Fifty emails, one a morning, each on a single bridge convention: what it is, when to use it, a real hand, and a summary you can keep by your elbow at the table. Five phases, from the Survival Kit to the Master Class, taught the way tournament players play it today.
Each morning's email covers one convention: a plain-English explanation, when to use it, a real hand, and a quick summary you can reference at the table.
The rule is the easy part. Every lesson bids a hand with the convention in it, so you recognize it when it shows up across the table on a Tuesday night.
Every email stays in your inbox. Reopen Day 7 the night before a sectional, or Day 21 the first time someone overcalls your 1NT.
The ten you cannot play a modern duplicate game without. They come up in almost every session.
The most famous convention in history. Used to find a 4-4 Major fit after a 1NT opening. Responder bids 2♣ to ask opener about 4-card Majors.
Transfers the play to Responder's long Major suit so the strong 1NT opener becomes Declarer. 2♦ transfers to hearts, 2♥ to spades.
The artificial opening bid for any hand with 22+ points or huge playing strength. 2♣ is completely forcing, so partner cannot pass.
Used when you have opening points but no 5-card suit to overcall. Asks partner to bid their best suit. The foundation of all competitive bidding.
Used by Responder to show 4 cards in an unbid Major after opponents overcall. The modern standard, and it replaced the penalty double at low levels.
Opening 2♦, 2♥, or 2♠ to show a 6-card suit and a weak hand (5 to 10 points). A pressure bid designed to obstruct the opponents' auction.
The upgrade to standard Blackwood, counting the King of trumps as a fifth keycard. The house agreement is 1430, so 5♣ shows 1 or 4 and 5♦ shows 0 or 3.
4♣ to ask for Aces after a 1NT or 2NT opening. The fast slam tool when you want an Ace count without committing to the 5-level first.
A direct overcall in the opponent's suit to show a two-suited hand, typically both Majors, or a Major plus a Minor. Maximum information in one bid.
A jump to 2NT over an opponent's opening shows the two lowest unbid suits. Works hand-in-hand with Michaels to describe two-suited hands at the 2-level.
The 2/1 framework. With these ten you can sit down at any club game, SAYC or 2/1, and hold your own.
Responding 2♣ or 2♦ to a Major opening guarantees the partnership reaches game. It removes the stress of being dropped in a low partial score.
The "catch-all" response in the 2/1 system for hands not strong enough to force to game. Opener must bid again. It is 100% forcing for one round.
Bidding the only unbid suit artificially to ask partner for more information, usually a stopper for no trump or clarification of suit length.
Also called Checkback Stayman. Used after Opener rebids 1NT to uncover a 3-card Major support or a 5-3 fit that standard Stayman alone would miss.
A game-forcing raise of partner's Major suit opening, showing 4+ card support. Asks Opener to describe their hand type so both partners can aim for slam.
A double-jump shift showing game support and a singleton or void in the bid suit. One of the most powerful slam-investigation tools available.
The keycard answer is only the start. The cheapest bid that is not the trump suit asks for the trump queen, and 5NT asks for kings. Skip the queen ask holding ten or more trumps, because the queen usually falls.
Opener doubles an opponent's overcall to show exactly 3-card support for Responder's suit. Precise tool for finding 5-3 Major fits at the 2-level.
Bidding a new suit after a single raise to ask partner for help in that specific suit. Points the way to the right game contract.
Jumping in a suit over an opponent's opening to obstruct their bidding. Shows a 6-card suit and a weak hand. Pure competitive pressure.
Where matches are won. These ten are for the fight at the 3-level, when both sides want the partscore.
A complex but essential convention used after an opponent interferes over your 1NT. Distinguishes between weak, competitive, and strong hands with pinpoint accuracy.
A defense system against the opponents' 1NT opening. 2♣ shows a single suit, 2♦ shows both Majors. A fighting chance against strong no trump openers.
When partner Takeout Doubles and RHO raises, your double asks partner to pick a suit. Keeps the competition alive without overstating your strength.
Over 1♦, a raise to 2♦ is strong (forcing) and a jump to 3♦ is weak (preemptive). Reverses standard logic to create maximum obstruction with weak hands and precision with strong ones.
Used by a Passed Hand to show a fit and invite game after partner opens a Major in 3rd or 4th seat. Prevents game-going hands from stalling at a low contract.
A "game try" double used when the opponents' bidding leaves no room for a normal trial bid. Compact and precise. It tells partner you want to be in game.
Used after a Takeout Double to show a limit raise or better in partner's suit. Describes a strong, distributional hand while pre-empting the opponents' space.
Jumps to 4♦ or 4♥ over 1NT to transfer directly to 4♥ or 4♠. Keeps the strong hand concealed and allows a subsequent 4NT to investigate slam.
Opening 3NT to show a solid 7+ card minor suit with no outside Ace or King. A tactical pre-empt that can be devastating when partner holds the right values.
