A bidding quiz is a set of bidding problems you write for your club. You set the hand, the auction so far and the question, then you decide how many points each answer is worth. Your members play it in their own time and see how they scored.
📋 At a glance
What it is: Bidding problems you build inside your club, scored per answer.
Who it is for: Club owners, club administrators and teachers who want their students to practise bidding between lessons.
You will need: A club, and at least one hand you want to ask about.
Every club has a Quizzes tab. Owners and administrators see a New quiz button there and can build as many quizzes as they like. Members see the quizzes that are open to them, and play them from the same tab.
A quiz is not marked right or wrong. You give each acceptable call its own score, so a quiz can reward the best bid with ten points and a reasonable second choice with four. Any call you do not list scores nothing.

Click your profile picture, choose Clubs, and open your club. Then click the Quizzes tab. If there are no quizzes yet you will see No quizzes yet. Create the first one for your students!
Click New quiz.
Give the quiz a Quiz name. The Description is optional, but it helps your members know what the quiz is about.
Two settings are already ticked for you:
Restrict to classes decides who can play. Leave it empty and every member of the club can play the quiz. Pick one or more classes and only the students in those classes will see it.
Click Save. The quiz now exists, with no questions in it yet.

Click Add question. Start with Dealer and Vulnerability, because both can change the right answer.
Now build the hand your member will be looking at. Click the cards you want in the All cards grid, one suit row at a time. The cards you pick appear in the Hand panel above, and the counter keeps track for you: 13/13 cards, with the high card points next to it.
You must choose exactly thirteen cards. Until you do, the page reminds you with Select exactly 13 cards for the hand and it will not let you save.
Use the bidding box under Auction so far to enter the calls that came before your question. Click them in order, exactly as they happened at the table. There is an Undo button if you click the wrong one.
Leave the auction empty if you want to ask about an opening bid. Once you have entered a call, the bidding box only offers the calls that are still legal.
Question text is optional. If you leave it blank your members simply see the hand and the auction. Filling it in lets you be specific, for example Partner opened 1NT (15 to 17). What do you bid?
Under Answer scores, pick a call and give it a number of points. Ten is offered to start with. Click Add answer to score a second call, a third, and so on. This is how you reward a good alternative without calling it the best bid.
Everything you do not list is covered by the line above the box: Any other call scores 0 points.
The editor also has an optional Explain your bid field. Use it. It is where you tell your student why the answer is what it is.

Click Save. The question count on the left goes up by one. Click Add question again for the next problem, and repeat until the quiz is the length you want.
A new quiz is labelled Draft. Your members cannot see a draft, so you can take as long as you like over it.
When it is finished, click Open on the quiz row. The label changes to Open and your members can play it. The same button now reads Close, which takes the quiz back off the list when you want to stop it.

In their Quizzes tab, an open quiz shows how far they have got, for example 0/1 answered, with a Play button.
Playing looks like a table. Your member sees the hand, the auction so far above it, their own seat marked You, and the bidding box on the right. The high card points are shown next to the seat if you left that setting ticked.

They pick a call, check it on the Your answer line, and click Confirm. Nothing is counted until they confirm, so a misclick costs them nothing.
At the end they get Quiz completed and their Total score. The Questions tab reviews every problem: the hand, the auction, what share of the club chose each call, their own answer with the points it earned, and the Best answers you set. The Ranking tab shows how they did against everyone else who has played.

Back on the Quizzes tab, each quiz has its own row: the name, how many questions it holds, how many members have played it, and the description you wrote. The buttons at the end are:
Questions about your club? Write to us at info@bridgechamp.com.