Washington Standard, 2nd ed, 1996, by Steve Robinson

 

notes by Dan Neill, 2008

posted with express permission of the author

 

Leads/Carding:  not documented here, up to partnership

 

 

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Opening Bids Summary

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1C = 12+ HCP, 3+C

1D = 12+ HCP, 4(3)+D, 4D-4C can choose to open either m

1M = 12+ HCP, 5+M, may have a longer minor

1N = 15-17, 5M ok

2C = art, strong, standard

2D = 11-15, 4+S-5+H longer H (Flannery)

2M = weak two, 6crds vul, may be 5crd NV

2N = 20-21

3y = normal preempt

3N = gambling, no side A/K in 1/2 seat (wide range 3/4 seat)

4y = normal preempt

 

 

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OPENING BID RESPONSES

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*********************

 

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1C Opening Responses

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1D = 4+crds, F1, occ. 6-7 HCP bal no 4M with 3crds

           1H = 4crds, NF

                      1S = natural or 4SGF

                                 1N = 12-14 (2m = nat weak, 2N = invite, else GF)

                                 2C = unbal, 5+C

                                 2D = unbal, 3+D

                                 2H = like a double-raise in spades, 15+ HCP 4S (2S/4S = to play, 3S = 11+ HCP 4S, else = GF not 4S)

                                 2S = like normal 1C-1S-2S

                                 2N = 18-19

                      cheap NT/old suit = NF, jump NT/old suit = invite

                      2S = natural, 4+D-4+S 15+ HCP

           1S = 4crds, NF

                      2H = 4SGF, cheap NT/old suit = NF, jump NT/old suit = invite

           1N = 12-14, no 4M

           2C = 6+C

           2D = 4fit or 3fit with stiff major, denies 4M

           2M = GF jumpshift, unbal

           2N = 18-19 bal, no 4M (all bids GF)

           3C = 6+crds, 16-18

           3D = 4fit unbal no 4M, 15-17

           3M = 18+ splinter, 4+D, denies 4oM

           3N = SOL C, at least partial side stops (4C = sets C)

           4C = 6+ nice C, 4 good D, slammish

           4D = 7-4 freak, but minimum

 

1H = 4+crds, F1, may bypass bad 4crd D suit

           (1S) Pass = denies 3+fit (X/cue are only forces by RE)

           1S = 4crds, NF

                      1N/2C/2H = to play

                      2D = 4SGF

                      2S = constructive

                      jump in NT or old suit = invite

           1N = 12-14, denies 4S

           2C = 6+C or 5C-4D (2D = NMF, 2S = GF)

           2D = reverse, 17+ (see constructive bidding)

           2H = 4fit, or 3fit with shortness or bad doubleton and not 4S

                      2N/3C = descriptive NF invite, just 4H

                      2S = seminatural game/slamtry (preferable to 3D since more room to describe opener's hand)

                                 2N = 3fit min, D stopper, NF

                                 3C = 3fit min, 5C, no D stopper, NF

                                 3D = 3fit max, no D stopper

                                 3H = 4fit min

                                 3S = 4S-4H max

                                 3N = 3fit max, D stopper

                                 4C = 4fit good for slam, ART

                                 4H = 4fit max, bad for slam

                      3D = seminatural game/slamtry

                                 3H = any min

                                 3S = 3fit, max, no S stopper

                                 3N = 3fit, max, S stopper

                                 4C = 4fit good for slam, ART

                                 4D = 3fit, max, 1345

                                 4H = 4fit, max, bad for slam

                      3H = 5+H, invite

                      3N = c.o.g., opener passes with 3fit or sometimes 4333

           2S = GF jumpshift, 4S

           2N = 18-19 bal, may have 4S (see constructive bidding: 1x-1M-2N)

           3C = 6+crds, 16-18

           3D = any 15+ splinter raise

                      3H = double-negative (Pass/4H only options)

                      3S = asks which in 4 steps:  l/h 18+, l/h 15-17

           3H = 2425 good 14-15 HCP

           3S = 2425 18-19

           3N = SOL C, at least partial side stops (4C = sets C)

           4C = 6 great C, 4H, slammish

           4D = 18-19, 4crd raise 4432/4333

           4H = min 7-4 gamble, honors only in the 2 suits

 

1S = 4+crds, F1, may bypass bad 4crd D suit

           1N = 12-14 bal (2H = weak)

           2C = 6+C or 5 with a sing. S sometimes (2D = NMF, 2H = weak)

           2D = reverse, 17+, occasionally a good 3crd suit or 1444 (see constructive bidding)

           2H = reverse, 17+ (see constructive bidding)

           2S = 4fit, or 3fit with shortness or bad doubleton

                      2N/3C = descriptive NF invite, just 4S

                      3D = seminatural game/slamtry

                                 3H = 3fit, max, no H stopper

                                 3S = any min

                                 3N = 3fit max, H stopper

                                 4C = 4fit good for slam, ART

                                 4D = 3fit, max 3145

                                 4S = 4fit, max, bad for slam

                      3H = seminatural game/slamtry

                                 3S = any min

                                 3N = 3fit, max, at least some D length

                                 4C = 4fit good for slam, ART

                                 4H = 3fit, max, 3415

                                 4S = 4fit, max, bad for slam

                      3S = 5+S, invite

                      3N = c.o.g., just 4S, opener passes with 3fit or some 4333's

           2N = 18-19 bal (see constructive bidding: 1x-1M-2N)

           3C = 6+crds, 16-18

           3D = bad 18-HCP balanced raise (3S = to play)

           3H = any 15+ splinter raise

                      3S = double-negative (Pass/4S only options)

                      3N = asks which in 4 steps: l/h 18+, l/h 15-17

           3S = 4225 good 14-15 HCP

           3N = SOL C, at least partial side stops (4C = sets C)

           4C = 6 great C, 4S, slammish

           4D = 18-19 4225

           4H = 18-19 4333/4432 raise

           4S = min 7-4 gamble, honors only in the 2 suits

 

1N = 8-10, no 4M, may have 4D

           2C = 6(5)+C, NF

           2D = reverse, 17+, may be (41)44 (see constructive bidding)

           2M = reverse, 17+, occasionally a good 3crd suit (see constructive bidding)

           2N = 15-16, usu. 5C or 4441

           3C = 6+crds, 16-18

           3N = SOL 6+ clubs, at least partial major stops (4C = sets C)

 

2C = 10+ HCP, 4+C, no 4M, F1 (later 3level M bids are stoppers usu.)

           2D = GF, natural unbal or ART BAL (3N = 15-17 bal), if opener does not bid NT next it shows D natural

           2M = GF, natural unbal (3N = 15-17 bal)

           2N = NF, bad balanced hand, says nothing about stoppers (3C = to play)

           3C = NF, bad unbal hand

           3D/3M = splinter, solid opening hand

           3N = 18-19 bal

 

2D = strong jump shift (see constructive bidding - strong jump shifts)

          

 

2H = 3-way:  (a) invite to 3N (b) strong jumpshift in H, (c) mixed 7-9 HCP C raise

           2S = asks which (2N = [a], 3C = [c], else = [b] [see constructive bidding - strong jump shifts])

           2N = same but accepts an invite to 3N and wants to declare (3N = [a], else same)

 

2S = strong jump shift (see constructive bidding - strong jump shifts)

 

2N = 13-15 or 18+ bal GF, no 4M (3D/3H/3S = 4crd suit conc. usu. short in an unbid major)

 

3C = 4-6 HCP 5+C (occ. 4 with short M)

3D/3H/3S = splinter, 5+C, denies 4M

           (X) Pass = 1 stopper no slam interest, 3N = 2 stopper no slam interest, XX = Ace and some slam interest

           3N = stopper, no slam interest

           4C or below = may be minimum no stopper, or cue

3N = 16-17 bal GF, no 4M

4C = 6+C, pree

4D = RKC C

4M = long suit, weak

 

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Handling Interference

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(X)

           XX = 10+, later simple raise = lim 4fit, cuebid (if possible) = GF 4fit

           1-level NS = nat F

           1N = NF

           2C = simple raise, NF, 4crds usu.

           2D = WJS, 2-5 HCP

           2M = WJS, 2-5 HCP

           2N = limit+ raise, 5+crds usu.

           3C = 5+crds, pree

           3D/3H/3S = splinter, serious slam interest

 

 

(2C = Michaels)

           X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           otherwise, see constructive bidding unusual vs. unusual

 

(2N = Unusual)

           X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           otherwise, see constructive bidding unusual vs. unusual

 

(1N)

           Pass - (P) - X = 4-4 majors

           else = Capp (X = cards, 2C = any 1-suiter, 2D = majors, 2M = 5M-5some m)

 

 

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Passed Hand Adjustments

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2C = simple raise

2D = limit raise

2M = fit-showing

2N = 10(+)-11 bal

3C = pree

 

 

 

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1D Opening Responses

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1H = 4+crds, F1

           (1S) Pass = denies 3+fit (X/cue are only forces by RE)

           1S = 4crds, NF

                      cheap NT/old suit = to play, jump NT/old suit = invite, 2C = 4SGF

           1N = 12-14, denies 4S

           2C = 5+D-4+C (2S = 4SGF)

           2D = 6+D

           2H = 4fit, or 3fit with sing/void or bad doubleton and without 4S

                      2S = seminatural game/slamtry (preferable to 3C since more room to describe opener's hand)

                                 2N = 3fit min, C stopper or length

                                 3C = 3fit min, no C stopper or length

                                 3D = 3fit min, 5+D, NF

                                 3H = 4fit min

                                 3S = 3fit max, no C stopper or length

                                 3N = 3fit max, C stopper

                                 4C = 4fit good for slam, ART

                                 4H = 4fit max, bad for slam

                      2N/3D = descriptive invite, NF, just 4H

                      3C = seminatural game/slamtry

                                 3D = 3fit min, 5+D NF

                                 3H = other minimums

                                 3S = 3fit max, no S stopper/length

                                 3N = 3fit max, S stopper/length

                                 4C = 4fit good for slam, ART

                                 4D = 6D-3H max, no S stopper

                                 4H = 4fit max, bad for slam

                      3H = 5+H, invite

                      3N = c.o.g., just 4H, opener passes with 3fit or some 4333's

           2S = GF, 4S unbal

           2N = 18-19 bal, may have 4S (see constructive bidding: 1x-1M-2N)

           3C = GF, 4(3)+C

                      3D = waiting, looking for 3fit or 4th suit stopper usu. (4m = none of the above)

