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BEGINNER’S BRIDGE
LESSON 8
TAKE OUT DOUBLES AND RESPONSES TO
THEM
Definition:
‑ One use of the "DOUBLE" in bridge is for penalties in order to punish the
opponents when they have bid more than you believe they can reasonably
make, This type of double is called a “PENALTY
DOUBLE”. If your opponents are
defeated, the penalties are increased, and conversely, if the doubled contract is
made, additional bonus scores are awarded for making the contract. You can only double your opponent's
contract. If you don't think your
partner can make the contract, keep it to yourself. You may "double" for penalties only when it is
your turn to call. Lastly, a penalty
double, or any other double, for that matter, does not end the auction The other players still have an opportunity
to call. Only after three consecutive
passes does the bidding end and the final contract remain doubled. If additional bidding occurs, the double no
longer remains in effect.
A
second use for the "Double" is as a request for partner to bid. It asks partner to bid a suit ‑ other than the one already
bid by the opponents. This type of
double is called a "TAKEOUT
DOUBLE. One cannot say
"I'd like to make a penalty double", or I'm making a takeout double,
go ahead and bid partner". The
only word allowed to be said is "DOUBLE'. Thus, it is important to understand the guidelines that exist in
order to differentiate the takeout double from the penalty double or any other,
for that matter.
Guidelines and Requirements For The Takeout Double:
a. The
"double" is made by either member of the opposing team that
previously
opened the bidding.
Example: (1H Dbl.) or (1S P
P Dbl.) or (P 1S Dbl.) or (1NT P P Dbl.)
b. The
partner of the one who doubles must not have previously bid, else the
Double is for penalties.
Example: (lH P 3H Dbl,) or (
2H Dbl,) [ 1H 1S 4H Dbl. = Penalty )
c. The
takeout double Guarantees an equivalent or better hand than the
opponents evidenced by their opening
bid. It is like opening the
bidding
for your side after the opponents have
already opened. Note: A takeout
double evidences greater strength than a
simple overcall at the 1 or 2
level.
Example: (1D Dbl. = 13 HCP's
or more) (1NT Dbl.= 15‑17 HCP's or more)
d. The
takeout double is usually used at bidding levels below game. Above
game levels a double is usually for
penalties.
Example:
(1S P 3S Dbl. = (Takeout)) vs. (4S Dbl. = (Penalty))
e. The
takeout Doubler should ideally have support (or tolerance) for the
unbid suits, especially for the other major
suit if over the opponent’s
Major opening, and for both Major suits if
the opponents have opened a
Minor Suit opening.
Example: KJXX AKXX
KQXX
QXXX (1D Dbl.) XX (1H Dbl.) QXX
1NT Dbl.
X AKXX AJXX
AKXX JXX AX
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Responding to a Takeout Double
If the partner to the takeout double
were to hypothetically pass, this would convert the intended takeout double to
penalties. If partner does not wish
this to happen, he/she must bid, even with as few as O HCP's.
Responder's first choice is usually a Major suit since it will produce a higher
trick score than would a Minor suit, but the highest priority should be to pick
the longest suit such that the partnership is playing in the best Golden fit
possible.
RESPONSES
BY TAKEOUT DOUBLER’S PARTNER
1.
With 0‑9 HCP's
(Minimum Hand)
* Bid a 4‑card or longer unbid
Major suit at the cheapest level
* Bid a 4‑card or longer unbid
Minor suit at the cheapest level
* Bid 1 NT (Guarantees at least one
stopper in opponent's bid suit)
* Bid a 3‑card unbid suit if
necessary, but under no conditions Pass
unless willing to convert the
double to penalties.
2. With
10‑12 HCP's (Medium Hand)
* Jump in a 4‑card or longer unbid Major suit
* Jump in a 4‑card or longer unbid Minor suit
* Jump to 2 NT (Guarantees at least one
stopper in opponent's bid suit)
3. With
13 or more HCP's (Maximum Hand)
* Jump to game in a 4‑card or longer Major suit
* Jump to 3NT (Guarantees at least one
stopper in opponent's bid suit)
REBIDS BY
THE TAKEOUT DOUBLER
1. With
13‑15 HCP's (Minimum Hand)
* Pass whether partner bids at cheapest or
jumped level
2. With
16‑18 HCP's (Medium Hand)
* Raise one level if partner bids at
cheapest level
* Bid a Golden game if partner jumps a
level evidencing 10 or more HCP's
3. With
19‑21 HCP's (Maximum Hand)
* Jump raise if partner bids at the cheapest level
* Bid a Golden game if partner jumps a level.