Bo-Yin Terrorist Moscito
notes by Dan Neill, 2013
from original pdf at http://orig.gibware.com/moscito/moscito.pdf
Just Opening Bid auctions for now, no Defensive bids
Watch out for competition notes!
check; 1D-1N-2D+
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Opening Bid Summary
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1C = 10+ Relay Points (15+ HCP approx) (RP: A=3, K=2, Q=1, deduct 1 for stiff honor)
1D = no 4+M, 0+D, 6-9 RP (9-14 HCP approx)
1M = 4+M, 5+-9 RP, denies 4oM (9-14 HCP approx)
1N = 4+H 4+S 5-9 RP (8-14 HCP approx)
2y = 5-6cards, <6 RP (5-8 HCP approx), not crazy
2N = 7crd pree any suit, good suit (KQ, AJT)
3y = pree, not good suit
3N = 4M preempt with 8 solid tricks
4y = pree
4N = 5m preempt with 9 solid tricks, ctrls in all suits
3rd seat adjustments:
1C = 18+ value (4+ RP for pos response)
1D = 4+ 4+ majors 12-17 value
1M = 13-17 value, denies oM
1N = 13-17 no major, tends to be balanced
2y = 5+crds, anything goes, up to 12 value, just no game opposite 0-8 HCP, but 2M wants lead, vul-dependent
2N = opening hand, any great 7 card suit, game chances
3y/4m = anything goes, just no game opposite 0-8 HCP, vul-dependent
3N = to play, solid running minor, side stuff
4th seat adjustments:
1C = 18+ value (4+ RP for pos response)
1D = 4+ 4+ majors 12-17 value
1M = 13-17 value, denies oM
1N = 13-17 no major
2m = 7 tricks, good 6+m no 4M (NS = stopper game interest, 2N = asks great[3N]/good[3m] suit)
2M = broken 6crd suit, good opening bid (NS = cue invite+, 2N = invite to 3N)
4C = strong 4M bid, 1-loser suit
4D = strong 4M bid, SOL suit
3y/4y = vul-dependent but game not impossible opposite 0-8
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1C Opening Bid Responses
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Note Passed Hand Adjustments at the end
1D = 0-5(-) RP
1H = 4+S, 5+RP (approx 8+ HCP) or 7+RP balanced, including all 3-suiters with both majors or short H, NOT 100% GF
1S = 4+H, 5+RP (approx 8+ HCP), or 7+RP balanced, denies 4+S, including 3-suiters short S, NOT 100% GF
1N = 4+D, 5+RP (approx 8+ HCP), or 8+RP balanced, denies 4+crd major, NOT 100% GF
2C = 5-7 RP classic NT shape (4432/4333/5m332)
2D = 6+C 1-suiter 5+RP, or 8+ RP 4333/5332
2H = 6+H 3-4 RP, no side 4M or 5m, NF
2S = 6+S 3-4 RP, no side 4M or 5m, NF
2N = (a) like a 2M bid but extra card or (b) 5-6 RP with SOL 6+crd major
3C = 6C(332) 3-4 RP
3D = 6D(332) 3-4 RP
3H = 1-suited SOL 6+C, 5-8 RP
3S/N = 1-suited 6+D 1/0 loser suit, 5-8 RP
4m = 8+crds in cM, 3-4 RP
4M = 8+crds, 0-2 RP
1D = 0-5(-) RP
(interference)
Pretend they opened, "overcall" accordingly.
1H = 18+ val, any hand "the 2nd relay"
1S = 2nd negative, 0-2 RP
1N = 18-21 (see strong 1NT response section at end)
2C = 22+ Relay
2D = bal or semibal, 2 RP, GF
2H = R + 1?
2H = 3rd negative, 0-1 RP
2S = GF Relay
2N = 3+H, longer H than S
3C = 4-5S, longer than H
3D = R, implication is has 3+S or 5+H
3H = 4S (3S R asks 01/23 hearts)
3S = 5S, H splinter
3N = 5S, 2H
4C = 5S-3H
4D+ = 5S-4H
3D = 3crd S, longer than H, or 6+S
3H = R (3S/N = 3S with 01/2 hearts, 4C+ = 6/7/8 S)
3H = max doubleton in each major
3S = 4-4 majors
3N = 3-3 majors
4C = 4S-6H or 5-5 majors (4D asks, 4M to play)
4D = 11+ crds majors
4H = 6S-4H
2N = nat NF, 21(+)-23 (see strong 2NT structure?)
3m = GF with 2 suits incl cM (if majors show shorter major first), R denies M fit asks other suit
3M = GF splinter, long minors
4m = splinter om, F1
games = to play
2S = 3+H, longer than S (2N relays: 3C = 3/4H, 3D+ = 5/6/7 H's)
2N = 5+S, longer than H (3C relays and now like over a 2S opening bid)
3C = 3/4S, longer than H
3D = R
3H = H splinter (3S asks 3/4S, then next relay asks sing/void)
3S = D splinter
3N = C splinter
3D = max doubleton in both majors
3H = R (3S = minors with 2S short H, 3N = minors with 2H short S, 4m = 7+crds, 4H+ = at most 1 card each major)
3H = 4-4 majors
3S = 5-5 majors
3N = 3-3 majors
4m = KT9 7th or QT9 7th in cM
4H = 6-6 majors
4S/N = 8+C/D
2D = 6+H or 0-1H
2H = p/c, denies both 2+H and 1+ CC
2S = short H, 4/5S (2N asks for another suit)
2N = short H, both minors
3m = short H, 6+m 1-suiter
3H = SOL 6+H
all bids after this are nat constr.
2S = nat, either 4+S with 2+H, or just 6+S
P = minimum, short H, 3+S
2N = max, any long suit (bids = p/c)
3C/D/H = nat NF (if m then short H)
3S/4S = 4fit invit/GF
3N = max, 3S, both minors
4m/4H = 6+H 3+S
2N+ = nat constructive, 2+H, denies 4+S
2H = 6+S or 0-1S
2S = p/c (2N = denies 4H, 3m = m + H)
2N = F1
3y = p/c
2S = 2 suiter with 4+S, and 2+H (2N = asks 2nd suit)
3m = H + m, splinter om (so 2+H)
3H = 6+H-4+S
1N = semipos, 4+S unbal
2C = GF relay
2D = H
2H = R
2S = reverser (2N R then see 3C+ below)
2N = even length majors (5-5, 4-4 3suiter, 6-6)
3D = 5-5
3H = R without C weakness (5530/5521/5512/5503)
3S = R with C weakness (shortD/5521/5530)
4m = slamtry cM
3H = 3-suiter short D (then 3N = 4414, 4C+ = 4405)
3S = 4450
3N = 4441
4C/4D/4H = 6601/6610min/6610max
3C = longer S, high short (see 3H+ below)
3D = longer S, even short (then 3S/3N = 5422 max/min, 4C = 6511, 4D = 7411)
3H = (low short) 5431
3S = 6421
3N = 5440
4C+ = 6430/6520/7420/7510/8410
2H = D, not 3-suited
2S = R (now show shortness first, not lengths)
2N = high shortage, then
3D = 4S-5/6D then
3S/N = 4153 max/min
4C = 4162
4D+ = 4063
3H = 5143
3S = 5053
3N = 5152
4C+ = 5062, 6052, 4072, 7042
3C = equal shortage then
3H = 4252
3S/N = 5242 max/min
4C+ = 5161/6151/4171/7141
3D+ = low shortage (see 2N above)
2S = 5S(332) or 3 suited short H (then 3C = 5S-3H [R for h/l short], 3D = 5233, 3H = 4144/4045 [R], 3S = 4054, 3N = 5044)
2N+ = C, not 3-suited (see 2H = D above)
2D = min misfit waiting
2H = fit, min, or GF 4+ unbal
2S/N = min, 4/5 S
3C/D = max, 4/5 S
3H/S/N = canape to SOL 6+ C/D/H
4m = max splinter, 6+S-4H see 6.4.2
2S = 5+H support ask
2N = misfit minimum, now any old suit or NT is NF
3C = misfit GF
3D = min 3fit
3H = max 3fit
3S = 4+fit
2N/3C = 6+C/D support ask steps as over 2S above, except 3fit could be Hx)
3D/H/S = 5-5 CD/CH/DH
4y = void splinter S raise
2C = semipos, bal (relay for majors first, many breaks)
2D = R
2H = more S than H
2S = R
2N = 3S-2H (then 3D = 3244, 3H = 3235, 3S/N = 3253 max/min)
3C = 4S-2H (then 3H = 4234, 3S/N = 4243 max/min)
3D+ = 4S-3H (4333, 4324, 4342 max/min)
2N = splinter S, mild slamtry
3C = splinter C, mild slamtry
3D = splinter D, mild slamtry
3H/S = splinter H with 4+S or just 3S, mild slamtry
3N = to play
4m = 6+m 1-suiter, short H, mild slamtry
2S = 4H, not 4S
2N = R
3C = 2S-4H (then 3H = 2434, 3S/N = 2443 max/min)
3D+ = 3S-4H (3433, 3424, 3442 max/min)
3C/3D/3H/3S+ = splinter, mild slamtry
3N = to play
4m = 6+m 1-suiter, short S, mild slamtry
2N = 3S-3H
3C = R
3D = 4+C (then 3S/3N = 3334 max/min, 4C+ = 3325)
3H+ = 4+D (3343, 3325 max/min)
3D = worry about both minors (3H = weak in D, 3S = weak in C, 3N = both ok)
3H = stopper-ask H (3S = xxx/Qxx, 3N = KJx or better, 4m = natural with Kxx/Qxx [4H to play], 4H = Axx)
3S = stopper-ask S (3N = ok, 4m = nat with xxx, 4H = Kxx/Qxx [4H = to play])
3N = to play
4m = slamtry 6+crds
3C = 4S-4H (R asks h/l doub, 3M offers Moysian game worry about minors, 4m = natural 6+crd slamtry)
3D+ = 2S-3H (2344, 2335, 2353 max/min)
BREAKS
2H = 4+H, either min, or c.o.g with some splinter
2S = no H fit, may have 4S max
2N = min bal
3m = 4S, max, conc. in m
3H = 4H, conc. in S
3m = splinter, c.o.g.
3H = 5H NF
3S/3N = S splinter, 4/5H, c.o.g.
4m = S splinter, 2-3H, mild slamtry
4H = S splinter, 4H, mild slamtry
2N = 4S, min, no H fit
Pass = min, 4H
3C = forces 3D, then 3H = 4-5H spade splinter, 3S/3N = 4/5H club splinter
3D = splinter, c.o.g.
3H = 5H bal NF
3S = 4S min
3N = 4S c.o.g.
4m = 6+m slamtry, S splinter
4H = to play
3m = 4H with conc. in m
3H = 4H min NF
3S = 4H max bal c.o.g.
