Pitch 31 Bidding

Pitch Card Game Strategy: When to Bid and When to Pass

Last updated November 6, 2026

Every Pitch player has been there — staring at a hand, trying to decide: is this a 5 or a 7? Overbid and you get set. Underbid and someone else names trump. Bidding is where Pitch hands are won and lost, often before a single card hits the table.

This guide covers bidding strategy in 31-point Partnership Pitch — 54 cards, four players, and 10 points per hand. New to the game? Start with our complete rules guide first.

How Bidding Works

Quick refresher: each player receives 9 cards, then bidding starts left of the dealer and goes clockwise. One chance each to bid or pass. Minimum bid is 4, and each bid must top the current high bid. The exception: the dealer can match a bid of 10 or Shoot the Moon.

If everyone passes, the dealer is “stuck” — forced to bid at least 4. The high bidder names trump and leads the first trick. Your bid is a promise: your team captures at least that many of the 10 available points. Fall short and you lose the bid amount from your score.

What Makes a Strong Bidding Hand?

Not all cards are equal when evaluating a bid. Here’s what matters:

High trump (Ace, King, Queen) give you control — the ability to win tricks when it matters. The Ace wins every trick. The King and Queen fall only to cards above them.

Point cards are what you’re scoring. Seven 1-point cards (Ace, Jack, Off-Jack, High Joker, Low Joker, 10, 2) plus the 3 of trump (worth 3 points) make all 10. More in hand means fewer for opponents.

The 3 of trump deserves special attention. Worth 3 of 10 available points, it has almost no trick-taking power — it only beats the 2. Hold it with high trump above it and those 3 points are likely yours. Hold it alone and almost anything can take it. Don’t hold it and you need high cards to capture it.

Suit length matters. Four or five cards of one suit means more of your final 6-card hand will be cards you actually wanted, not widow filler.

Both Jokers are always trump regardless of suit. Worth a point each, flexible across all suits, and the High Joker beats the 10.

The Widow Factor — Why the Bidder Has an Advantage

Newer players underestimate this: the bidder sees more of the deck than anyone else.

Non-bidders draw from the 18-card widow until they hold 6 cards. The bidder gets all remaining widow cards added to their original 9, then picks the best 6 — usually choosing from 14 to 19 cards.

A marginal hand often improves. There are 16 possible trump cards, and many live in the widow. Rule of thumb: expect to gain roughly 1-2 points from the widow. A hand that “looks like a 5” might play like a 6 or 7.

Bidding Guidelines by Hand Strength

Starting ranges, not rigid rules:

  • 3 trump with the Ace: Bid 4-5. The Ace guarantees a trick, but three trump is thin.
  • 4 trump with Ace and a Joker: Bid 5-6. Control plus a second trick-winner, and the widow will likely improve you.
  • 5+ trump with multiple high cards: Bid 5-6. You’ll keep most of them through the widow.
  • Ace, King, both Jokers, Off-Jack: Bid 6-7. Dominant hand with top tricks and multiple point cards.
  • Ace, King, Queen and the 2 with six trump: Bid 7.
  • Ace, King, Queen and the 2 with seven trump: That’s a Moon hand, once your team is on the board. See below.

Notice what’s missing: 8, 9 and 10. A made bid scores the points you took, whatever the number, so a bid only has to be high enough to win the auction. Going higher adds risk and no reward. Pitch 31’s AI stops at 7 unless someone forces it higher.

Three Hands, Three Decisions

Hand 1: The Clear Bid 5

You hold: A of Hearts, J of Hearts, 10 of Hearts, 7 of Hearts, High Joker, plus four off-suit cards.

Solid 5. The Ace wins any trick, the Jack and High Joker take tricks and score points, and the 10 rides behind strong protection. That’s 4 points in hand, and the widow will likely add more. Five is comfortable; six is a stretch if the 3 lives behind an opponent’s King.

Hand 2: The Tough Decision

You hold: K of Spades, Q of Spades, 3 of Spades, Low Joker, plus a J of Clubs (which becomes the Off-Jack if Spades is trump) and four other off-suit cards.

That’s 5 points from three cards (3 = 3 points, Off-Jack = 1, Low Joker = 1). But no Ace. If an opponent holds it, they can pick off your 3 for a devastating 3-point swing.

Bid 5 and you leave yourself a cushion. Bid 6 and you need one more from opponents, with the King-Queen giving you a shot. But losing the 3 to the Ace would be catastrophic. A conservative player bids 5. Pitch 31’s AI bids 6 here, trusting the King and Queen to carry the 3 home.