                      3H = 6+H or can play opp a doubleton

                      3S = 5+H-4S

                      3N = to play

                      4C = 5+C

                      4D = 4+D

                      4N = quant

           3D = 6+crds, 16-18

           3H = 15-17 splinter raise or good 14-15 2452 (3S asks bal/l/h short)

           3S = 18+ splinter raise (3N asks l/h)

           3N = SOL D, at least partial side stops (4D = sets D)

           4C = 18-19, 4crd raise 4432/4333

           4D = 6 great D, 4H, slammish

           4H = min 7-4 gamble, honors only in the 2 suits

 

1S = 4+crds, F1

           1N = 12-14 bal (2H = weak)

           2C = 5+D-4+C or 1444 (2H = 4SGF)

           2D = 6(5)+D (2H = nat F1, 3C = GF)

           2H = reverse, 17+, occ. 1444 (see constructive bidding)

           2S = 4fit, or 3fit with sing/void or bad doubleton

                      2N/3D = descriptive invite, NF, just 4H

                      3C = seminatural game/slamtry

                                 3D = 3fit min, 5+D NF

                                 3H = 3fit max, no H stopper/length

                                 3S = other minimums

                                 3N = 3fit max, H stopper/length

                                 4C = 4fit good for slam, ART

                                 4D = 6D-3S max, no S stopper

                                 4H = 31(54), max

                                 4S = 4fit max, bad for slam

                      3H = seminatural game/slamtry

                                 3S = any min

                                 3N = 3fit max, C stopper or length

                                 4C = 4fit good for slam, ART

                                 4D = 3fit max, 5+D no C stopper

                                 4H = 3fit max, 3451

                                 4S = 4fit max, bad for slam

                      3S = 5+S, invite

                      3N = c.o.g., just 4S, opener passes with 3fit or some 4333's

           2N = 18-19 bal (see constructive bidding: 1x-1M-2N)

           3C = GF, 4(3)+C

                      3D = waiting, looking for 3fit or 4th suit stopper usu. (4m = none of the above)

                      3H = 5+S-4+H

                      3S = 6+S or can play opp a doubleton

                      3N = to play

                      4C = 5+C

                      4D = 4+D

                      4N = quant

           3D = 6+crds, 16-18

           3H = any 15+ splinter raise

                      3S = double-negative (Pass/4S only options)

                      3N = asks which in 4 steps: l/h 18+, l/h 15-17

           3S = 4252 good 14/15 HCP

           3N = SOL D, at least partial side stops (4D = sets D)

           4C = 18-19 4225

           4D = 6 great C, 4S, slammish

           4H = 18-19 4333/4432 raise

           4S = min 7-4 gamble, honors only in the 2 suits

 

1N = 6-10, no 4M

           2C = 4+C unbal

           2D = 6(5)+D

           2M = reverse, 17+, occ. a good 3crd suit (see constructive bidding)

           2N = 15-16 usu. 5D or 4441's

           3C = GF, 4+C

           3D = 6+crds, 16-18

           3N = SOL D, at least partial major stops (4D = sets D)

 

2C = GF, or 5C 11 HCP balanced

           2D = natural or v. minimum balanced, no 4M unless v. minimum (2N = 5C 11 HCP NF, else GF)

           2M = 5+D-4M (or 4441 exactly), 13(+)+, GF

           2N = 13(+)-14 or 18-19 bal, GF

           3C = GF, 13(+)+, 3C unbal or 4+C

           3M = splinter, 4+C, sound opening bid

 

 

2D = 10+ HCP, 4+D, no 4M, F1 (later 3level M bids are stoppers usu.)

           2M = GF, natural unbal (3N = 15-17 bal)

           2N = NF, bad balanced hand, says nothing about stoppers (3D = to play)

           3C = GF, natural unbal or ART BAL (if op does not bid 3N next it shows C natural)

           3D = NF, bad unbal hand

           3M/4C = splinter, solid opening hand

           3N = 18-19 bal

 

2H = 3-way:  (a) invite to 3N but just 4C, (b) strong jumpshift in H, (c) mixed 7-9 HCP D raise

           2S = asks which (2N = [a], 3D = [c], else = [b] [see constructive bidding - strong jump shifts])

           2N = same but accepts an invite to 3N and wants to declare (3N = [a], else same)

 

2S = strong jump shift (see constructive bidding - strong jump shifts)

 

2N = 13-15 or 18+ bal GF, no 4M (3C = nat, 3M = 4crds conc. usu. short other major)

 

3C = 6+C, ~10-12 HCP, NF (any bid = GF)

 

3D = 4-6 HCP 5+D (occ. 4 short M)

3M = splinter, 5+D, denies 4M, some slam interest

           (X) Pass = 1 stopper no slam interest, 3N = 2 stopper no slam interest, XX = Ace and some slam interest

           3N = stopper, no slam interest

           4m or below = may be minimum no stopper, or cue

3N = 16-17 bal GF, no 4M

4C = RKC D!

4D = 6+D, pree

4M = long suit, weak

 

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Handling Interference

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(X)

           Pass then X = 10+ HCP cooperative 3crd double

           XX = 10+

                      later: simple raise = lim 4fit, cue-bid (if possible) = GF 4fit, 2C = GF with C

                                 X = 4crd pen X

           1M = nat F

           1N = NF

           2C = nat, NF

           2D = simple raise, NF, usu. 4crds

           2M = WJS, 2-5 HCP

           2N = limit+ raise, 5+crds usu.

           3C = 7-10 HCP, good 6+crd suit, constructive, NF

           3D = 5+crds, pree

           3H/3S/4C = splinter, serious slam interest

 

(1N)

           Capp (X = cards, 2C = any 1-suiter, 2D = majors, 2M = 5M-5some m)

           Pass - (P) - X = 4-4 majors

 

(2D = Michaels)

           X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           otherwise, see constructive bidding unusual vs. unusual

 

(2N = Unusual)

           X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           otherwise, see constructive bidding unusual vs. unusual

 

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Passed Hand Adjustments

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2D = simple raise

2M = fit-showing

2N = 10(+)-11 bal

3C = limit raise

3D = pree

 

 

 

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1H Opening Responses

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1S = usu. 5+crds, but sometimes 4 (e.g. 4144 less than invite), never has 3+H unless GF

           1N = 12-15, NF, doubleton S

           2C = 4+crds, or 6-3 16-17 wrong for jump rebid (2D = 4SGF)

           2D = 4+crds, or 6-3 16-17 wrong for jump rebid (3C = 4SGF)

           2H = 6+crds

           2S = 3crds, 12-14, bal or unbal (with 15-17 unbal, temporize with 2m)

                      2N = 4S-1H, invite

                      3m = invite to game/slam, naturalish, F1

                      3H = slamtry, 3+H

                      3S = invite, 5+S

                      3N = just 4S, to play, even opposite unbal

                      4m = splinter, 5+S

                      4H = no slam, 3+H, to play

           2N = 18-19 bal

           3S = 4522 16-18 (3N to play, else cue)

           3N = art, GF hand with 3S-5H, NF

           4m = splinter, 4+S, 16+ HCP

           4H = to play

           4S = 4522 19+

1N = forcing, may have 4S

           2C = 3+crds, may be 6-3 16-17 wrong for jump rebid

                      Pass = short H or weak with doubleton H

                      2D = to play

                      2H = weak raise, or 8-10 with doub usu.

                      2S = 5+C, 9+ HCP (new suit = fragment unbal)

                      2N = ~11 HCP, invite (3C = to play, 3D/S = descriptive GF, 3H = 6+H 3+C GF)

                      3C = 5+C, 7-8 HCP

                      3D = constructive, long D, more trick-based

                      3H = bal 3crd raise, ~11 HCP

           2D = 3+crds, may be 6-3 16-17 wrong for jump rebid

                      Pass = short H or weak with doubleton H

                      2H = weak raise, or 8-10 with doub usu.

                      2S = 5+D, 9+ HCP (new suit = fragment unbal)

                      2N = ~11 HCP, invite (3C = F1, 3D = to play, 3S = descriptive GF, 3H = 6+H 3+D GF)

                      3C = long C, weak

                      3D = 5+D, 7-8 HCP

                      3H = bal 3crd raise, ~11 HCP

           2H = 6+crds

                      2S = ?

                      2N = ~11 HCP, usu. short H (3H = to play)

                      3m = long suit, weak

                      3H = ~11 HCP, doubleton H

                      4H = bal 3crd lim raise

           2S = reverse, 17(16)+ (see constructive bidding)

           2N = 17(+)-20, semiforcing

                      3C = 5+D, forces 3D (later bids GF with 5+D)

                      3D = 3H 3-5 HCP, or limit 3fit, or Hx H, forces 3H (Pass = miniraise, 3N = Hx H c.o.g.,

                                 3S/4m = good 5suit with 3fit limit raise, 4H = avg 3fit limit raise)

                      3H = 6-7 3fit, invite

                      3S = 6(5)+C, weak, forces 4C unless pd sees game

                      3N = to play

           3C = GF, may be 6-3(2) occ.

                      3D = 5+D (4H = self-suff suit)

                      3H = doubleton, or weak raise

                      3S = 4C, short H (4H = self-suff suit)

                      3N = no C-H interest

                      4C = 5+C, forcing (4D = RKC C, 4H = self-suff suit)

                      4D = RKC C

                      4H = lim bal 3fit

                      4N = quant, no H-C interest

           3D = GF, may be 6-3 occ.