2S = no 4+M, range-ask or some weak suit
2N = min (3y = weak/short [3S = splinter, 3N = xx spades])
3y = max, weak suit y (3z = fishing for Moysian, 4y raise = splinter)
3N = max, no weak suit
2N = 4S, not 4H, minimum, bal, NF
3m = 4/5S, 3/4H, splinter m
3H = 4/5S, spl H
3S = 5S bal NF
3N = to play
4m = splinter with some long major
4M = to play
2D = semipos, hearts: H+C unbal, or 5H(3332) or 3-suiter short S
2H = GF R
2S = 5H(332) or 3 suiter short S
2N = R (then 3C = 5H-3S [R for h/l short], 3D = 2533, 3H = 1444/0445 [R], 3S = 0454, 3N = 0544)
2N = H-C, high shortage, then
3D = 4H-5/6C then
3S/N = 1435 max/min
4C = 1426
4D+ = 0436
3H = 1534
3S = 0535
3N = 1525
4C+ = 0526, 0625, 0427, 0724
3C = H-C, equal shortage then
3H = 2425
3S/N = 2524 max/min
4C+ = 1516/1615/1417/1714
3D+ = H-C low shortage (see 2N above)
BREAKS
2S = min not suitable for relays, natural continuations
2N = bal 18-19 value, NF
3C/3D/3S = 6+suit 1suiter, min, NF
3H = 3fit min, no C fit
2H = semipos H+D, not 3-suited
2S = GF R
2N = high short (see H-C above)
3C = equal short (see H-C above)
3D+ = low shortage (see H-C above)
BREAKS
2N/3C/3D/3H/3S = min NF (3H = 3fit no D fit)
2S = semipos 6+ minor no higher side suit
2N = GF R
3C = 6+C (3D = R then as 6+D below)
3D = 6+D-4C (3H = R then 3S = 6-4 low short, 3N = 6-4 high short, 4C+ = n/h/l short 7-4)
3H = 6+D high short or SOL suit (R asks: 3N = SOL suit, 4C = high short / next relay asks length of suit)
3S/N = 6+D m/l short (then R for length of suit)
BREAKS
3m = p/c minimum
3M = nat F
2N+ = semipos minors (see H-D and H-C 2-suiters above)
1S = 4+S unbal, 15-17 val, denies 4+H, NF
1N = catchall, waiting for 2nd suit
2m = nat, either suit may be longer
2H = 4S-4/5H
2S = 6+S, nonmax
2N = max, some 6+crd suit (3bids p/c)
3y = nat max with 5+S
2C = Puppet to 2D
2D = no 6S or majors or nice hand
Pass = D s/o
2H = semipositive, exactly 5H
2S = max, 0-1S, not long D
2N = max, 0-1S, long D
3m = constr
2H = 4S-5+H
2S = 6+S
2N = max 4S-5+m
3m = max 5+S-4+m
2D = constr 3+fit raise
2H = ART good invit with 4S usually
2S = nonmax, 3fit
2N = max, 3fit (3m = s/o attempt canape)
3C = min 4+fit bal (or short D) (3D asks which: 3H = short D, 3S = bal)
3D = min 4+fit short C
3H = min 4+fit short H
3S = max 4+fit bal
3N = max 4+fit unbal (4C asks h/m/l short)
4C+ = supermax 4+fit bal, concentration of values
2S = to play opposite nonmax
2N = max 3fit bal
3m = max 3fit 6+m
3S = max 4fit
2N = 5+S bal invit+ (3S/4S = to play, 3y = countertry, 3N = max 3fit bal)
3C/3D/3H = h/m/l splinter 5+S, invite+
3S = invites pd to bid 3NT with max, fitting S honor (has 6 spades with 2/top 3 prob)
3N = like 3S but stronger
2H = 6+H v weak (2N = feature-ask, 4m = fragment slamtry raise short om)
2S = weak/courtesy 3+fit, 0-1 CC's
2N = general game try 5+S (3NS = countertry, 3S = min, 3N = 3fit max, 4y = splinter 4fit max)
3y = canape invite NF
3S = 6+S invite but invites pd to bid 3NT to play
2N = strongest raise, 2.5+ CC's, 5+fit or 4fit splinter usually
3C = minimum (games = to play, 3D/3H/3S = h/m/l slam splinter)
3D = accepts game, but not slammish yet
3H = bal, extras or NT-ish (3S+ = n/h/m/l short)
3S = any min splinter (3N asks: 4C = D, 4D = H, 4H = C xtras, 4S = C min)
3N = max D splinter
4C = max H splinter
4D/H = max C splinter extras/min
4S = minimum balanced
3H = 5+S, slamtry, asks short
3S = bal (3N = bal, 4C = H splinter, 4D = C splinter, 4H = D splinter extras, 4S = D splinter min)
3N = D splinter (4C = nonserious, 4D = C cue serious)
4C = H splinter (4D = cue, 4H = LTTC)
4D/H/S = C splinter cue/LTTC/bad
3S = 4S, 5+ side suit, slamtry
3N = asks minor (4C = C, 4D = D good suit, 4H = D LTTC bad suit, 4S = D min)
3N+ = void h/m/l
3C = to play weak (3red = nat F1)
3D = constr unbal 4+fit raise
3H = freak 6+H-5m
3S = pree raise
3N = Gambling, Re takes all responsiblity
1N = 15-17 bal/semibal (see strong 1NT response structure section)
2C = H + another (mb 3 suiter), if majors, 5+S-4+H H not longer, 15-17 val
Pass = long C, weak
2D = no H fit waiting, mb long D or minors weak
Pass = D, not great hand, mb 3-suiter
2H = 5+H with 4+m (max if D) (2N = asks minor, 3C = to play)
2S = 5+S-4/5H (2N asks short, 3H = invit 3fit S raise, 3S = invit 4fit S raise)
2N = extras with 4H-6C or 5+H-5D (3C = nat to play [3D = 5H-5Dmax, 3H = C max])
3C = min, 4H-5(6)+C
3D = max, longer D than H
3H = 6-5 in H-C either way, min
2H = 3fit (or 4 weak)
2S = to play, weak, NF
2N = misfit but to play in own suit(s), puppet to 3C, then Pass/3D = nat min, 3H/S = C/D max freaky
3m = fitshowing raise, mild invite, usually 3fit 3-suiter
3H = H-C 6-5 either way
3S = inv
4m = 4S-4+H-4+m max
2N = invit+ relay, usu. H fit
3C = nat, either suit may be longer (3D asks: 3H = 4H min, 3S = 5H, 3N = 4H max [4C to play])
3D = 4H-5+D (3red = invite)
3H = M's, minimum
3S = 5S-4H max
3N = 5M-4+D
4H = 5S-5H max
3m = invit 6+crds, no H fit NF
3H = 4+fit, constr
3S/4m = FSJ for H
3N = SOL minor, no H fit, gambling
2D = 3-1/3-0 majors, 1 or both minors, 15-17 val
Pass = to play long D (op may have a C 1-suiter)
2H = 4+H, may be scrambling
Pass = 3H nonmax
2S = 2S nonmax [2N asks better m]
2N = 3H max (3m p/c for a playable minor)
3m = 3S max, longer m
3M = max, 7+cm, 3S-0H
2S = 4+S, may be scrambling
Pass = 3S nonmax
2N = 3H nonmax (3m = p/c for playable minor)
3m = 3H max, better m
3M = 3S max, long cm
2N = constr, asks better m (3m = most hands, 3M = max fragment)
3m = 5+suit constr NF (3M = max fragment)
3M = 6+M 4+oM invite
2H = 6+H 15-17 val
2S = 5S exactly, constr NF
2N = signoff minor or H invite with S cards (puppet to 3C)
3m = invit raise, concentration of honors
3H = courtesy raise, semipree
2S = 10+ crds minors, C emphasis, 15-17 val (so 7+C or 6C-4+D or 5C-5D)
2N = C fit (3C = to play, 3else = seminat max)
3C = to play 3D if pd has 4+D (3D = to play, 3M = frag 5D max)
2N = 10+ crds minors, D emphasis, 15-17 val (so 7+D or 6D-4C)
3C = invit 3D, or max long C
3D = to play
3m = 6+m, 0-1om, no 4M
3D (over 3C) = s/o in a long major
3M = constr 5+crds NF
3H = freak 6-5 majors, but 15-17 val
3S = freak 6-5 red suits, but 15-17 val
3N = to play based on running minor
4M = to play
1H = 4+S, 5+RP (approx 8+ HCP) or 7+RP balanced, including all 3-suiters with both majors or short H, NOT 100% GF
1S = GF R
1N = S+H, including all 3-suiters with both majors
2C = R - main scheme -1
2D = reverser (see 2S+ below for next relay), including 5-4 majors 3-suiter
2H
2S = high short
2N = equal short or 4504 or 4540
3C
3D = 4522
3H = 4504
3S/N = 4540 max/min
4C = 5611
...
3C+ = low short (5431/6421/6430/6422 SOL max_min/6520/7420/7510)
2H = even suits, 5+-5+ or bal or 44(50)/44(41)
2S = R
2N = balanced
3C = R
3D = 4423 7+ RP (R for strength)
3H = 4432 9+ RP
3S = 4432 8 RP
3N = 4432 7 RP
3C = 5-5
3D = would prefer lower splinter
3H/3S = higher sing/void
3N = lower sing non-max
4C = lower sing max
4D+ = lower void, zoom to strength-showing
3H = would prefer higher splinter
3S = lower void
3N = lower singleton
4C = higher singleton
4D+ = higher void
3S = asks about strength
3N = non-max
4C+ = max zoom to RP's, then denial cues treating short suits as equal
4m = sets cM as trumps
games = to play
3D = 3-suiters high short
3H = R
3S/3N = 4414 max/min
4C+ = 4405
3H = 4441
3S/3N = 4450 max/min
4C = 6601
4D/H = 6610 7+ RP/5-6 RP
2N/3C/3D/3H(S) = S/C/D/H splinter (3H is 3S, 3S is 4+S)
2S = higher suit longer, high short, but not 3-suiter
(see 3C+ below)
2N = higher suit longer, equal short, or 54(04)
3C = R
3D = 5422
3H = 5404
3S/3N = 5440 max/min
4C = 6511
4D/H = 7411 max/min
4N+ = 13 cards in majors
3C = 5431
3D = 6421
3H = 6430
3S/N = 6421 SOL suit max/min
4C = 6520
4D = 7420
4H = 7510
4S+ = 8410
BREAKS
2D/2H/2S/2N = D/H/S/C splinter
2C = S+D, including 4144 or 4054
2D = R
2H = reverser (see 2N+ below), including 4054
2S = R
2N = reverser, high short, but not 3-suiter
3C = reverser, equal short, or 4054
3D = R
3H = 4252
3S/N = 4054 max/min
3D+ = reverser, low short but not 3-suiter
2S = equal length, 5-5 or bal
2N = R
3C = 5-5
3D = would prefer lower splinter
3H/3S = higher sing/void
3N = lower sing non-max
4C = lower sing max
4D+ = lower void, zoom to strength-showing
3H = would prefer higher splinter
3S = lower void
3N = lower singleton
4C = higher singleton
4D+ = higher void
3S = asks about strength
3N = non-max
4C+ = max zoom to RP's, then denial cues treating short suits as equal
4C/D = sets lower/higher suit as trumps
games = to play
3D = 4243 7+ RP
3H/S/N = 4342 9/8/7 RP
4C = 6160
4D/4H = 6061 max/min
2N = higher suit longer, high short, but not 3-suiter (see 3D+ below but shortage opposite)
3C = higher suit longer, equal short, or 4144
3D = R
3H = 5242
3S/N = 4144 max/min
4C = 6151
4D/4H/4S = 7141 min/max/med
4N+ = 13 cards in 2 suits
3D = 5341
3H = 6241
3S/N = 6340 max/min
4C = SOL 6crd S extras (4D asks 9/8/10+ RP)
4D = 6250
4H = 7240
4S = 7150
4N+ = 8140
BREAKS
2H/2S/2N/3C = H/S/D/C splinter
2D = 1-suiter 6+crds, or 5332/4333
2H = R
2S = high short or special #a
2N = relay
3C = special #a: 62(32), 7222, 81(31)
3D = R
3H = 6223
3S/N = 6232 max/min
4C = 7222 5/6 RP
4D = 81(31)
4H/S/N = 7222 8/7/9 RP
5C+ = 7222 10+ RP
3H = c.o.g. 4S or 3NT
3S = trying for 3NT with quick tricks
3N = trying for 3NT with scattered values
4C+ = good S, cues, etc
3S = shows hearts (3N = to play, 4C = slamtry H, 4D = slamtry S)
4m = slamtry, long suit, cues
3D = 5233
3H = 6133
3S = 71(32)
3N = 7033
4C = 8122
4D = 80(32)
BREAKS
3C/3D/3H/3S = C/D/H/S splinter
2N = middle short
3C = R
3D = 5323
3H = 6313
3S = 7312/7213
3N = 7303
4C = 8212
4D = 8302/8203
3C = special #b: 4333/6322, all SOL 6(322)/7222, 8311 exact
3D = R
3H = 4333, 8+ RP
3S/N = 6322 max/min
4C = 1 loser 6(322)
4D = running 6(322)
4H = 8311 (9211)
4S = SOL 7222 zoom to strength
3D = 5332
3H = 6331
3S/N = 7(32)1 max/min (4C R asks hi/lo doub looking to play in tripleton; 4D R for strength and honors, 4N RKC for long suit)
4C = 6331/7(32)1 SOL extras (4D asks 6/7min/7more)
4D = 8+ cards
4H+ = 7330 zoom to strength/honors
BREAKS
2S/2N/3C/3D+ = S/H/C/D splinter (3D/3H show just 3S, 3S shows 4S sets trumps)
2H = S-C reverser (see 2N+ below), including 4045
2S = R
2N = reverser, high short, but not 3-suiter
3C = reverser, equal short, or 4045
3D = R
3H = 4225
3S/N = 4045 max/min
3D+ = reverser, low short (see 3D+ below)
2S = S-C equal length, 5-5 or bal
2N = R
3C = 5-5
3D = would prefer lower splinter
3H/3S = higher sing/void
3N = lower sing non-max
4C = lower sing max
4D+ = lower void, zoom to strength-showing
3H = would prefer higher splinter
3S = lower void
3N = lower singleton
4C = higher singleton
4D+ = higher void
3S = asks about strength
3N = non-max
4C+ = max zoom to RP's, then denial cues treating short suits as equal
4C/D = sets lower/higher suit as trumps
games = to play
3D = 4234 7+ RP
3H/S/N = 4324 9/8/7 RP
4C = 6106
4D/4H = 6016 max/min
2N = S-c higher suit longer, high short, but not 3-suiter (see 3D+ below but shortage opposite)
3C = S-C higher suit longer, equal short, or 5044
3D = R
3H = 5224
3S/N = 5044 max/min
4C = 6115
4D/4H/4S = 7114 max/med/min
4N+ = 13 cards in 2 suits
