Negative Free Bid
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Negative Free Bid
Negative free bid is a contract bridge treatment whereby a free bid by responder over an opponent's overcall shows a long suit in a weak hand and is not forcing. This is in contrast with standard treatment, where a free bid can show unlimited values and is unconditionally forcing. The treatment is a relatively recent invention, and has become quite popular, especially in expert circles. Negative free bids resolve relatively frequent situations where the responder holds a long suit with which he would like to compete for a partscore, but is deprived from bidding it by opponent's overcall. Example For example, if South holds: , partner opens 1 and East overcalls 1, he couldn't bid 2 in standard methods, as it would show 10+ high-card points, and a negative double would be too off-shape. With NFB treatment in effect though, he can bid 2 which the partner may pass (unless he has extra values and support, or an excellent suit of its own without tolerance for hearts). However, ...
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Contract Bridge
Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions of people play bridge worldwide in clubs, tournaments, online and with friends at home, making it one of the world's most popular card games, particularly among seniors. The World Bridge Federation (WBF) is the governing body for international competitive bridge, with numerous other bodies governing it at the regional level. The game consists of a number of , each progressing through four phases. The cards are dealt to the players; then the players ''call'' (or ''bid'') in an auction seeking to take the , specifying how many tricks the partnership receiving the contract (the declaring side) needs to take to receive points for the deal. During the auction, partners use their bids to also exchange information about their hands, including o ...
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Glossary Of Contract Bridge Terms
These terms are used in contract bridge, using duplicate or rubber scoring. Some of them are also used in whist, bid whist, the obsolete game auction bridge, and other trick-taking games. This glossary supplements the Glossary of card game terms. : ''In the following entries,'' boldface links ''are external to the glossary and'' plain links ''reference other glossary entries.'' 0–9 ;: A mnemonic for the original (Roman) response structure to the Roman Key Card Blackwood convention. It represents "3 or 0" and "1 or 4", meaning that the lowest step response (5) to the 4NT key card asking bid shows responder has three or zero keycards and the next step (5) shows one or four. ;: A mnemonic for a variant response structure to the Roman Key Card Blackwood convention. It represents "1 or 4" and "3 or 0", meaning that the lowest step response (5) to the 4NT key card asking bid shows responder has one or four keycards and the next step (5) shows three or zero. ;1RF: One round forc ...
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Hand Evaluation
In contract bridge, various bidding systems have been devised to enable partners to describe their hands to each other so that they may reach the optimum contract. Key to this process is that players evaluate and re-evaluate the trick-taking potential of their hands as the auction proceeds and additional information about partner's hand and the opponent's hands becomes available. Hand evaluation methods assess various features of a hand, including: its high card strength, shape or suit , , fit with partner, quality of suits and quality of the whole hand. The methods range from basic to complex, requiring partners to have the same understandings and agreements about their application in their bidding system. Basic point-count system Most bidding systems use a basic point-count system for hand evaluation using a combination of high card points and distributional points, as follows. High card points First published in 1915 by Bryant McCampbell in ''Auction Tactics'' (page 26), the ...
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Negative Double
The negative double is a form of takeout double in bridge. It is made by the responder after their right-hand opponent overcalls on the first round of bidding, and is used to show shortness in overcall's suit, support for the unbid suits with emphasis on majors, as well as some values. It is treated as forcing, but not unconditionally so. In practice, the negative double is sometimes used as a sort of catch-all, made when no other call properly describes responder's hand. Therefore, a partnership might even treat the negative double as a wide-ranging call that merely shows some values. Usage Using the modern negative double convention, it is understood that a double over an initial overcall is conventional, and ''not'' for penalties (but see Playing for penalties). For example, using this convention, the following doubles would be regarded as negative, not for penalty: *1 – (1) – Dbl *1m – (1M) – Dbl *1 – (1) – Dbl *1M – (2m) – Dbl In understandings regarding nega ...
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Corollary
In mathematics and logic, a corollary ( , ) is a theorem of less importance which can be readily deduced from a previous, more notable statement. A corollary could, for instance, be a proposition which is incidentally proved while proving another proposition; it might also be used more casually to refer to something which naturally or incidentally accompanies something else (e.g., violence as a corollary of revolutionary social changes). Overview In mathematics, a corollary is a theorem connected by a short proof to an existing theorem. The use of the term ''corollary'', rather than ''proposition'' or ''theorem'', is intrinsically subjective. More formally, proposition ''B'' is a corollary of proposition ''A'', if ''B'' can be readily deduced from ''A'' or is self-evident from its proof. In many cases, a corollary corresponds to a special case of a larger theorem, which makes the theorem easier to use and apply, even though its importance is generally considered to be secondary t ...
