Bidding and conventions
Takeout doubles
A takeout double is a low-level double of an opponent's suit, made when partner hasn't bid, that asks partner to choose a suit. It usually shows an opening hand, shortage in the opponent's suit and support for the other suits.
The shape matters more than the points
The classic takeout double is 4-4-4-1 or 5-4-3-1 with the shortage in their suit.
What you promise is that whatever partner names, you'll have a fit for it. So ask yourself "am I happy with any answer" before you ask "do I have 12 points".
13 points, a singleton heart, four cards in each of the other three suits. Whatever partner bids, you like it.
Also 13 points over 1♥, but you have one suit and no support for clubs. If you double, partner may bid clubs.
With the second hand, overcall. A good six-card suit is worth naming. If you double, partner may choose a suit you don't hold, and you can't show your own without promising far more strength than you have.
The one hand that doubles without the shape
A second, quite different hand type also starts with a double: one too strong to overcall. An overcall shows about 8–17. With 18 or more and a good suit, you double first and bid your suit afterwards.
20 points over 1♥. Overcall 1♠ and partner passes with 6 points and you have missed a game. Double first, then bid spades.
Bidding a suit after doubling is the strongest sequence available to an overcaller, and it's unlimited, so partner must keep the auction alive. So a double shows either the right shape or a hand too strong to overcall, and partner works out which from your next bid.
Answering a takeout double
Partner's double asks a question. You are the advancer, and you have to bid even with nothing, because partner has promised an opening hand.
- 0–8 points: bid your longest suit at the cheapest level. With nothing anywhere, bid the cheapest four-card suit. This is compulsory.
- 9–11 points: jump in your best suit. Invitational, and partner continues with extra values.
- 12+ points: cue-bid the opponent's suit. Artificial, game-forcing, and it asks partner to describe.
- With a stopper in their suit and balanced values: bid notrump: 1NT with 6–10, 2NT with 11–12.
Passing it for penalties
Only one kind of hand passes a takeout double: length and strength in the opponents' suit.
If they open 1♥ and you hold ♥ K J 10 9 5 with an outside trick or two, and partner is short in hearts, defending is likely to pay well. Pass, and the double becomes a penalty double.
This is called converting. A doubled part-score against opponents with nowhere to run can be worth more than the game your side might have bid.
The doubler's second call
Partner has bid the suit you asked for. What you do next tells them which of the two hands you had:
- Pass: a minimum takeout double.
- Raise: about 16–18, and real support.
- Bid a new suit: the strong hand, 18+, unlimited and forcing.
- Cue-bid their suit: a game force with no clear strain.
Don't raise partner's forced bid on a minimum. They may have nothing, because you asked them to bid and they had to. Treat their answer as showing shape only.
When a double is not for takeout
A double is for penalties when:
- Your partner has already bid. Once partner has described a hand, you aren't asking them to pick a suit any more. The main exception is the negative double, which is takeout by responder after an overcall.
- The auction is high. Many partnerships play takeout doubles through about the four level and penalties above it. Agree where the line is.
- They have bid notrump. A double of 1NT is penalties (see Cappelletti for the rest of that auction).