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Takeout Double in Bridge: Shape, Points and Responses

By Nir KhutorskyIsrael Open7 min readUpdated 2026-11-01

A takeout double is a double of an opponent's opening suit bid that asks partner to bid one of the other suits. It shows opening values (about 12+ HCP), shortness in the opponent's suit and support for the unbid suits, especially the unbid majors.

It is the most common competitive call in bridge, used in the same way in 2/1 Game Force, Standard American and Acol. If you learn one competitive bid well, make it this one.

How the Takeout Double Works

Right-hand opponent opens 1♥. You hold ♠KJ84 ♥5 ♦AQ73 ♣K1062. You have an opening hand, but which suit do you bid? An overcall needs a five-card suit, and you have three four-card suits. The double solves it: "I have the other three suits, partner, pick one."

A double is for takeout when all of these are true (see how each system reads 1♥ - X):

  1. It doubles a suit bid (not notrump).
  2. It is made at the one, two or three level (most pairs include the three level after a preempt).
  3. Partner has not bid (passes do not count).

Partner's answer is forced. Even with no points, partner must bid, because a pass leaves the opponents in a doubled contract they will usually make with overtricks.

Requirements for a Takeout Double

Shape

The ideal shape is short in the opponent's suit and four cards in each other suit: 4-4-4-1 or 5-4-4-0 with the shortness in their suit. Close to ideal is fine:

  • Over a major: you must have four cards in the other major, or at least three good ones with length in both minors. Over 1♥, four spades matters most.
  • Over a minor: you want both majors, at least 4-3. Over 1♦, ♠AQ84 ♥KJ63 ♦7 ♣Q1042 is perfect.
  • Shortness: a doubleton in their suit is the most you should hold with minimum values. Three cards in their suit is a warning sign, and four is a pass or a different bid.

With a good five-card suit and less than ideal shape, prefer an overcall.

Strength

  • 12-16 HCP with the right shape is the normal takeout double. Shape adds value: a 4-4-4-1 hand can double with 11.
  • 17+ HCP with any shape: double first, then bid your own suit or notrump. This is the "strong double," the way to show a hand too big for an overcall.
  • Balanced 15-18 with a stopper: bid 1NT, not double.

The rule of thumb many teachers use: the weaker the hand, the more perfect the shape must be.

Rule of Thumb

Double, then bid a new suit = 17+ HCP and a good suit. With a weak hand, the doubler does not bid again unless partner shows values.

Responding to a Takeout Double

Partner of the doubler is the advancer. Count your points and pick a bid by range:

Advancer's handBid
0-8 pointsCheapest bid in your best suit (unbid major first)
9-11 pointsJump in your best suit (invitational)
12+ pointsGame, or cue bid the opponent's suit to force
6-10, stopper in their suit, no four-card major1NT
11-12, stopper2NT
13+, stopper3NT
Long, strong trumps in their suitPass (penalty)

Prefer a four-card major to a five-card minor at the same level: the major is where game is. Count a few extra points for length when you choose between a simple and a jump answer.

The cue bid (1♥ X P 2♥) is the forcing tool. It says "I have opening values, partner, tell me more." The doubler then bids their four-card suits up the line.

If right-hand opponent bids after the double, advancer is no longer forced. A free bid now shows some values, roughly 6-10.

Example Deal

North♠Q1073♥842♦K5♣AJ73
West
Hidden
NESW
East
Hidden
South♠KJ84♥5♦AQ73♣K1062

East opens 1♥. You double; partner jumps to 2♠. With a singleton heart and four spades, bid game.

W
N
E(D)
S
-
-
1♥︎
X
PASS
2♠︎
PASS
4♠︎
PASS
PASS
PASS

The jump response shows about 9-11. South accepts with a short heart and four trumps.

Read by EPBot, the robot of our Bidding Room. It runs in your browser.

You have 13 HCP: a minimum double. But when partner jumps in spades, your singleton heart becomes worth about three extra points as dummy, and your four trumps are perfect. Raise to 4♠.

