SAYC
×

Preface

  SAYC (Standard American Yellow Card)
  1. Introduction
  2. Bidding Hierarchy
  3. Determine Opening Bid
  4. Opening Bid Options
  5. Scoring Structure
  6. Bidding Strategy

  Statistics
×

Open 1 Level

Open 1 Level
   Open  1 ♠ 
   Open  1 ♥ 
       Open  1 NT 
           Open Better Minor
               Open  1 ♦ 
               Open  1 ♣ 

Opening Bid & Table Position
×

Respond to 1 Suit Openings

   Guidelines for Responses
         Support Suit (Distribution Points)
         Propose Suit (1-over-1 Restriction)
  • Respond to  1 ♠ 
  • Respond to  1 ♥ 
  • Respond to  1 ♦ 
  • Respond to  1 ♣ 
Opener's Next Bid (Bid 3)
   Responder Supports the Bid Suit
   Responder Proposes a New Suit
×

Respond to  1 NT 

Respond to  1 NT 
    Transfers (1NT)
       Stayman (1NT)
          No 4-card Major (1NT)
-----------------
Transfer Convention
Stayman Convention
×

Weak Bids

Weak Opening Bids
 • 6-card suit            2 ♦   2 ♥   2 ♠ 
 • 7-card suit   3 ♣   3 ♦   3 ♥   3 ♠ 
 • 8-card suit                    4 ♥   4 ♠ 
-----------------------
Respond to Weak Openings
  • Respond to          2 ♦   2 ♥   2 ♠ 
  • Respond to  3 ♣   3 ♦   3 ♥   3 ♠ 
  • Respond to                   4 ♥   4 ♠ 
×

Strong  2 ♣ 

Open  2 ♣ 
Respond to  2 ♣ 
  • 2-Diamond Waiting (SAYC)
  • 3-Point Step (Social Bridge)
  • 2-Diamond Bust (Social Bridge)
×

Strong  NT  Bids

Open  2 NT  or  3 NT 

Responses

Respond to  2 NT 
    Transfers (2NT)
       Stayman (2NT)
          4-card Major (2NT)
Respond to  3 NT 
    Transfers (3NT)
       Stayman (3NT)
          No 4-card Major (3NT)
×

Other Bids

 • Jacoby  2 NT 
 • Slam (Blackwood & Gerber)
 • Overcalls
 • Doubles
 • Balancing
×

Taking Tricks

Leads on Defense
Leads on Offense
    • Finessing a Tenace
×

Practice

Open 1 Level
Responses to 1 Suit Openings
Open 1 NT (14 Examples)
Open 1 NT (16 Examples)
Responses to  2 ♣  Opening
Overcalls

Practice Websites

   • SAYC Bidding Practice
   • Trickster
   • Bridge Base On Line
×

Duplicate

Duplicate Protocol
Duplicate Scoring
1. Contract Points Scoring
2. Match Points Scoring
×

Downloads

SAYC Summary
Open 1-Level Bids
Respond 1-Suit Opening
1 NT Openings & Responses
Responses to Weak Openings
Responses to 2 Club Openings
Handout Duplicate Bridge Contract Points
Front Door

Duplicate Bridge Protocol (Westerville Senior Center Duplicate Group)

The following prtocols are for the most part from ACBL guidelines. However, there are some exceptions that are made for this bridge group to keep the session friendly and fun. There are no prizes to be won. We are Senior Citizens that make mistakes!

Each player should be familiar with and follow the protocols. Learning the protocols during the session is strongly discouraged. A player trying to learn the protocols on the fly is considered rude and inconsiderate to the other players, and will be asked to leave. This causes significant disruptions to every player in the room, and discourages the other players from wanting to play with you again. We want the other players to want to play with you!!!

Let's Begin !

  1. Each player must be familiar with the Table Mat, Duplicate Tray, Traveller, and Bidding Box.
  2. Table Mat

    One mat is placed at the center of each table.
    Each mat:
     • is uniquely labelled with the table number.
     • is aligned in the same North direction as all the other table mats.
     • contains a unique table that displaysng which teams are playing, their direction, and the trays that will be used for each round.
     • displays the table that each team will go after the end of the round.
    Table Mat

    Duplicate Tray

    A stack of trays that are to be played for a specific round are placed on the mat at the center of each table.
    Each tray:
     • is uniquely labelled with the tray number.
     • displays the North direction and which teams are vulnerable.
     • is aligned in the same North direction as all the other table mats and trays.
     • contains four pockets of 13 playing cards each for each player at their respective compass direction seat.
     • inicates which player is the "Dealer".
    Duplicate Board

    Traveller

    The traveller is a tally sheet used to record the contract points at the end of each hand of duplicate bridge.

    This tally sheet "travels" with the tray as it moves from table to table.
    Traveller

    Bidding Box

    The bidding box contains 35 cards for each possible bid, plus several call cards (pass, double, and redouble). There are 4 bidding boxes at each table, positioned at each corner of the table for use by each player. The player uses these cards to make a bid or call during the bidding round without speaking.
    Bidding Box
  3. Each player must know how to keep Contract Points Score. Knowing Match Point Scoring helps, but is not neccessary.
  4. Teams sit either EW or NS, as indicated on the Table Mat.
  5. The trays to be played (normally 2 to 4 trays per round) are stacked in the center of the table, correctly oriented with respect to the North direction. The trays remains in place until all trays have been played.
  6. Player sitting in the North position makes sure the correct trays are on the table and the correct teams are in the correct NS and EW positions. This information is on the Table Mat.
  7. North player removes the traveler from the tray to be played and places it to the side. Noone is to see the contents of the traveller at this point.
  8. Bidding Process