                      3H = doubleton, or weak raise

                      3S = 4D, short H

                      3N = no H-D interest

                      4C = 7+crds, short H

                      4D = 5+D

                      4H = lim bal 3fit

                      4N = quant, no H-D interest

           3H = 16-18, 6+ good crds

           3N = SOL 6+H, S stopper, some extras but not much

 

2C = GF, 2+crds, may have avg 4crd D suit

           2D = 4+crds

                      2H = most hands with 3crd supp (cues)

                      2S = no S stopper

                      2N = waiting, S stopper

                      3H = picture - 5+C-4H most strength in suits

                      3S = splinter, 4+D, sound opening bid, an honor in unbid suit

                      3N = 15-17 bal, S stopper

                      4C = sets C as trumps

                      4H = Hxx support, no Aces, at most 2 Kings

           2H = 6+crds or no other bid

                      2N = may have 2fit, waiting, does not promise both side stops

                      3H = 3+crd support

                      3S/4D = splinter, 3+H, sound opening bid, an honor in unbid suit

                      3N = 15-17 balanced, 2fit

                      4C = sets C as trumps

                      4H = Hxx support, no Aces, at most 2 Kings

           2S = 4crds

                      2N = waiting, promises D stopper

                      3D = no D stopper

                      3H = 3+crd support

                      3S = 4crd support

                      4C = sets C as trumps

                      4D = splinter, 4S, sound opening bid, an honor in unbid suit

                      4H = Hxx support, no Aces, at most 2 Kings

                      4S = Hxxx support, no Aces, at most 2 Kings

           2N = 5332 usu., 12-14 or 18+, side stoppers

                      3H = 3+crd support

                      4C = sets C as trumps

                      4D = splinter, 4+H, sound opening bid, an honor in unbid suit

                      4H = Hxx support, no Aces, at most 2 side Kings

           3C = 4+C, sound opening bid

                      3H = 3+crd support

                      3D/S = values, may be interested in slam in C or just 3NT

                      4H = Hxx support, no Aces, at most 2 side Kings

           3D/3S = splinter, 4+C, sound opening bid, an honor in unbid suit

           3H = sets H as trumps, can play opp. a void, does not promise extras (now cues)

           3N = 15-17, 5(332), side stoppers

           4C = 5-5, sound opening bid, denies 2 fast losers in either side suit

           4D = RKC C

 

2D = GF, 5+crds or great 4

           2H = 6+crds or no other bid

                      2N = waiting, may have 2fit, does not promise both side stops

                      3H = 3+crd support

                      3S/4C = splinter, 3+H, sound opening bid, an honor in unbid suit

                      3N = 15-17 bal, 2fit, side stoppers

                      4D = sets D as trumps

                      4H = Hxx support, no Aces, at most 2 Kings

           2S = 4crds

                      2N = waiting

                      3H = 3+crd support

                      3S = 4crd support

                      3N = 15-17 balanced, C stopper

                      4C = splinter, 4S, sound opening bid, an honor in unbid suit

                      4D = sets D as trumps

                      4H = Hxx support, no Aces, at most 2 Kings

                      4S = Hxxx support, no Aces, at most 2 Kings

           2N = 5332 usu., 12-14 or 18+, side stoppers

                      3H = 3+crd support

                      4C = splinter, 4+H, sound opening bid, an honor in unbid suit

                      4D = sets D as trumps

                      4H = Hxx support, no Aces, at most 2 Kings

           3C = 4C 15+ HCP, or 5C 13+ HCP

                      3H = 3+crd support

                      3S = no S stopper, or advance cue for C

                      4D = sets D as trumps

                      4H = Hxx support, no Aces, at most 2 Kings

           3D = 3+D, sound opening bid

                      3H = 3+crd support

                      3S = last train - interest in slam or avoiding NT

                      4H = Hxx support, no Aces, at most 2 Kings

           3H = sets H as trumps, can play opp. a void, does not promise extras (now cues)

           3S = splinter, 4+D, sound opening bid, an honor in unbid suit

           3N = 3523 exactly (usu.), 15-17, side stoppers

           4C = splinter, 4+D, 16+ HCP, an honor in unbid suit

           4D = 5-5, sound opening bid, denies 2 fast losers in either side suit

 

2H = constructive raise, 7-10(-) 3fit or 5-8 4fit

           2S = any short suit game/slamtry

                      2N = asks (l/m/h gametry l/m/h slamtry in 6 steps)

                      3H = v. bad hand, does not care

           2N/3C/3D = S/C/D help suit game/slam try

                      shows 3/4 crd suit headed by at most one honor

           3H = pree

           4m = 5-5 good suits slamtry (4H = 0-1 cover card, 4D (if possible) = 1-2 cover cards, RKC+ = 2-3 cover cards)

 

2S = strong jump shift (see constructive bidding - strong jump shifts)

 

2N = Jacoby, bal GF 4+fit

           3C = any minimum, 11-14 bal, 11-13 unbal

                      3D = asks short (3H = 5M bal, 3S/N/4C = l/m/h short, 4D/4H = 5C/5D) - later bids cues

           3D = 15+ bal, then cues

           3H/3S/3N = 14+ unbal, l/m/h short, then cues

           4C/4D = 14+ 5-5, then cues

           4H = 6322/7222 11-13

3m = invite, 6+crds, ~11 HCP, denies 3+H, NF (any bid now GF)

3H = invite, 4crds or unbal 3crds

3S = any 9-12 HCP splinter, 4+H (3N asks short [4H = C])

3N/4C/4D = 13+ HCP splinter, 4+H (NT = S)

4H = pree, 5+H

4S = weak, long S

 

---------------------

Handling Interference

---------------------

 

(X)

           Pass then X = cooperative 3crd 10+ HCP double

           XX = 10+, may have 3fit

                      later:  cheap H bid = limit 3fit, jump H bid = GF 3fit, minor bid = GF natural, X = 4crd pen X

           1S = nat F

           1N = nat, NF

           2C = art, 7-9 3fit

           2D = art, 7-9 4fit

           2S = art, 0-6 3fit

           2N = art, 10+ HCP 4fit, may have minimum GF splinter

           3m = 7-10, good 6+crd suit, NF, constructive

           3H = wJS, 4-6 HCP

           3S = pree

           4C/4D/4H = splinter, serious slam interest

 

(1S/2C/2D)

           X = negative

           2N = Jacoby 2NT

           cue = limit raise, or GF 3crd raise

           jump cue or jump 4m = splinter raise

           jump raise = pree

 

(2H = Michaels)

           X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           2N = Jacoby 2NT

           3S/4m = splinter

           otherwise, see constructive bidding unusual vs. unusual

 

(2S)

           X = negative

           2N = limit raise, ART

           3H = simple raise, competitive

           3S = GF raise, ART

           4m = splinter

 

(2N = Unusual)

           X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           4m = splinter raise

           otherwise, see constructive bidding unusual vs. unusual

 

(3S) 4C = slammish H raise, 4D = nat, X might be club hand, 4H = to play, 5C = to play

 

(4C) 4D = slammish H raise, X might be D hand, 4H to play

 

---------------------------

Passed Hand Adjustments

---------------------------

1H opening may be a strong 4crd suit if can pass anything partner bids (except art raise).

 

1N = NF, may be max bal

2C/D = 3/4 crd Rev Drury (2D = ART game/slam try)

           jumps to 3H by either player are slamtries

2S = fit-showing

2N = any mini-splinter, 4+H, 10-11 HCP (3H = weak, 3C asks stiff [3H = C])

3m = 6+crds, 8-11, most strength in suit (3H = invit NF)

3H = pree 5crd raise

3S = any void splinter, 4+H, 8+ HCP (3N asks bid void [4H = S])

 

 

 

***************************

1S Opening Responses

***************************

1N = forcing

           2C = 2+crds, may be 1-suiter wrong for any other rebid

                      2D = Bart:  5H exactly or 9-10 HCP S preference or serious C invite

                                 2H = to play opposite 5H (2S = 9-10 HCP doub S, 3C = serious C invite)

                      2H = 6+H, to play

                      2S = weak preference - v. weak raise or 7-8 HCP doubleton

                      2N = ~11 HCP, invite (3C = to play, 3D/H = descriptive GF, 3S = 6+S 3+C GF)

                      3C = 7-9, 5+C, courtesy raise

                      3D = signoff (2D natural not available), 6+D

                      3H = 6+H-2S, invite

                      3S = bal 3crd raise, ~11 HCP

           2D = 4+crds, may be 16-17 wrong for jump rebid

                      Pass = short S, or weak with doubleton spade

                      2H = 5+H, to play

                      2S = to play, weak raise, or 8-10 doubleton

                      2N = ~11 HCP, invite (3C = F1, 3D = to play, 3H = descriptive GF, 3S = 6+S 3+D GF)

                      3C = long suit, weak

                      3D = invite, 4+D

                      3H = 6+H-2S, invite

                      3S = bal 3crd raise, ~11 HCP

           2H = 4+crds

                      2S = to play, weak raise, or 8-10 doubleton usu.

                      2N = ~11 HCP, invite (3m = F1 mb 5-5 majors GF, 3H = to play 5-5, 3S = 6+-4 GF)

                      3m = long suit, weak

                      3H = courtesy raise, 4+H

                      3S = bal 3crd raise, ~11 HCP

                      4H = 10+ HCP, 4+H

           2S = 6+crds, denies 4H unless H are v. weak

                      2N = ~11 HCP, invite, usu. short S

                      3-lower = long suit, weak, short S

                      3S = ~11 HCP, doubleton S

                      4H = 6+H-2S, original invite

                      4S = bal 3crd raise, ~11 HCP

           2N = 17(+)-20, semiforcing

                      3C = 5+D, forces 3D (later bids GF with 5+D)

                      3D = 5+H, forces 3H (later bids GF with 5+H)

                      3H = 3S 3-5 HCP, or limit 3fit, or Hx S, forces 3S (Pass = miniraise, 3N = Hx S c.o.g.,

                                 4m/4H = good 5suit with 3fit limit raise, 4S = avg 3fit limit raise)

                      3S = 6-7 3fit, invite

                      3N = to play

                      4C = to play

           3C = GF, may be 6-3(2) occ.

                      3D = 5+D (4S = self-suff suit)

                      3H = 5+H

                      3S = doubleton, or weak raise

                      3N = no S-C interest

                      4C = 5+C, forcing (4D = RKC C, 4S = self-suff suit)

                      4D = RKC C

                      4S = lim bal 3fit

                      4N = quant, no fit

           3D = GF, may be 6-3 occ.

