After opener's second bid, responder usually knows enough to decide how high to go. Add your points to the range opener has shown: if the total cannot reach 25, stop in a part score; if it can be 25 only when opener is at the top of the range, invite; if it is 25 or more, bid game.
That makes responder the captain of most auctions. Opener described the hand with two bids; now you place the contract or make one bid that asks a clear question.
Who Decides Now?
Look at opener's rebid and ask: is it limited?
- Limited rebids show a narrow range: 1NT (12-14), a jump to 2NT (18-19), a rebid of opener's own suit, a raise of your suit. After any of these, you know the combined strength within a few points. You are the captain.
- Unlimited rebids cover a wide range: a new suit, such as 1♥ then 2♣, can be 12 to about 18. You may still need to show more about your own hand before anyone knows where to play.
The captain does not need permission. With enough for game and a known fit, just bid it.
Stop, Invite or Bid Game
The usual targets: about 25 points for 3NT or four of a major, about 33 for a small slam. After a minimum limited rebid (12-14, such as 1NT or a simple rebid of opener's suit), your own count tells you which zone you are in:
| Your points | Plan | Typical bids |
|---|---|---|
| 6-9 | Stop | Pass, give preference, rebid a six-card suit at the two level |
| 10-12 | Invite | 2NT, or three of a suit you both like |
| 13+ | Game | Bid the game, or a forcing bid if you do not know which game |
Two examples. After 1♦, 1♠, 1NT, you add your points to 12-14: with 8 you pass, with 11 you bid 2NT, with 13 you bid 3NT. After 1♥, 1♠, 2♥, opener has a minimum with six hearts: with 10-12 and two hearts you raise to 3♥.
When you have game values but no clear game, use a forcing bid. Two common tools are new minor forcing after a 1NT rebid and fourth suit forcing after opener has bid two suits.
Choosing Between Opener's Two Suits
When opener bids two suits, the first is usually longer: five or more cards in the first, four in the second. Your job with a weak hand is to pick the better fit at the lowest level, a bid called preference.
- More cards in opener's first suit, or equal length: return to the first suit at the cheapest level. After 1♥, 1♠, 2♣, bid 2♥ with three hearts and two clubs, and also with two of each.
- More cards in the second suit: pass. With two hearts and four clubs, 2♣ is the better contract.
- Jump preference: 3♥ in that auction shows three hearts and about 10-12, an invitation. You can see what 3♥ means in every system.
Simple preference is not a raise. It says "I like your first suit better", nothing more, and opener should pass with a minimum.
Watch It in a Deal
North opens 1♥, you reply 1♠, and North rebids 2♣.
With three hearts and one club, you give preference to 2♥.
You hold 7 HCP with five spades, three hearts and a singleton club. Partner has shown five or more hearts and four or more clubs with 12-18 points. Game is unlikely: stop. Which suit?
Passing 2♣ plays a four-one fit. Returning to 2♥ plays a five-three fit. Double-dummy analysis gives 2♥ by North nine tricks and 2♣ only six. One preference bid is worth three tricks here.
The Captain's Habit
Rule of ThumbOn your second turn, add your points to opener's range and name the zone out loud: stop, invite or game. Then choose the bid in that zone that plays in your best fit.
Practice: Responder's Second Bid
Partner opened 1♦ and rebid 1NT (12-14). Your bid?
Partner opened 1♦, you bid 1♠, and partner rebid 1NT (12-14 balanced). What now?
Your hand:
You can try the captain's job against strong robots any time. In the BridgeDummy Bidding Room, EPBot robots open and rebid in the system you choose, and you make responder's decisions on random deals.
Previous lesson: Lesson 17: Opener's Second Bid. Next lesson: Lesson 19: Strong Openings. Full course: Bridge lessons for beginners.