After the deal, each player looks at their hand and decides whether to bid or pass. The player to the dealer’s right speaks first, and play proceeds counter-clockwise. A bid must be higher than any bid already made. If everyone passes, the hand is redealt.
| Contract | What happens to the dog? | Multiplier |
|---|---|---|
| Take / Petite | The taker picks it up, then discards. | ×1 |
| Guard | The taker picks it up, then discards. | ×2 |
| Guard Without the Dog | It is not viewed; it counts for the taker. | ×4 |
| Guard Against the Dog | It counts for the defence. | ×6 |
Choosing a bid
As a starting point, count your oudlers, trumps (especially the high ones), Kings and short suits. A short suit may let you trump early. One oudler, several strong trumps and a King may justify Take; two oudlers and around ten trumps may make Guard reasonable. These are guidelines, not guarantees—the full hand matters.
The multiplier applies to the base score and to the Petit-at-the-End bonus. The handful and slam bonuses keep their stated values. A stronger contract can pay more if it succeeds, but it also magnifies a defeat.