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Bridge Bidding Conventions Cheat Sheet (Quick Reference for Club Players)

By Danny Taylor

Updated March 2026, reviewed for accuracy with current ACBL standards and modern bidding trends.

Most bridge players learn conventions in bits, Stayman from one lesson, Blackwood from another, negative doubles from a book they half-read. This cheat sheet puts the most common ones in one place, with the minimum you need to use each correctly.

It’s not exhaustive. It’s the 10 conventions that show up at virtually every club table, explained without the theory.


1. Stayman (2♣ over 1NT)

What it is: After partner opens 1NT, a 2♣ bid asks: “Do you have a four-card major?”

Requirements: Responder needs at least one four-card major and enough points to invite or force game (usually 8+ HCP, though some partnerships use garbage Stayman with weaker hands for shapely hands).

Opener’s responses:

  • 2♦ = No four-card major
  • 2♥ = Four or more hearts
  • 2♠ = Four or more spades (implies no four-card heart suit, or at least not a longer one)

What happens next: If responder bid Stayman with 8–9 HCP (invitational), they pass or bid 2NT based on opener’s reply. With game-forcing values (10+ HCP), they bid game in the found major or 3NT.

The trap: 2♣ is forcing for one round — opener must reply. It doesn’t promise anything about clubs.

Full details: Stayman Convention


See our complete list of bridge conventions for more on this and other popular conventions.

2. Jacoby Transfers (2♦/2♥ over 1NT)

What it is: After a 1NT opening, a 2♦ response shows five or more hearts and asks partner to bid 2♥. A 2♥ response shows five or more spades and asks for 2♠.

Why bother: It puts the stronger 1NT opener on lead, better for suit protection. Responder then decides whether to pass, invite, or bid game.

After the transfer:

  • Pass = weak hand (0–7 HCP), just wants to play in the major
  • 2NT = invitational (8–9 HCP), asks opener to bid 3NT or 3 of the major
  • 3 of the major = invitational with six-card suit
  • 4 of the major = game with six-card suit

The trap: Some partnerships use 2♥ over 1NT to show hearts (not spades). Confirm which direction with partner before playing.

Full details: Jacoby Transfers


3. Blackwood (4NT asks for aces)

What it is: A 4NT bid in slam-inviting auctions asks partner how many aces they hold.

Responses (standard Blackwood):

  • 5♣ = 0 or 4 aces
  • 5♦ = 1 ace
  • 5♥ = 2 aces
  • 5♠ = 3 aces

After the ace-asking: If you want to check kings, bid 5NT (asks the same way, one level up). The 5NT bid also promises all four aces are held between the partnership.

When NOT to use it: Don’t bid Blackwood with a void. The response tells you ace count, not which aces — a void makes that information meaningless for preventing a ruff on the opening lead. Also don’t use it if a 5♣ or 5♦ response would commit you past 5 of your trump suit with a key ace missing.

Full details: Blackwood/RKCB


4. Roman Keycard Blackwood (RKCB — 4NT in context)

What it is: Same 4NT bid, but counts five “keycards” instead of four aces: the four aces plus the trump king.

Responses:

  • 5♣ = 0 or 3 keycards
  • 5♦ = 1 or 4 keycards
  • 5♥ = 2 keycards, no trump queen
  • 5♠ = 2 keycards, with trump queen

Follow-up: After the keycard response, 5NT asks for kings (cheapest bid = 0–1, etc.). A bid of the trump suit at the six level asks about the trump queen if the response was ambiguous.

Why most players prefer RKCB: The trump king matters as much as a side ace for slam purposes. RKCB captures that information.

RKCB requires knowing which suit is trumps before you bid 4NT. If the auction hasn’t clearly established a suit, plain Blackwood is safer.

Full details: Roman Keycard Blackwood


5. Negative Doubles (double over interference)

What it is: When your partner opens a suit and the next hand overcalls, a double by you is “negative”, it doesn’t mean you want to penalize them. It shows points and the unbid suits.

Requirements: Typically 6+ HCP (more for higher-level doubles). The specific suits shown depend on what suits are unbid.

Common example: Partner opens 1♦, right-hand opponent overcalls 1♠, you hold four hearts and 8 HCP. You can’t bid 2♥ (that would require a five-card suit and more values). The negative double says “I have hearts” without overstating your hand.

Up to what level: Most partnerships play negative doubles through 3♠ or 4♠. Agree with partner before you play.

Full details: Negative Doubles


6. Limit Raises

What it is: A jump raise of partner’s major from one to three (1♥–3♥) shows invitational values — typically 10–12 HCP and four-card support. It’s not forcing.

