What Does Counting Cards Mean
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- What Does Counting Cards Mean In Gambling
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- What Does Counting Cards Mean In A Casino
By Ralph Welton
If partner has shown a 5 card suit, you can raise with 3 trumps. So a fourth trump is one extra (count 1 extra point), and 5 trumps is two extra (count 2 extra points). After you've found a fit, you can also count points for shortness in side suits. The sooner you run out of cards in a side suit, the sooner you can start trumping. In simple terms, 'counting cards' just means keeping a tally of certain cards while the dealer burns through the deck. By keeping that tally—although you still play with the same strategy as. A gambler will win at gambling if they play their cardsskillfully.This is the origin of the above phrase, for instance someone maysay to a boy who is keen on a girl.' If you play your cards. Counting cards means that you figure out how many decks are being used, and thus how many of each card there are. With this information, whenever you see a card go by, you know what the chances are. The underlying principle behind card counting is that a deck rich in tens and aces is good for the player, a deck rich in small cards is good for the dealer. When the counter knows the odds are in his favor, he will bet more, and adjust his playing strategy to stand, double, and split in some plays where basic strategy says to stand.
Good defense requires a coordination of plays between yourself and your partner. This in turn requires timely communications about specific honors and distribution. In short, you have to send your partner signals.
We've already looked at signals (agreements) about specific honors and suit length for opening leads and third hand play. Defensive signals are extensions of those same agreements.
There are three main kinds of defensive signals:
- Attitude Signals tell if you like or don't like a suit.
- Count Signals tell how many cards you have in the suit.
- Suit Preference Signals tell which other suit you want Partner to lead.
Of these three kinds of signals, attitude is by far the most common and the most useful. That's where we'll start.
Attitude Signals
Showing attitude when following suit
Your 'attitude' toward a suit Partner has led shows whether you like it and want partner to lead it again, or you don't like it and you'd prefer that Partner switch to a different suit.
How do you show attitude?
- high spot card = something good in the suit, usually an honor card
- low spot card = nothing good in the suit
example 1
Partner ♥ Q | ||
Declarer ♥ ? | Dummy ♥ K 8 4 | |
You ♥ A T 9 3 |
Partner leads the ♥Q, promising the ♥J, and declarer decides to play low from the dummy. You like the lead because you have the ♥A waiting to squish Dummy's ♥K. You might say you have a very positive attitude toward the suit Partner has chosen.
How do you 'tell' Partner to continue hearts?
Partner will then know you have the ♥A, and probably lead another heart.
example 2
Partner ♣ K | ||
Declarer ♣ ? | Dummy ♣ T 6 4 | |
You ♣ J 8 7 3 |
Partner leads the ♣K, and you have a filling honor. Good news! Play an encouraging spot card to tell Partner your attitude.
Which spot card do you play?
You might think that the ♣7 is just as good, but it isn't. Always choose the spot card that's easiest for Partner to 'read' (figure out).
The signals that are easiest for Partner to 'read' (figure out) are the lowest spot card you own (for negative attitude), or the highest spot card you can afford (for positive attitude). Middle spot cards run the risk of confusing Partner.
example 3
Partner ♦ K Q T 5 | ||
Declarer ♦ A J 6 | Dummy ♦ 9 7 4 | |
You ♦ 8 3 2 |
Partner leads the ♦K, but this time you do not have a filling honor. Play a discouraging spot card to tell Partner your attitude.
Which spot card do you play?
If Declarer wins this trick, Partner's ♦Q-T will sit over Declarer's ♦J-6, so Declarer will make no future diamond tricks.
But suppose Declarer plays the ♦6 on the first trick. If Partner then makes the mistake of leading a second diamond up to Declarer's ♦A-J, Declarer will make two tricks. (Declarer's ploy is known as the Bath Coup.) That's why Partner will pay close attention to your attitude card when she leads from K-Q, only continuing the suit when you show that you have a filling honor.
