Inverted Minors: The Essential Convention for Minor Suit Bidding

Partner opens 1. You hold five diamonds and 11 HCP. Standard bidding says jump to 3 to show this invitational hand.

But that’s backwards. You’ve just eaten all your bidding space with a hand that wants to explore options. Meanwhile, when you have a weak hand with diamond support, you timidly bid 2, giving opponents room to compete.

Inverted minors fixes this. It swaps the meanings: strong hands get space to explore, weak hands jump immediately to preempt. You get better results in game bidding, better compete against their suits, and find 3NT faster when it’s right.

Used by nearly every tournament player, inverted minors is one of those conventions that just makes sense once you see it.

What Are Inverted Minors?

Inverted minors reverses the traditional meaning of single and jump raises after partner opens 1 or 1:

Single raise (1-2 or 1-2):

  • 10+ points
  • 5+ card support (some pairs play 4+)
  • Forcing (at least one round, game-forcing in many partnerships)

Jump raise (1-3 or 1-3):

  • Weak hand (typically 5-9 points)
  • 5+ card support
  • Preemptive (shows shape, not strength)

The name tells you exactly what it is: the meanings are inverted from standard bidding.

Why “Inverted”?

In standard bidding, a single raise (1-2) shows 6-10 points and is non-forcing. A jump raise (1-3) shows 10-12 points and is invitational.

Inverted minors flips this:

  • The single raise becomes strong and forcing
  • The jump raise becomes weak and preemptive

You’ve inverted the traditional meanings. Strong becomes weak, weak becomes strong.

The Logic Behind Inverted Minors

Think about what each hand type needs:

Strong hands (10+ points) need:

  • Room to explore 3NT vs 5/5
  • Space to check stoppers
  • Ability to show extra strength
  • Options to find the best game

Weak hands (5-9 points) need:

  • To take away opponents’ bidding space
  • To make it hard for them to find their suit fit
  • To describe their hand quickly (you’re not going to slam)

Inverted minors gives each hand type what it needs. Strong hands start low and explore. Weak hands jump immediately and preempt.

Compare these auctions:

Standard bidding:
1 - 3 (invitational) - now what?

You’ve eaten all the room to check stoppers. If partner wants to bid 3NT, they’re guessing about spades and hearts.

Inverted minors:
1 - 2 (forcing) - 2 (natural) - 2 (checking stoppers) - 3NT

You have room to explore. You found 3NT with confidence about stoppers.

Requirements for the Single Raise

When partner opens 1 or 1, you can use an inverted raise with:

Point count:

  • 10+ HCP minimum
  • Can include distribution (count length, shortness, fit)
  • No upper limit (strong hands start here too)

Support:

  • 5+ card support (traditional)
  • Some partnerships play 4+ card support (discuss this)

Shape:

  • Any distribution works
  • Having a balanced hand is fine
  • Having shortness is fine

Other requirements:

  • No interference from opponents
  • If they overcall or double, inverted minors is off

What it means:

  • Forcing for at least one round
  • Many pairs play it as game-forcing (discuss with partner)
  • Shows interest in 3NT or 5-level minor

Requirements for the Jump Raise

The jump raise (1-3 or 1-3) shows:

Point count:

  • 5-9 points (some pairs use 2-7, discuss this)
  • Distributional hand preferred

Support:

  • 5+ card support required
  • The more the better (six or seven is ideal)

Shape:

  • Usually unbalanced
  • Shortness somewhere is typical
  • Don’t do this with 5-3-3-2

Intent:

  • Preemptive (make it hard for opponents)
  • Non-forcing (partner can pass)
  • Not inviting slam (you’re weak)

This is a blocking bid. You’re not trying to reach a great contract. You’re trying to make opponents guess.

Opener’s Rebids After the Single Raise

Once responder bids 2 or 2 (showing 10+ points and 5+ support), opener describes their hand:

1. Bidding Stoppers (Most Common)

Bid a suit where you have a stopper at the 2-level

If you can bid 2 or 2, do it. You’re showing strength there and helping partner evaluate for 3NT.

Example:
1 - 2 - 2 = I have spade strength, what about hearts?

You’re starting a conversation about stoppers. Responder can bid 2NT (heart stopper), 3 (no heart stopper), or rebid 3 (minimum, no heart stopper).

2. Jump to 3NT (Good Hand, Stoppers)

Jump to 3NT = 15-17 HCP, stoppers in unbid suits

If you have a balanced hand with 15-17 HCP and stoppers everywhere, just bid 3NT.

Example:
1 - 2 - 3NT = I have 15-17, balanced, stoppers covered

This ends the auction most of the time. You’ve described a good hand and placed the contract.

