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Rules of ...16

More rules in BridgeCast this week from Level 3. BridgeCast is Andrew's monthly subscription service, join him as he presents a daily deal. To find out more click here. It is also Rule thirteen, in Andrew's "Rules, Acronyms and Ditties" book which is, providing the inspiration, for his current series of Level 3 daily videos on BridgeCast.

The Rule of 16: When an opponent opens 1 NT, you should double whenever you have 16+ points.

This applies whether or not you are balanced or have a long suit. It is a penalty double, expecting partner to pass and hoping to defeat 1 NT doubled lucratively.

Each of these hands should double a 1 NT opener:

♠ A Q J 3

 A 2

 K Q 7 4

♣J 10 8

♠ A Q

 K J 7 3 2

 A J 8 2

♣ K 6

♠ 7 2

  A 8 4

 A K J 8 6 2

♣ A 7

The best double of the three is the one with the fewest points – the last – with a lovely source of tricks.

Partner will normally pass the double [assuming the next hand has not rescued – which he will do whenever he has a five-card suit]. Partner will only remove the double when he has a very weak hand (0-4 pts) and a long suit.

Exercise: The bidding has proceeded (1 NT) - Dbl - (Pass) - ? What now with these hands:

Hand (i) Hand (ii) Hand (iii) Hand (iv)

♠ J 8 3

 Q 6 2

 K J 4 2

♣ K 10 8

♠ 7 2

 J 4 

 A 6 2

♣ J 9 7 5 4 2

♠ J 6 3 2  

 8 6 3

 8 6 

♣ J 8 5 2

♠ J 10 8 6 3 2

 9 4 3

 7 4 2

♣ 5

(i). Pass. You have game values (facing partner’s 16). However you should expect to win more points defending 1 NT doubled than bidding a making game.
(ii). Pass. Expect to beat 1 NT doubled – holding the majority of high-card points; so it is mistaken to remove to 2 ♣.
(iii). Pass. Do not remove when you have no suit of five+ cards. Partner may have many more than 16 points, or a running suit. 1 NT doubled may go down despite your meagre assets.
(iv). 2 ♠. Finally a hand to remove the double: very weak with a long suit, likely useless unless spades are trumps.

South Deals
Both Vul
10 5 4
10 7 4
9 5 2
J 7 4 3
A 7
A Q 8
A J 10 8 4 3
Q 2
 
N
W   E
S
 
K J 9 3 2
6 5 2
K Q
10 8 5
 
Q 8 6
K J 9 3
7 6
A K 9 6
West North East South
      1 NT
Dbl1 Pass2 Pass3 Pass4
  1. Any hand with 16+ points – far preferable to 2  (as will be seen...).
  2. Nowhere to go.
  3. Game values, but expects to win more points defending.
  4. Normal to pass, but a rescue to 2 ♣ would save the day.
1 NT× by South
Lead:  J

On our deal West led  J to East’s  Q, East switching to a surrounding-dummy’s-♠ 10 ♠ J (key play). Declarer played low (best), but East led ♠ 3 to West’s ♠ A,  3 was returned to East’s  K and now ♠ K92 could be cashed, West discarding ♣ 2, ♣ Q and  8.

East switched to  6. West could win  Q, cash  A and follow with  A1084. Declarer had not won a single trick – down seven and 2000 points to E-W!

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