                      3H = 5+H

                      3S = doubleton, or weak raise

                      3N = no S-D interest

                      4C = 7+crds, short S

                      4D = 5+D

                      4H = RKC D

                      4S = lim bal 3fit

                      4N = quant, no fit

           3H = GF, 4+H

                      3S = ART, waiting, interest in extra card in partner's majors

                                 3N = 5-4/5, 4m = 54-4m, 4H = wants to play 4M opposite doubleton, 4S = 6-4

                      3N = willing to play opposite 5-5, may have 2S or 3H

                      4m = 7+crds, short S

                      4H = 4+H

                      4S = bal 3fit invite

                      4N = RKC H

           3S = 16-18, 6+ good crds

           3N = SOL 6+S, some extras but not much

 

2C = GF, 2+crds, may have avg 4crd D suit

           jumps to game show less than 4 controls

           2D = 4+crds

                      2H = no H stopper

                      2S = most hands with 3crd support (cues)

                      2N = waiting, H stopper

                      3H = splinter, 4+D, sound opening bid, an honor in unbid suit

                      3S = picture-bid, 5+C-4S, most strength in suits

                      3N = 15-17 bal, H stopper

                      4S = Hxx support, no Aces, at most 2 Kings

           2H = 4+crds

                      2S = most hands with 3crd support (cues)

                      2N = waiting, D stopper

                      3D = no D stopper

                      3S = picture-bid, 5+D-4S, most strength in suits

                      3N = 15-17 bal, D stopper

                      4D = splinter, 4+H, sound opening bid, an honor in unbid suit

                      4H = Hxxx support, no Aces, at msot 2 Kings

                      4S = Hxx support, no Aces, at most 2 Kings

           2S = 6+S or no other bid

                      2N = waiting, may have 2fit, does not promise both side stoppers

                      3S = 3+crd support

                      3N = 15-17 bal, side stoppers

                      4D/4H = splinter, 3+S, sound opening bid, an honor in unbid suit

                      4S = Hxx support, no Aces, at most 2 Kings

           2N = 5332 usu., 12-14 or 18+, side stoppers

                      3S = 3+crd support

                      4D/4H = splinter, 4+S, sound opening bid, an honor in unbid suit

                      4S = Hxx support, no Aces, at most 2 Kings

           3C = 4+C, sound opening bid

                      4S = Hxx support, no Aces, at most 2 Kings

           3D/3H = splinter, 4+C, sound opening bid, an honor in unbid suit

           3S = sets S as trumps, can play opp. a void, does not promise extras (now cues)

           3N = 15-17, 5332, side stoppers

           4C = 5-5, sound opening bid, denies 2 fast losers in either side suit

           4D = RKC C

 

2D = GF, 5+crds or great 4

           jumps to game show less than 4 controls

           2H = 4+crds

                      2S = most hands with 3crd support (cues)

                      2N = waiting, C stopper

                      3C = no C stopper

                      3S = picture-bid, 5+D-4S, most strength in suits

                      4C = splinter, 4+H, sound opening bid, an honor in unbid suit

                      4D = sets D as trumps

                      4H = Hxxx support, no Aces, at most 2 Kings

                      4S = Hxx support, no Aces, at most 2 Kings

           2S = 6+S or no other bid

                      2N = waiting, may have 2fit, does not promise both side stops

                      3S = 3+crd support

                      3N = 15-17 bal, both side stops

                      4C/4H = splinter, 3+S, sound opening bid, an honor in unbid suit

                      4D = sets D as trumps

                      4S = Hxx support, no Aces, at most 2 Kings

           2N = 5332 usu., 12-14 or 18+, side stoppers

                      3S = 3+crd support

                      4C/4H = splinter, 4+S, sound opening bid, an honor in unbid suit

                      4D = sets D as trumps

                      4S = Hxx support, no Aces, at most 2 side Kings

           3C = 4C 15+ HCP, or 5C 13+ HCP

                      3H = no H stopper, or advance cue for C

                      3S = 3+crd support

                      4D = sets D as trumps

                      4S = Hxx support, no Aces, at most 2 side Kings

           3D = 3+D, sound opening bid

                      3H = last train: either interest in slam in D, or interest in not playing 3N

                      3S = 3+crd support

                      4S = Hxx support, no Aces, at most 2 Kings

           3H = splinter, 4+D, sound opening bid, an honor in unbid suit

                      4S = Hxx support, no Aces, at most 2 Kings

           3S = sets S as trumps, can play opp. a void, does not promise extras (now cues)

           4C = splinter, 4+D, 16+ HCP, an honor in unbid suit

           3N = 5323 exactly (usu.), 15-17 HCP, side stoppers

           4D = 5-5, sound opening bid, denies 2 fast losers in either side suit

           4H = RKC D

 

2H = GF, 5+crds

           jumps to game show less than 4 controls

           2S = 6+S or no other bid

                      2N = waiting, may have 2fit, does not promise both minor stops

                      3S = 3+crd support

                      3N = 15-17 balanced, side stops

                      4m = splinter, 3+S, sound opening bid, an honor in unbid suit

                      4H = no slam interest, long suit little else

                      4S = Hxx support, no Aces, at most 2 Kings

           2N = 5233/51(43), 12-14 or 18+, side stoppers

                      3S = 3+crd support

                      4m = splinter, 4+S, sound opening bid, an honor in unbid suit

                      4S = Hxx support, no Aces, at most 2 side Kings

           3C = 4C 15+ HCP, or 5C 13+ HCP

                      3D = no D stopper, or advance cue for C

                      3S = 3+crd support

                      4H = no slam interest, long suit little else

                      4S = Hxx support, no Aces, at most 2 side Kings

           3D = 4D 15+ HCP, or 5D 13+ HCP

                      3S = 3+crd support

                      4C = natural 6-5

                      4H = no slam interest, long suit little else

                      4S = Hxx support, no Aces, at most 2 side Kings

           3H = 3+crd support, any strength

           3S = sets S as trumps, can play opp. a void, does not promise extras (now cues)

           3N = 5233 exactly, 15-17, side stoppers

           4m = splinter, 4+H, sound opening bid, an honor in unbid suit

           4H = 5422 minimum, no minor A/K

 

2S = constructive raise, 7-10(-) 3fit or 5-8 4fit

           2N = any short suit game/slamtry

                      2C = asks (l/m/h gametry l/m/h slamtry in 6 steps)

                      3S = v. bad hand, does not care

           3C/3D/3H = help suit game/slam try (3H followed by 4H = 5-5 choice of game, not slamtry)

                      shows 3/4 crd suit headed by at most one honor

           3S = pree

           4lower = 5-5 good suits slamtry

                      4S = 0-1 cover card, in-between (if possible) = 1-2 cover card, RKC+ = 3 cover cards

 

2N = Jacoby, bal GF 4+fit

           3C = any minimum, 11-14 bal, 11-13 unbal

                      3D = asks short (3H = 5M bal, 3S/N/4C = l/m/h short, 4D/4H/4S = 5C/5D/5H) - later bids cues

                      4S = to play

           3D = 15+ bal, then cues

           3H/3S/3N = 14+ unbal, l/m/h short, then cues

           4C/4D/4H = 14+ 5-5, then cues

           4S = 6322/7222 11-13

 

3m = invite, 6+crds, ~11 HCP, denies 3+S, NF (any bid now GF)

3H = invite, 6+crds, ~11 HCP, 0-1 S, NF (any bid now GF)

3S = invite, 4crds or unbal 3crds

3N = any 9-12 HCP splinter, 4+S (4C asks bid short [4S = C])

4C/4D/4H = 13+ HCP splinter

4S = pree, 5+S

 

---------------------

Handling Interference

---------------------

 

(X)

           Pass then X = cooperative 3crd 10+ HCP double

           XX = 10+, may have 3fit

                      later:  cheap S bid = limit 3fit, jump S bid = GF 3fit, new suit = GF natural, X = 4crd pen X

                      opener's X = 4crds

           1N = nat, NF

           2C = art, 7-9 3fit

           2D = art, 7-9 4fit

           2H = nat, 6-9 HCP, NF, usu. 6crds

           2S = art, 0-6 3fit

           2N = art, 10+ HCP 4fit, may have minimum GF splinter

           3m = 7-10, good 6+crd suit, NF, constructive

           3H = wJS, 4-6 HCP

           3S = pree

           4C/4D/4H = splinter, serious slam interest

 

(1N)

           Pass - (P) - X = 4-4 majors

 

(2C/2D/2H)

           X = negative

           2N = Jacoby 2NT

           cue = limit raise, or GF 3crd raise

           jump cue or jump 4m = splinter raise

           jump raise = pree

 

(2S = Michaels)

           X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           2N = Jacoby 2NT

           4m/4H = splinter

           otherwise, see constructive bidding unusual vs. unusual

 

(2N = Unusual)

           X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu)

           Pass then X = cooperative, 3crd 10+ HCP

           4m = splinter raise

           otherwise, see constructive bidding unusual vs. unusual

 

 

---------------------------

Passed Hand Adjustments

---------------------------

1S opening may be a strong 4crd suit if can pass anything partner bids (except art raise).

 

1N = NF, may be max bal

2C/D = 3/4 crd Rev Drury (2D = ART game/slam try, 2H = 5+S-4+H F1)

           jumps to 3S by either player are slamtries

2H = nat, 8-11, good 5crd suit or imperfect weak two, NF (2S = invit NF)

2N = any mini-splinter, 4+S, 10-11 HCP (3S = weak, 3C asks stiff [3S = C])

3m = 6+crds, 8-11, most strength in suit (3S = invit NF)

3H = fit-showing

3S = pree 5crd raise

3N = any void splinter, 4+S, 8+ HCP (4C asks void [4S = C])

 

 

 

 

 

***************************

1N Opening Responses

***************************

General - with 5M, tend to open 1N with 5H and 15-16 HCP or 5S and 16 HCP

2C = Stayman, might not have a major

           (X/2D) Pass = no 4M with C stopper(Smolen on), 2D = no 4M no C stopper (Smolen on), 2M/3M = as normal

                      XX = 4+ v. good C

           2D = no 4M

                      2H = weak both majors H at least as long as S

                      2S = weak 5+S-4H

                      2N = invite might not have 4M

                      3m = 5+crds with a 4M, GF, if no slam interest then unbalanced

                                 3y = conc. with worry about a bypassed suits

                                            3N = no worries

                                            4-lev = cue with slam interest, only promises 5m

                                            4m same suit rebid = 3N not good, does not promise slam interest or 6+crds (4M = sugg moys.)

                      3H = 5+S-4H, GF (Smolen)

                                 3S = sets S, bad slam cards

                                 3N = 2S (4m = natural slamtry, 4H = 6+S, 4N = quant)

                                 4C = sets S, good slam cards (4H retransfer)

                      3S = 5+H-4S, GF (Smolen)

                                 3N = 2H (4D = 6+H, 4N = quant)

                                 4C = sets H, good slam cards (4m = natural slamtry, 4H = 6+H to play!)

                                 4H = sets H, bad slam cards

           2H = 4H, might have 4S

                      2S = invite only with 4S, NF

                      2N = invite no major

                      3m = 5+crds, 4S, GF, if no slam interest then unbalanced

                                 3H = no stopper om, denies 4S

                                            3S = partial stopper om

                                            3N = no worries

                                            4m same suit rebid = 3N not good, does not promise slam interest or 6+crds (4S = sugg moys.)