Uses 3♣ and 3♦ responses to a Major opening to show constructive and limit raises with 4-card support. Frees 3 of the Major as a purely preemptive raise.
Tools for seeing partner's hand before you bid the slam, so you reach the thin ones and stay out of the ones that sink a matchpoint score.
Bidding a suit in which you hold a control (Ace, King, or void) on the way to slam. Allows both partners to confirm controls without overcommitting.
A jump to the 5-level to ask for Aces excluding the suit bid (which you hold as a void). Perfect when a void makes standard Blackwood responses meaningless.
Defense against interference over Blackwood: Double = 0 keycards, Pass = 1. Keeps your slam investigation alive when opponents try to disrupt your auction.
An overcall of 1NT after both opponents have bid, showing a weak two-suiter in the unbid suits. An underused but tricky competitive weapon at the right moment.
Used after Stayman when partner denies a 4-card Major. Shows 5-4 in the Majors while keeping the 1NT opener (the strong hand) in the Declarer seat.
A game-forcing 3♣ over 1NT that hunts for a 5-3 Major fit. Opener bids 3♦ with no five-card Major, and responder falls back on the Smolen principle.
In a Major-suit game-forcing auction, 3NT says you hold full values with only mild slam interest. Because 3NT carries the polite hands, a cue bid instead of 3NT is a genuine slam move, and partner stops guessing which one you meant.
A slam try in the cheapest available suit meaning "I have slam interest but can't cue bid." Keeps the dialog open when you need one more piece of information.
A defense to the opponents' 1NT opening. Every call shows your shape, so nothing is left vague. Double shows a 4-card Major plus a longer minor.
The sister defense to Woolsey over their 1NT. Double shows one long minor or both Majors, and advancer relays 2♣ to find out which.
The last ten, the ones partnerships add on purpose. For players who like tuning a precise machine and want the last word in the auction.
A checkback system after three bids at the one level. 2♣ is a puppet to 2♦ and 2♦ is game forcing, so you buy information cheaply.
In competition, when your side would otherwise have to bid at the three level, 2NT becomes artificial: a relay to 3♣. It separates competing from inviting.
In competition, a jump in a new suit shows 4+ card support for partner plus a strong 5-card side suit. Invitational or better, with the side suit as a source of tricks.
The upgrade to the Jacoby 2NT you met at Convention 15, tuned so partner's strong Major-suit raises stop being a guess. The full structure and the partnership agreements come with the lesson.
A strong two-suited jump over the opponents' weak two bid. 4♣ or 4♦ shows that minor plus the other Major, 5-5, with real playing strength.
Bidding the opponents' suit to ask partner for a stopper for 3NT. It is an ask, not a show, which is exactly what separates it from a control bid.
An escape after opener's jump 2NT rebid, so a weak responder can stop in partscore instead of being carried to game.
An artificial 2NT over partner's reverse, separating a weak hand from a game-forcing one before the auction climbs too high.
A 2NT inquiry over partner's weak two bid, asking about suit quality and hand strength so you can judge game instead of guessing.
A minor-suit slam tool used over a 2NT opening. It names the minor and starts the keycard conversation, so minor-suit slams stop being guesswork.
$15, one time. All 50 emails, yours to keep.
Stayman is the single most important convention for new players. Used after a 1NT opening, it allows you to find a 4-4 Major fit by asking opener about 4-card Majors with 2♣. It appears in virtually every duplicate session and gives you an immediate advantage over players who don't use it.
Our series is structured as one convention per day over 50 days, about 7 weeks. However, you don't need to master all 50 before improving. The Phase 1 conventions alone (Stayman, Jacoby Transfers, Strong 2 Clubs, Takeout Double, Negative Double) will dramatically improve your game within the first week.
Both are used after partner opens 1NT, but they serve different purposes. Stayman (2♣) asks opener to name a 4-card Major when you also hold one, hoping to find a 4-4 fit. Jacoby Transfers (2♦ or 2♥) tell opener to bid your long Major suit so the strong 1NT hand becomes Declarer and hides their high cards from the opening lead.
Not at all. Phases 1 and 2 (Conventions 1 to 20) cover everything you need to play competently in most club games and tournaments. Phases 3 to 5 are for players who want to compete at a higher level or play in regional and national events. Start with the fundamentals and add conventions as your partnership grows.
After purchase, you receive one email per day for 50 days. Each email covers a single convention with a clear explanation, when to use it, a real hand example, and a quick summary you can reference at the table. Every email is yours to keep, so you can reopen any of them whenever you want.
Yes. The series is specifically designed to take you from the basics to expert-level conventions in a logical progression. Phase 1 starts with the non-negotiables every duplicate player must know. Each phase builds on the previous, so you're never jumping ahead before you're ready.
Fifty conventions, one email a morning, each with a real hand and a summary for the table. Stayman on Day 1, keycard over 2NT on Day 50, and all fifty emails stay in your inbox.
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