Why it matters: Without an agreement, a jump raise might mean you just really like hearts. With the limit raise, partner knows the range: invitational, 10–12, four-card support. They can sign off in 3♥ or bid game based on their hand.

With weaker raises: Use 1♥–2♥ (6–9 HCP, three-card or four-card support).

With game-forcing hands: Use Jacoby 2NT (a conventional bid promising 13+ HCP and four-card support, asking opener to describe their hand for slam purposes).

Full details: Limit Raises


7. Weak Two-Bids (2♦, 2♥, 2♠)

What it is: An opening bid of 2♦, 2♥, or 2♠ shows a six-card suit with 6–11 HCP. It’s preemptive — the goal is to disrupt the opponents’ auction.

Requirements: Six-card suit. Quality varies by position and vulnerability; most players require two of the top three honors in the suit.

Responses:

  • Raise (3♥ over 2♥): preemptive, more disruption, not invitational
  • 2NT: forcing, asks opener to describe their hand (Ogust or feature responses, depending on partnership agreement)
  • New suit: natural and forcing (shows six-card suit with game interest)

The rule: Don’t open a weak two with a four-card side major. If you have 2♥ and four spades, you’ve muddied the waters for the auction you’re trying to disrupt.

Full details: Weak Two-Bids


8. Takeout Doubles

What it is: After the opponents open a suit, a double by you is “takeout”, it asks partner to bid their best suit. It shows an opening hand (12+ HCP) with support for the unbid suits.

Requirements: Usually 12+ HCP, shortness in the opponent’s suit, and support for the other three suits. The classic takeout double shape is 4-4-4-1 (singleton in their suit).

Partner’s responses:

  • Bid their best suit at the cheapest level: minimum hand, forced
  • Jump bid: invitational (8–10 HCP)
  • Cue bid of opponent’s suit: game-forcing

The trap: Don’t double for takeout with a long suit of your own, you’ll end up in partner’s suit instead of yours. With a long suit and a big hand, overcall instead.

Full details: Takeout Doubles


9. Drury (2♣ by passed hand)

What it is: When you’re a passed hand and partner opens 1♥ or 1♠ in third or fourth seat, a 2♣ response is Drury — it shows 10–12 HCP with three-card or better support. It’s asking whether opener has a real opening hand or a light third-seat opener.

Why this exists: Light opening bids are common in third seat. Without Drury, you might raise to game opposite a hand that shouldn’t be in game. Drury lets you check first.

Opener’s replies: 2 of the major = subminimum hand (12 points or fewer, maybe less). Any other bid = full opening hand, auction continues naturally.

Full details: Drury


10. Splinter Bids (unusual jump to show a singleton)

What it is: A double jump shift that shows game-forcing support for partner’s suit AND a singleton or void in the bid suit.

Example: Partner opens 1♥, you bid 4♣. This says: “I have four-card heart support, game-forcing values (13+ HCP), and a singleton or void in clubs.”

Why it helps: Partner can now reassess their hand based on whether your singleton is opposite their strength or their weakness. If partner has A-K-x in clubs, your club singleton is useless duplication. If partner has a small doubleton in clubs, your singleton removes two potential losers.

Common mistake: Using a splinter to show strength rather than shape. The strength part is already baked in (game-forcing). The point is the singleton.

Full details: Splinter Bids


Quick reference table

ConventionWhenWhat it shows
Stayman2♣ over 1NTAsks for 4-card major
Jacoby Transfer2♦ or 2♥ over 1NT5-card major, asks for transfer
Blackwood4NT in slam contextAsks for ace count
RKCB4NT with agreed trumpAsks for keycards (aces + trump king)
Negative DoubleDouble over overcallUnbid suits, 6+ HCP
Limit Raise1♥–3♥ or 1♠–3♠10–12 HCP, 4-card support, invitational
Weak Two-Bids2♦/2♥/2♠ opening6-card suit, 6–11 HCP, preemptive
Takeout DoubleDouble of opponent’s opening12+ HCP, asks partner to bid best suit
Drury2♣ by passed hand10–12 HCP, 3+ support for partner’s major
SplinterUnusual jump shiftGame-forcing support + singleton in bid suit

Getting these ten conventions into your game will handle the vast majority of common bidding situations. Brian can quiz you on each one, presenting hands and walking through the correct bid, so the convention becomes automatic rather than something you have to look up mid-auction.

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Related: Conventions for Beginners | Comprehensive Conventions Guide | Bidding Overview


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