                                            4-lev = cue with slam interest, only promises 5m

                                 3S = 4S, sets suit

                                 3N = stopper om

                                 4m = great for suit play

                      3H = invite

                      3S = sets H, unspecified splinter (3N asks bid nat [4H = S], 4H doesn't care)

                      4C = RKC H, promises at least 3 of (5KC and trump Q) or 17+ HCP

                      4D = bal slamtry in H (4S = RKC)

                      games = to play

                      4N = quant promises 4S, NF

           2S = 4S, denies 4H

                      2N = invite might not have 4H

                      3m = 5+crds, 4H, GF, if no slam interest then unbalanced

                                 3H = 3H, no stopper om

                                            3S = last train for 3N

                                            3N = to play

                                            4 same suit rebid = 3N bad, does not promise slam interest or 6+crds

                                            4-lev = cue with slam interest, only promises 5m

                                 3S = denies stopper om, or 3H (cont like above)

                                 3N = stopper om

                                 4m = great for suit play

                      3H = sets S, unspecified splinter (3S asks bid nat [NT = H], 4S doesn't care)

                      3S = invite

                      games = to play

                      4C = RKC S

                      4D = bal slamtry in S (4H = lttc)

                      4N = quant, no fit

           3H = 5H 15-16 HCP

           3S = 5S 16 HCP

2D = 5+H, transfer

           (X)

                      Pass = doubleton H

                                 XX = retransfer, will pass or make an invite with 6+hearts (... 3H = inv, 4H = mild slamtry)

                                 2H = exactly 5H invitational, may have a side suit

                                 2S/3C = nat GF

                                 3D/2N/3N = nat GF, with 0/1/2 D stoppers                        

                                 4D = Texas, may have had some slam interest but not now

                      XX = max, 3H  (2H = to play, 3D = retransfer)

                      2H = min, 3(4)H

                      2S+ = normal superaccepts, 4+H

           2H = most hands

                      2S = 5H-4S invite exactly, NF (5-5 majors invite must go GF or signoff, or try this sequence)

                      2N = invite, mb unbal

                      3m = 4+crds, at least mild slamtry

                                 3H = all hands with 3+H

                                 new suit = no stopper 4th suit, denies H fit (4m rebid 5-5 [4H = Hx sugg. 5-2])

                                 3N = 2H, both unbid suits well-stopped

                                 higher = cue/RKC for m

                      3H = invite 6+crds

                      jumpshift = splinter, sets H

                      3N = c.o.g. may be unbalanced

                      4H = mild balanced slamtry

                      4N = quant, NF

           2S = xx/Ax/Kx in a minor, 4+crd support (2N asks: 3C = C, 3H = D -  3D is always a retransfer)

           2N = xx/Ax/Kx in spades, 4+crd support (3D retransfer)

           3C = max with no working doubleton, usu. 4crd supp but ok with 3 if supermax (3D retransfer)

           3H = random average 4crd support, not max, not garbage

2H = 5+S, transfer

           (X) see above after double of 2D transfer

           2S = most hands

                      2N = invite, mb unbal

                      3m = 4+crds, at least mild slamtry

                                 3S = all hands with 3+S

                                 new suit = no stopper 4th suit, denies S fit (4m rebid 5-5 [4S = Hx sugg. 5-2])

                                 3N = 2S, both unbid suits well-stopped

                                 higher = cue/RKC for m

                      3H = 5+H, slamtry (3N = 2-2 majors or no M honor, 4M = v. bad, 3S = sets S, 4m = cue for H, 4N = RKC H)

                      3S = invite, 6+crds

                      jumpshift = splinter, sets S

                      3N = c.o.g., may be unbal

                      4S = mild balanced slamtry

                      4N = quant, NF

           2N = xx/Ax/Kx in a minor, 4+crd support (3C asks: 3D = D, 3S = D -  3H is always a retransfer)

           3C = xx/Ax/Kx in hearts, 4+crd support (3H retransfer)

           3D = max with no working doubleton, usu. 4crd supp but ok with 3 if supermax (3H retransfer)

           3S = random average 4crd support, not max, not garbage

2S = 5+C, transfer, denies 4M

           2N = accepts C invite (Hxx and side stoppers)

                      3C = s/o

                      3D = 5+C-4D (not 5431), GF

                      3H/3S = slamtry, shortness

                      3N = was the light game invite

                      4N = quant, bal slamtry with C

           3C = declines C invite

                      Pass = s/o

                      3D = 5C-4D-2-2, or 6+C-4D, GF

                      3H/3S = slamtry, shortness

                      3N = 15 HCP, bal slamtry with C

                      4N = 16-17 HCP, bal slamtry with C

2N = 5+D, transfer, denies 4M, may be 5D-5C weak

           3C = bad! (Pass = 5-5 minors weak, 3D to play)

           3D = good! (Pass = weak with D or 5-5 minors)

                      continue as over 2S transfer, except

                      4C = 5D-4C-2-2, or 6+D-4C, GF

3C = GF balanced Puppet Stayman, not 4-4 majors

           3D = at least 1 4crd major, not 4333 (3M = 4oM, 3N = no interest in 4M)

           3M = 5crds

           3N = no 4M or any 4333

3D = 5+ 5+ minors, GF

           3M = sets cm as trumps (3N/4m = bad for slam, cue = slammish)

           3N = bad for slam

           4N = supermax, no good fit

3H = 31(54), 9+ HCP

           3S = 3-3 minors, asks which longer

                      3N = 5C (4C = NF, 4D = RKC, higher cue)

                      4C = 5D (4D = NF, 4H = RKC, higher cue)

           3N = good or 4 H, to play (4m = 4m-5om Minor Smolen slamtry [4N to play, 4H = RKC om, else cue for om])

           4m = 4+crds, but NF, not v. good H holding (step 1 = RKC, else cue)

           4H = RKC C

           4S = 5 (good 4) crds, to play (4N RKC S, 5m = good 5crds slamtry)

           4N = RKC D

3S = 13(54), 9+ HCP

           3N = good or 4 S, to play (4m = 4m-5om Minor Smolen slamtry [4N to play, 4H = RKC om, else cue])

           4C = seminatural, forcing to responder's 5m, NF (P/4D = NF, 4H/S = GF 5C/5D [step 1 RKC])

           4D = 4+D no C fit, NF (4H RKC)

           4H = 5 (good 4) crds, to play (4S RKC H, 4N = 5 v. good C, 5C = 5 v. good D)

           4S = RKC C

           4N = RKC D

3N = to play

4C = Gerber

4D = Texas, transfer to 4H (later RKC, if X'd opener can XX with Ax[x] diamonds to protect pd)

4H = Texas, transfer to 4S (as above)

 

---------------------

Handling Interference

---------------------

General: 

           - Texas is always on if it's a jump

           - opener's doubles all takeout if partner passed

           - Lebensohl is modified in that 3D and 3oM are swapped, where 3D is invit+ 5+oM, and 3oM is GF with 5+D

                      - if both majors unshown, 3D = invit+ H, 3H = invit+ S, 3S = GF D

                      - if 2D is the overcall, 3C = Stayman, 3D/H = invit+ H/S, 3S = GF D(or C if D = nat)

 

(X = penalty)

           XX = get-out in a minor

           Pass = to play, any strength

           systems on (transfer to minor is 6+crds)

 

(X = artificial)

           XX = strong, penalty interest (forcing pass)

           systems on

 

(2C = natural, DONT, Capp)

           ignore, systems on, X = Stayman

 

(2m = both majors)

           direct X = penalty for 1 or both majors, OR strong hand with both minors (opener X's a major only with 4+crds)

           delayed X = cooperative with 3crds in their suit (opener can sit, run to 2N, or bid a 5m)

           delayed 2N = both minors, no game

           delayed cue 3 their M = was wanting to penalize other major, asks stopper

           2H = invit+ with 5+C (later cue 3M shows stop)

           2S = invit+ with 5+D (later cue 3M shows stop)

           cheapest natural bid in a minor = to play

           2N = nat invite

           3N = to play, says nothing about stoppers

           3M = 5crds, GF

           4D/4H = Texas

 

(2m = m + specific higher suit)

           X = bal 8+

           2cue = invit+ Stayman

           Lebensohl around higher suit

           3any = nat GF

 

(2D = natural)

           X = negative, 5+HCP with at least one major (op can bid 2N/3C... [3M Smolen], 3D somewhere asks stopper)

           else = Leb (3C = Stayman, 3D/H = invit+ H/S, 3S = GF C)

 

(2D = 1 major suit [Multi])

           Leb (2M to play, 3C/D/H = invit+ D/H/S, 3S GF C, 3N to play, no "stopper" issue), Texas

           X = penalty interest or Staymanic, forcing to 3N/4m (activates penalty doubles, forcing pass, Leb'ish continuations)

           delayed X = cooperative 3crd, forcing to 2N

           delayed 2N = minors

           delayed new suit = constructive NF, was looking for penalty

 

(2D/H = transfer to H/S)

           X = bal 8+

           2cue = invit+ Stayman

           Leb around hearts (3D = invit+ S, 3S = GF D)

 

(2M = natural)

           2N = Leb (but opener bids 3oM with 5crds instead of bidding 3C), slow shows, fast denies, 3D = invit+ 5+oM, 3oM GF D)

           3M cue = shows 4oM, denies stopper AND can envision a non-3N game if pd has no stopper (else "show" stopper with 2N)

           3N = no stopper AND can envision a non-3N game if pd has no stopper (else just "show" a stopper via 2N)

           X =        {if 2M is usually 6+crds} NEGATIVE, 6+ HCP, promises 4crd oM, does not promise rebid

                      {if 2M may be 5 or less crds} PENALTY

 

(3y+)

           X = negative, GF or 6+ with fits for everything, always fit for at least one unbid major (Smolen if op bids 3D)

 

 

 

***************************

2C Opening Responses

***************************

General - try not to open 2C with a void if close decision, since controls not as useful then

 

2D = 0-1 controls, not yet GF

           2H = Kokish: 5+ hearts or GF balanced, forces 2S, then

                      2N = GF balanced (2N opening systems on)

                      3m/3S/3N = natural with 5+hearts, GF

                                 jumps to 4H = 4crd supp, no side A/K/sing/void

                      3H = NF

           2S = 5+S, forcing

                      2N = GF, denies 5D or 5H or 3S (3H = 4+crds, 3S = 6+crds [3N = to play, else cue for S])

                      3C = 2nd neg (3S NF)

                      3D/3H = 5+crds GF

                      3S = usu. bal raise not bust (but see 4S)

                      4C/4D/4H = splinter, usu. 4+S, not bust

                      4S = 4crd supp no side A/K/sing/void but 4+ HCP

           2N = 22-24(-) (2N opening systems on)

