Part-Score or Game? Inviting with Borderline Hands
Game needs about 25 points between you. Bid game when you know you have it, invite when you might, and stop when you can't.
Most game decisions come down to one question: could we have about 25 points between us? Each player adds what they hold to what partner has shown, then picks one of three actions.
The three choices
Bid game when the total must be 25 or more.
Invite when the total could be 25 or could fall short. Partner decides, using whether they are minimum or maximum.
Stop when even partner's best hand cannot bring the total to 25.
Example: after partner opens 1NT (12-14)
Add your points to partner's range:
0-10, balanced: 10 + 14 = 24 at most. Pass.
11-12: 11 + 14 = 25 is possible. Invite with 2NT. Partner bids 3NT when maximum and passes when minimum.
13 or more: 13 + 12 = 25 at least. Bid 3NT.
Example: after partner raises your major
You open 1♥ and partner raises to 2♥, showing about 6-9 points and support.
With 12-15, game is unlikely: 15 + 9 = 24. Pass.
With 16-18, game is possible. Invite with 3♥.
With 19 or more, bid 4♥.
Fit and shape count too
A good trump fit and a singleton or void make tricks that points don't show. With a nine-card fit and a singleton, treat a borderline invitation as a game bid. With flat shape and points in short suits (such as a bare king), lean towards the lower action.
Key takeaways
Add your points to the range partner has shown.
Must reach 25: bid game. Might reach 25: invite. Can't: stop.
Let fit and shape tip close decisions.