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Preempt
Preempt (also spelled "pre-empt") is a bid in contract bridge whose primary objectives are (1) to thwart opponents' ability to bid to their best contract, with some safety, and (2) to fully describe one's hand to one's partner in a single bid. A preemptive bid is usually made by ''jumping'', i.e. skipping one or more bidding levels. Since it deprives the opponents of the bidding space, it is expected that they will either find a wrong contract (too high or in a wrong denomination) of their own, or fail to find any. A preemptive bid often has the aim of a ''save'', where a partnership bids a contract knowing it cannot be made, but assumes that (even when doubled), the penalty will still be smaller than the value of opponents' bid and made contract. Scoring context The tables at right help to illustrate the limits of the scoring advantage to be gained in duplicate bridge by preempting or sacrificing when the opponents may be successful in making a game contract. The level to w ...
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Sacrifice (bridge)
In duplicate bridge, a sacrifice (a save in common usage) is a deliberate bid of a contract that is unlikely to make in the hope that the points will be less than the points likely to be gained by the opponents in making their contract. In rubber bridge, a sacrifice is an attempt to prevent the opponents scoring a game or rubber on the expectation that positive scores on subsequent deals will offset the negative score. Owing to the difference in the methods of scoring between duplicate and rubber bridge, a sacrifice bid in rubber bridge is much less likely to be advantageous and so strategies differ between the games. Comparable strategy differences exist between Matchpoints scoring and IMPs scoring games. Scoring context Sacrificing against game contracts In duplicate bridge scoring, if the opponents bid and make a game contract, it yields them 600 or 620 points when they are vulnerable and 400 or 420 points when they are not vulnerable, depending upon the and assuming no . ...
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Negative Double
The negative double is a form of takeout double in bridge. It is made by the responder after their right-hand opponent overcalls on the first round of bidding, and is used to show shortness in overcall's suit, support for the unbid suits with emphasis on majors, as well as some values. It is treated as forcing, but not unconditionally so. In practice, the negative double is sometimes used as a sort of catch-all, made when no other call properly describes responder's hand. Therefore, a partnership might even treat the negative double as a wide-ranging call that merely shows some values. Usage Using the modern negative double convention, it is understood that a double over an initial overcall is conventional, and ''not'' for penalties (but see Playing for penalties). For example, using this convention, the following doubles would be regarded as negative, not for penalty: *1 – (1) – Dbl *1m – (1M) – Dbl *1 – (1) – Dbl *1M – (2m) – Dbl In understandings regarding nega ...
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Support Double
The support double is a bridge convention used to distinguish between three-card and four-card support for partner's suit response to one's opening bid in the scenario where his response is either overcalled or doubled by the opponents. A of two in partner's suit indicates four-card support and a call of double promises three-card support; if partner's suit bid is doubled instead of overcalled, a redouble serves the same meaning as double. The convention was invented by Eric Rodwell in 1974.Rodwell, Eric. NewInBridge - The Topics Collection; Topic 00 - Support Doubles and Redoubles. First published September 15, 2010; revised September 1, 2012. For example, after 1 - (Pass) - 1 - (1) * Double shows three-card heart support * 2 shows four-card heart support * Pass or other bids: fewer than three hearts A support redouble applies when Right Hand Opponent makes a take-out double of the response of one of a major: 1 - (Pass) - 1 - (Double) * Redouble: three-card spade support * 2 ...
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Takeout Double
In the card game contract bridge, a takeout double is a low-level conventional call of "Double" over an opponent's bid as a request for partner to bid his best of the unbid suits. The most common takeout double is after an opponent's opening bid of one of a suit where the double shows a hand with opening values, support for all three unbid suits (at least three cards in each) and shortness in the suit doubled (preferably, no more than two). Normally, the partner of the doubler must bid his best suit but may pass if (a) his right hand opponent intervenes or (b) on the more rare occasions when his hand is such that he wishes to convert the takeout double to a . Requirements Commonly a double is considered for takeout whenever one of the following conditions is met (but see balancing double below): *Opponents have previously bid only one suit, and the player did not have chance to double that suit before. *Opponents have previously bid two suits, and partner has passed. *Opponents ...
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