3D = 5314
3H = 6214
3S/N = 6304 max/min
4C = SOL 6crd S extras (4D asks 9/8/10+ RP)
4D = 6205
4H = 7204
4S = 7105
4N+ = 8104
1N = min misfit, at most 16(-) HCP (2C = ART GF, else = nat NF [2N = 5S, 3C = canape])
2C = S fit, either superminimum, 4fit with side great suit, 4fit with side splinter
2D = minimum, 4-5S, might not have game (2H = the superminimum, 2N = a side strong suit, 3C = H spl, 3D = C spl, 3H+ = D spl)
2H = GF, 4S (2S = the superminimum, 2N = a side strong suit, 3C = H spl, 3D = C spl, 3H+ = D spl)
2S = GF, 5S (2N = the superminimum, 3C = a side strong suit, 3D = H spl, 3H = D spl, 3S+ = C spl)
2N = minimum, 6+S GF (3C = the superminimmum, 3D = a side strong suit, 3H = D spl, 3S = H spl, 3N+ = C spl)
3C = extras, 6+S GF (3D = the superminimum, 3H = a side strong suit, 3S = H spl, 3N = C spl, 4C+ = D spl)
3D = canape to SOL clubs
3H = 3S no C fit
3S = 4S no C fit
3N = min 3S but C honor and slam interest
4C = extras, C splinter
4D = extras, not C splinter
4H = extras, C honor
3H = canape to SOL diamonds (see above steps)
3S = canape to SOL hearts, min
3N = canape to SOL hearts, med
4C+ = canape to SOL hearts, slammish
2D = 6+H
2H = no fit, minimum, not GF, could stop in any old suit or NT
2S = no fit, extras, GF
2N = Qx or xxx support, min
3C = Qx or xxx support, extras
3D = Hxx or 4+fit
3H = canape to SOL club suit
3S = canape to SOL diamond suit
2H = 6+C
see above steps (canape to D/H respectively)
2S = 6+D
see above steps (canape to C/H respectively)
2N = 5D-5C minimum GF (nat bids or 4th suit)
3C = 5H-5C minimum GF
3D = 5H-5D minimum GF
3H/S/N+ = 4+fit D/H/C void
1S = 4+H, 5+RP (approx 8+ HCP), or 7+RP balanced, denies 4+S, including 3-suiters short S, NOT 100% GF
1N = GF R
2C = D or 1444/0454
2D = R
2H = H-D reverser or 0454, see 2N+
2S = R
2N = high short (see 2N below)
3C = equal shortness, or 0454
3D = R
3H = 2452
3S/3N = 0454 max/min
4C+ = see 2N+
3D+ = low short (see 3D+ below)
2S = H-D equal length, 5+-5+ or 4432
2N = R
3C = 5-5
3D = would prefer lower splinter
3H/3S = higher sing/void
3N = lower sing non-max
4C = lower sing max
4D+ = lower void, zoom to strength-showing
3H = would prefer higher splinter
3S = lower void
3N = lower singleton
4C = higher singleton
4D+ = higher void
3S = asks about strength
3N = non-max
4C+ = max zoom to RP's, then denial cues treating short suits as equal
4C/D = sets lower/higher suit as trumps
games = to play
3D = 2443, 7+ RP
3H = 3442, 9+ RP
3S = 3442, 8 RP
3N = 3442, 7 RP
4C = 0661
4D/4H = 1660 max/min
2N = H-D higher suit longer, high short (see 3D+ below)
3C = H-D higher suit longer, equal short, or 1444
3D = R
3H = 2542
3S/N = 1444 max/min
4C = 1651
4D/4H = 1741 max/min
4S+ = 13 cards in 2 suits
3D = 3541
3H = 2641
3S/N = 3640 max/min
4C = SOL 6crd H extras (4D asks: 8-9/10+ RP)
4D = 2650
4H = 2740
4S = 1750
4N+ = 1840
BREAKS
2H/S/N/3C = H/S/D/C splinter
2D = 1-suiter 6+crds, or 5332/4333
2H = R
2S = high short or special #a
2N = relay
3C = special #a: 26(32), 2722, 18(31)
3D = R
3H = 2623
3S/N = 2632 max/min
4C = 2722 5/6 RP
4D = 18(31)
4H/S/N = 2722 8/7/9 RP
5C+ = 2722 10+ RP
3H = c.o.g. 4H or 3NT
3S = trying for 3NT with quick tricks
3N = trying for 3NT with scattered values
4C+ = good H, cues, etc
3S = shows S (3N = to play, 4C = slamtry H, 4D = slamtry S)
4m = slamtry, long suit, cues
3D = 2533
3H = 1633
3S = 17(32)
3N = 0733
4C = 1822
4D = 08(32)
3C/3D/3H/3S = C/D/H/S splinter (non-H splinters set H as trumps)
2N = middle short
3C = R
3D = 2523
3H = 3613
3S = 3712/2713
3N = 3703
4C = 2812
4D = 3802/2803
3C = special #b: 4333/6322, all SOL 6(322)/7222, 8311 exact
3D = R
3H = 3433, 8+ RP
3S/N = 3622 max/min
4C = 1 loser 6(322)
4D = running 6(322)
4H = 3811 (2911)
4S = SOL 2722 zoom to strength
3D = 3532
3H = 3631
3S/N = 7(32)1-C max/min (4C R asks hi/lo doub looking to play in tripleton; 4D R for strength and honors, 4N RKC for long suit)
4C = 3631/7(32)-1C SOL extras (4D asks 6/7 zoom to 8+ RP)
4D = 8+ cards
4H+ = 3730 zoom to strength/honors
BREAKS
2S/2N/3C/3D+ = S/H/C/D splinter (3D = 3H only, 3H = 4H sets trumps)
2H = H-C reverser or special or 0445
2S = R
2N = high short
3C = R
3D = 1435
3H = 1426
3S/N = 0436 max/min
4C = 1426 SOL C, extras (4D asks 8+ RP steps)
4D = 0526
4H = 0427
4S = 0517
4N+ = 0418
3C = equal short or 0445
3D = R
3H = 2425
3S/N = 0445 max/min
4C = 1516
4D/H = 1417 max/min
4S+ = 13 cards in the 2 suits
3D+ = low short (see high short above)
2S = H-C equal length, 5+-5+ or 4432
2N = R
3C = 5-5
3D = would prefer lower splinter
3H/3S = higher sing/void
3N = lower sing non-max
4C = lower sing max
4D+ = lower void, zoom to strength-showing
3H = would prefer higher splinter
3S = lower void
3N = lower singleton
4C = higher singleton
4D+ = higher void
3S = asks about strength
3N = non-max
4C+ = max zoom to RP's, then denial cues treating short suits as equal
4C/D = sets lower/higher suit as trumps
games = to play
3D = 2434, 7+ RP
3H = 3424, 9+ RP
3S = 3424, 8 RP
3N = 3424, 7 RP
4C = 0616
4D/4H = 1616 max/min
2N = H-C higher suit longer, high short (see 3D+ below)
3C = H-C higher suit longer, equal short, or 0544
3D = R
3H = 2524
3S/N = 0544 max/min
4C = 1615
4D/4H = 1714 max/min
4S+ = 13 cards in 2 suits
3D = 3514
3H = 2614
3S/N = 3604 max/min
4C = SOL 6crd H, extras (8+RP - Relay asks RP)
4D = 2605
4H = 2704
4S = 1705
4N+ = 1804
2C = min misfit, at most 16(-) HCP (2D = ART GF, else = nat NF [2H = 5+crd, 2S = 3crd, 2N = 4H, 3m = canape)
2D = H fit, either superminimum, 4fit with side great suit, or 4fit with side singleton
2H= minimum, 4-5S, might not have game (2S = the superminimum, 2N = a side strong suit, 3C = S spl, 3D = C spl, 3H+ = D spl)
2S = GF, 4H (2N = the superminimum, 3C = a side strong suit, 3D = S spl, 3H = D spl, 3S+ = D spl)
2N = GF, 5H (3C = the superminimum, 3D = a side strong suit, 3H = S spl, 3S = D spl, 3N+ = C spl)
3C = minimum, 6+H GF (3D = the superminimmum, 3H = a side strong suit, 3S = D spl, 3N = C spl, 4C+ = S spl)
3D = extras, 6+H GF (3H = the superminimum, 3S = a side strong suit, 3N = S spl, 4C = D spl, 4D/H = C spl max/min)
3H = canape to SOL clubs
3S = 3H no C fit
3N = 4H no C fit
4C = min 3H but C honor and slam interest
4D = extras, C splinter
4H = extras, not C splinter
4S = extras, C honor
3S = canape to SOL diamonds (see above steps)
2H = 6+S
2S = no fit, minimum, not GF, could stop in any old suit or NT
2N = no fit, extras, GF
3C = Qx or xxx support, min
3D = Qx or xxx support, extras
3H = Hxx or 4+fit
3S = canape to SOL club suit
3N = canape to SOL diamond suit
2S = 6+C
see above steps (canape to D/S respectively)
2N = 6+D
see above steps (canape to C/S respectively)
3C = 5S-5C min GF (nat bids or 4th suit)
3D = 5S-5D min GF
3H = 5D-5C min GF
3S/N/4C = 4+fit void D/C/S
1N = 4+D, 5+RP (approx 8+ HCP), or 8+RP balanced, denies 4+crd major, NOT 100% GF
2C = GF R
2D = 6+D 1-suiter, or 4333/5332 8+ RP
2H = R
2S = high short or some freaky 8's or 7222
2N = R
3C = 2362/2263/2272 or 1183/1381
3D = R
3H = 2263
3S/N = 2362 max/min
4C = 2272 5-6 RP
4D = 1183/1381 (4S asks h/l with runon, 4N RKC D)
4H 2272 7 RP
4S/N = 2272 9/8 RP
5C+ = 2272 10+ RP
3H = shows H
3S/N = max/min doubleton heart 6-7 D
4C/D/H = 7+/6/5 RP 2362
4S+ = 8D
3S = stopper-ask S
4C = slamtry in S (4D/4H good for S, 4S = bad for S, 4N+ insists on D)
4D = nat slamtry, cues
3D = 2353 8+ RP
3H = 1363
3S/N = 1372 or 1273 max/min
4C = asks full shape with zoom, could have 5S
4D = R for strength, zoom to honor location
4M/5m = to play
4N = RKC D
4C = SOL 6+D, extras (R asks strength 8+, next R length of suit, next honor location)
4D = freak, 8+D (4H = R for strength, 4N = RKC D)
4H+ = 0373
2N = mid short
3C = R
see above 3D+
3C = 3343/3262, SOL semibal 6+D, or 3118
3D = R
3H = 3343 8+ RP
3S/N = 3262 7+/5-6 RP
4C = 6D-(322) SOL, 1 loser suit, 8+ RP (4D asks RP, next honor loc)
4D = 6D-(322) 0-loser suit, 8+ RP
4H = 3181 (or 2191) (4N = RKC)
4S+ = 7222 SOL, RP by steps
3D+ = low short, see above for steps
2H = C, reverser
2S = R
2N = high short (3C Relay then see 3D+ below)
3C = equal short
3D = R
3H/S/N = 2245 9+/8/7 RP
4C = 1156
4D/H = 1147 min/max
4S+ = 13 cards in the 2 suits
3D = 3145
3H = 2146
3S/N = 3046 max/min
4C = 2146 SOL C, extras (4D asks 8+ RP, then honor loc)
4D = 2056
4H = 2047
4S = 1057
4N+ = 1048
2S = C, equal length - 5+-5+ or 4432 7+ RP
2N = R
3C = 5-5
3D = would prefer lower splinter
3H/3S = higher sing/void
3N = lower sing non-max
4C = lower sing max
4D+ = lower void, zoom to strength-showing
3H = would prefer higher splinter
3S = lower void
3N = lower singleton
4C = higher singleton
4D+ = higher void
3S = asks about strength
3N = non-max
4C+ = max zoom to RP's, then denial cues treating short suits as equal
4C/D = sets lower/higher suit as trumps
games = to play
3D = 2344, 7+ RP
3H = 3244, 9 RP
3S = 3244, 8 RP
3N = 3244, 7 RP
4C = 0166
4D/4H = 1066 min/max
2N = C, higher suit longer, high short
3C = R
3D+ = see below 3D+
3C = C, higher suit longer, equal short
3D = R
3H/S/N = 2254 9+/8/7 RP
4C = 1165
4D/H = 1174 min/max
4S+ = 13 cards in the 2 suits
3D = 3154
3H = 2164
3S/N = 3064 max/min
4C = SOL 6+crd D, extras (rel asks
4D = 2065
4H = 2074
4S = 1075
4N+ = 1084
2D = min misfit, at most 16(-) HCP (2M = frag F1, 2N = minors F1, 3C = GF 6+D, 3D = NF 6+D, 3M = spl oM GF)
2H = 6+H
2S = no fit, minimum, not GF, could stop in any old suit or NT
2N = no fit, extras, GF
3C = Qx or xxx support, min
3D = Qx or xxx support, extras
3H = Hxx or 4+fit
3S = canape to SOL club suit
2S = 6+S
see above steps
2N = 6+C
see above steps, but no canape to SOL suit
3C = D fit, major splinter (3D = min [3M = splinter oM slamtry], 3M = max stopper-ask)
3D = 5S-5H min GF (nat bids or 4th suit)
3H = 5H-5C min GF
3S = 5S-5C min GF
3N = D fit, C splinter, NF
4C = D fit, C splinter, F
2C = 5-7 RP classic NT shape (4432/4333/5m332)
2D = R
2H = more S than H
2S = R
2N = 3S-2H (then 3D = 3244, 3H = 3235, 3S/N = 3253 max/min)
3C = 4S-2H (then 3H = 4234, 3S/N = 4243 max/min)
3D+ = 4S-3H (4333, 4324, 4342 max/min)
2N = splinter S, mild slamtry
3C = splinter C, mild slamtry
3D = splinter D, mild slamtry
3H/S = splinter H with 4+S or just 3S, mild slamtry
3N = to play
4m = 6+m 1-suiter, short H, mild slamtry
2S = 4H, not 4S
2N = R
3C = 2S-4H (then 3H = 2434, 3S/N = 2443 max/min)
3D+ = 3S-4H (3433, 3424, 3442 max/min)
3C/3D/3H/3S+ = splinter, mild slamtry
3N = to play
4m = 6+m 1-suiter, short S, mild slamtry
2N = 3S-3H
3C = R
3D = 4+C (then 3S/3N = 3334 max/min, 4C+ = 3325)
3H+ = 4+D (3343, 3325 max/min)
3D = worry about both minors (3H = weak in D, 3S = weak in C, 3N = both ok)
3H = stopper-ask H (3S = xxx/Qxx, 3N = KJx or better, 4m = natural with Kxx/Qxx [4H to play], 4H = Axx)
3S = stopper-ask S (3N = ok, 4m = nat with xxx, 4H = Kxx/Qxx [4H = to play])
3N = to play
4m = slamtry 6+crds
3C = 4S-4H (R asks h/l doub, 3M offers Moysian game worry about minors, 4m = natural 6+crd slamtry)
3D+ = 2S-3H (2344, 2335, 2353 max/min)
BREAKS
2H = 4+H, either min, or c.o.g with some splinter
2S = no H fit, may have 4S max
2N = min bal
3m = 4S, max, conc. in m
3H = 4H, conc. in S
3m = splinter, c.o.g.
