063: Some points of hand evaluation

Unknown-1“Oh, I had a good hand, so I knew it was right to go to slam.” “Sorry, partner, but my hand was so poor, I just passed.” During the post-mortem, your partner might ask, “Well, how do you define ‘good’ and ‘bad’ hands?”

There are a couple of well-known ways of defining if a suit is good or bad; having two of the three top honours or three of the five top honours … here’s my piece on suit quality if you’re interested. But the art of assessing whether or not your hand is good/bad as a whole is just that, an art. I’m sure you will find many experienced players helpless to define it; they may fall back, on, “Well, you know, you just feel that your hand is good or bad.” It’s a valid approach, but not useful for the beginner.

To define it, one needs a little bit of bridge philosophy. Bridge, in general, is a game of possibilities. When you open 1NT, you’re not guaranteeing that your hand will take 7 tricks; you’re saying that your hand has the possibility of taking 7 tricks. Partner says, “Oh, well, in that case I can possibly contribute a couple of tricks,” and raises to 3NT. Which, as we all know, sometimes makes with overtricks and sometimes goes down ignominiously and sometimes makes nine tricks on the nose.

The art of hand evaluation is the art of assessing those possibilities, and this is the point where long experience at the table leads to “feelings” about a hand. Partner opens 1NT and you try to assess the potential of a hand like S x H x D Txxxxxx C KQxx. Will partner have the right cards to stave off attacks in the majors while she establishes the diamond suit? Does she have aces to cover the singletons, in case diamonds are the best trump suit? Is there a 4-4 club fit? What happens if … and so on. Experienced players will frequently “feel” that, against a 1NT opener, the 7-4-1-1 distribution is worth much more than the mere 5 HCP we see, because they’ve seen this distribution pay off many times in the past and produce 10, 11, or 12 tricks.

poker_mSo they will assess the mere 5 HCP of S x H x D Txxxxxx C KQxx more highly than the ugly 8 HCP of  S QJ H QJ D xxxxx C Qxxx. “Ugly” is a term of possibility, of course. But experienced players have seen their stiff QJ combinations fall underneath declarer’s banging down of the AK time and again. The possibility is that the hand with the stiff QJ combinations will play out poorly at the table, and that the 7-4-1-1 will play out lucratively. The shapely 5 is worth more than the ugly 8.

As you can probably see by now, experience is a valuable asset in hand evaluation. The more hands you’ve played, the more data you have absorbed about what works in the auction or play and what doesn’t. So the questions of hand evaluation for the new player are mostly answered simply by the course of time.  But all the keen intermediates I know are looking for rules of thumb with which to assess their hands, so that they can be aggressive or passive at the right times in the auction.

I’ve got two for you. One you know, one you don’t. The one you are already aware of is the process of adding points to your HCP count based on your distribution; you add points for short suits if you have trumps with which to take care of declarer’s losers in that suit.

I have to emphasize that this is only applicable to hands that you intend to play in a trump suit. Short suits at no trumps are a liability, not an asset — and that’s another rule of thumb that you may already have validated by your experience.

Playing-bridgeYour textbooks and teachers will have told you that you don’t add points to your hand based on a trump suit unless you’re sure of what that trump suit is going to be. For instance, partner opens 1S. You are able to value two hands with identical point count differently, depending on whether or not they have cards in the spade suit: S xxxx H x D xx C xxxxxx is worth more to your partner than S x H xxxx D xx C xxxxxx.  So in the first instance, you value your hand with an additional 3 HCP for the singleton heart and 1 HCP for the doubleton diamond, bringing your 0 up to 4 HCP. The second hand is even worse than 0, at this point, although we don’t actually express HCP as a negative value 😉  The point here is that you actually can quantify your singletons and doubletons (and voids) as valuable and we assign specific HCP values to make that easier.

The rules of thumb are:

  • Before you know if you have a trump fit with partner, add 1 point for a doubleton, 2 points for a singleton, and 3 points for a void.
  • When you know you do have a trump fit with partner, add 1 point for a doubleton, 3 points for a singleton, and 5 points for a void.

My own experience has told me that when you have more than one of those features in a hand, like the S x H x D Txxxxxx C KQxx hand I mentioned above, the synergistic effect of those two singletons is increased. They also tend to dictate how the hand is played out — it’s hard to imagine a line of play that doesn’t include ruffing one of the majors, right?  So every declarer will face the same problems and distribution, which tends to flatten the board. For me personally, when I see a shapely hand like 7-4-1-1, I like to bid it up fast and I value it more highly than even the rules of thumb above would do.

So this is what is meant when you hear an experienced player say, “My hand improved during the auction.” Once they learned there was a trump fit, their shortness became more valuable. Similarly, when you learn that your singleton is in partner’s proposed trump suit, it’s not worth anything and your hand decreases in value.

imagesMy second point of hand evaluation is one that comes up all the time in defensive bidding, but I’ve never heard it taught. To be honest, I must have read it somewhere years and years ago, but I have no idea where or by whom it was written. (If anyone knows who expressed this in writing, I’d like to know where, please, in the comments!)

