MIGHTY: THE CARD GAME

Generally Accepted Bidding Conventions and Early Hand Play

 

I. Generally Accepted Bidding Conventions

 

Various bidding conventions have been developed over the years for the double deck game. The most common of these are given below. Most of these cannot be used in the single deck game.

Stegnerian Conventions

Opening bit of 25 of a suit: Bidder has a Mighty and Joker and is bidding his strongest suit.
Opening bid of 25NT: Bidder has either two mighties or two jokers.
Opening bid of 26NT: Bidder has either two mighties and a joker or one mighty and two jokers, and no biddable suit. Given three magic cards, it is quite unlikely for a bidder to have no biddable suit so this convention will very rarely be used.

Even/Odd Conventions

These conventions are used by some to convey information in an attempt to get the contract to a more optimal level. A non-competitive bid is a bid where the only previous bids are passes or an increase greater than one in the bid level over the previous bidder.

A non-competitive odd bid of 27 or 29 generally indicates the possession of at least one magic card in the suit bid and a willingness to accept encouragement.

An initial even bid under 30 from a player is an attempt to set the final bid level. Encouragement is not being sought. While this often means the bidder has no magic cards, it does not actually deny their presence in the bidder’s hand.

An initial odd bid of 31 from a player when a lower level odd bid is not available generally indicates the possession of one magic card and a willingness to accept encouragement.

If a lower level odd bid is available then a bid of 31 generally indicates two magic cards.

In an attempt to get the bid to a slam (34) or grandslam (40) level, a bidder with a stronghand and three magic cards may jump to 33 of his suit. In this case, any player with a double off-suit Ace (or double King of the Mighty suit) or the fourth magic card and a single off-suit Ace (or single King in the Mighty suit) can indicate his holding by bidding 35 of that suit (the normal cue bid to show double ace). The initial bidder is then free to bid 36 or 40 of his original suit. His call in this case would be the fourth magic card and the cue bid off-suit ace, guaranteeing himself two partners. If he fails to make this bid, naturally someone else is free to take this information and bid 40 himself (he would then call Mighty, and Joker).

These conventions do not apply if a bidder is simply bidding one level higher than a previous bidder. In this instance the bid should be treated as any other competitive bid.

Encouragement Bids

Bidding NT at one level higher than a previous bidder is encouragement to that previous bidder. This usually requires at the encourager to be holding Mighty and Joker. Bidding this way a second time indicates the bidder has three magic cards. It is generally not wise to encourage with Mighty and Joker if the Mighty is a singleton or doubleton.

This encouragement bid can also be used when holding Mighty and Ace of Trump. In this case Joker control is usually expected along with two or three off-suit winners.

A third situation that may warrant such bidding is the possession of both Jokers. Off-suit support is expected here as well. It is also advisable to make clear this holding through cardplay as soon as possible in order to avoid having the second Joker ripped by the bidder.

This simple encouragement is the only bidding convention that applies to the single deck game. In this case, generally possession of both Magic Cards and a preference for the bid suit is required.

Use any such encouragement bids with discretion. They may push the bidding to an unattainable level, especially if the encouraged bidder’s hand was marginal for his bid. There is also the risk the encouraged bidder, or any other player at the table, may refuse this encouragement and make no further bids.

Bidding NT at two levels higher than a previous bid is encouragement to that previous bid. Usually this indicates the encourager has double Mighty or Mighty and double Joker.

Bidding NT at three levels higher than a previous bid is usually considered encouragement to that bidder. This usually indicates the bidder is holding double Mighty and Joker. This is very rarely used since in most cases, a player with three magic cards will seek to be the bidder, rather than a partner on someone else’s contract.

Bidding NT at a level equal to a previous bidder is a denial of that bid. This bid generally requires the possession of a Mighty and Joker, since if there is a previous bidder to the one denied this is taken as encouragement, of the N+1 no-trump bid variety, of that bidder (regardless of this previous bidder’s bid level).

This bid can also be used as a "weak" encouragement of another bidder when in possession of only one magic card. In this case, the bidder either passes or makes a competing bid at his first opportunity. When the player he wants to encourage bids a second time, a NT bid at the same level is weak encouragement for that bidder.

This can also be used to indicate a third magic card. In this case the encourager would bid n+1 NT on his first opportunity, then on the second opportunity bid n NT.

Bids at a level of 30 or above generally require the bidder to possess a Mighty.


II. Cue Bidding

A cue bid is a bid made to indicate the bidder holds at least one Ace in the bid suit (or King in the case of the Mighty suit). It should not be interpreted as a desire for a contract in that suit. It is difficult to quantify exactly when or how cue bidding is done in any exhaustive way. When it happens, it is usually fairly clear to the experienced bidder and totally confusing to the newer bidder. The key point to remember is the cue bidder believes he will be a partner, rather than declarer, on a high level contract and is passing information to the presumed declarer. It is a tool that can be used by the presumed partnership to get the bid to the highest makeable level.

This is done when the bidding indicates who the likely partnership is and that they possess all four magic cards. This conveys further information to the suspected declarer about winning cards in the cue bidder’s hand and shows alternate cards to call in order to get the other bidders as partners


III. Conventional Early Hand Playing Strategies

King of the Mighty suit is equivalent to an Ace of any other suit.

King of the Mighty suit is a good opening lead.

Declarer leading a losing point card is asking for the lowest partner card that can take the trick to be played.

Declarer leading a pointer loser at trick one is generally demanding the Mighty Partner take the trick, unless a lower partner card can win, as per above. If the Mighty is demanded at trick one, this usually indicates the declarer holds the other Mighty, except when the declarer knows, from the bidding, that one player holds both Mighties.

Declarer leading a non-trump winner at trick two is generally indicating that winner was a singleton. Partners know to lead this suit in order to get back into the bidder’s hand.

Declarer should generally lead his Joker at trick two before leading to a Joker partner. This helps prevent the rip from the Joker partner who would otherwise be lead to believe there is a defensive Joker. If the bidder does not have a Joker, it is usually wise to lead to Joker partner at trick two.

If a player plays a card that would win in the absence of play of a partner card and the bidder’s lead has asked for the partner card to play, this player is likely a partner.

If a potential partner has both partner cards he should avoid becoming first partner. He should only become a partner after the other partner card has played or the bidder has indicated which partner card he has. Once the bidder has shown a partner card, this player should not hesitate to become partner either through playing his copy of that card or declaring as the holder of that card.

Partner should generally return trump immediately after becoming partner. This is especially advisable if the bidder is close to the partner’s right and play has suggested he holds the Mighty.


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This page was created by John E. Pannell. Please send any comments or suggestions to him at pannellj@netpath.net.