Most players learn Stayman early. They pick up the basic rule — bid 2♣ to ask for a major, see what partner says — and then use it every time they have any four-card major after a 1NT opening. That's how the mistakes start.
Stayman is a tool for a specific job. It works on the right hand and creates problems on the wrong one. Understanding exactly when it applies, and exactly what to do after each response, is what separates players who know Stayman from players who use it well.
This guide covers the full picture: the mechanism, the point requirements, every response and follow-up, a few hands that show it working, and the situations where you should skip it entirely. If you're looking for the quick reference version, see our bridge conventions cheat sheet.
What Stayman actually does
When partner opens 1NT (showing 15-17 HCP and a balanced hand in Standard American), your 2♣ bid is Stayman. It asks one question: do you have a four-card major?
Partner has three possible answers:
Opener's responses to 2♣:
- 2♦ — No four-card major (denies both hearts and spades)
- 2♥ — Four or more hearts (may also have four spades)
- 2♠ — Four or more spades, but not four hearts
That's the whole mechanism. The 2♣ bid has nothing to do with clubs — it's purely asking about majors. This is what makes it "conventional" rather than natural: the bid's meaning comes from partnership agreement, not from what the card says.
Why does this matter? Because major suit games are generally easier to make than 3NT. 4♥ or 4♠ requires 10 tricks; 3NT requires 9. When you have an 8-card fit — four cards in partner's hand, four in yours — you can often generate an extra trick through ruffs that wouldn't be available in notrump. Finding that fit before committing to a final contract is worth a step in the auction.
The requirements: what you need to bid Stayman
You need a four-card major
This is the most important rule. Don't bid Stayman without a four-card major in your hand. If you bid 2♣ and partner shows hearts but you hold only two or three hearts, you've consumed a round of bidding and learned nothing useful — you still don't have a fit, and now the opponents have more information about partner's hand than they would have had otherwise.
The one exception is Garbage Stayman (covered below), which is an explicit agreement to use 2♣ as an escape mechanism on weak distributional hands. That's a specific technique with specific goals — not something to use by accident.
You need enough points
Stayman makes sense when you're going to do something with the information. That usually requires 8+ HCP:
- 8-9 HCP: Invitational to game. Use Stayman to look for a 4-4 major fit, then invite appropriately.
- 10+ HCP: Game-forcing. Use Stayman to find the best game — major suit or notrump.
- Under 8 HCP: Generally just pass 1NT. You can't make game, and probing with Stayman creates problems.
Three hands that show Stayman working
Hand 1: Finding the 4-4 heart fit
Your hand (11 HCP):
♠ K 8 5 ♥ Q J 9 4 ♦ A 7 3 ♣ 8 6 2
Partner opens 1NT (15-17 HCP). You bid 2♣.
Partner bids 2♥. You raise to 4♥.
You have 11 + at least 15 = 26 combined, enough for game. Partner's 2♥ shows four hearts, you have four, so the 4-4 fit is confirmed. Playing in 4♥ instead of 3NT is probably correct — you can ruff clubs in dummy or spades in hand, depending on what the opponents lead.
Hand 2: Stayman gets a 2♦ response
Your hand (9 HCP):
♠ Q J 7 4 ♥ K 8 3 ♦ 9 7 5 ♣ A 8 6
Partner opens 1NT. You bid 2♣.
Partner bids 2♦ (no four-card major). You bid 2NT.
No major fit, but you still have 9 HCP. Bid 2NT to invite game. Partner has 15-17 points; with a minimum they pass, with a maximum they bid 3NT. You're right on the edge, so you leave the decision to partner.
Hand 3: Two four-card majors
Your hand (13 HCP):
♠ K J 8 4 ♥ A 9 7 3 ♦ Q 6 ♣ J 8 5
Partner opens 1NT. You bid 2♣.
Partner bids 2♥. You raise to 4♥.
(If partner had bid 2♠, you'd raise to 4♠ instead. If partner bid 2♦, you'd bid 3NT.)
With both majors, Stayman covers all cases. You find the fit in whichever major partner shows, and fall back to 3NT when there isn't one. This is exactly the kind of hand Stayman was designed for.
Follow-up bids after each response
After 2♦ (no four-card major)
You asked about majors and didn't find a fit. Now you need to describe your hand:
- 2NT: Invitational, 8-9 HCP. Partner passes or bids 3NT.
- 3NT: Game-forcing, 10+ HCP. Partner passes.
- 3♥ or 3♠: Five-card suit (you had a five-card major you didn't transfer), invitational. Shows shape partner didn't know about.
- 4♥ or 4♠: Six-card major, game values. Showing long suit you want to play as trump.