3. Rebid Your Minor (Minimum or Unbalanced)

3 or 3 = minimum opening or long suit, no stopper to show

If you can’t bid a stopper and don’t have extras, rebid your minor. This shows 12-14 HCP and suggests you’re not excited about 3NT.

Example:
1 - 2 - 3 = Minimum hand, probably six diamonds, can’t help with stoppers

Responder can still try 3NT if they have all the other suits covered.

4. Bid a Second Suit (Natural)

Bid a new suit = natural, usually 4+ cards, looking for 3NT or fit

If you have a real second suit, bid it. This isn’t necessarily a stopper, it’s showing shape.

Example:
1 - 2 - 2 = Natural diamonds, maybe 4-5 or 5-4 in the minors

This helps responder evaluate fit and place the contract.

5. Jump to 4-level Minor (Strong, No 3NT)

4 or 4 = strong hand, no stoppers, minor game looks right

Rare, but when you have a strong unbalanced hand with no stoppers, jump to the 4-level minor game.

Finding 3NT vs Minor Game

The whole point of inverted minors is giving you room to find 3NT. Nine tricks is better than eleven.

The question: Do we have stoppers in all suits?

After 1 - 2, you need to cover clubs, hearts, and spades. Opener bids a stopper, responder bids a stopper, and you figure it out together.

If you have stoppers covered: Play 3NT. It’s easier to make nine tricks than eleven.

If you don’t have stoppers covered: Play in your minor. You need to make eleven tricks, but at least they can’t run a suit against you.

If you’re not sure: Bid 3NT anyway. Sometimes you get lucky, and you’re not going down more in 3NT than in 5.

Complete Example Auctions

Example 1: Finding 3NT with Stoppers

Opener holds:          Responder holds:
<span style="color:#000000;">♠</span> AQ7               <span style="color:#000000;">♠</span> K63
<span style="color:#CC0000;">♥</span> K4                <span style="color:#CC0000;">♥</span> A82
<span style="color:#CC0000;">♦</span> KQJ82             <span style="color:#CC0000;">♦</span> A9753
<span style="color:#000000;">♣</span> 963               <span style="color:#000000;">♣</span> 74

Auction:
1 - 2 (inverted, 10+ points, 5+ diamonds)
2 (spade stopper) - 2NT (heart stopper, no club stopper needed)
3NT - Pass

Perfect. Opener showed spades, responder showed hearts, and 3NT is cold. You have nine easy tricks with diamonds running.

Example 2: Missing Stoppers, Play the Minor

Opener holds:          Responder holds:
<span style="color:#000000;">♠</span> 84                <span style="color:#000000;">♠</span> 96
<span style="color:#CC0000;">♥</span> AK6               <span style="color:#CC0000;">♥</span> 852
<span style="color:#CC0000;">♦</span> 7                 <span style="color:#CC0000;">♦</span> KQJ643
<span style="color:#000000;">♣</span> AKQ9752           <span style="color:#000000;">♣</span> J8

Auction:
1 - 2 (inverted)
2 (heart stopper) - 3 (no spade stopper, no extras)
5 - Pass

Neither player can bid spades. Opener has seven solid clubs and decides 5 is better than risking 3NT with no spade stopper. Good decision.

Example 3: Weak Hand, Jump Immediately

Opener holds:          Responder holds:
<span style="color:#000000;">♠</span> AK6               <span style="color:#000000;">♠</span> 84
<span style="color:#CC0000;">♥</span> AJ7               <span style="color:#CC0000;">♥</span> 952
<span style="color:#CC0000;">♦</span> KQ1082            <span style="color:#CC0000;">♦</span> J97543
<span style="color:#000000;">♣</span> Q4                <span style="color:#000000;">♣</span> 63

Auction:
1 - 3 (weak, preemptive, 5+ diamonds)
Pass

Responder has 4 HCP and six diamonds. That’s a jump raise. Opener has 16 HCP but knows responder is weak. Game is unlikely, so opener passes. Meanwhile, opponents never got to bid their spade fit.

Example 4: Strong Hands Explore Slowly

Opener holds:          Responder holds:
<span style="color:#000000;">♠</span> A3                <span style="color:#000000;">♠</span> K4
<span style="color:#CC0000;">♥</span> 76                <span style="color:#CC0000;">♥</span> AK3
<span style="color:#CC0000;">♦</span> AKQJ82            <span style="color:#CC0000;">♦</span> 109753
<span style="color:#000000;">♣</span> K92               <span style="color:#000000;">♣</span> AQ4

Auction:
1 - 2 (inverted, game-forcing)
2 (stopper) - 3 (stopper)
3NT - 4 (extras, maybe slam?)
4NT (RKC) - 5 (1 or 4 keycards)
6 - Pass

Both players have extras. They explore slowly, confirm stoppers, then check for keycards. Twelve tricks are there with diamonds as trump. Inverted minors gave them room to explore.