Showing attitude with discards
When you run out of a suit you can discard any card in your hand. That gives you an opportunity to send Partner an attitude signal about the suit you choose.
example 4
Partner ♠ ♥ ♦ J ♣ | ||
Dummy ♠ 9 6 4 ♥ 9 6 4 ♦ T 6 ♣ A J T 6 4 | Declarer ♠ ♥ ♦ Q ♣ | |
You ♠ J 8 5 3 ♥ A J T 5 ♦ 8 7 4 2 ♣ 6 |
You lead the ♦8 against 3N.
You can see there is no future in Diamonds, because Partner fails to play a big diamond on the first trick. (Declarer has all of the big diamonds.)
How does Partner also know there is no future in diamonds?
That tells Partner that Declarer has all the big diamonds.
When Declarer plays clubs, you can discard on the second round. How do you tell Partner that you prefer hearts to spades? (two correct answers)
Or you can discard a high heart (positive attitude for hearts).
You can always give a negative attitude signal for the suit you don't want because you don't need to save those cards. But you may not be able to discard a high card in the suit you do want because you may need all your cards in that suit to take tricks.
A special case...
When you lead fourth best against a NT contract, it's normal to save all your spot cards as future skaters.
If instead, you discard one of them, it's a negative attitude signal about your own suit. And it doesn't matter whether you discard a high or a low spot card – any card is negative, suggesting you are no longer interested in setting up your suit.
Showing positive attitude with a doubleton
example 5
Partner ♠ A | ||
Declarer ♠ ? | Dummy ♠ Q 5 4 | |
You ♠ 9 3 2 |
At a trump contract, Partner leads the ♠A, promising the ♠K.
You have no help in spades, so you follow with a low spot card – a negative attitude signal. You expect Partner to abandon the suit. After all, another round of spades would set up Dummy's ♠Q, helping Declarer.
But suppose you have only a doubleton...
example 6
Partner ♠ A | ||
Declarer ♠ ? | Dummy ♠ Q 5 4 | |
You ♠ 9 2 |
Now you would like Partner to cash the ♠K, and lead a third round for you to trump, killing Dummy's ♠Q.
Play a high spot card, encouraging Partner to lead more spades. If dummy didn't hold the ♠Q, Partner wouldn't know if you were planning to win the third round with a trump or with the ♠Q.
Of course if this were a NT contract, you wouldn't encourage Parter to set up Dummy's ♠Q. You'd play the ♠2.
example 7
Partner ♥ A | ||
Declarer ♥ ? | Dummy ♥ 9 5 4 | |
You ♥ Q 2 |
Remember reading about Third Hand Play? You learned the bridge convention of playing the Q under Partner's ace only when you also have the J. Playing the Queen promises the Jack.
On this hand, you don't have the ♥J, so you cannot play the ♥Q. It's unfortunate that you must play the ♥2 which tells Partner that you have no help in this suit when the truth is that you do have help.
It often frustrates beginners that they cannot signal what they have to Partner. Think of it this way... It's better to play the correct card and be a little frustrated, than to play the wrong card and have Partner VERY frustrated that you misled her.
example 8
Partner ♦ K | ||
Declarer ♦ ? | Dummy ♦ 8 5 4 | |
You ♦ 9 2 |
Partner leads the ♦K. You'd like to trump the third round of diamonds. But wait...
What do you promise if you play a high spot card in this situation?
Remember what we learned in example 3... if Declarer has the ♦A-J, Partner must not lead a second diamond or she presents Declarer with the gift of a second diamond trick. That's why your attitude signal can only show a doubleton after Partner leads from an A-K combination. After leads from other honor combinations, your attitude signal shows a filling honor.
Learn count signals – a powerful tool
Count Signals enable you to tell Partner if you have an even or an odd number of cards in a specific suit. Partner can then figure out how many cards Declarer has in that suit, and plan her defense accordingly.
Playing a high card followed by a lower one indicates an even number of cards. Playing a low card followed by a higher one indicates an odd number of cards.
