The Losing-Trick Count
This method of hand evaluation complements the normal
point-count method but is much more accurate in spotting border-line game and
slam bids. It works on the principle
that the strength of a hand depends not just on how many points it has, but
where those points are in relation to the length of the suits e.g. AK and Jx in
two suits are 8 points, but AKJx are a better 8 points.
The system centres around two important numbers - 7 and 18.
1. An
opening bid
This is a 7 losing trick count hand or better (6 or 5
etc.). To count losers, take each suit
and count how many of the A K or Q are missing e.g. AQ9 has one loser, the
King. You can have no more than 3
losers in a suit, but fewer with less than a 3-card suit e.g. K9 is one loser,
J9 is two losers -
A
Q 9 8 7 K 4 2 Q J 6
4 3
Losers 1 2 2 2 = 7
therefore open 1S
K
Q 7 6 A 3 A Q 6 9 8 7 6
Losers 1 1 1 3 = 6, a better hand
2. The
magic number - 18
You can usually infer partner's losing trick count quite
quickly, if he has already passed, he has more than 7 losers. If he passes then jumps, he will have 8
losers i.e. almost an opening bid. A
pass then a simple bid or raise is likely to show 9 losers. If partner bids then jumps, he will have a
better than 7 loser hand, say 6 or even less if he goes straight to game.
To analyse the combined strength of the two hands, add your
number of losing tricks to your inference of partner's losers. Then take this number away from 18 to find
the maximum level you should play at.
For example you hold :
K 9 8
5 K 6 5 A 8 7 6 - a
7 loser hand (S, H, D, C)
Partner opens 1C, you respond 1S, partner raises to
2S. He has a 7-loser hand as he has
shown a minimum opener. Add his 7 to
your 7 making 14, take away from 18 to find that you can go straight to 4S.
A K Q 8
7 K Q 9 A 6 3 9 -
only a 4-loser hand
Partner passes, you open 1S, he jumps to 2NT showing an
8-loser hand (as he passed he has worse than 7-losers, but not much worse as he
has now jumped). Add his assumed 8 to
your 4 and take away from 18. So, you
should be in 6 spades if you are not missing 2 aces (Blackwood).
Try this system in conjunction with the normal
point-count method. It can highlight
makeable games on 20 points or slams on a few more if the shape is right. It should not be used, however, on no-trump
hands where, if you have a short suit, this will be a disadvantage if the
defence can run several tricks in this suit before you can get in.