I can explain it better in a quiz format, I think.  Here’s the auction. Your partner opens 1S, next player bids 2H, you bid 2S, next player bids 3H, your partner passes, next player passes.  Your decision point is whether to bid 3S or to pass.  (Yes, it’s also possible to double, and that’s a whole topic on its own. I’m keeping this simple.)

Which hand would you rather have of:

(a) S Qxx H x D KJxxx C Jxxx

(b) S Qxx H xx D KJxx C Jxxx

(c) S Qxx H xxx D KJx C Jxxx

My answer would be that I slightly prefer (a) to (c), but I’d much rather have either of them than (b). (a) and (c) are better hands than (b); I might bid 3S with (a) or (c) but I would be less likely with (b).

Why? Well, let’s look at the probabilities. The auction you’ve heard is suggesting that there’s an eight- or nine-card fit in the opponents’ hands and the same in yours. In my experience, if I have a two-card holding in the opponent’s trump suit, it’s matched by a two-card holding in partner’s hand.  Similarly, if I have three of their trumps, he usually has one, and vice versa.

Even if they only have an eight-card fit between them, if you have exactly two cards in their trump suit, then declarer is guaranteed a three-two split. And as you probably know by now, it’s easier to manage a 3-2 split than a 4-1 or a 5-0. However, if you have a singleton in their trump suit, that increases the chances that partner has 4 trumps and declarer has a problem.

So if you look at the three hands defensively — let’s say, for whatever reason, you pass 3H and they play it there — the possibilities are best when you have a singleton and worst when you have a doubleton. But what if you bid 3S and partner plays it there?

bridgeWell, if you have hand (a) and a singleton heart, partner has probably got a maximum of one loser in their suit. If you have hand (c) and three heart cards, partner has probably got a singleton and again, only one loser in their suit; a chance of there being two losers, of course, if there’s a 3-2 split. But if you have hand (b), you almost certainly have two losers in their trump suit and they will absolutely cash them, possibly as the first two tricks.

And if there were imaginary hands (d) and (e), they would contain a void in their suit and four cards in their suit, respectively. Those are clearly the best hands to have, since it’s likely that partner has the opposite holding in a 4-0 split. This will be tough for them to play and, if you’re playing the hand, you will have no losers in that suit.

So my rule of thumb is,

Two cards is the worst holding in the opponents’ suit. Three is a little better, but not much; a singleton is better still, but either four or zero is best. 

I expect you will have already realized with experience that four cards, or a void, are best. What your teachers won’t have told you is that a two-card holding is the worst. How that plays out in hand evaluation for me is not as black-and-white as you might think; if I have a two-card holding, it makes me merely pessimistic about my chances, whereas I regard a singleton with optimism. There’s no “always do such-and-such” or “never do such-and-such” here; merely a feeling. But if you base your feelings on the two-card holding, that will make them a little more reliable.

 

 

 

062: The jump shift (when and why)

00fcfa_916fe9acaeb54f2dbebe08920d539a21.jpg_srz_220_176_85_22_0.50_1.20_0.00_jpg_srzOccasionally I get a special request from a reader to address a specific topic. I didn’t ask precisely why on this one; perhaps a partnership had a misunderstanding at the table. A similar point came up at the table for me a while ago, so perhaps this is a good time to get this into print.

What’s a jump shift?

A jump shift occurs when you and your partner are in an uninterrupted auction, at least at the time it happens.  One partner starts with a bid and the other partner’s immediate response is in a different suit and one level higher than necessary.  For instance, North opens 1C, next player passes, South bids 2S.  South has jumped (“jumping over” 1S, and going to the 2S level) and shifted (shifted to a different suit than North).  A jump and a shift equals a jump shift.

In Standard American bidding, this is said to be a “game force”. That means that, no matter what, South is insisting that North/South cannot stop bidding below the level of game — some game, somehow.  I also think of it as a “slam suggestion”.  South wants North to be aware that there might be a slam opportunity here.

Just to be completely clear, here are three examples of bidding sequences that are not jump shifts.

  1. 1C – 3C.  That’s a jump, but not a shift.
  2. 1C – 1S.  That’s a shift, but not a jump.
  3. 1C – 3S.  That’s a DOUBLE jump shift.  A double jump shift is trying to show the same hand that would have opened 3S; seven spade cards, somewhere around 7 HCP.  (Similarly, 1C – 4S shows a hand that would have opened 4S.)

When can you jump shift, and why?

unknownWhen? Here’s the requirements for a garden-variety jump shift.