3H = 5H NF
3S/3N = S splinter, 4/5H, c.o.g.
4m = S splinter, 2-3H, mild slamtry
4H = S splinter, 4H, mild slamtry
2N = 4S, min, no H fit
Pass = min, 4H
3C = forces 3D, then 3H = 4-5H spade splinter, 3S/3N = 4/5H club splinter
3D = splinter, c.o.g.
3H = 5H bal NF
3S = 4S min
3N = 4S c.o.g.
4m = 6+m slamtry, S splinter
4H = to play
3m = 4H with conc. in m
3H = 4H min NF
3S = 4H max bal c.o.g.
2S = no 4+M, range-ask or some weak suit
2N = min (3y = weak/short [3S = splinter, 3N = xx spades])
3y = max, weak suit y (3z = fishing for Moysian, 4y raise = splinter)
3N = max, no weak suit
2N = 4S, not 4H, minimum, bal, NF
3m = 4/5S, 3/4H, splinter m
3H = 4/5S, spl H
3S = 5S bal NF
3N = to play
4m = splinter with some long major
4M = to play
2D = 6+C 1-suiter 5+RP or 8+ RP NT shape
2H = GF R
2S = high short or some freaky 8's or 7222
2N = R
3C = 2326/2236/2272 or 1138/1318
3D = R
3H = 2236
3S/N = 2326 max/min
4C = 2227 5-6 RP
4D = 1138/1318 (4S asks h/l with runon, 4N RKC C)
4H 2227 7 RP
4S/N = 2227 9/8 RP
5C+ = 2227 10+ RP
3H = shows H
3S/N = max/min doubleton heart 6-7 C
4C/D/H = 7+/6/5 RP 2326
4S+ = 8C
3S = stopper-ask S
4C = nat slamtry, cues
4D = slamtry in S (4H good for S, 4S = bad for S, 4N+ insists on C)
3D = 2335 8+ RP
3H = 1336
3S/N = 1327 or 1237 max/min
4C = asks full shape with zoom, could have 5S
4D = R for strength, zoom to honor location
4M/5m = to play
4N = RKC C
4C = SOL 6+C, extras (R asks strength, next R length of suit, next honor location)
4D = freak, 8+C (4H = R for strength, 4N = RKC C)
4H+ = 0337
2N = mid short
3C = R
see above 3D+
3C = 3334/3226, SOL semibal 6+C, or 3118
3D = R
3H = 3334 8+ RP
3S/N = 3226 7+/5-6 RP
4C = 6C-(322) SOL, 1 loser suit, 8+ RP
4D = 6C-(322) 0-loser suit, 8+ RP
4H = 3118 (or 2119) (4N = RKC)
4S+ = 7222 SOL, RP by steps
3D+ = low short, see above for steps
2S = 5+H
2N = 5+S
3C = to play opposite minimum 6322/6331 (bid = non-min stopper-ask)
3D = nat GF
3M = asks stopper
3N = nat quant
4C = nat
2H = 6+H 3-4 RP, no side 4M or 5m, NF
step 1 = GF R
2N = min, 2+S
3C = S splinter
3D = R
3H = min
3S = SOL suit (4C asks: max sing S, min sing S, min void S, max void S)
3N = max 1633
4C = max 1624/0634
4D = max 0643
4H = max 1642
3D = max, C splinter, not SOL suit
3H = max, D splinter, not SOL suit
3S = max bal no SOL suit (4C here and below relays: 4D/4H/4S = l/m/h frag)
3N = max bal SOL suit
4C = max, D splinter, SOL H
4D/H = max, SOL H, void/sing C
step 2/3/4 = shows S/C/D, forcing
3M raise = minimum 3+fit, courtesy
jumpshift = asking bids
games = to play
2S = 6+S 3-4 RP, no side 4M or 5m, NF
step 1 = GF R
3C = min (3 RP), 2+H
3D = H splinter
3H = R
3S/N = max/min sing H, not SOL S (4C Relay asks shape as below)
4C = SOL S
4D = R
4H/S = max/min sing H (4N asks shape, 5C asks high card location)
4N = min, void H
5C = max, 6034
5D+ = max, 6043
4D = 6034, not SOL spades
4H/S = max/min 6043, not SOL spades
3H = max, D splinter
3S/3N = to play
4C = R (4D = 6313, 4H = 6214, 4S = 6304 -> relay after these [not 4S] asks for honor location)
3S = max, C splinter, not SOL S (4C = R: 6331/6241/6340 -> relay after these [not 4S] asks for honor location)
3N = max, bal, not SOL S
4C = R for l/m/h frag (next relay for honor location)
4D = instead asks for honor location directly
4C = max, SOL S, bal (4D asks l/m/h frag, 4H asks honor location)
4D = max, SOL S, C splinter (4H asks shape 6331/6241/6340 then relay asks honor location)
4H/4S = max, SOL S void/sing D (4N asks shape [see above], 5C instead asks honor location)
step 2/3/4 = shows H/C/D, forcing
3M raise = minimum 3+fit, courtesy
jumpshift = asking bids
games = to play
2N = (a) like a 2M bid but extra card or (b) 5-6 RP with SOL 6+crd major
3C = GF R
3D/H = transfer to (a) (R asks n/h/m/l short, NS = cue, games = to play)
3S/N = (b) with H/S (R asks n/h/m/l short, R+1 asks for 6/7/8 card length)
4C = running M, bal or spl oM
4D = R
4M = bal nat (rel asks for length, others ask for help ctrl)
4N = SOL S, spl H (5C relays for length as below)
5C = SOL H, spl S (5D asks for length)
5D/H/S = 7/6/8 hearts, void S
4H = p/c (then 4N over 4S asks 6/7/8 cards)
4S = p/c (if has hearts, show 6/7/8 cards)
4D = running M, splinter D
4H = p/c
4S = p/c (if pd has H, now show 6/7/8 cards)
4M = running M, splinter C
3D = invite opposite the weaker (a), with at least one splinter in a major
3M = semipositive with broken 7M, or otherwise bad hand
3N/4C = SOL H/S (step 1 = slamtry needing extra strength, step 2 = needs running suit, above game is needs help in bid suit)
4D = semi-positive with 7 good H or S
3M/4M = p/c vs the weak hand (with SOL M, RE bids 3NT with slam, else goes back to 4M)
3N = to play, usu with strong long running minor
4C = please transfer to your suit, even with SOL suit minimum positive
4D = please bid your suit (usu will follow with an asking bid)
4N = Blackwood
3C = 6C(332) 3-4 RP
3D = GF R (3H = 2236/2227 [then bid 3N/4C+ respectively], 3S/N = 2326/3226)
3M = asks for stopper, may be 5 card suit
3D = 6D(332) 3-4 RP
3H = GF R (3S = 2272 or 2263 [then bid 4D or 4H+ respectively], 3N/4C+ = 3262/2362)
3S = nat F1
3H = 1-suited SOL 6+C, 5-8 RP
3S = R for quality of suit (3N = 1 loser, 4C = RUNNING 6, 4D+ = RUNNING 7 zoom to shape)
4C = R for just quality of suit, no runon to shape
3S/N = 1-suited 6+D 1/0 loser suit, 5-8 RP
4C = GF R asks n/h/m/l short
4D = GF R asking 6/7/8 card length
4m = 8+crds in cM, 3-4 RP (step 1 asks for good trumps, 4M+1 = Kickback and Lackwood)
4M = 8+crds, 0-2 RP
---------------------------
Interference over 1C
---------------------------
vs (X = clubs)
XX = general 6+ HCP (we are in a 1 round force)
1D = 5+H, 6+ HCP
1H = 5+S, 6+ HCP
1S = takeout of C with 4+S, NF
1N = 5(6)+D, 6+ HCP, no major unless GF
2C = GF takeout, 4+S
2D/H/S = 3-5, 6+suit NF
(X = majors)
Pass = weak, or 6+ trap for both majors (X later), or general GF (cue or jump or something later)
XX = 6+ HCP, penalty for exactly one of their suits
1D = 6-7 HCP, 5+D NF
1H = 5+C, GF
1S = 5+D, GF
2C = 6-7 HCP, 5+C, NF
2D = weak, 3-5
2M = nat 5+crds GF
(1D)
Pass = weak or trap
X = general 6+ HCP
1M = 4-5crds, NF, minimum
1N = NF, min, no 4+M
2C = GF, 4+S
2D = GF, 4+H
2M = 6+crds, NF, minimum
2N = GF, stopper, no 4+M (mb unbal)
3C = 6+crds, NF, minimum
3D = 6+C, no D stopper, no slam
3M = GF, D stopper, 6+C, but splinter in M
1H = 4+crds, F1
1S = nat NF
1N = NF (2C = ART neg, rest GF)
2C = nat F1 (only cue/jump is GF now)
2D = GF raise
2H = NF raise
2S/3m = nat GF strong suit
2N = GF misfit nat
4C = FSJ
4D = FSJ with S
1S = 4+ cards, F1
1N = NF (2C = ART neg, rest GF)
2C = nat F1 (only cue/jump is GF now)
2D = 5+H (2M = nat'ish weak NF,else = GF)
2H = GF raise
2S = NF raise
2N = GF misfit nat
3m/3H = nat GF strong suit
4C = FSJ
4D = FSJ with H
1N = 6+C, 6+ HCP, no 4M unless GF
2C = 6+ unbal takeout of D, exactly 4S
2D = 6+ unbal takeout of D, exactly 4H, less than 4 spades
2M = 3-5 HCP 6suit, NF
2N...3H = transfer to (a) 7+crd pree, or (b) minimum positive 6+crd SOL suit, or (c) exposing psychic GF if to their suit
3S/N = running suit, without/with a stopper
(1H)
X = general 6+ HCP, without 4+S if semipositive
1S = 4-5S, NF, minimum
1N = NF, minimum, denies 4+S (2C = ART signoff somewhere, 2D+ = GF)
2C = ART forcing catchall unbalanced, no H stopper, no 4+S
2D = ART negative
2H = minimum unbalanced (2S asks for long suit[s])
2S = GF minors, no H stop
2N = GF, fragile H stopper, 1 or both minors
3m = GF, 6+ mild suit
3H = mild slamtry, H splinter, long minor
3S = GF, good H stopper, S splinter, both minors
3N = mild slamtry, semibal, one or both minors
2S = 5S negative
2H or 2N+ = nat GF
2D = 5+S GF
2H = exactly 4S, GF
2S = 6+S NF minimum
2N = nat GF, may have 4S
3C/D/S = nat GF strong long suit
3H = H splinter, long strong minor
1S = 5+S 6+ HCP, F1
1N = nat NF (2C = ART neg, else = GF)
2m = nat NF (only cue/jump = GF)
2H = GF raise
2S = NF raise
3m/3H = nat long great suit GF
4m = FSJ
4H = spl slamtry
1N = 6(5)+C, 6+ HCP, denies 4S unless GF
2C = 6(5)+D, 6+ HCP, denies 4S unless GF
2D = any 6+HCP with exactly 4S
2H = GF with exactly 4S, usu. splinter H
2S = 3-5 HCP 6suit, NF
2N...3H = transfer to (a) 7+crd pree, or (b) minimum positive 6+crd SOL suit, or (c) exposing psychic GF if to their suit
3S/N = running suit, without/with a stopper
(1S)
X = general 6+ HCP
1N = NF, may have 4H
2C = ART forcing catchall unbalanced, no S stopper, no 4H
2D = negative, less than 5H
2H = minimum unbalanced (2S asks for long suit[s])
2S = GF minors, no S stop
2N = GF, fragile S stopper, 1 or both minors
3m = GF = 6+ mild suit
3H = GF, good S stopper, H splinter, both minors
3S = mild slamtry, S splinter, long minor
3N = mild slamtry, semibal, one or both minors
2H = negative, 5H
2S+ = GF
2D = 5+H, F1 (2H = bare minimum)
2H = NF, exactly 4H
2S = GF, exactly 4H
2N = nat Gf, may have 4H
3C/D/H = nat GF strong long suit
3S = S splinter, long strong minor
1N = 6(5)+C, 6+HCP, denies 4H unless GF
2C = 6(5)+D, 6+HCP, denies 4H unless GF
2D = 6-8 HCP, 5+H
2H = 5-7 HCP, 4H exactly, less than 3 spades, NF
2S = GF, 4/5 H, S splinter
2N...3H = transfer to (a) 7+crd pree, or (b) minimum positive 6+crd SOL suit, or (c) exposing psychic GF if to their suit
3S/N = running suit, without/with a stopper
(1N = minors)
Pass = weak, or 6+ trap for both minors (X later), or general GF (cue or jump or something later)
X = 6+ HCP, penalty for exactly one of their suits
2C = 5+S, invit+
2D = 5+H, invit+
2M = 5+crds, constructive but NF
2N = invite, no penalty interest
3m = natural GF
3M = pree, 7+crds
(2C = natural)
Pass = weak or trap
X = general 7+ HCP
2D = 5+H not yet GF
2H = 5+S not yet GF
2S = 5+D, not yet GF
2N = nat NF
3C = GF takeout with 4/5 S
3D = nat GF
3M = nat GF
2D = 5+H, 6+ HCP (if remove 2H to 2S, shows ART GF)
2H = 5+S, 6+ HCP
2S = weakish takeout of C, with 4+S
2N = 6+D, invit+
3C = GF takeout, promises S
3D = strong suit GF
3M = strong suit GF
3N = nat
(2D)
Pass = weak or trap
X = general 7+ HCP
2H = 4+crds, F1 (2N = NF)
2S = 4+crds, F1 (2N = NF)
2N = clubs
3C = 5+S, may have hearts too, GF (see 3C below)
3D = 5+H GF, denies 4+S (see 3D below)
3M = nat 6+good crds, GF
3N = to play
2M = 4+crds, F1
2N = 6+C, invit+
3C = 5+S, GF, may also have H
3D = 4/5 H
3H = 3+H (3S = punt with just 4H)
3S = 6+S, denies 3+H
3H = 6+H
3S = punt, nothing to say
3N = to play
4D = S fit
3D = 5+H GF, denies 4+S
3H = 5+S
3S = punt
4D = H fit good
3M = nat 6+ good crds GF
3N = to play
(2H)
Pass = weak or trap
X = general 7+ HCP
2S+ = see below
2S = 4/5 S invite, NF (2N = to play)
2N = 6(5)+C, invit+
3C = 6(5)+D, invit+
3D = 5+S GF, not amazing suit
