Practical Alert Guide
ACBL's official Alert Procedure runs 14 dense pages of rules and examples — useful as a reference, but not the easiest way to learn practical alerting at the table. This page pulls out what actually matters for club-level games: the core idea behind Alerting, the calls you'll run into most often, and where to look if you need the full detail. Nothing here overrides the official document — if the two ever disagree, ACBL's version wins.
The one idea that explains almost everything
An Alert exists to warn your opponents that a call doesn't mean what it looks like it means. That leads to one simple default:
Alert Artificial calls — bids, doubles, and redoubles that don't carry their natural, everyday meaning.
Don't alert Natural calls and passes — the ones that mean roughly what they look like they mean — plus artificial conventional calls so commonly used that “everybody” already knows what they mean, like Stayman.
Almost every specific rule in the official document is really just a named exception to one of those two defaults — a natural bid that turns out to need an Alert because its range is surprising, or an artificial bid that's so standard everyone already expects it, so it doesn't get an Alert. If you're ever unsure, ACBL's own advice is: Alert it. A missed Alert can cost you the board; an unnecessary one costs nothing.
Alert vs. Announcement — they're not the same thing
Both exist to warn the opponents, but they work differently, and mixing them up is one of the most common mistakes at the table. On the ACBL convention card, Alerts are marked in red, Announcements in blue.
An Alert:
Say the word “Alert” out loud and tap the Alert strip (or show the Alert card) in the bidding box. DO NOT explain anything yet — you're just flagging that something unexpected happened. If an opponent wants to know more, at their turn to call they can ask “Please explain,” and ONLY THEN does the player who alerted describe the meaning — you can never explain your own bid.
An Announcement:
The same physical action — tap the Alert strip or show the Alert card — except instead of saying “Alert” and waiting to be asked, you say a specific short phrase immediately, whether or not the opponents ask for it: “Fifteen to seventeen” right after partner opens 1NT, or “Hearts” after a transfer bid. Only a handful of situations call for an Announcement instead of a plain Alert — the list is short enough to just memorize, and it's below.
Three lists worth knowing cold
This is the part that actually matters at the table, and it's also the part almost everyone gets wrong in the same direction: assuming a well-known convention needs an Alert when ACBL has specifically decided it doesn't. If a convention you play isn't on any of these three lists, fall back on the general rule above — artificial means Alert, natural means don't — or just ask your director.
One more thing: when asked to explain, don't just name the convention — explain what it actually means. Instead of saying “Jacoby 2NT,” say “A game-forcing raise of partner's major, with four or more card support.”
Keep this in mind: Alerts and Announcements are for your opponents, not you. They are not part of your own bidding system, and it's unethical to listen to your partner's Alerts or explanations and use them to guide your own bidding or play.
Not Alertable
- Stayman (2♣ asking about majors over a natural notrump bid)
- NO 2♦ response to a strong 2♣ opening is Alertable, even one with a special meaning
- Michaels cuebid (a 2-level cuebid showing two suits)
- Unusual notrump (a 2NT overcall showing the two lowest unbid suits)
- Blackwood or Gerber (4NT or 4♣ asking for aces/keycards) and the responses to them
- An ordinary takeout double after a natural opening
- A negative double after a natural overcall
- Any double by Responder after an artificial overcall
- A cuebid by either side that simply shows a raise or a good hand
- An ordinary redouble showing strength and a wish to play the current contract
- Practically any double or redouble once the auction is past opener's rebid
- Help-suit game tries, unless the suit shown could hold fewer than three cards
- A jump raise of partner's major, uncontested, showing a limit raise (10–12 points, 4+ cards)
- A jump raise of partner's major after an opponent doubles or overcalls, showing a weak hand
- Support doubles (formerly Alertable, no longer are)
- Any non-2♣ bid that is weak 5-11 High Card Points
Announce (state the meaning, tap Alert)
- The point range of a natural 1NT opening — “Fifteen to seventeen”
- A minor-suit opening that could be short — “Could be two,” “Could be zero”
- A major suit transfer bid — name the suit it shows: “Hearts,” “Spades”
- A 1NT response that's Forcing or Semi-Forcing — say which
Common conventions that are Alertable — say Alert and tap the card
- Splinter bids (a double jump showing shortness, not that suit) during the first round of bidding — not Alertable on later rounds
- Fourth-suit-forcing
- Jacoby 2NT (an artificial forcing raise of partner's major)
- A weak-looking 2- or 3-level opening that could occasionally be a big hand
- A weak jump shift by responder (a strong jump shift is considered standard and not Alertable)
- A weak jump raise of partner's major with no interference (the standard, uncontested meaning is a limit raise)
- A natural notrump opening that's always built around a long suit
- Any bid, double, or redouble that shows length or strength in a second, unbid suit
- Bergen raises — standard, reverse, or other variants
- Drury and all its variants (reverse, 2-way, et al.)