  9. Each player removes the 13 playing cards from the tray pocket that corresponds to their compass position. The player counts the playing cards face down to insure there are exactly 13. The player picks up the playing cards, inspects them, and arranges them in their hand.
  10. The player that is designated as the dealer begins the bidding. The dealer designation is on the tray.
  11. Bidding is a silent process. Talking, verbalizations, hand gestures, face gestures, body language, etc. are considered "table talk" and are not permitted.
  12. Each bid, with the exception of PASS, DOUBLE, or REDOUBLE must be made at a higher hierarchy that the previous bid.
  13. The dealer makes the first bid using a card from the bidding box. The player to the left makes the next bid, and this progesses clockwise around the table.
  14. All bids are made using the cards from the bidding box. Each card from the bidding box is placed on the table face up in front of the player, arranged in the order of how they were issued (from right to left). For example:
  15. • The player opened with 1 club by placing the 1 club card face up on the table in front of the opener.
    • (Not shown) Partner responded 1 spade.
    • Opener bid 3 spades by placing the 3 spades card face up on top of the 1 club card so everyone can see the progression of bids.
    • (Not shown) Partner bid 4 spades.
    • Opener placed the PASS card face up on the 3 spades card so everyone can see the progression of bids.
    Bidding Box Cards
  16. If the player makes a bid that has a lower hierarchy than the previous bid, any player can verbally say "Insufficient Bid". The bidding player must remove the old bid, and make a correct hierarchy bid or PASS. No penalties are to be assessed.
  17. Bidding process is completed once 3 calls of PASS have been made sequentially.
  18. The contract is the last bid made before the three successive Passes.
  19. The player making that last non-Pass bid becomes the Declarer.
  20. Once the contract is known, the partner/dummy places the bidding card for that contract on the table in front of the partner/dummy face up so all players can see and be reminded of the contract (Senior Citizen courtesy)
  21. Trick Taking Process - the "Play"

  22. The player to the left of the declarer begins the Play by issuing the first playing card and laying it on the table face down immdiately in front of the player. The player asks if there are any questions concerning the bidding.
  23. After resolving all questions, the player turns the lead playing card face up for all to see and the play begins.
  24. The declarer's partner, the dummy, lays its playiong cards in an array on the table face as shown, directly in front of the partner.
    • The playing cards are displayed in four columns by suit by alternating colors.
    • The playing cards and columns are oriented for easy viewing by the declarer.
    • When playing a trump suit contract, the left column of the dummy is the trump suit. (In this photo the trump suit is spades)
    • When playing No Trump, the left column is the same suit that was first lead. (In this photo the suit that was led is spades)
    Dummy's Hand
  25. The next 3 players, in clockwise order, issue their playing cards face up, immediately in front of them on the table. They are not placed in a common pile in the center of the table as done in social bridge.
  26. Whenever it is the Dummy's turn to issue a playing card, the Declarer verbally tells its partner/dummy which playing card to issue fom the dummy array. The partner/dummy removes the playing card from the dummy array and places it face up on the table between the dummy and the player.
  27. The player that issued the highest playing card (including trump) is the winner of that trick.
  28. Every player places the playing card they just issued face down on the table in front of them. The face down playing cards are lined up in the order they were played. If the partnership won the trick, the playing card is pointed toward the partner. If the partnership lost the trick, the playing card is pointed in the direction of the opposing team. For example, from left to right:
    • won the first 4 tricks
    • lost the next 4 tricks
    • won the next 2 tricks
    • lost the next 2 tricks
    • won the final trick
    This player (and his partner) won 7 tricks.
    Played Cards Box
    • Both teams must agree on how many tricks were taken by each team.
    • If the director is called to resolve a dispute, the hand integrity is intact and the director can review each playing card that was issued on each of the 13 tricks.
  29. Duties of the Partner/Dummy

  30. Whenever the declarer wants to issue a playing card from the dummy, the declarer verbally asks the partner to select a specific playing card from the dummy array and place it on the table face up for all to see.
  31. At the end of each trick, the partner/dummy places the issued playing card face down between the exposed array of the dummy's playing cards and the partner.
  32. If the partner/dummy sees the Declarer reaching for a playing card to issue from its hand when the next playing card to be issued should come from the dummy, the partner/dummy is allowed to remind the declarer verbally by stating "You are on the board".
  33. If the partner/dummy sees the Declarer is taking a long time to determine what to do, the partner/dummy is allowed to remind the declarer by stating "You are on the board" or "You are in your hand".
  34. If the declarer forgets where the lead should originate, the declarer can verbally ask "Were am I ?", to which the partner/dummy (or anyone else that happens to remember) is allowed to verbally respond "You are on the board" or "You are in your hand".
  35. Renegs - Early in the trick taking process, if your partner does not follow suit, it is encouraged to ask your partner IMMEDIATELY and verbally "Are you out of the suit that was led?". This senior citizen error will happen, and it can be remedied IMMEDIATELY on the spot to avoid confusion and disruption later on during the trick taking process. It is suggested that penalty tricks not be inflicted. Isn't being a senior citizen enough of a penalty?
  36. End of Play

  37. Each player is responsible for maintaing the integrity of their 13 playing cards in front of them. If needed, the director can quickly tell which playing card was issued on which trick, and which team won that trick.
  38. No player shall touch any playing cards other than its own
  39. After play has finished, each player should shuffle its original thirteen playing cards, after which they are re-inserted into the same pocket from which they were withdrawn.
  40. Player sitting in North position enters the correct contract score on the traveller at the end of play.
  41. After the North player enters the contract score on the traveller, one of the opposition players (sitting EW) checks the contract score on the traveller and initials the traveller confirming correctness.
  42. Players select the next tray to be played, or move to the next table for the next round of play. Team movement is displayed on the Table Mat.

Download a PDF of this page: Duplicate Bridge Protocol.
3/29/2025
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