- high-low = even
- low-high = odd
Usually Partner can figure out your even-or-odd message after you've played the first card. Like this...
example 9
Partner ♣ 2 | ||
Dummy ♣ K J T 6 4 | Declarer ♣ Q | |
You ♣ A 9 3 |
Dummy leads a club and partner gives a count signal with the ♣2.
How many clubs does Partner's count signal show?
There aren't enough clubs in the deck for Partner to have 5, so she has 3 and Declarer has 2.
How does it help your defense to know the count?
If you win your ace too soon, Declarer will still have a small club to lead to the Dummy and cash future club winners. What you want to do is win your ace when Declarer plays his last club. Let's look at a complete deal and see why that might matter...
example 10
Partner ♠ K Q T 4 ♥ 7 5 2 ♦ J 9 2 ♣ 8 5 2 | ||
Dummy ♠ J 6 2 ♥ K 4 ♦ T 6 5 ♣ K J T 6 4 | Declarer ♠ A 9 7 ♥ Q 9 3 ♦ A K Q 7 3 ♣ Q 7 | |
You ♠ 8 5 3 ♥ A J T 8 6 ♦ 8 4 ♣ A 6 3 |
Against 3NT you lead the ♥J, won by Dummy with the ♥K.
At trick two, Declarer tries to drive out your ♣A.
If you win this trick, Declarer will enjoy four future club tricks, making eleven tricks in all.
If you win the second club, Declarer will have no entry in the dummy and will score no future club tricks. In fact, Declarer will no longer be able to make his contract. 11 tricks or 8 tricks! Quite a profit for Partner's count signal.
Notice that waiting to win your ♣A when Declarer shows out of clubs (on the third round) allows Declarer to make his 3NT contract. 1 heart trick, 1 spade, 5 diamonds, and 2 clubs = 9 tricks.
How do you know when a signal is attitude and when it's count?
- Attitude applies after defenders' leads.
- Count applies after Declarer's leads.
Neither applies when you're trying to win the trick.
Count Signals – Learn Them Now. Use Them Later.
Count Signals are a powerful addition to the defenders available tools. Advanced players use them frequently.
However.... I recommend that beginners use count signals in only one specific situation – when Dummy has a long suit and no side suit entry (see example hand 10).
In fact, you may be wisest to ignore count signals all together.
Why would I say that? Because beginners can be overwhelmed by too many things to think about.
It's difficult enough learning to use attitude signals to place the honors, while simultaneously thinking about declarer's plans and how to counter them.
Not to mention the clues that come from the bidding, and negative implications from bids and plays not made...
When should a beginner advance to using count signals? Only after you've become proficient with attitude signals and start wishing for more information in the middle of a bridge hand.
Wait a minute... I should have said to start using count signals only after you AND your partner start wishing for more information in the middle of a bridge hand.
Suit preference signals when partner trumps
What Does Counting Cards Mean In Gambling
When you lead a card for Partner to trump, your spot card is a suit preference signal suggesting what suit to lead back. A high spot card suggests the higher ranking suit. A low spot card suggests the lower ranking suit. Like this...
example 11 – an obvious singleton
Partner ♠ ♥ 4 ♦ ♣ | ||
Declarer ♠ ♥ 5 ♦ ♣ | Dummy ♠ A J 6 2 ♥ K Q 8 ♦ 9 7 5 ♣ 9 7 5 | |
You ♠ T 7 ♥ A J 9 6 3 2 ♦ A T 8 ♣ J 8 |
The contract is 4♠.
Partner leads the ♥4, and you win with your ♥A.
How do you know Partner's ♥4 is a singleton?
What Does Counting Cards Mean In Poker
Which heart do you return?
You want Partner to return a diamond to your ♦A, so you can lead another heart for her to trump again. The ♥9 is a high spot card, and diamonds are the higher ranking side suit.
Partner returns the ♦3. You asked for a diamond, so the choice of suit doesn't tell you anything. But what does Partner's choice of a low spot card mean?
