner must respond
2♦ 2β™₯ 2β™ Weak two: good 6-card suit, 5–10 HCP
2NT20–21 balanced20–22 balanced
3 of a suitPre-empt: 7-card suit, 5–10 HCP

5 Β· Responding to partner

Partner opens one of a suit

Your callMeaning
Pass0–5 HCP
Raise to 2Support (3+ for a SAYC major, 4+ in Acol), 6–9 points
Raise to 3Limit raise: support, 10–12 β€” invites game
Raise to 4 (major)Support and game values
New suit at 1 level4+ cards, 6+ HCP β€” forcing one round
New suit at 2 level4+ cards (5 for 2β™₯ over 1β™ ), 10+ HCP β€” forcing
1NT6–10, no fit, nothing to bid at the 1 level
2NT / 3NTBalanced 13–15 / 16–17, no major fit

Partner opens 1NT

Your callMeaning
PassToo weak for game (under 8 vs strong NT, under 11 vs weak NT)
2♣ StaymanAsks for a 4-card major; you have one and invitational values
2♦ / 2β™₯ transferShows 5+ hearts / spades; opener bids the next suit β€” any strength
2NTInvites 3NT
3NTTo play β€” game values
4NTQuantitative: opener bids 6NT with a maximum

Partner opens 2♣

2♦ is an artificial "waiting" reply (says nothing about diamonds). With 8+ HCP and a good 5-card suit you may make a positive reply in that suit.

6 Β· Conventions the coach uses

Stayman (2♣ over 1NT) β€” opener replies 2β™₯ or 2β™  with a four-card major, 2♦ with none. If you find an 8-card major fit, play there; otherwise NT.
Jacoby transfers (2♦→β™₯, 2β™₯β†’β™ ) β€” responder shows a 5-card major; the strong 1NT hand becomes declarer, so the lead comes up to it.
Blackwood (4NT) β€” once a suit is agreed, 4NT asks for aces: 5♣ 0 or 4 Β· 5♦ 1 Β· 5β™₯ 2 Β· 5β™  3. With two aces missing, stop at five.
Takeout double β€” over their opening: opening values, short in their suit, support for the others. Partner must bid (usually their longest unbid suit).
Negative double (SAYC) β€” partner opens, they overcall: your double shows 6+ HCP and the unbid major(s).

7 Β· When they open

CallTypical hand
Suit overcallGood 5+ card suit; 8–16 HCP at the 1 level, 10–16 at the 2 level
1NT overcall15–18 balanced with a stopper in their suit
DoubleTakeout: 12+, short in their suit β€” or any 17+ hand
PassEverything else (often wise!)

8 Β· Card-play habits

πŸ’‘ During play the coach highlights a suggested card in green and tells you why. Turn it off with the πŸ’‘ button when you want to fly solo.

9 Β· Scoring (the score sheet)

Contract points (per trick bid and made)

TrumpsEach trick over six
♣ ♦20
β™₯ β™ 30
NT40 for the first, 30 each after

Doubled Γ—2, redoubled Γ—4. Game = 100 contract points (3NT, 4β™₯, 4β™ , 5♣, 5♦). Overtricks score their trick value (doubled: 100 / 200 vulnerable). Making a doubled contract earns 50 "for the insult" (100 redoubled). Slams: small 500 (750 vul), grand 1000 (1500 vul).

Going down

Not vulnerableVulnerable
Undoubled50 each100 each
Doubled100, 200, 200, then 300 each200, then 300 each
Redoubledtwice the doubled penalty

Rubber

Contract points go below the line; everything else above. 100 below the line wins a game (part-scores add up). A side that has won a game is vulnerable. First to two games wins the rubber: +700 if 2–0, +500 if 2–1.

Chicago

Sets of 4 deals. Vulnerability: deal 1 none, deals 2–3 the dealer's side, deal 4 both. Game bonus 300 (500 vul) when part-scores reach 100; a part-score on deal 4 earns +100. Quicker, and every deal counts.

10 Β· Playing on Khel-Mitra

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