- BROMAD (Bergen Raises Over Major-suit Doubles) and its variants
- Bids over opponents' 1NT opening: Cappelletti/Hamilton, DONT, Meckwell, Landy, Multi-Landy, et al.
- Minor suit transfers after partners 1NT opening bid
- All 3-level responses to partners 1NT opening bid
- Stolen-bid doubles after partner has opened 1NT
- Inverted minors in uncontested auctions; in competition, only if they show 10+HCP
- All variants of puppet Stayman
- All responses to a strong 2♣ opening except 2♦ (regardless of meaning) are Alertable (e.g. a 2♥ double negative, steps, controls)
- All responder bids after interference over partner's strong 2♣ opening (pass, double, or redouble)
- Any 2♦ opening bid that's not weak. e.g. Flannery or mini-Roman
The rules, condensed
Natural bids and passes:
Not Alerted, with a short list of exceptions where the range or meaning is wider than it looks — a strong 2♣ opening, a 2- or 3-level opening that could occasionally hold 12+ points, a preempt when there's another way to show the same suit at the same level, a suit bid that implies a longer suit is coming later, or a notrump opening that's always built around a long suit. A pass gets Alerted only if it's forcing when your side hasn't shown any strength yet, if it shows extra strength for the auction so far, or if it shows length in a suit nobody at the table has bid.
Artificial bids:
Alerted by default — that's the whole point of calling them artificial. The exceptions are the small set of artificial calls that are so universally expected that naming them would tell the opponents nothing new: a strong artificial 2♣ opening itself, certain cuebids that only repeat information already on the table, and a handful of similar cases spelled out in the official document.
Doubles:
Alerted by default below 3NT — except an ordinary takeout double, a double of a notrump opening (which is assumed to be penalty or card-showing), and a double of a purely artificial opening bid (which can't be a normal takeout double, so it needs no warning that it's unusual). A double of 3NT or higher is Alerted only if it specifically asks for — or against — a particular suit to be led.
Redoubles:
Alerted by default — except the everyday ones: a redouble that just shows general strength and a wish to play the current contract, one that shows length or strength in partner's suit, one made in the balancing seat suggesting a different contract, or one showing control in the suit that was doubled.
Two situations most club players can skip
Delayed Alerts:
If an Alertable bid happens at or after opener's rebid and the auction reaches 3NT or higher, the Alert itself is put off until the end of the auction rather than interrupting a high-level auction — this mostly comes up with slam-going sequences like keycard ask-and-response. Passes, doubles, and redoubles are never delayed, no matter how high the auction goes.
Pre-Alerts:
Before the first board of a match, a partnership must warn the opponents up front if they play an opening that isn't Natural or that's Forcing, a canapé system, different methods depending on seat or vulnerability, or an artificial preempt below 3NT. This is aimed at partnerships playing something like Precision or another strong-club system — most NVBA club games won't need it, but if you do play one of these, the warning has to come before bidding starts, not partway through.
Full detail
This page leaves out most of the official document's worked examples and every rule for uncommon systems. For the complete, authoritative rules — including the exact wording, every listed exception, and the full set of examples — see ACBL's Alert Procedure (effective February 16, 2026).