3H = GF takeout, 4+S
3S = GF good 6+crds
(2S)
Pass = weak or trap
X = general 7+ HCP
2N+ = see below
2N = 6(5)+C, invit+
3C = 6(4)+D, invit+
3D = 5+H, invit+
3H = GF good 6+crds
3S = GF takeout, 4+H
3N = to play
(3C)
X = 8+ general
3D = 5+H invi+ (later 3S = punt GF)
3H = 5+S GF
3S = NF constructive
3N = to play, usu. has D
4C = slammish with D
(3D)
X = 8+ general
3H = 5+S, or takeout with D splinter (3S = to play opposite takeout)
3S = 5+H GF
3N = to play, oft has C
4C = 6+S, short D
4D = 6+H, short D, denies S
4M = nat, strong suit, D ctrl
4N = 6+C slamtry
(3H)
X = 8+ general
3S = NF invite
4C = GF with D, OR strong independent long S suit (remove 4red to 4S)
4D = 6(5)+S, sets forcing Pass
4H = clubs
4S = mild long suit
(3S)
X = 8+ general
4C = GF with D or strong independent long H suit (remove 4D to 4H)
4D = 6(5)+H, sets forcing Pass
4H = mild long suit
4S = clubs
(4C)
4D = H
4H = S
4S = D
(vs Suction or Transfers, there are methods but I did not put them down, just try to discuss beforehand)
---------------------------
Interference over relays
---------------------------
General idea is we can gain or lose a few steps.
In GF auction over RR bid:
X or 1- or 2-step bid: ignore, Pass = relay, X/XX = first step response to relay, etc
X/XX by Asker is penalty/to play
3+step overcall up to 3C: Rubensohl, not GF
3D+: everything off, forcing Pass, concentrate on penalty
In GF auction over Relayer's Relay
Pass = step 1 (XX = next relay)
XX/next bid = step 2
etc.
3+step overcall up to 3C: Rubensohl, not GF
3D+: everything off, forcing Pass, concentrate on penalty
---------------------------
Passed Hand Responses to 1C
---------------------------
Positives are the same, requiring just 4+ RP (and 1C is 18+ value). Semipositives are 2-3 RP.
Semipositive jump responses are:
2H = 4H-6+other 2-3 RP
2S = 4S-6+minor 2-3 RP
2N = 5H-5D 2-3 RP
3C = 5H-5C 2-3 RP
3D = 5S-5D 2-3 RP
3H = 6H-4S 2-3 RP
*************************
1D Opening Bid Responses
*************************
3rd/4th seat this hand is 1NT opening (see end)
1H = waiting with less than 5S, either natural or a catch-all
1S = nat, semiforcing 5+S (not suited to 2S)
1N = GF relay
2m = invite, 4+m, semiforcing
2M = invite+ good 6+crd suit, asking bid
2N = usu. preempt "pick a minor", but sometimes slamtry 1-suited minor with a splinter
3m = pree, up to a bad invite
3M = pree, 7+crd suit
3N = to play, or whatever
4m = pree
Pass = weak (but vul short D try to run)
1H = waiting with less than 5S, either natural or a catch-all
(interference 4th seat)
Pass = noncommittal, 2/3H over a double
X/XX = support X for hearts at 2H or below; above 2H, shows max and 2+crds in their major (or 3+ in their minor)
1N = competitive with minors
2M/3M = max, fragment if NS, solid minor asking stopper if cue
2m/3m = nat, descriptive, does not show extras at 2-level
2N = max, game try with long minor
Responder's Rebids:
X = cooperative penalty (if opener has good 3 cards in minor or doubleton in major)
1S NS = transfer to NT
cue 2M = half-stopper invite to 3NT
2S NS = invite with hearts
2N vs 2-level bid = Good/Bad (Leb)
If advancer bids again
2NT = invite
3m = competitive
1S = 3 hearts (almost all)
1N = 10-12'ish, to play
2m = to play, not too offensive
2H = s/o attempt
2S = strong invite to 4H
2N = invite, about 13, no big minor fit
3m = strong invite nat
3H = mild gametry
1N = nonfreaky, denies 3H: 4432/5332/5431, some 5521/6322
Pass = to play
2m = to play, not too offensive
2H = s/o
2S = solid invite, with 6+H
2N = invite, about 13, no big minor fit
3m = strong invite, with 5H
3H = mild invite, long good H
2m = 6+m, denies 3H, encouraging
Pass/2D = to play, not too offensive
2H = s/o
2S = solid invite with 6+H
2N = invite, about 13, no big m fit
3m = strong invite, with 5H
3H = mild invite, long good H
2H = max, 6+crd minor with 3/top 4, Ax/Kx hearts
2S = invite to 3N, no S stopper
2N = invite to 3N, S stopper
3m = p/c s/o attempt
3H = nat, mild gametry
3S = splinter, c.o.g
3N = to play
2S = max, 6+crd minor with 3/top 4, Ax(x)/Kx(x) spades, denies such in hearts
2N = max, 5-5 minors, good suits
3m = like 2M but no such major feature
1S = nat, semiforcing 5+S (not suited to 2S)
Pass = bare minimum, doubleton S (rare) (if opps back in, X by RE is penalty)
1N = some extras, misfit, may have bad 6crd minor
nat rebids
3m = forcing, unless opener has bare-minimum 13(54) and was running from 1S
2m = 6+crds (2N = invite with filler card, 3m = invite with bad support, 3C over 2D is stopper showing with partial fit)
2H/2S = 3fit max/nonmax (2N = bal invite, NS = splinter invite)
2N = max, both minors (3H = 4th suit, else nat)
3m = max, good 6+suit (3H = asks stop)
3H = max, 3fit, void H
3S = max, 3fit, long good minor, suggests 3NT
1N = GF relay
(X) just Pass = step 1, XX = step 2, 2C = step 3, etc.
(2C)
Pass = C is not the longest suit but would like to cooperate in penalty
X = penalty
2D = R (normal shapes, but no SOL steps, and only shapes with 3C)
2H =
3C = 3334
3D+ = 3343
X = 5+C, the longest suit
2D = R if desired
2H = both minors, reverser
2S+ = 5+C 1-suiter
2D = 5+D 1-suiter, no interest in penalty (2H = R)
2H/S = long D, secondary broken clubs (2S = longer H than S, 2H = otherwise, relays off)
2N = 4m333, no interest in penalty (see 1D-1N-2N)
3C = SOL 6+D bal, no interest in penalty (3D = R for length then quality, 3H = R for shape)
3D/H = SOL 6+D, H/S splinter, no interest in penalty (R for qualit of suit, then length)
3S/N = SOL 6+D, C splinter, running/1-loser suit
(2D)
X = 5+D, the longest suit
2H = R, if desired, pushed up 1 step
2S = minors, D longer
2N+ = 1-suited
Pass = C-D with equal or shorter D, 2-suited
X = penalty
2H = R, if desired (2S = reverser, 2N+ = equal short)
2H = 1-suited C, not short in S (2S R for mid/special/low short as normal)
2S = 1-suited C, short in S (2N relay for special/shapes as normal)
2N = 4m-333 (see 1D-1N-2N)
3C+ = see over (2C) above, but with SOL C instead of D
(2H)
Pass = nothing to say, usually doubleton
X = penalty-oriented, Hxx hearts
2S = tripleton spade, no interest in penalty
2N = minors, without 3 spades
3m = nat, good 6+crd suit, denies 3 good S
3H = max, SOL suit, no stopper
3S = max, running suit, H stopper
3N = max, 1-loser suit, H stopper
(2S)
same as over (2H) but
3m = says nothing about H
3H = minors with 0/1S-3H
3S/N = SOL suit without/with a stopper
(2N+)
X = suggests penalty
Pass = says nothing
3m = nat
3M = 3crd fragment
2C = both minors, bal or unbal, not 3-suited obv
2D = R
2H = reverser
2S = R
2N = high short (3C Relay then see 3D+ below)
3C = equal short
3D = R
3H/S/N = 2245 9/8/6-7 RP
4C = 1156
4D/H = 1147 min/max
4S+ = 13 cards in the 2 suits
3D = 3145
3H = 2146
3S/N = 3046 max/min
4C = 2146 SOL C, max (4D asks 8+ RP, then honor loc)
4D = 2056
4H = 2047
4S = 1057
4N+ = 1048
2S = C, equal length - 5+-5+ or 4432
2N = R
3C = 5-5
3D = would prefer lower splinter
3H/3S = higher sing/void
3N = lower sing non-max
4C = lower sing max
4D+ = lower void, zoom to strength-showing
3H = would prefer higher splinter
3S = lower void
3N = lower singleton
4C = higher singleton
4D+ = higher void
3S = asks about strength
3N = non-max
4C+ = max zoom to RP's, then denial cues treating short suits as equal
4C/D = sets lower/higher suit as trumps
games = to play
3D = 2344
3H = 3244, 6-7 RP
3S = 3244, 9 RP
3N = 3244, 8 RP
4C = 0166
4D/4H = 1066 min/max
2N = C, higher suit longer, high short
3C = R
3D+ = see below 3D+
3C = C, higher suit longer, equal short
3D = R
3H/S/N = 2254 6-7/9/8 RP
4C = 1165
4D/H = 1174 min/max
4S+ = 13 cards in the 2 suits
3D = 3154
3H = 2164
3S/N = 3064 max/min
4C = SOL 6+crd D, max (rel asks RP, then length, then honor loc)
4D = 2065
4H = 2074
4S = 1075
4N+ = 1084
2D = 5+C 1-suiter (but not 3334 or min SOL 6+crds)
2H = R (see 1C-2H+ but note the special classes below changed)
2S (high short or special #a)
2N = R
3C = special #a: 2(32)6 non SOL, 2(32)6 SOL max, wild hands
3D = R
3H = 2236 (not SOL)
3S/N = 2326 max/min (not SOL)
4C = 2236 SOL max
4D = 2326 SOL max
4H = 1138
4S+ = 1318 RP steps through 5C
3D+ = high short, see 3D+ below
2N = mid-short (see 3D+ below after R)
3C = special #b (3226 nonSOL, 2227, 3226 SOL max, 2227 SOL, wild hands)
3D = R
3H = 3226
3S/N= 2227 max/min
4C = 3226 SOL, max
4D = 2227 SOL, max
4H+ = 3118 RP steps through 5C
3D = 3325
3H = 3316
3S/N = 2317 or 3217 max/min
4C = asks full shape with zoom, could have 5S (4D = 3 spades, 4H+ = 3 hearts)
4D = R for strength, zoom to honor location
4M/5m = to play
4N = RKC C
4C = SOL 6+C, extras, low short (R asks strength 8+, next R length of suit, next honor location)
4D = freak, 8+C, low short (4H = R for strength, 4N = RKC C)
4H+ = 3307
2H = 5+D 1-suiter, mid/low short, not 4333, or specials #b (low 6322, max SOL semibal 6+D, 3118)
2S = R
2N = mid short
3C = R
see below 3D+
3C = 3262, SOL semibal 6+D, or 3118
3D = R
3H/S/N = 3262 6-7/9/8 RP
4C = 6D-(322) SOL, 1 loser suit, 8+ RP (4D asks RP, next honor loc)
4D = 6D-(322) 0-loser suit, 8+ RP
4H = 3181 (or 2191) (4N = RKC)
4S+ = 7222 SOL, RP by steps
3D = 3352
3H = 3361
3S/N = 2371 or 3271 max/min
4C = asks full shape with zoom, could have 5S (4D = 3 spades, 4H+ = 3 hearts)
4D = R for strength, zoom to honor location
4M/5m = to play
4N = RKC D
4C = SOL 6+D, extras, low short (R asks strength 8+, next R length of suit, next honor location)
4D = freak, 8+D, low short (4H = R for strength, 4N = RKC D)
4H+ = 3370
2S = 5+D 1-suiter, short in S, or specials #a (2362/2263/2272 or 1183/1381)
2N = R
3C = 2362/2263/2272 or 1183/1381
3D = R
3H = 2263
3S/N = 2362 max/min
4C = 2272 5-6 RP
4D = 1183/1381 (4S asks h/l with runon, 4N RKC D)
4H 2272 7 RP
4S/N = 2272 9/8 RP
5C+ = 2272 10+ RP
3H = shows H
3S/N = max/min doubleton heart 6-7 D
4C/D/H = 7+/6/5 RP 2362
4S+ = 8D
3S = stopper-ask S
4C = slamtry in S (4D/4H good for S, 4S = bad for S, 4N+ insists on D)
4D = nat slamtry, cues
3D = 2353
3H = 1363
3S/N = 1372 or 1273 max/min
4C = asks full shape with zoom, could have 5H (4H+ = 3H, 4D = 3C)
4D = R for strength, zoom to honor location
4M/5m = to play
4N = RKC D
4C = SOL 6+D, extras, high short (R asks strength 8+, next R length of suit, next honor location)
4D = freak, 8+D, high short (4H = R for strength, 4N = RKC D)
4H+ = 0373
2N = 4m333
3C = slam relay
3D = 3334
3H = strong slamtry, asks RP (3S = 7, 3N = 6, 4C = 8, 4D = 9), followed by honor location
3S = lesser slamtry, asks RP (3N = 6-8, 4C = 9)
3H = 3343 6-7 RP
3S = 3343 9 RP
3N = 3343 8 RP
3D = asks for stopper in black suits, may be worried about stopper, or have 5S
3H = good C stopper (3S = S splinter, 3N = 5S c.o.g.)