When It Applies (and When It Doesn’t)

Inverted minors DOES apply:

  • After 1 or 1 opening
  • When RHO passes (no interference)
  • In first or second seat (most pairs)

Inverted minors DOES NOT apply:

  • After interference (overcall, double, or cuebid)
  • If you’re a passed hand (many pairs turn it off)
  • After 1NT, 1, or 1 openings (only minors)
  • If partner opened in third or fourth seat (some pairs turn it off)

When it’s off, raises go back to standard meanings.

After interference:
If they overcall 1 over your 1 opening, your raises are standard: 2 = weak, 3 = invitational, cuebid = strong. Inverted minors needs a clear auction.

Common Mistakes

1. Forgetting it’s forcing

The single raise (1-2) is forcing. Opener can’t pass. If you have 10 points and five diamonds, you must bid. Don’t worry about “trapping” partner. They’re not passing.

2. Using it with only four-card support

Traditional inverted minors requires five cards. Some pairs play four cards, but you need to discuss this. Don’t assume partner knows what you mean with four.

3. Jump raising with 10 points

The jump raise is weak. If you have 10 points, use the single raise. 1-3 says “I’m weak, pass or barely bid.” Don’t do that with a good hand.

4. Trying to use it after interference

After they overcall or double, inverted minors is off. Your raises go back to standard. Don’t confuse partner by using inverted meanings when it doesn’t apply.

5. Forgetting to show stoppers

After 1-2, opener’s job is to show stoppers if possible. Don’t just rebid 3 with a flat 13 HCP and all suits stopped. Bid 2 or 2 first to help partner.

6. Playing it as non-forcing

Some old-school pairs play inverted minors as invitational, not forcing. That’s a different structure. Make sure you and partner agree: forcing or invitational? Most modern pairs play forcing.

Partnership Agreements You Need to Discuss

1. Four or five card support?

Traditional = 5+ cards required. Modern = some pairs allow 4 cards. Pick one and write it on your card.

2. Forcing one round or game-forcing?

Some pairs play 1-2 as forcing one round (opener can stop below game). Others play it game-forcing. Most tournament pairs play game-forcing. Agree on this.

3. Range for the jump raise?

Is 3 showing 2-7 points? 5-9 points? 6-9 points? The weaker you make it, the more preemptive. Discuss the range.

4. Does it apply as a passed hand?

Many pairs turn off inverted minors if responder is a passed hand. If you passed originally, 1-2 reverts to standard (weak, non-forcing). Decide if you want this rule.

5. Does it apply in third/fourth seat?

Some pairs only use inverted minors after first or second seat openings. If partner opens in third seat after two passes, they might have a light opener, so inverted might not apply. Agree on this.

6. What about 2NT?

After 1 or 1, is 2NT natural (11-12 balanced) or does it show something else (like a limit raise with three-card support)? Many pairs use 2NT as a natural invite. Clarify this.

Write all these agreements on your convention card. Don’t figure them out at the table.

Why Inverted Minors Matters

Bridge is about bidding space. Strong hands need space. Weak hands should take away space.

Standard bidding gives weak hands all the space (single raise to the 2-level) and forces strong hands to jump (taking away their space). That’s backwards.

Inverted minors fixes it. Strong hands start at the 2-level and explore. Weak hands jump to the 3-level and preempt.

You find more 3NT contracts because you have room to check stoppers. You compete better because weak hands jump immediately and take away opponents’ space. You avoid bad minor games because you can explore first.

Is it complicated? Not really. The hard part is remembering it’s flipped. Once you internalize that single = strong and jump = weak, the rest follows naturally.

The Bottom Line

Inverted minors is standard for tournament players. If you play any serious bridge, you should play this.

The rules are simple:

  • 1-2 or 1-2: 10+ points, 5+ support, forcing
  • 1-3 or 1-3: Weak (5-9 points), 5+ support, preemptive

After the single raise, show stoppers and explore for 3NT. If you have all suits stopped, bid it. If you don’t, play your minor game.

Discuss these points with your partner:

  • Four or five card support?
  • Forcing one round or game-forcing?
  • On or off as a passed hand?

Write it on your convention card and practice it. Once you get used to thinking “inverted,” it becomes automatic.

That’s inverted minors. Simple, logical, and used by nearly everyone who plays serious bridge. If you’re not playing it yet, add it to your card. You’ll find better contracts and compete more effectively.