In addition, she has a high honor or she would lead top of nothing.
example 12 – a potential problem
Partner ♠ ♥ ♦ A 3 ♣ | ||
Dummy ♠ A Q T 7 ♥ 6 4 3 ♦ Q T 7 2 ♣ 9 8 4 | Declarer ♠ ♥ ♦ 4 ♣ | |
You ♠ J 8 4 ♥ T 9 8 7 5 ♦ 5 ♣ K J 6 2 |
You lead your singleton diamond against a spade contract. Partner wins and returns the ♦3 for you to trump.
What Does Counting Cards Mean In A Casino
Who has the ♦K?
On the opening lead, Partner's play of the ♦A denied the ♦K.
What do you infer from Partner's lead of the ♦3?
You should always try to see each situation from Partner's point of view. Did Partner know you were going to trump the second round of diamonds? Or did she think your opening lead was low from a suit headed by the ♦K?
If she didn't realize you led a singleton, she wouldn't have been thinking about suit preference. In that case, the ♦3 would not be a request for a club lead, and returning a club could cost the defense a trick if Declarer holds the ♣AQ.
Often the bidding makes it obvious when a lead is a singleton. For example, if Declarer had bid diamonds, Partner would know your ♦5 was a singleton. There's no other justification for leading Declarer's suit.
Suit preference signals can be used in more situations than when giving Partner a ruff. Some players use them to excess – when discarding and even when following suit. I strongly recommend that beginners use them only when giving Partner an obvious ruff.
Even restricting suit preference to 'obvious' situations isn't foolproof. What's 'obvious' to one player may not be to another. That's one of the reasons beginners may be better off using only attitude signals until they become more experienced.
Go to the next topic:
→ Defensive Signals
Bridge Bears is run by a retired teacher and ACBL life master who has 35 years teaching experience and who's been playing bridge for over 50 years. I don't claim to be one of the top players, but I do understand how slowly beginners need to go when they are trying to learn how to play bridge.
Copyright © 2010-2020 by Ralph Welton. All rights reserved. No part of this website may be copied, displayed on another website, or distributed in any way without permission from the author.
Pips are small but easily countable items, such as the dots on dominoes and dice, or the symbols on a playing card that denote its suit and value.
Dice[edit]
On dice, pips are small dots on each face of a common six-sided die. These pips are typically arranged in patterns denoting the numbers one through six. The sum of opposing faces traditionally adds up to seven. Pips are commonly colored black on white or yellow dice, and white on dice of other colors, although colored pips on white/yellow dice are not uncommon; Asian dice often have an enlarged red single pip for the 'one' face, while the dice for the game Kismet feature black pips for 1 and 6, red pips for 2 and 5, and green pips for 3 and 4.
Dominoes[edit]
Dominoes use pips that are similar to dice. Each half of a domino tile can have anywhere from no pips all the way up to six or nine pips (depending on countries) arranged in the same manner to dice pips. Regardless of dominoes having up to six or up to nine pips on one half of the tile, the game is generally played for up to four players only, individually or in partners (pairs).
Playing cards[edit]
In playing cards, pips are small symbols on the front side of the cards that determine the suit of the card and its rank. For example, a standard 52-card deck consists of four suits of thirteen cards each: spades, hearts, clubs, and diamonds. Each suit contains three face cards – the jack, queen, and king. The remaining ten cards are called pip cards and are numbered from one to ten. (The 'one' is almost always changed to 'ace' and often is the highest card in many games, followed by the face cards.) Each pip card consists of an encoding in the top left-hand corner (and, because the card is also inverted upon itself, the lower right-hand corner) which tells the card-holder the value of the card. In Europe, it is more common to have corner indices on all four corners which lets left-handed players fan their cards more comfortably. The center of the card contains pips representing the suit. The number of pips corresponds with the number of the card, and the arrangement of the pips is generally the same from deck to deck.
Pip cards are also known as numerals or numeral cards.
Many of these 52-card poker decks contain a variation on the pip style for the Ace of Spades, often consisting of an especially large pip or even a representative image, along with information about the deck's manufacturer.
Look up pip in Wiktionary, the free dictionary. |