3S = Kxx or worse clubs, and xxx spades
3N = Kxx or worse clubs, but KJx or better spades
4C = 3343 Kxx/Qxx spades and no C stopper
4D = 3334 Kxx/Qxx spades and no C stopper
4S = Axx spades, and no C stopper
3H = asks for stopper in hearts, may have 5H c.o.g.
3S = xxx hearts
3N = KJx hearts or better
4m = 333-4om, Kxx or Qxx hearts
4H = Axx hearts
3S = asks for stopper in diamonds, usually splinter
4m = mild slamtry natural (4N = to play, else = cue)
3C = min, SOL 6+m bal (3D asks which: 3H = C, 3S = running D, 3N = no-loser D suit)
3D = min, SOL 6+m short S (3H asks which: 3S/N = C/D 1-loser suit; 4C/4D+ = C/D no loser suit - next relays are for length of suit, RP total)
3H = min, SOL 6+m, short H (3S asks: 3N = 1-loser suit [4C asks C/D+], 4C/4D+ = C/D no loser suit - next relays are for length of suit, RP total)
3S = min, SOL 6+D, short C (relays ask for: quality of suit [see above], then length of suit, then RP total)
3N = min, SOL 6+C, short D (see above over 3S)
2m = invite, 4+m, semiforcing
Pass = min, 3+fit
2D (over 2C) = 6+D or good 5, min (2M = asks stopper)
2M = asks for stopper, might not have fit, can stop in 3m (2N = NF but stopper, 3M = half-stopper)
2N = both majors stopped, F1 (3m = p/c, 3M = asks for good stop)
3C (over 2D) = 6+C misfit, min
3D (over 2C) = long but broken suit, minimum
3m raise = mild invite to 5m, competitive (3y = asks for stopper)
3M = fragment, 4+fit, splinter oM. GF
2M = invite+ good 6+crd suit, asking bid
step 1 = minimum, splinter pd's suit (2N R asks for longer minor, 3C R is p/c for pd's best minor, 3H over 2S-2N = C forcing)
step 2 = max, splinter pd's suit, forcing to 3M (3H over 2S shows clubs)
step 3 = minimum, doubleton support (R is waiting, often c.o.g. or counter-invite)
step 4 = maximum, doubleton support (R is c.o.g.)
step 5 = minimum 3fit, flags M (cue-strategy now)
step 6+ = maximum 3fit, cue strategy
2N = usu. preempt "pick a minor", but sometimes slamtry 1-suited minor with a splinter
3m = better/longer minor (bid C with equal)
3D = strong D 1-suiter
3M = asks stopper (shows C if over 3C)
3N = strong C 1-suiter, both majors stopped, NF
4C = too strong for 3N, but both majors stopped
4D+ over 3D = mega-diamond fit
3m = pree, up to a bad invite (pd will pull always with 6om-2m, or bid 3M gametry with fit)
3M = pree, 7+crd suit (op can raise, or bid 3S c.o.g., 4m = cue for M)
3N = to play, or whatever
4m = pree, but 4D is rarely pulled
------------------------------
Handling Interference over 1D
------------------------------
(X = takeout)
Pass = noncomittal, 2+D (if bid M later F1)
XX = 4+C, 11+ value
1M = nat NF
1N = 4+D 11+ value
2m = competitive (2C may be running)
2M = GF unless suit rebid
2N = usu. "pick a minor" but sometimes a GF
3y = nat pree
(1H)
Pass = non-committal or trap
X = takeout
1N = max semibal
1S = frag + extras
1S = 5S exactly, NF
X = cooperative penalty
1N = clubs, to play unless bid 2D (F1), or 2S (invit+)
2C = diamonds, to play unless bid 2S (invit+)
2D = 5S exact, c.o.g., GF
2H = 6+S, invit+ (see 1D-2S)
2S = 6+S, to play
2N = weak or strong 3m bid
3m = constr, natural (3M = asks stop)
3H = transfer to 3NT
3S = 1-suited, GF
(1S)
Pass = non-committal or trap (see above)
X = cooperative penalty
1N = clubs, 9+ value (rebid 2D F1, 2H invit+)
2C = diamonds, 9+ value (rebid 2H invit+)
2D = 6+H most strengths (after 2H, 2S = ART GF)
2H = 5H exactly, NF
2S = 5H exactly, GF, c.o.g.
2N = weak or strong 3m bid
3m = constr, natural (3M = asks stop)
3H = 1-suited GF
3S = transfer to 3NT
(1N)
X = penalty
2C = 5+D or 5M-4+C (p/c bids)
2D = 4+D-5M (p/c bids)
2M = 6+crds to play
2N = "pick a minor" or forcing hand with a 5+M
3y = pree, nat
(2y)
Pass = noncommittal
X = optional, max vs M; penalty vs m
unbid M = takeout max
2N = good/bad
2NS = NF
2N+ = Transfer Lebensohl
X = 75% penalty over M, cooperative over m
Unusual vs Unusual if Michaels
-----------------------------
Passed Hand Responses to 1NT
-----------------------------
2m = to play, 4crd minor (rebids like over 1st/2nd seat 1D-2m)
2M = invite to 3NT, asks stopper in other major
2N = invite to 3NT, no other bid (3m = to play, 3M = weakness accept)
3y = invite, 5crd suit
(X)
XX = runout to a sure suit
2y = optional suit, mb 3 card minor
(2y)
X = penalty
2N = good hand with a minor
3m = to play
*************************
1H Opening Bid Responses
*************************
See 3/4 seat adjustments at end.
1S = invit+ relay
1N = nat NF, may have 5S
2C = constr 3+fit, ART
2D = ART unbal constr hand, about 11-12 with 5S or 1 or both minors
2H = about 7-10 3+fit, low game chances, but not crazy
2S = 6+S to play, up to good constructive hand
2N = invit+ 4+fit, not minisplinter, sets forcing Pass
3C = ART either constructive 5+fit, or slammish void splinter
3D = shape-based invit raise 4+fit
3H = pree, 5+fit, not crazy
3S = 7+ or 6 good S, constructive
3N = defensive shape raise to 4H
4C = modified RKC Gerber
4D = pure shape raise to 4H
4H = anything goes, good be strong or weak
4S = to play
4N = Blackwood
1S = invit+ relay
(X)
XX = min, exactly 5H and no 5+m
1N (or Pass if opps bid no higher than 2S) = R
step 1 = any 3S (R asks residue: 2-3, 3-2, 1-4, 4-1 zoom to 3NT)
step 2 = splinter S (R asks residue: 3-4, 4-3, 4-4 zoom to 3N
step 3 = 2524
step 4 = 2542
step 5 = 2533 zoom to 3N
Pass = bal, exactly 4H
(2C/D/H)
step 1 = GF R (bid like 1C-2C-2D-2S)
X = pen
Unusual vs Unusual cues if (2m), NS = NF otherwise
(2S)
Pass = R
X = 3S
2N = R, if desired (3424/3433/3442+)
2N = 2S with stopper and min
3C = R (2434/2443+)
3D = H flag
3C/D = 2S no stopper and min 2434/2443
3H = 2434 max (3S asks stopper)
3S/N = 2443 max no/yes stopper (4C = R)
(2N) Pass = R
(3y) we are in force, bids GF
1N = C, either canape [H not longer], or 1444, or 4H-4C max bad for defense
2C = R
2D = equal length
2H = R
2S = 5-5 (normal structure)
2N = 1444
3C = 2434
3D/H/S/N = 3424 9/8/7 RP
4C+ = 6-6's
2H+ = reverser (see 1C-1S-1N-2H+ relay structure)
2D/2H/2N/3C/3H = NF
2S = general GF
3D = nat GF
2C = D, either canape [H not longer] or 4H-4D-(3-2) max bad for defense
2D = GF R
2H = reverser (normal relays)
2S = 5-5
2N = 2443
3C/D/H = 3442
4C+ = 6-6's
2H/2N/3C/3D = NF
2S = general GF
3C = nat GF
2D = 5+H 1-suiter max
2H = R
2S = high short or 26(32)/2722/18(31)
2N = R
3C = specials
3D = R
3H = 2623
3S/N = 2632 max/min
4C = 2722 min
4D = 18(31)
4H/S/N = 2722 min/more
3D+ = as below over 3D
2N = mid short (3C = R then see 3D+ below)
3C = 3622, SOL semibal,or 3811
3D = R
3H/S/N = 3622 great/good/min
4C = 1-loser 6322
4D = running 6322
4H = SOL 7222 min
4S = 8311
4N+ = SOL 7222 extras
3D = low short 5332
3H = low short 6331
3S/N = low short 7(32)1 max/min
4C = low short SOL 6/7suit
4D = low short 8+crds
4H+ = low short 7330
2H = 6+H min NF (use 1C-2H cont's)
2S = 5+H max, S splinter, side minor not longer
2N = R
3C = side D (3H relays for normal 2-suiter shapes)
3D = 0544 or 6H-5m-1-1 (3H asks 0544/0544/65's)
3H+ = side C, normal 2-suiter shapes
2N = 5+H max, D splinter, side C (3C asks normal shapes)
3C = 5H-4m-2-2 max (3D R: 4C/4D+)
3D+ = 5+H, max, C splinter, side D, normal shapes
(1N) gain 2 steps (P = step 1, X = step 2, 2C = step 3, etc. and continue as long as no more than 3 steps ever lost)
(2m)
Pass = min with 1- or 2-suiter (2D [or X of 2D] is relay [we are +1 steps]; X of 2C is penalty)
X = 4+crds their suit, any hand (leave it in, or bid next step R)
step 1 = max, 1-suiter (can R)
step 2+ = max, 2-suiter with om, zoom into 2-suiter structure (no 3-suiters)
(2H+)
Forcing Pass is on until we sign off naturally
1N = min, 1-suiter or clubs or 3-suited with minors
2C = R
2D = 1-suiter (see 2D max below)
2H+ = 2-suiter with C or 3-suited with minors (see 2H+ max's below)
2D/H/S/3C = nat NF invite
2H = 3fit 13-14 NF
3H = 4fit NT-oriented, NF but invites 3NT
2C = 2-suiter with D
2D = R
2H = reverser (see 2N+ below)
2S = equal length
2N = H longer, high short, see 3D+ below
3C = H longer, equal short
3D = R
3H = 2542 5-7 RP
3S = 2542 9 RP
3N = 2542 8 RP
4C = 1651
4D/H = 1741 max/min
3D = 3514
3H = 2614
3S/N = 3604 max/min
4C = 6+ SOL H - 4C extras, R asks RP, then length, then honor loca
4D = 2605
4H = 2704
2H = 3fit 13-14 NF
2S/2N/3C/3D = NF invite
3H = 4fit NT-oriented, NF but invites 3NT
2D = max, 1-suiter
2H = R
2S = high short or 26(32)/2722/18(31)
2N = R
3C = specials
3D = R
3H = 2623
3S/N = 2632 max/min
4C = 2722 min
4D = 18(31)
4H/S/N = 2722 min/more
3D+ = as below over 3D
2N = mid short (3C = R then see 3D+ below)
3C = 4333, 3622, SOL semibal,or 3811
3D = R
3H = 3433
3S/N = 3622 max/min
4C = 1-loser 6322
4D = running 6322
4H = SOL 7222 min
4S = 8311
4N+ = SOL 7222 extras
3D = low short 5332
3H = low short 6331
3S/N = low short 7(32)1 max/min
4C = low short SOL 6/7suit extras (rel asks RP, then length, then honor loc)
4D = low short 8+crds
4H+ = low short 7330
2H = max, H-C reverser, including 0445 (see 2N+ below)
2S = max, H-C equal length including 0454/1444
2N = R
3C = 5-5
3D = R wanting low short
3H = high sing
3S = high void
3N = low sing, non-max
4C = low sing, max
4D+ = low void strength-showing
3H = R wanting high short
3S = low void
3N = low sing
4C = high sing
4D+ high void
3S = just asks strength (3N = nonmax, 4C+ = max RP steps)
4C/4D = sets low/high long suit as trumps
else = nat NF
3D = 1444/0454
3H = R
3S/N = 1444 max/min
4C+ = 0454
3H = 2434
3S/N = 3424 max/min
4C = 0616
4D/H = 1606 max/min