           3C = 6(5)+C, forcing (3D = 2nd neg)

           3D = 6(5)+D, forcing (no 2nd negative, but 4D raise is forcing)

           3M = 6+crds, GF (3S/3N nat, but 4m cue for M)

           3N = based on running SOL minor and side stops

           4m = sets suit, demands cues

           4M = no slam, to play

2H = 2 controls, GF

           2S/3C/3D/3H = natural (jumpshifts splinters, jumpraises to game bal no side A/K but some extra Queen)

           2N = nat (2N opening systems on)

           3S/4m = sets suit, demands cues

           3N = based on running minor and side stops

           4M = no slam

2S = 3 controls (not in same suit), GF

           2N = nat (2N opening systems on)

           3y = nat (jumpshift = splinter)

2N = AK in same suit, no other controls, GF

           3C = NT rebid (3D = no 5M [then 4crd suits even 4m], 3M = 5+crds, 3N = 4m333 min)

           3D/3H/3S/4C = natural

           3N = based on running minor, no slam, no interest in 5crd major, minimum

3C = 4 controls

3D = 5+ controls

3M = sound weak two in the OTHER major, 6(322)

 

--------------------

Handling Interference

---------------------

(X/2D/2H/2S)- DOPI, where X(XX) = 0-1 ctrls, Pass = 2 ctrls, Step 1 = 3 ctrls, etc like above (Kokish over negative on if 2H available to op)

 

in all other situations, doubles by both sides are penalty

 

 

 

*******************************

2D Opening Responses (Flannery)

*******************************

Pass/2M/3C = to play, no game

2N = art invit+ ask

           3C = 3+C (3M = invite in context)

           3D = 3+D (3M = invite in context)

           3H/3N = 4522 min/max

           3S = 4S-6H (forcing)

           4H = 5S-6H

                      over all these:

                      4m = slamtry (flag) for cM (step 1 = last train)

3D = art slamtry, forces 3H, then

           3S = sets S, solid slamtry, now cues (3N = 2/top 3 hearts)

           4m(3N) = cue for H (3N = S cue), solid slamtry

           4M = v. mild slamtry (needs 14-15 all in keycards and a side stiff)

           4N = 6-KC RKC (if just one suit needed, can immediate 4m below)

3M = shows 9fit, ~6 HCP, no minor Quacks (raisable thus)

3N = to play

4m = RKC for cM

4M = to play, any strength

 

----------------------

Handling Interference

----------------------

(X)

           Pass = to play 2D-X

           XX = asks better major, usu. 3S-2H

           2N/3D = normal game/slam tries as if no X

           3C = to play

           3D = art slamtry

           3M = preemptive, 0-6, 9fit

 

(bid)

           X = penalty

           2N if available = normal ask

           3C = to play, no game

           4m = transfer to cM

           4M = to play

 

 

 

***********************

2H/2S Opening Responses

***********************

Promises 5crds NV (but good suit and not very bad hand), 6crds Vul. 

Second seat a tad more disciplined than first.

 

Responses:

cheap new suit = mildly constructive, NF (no game unless fit, so raisable)

3N = non-correctable (2N followed by 3N is removable with significant extra distribution)

jump-shift = GF good 6crd suit

 

 

2N is Ogust, but two forms, depending on if weak two promises 5 or 6 cards.

 

6-card:

           min/max = vul/seat dependent

           "good suit" = 2 of top 3

           3C = bad hand, bad suit (3M = to play, new suit = GF)

           3D = bad hand, good suit (same)

           3H = good hand, bad suit (same)

           3S = good hand, good suit

           3N = AKJTxx

                      over these:

                      new suit = nat GF (4M rebid can play opposite singleton)

                      3N = to play but correctable with freak

                      3M = to play

 

5-crd:

           3C/3D = 5crd suit, min/max (note: min is never very bad if 5crds)

           3H/3S = 6crd suit, min/max

           3N = AKQxx 5crd suit

                      continuations same as above

 

---------------------

Handling Interference

---------------------

(X or 2S)

           2N = McCabe:  signoff in lower suit or invit raise (forces 3C)

           3 lower suit = lead-directing raise

           else = normal

 

(any)

           X = penalty, XX = head-hunting

 

***************************

2N Opening Responses

***************************

3C = Stayman, promises 4crd major

           3D = no major

                      3H = 5+S-4H, GF (Smolen)

                                 3S = sets S, bad slam cards

                                 3N = 2S (4m = natural slamtry, 4H = 6+S, 4N = quant)

                                 4C = sets S, good slam cards (4H retransfer)

                      3S = 5+H-4S, GF (Smolen)

                                 3N = 2H (4D = 6+H, 4N = quant)

                                 4C = sets H, good slam cards (4m = natural slamtry, 4H = 6+H to play!)

                                 4H = sets H, bad slam cards

                      3N = to play

                      4m = 5+crds, some 4M, slamtry (step 1 = RKC for m, other 4cue last train, 4N to play, 5m bad)

           3H = 4+H, may have 4S

                      3S = art, sets H

                      3N = to play, promises 4S

                      4m = 5+crds, 4S, slamtry (step 1 = RKC for m, 4S = 4 spades [4N to play, 5om RKC S], 4N = to play)

                      4H = no slam interest

                      4N = quant, with 4S, NF (5m = 5crds)

           3S = 4+S, denies 4H

                      3N = to play, promises 4H

                      4m = 5+crds, 4H, slamtry (step 1 = RKC for m, other 4cue = last train, 4N to play, 5m bad)

 

3D = transfer, 5+H

           3H = most hands

                      3S = 5+H-5+S, at least mild slam interest

                                 3N to play

                                 4m = sets cM good for slam (step 1 = lttc, step 2 = to play)

                                 4M = bad for slam)

                      3N = c.o.g., may be unbalanced

                      4C = 4+crds, slamtry

                                 4H = 3[2]+crds min

                                 4D/4S = 6KC-RKC setting C/S

                                 4N = min no fit

                                 5C = 2H-4+C, min

                      4D = 4+crds, slamtry

                                 4H = 3(2)+crds min

                                 4N = min no fit

                                 4S = 6KC-RKC

                                 5D = fit minimum

                      4H = mild slamtry, 6+H

 

3H = transfer, 5+S

           3S = most hands

                      3N = c.o.g., may be unbalanced

                      4C = 4+crds, slamtry

                                 4D/4H = 6-KC RKC setting C/S

                                 4S/4N/5C = to play

                      4D = 4+crds, slamtry

                                 4H = 6KC-RKC

                                 4S/4N/5D = to play

                      4H = 5+S-5+H, no slam, c.o.g.

                      4S = mild slamtry, 6+S

 

3S = slamtry with 1 or 2 minors, forces 3N, denies a 4M

           3N = forced

                      4C = 5+C-4+D (C longer or equal), slamtry

                                 4D = sets D

                                 4H = RKC C

                                 4S = lttc C (4N RKC)

                                 4N/6N to play

                                 5m v. bad

                      4D = 5+D-4+C (D longer), slamtry (4M = sets cm [step 1 = RKC], 4N/6N = to play, 5m = v. bad)

                      4H = 1-suited 6+C slamtry (4S = RKC C, 4N/5C = to play)

                      4S = 1-suited 6+D slamtry (4N/5D = to play, 5C = RKC D)

                      4N/5N = 4-4 minors, invite to 6/7

3N = to play

4C = Gerber

4D = transfer, 6+H (then RKC)

4H = transfer, 6+S (then RKC)

4N = quant

 

-----------------------

Handling Intereference

-----------------------

(3y = natural)

           X = negative, both sides, 3+ HCP, promises at least one unbid 4crd major, not GF necessarily if can handle any bid

 

 

************************************

3-level and Higher Opening Responses

************************************

3C

           3D = art, GF, asks for 3crd major, else 3N

           3M = 6+crds, GF

           4D = RKC C

 

3D

           4C = art D flag, slam interest (4D = bad, else cue/lttc or RKC)

 

3M

           4C = art M flag, slam interest (4M = bad, else cue/lttc or RKC)

 

3N

           4C/5m/6m = p/c

           4D = asks shortness (4M = short, 4N = 7222, 5m = nat short om)

           4N = asks length (5C = 7crds, 5D = 8crds)

 

           5N at any pt by responder asks opener to bid 7 if suit runs opposite a void

 

4m

           cheap om = art slamtry in m

           4M = to play

 

4M

           step 1 = RKC (even 4S)

           else = cue for M (4H-4N = S cue)

 

 

 

 

 

***********************************

***********************************

CONSTRUCTIVE BIDDING - DEVELOPMENTS

***********************************

***********************************

 

---------------

2-way NMF

---------------

On in any 1x-1y-1N sequence.  Off in ANY competition or by passed hand.

1x-1y-1N

           2C = transfer to 2D, signoff D or any invite (later 2 same suit = unbal 5crd, 2N bal 5crd, 3-level mild distrib)

           2D = art GF checkback

                      1st priority 3fit for M (then 3M sets M, 2N waiting with 5M, else nat may just have 4M)

                      2nd priority 4fit oM

                      otherwise bid natural

           2H (after 1S) = s/o

           2 same suit = s/o

           2N = 4crd original suit, invite

           3y = distributional invites (if same suit, promises great suit)

 

---------------

Reverses

---------------

Definition:  Opener's 2-level rebid between his opened suit and the responded suit.  Not a jumpshift.

Strength: good 15+ (not GF), promises rebid over non-game bid, denies 4fit for responder's major.

 

1x-1y-2reverse

           2y = 5+crds, potentially weak, F1

                      2N/3x = minimum NF [correct to x = weak now else GF], higher than 3x = GF

                      3y = GF, doubleton no side stop

                      4y = 3fit, even if minimum

           2N = 6-12 HCP, 4crds in y, F1 (later correct a NF bid to 3N = 8-12 HCP)

                      3x = min NF, else = GF (4SF)

           3any or 4th suit (4SF) = GF, usually just 4crds in y (unless 3y is the rebid)

           3N = 13-14 HCP

 

 

------------------

Strong Jump Shifts

------------------

BUPH, 2-level jumpshift responses to opening are strong, 15+ HCP but show specific hands (not 2-suiter misfit).

