The Four Point Principle


      Once we have some idea of how many High Card Points ("HCPs") our partner has, we can make a reasonable estimate as to how many "dream" cards (i.e., cover cards of our choice, "perfect", "ideal", "chosen", "golden" or "planted" cards) that they will provide us. 
      We accomplish this by dividing with Four the HCPs that Partner has suggested.  If all we have is not a round number, we could round up or down to the nearest multiple of 4. 
      For example:
HCPs PromisedRounded to Dream Cards



6- 9 HCPs  8 2
12-14 HCPs 12 3
15-17 HCPs 16 4
20-21 HCPs 20 5

      In this way, if Partner raises our opening suit bid to the 2-level, as with 1:2, we might expect approximately 8 HCPs, translating to two "ideal" cards. 
      If Partner opens 1-of-a-suit and makes a minimum rebid, we might play them for 13-14 points, but some of those might be distributional points.  Hence, we would assume 12 HCPs, and expect Three such "chosen" cards in Opener's hand. 

      Similarly, a 1NT Opener should provide four such "perfect" cards; a 2NT Opener, five. 

      "Okay, so now what do we do with this information ?"
      Easy.  You mentally place the given number of "planted" cards into Partner's hand. 
      "Which ones ?"
      Whichever ones you want !
Then, count your losers according to the Fractional Loser Count (FRC), where we assume that Partner is always on lead. 
Hence:

      (a) No 4th or longer card in a suit is a loser. 

      (b) Any small card is a loser. 

      (c) Kx is 1½ losers, since the odds of the Ace onside is 50-50. 

      (d) Qxx is 2¾ losers, since the odds of the AK onside is only 25%. 

      Of course, if the bidding suggests that Partner will be short in a suit, we would not count those losers.
      For example, xxx is at most one loser if the oppponents bid Hearts vigourously, thereby showing 9+ card length there, marking our Partner for a singleton or void in Hearts. 

      Suppose we figure Partner for 10 HCPs.
      "Do we round up to 12 or down to 8 ?"
      Neither !   We count that as 2½ "goodies"
      "What is half a cover card, though ?"
      Answer: the Queen of our choice.

      We open this hand with 1:

   A x    A K x x    A Q x x x    x x

      When 1-2-Dble-Pass comes back to us, (while a one-level free call shows 8+ , but) most conservative players will have 10+ at the two level. 
      "Should we bid 2, 3 or 4 ?"
      Answer: 4.

      Give Partner Qxxx, K and either K or A.  That leads to 2 black-suit losers and a possible Diamond loser: 10-11 tricks. 

      Consider these example hands:

(1)  A Q 10 x x   K Q x   A x x   Q x

      "After 1:2, should we bid 4 ?"
      Give Partner two "golden" cards and find out !
      "K and Ace ?"
      That leaves us with 4 minor-suit losers.
      "K and A ?
      One Club loser, 2 Diamonds and 1 or 2 Heart losers.  Hence, we should not even invite game here !

(2)  K x x   A K x x x   A K J 10   x

      While we may be somewhat deficient in points for 6 after 1:3 (a limit raise, 10-12), we can put AQ and Q into Partner's hand, and then hope for Diamonds to behave.

      Hence, at IMPs we might try cuebidding 3 here, and hope that Partner cannot cuebid 4.   We need Partner to have values outside Clubs. 

(3)  A K x   A Q   A K J 10 x x x   x

      After 2:2NT (7-9 flat), virtually any two useful cards will allow 6 to have a good chance: Q, K and A being the three we'd most like to see.  If Partner has 3-5 Diamonds, we will likely not need Q.  Bid 6 at IMPs, at least. 

      Practice using the Four Point Principle on every hand and watch your bidding improve !

Back to the Tutoring Web Page


Valid HTML 4.0 Transitional saved from url=http://www.firesides.ca/4pp.htm
inserted by FC2 system