2N = max, H-C H longer, including 0544
3C = high short (see 3H+ below)
3D = equal short, including 0544
3H = R
3S/N = 2524 max/min
4C = 0544
4D = 1615
4H = 1714
3H = 3514
3S = 2614
3N = 3604
4C = 2605
4D/H = 2704 max/min
4S+ = 1804
1N = nat NF, may have 5S
(X) Pass = to play (but now XX = scramble, suits to play)
XX = min canape to minor, or max with 6+H
2m/2H = nat with 5+H not willing to play 1N-X
higher = as normal, but use carefully
(2m) X = penalty (reopening X by Re = optional)
(2S) X = takeout (reopening X by Re = optional)
Pass = nonmax, usu. not canape
2m = canape non-max (2H = bal 11 3fit very NT-looking, 2N = implies m fit, 3H = spl for m)
2H = 6+H nonmax (2N = mild gametry for H)
2S = max, 3S, not canape
2N = max, 0-2S, not canape
3m/3H = max, long suit
2C = constr 3+fit
(a) 3-3.5 CC, or
(b) 4-4.5 CC any minisplinter
(c) 4-4.5 CC 3S-6+other
(d) 4-4.5 CC bal 3fit 14-15 HCP
(X)
Pass = 4H, can't do much (XX asks pd to leave in with 3crds in suit)
XX = to play, canape into this suit
2D = same as normal
2H = 5+H, min
2S+ = normal
(2S) 2N = max 5+H, 3m = canape
(3m) 3H = to play not good invite, 4H = good invite
2D = R, usually 4M invite+
2H = nonmax 3fit
2S = max 3fit, F1 (3m is s/o attempt)
2N = min, 4+fit, bal or S splinter (R asks: 3D = bal, 3H = S spl; 3S = choose 3N/4H)
3C = min, 4+fit, D splinter
3D = min, 4+fit, C splinter
3H = max, 4+fit, balanced
3S = max, 4+fit, some splinter (R asks S/C/D)
3N/4C/4D/4H = supermax unbal, short D/S/C+/C-
2H = s/o attempt, min
(X)
Pass then X = bal, extras
XX = penalty oriented, good holdings in suits implied (e.g. other major if takeout)
suit = nat, just 3fit
2N = invite
Pass = most hands
(X)
Pass then X = max, just 4M in bal hand
XX = 5+M
suit = descriptive
3M = pree
2N/3m = see above 1H-2C-2D
2S = mini-splinter in a minor, or 3fit + long S
2N = R asking: Dspl/Cspl/3fitmin/3fitmax
3H = mini-splinter in S, 4+supp, 4CC
2S = 5+H, usu. bal, invite (3H/4H = no/yes, 2N/3m = counter-invite soft value, 3S = 3fit accept, 4m = FSJ 4+supp)
2N/3C/3D = 5+H, splinter in S/D/C (cue short suit = supermax, 3N = accept soft, 4H = accept good trumps)
3H/3N = long good major, invites/forces game but with 3NT in mind
4m/4S = Lackwood RKC
2D = ART unbal constr hand, about 11-12 with 5S or 1 or both minors
Pass = rare, loooong D, minimum
2H = R
2S = 5-6 S with side suit (if 3H then D)
2N = R
3m = side suit, short H
3H = 5341
3S = 6S-4D
2N = both minors, 5D-5C or 6D-4C (correct 3C to 3D)
3m = 6+crds, about 12 value
3H = 5314
3S = 6S-4C
2S = 3crd frag, minimum
2N+ = nat, max, F1
2H = about 7-10 3+fit, low game chances, but not crazy
(X)
XX = 5+M (later 3M is mild invite with further doubles optional)
Pass then X = 4M only, max, bal
2S = any splinter, as normal
2N = some long minor and a max
3m = competitive canape, but with shape
3M = pree, long M
(3m) 3H = to play not good invite but not weak, 4H = good invite
2S = any splinter (2N = asks which: 3C = S, 3D = C, 3H = D; else = own long suit)
2N = 5+H, general invite, at least 2S
3m = canape, NF, invite, at least a doubleton spade
3H/3N = long H, inviting conversion to 3NT (3N is stronger)
2S = 6+S to play, up to good constructive hand
2N = F1, usu. max with mild S fit
3m = max, canape, NF
3H = max
3S = nat, shapely, min
3N = gambling with partial S fit
2N = invit+ 4+fit, not minisplinter, sets forcing Pass
3C = min
3D = bal extras, or C splinter
3H = worst possible hand (3S = asks n/S/C/D short, 3N = mild slamtry C splinter, 4m = strong slamtry C splinter)
3S = a little extras (3N = bal asks shape [4C = bal or short S (4D asks: 4H = short S), 4D/H = spl C/D], 4m = slammish C splinter)
3N = canape into 6+ clubs, broken suit
4C+ = canape into 6+ diamonds, broken suit
3H = s/o
3S = D splinter
3N = c.o.g.
4C = S splinter, serious
4D = S splinter, mild
4H = s/o
4S = RKC
4N/5C/5D = voidwood D/S/C
5H = need 2/top 3 trump honors
3D = accepts gametry but not max
3H = bal, extras or c.o.g.
3S = bal (3N = c.o.g., else cue)
3N/4C/4D+ = splinter S/D/C
3S = D splinter, at least mild slamtry
3N = C splinter, at least mild slamtry
4m = S splinter, at least mild slamtry
4M = to play
3H = 5+H, max
3S = bal (3N = bal [cues], 4C/4D/4H+ = splinter S/C/D)
3N = D splinter (4D = no C ctrl decent hand)
4C = S splinter (4D = LTTC)
4D+ = C splinter
3S = some canape to minor, max
3N = asks minor (4D = supermax nat, 4H = normal with D)
4C/D/H = S/C/D short
3N/4C/4D+ = void S/D/C
3C = either constructive 5+fit, or slammish void splinter
3D = invite (3H = min, 3S = D void s/t, 3N = max good for poss slam, 4C = S void s/t, 4D = C void s/t, 4H = max bad for poss slam)
3M/4M = s/o
3S = mild slamtry, any splinter, 5+H (3N asks S/C/D)
3N = slamtry, canape into C
4C+ = slamtry, canape into D
3D = shapely invit raise 4+fit (3H/4H = to play, 3S asks S/D/C splinter)
3H = pree, 5+fit, not crazy
3S = 7+ or 6 good S, constructive (3N = to play max misfit, 4m = cue for S)
3N = defensive shape raise to 4H (cues or s/o; we are in a forcing Pass)
4C = type of RKC Gerber (4D = 2KC no Q, 4H = at most 1 KC [4S asks 0/1no/1yes+ runon spiral], 4S = 2+Q, 4N = 3noQ, 5C = 3+Q, 5D+ = 1/2/3 with void)
4D = pure shape raise to 4H
4H = anything goes, good be strong or weak
4S = to play
4N = Blackwood
----------------------
Handling Interference
----------------------
(X)
Pass = either weak, or 11+ value bal/near-bal hand with 2-3H (bid later)
XX = misfit, 11+ value
1S = F1, 5+S or lead-direct with 3+H
1N/2C = C/D, suit, or lead-direct with 3+fit
2D = good defensive 2H raise, often 3fit with ruffing value
2H = pree, 4+H
2S = any FSJ with 3+S (2N asks long suit)
2N = invit+ H raise on strength
3m = fit-showing, usu. short in S
3H = pree
3S+ = FSJ like 2S+
(1S)
X = optional, 4+S (transfer runouts)
1N = clubs
2C = diamonds
2D = good raise
2H = comp raise
2S = GF 3fit
2N = as normal, invit+ 4+fit
3m = FSJ, 4+H
3H = comp raise
3S = slamtry, no S ctrl
(1N = nat)
X = pen
2C = good raise, 4fit or 3+side suit
2D = 5+S, 4+minor
2H = weak
2S = 6+S
2N = minors, or some shapely GF
(2C)
X = cooperative penalty (transfer runouts)
2D = constr raise
2H = pree raise
2S = weakish takeout (5+S)
2N = long D, 10+ value
3C = GF, 5+S takeoutish
3D = bad invite raise, 5+fit
3H = mixed 5+ fit
3S = nat, good 6+S, GF
4C = no C control, power game raise
4D = C conrol, power game raise
(2D)
X = cooperative penalty (transfer runouts)
2H = to play
2S = weakish takeout (5+S)
2N = long C, 10+ value
3C = GF takeout, 5+S
3D = bad invit raise, 5+fit
3H = mixed 5+fit
3S = good 6+suit invite
(2H cue = Michaels)
Pass = weak, or strong hand with 3fit (bid later)
X = misfit
2S = general GF no penalty interest
2N = C, invit+ or lead-direct raise
3C = D, invit+ or lead-direct raise
3D = invit+ raise 4+fit
3H = 4+ fit comp
(2S)
X = cooperative penalty (transfer runouts)
2N = C invit+
3C = D invit+
3D = invit+ raise
(3C)
X = 80% penalty (transfer runouts)
3D = invit+ H raise, mb 3fit if GF
3H = comp
----------------------
3/4 seat adjustments
----------------------
1S = nat
1N = nat
2C = 3crd Drury (2D = counterinvite just 4crd H)
2D = constructive 4fit
2N = max 4fit
*************************
1S Opening Bid Responses
*************************
See 3rd/4th seat adjustments at end
1N = invit+ relay, any 13+ hand
2C = ART catchall, likely weak 5+D, min exactly 5H, or any general 11-13 misfit
2D = ART constr 3+fit
2H = nat 6+H, wide-ranging, NF
2S = comp raise 3+fit, about 7-10, not crazy
2N = invit+ 4+ fit, not minisplinter
3C = to play, may be wild NV
3D = either constructive 5+fit, or slammish void splinter
3H = nat constructive with 6+ good H
3S = pree, usu. 5+fit, not crazy
3N = defensive shape raise to 4S
4C = RKC 1430
4D = pure shape raise to 4S
4H = to play
4S = anything goes, could be strong or weak
4N = Blackwood
1N = invit+ relay, any 13+ hand
(X) push all steps down (Pass = step 1, XX = step 2, step 1 = step 3: continue relaying as long as haven't lost more than 3 steps)
(2m)
Pass = min with 1- or 2-suiter (2D [or X of 2D] is relay [we are +1 steps]; X of 2C is penalty)
X = 4+crds their suit, any hand (leave it in, or bid next step R)
step 1 = max, 1-suiter (can R)
step 2+ = max, 2-suiter with om, zoom into 2-suiter structure (no 3-suiters)
(2H+)
Forcing Pass is on until we sign off naturally
2C = min, 1-suiter or diamonds or 3-suited with minors
2D = R
2H = 1-suiter
2S = R
2N = high short, or specials (high 6322's, 7222, 8311's)
3C = R
3D = specials
3H = R
3S = 6223
3N = 6232
4C = 7222 5 RP
4D = freak 81(31)
4H = 7222 7 RP
4S = 7222 6 RP
3H = high short, see 3H+ below
3C = mid short (then see 3H+ below)
3D = more specials (low 6322, 4333, SOL 6[322]/7222, 8311)
3H = R
3S = 6322
3N = 4333
4C = 1-loser 6(322)
4D = running 6(322)
4H = 8311'sih
4S+ = SOL 7222
3H = low short, 5332
3S = low short 7(32)1
3N = low short 6331
4C = low short SOL 6331/7321
4D = low short 8+S freak
4H+ = low short 7330
2S = S + D, reverser, including 4054
2N = S + D, even length, including 4144/4045
3C = R
3D = 5-5
3H = R hoping for low short
3S = high void
3N = high sing
4C = 5251
4D/4H = 5350 max/min (4N = R)
3S = R hoping for high short
3N = low short (R for S/V)
4C = 5152
4D/4H = 5152 max/min (4N = R)
4C/4D = slamtry in lo/hi long suits
else = nat
3H = 4144 or 4045 (3S R: 3N = 4144, 4C+ = 4045)
3S = 4243
3N = 4324
4C = 6061
4D/H/S = 6160 5/7/6 RP
3C = S + D, S longer, high short (see 3H+ below)
3D = S + D, S longer, equal short or 5044