 

3 types

           a) SOL 6+crd suit (rebid suit or new suit as cue setting own suit as trumps)

                                 (jump to game in own suit with no side A/K)

           b) great 5+crd suit, 4+crd support for opener (rebid opener's suit)

           c) semibalanced 17-19 with nice 5crd major (rebid NT)

 

Opener's rebids:

           1) raise response = Hxx or any 4crds, no splinter

           2) jumpshift = 3+fit for response, sing/void

           3) new suit = AKx(x) type, denies 3+fit, not looking for side fit, descriptive

           4) rebid opening suit = KQJxx(x) at least, not nec. solid

           5) jump rebid opening suit = 6+ solid suit

           6) 2NT = default bid, may have bal xxx support, may have 6+crds in opened suit or a side suit

 

By a passed hand, jumpshifts are fit-showing unless otherwise defined.

 

------------------

1m-1M-2N jump

------------------

3C = art: signoff signal, or choice of games with 5M

           3D = denies 3fit for partner

                      Pass = D signoff

                      3H (after 1S) = 5S-4+H signoff

                      3S (after 1H) = 5+H-4S, GF

                      3M = signoff

                      3N = was looking for 3fit

           3M = 3fit

                      Pass = was signoff

                      3S (after 3H) = 5H-4S GF, c.o.g.

                      3N = c.o.g. with 5crd M, may have mild slamtry (4C = ART slammish max, Pass/4M = to play not slammish)

                      4M = to play

 

3D = by unpassed hand: art slammish checkback, denies 4oM

           3oM = 5+crds in opened minor, denies 3fit (3N = NF, 4m raise = sets suit, 4om = nat slammish)

           3M = 3fit (3N = NF interest in m [now Kickback for m], 4m = nat slammish)

           3N = default (4m = nat slammish, 4N quant)

 

     by passed hand:  GF checkback, stress is on the other major

           3oM = 4crds (may have 3fit for M)

           3M = 3fit, denies 4oM

           3N = default

 

3H (after 1S) = 5+S-4+H GF

           3S = 3H exactly (3N = 5S-4H, 4H = 5S-5H, 4S = 6S-4H)

           3N = to play, 2-2 majors

           4m = flag for cM

           4M raise = minimum

 

3M same suit = 6+crds, GF (4C = art flag for M, slammish;  4M = bad hand for slam)

3S (after 1H) = 4-4 exactly, GF (4C = flag for S, 3N/4S = to play)

 

 

---------------

Support Raises

---------------

Support DOUBLES are when 4th seat bids through 2-level:  1x-(any)-1y-(bid/X). 

Opener (and only opener) shows a 3fit with a X/XX.  Any strength.

 

Support RAISES are when 2nd seat bids/X's but 4th seat passes.  1x-(1y/X)-1z-(P)

The raise shows 12-14 with a 3fit (now raise invite, 3 opener's suit signoff, others 4crd NT/slam probes).

The cue-bid of 2nd seat's suit shows either (a) 11-14 4fit, or (b) general nonfit GF - assume (a).

If 2nd seat doubled, the cheapest reverse is the 2-way action, the 11-14 4fit or a natural 17+ reverse.

 

---------------

Negative Double (through 3S)

---------------

1C-(1D)-X = 4+ 4+ majors (jump 2M = 15-16 supp pts, jump 3M = 17-18 supp pts, cheap M always shows minimum)

1m-(1H)-X = exactly 4S

1m-(1H)-1S = 5+S

1m-(1S)-X = 4H any strength, or minimum with 5+H

1m-(1S)-3H = weak jump shift

1D-(2C)-X = 4M-4D or both majors (opener bids major even in comp to show minimum)

1H-(2m)-X = 5+S usually (since Flannery) - opener bids 3crd S freely

1m-(2m/3m = natural)-X = negative

 

2NT FOR TAKEOUT = opener's competitive 2N:  1m-(1M)-X/1N-(2M); 2N = takeout for partner to bid best minor

 

 

------------------------------------------------

Weak Jump Shifts after Overcall of Our Opening

------------------------------------------------

Jumpshifts to the 2-level show 0-5 HCP with a 6+crd suit, usually all in suit if Vul.

 

Jumpshifts to the 3-level show good 6+crd suits, about 6-9 HCP.

 

2-level non-jump free-bid is forcing 1 round.

 

3-level non-jump free-bid is GF.

 

 

---------------

Eastern Cue-bid

---------------

Most of the time, cue-bid of opponent's suit is "do something intelligent".

But if minor fit (or no-fit), and there is a choice of 3-level bids, cue-bidding opponent's suit shows stopper

and wants partner to declare, while bidding a different forcing bid may deny a stopper.

 

-------------------

Unusual vs. Unusual

-------------------

Vs. 2-suited overcalls, both suits known,

           lower cue = invit+ with lower of other 2 suits (whether opener's or not)

           higher cue = invit+ with higher of the other 2 suits

           direct bids (even jumps) in other 2 suits = competitive only, promises 4fit if minor, 3fit if major

 

Over Michaels of a major, the invit+ raise is not GF 4+crd (with that use 2N Jacoby)

 

Over invit+ bids, all cheap rebids are nat NF (except cue-bid).

 

 

------------------

1-2-3 STOP

------------------

In any competitive auction, after partner raises, opener/overcaller's reraise is 100% preemptive.

To invite, make an in-between bid, may be artificial (X would be penalty here).

If no in-between step, the double is an ART invite (no penalty X).

 

-------------------------------

We Bid and Raise - they Balance

-------------------------------

1M-(P)-2M-(P); P-(X/bid)

No game tries.

Opener or overcaller with extra card automatically re-raises.

Bid a side suit with shortness in their suit and a possibly better fit.

X with 4crds and max (XX with general cards).

 

 

 

***************************

***************************

SLAM BIDDING

***************************

***************************

 

----------------

Kickback RKC

----------------

1 step above 4 of trumps is normal RKC - ensures steps don't get too high for safety, steps are 03/14/2no/2yes

 

After steps 1/2 to Kickback, cheap new suit asks for trump Queen.  Going back to trumps = denies.

           Bidding cheapest side King (NT = the ask suit) shows trump Queen.  Continue as over King ask below.

           With no side King, jump to slam in trumps.

           With known 10+fit, "show" the trump Queen.

 

Resolving the 0 or 3 ambiguity:

           If asker signs off, responder must bid on with 3 unless auction allows responder to have the 3 KC's and asker 0.

           With the 3, step 1 over signoff = shows 3 KC, denies Queen, higher bids (NT = step 1 suit) show Queen and spec King.

 

After Kickback, repeating Kickback confirms all KC's and trump Queen, asks for specific Kings.

 

After specific Kings, bidding a new suit below slam asks for King of that suit for grand slam.

 

Instead of specific Kings, bypassing that ask asks for 3rd rd control of bid suit for grand slam.

           Partner bids grand in trumps with doubleton or Queen.  Partner raises the asked suit with QJ.

 

If a minor is trumps and RKC has been initiated, 4N is always a step or ask, never a signoff.

 

If a minor is trumps and Kickback has been bypassed for a cue/lttc/splinter, step 1 now = RKC (even 4N).

 

If 2 possible trump suits, there is Kickback only for the higher suit (1H-2C-3C-3H now just 4S RKC for H).

 

To show a useful void, responder bids step 5/6/7/8 (impossible) to show normal 03/14/2no/2yes steps.

 

Jump to 5 of Kickback = Grand Slam Force (like jump to 5N), but ensures maximum # of steps to describe trump holding.

 

If Kickback is doubled, Pass denies 1st/2nd rd ctrl (XX confirms such control, asks to continue showing KC's);

           ignore X with control of doubled suit.  If Kickback was 4N, ignore the double completely unless it shows certain suit.

 

If Kickback is overcalled at 4/5 lev, use DOPI (X = 0, Pass = 1, step 1 = 2, step 2 = 3, step 3 = 4), ignoring the trump Queen.

If Kickback is overcalled above 5 lev of trumps, use DEPO (X = even KC's, Pass = odd KC's, step 2 = 3 KC's, but use step 1

           for 2 KC's if that ensures slam).

 

-----------------

Cue-bids

-----------------

- Set trumps as early as possible

- Cue-bid A/K, even sing/void in an unshowwn  suit.

- In cue-bidding sequence, 4N if not Kickbbacck is a cue in the Kickback suit (and if jump is voidwood in Kickback suit).

- Suit below trumps at game level is speciiall (lttc below)

- If a cue is bypassed (no control), partnnerr must immediately sign off in game whether min or max.

- Do not cue if partner has described his  haand and slam is very unlikely/impossible.

- Always cooperate with slamtry if partnerr iis unlimited or if slam is otherwise findable.

 

-----------------

Last Train (lttc)

-----------------

Whenever a step below game level of trumps available (or even in game-search auctions), this step

is reserved for a general slam try, showing extras in the context of the auction. It is never a cue-bid.

If trumps =           S -->  4H = last train

           H -->  4D = last train

                      D -->  4C, or occ. a 3-level bid below 3N when trumps set = slam interest, but not nec a cue

                      C -->  some 3-level bid that can't be natural when trumps set = slam interest, but not nec a cue

 

Last Train should help either you (find out if partner can take control) or partner (if you are good/bad).  If t

 

In gametry auctions, especially in comp, if there is a free-bid below 3M, that is last train.  Even X if they bid

the last train suit (maximal double).

 

Sometimes a minor is set and partner cannot RKC, but he can bid an in-between: 

e.g. clubs trumps ... 4C-4H (when not natural possible) = cooperative (now step 1 = RKC)

 

 

-------------

Gerber

-------------

steps:  0/4, 1, 2, 3

 

If 4C doubled, Pass denies 1st/2nd rd ctrl (XX is re-ask, else signoff), and bid normal with control.

 

----------------

Voidwood

----------------

Jump to non-playable suit higher than Kickback - asks for normal RKC steps not counting Ace of bid suit.

Also, splinter then rebid splinter suit, even if not jump, is voidwood.

Jump to 4N (trumps already set), is voidwood for Kickback suit.