  1. Partner has already opened, and you have at least 16 HCP.
  2. You hold at least four cards in the suit you jump to. For instance, if you bid 2D over 1C, you are guaranteeing four diamond cards.

And that’s everything. Note that it is not too much of a stretch to make a game force with your 16 HCP facing partner’s opening bid; your 16 plus her 13 equals 29, which is good enough even for game in a minor.  If someone asks your partner what your jump shift means, her answer should be, “A hand with strength and power that wants to force to game.”

Why? The most common reason for a jump shift is that you have a hand that’s going to be difficult to describe, and you want to be sure that partner doesn’t stop in the middle as you’re describing it.  Put another way, you must be in game but you have no idea where that game is, yet.

So with 16 HCP and a clear idea of what game is best, just go there; keep making forcing bids till you get there, and try to find out if partner has anything more than the 13 she’s promised with her opener. If you’re not sure what to do, jump shift and keep bidding until you both know where to go.

Let’s say partner opens 1H and you have this hand:  S AKQx H Ax D xxxxxx C A – a beautiful 17 points, but finding the right game is going to be tough. Bidding 3D would be a jump shift; your next bid will be in spades. Your best game could be nearly anything except clubs at this point.

6aed65fd74ad0fe260730d29844033acThe other answer to “Why?” is that every partnership needs to have within their bidding system a way of unilaterally forcing to game.  If you’re the first for your side to bid, that’s accomplished by opening 2C; if your partner opens first, your game force is a jump shift. Now, I am a great one for having delicate bidding sequences where either partner can stop short of game with no repercussions. But I’m sure that you have had bidding sequences where you stop in 3C and make 7 … because someone knew they were in a forcing sequence but wanted to jam out. That occasionally happens. (“Oh, partner, I opened so light and I felt guilty …”) If you have a sequence that’s 100% forcing, you won’t have as many regrets because it won’t happen as often.

Uncommon jump shifts

There are certainly situations where you can jump shift without having the full “garden variety” requirements that I outlined above. One big area for this is if you’ve already passed.  Let’s say that, vul against not, as opener you passed this one: S AKQx H K D xxxx C xxxx — for a number of good reasons, not the least of which is that you’re not sure if your HK is worth anything or not (and because it could be really difficult to bid). So you pass, LHO passes, and your partner comes to life with 1H.  Now you’re sure that your HK is pulling its full weight. Bidding 1S is fine, and a one-round force, but jump-shifting to 2S at this point says, “Partner, I either have a maximum hand for my previous pass or your opener has improved my hand a LOT. We’re close to a game, but I’m not sure which game is best.”

If the opponents have intervened; well, if it’s clear that something is a jump shift, then it’s a jump shift.  For instance if your partner opens 1C, next player bids 1H, and you have SAKQx HAx Dxxxxxx C A as above — merely bidding 1S would be forcing, yes, but bidding 2S shows the full value of the hand.  And it’s unambiguous, wouldn’t you agree?

Playing CardsBut if you have the same hand and your partner opens 1H and the next player bids 2C — 2S is not a jump shift any more, unfortunately.  3D is available to you as a jump shift, but it’s a little dangerous. You know that partner will always misinterpret your bids if it’s possible, right? LOL Well, in this case, partner is quite liable to look at you after the hand is over and say, “Oh, sorry, partner, I thought you were showing me a double jump shift,” which would mean you had 7 diamonds and 7 HCP.  Ugh.  Partner isn’t going to know what cue-bidding 3C means, although she should take it as strong, forcing, and showing first-round control of clubs. Again, if partner can misinterpret a bid, she will, right? You pretty much have to bid 2S, because a new suit is forcing for one round, and hope you have enough information to take your partnership to game, or cue-bid clubs on the next round and hope partner gets it.

So when the opponents interfere, jump shifts are hard to manage — not impossible, but difficult. Generally, see if you can find another way to get to where you need to go.

Jump shifts in other systems

In the bidding system 2/1, responders actually DO have a forcing sequence available by bidding 2 over 1. (1S / 2[anything but spades] is forcing to game.) That releases jump shifts to be weak.  For instance, 1C / 2S shows a weak hand with six spade cards. These jump shifts are usually made with the kind of hand that would open a weak 2.  A weak jump shift is alertable if it is NOT in competition, so if your opponents are playing 2/1 and your side hasn’t gotten into the auction, and there’s a jump shift, you should receive an alert.  (This is the point that came up at the table for me.)  However, if your side has gotten into the auction, their weak jump shifts are not alertable; like many other situations, I encourage you to ask at the end of the auction.  Incidentally, you’ll find this on the very bottom of the convention card on the right half, under “Other Conv. Calls”.

I’m on less firm ground with systems like Blue Club and/or Precision, but knowing Precision players, they could mean almost anything because so many bids are artificial in those systems. Be sure to ask for an explanation of any bidding about which you’re unsure.