Stayman Convention: Finding 4-4 Major Fits After 1NT

Stayman Convention: Finding 4-4 Major Fits After 1NT

Stayman Convention: Finding 4-4 Major Fits After 1NT

Stayman is probably the first convention you learned after Standard American. Bid 2 over partner’s 1NT to ask if they have a four-card major. If they do, you’ve found your fit. If not, you usually play in notrump.

You’ll use Stayman more than any other convention. It’s simple, effective, and solves a basic problem: notrump plays fine with scattered strength, but an eight-card major fit often plays better.

When to Use Stayman

Basic requirements:

  • Partner opened 1NT (15-17 HCP)
  • You have at least one four-card major
  • You have 8+ HCP (enough to invite or force to game)

That’s it. If partner has 1NT and you have a four-card major with invitational or better values, Stayman is probably your first thought.

Don’t use Stayman when:

  • You have 0-7 HCP (pass or use a transfer)
  • You have both majors but only three cards in each
  • You have a five-card major (use Jacoby Transfer instead)
  • You have a long minor and weak hand (pass it out)

The classic mistake beginners make is bidding Stayman with any hand that has a major. You need the points to back it up.

How Stayman Works

The auction starts simple:

Opener: 1NT
Responder: 2

This 2 bid is artificial. You’re not showing clubs. You’re asking: “Partner, do you have a four-card major?”

Opener’s responses:

  • 2 = No four-card major
  • 2 = Four (or more) hearts
  • 2 = Four spades (might also have four hearts)

If opener bids 2, they’re showing spades first. If responder was looking for hearts, they can ask again or bail to notrump.

Responder’s Rebids

After opener answers, responder has options:

If opener bid 2 (no major):

  • Pass = Weak hand, prefer clubs to 1NT (rare)
  • 2NT = Invitational (8-9 HCP)
  • 3NT = Game values (10+ HCP)
  • 3/3 = Natural, slam interest

If opener bid your major:

  • 2NT = Invitational, exactly four cards in the major
  • 3NT = Game values, only four cards (offer a choice)
  • 3/3 = Invitational with five cards
  • 4/4 = Game with four cards

If opener bid the wrong major:

  • Bid your major at the 2-level (non-forcing)
  • Bid 2NT (invitational)
  • Bid 3NT (to play)

The key is that after Stayman, all bids at the 2-level are weak or invitational. Jumps show game values.

Common Mistakes

1. Stayman with only 6-7 HCP

You bid 2 with 7 points and a four-card major. Partner bids 2. Now what? You can’t pass (2 is forcing), and 2NT shows 8-9. You’re stuck.

Don’t bid Stayman unless you can handle any response.

2. Using Stayman with a five-card major

You have five spades and 10 HCP. You bid Stayman instead of transferring. Partner bids 2. Now you bid 2, and partner thinks you have exactly four spades. They might pass with two spades when 4 makes easily.

With five cards in a major, transfer first. Then decide.

3. Forgetting Stayman is forcing

You bid 2, partner bids 2, you pass. Partner sits there with 17 HCP in a 2 contract that makes one.

2 forces to at least 2NT. Always plan your next bid.

4. Bidding 2NT with four-card support

Partner opened 1NT, you bid Stayman, they bid 2. You have four spades and 9 HCP. You bid 2NT to invite.

Wrong. Bid 3 to invite in spades. 2NT denies four spades and asks partner to choose.

Example Hands

Hand 1: Classic Stayman

Partner opens 1NT. You hold:
<span style="color:#000000;">♠</span> KJ64
<span style="color:#CC0000;">♥</span> A832
<span style="color:#CC0000;">♦</span> Q5
<span style="color:#000000;">♣</span> 742

You have 10 HCP and both majors. Bid 2.

  • If partner bids 2 or 2, raise to game (4 or 4)
  • If partner bids 2, bid 3NT

Hand 2: Invitational Stayman

Partner opens 1NT. You hold:
<span style="color:#000000;">♠</span> Q1053
<span style="color:#CC0000;">♥</span> K72
<span style="color:#CC0000;">♦</span> AJ6
<span style="color:#000000;">♣</span> 854

You have 9 HCP and four spades. Bid 2.

  • If partner bids 2, bid 3 (invitational)
  • If partner bids 2 or 2, bid 2NT (invitational)

Hand 3: Don’t Use Stayman

Partner opens 1NT. You hold:
<span style="color:#000000;">♠</span> J8642
<span style="color:#CC0000;">♥</span> K3
<span style="color:#CC0000;">♦</span> 742
<span style="color:#000000;">♣</span> Q65

You have 6 HCP and five spades. Don’t bid Stayman.

Bid 2 (transfer to spades), then pass 2. You’re not strong enough for Stayman, and you have five spades anyway.

Hand 4: The Awkward 4-4-3-2

Partner opens 1NT. You hold:
<span style="color:#000000;">♠</span> K1065
<span style="color:#CC0000;">♥</span> A842
<span style="color:#CC0000;">♦</span> 73
<span style="color:#000000;">♣</span> Q104

You have 9 HCP and both majors. Bid 2.

  • If partner bids 2, bid 3 (invitational)
  • If partner bids 2, bid 3 (invitational with four spades, denies four hearts)
  • If partner bids 2, bid 2NT (invitational)

Garbage Stayman

Some players use “Garbage Stayman” with weak hands that have both majors. The idea is that any major fit at the 2-level beats 1NT.

Partner opens 1NT. You hold:
<span style="color:#000000;">♠</span> J842
<span style="color:#CC0000;">♥</span> Q1065
<span style="color:#CC0000;">♦</span> 7
<span style="color:#000000;">♣</span> 8643

Bid 2. If partner bids a major, pass. If they bid 2, bid 2 and hope they have three.

This is aggressive. You might play 2 in a 4-3 fit at the 2-level when 1NT made. But if you’re going down in 1NT anyway, it’s worth trying.

Most experts play it. Most club players don’t. Discuss with partner.

Advanced Considerations

Five-card majors: If you have five-four in the majors, use Stayman first. If partner bids your four-card suit, raise. If they bid 2, transfer to your five-card suit.

Smolen: After Stayman gets a 2 response, jumping to 3 shows five spades and four hearts (game-forcing). Jumping to 3 shows five hearts and four spades. This helps opener declare if they have three-card support.

Four-way transfers: Some pairs use 2 to transfer to diamonds, replacing Stayman with other methods. This is rare.

Why Stayman Matters

An eight-card major fit usually plays better than notrump. You can ruff losers in the short hand, establish long suits, and handle bad breaks better.

Stayman finds those fits. It’s not fancy. It doesn’t involve complicated gadgets. It just asks one question and acts on the answer.

Learn it cold. You’ll use it every session.