Hand 3: The Stick-the-Dealer Nightmare

You hold: Q of Diamonds, 8 of Diamonds, K of Clubs, 5 of Clubs, A of Hearts, 9 of Spades, 3 of Spades, 7 of Hearts, J of Clubs.

Three clubs, two of everything else, and no Jokers. Everyone passed to you. Welcome to “stick the dealer.”

Your least-bad option: Clubs. The Ace of Hearts is tempting, but it has only one small heart behind it. Clubs gives you three trump, with the King and the Jack near the top and a point in the Jack. Name clubs, take the widow, and hope to find the Ace, a Joker, or the 3 in what’s left. Pitch 31’s AI makes the same call.

Want to test your bidding judgment? Try today’s hand, or see if you can outbid Pitch 31’s AI. Try a hand

When to Bid Aggressively

Bid higher than normal when:

  • Your opponents are close to 31. If they’re at 27, they need just 4 points to win. You might need to bid 5 on a 4-point hand just to control trump and limit their scoring.
  • You hold the 3 of trump. Those 3 points shift the math dramatically. A hand with the 3 and the Ace is often worth a 6.
  • You have both Jokers. Two point cards that work in any suit you name, and both beat the 10 and everything below it.
  • You’re behind and need to catch up. A bigger bid doesn’t pay more by itself. What it buys is the right to name trump, and that’s where the big hands come from.

When to Pass

Pass when:

  • You lack an Ace or King in any suit. Without top cards, opponents dictate when point cards get played. Queens and Jacks aren’t enough to anchor a bid.
  • Your cards are scattered across suits. Three cards in one suit and two in each of the others means mostly widow filler regardless of which trump you name.
  • Your partner might have the hand. If your hand is mediocre, your partner might be sitting on a monster. Passing gives them room to bid.
  • The risk outweighs the reward. Getting set on a 6 bid means losing 6 points and your opponents gain their captured points. If your hand is borderline, letting opponents bid (then trying to set them) is often smarter.

Stick the Dealer — Making the Best of a Bad Hand

When you’re stuck, your goal is “survive at 4.” Priority order:

  1. Find your Ace. Any Ace gives you at least one guaranteed trick. The exception is a longer suit with real cards in it, like the clubs in Hand 3.
  2. No Ace? Find your longest suit. Three cards of one suit means the widow might give you enough.
  3. No Ace, no length? Pick your highest card’s suit. A King with one other card beats nothing.
  4. Bid exactly 4. A made bid scores the points you took either way, so going higher adds risk and no reward. The one exception is a real Moon hand.

The widow is your lifeline. As the bidder, you see all remaining widow cards. A desperate 4-bid sometimes becomes comfortable once the widow delivers.

Score-Based Bidding

The score changes the math as the game progresses. Understanding how scoring works helps you adjust.

Your team at 27-30: Even a weak hand is worth a 4-bid if it gets you to 31. The payoff is the entire game.

Opponents at 27-30: You must bid to control trump if your hand is remotely reasonable. Letting them coast to 31 is the worst outcome.

Your team in the negative: You need big hands to dig out, and big hands come from naming trump. This is when it’s worth outbidding the table for it. Just remember that a set digs the hole deeper.

Both teams near 31: The bidding team wins ties, so being the bidder is a massive advantage.

Shoot the Moon — The All-or-Nothing Play

Shoot the Moon means capturing all 10 points: +20 for success, -20 for failure — a 40-point swing.

Only consider it when:

  • You hold 7 or more trump and need to win almost every trick
  • You have the Ace, King and Queen for top-end control
  • You hold the 2 of trump. It can’t be captured, so if an opponent plays it, the point goes back to them and the Moon is lost
  • You hold the 3 of trump or can guarantee capturing it
  • Your team’s score is above 0 (the rules require this)
  • The game situation demands it — down big with opponents near 31

The Moon is rare, but the 20-point reward can flip a game on its head.

Frequently Asked Questions

What’s the minimum bid in Pitch? Four. You’re promising your team captures at least 4 of the 10 available points.

What happens if I get set? You lose points equal to your bid. Bid 6 and capture only 5? That’s -6 to your score, and opponents still gain their points.

Should I bid over my own partner? Generally no. Trust the partnership. Only outbid your partner if your hand is clearly stronger.

How many points can the widow add? Typically 1-2, but variance is high. Don’t count on a specific card being there.

Is it better to bid or pass on a borderline hand? Early in the game, pass and let opponents take the risk. Late with a tight score, bid — controlling trump means controlling the outcome.


The best way to improve your bidding is practice. Pitch 31 lets you play anytime, even without a foursome. Free on iPhone and iPad