Partner has 10 HCP and four spades. The hands fit well: your singleton heart lets declarer ruff hearts in dummy, and the clubs and diamonds give tricks, and 4♠ makes with an overtrick when the cards lie as here. If partner had bid only 1♠ (the cheapest response, 0-8), you would raise to 2♠ at most.

Common Mistakes and Variations

  • Doubling with the wrong shape. ♠Q3 ♥K874 ♦AJ5 ♣KJ62 over 1♦ is a takeout double in the wrong place: partner bids spades with four of them and you have two. Pass or bid 1NT with the right range.
  • Passing partner's double because you are weak. Bid your cheapest four-card suit. A pass needs long, solid trumps.
  • Not jumping with 9-11. A simple bid shows 0-8. With 10 points, jump, or the good game slips away.
  • Bidding again with a minimum. The doubler who bids again after a simple response shows a strong hand. With 12-14, pass partner's minimum bid.
  • Doubling with 17+ and then passing. With a big hand, bid again so partner knows.

Variations. Some pairs play "equal level conversion": the doubler may correct a minor-suit answer to another suit at the same level without showing extra strength. Acol players use the same structure; a few prefer the takeout double of a weak two to show slightly more strength. Over preempts, most pairs play takeout doubles through 4♥, and use Lebensohl responses after a double of a weak two.

The Full Takeout Double Tree

RHO opens one of a suit, you double:

  • Advancer 0-8: cheapest suit. Doubler with 12-15 passes; with 16-18 raises one level; with 19+ jumps.
  • Advancer 9-11: jump in a suit. Doubler with a minimum and good fit may accept (as above); with no fit passes.
  • Advancer 12+: cue bid or game. The cue bid is forcing until a suit is agreed.
  • Advancer 1NT / 2NT / 3NT: 6-10 / 11-12 / 13-15, stopper in the opponent's suit.
  • Advancer passes: penalty. Doubler leads a trump.

Doubler's second bid after a minimum answer:

  • Raise: about 16-18 and four trumps.
  • New suit: 17+ with a good five-card suit.
  • Notrump: 19-21 balanced with a stopper (too strong for a 1NT overcall).
W(D)
N
E
S
1♦︎
X
PASS
?

West opens 1♦ and partner doubles. Your call?

Read by EPBot, the robot of our Bidding Room. It runs in your browser.

West opens 1♦, partner doubles, East passes. What do you bid?

Your hand:

♠J72♥AQ74♦853♣KJ6

Practice: Takeout Doubles

You only learn the advancer ranges by using them on real hands. In BridgeDummy bidding puzzles you are South after an opponent's opening, and you choose a call. The hidden hands are dealt many times to fit the auction and every option is solved double dummy, so you see how often the double scores better than an overcall or a pass.

For full deals, play in the Bidding Room with EPBot robots. The robots open in front of you on many boards, so the takeout double comes up often.

Read next: responsive doubles cover the next double in the same auction, doubles in bridge lists every double, and cue bids explain the forcing answer.

Frequently Asked Questions

What is a takeout double in bridge?

A double of an opponent's suit bid at a low level, made before partner has bid. It asks partner to choose one of the unbid suits and shows opening values with shortness in the opponent's suit.

How many points do you need for a takeout double?

About 12+ HCP with ideal shape (short in their suit, four cards in the others). With 17+ you can double with any shape and bid your own suit next.

Can you pass a takeout double?

Only with long, strong trumps in the opponent's suit, such as KQJ10x. Passing for weakness is a mistake, because the opponents score well in a doubled contract they make.

What does a jump response to a takeout double mean?

About 9-11 points with a four-card or longer suit. It is invitational, not forcing. A simple response shows 0-8.

How do you force after partner's takeout double?

Cue bid the opponent's suit. It shows about 12+ points and asks the doubler to describe their hand.

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Last updated 2026-11-01