 

---------------------

Jumps to 5 of a major

---------------------

a) QUANTITATIVE - most of the time space is limited (raise or single jump), this is the most useful meaning, else

b) ASKS CONTROL THEIR SUIT - a double/triple jump usually, where there is lots of space to make slam-invites other ways

c) ASKS GOOD TRUMPS - opponents have shown no particular suit, usually a double-triple jump, lots of room

d) ASKS CONTROL OF 4TH SUIT - three suits have been bid or cue-bid, but partner has not denied control of 4th suit

 

over (b) and (d), show Kx(x) with 5NT, cue-bid shows first round control

 

----------------

Jumps to 5NT

----------------

a) just one possible trump-suit -->  Grand Slam Force (actually this is jump in Kickback suit)

           step 1...6 trumps = worst-to-best trump holdings (for 7) - the higher the strain, the more steps possible

           7C = two of the top 3 honors (so any strain can be played)

 

b) after natural NT bid --->  forcing to slam, invites 7NT

           6-level suit bid = 4+crds, forcing to 6N

           6N = no unbid suit, minimum

           7N = maximum

 

c) after (preempt)-3N ---->  shows 2 quick losers in their suit, forces pd bid a slam if partner does not have 2 quick losers

 

d) choice of slam (most common)

           depends on auction to date, but usually shows extra length/tolerance in at least 2 previously-shown suits somewhere

           6N might be the end result

 

 

***************************

***************************

DEFENSIVE BIDDING

***************************

***************************

 

------------------------

1-level overcalls

------------------------

standard, may be light

           (X) - transfer advances

                      1N/2C/(2D)/(2H) = transfers to next suit, shows suit or lead

                      transfer to cue = 3crd limit+ raise

                      transfer to raise = constructive 7-10 HCP 3crd raise

                      raise = weak 4-6 raise

                      2N = 4crd limit+ raise

                      jump cue = mixed raise

                      jump raise = weak

                      XX = 10+ HCP, doubleton support

           (1N) 2N = limit+ 4+crd raise

 

           jump raise = pree

           jump cue = 7-9 4+crd raise

           new suit = NF, constructive

           jumpshift = NF, great 6+suit, highly invitational

           simple cuebid = limit+ raise or GF with own suit

                      (X) Pass = minimum 5crd suit, rebid suit = minimum 6+crd suit, XX/NS = non-minimum

           higher simple cuebid (if 2 available) = limit+ 4+fit

                      (X) as above

           jump to 2NT (by a passed hand) = 4+crd limit raise

 

-----------------------------

Sandwich Seat - (1x)-P-(1y)-?

-----------------------------

 

(1x)-P-(1y[not NT])-?

           2cue = natural, constructive

           1N = 5-5 takeout, any strength (low/high cue = invit+ in low/high suit, jumps pree)

           X = normal takeout strength, 5-4 at the most (l/h cue = invit+ in l/h suits, jumps pree)

 

(1m)-P-(1N)-?  play Multi-Landy defense

           X = 5+m-4M, 1 minor, or v. strong hand

           2C = majors

           2D = one 6+crd major

           2M = 5M-4+other m

 

------------------------

1NT Overcall

------------------------

15-18 HCP - 1N opening systems on

           transfer to opener's suit = usu. a GF with shortness in that suit (nat rebid), or occ. will play there

           if 3rd seat bids, use Leb around 3rd seat's suit only

 

------------------------

2-level overcalls

------------------------

constructive, solid - same as over 1-level overcall but no special transfers/raises

 

-----------------------------

Jump Overcalls

-----------------------------

Weak, 6crds for simple jump usu., wide-range opposite a passed hand.

vs. a 2-level bid (weak/intermediate), not weak, strong - shows 8.5 tricks good suit NF.

 

 

 

-----------------

Takeout Doubles

-----------------

 

cue-bid advance = promises rebid over non-game bid (bid a 4M first, else nat)

 

1N advance = 6-10 (doubler's new suit = 5crd suit no extras to play; jump = 17+ 6+crds GF; cue = GF)

 

DOUBLER'S 2-LEVEL RAISE IN COMP IS FORCED WITH 4fit, does not promise extras

 

DOUBLER'S SECOND X in COMP SHOWS EXTRAS (no 4fit if partner bid)

 

EQUAL LEVEL CONVERSION - usu. into diamonds:  (1M)-X-(P)-2C; (P)-2D e.g., but sometimes H:  (3D)-X-(P)-4C; (P)-4H

           shows 4 other major, 5+ of suit bid, no extra strength for level forced to

 

SNAPDRAGON DOUBLES - (x)-y-(z)-X = 5+crds in 4th suit with tolerance for partner's suit

 

RESPONSIVE DOUBLES through 3S - (y)-double-(raise)-X = both majors over a minor, both minors over a major

                                            (y)-bid-(1N)-X = takeout for other 2 suits

 

(XX)

           Pass - (Pass) - step 1 = default, 3+crds, else = 5 or good 4crds

 

-----------------

Balancing

-----------------

 

1N = 11-14 Not Vulnerable, 14-16 Vulnerable (use opening 1N system)

X then 2N = 17-18 Vulnerable, 15-18 Not Vulnerable (nat cont's, new suit GF)

2N jump = 19-21 (use opening 2N system)

jump-shift = good 6crd suit (at most 1 loser), sound opening bid (any advance to this is GF)

 

If opener redoubles balancing double, pass is TO PLAY:  (1y)-P-(P)-X; (XX)-Pass = would have passed the double

          

 

------------------------

Michaels

------------------------

(1m)-2m = 5+ 5+ majors, avg is 10 HCP but vul-dependent

           2M = to play

           2N = invit+ in H

           3m cue = invit+ in S

           3M = mixed 4crd raise

 

(1M)-2M = 5+ 5+ oM-m, avg is 10 HCP but vul-dependent

           2N = invit+ for a minor

           3C = p/c for minor, no game interest

           3D = invit+ for oM

           3S (over 2H) = mixed 4crd raise

 

------------------------

Unususal 2N

------------------------

5-5 in the 2 lowest unbid suits, usu. 10 HCP - can bid later with extra dist., X with extra strength

 

------------------------

Jump Cuebid

------------------------

(1m)-3m = natural, preemptive in nature (if constructive, pass then bid m later)

(1M)-3M = SOL minor and side strength, 8+ tricks usually, asks for stopper (if no stop, bid nat or 4C/5C p/c)

 

 

------------------------

vs. 1N Opening

------------------------

(1N = 12+) --> actions vs. weak NT are constructive

           X = (a) 4M-5+m, (b) 1 minor, (c) 19+ balanced, (d) v. strong M-m 2-suiter (5-4+ either way)

                      (competition) X/XX = constructive p/c, new suit = nat NF, Pass = to play!

                      2C = p/c for minor

                                 Pass/2D = minor 1-suiter (2H over 2D = 5H-3S choice of partials)

                                 2M = strong M-m 2-suiter, 4+crds, semiforcing (raise = 4crds, 2N = 3fit, 3C = p/c 0-2fit)

                                 2N = 19+ bal (normal 2N opening systems on)

                                 3M = stronger M-m 2-suiter, 5+crds

                      2D = p/c for major (Pass/3C = minor 1-suiter, 2N = 19+ bal sys on, 4M = the M-m 2-suiter strong)

                      2M/3m = nat NF, weak

           2C = both majors

                      (competition) X/XX = constructive p/c, Pass = to play!, new suit = nat NF

                      2D = no 4+M, asks longer/better major or to pass with 4+D

                      2M = 4+crds, to play

                      3m = nat NF (3C decent hand since could pass 2C)

                      3M = invite

           2D = one 6+crd major

                      yM = p/c

           2M = 5M-4+m (2N = asks minor, new suit = nat NF)

           3y = nat, lots of tricks

 

                     

 

(1N = kamikaze 10-12)

           X = 11+ HCP 4M-5+m, 11+ HCP 1 minor, or 17+ balanced  - X's lone ranger second X = takeout

                      see above for continuations

 

------------------------

vs. weak two's

------------------------

 

(2m = natural)

           X = takeout

                      2N = Lebensohl, forces 3C usu. (followed by: 3N = weak stopper, cue = stopper + 4M)

                      cue = GF without a 5M

                                 3H = 4H, (3S = 4S-4+C, GF)

                                 3S = 4S, denies 4H (4H = 4H-4+C)

                                 3N = stopper, no 4M

                      4M = 5+crds usu.

           2N = 15-18 (Stayman, transfers, MSS, Texas), if doubled, normal runouts

                      (3C) X = Stayman, else as above

           simple jump overcall = invite, 8.5 tricks good suit, NF

           3N = 19+, but 1-2 crds in a major

           4N = Blackwood

 

(2M)

           X = takeout (if followed by 3N had tolerance for a 5+crd major)

                      2N = Lebensohl, forces 3C usu.

                                 3C = forced

                                            Pass/3-lower = s/o

                                            3cue = 4oM + stopper

                                            3N = optional

                      3-lower = constructive, 8-12(-)

                      cue = GF without 5oM

                                 3N = stopper, may have 4oM (4oM = 4crds, ability to play some 5m)

                                 4oM = 4crds, no stopper

                      3N = solid stopper, should not be removed

                      4oM = 5+crds, or 4crds with no future in a possible minor game

           2N = 15-18 (Stayman, transfer to their suit is slamtry in a minor, transfers, MSS, Texas)

                      (X) normal runouts

                      (3C) X = Stayman, else normal as above

                      (3M raise) X = negative, else nat GF

           3M cue = Michaels (3N = to play, 4m = p/c)

           simple jump overcall (not game) = invite, 8.5 tricks, good suit, NF

           3N = 19+ but 1-2 crds in a major (4C = Stayman, 4red = transfer usu. 6+crds, 4S = slamtry in minor[s])

           4m = 6-5+ Michaels (oM + m)

           4M cue = 5-5 minors, strong

           4N = vanilla Blackwood

 

 

------------------------

vs. 3-level or higher preempts

------------------------

- general:  takeout X through 4S

(3m)

           X = takeout

                      4m = asks for 4crd major (4S correction over 4H = 4S + other minor)

 

(3N = 1 minor, sol or not)

           X = good hand

           4C = art shows both majors (but NF)

 

(4S)

           X = strong NT type but tolerance for a runout;  pd will pull with shortness, sit with 2 (4N = scramble)

           4N = some 5-5

 

-----------------

vs. strong 1C

-----------------

(1C)

           X = majors, 5+-4+

           1N = minors, 5+-4+

           else = nat preemptive in nature

 

(1C)-P-(1art)-

           same as above

 

(1C)-P-(art)-P; (nat rebid)

           pretend they opened and ignore the 1C opening and artificial response

 

-----------------

vs. short/multi 1C

------------------

ignore, treat as standard 1C assuming the 1C could be a normal 12+ HCP hand (bal or nat)

 

-----------------

vs. Flannery 2D

-----------------

(2D)

           X = 15+ bal, at least 1 stopper each major

                      (2M pref)

                                 X = penalty, 2N = scramble for minors, 3M = transfer to 3N wrong for penalty,

                      (Pass)

                                 Lebensohl like 1N-(2D)

           2H = normal takeout double of hearts (proceed like takeout of 2H opening)

           2S = natural, constructive

           2N = both minors, constructive

           3m = natural, constructive

           3H = SOL minor, asks H stopper

           3S = natural, more offense and tricks than 2S would be