After 2♥
Partner has four hearts. If you have four hearts: raise to 3♥ (invite) or 4♥ (game). If you don't have four hearts (you bid Stayman with only four spades): bid 2NT to invite or 3NT to play. You can also bid 2♠ to show four spades and ask partner to choose, if you have both majors and partner's response was 2♥.
After 2♠
Partner has four spades (no four hearts). If you have four spades: raise to 3♠ (invite) or 4♠ (game). If you only have four hearts: bid 2NT (invite) or 3NT (game). Partner has already denied four hearts, so no heart fit is possible.
When NOT to use Stayman
When you have a five-card major
Use a Jacoby Transfer instead. Transferring to a five-card major is more informative than Stayman: it tells partner you have five cards (not four), and it puts the strong hand on lead as declarer. Save Stayman for four-card major situations.
When your hand is 4-3-3-3
Flat hands — 4-3-3-3 distribution — play well in notrump. Even if you find a 4-4 major fit, a completely flat hand may produce fewer tricks in the suit contract than in 3NT. With 4-3-3-3 shape and game-going values, just bid 3NT.
When you have fewer than 8 HCP
If you're not going to game, there's rarely a good reason to probe with Stayman. 1NT is a reasonable contract. Just pass and let partner play it. The exception is Garbage Stayman — see below.
Garbage Stayman: the escape technique
Some partnerships agree to a specific use of Stayman on weak distributional hands. The classic garbage Stayman hand is something like:
♠ J 8 7 4 ♥ Q 9 6 5 ♦ 3 ♣ 8 7 4 2
4 HCP, 4-4-1-4 shape. 1NT is going to be miserable.
With this hand, you bid 2♣ planning to pass whatever partner bids. If partner bids 2♥ or 2♠, you pass and play the 4-2 or 4-4 fit. If partner bids 2♦ (no major), you bid 2♥ and hope partner has three hearts to pass with.
This only works if your partnership has explicitly agreed to play Garbage Stayman. Without that agreement, bidding 2♣ and then passing a response commits you to a contract you didn't intend. It's a good technique, but it requires communication with your partner first.
The most common Stayman mistake
Bidding Stayman without a four-card major. It happens more than you'd expect, especially when players are eager to explore. They have 12 points, they know game is likely, and they reach for 2♣ out of habit. But if you hold:
♠ A K ♥ J 9 7 ♦ K 8 6 4 ♣ Q 9 8 5
12 HCP, no four-card major. Just bid 3NT.
You don't have a four-card major. Partner can't show you one that helps. Bidding Stayman here burns a round of the auction and hands the defense information about partner's major-suit holdings — for no gain.
Practice Stayman decisions with Brian
Brian, Bridgetastic's AI bidding coach, walks you through hands and explains every bid — including when to bid Stayman, when to transfer instead, and how to handle each response. Try it on any hand.
Practice with Brian FreeRelated guides
- Bridge conventions cheat sheet — quick reference for Stayman and the other conventions you need at the table
- Jacoby Transfers complete guide — what to do when you have a five-card major after 1NT
- Stayman convention encyclopedia entry — detailed reference including Smolen and Puppet Stayman variants
- Hand evaluation — how to count points correctly before deciding whether to use Stayman
FAQ
What is the Stayman convention in bridge?
Stayman is a 2♣ response to a 1NT opening that asks partner whether they hold a four-card major suit — hearts or spades. Opener responds 2♦ to deny a four-card major, 2♥ to show four hearts, or 2♠ to show four spades. The purpose is to locate an 8-card major suit fit before committing to a notrump contract.
What do you need to bid Stayman?
You need at least one four-card major and typically 8 or more high card points. Without a four-card major, there's no reason to use Stayman — even if partner shows a major, you won't have the fit you're looking for. With fewer than 8 HCP and a balanced hand, passing 1NT is usually correct.
What do you bid after Stayman gets a 2♦ response?
After 1NT–2♣–2♦: with 8-9 HCP, bid 2NT to invite game. With 10+ HCP, bid 3NT to play. If you have a five-card major, you can bid three of that major as an invitational bid, or four of the major as a sign-off in game.
When should you use Stayman instead of a Jacoby Transfer?
Use Stayman when you have a four-card major. Use a Jacoby Transfer when you have a five-card major. Stayman looks for a 4-4 fit; transfers show a 5-card suit and put the strong hand on lead as declarer. If you have five cards in a major, transferring is always more accurate than Stayman.
What is Garbage Stayman?
Garbage Stayman is an agreement to use 2♣ with a very weak hand — typically 0-6 HCP — that has at least four cards in each major. Your plan is to pass whatever major partner bids. The goal is to escape 1NT on a hand that will go badly there. This requires explicit partnership agreement to work correctly.