3H = R
3S = 5242
3N = 5044
4C+ = 7141
3H = 5341
3S = 6241
3N = 6340
4C = 6+ SOL S, 4D, short C (R asks RP, then length, then honor loc)
4D = 7240
4H/4S = 8140 max/min
2H/3C/3D = nat NF invite
2S = 3fit 13-14 NF
3S = 4fit NT-oriented, NF but invites 3NT
2D = 2-suiter with C, not 3-suited
2H = R
2S = reverser
2N = R
3C = high short (see 3H+ below)
3D = equal short
3H = R
3S/N = 4225 max/min
4C = 5116
4D/H/S = 4117
3H+ = low short 4315/4216/4306/SOL 6C extras/5206/4207/4108+
2N = equal length
3C = R
3D = 5S-5C
3H = R hoping for low short
3S = high void
3N = high sing
4C = 5215
4D/4H = 5305 max/min (4N = R)
3S = R hoping for high short
3N = low short (R for S/V)
4C = 5125
4D/4H = 5125 max/min (4N = R)
4C/4D = slamtry in lo/hi long suits
else = nat
3H = 4234 6-9 RP (3S asks: 3N = 6-7 RP, 4C = 8, 4D+ = 9)
3S/N = 4324 8-9/6-7 RP
4C = 6016
4D/H/S = 6106 5-7/9/8 RP
3C = S longer, high short (see 3H+ below)
3D = S longer, equal short
3H = R
3S/N = 5224 max/min
4C = 6115
4D/H/S = 7114
3H = 5314
3S = 6214
3N = 6304
4C = 6+ SOL S 4C, extras (R asks RP, then length, then honor loc)
4D = 6205
4H = 7204
4S = 8104
2S = 3fit 13-14 NF
2N/3C/3D/3H = NF invite
3S = 4fit NT-oriented, NF but invites 3NT
2H = max, 8-9 RP, 1-suiter
2S = R
2N = high short, or specials (high 6322's, 7222, 8311's)
3C = R
3D = specials
3H = R
3S = 6223
3N = 6232
4C = 7222 5 RP
4D = freak 81(31)
4H = 7222 7 RP
4S = 7222 6 RP
3H = high short, see 3H+ below
3C = mid short (then see 3H+ below)
3D = more specials (low 6322, 4333, SOL 6[322]/7222, 8311)
3H = R
3S = 6322
3N = 4333
4C = 1-loser 6(322)
4D = running 6(322)
4H = 8311'sih
4S+ = SOL 7222
3H = low short, 5332
3S = low short 7(32)1 (4C asks shape [4H+ = 3H, 4D = 3D], then RP, then honor loc)
3N = low short 6331
4C = low short SOL 6331/7321, extras (R asks RP, then length, then honor loc)
4D = low short 8+S freak
4H+ = low short 7330
2S = max S + D, reverser, including 4054
2N = max S + D, even length, including 4144/4045
3C = R
3D = 5-5
3H = R hoping for low short
3S = high void
3N = high sing
4C = 5251
4D/4H = 5350 max/min (4N = R)
3S = R hoping for high short
3N = low short (R for S/V)
4C = 5152
4D/4H = 5152 max/min (4N = R)
4C/4D = slamtry in lo/hi long suits
else = nat
3H = 4144 or 4045 (3S R: 3N = 4144, 4C+ = 4045)
3S = 4243
3N = 4324
4C = 6061
4D/H/S = 6160 5/7/6 RP
3C = max S + D, S longer, high short (see 3H+ below)
3D = max S + D, S longer, equal short or 5044
3H = R
3S = 5242
3N = 5044
4C+ = 7141
3H = 5341 max
3S = 6241 max
3N = 6340 max
4C = 6+ SOL S, 4D, short C max(R asks RP, then length, then honor loc)
4D = 7240 max
4H/4S = 8140 max/min
2C = ART catchall, likely weak 5+D, min exactly 5H, or any general 11-13 misfit
Pass = long C, nonmax, often short D
2D = accepts puppet, 2+D
Pass = weak with long D (op can X for takeout if opps bid)
2H = 5H, 8-12 value (2S = s/o, 2N = scramble min, 3m = canape non-min, 3H = non-min 3fit)
2S = 2S, 11-13(-) value (2N/3m = to play, 3H/S = canape C/D GF)
2N = splinter S, 11-13 (3m = to play, 3H = accepts game weak H)
3m = 6+m, 11-12 HCP
2H = unbal 3H
2S = 2S, 11-13(-) value (2N/3m = to play, 3H/S = canape C/D GF)
2N = asks for minor (3H = 6S-3H)
3m = 6+m, 11-12 HCP
3H = 5H exactly 11-12
2S = 6S, non-max (2N = invite S raise, 3m = nat invite)
2N = max, bal or near-bal, may have 6 bad S
3C = puppet to 3D for (Pass = D, 3H = weak, 3S = splinter S accepts game, 3N = doubleton S accepts game)
3m = max canape
3H = max 6+S-3H
3S = max 6+S less than 3H
2D = constr 3+fit
(a) 3-3.5 CC, or
(b) 4-4.5 CC any minisplinter
(c) 4-4.5 CC 3S-6+other
(d) 4-4.5 CC bal 3fit 14-15 HCP
(X)
Pass = 4S, can't do much (XX asks pd to leave in with 3crds in suit)
XX = to play, canape into this suit
2H = same as normal
2S = 5+S, min
2N+ = normal
(2H)
Pass = noncommittal
X = optional
2S = min, 5+S
2N = max, 5+S
(bid) 3H = max 5+S
(3H) 3S = competitive not weak or good invite, 4S = mb good invite
2H = R, usually 4M invite+
2S = nonmax 3fit
2N = max 3fit, F1 (3m is s/o attempt)
3C = min, 4+fit, bal or H splinter (R asks: 3H = bal, 3S = H spl; 3N = choose 3N/4H)
3D = min, 4+fit, C splinter
3H = min, 4+fit, D splinter
3S = max, 4+fit, balanced
3N = max, 4+fit, some splinter (R asks H/C/D)
4C/D/H = supermax, bal 4+fit, concentration
2S = s/o attempt, min
(X)
Pass then X = bal extras
XX = penalty-seeking, good holding in their suit(s), esp other major if takeout
suit = nat just 3fit
2N = invit hand
Pass = most hands
(X)
Pass then X = max, just 4M in bal hand
XX = 5+M
suit = descriptive
3M = pree
2N = bal 3fit, approx 14
3y = 3fit, 6+y, 12+-14
3S = bal 4fit, 4 CC (3N = c.o.g.)
2N = 5+S, usu. bal, invite (3S/4S = no/yes, 3y = counter-invite soft value, 3N = 3fit accept, 4y = FSJ 4+supp)
3C/3D/3H = 5+S, splinter in H/C/D (cue short suit = supermax, 3N = accept soft, 4S = accept good trumps)
3S/3N = long good major, invites/forces game but with 3NT in mind
4m/4H = Lackwood RKC
2H = nat 6+H, wide-ranging, NF
2S = constructive, but short H, NF
2N = F1, usu. max with mild H fit
3m = max, canape, NF
3H = nat, shapely, min
3S = max
3N = gambling with partial H fit
2S = comp raise 3+fit, about 7-10, not crazy
(X)
XX = 5+M (later 3M is mild invite with further doubles optional)
Pass then X = 4M only, max, bal
2N = some long minor and a max
3m = competitive canape, but with shape
3H = H splinter, 5+S invite, as usual
3M = pree, long M
(bid) 3H = max 5+S
(3H) 3S = competitive not weak or good invite, 4S = mb good invite
2N = general invite, 5+S, not H spl (3m/3H = countertry)
3m = canape invite, NF
3H = H splinter, invite, 5+S
3S = long S, invites a gambling 3N
3N = gambling, supermax, hope to run S
2N = invit+ 4+ fit, not minisplinter
3C = min
3D = bal extras, or C splinter or mini-splinter
3H = worst possible hand (3S = asks n/S/C/D short, 3N = mild slamtry C splinter, 4m = strong slamtry C splinter)
3S = a little extras (3N = bal asks shape [4C = bal or short S (4D asks: 4H = short S), 4D/H = spl C/D], 4m = slammish C splinter)
3N = canape into 6+ clubs, broken suit
4C+ = canape into 6+ diamonds, broken suit
3H = minisplinter or splinter D
3S = minisplinter H
3N = c.o.g.
4C = H splinter, mild slamtry
4D = H splinter, serious, cue
4H = H splinter, serious, no D cue
4S = s/o
4N = RKC
5C/5D/5H = voidwood D/H/C
5S = need 2/top 3 trump honors
3D = accepts gametry but not max
3H = bal, extras or c.o.g.
3S = bal (3N = c.o.g., else cue)
3N/4C/4D+ = splinter H/D/C
3S = any minisplinter (3N R: 4C = D, 4D = H, 4H/4S = C max/min)
3N = D splinter, at least mild slamtry
4C = H splinter, at least mild slamtry
4D/H = C splinter, at least mild slamtry
4S = to play
3H = 5+S, max
3S = bal (3N = bal [cues], 4C/4D/4H+ = splinter H/C/D)
3N = D splinter (4D = no C ctrl decent hand)
4C = H splinter (4H = LTTC)
4D+ = C splinter
3S = some canape to minor, max
3N = asks minor (4D = supermax nat, 4H = normal with D)
4C/D/H = S/C/D short
3N/4C/4D+ = void H/D/C
3C = to play, may be wild NV (3red = fragment max, 3S = max v strong suit, 3N = gambling, 4C = invite)
3D = either constructive 5+fit, or slammish void splinter
3H = invite (3S = min, 3N = H void s/t, 3N = max good for poss slam, 4C = D void s/t, 4D = C void s/t, 4S = max bad for poss slam)
3S/4S = s/o
3N = mild slamtry, any splinter, 5+S (4C asks H/D/C)
4C = slamtry, canape into C
4D+ = slamtry, canape into D
3H = nat constructive with 6+ good H (3S = nat, 3N = misfit max, 4m = cue for H)
3S = pree, usu. 5+fit, not crazy
3N = defensive shape raise to 4S
4C = RKC 1430
4D = pure shape raise to 4S
4H = to play
4S = anything goes, could be strong or weak
4N = Blackwood
----------------------
Handling Interference
----------------------
(X)
Pass = either weak, or 11+ value bal/near-bal hand with 2-3H (bid later)
XX = misfit, 11+ value
1N/2C/2D = C/D/H, suit, or lead-direct with 3+fit
2H = good defensive 2S raise, often 3fit with ruffing value
2S = pree, 4+S
2N = invit+ S raise on strength
3y = fit-showing
3S = pree
4y = FSJ like 3y but better
(1N = nat)
X = pen
2C = 5+H, 4+minor
2D = good raise, 4fit or 3+side suit
2H = 6+H
2S = to play
2N = minors, or some shapely GF
(2C)
X = cooperative penalty (transfer runouts)
2D = 5+H, invit+
2H = constr raise, often 3fit
2S = pree
2N = long D, 10+ value
3C = GF, 3fit
3D = bad invite raise, 5+fit
3H = nat 6+ good H GF
3S = mixed raise
4C = no C control, power game raise
4D = C control, power game raise
4H = great H, with C control, NF (not SOL)
4S = to play
(2D)
X = cooperative penalty (transfer runouts)
2H = constr raise, often 3fit
2S = pree
2N = C invit+
3C = invit+ raise 4+fit
3D = H invit+
3H = bad invit raise
3S = mixed
(2H)
X = cooperative penalty (transfer runouts starting at 2N)
2S = to play
2N = invit+ C
3C = invit+ D
3D = invit+ raise
3H = bad invit raise
3S = mixed raise
4H = splinter, mild slamtry
(2S cue = Michaels)
Pass = weak, or strong hand with 3fit (bid later)
X = misfit
2N = C, invit+ or lead-direct raise
3C = D, invit+ or lead-direct raise
3D = general GF no penalty interest
3H = invit+ raise 4+fit
3S = 4+ fit comp
(3C)
X = cooperative penalty (transfer runouts)
3D = H invit+
3H = invit+ raise
3S = competitive
(3D)
X = cooperative penalty (transfer runouts)
3H = fit
3S = GF with H misfit
(3H)
X = cooperative penalty (transfer runouts starting at 3NT)
----------------------
3/4 seat adjustments
----------------------
1N = nat
2C = 3crd Drury (2D = counterinvite just 4crd S, 2H = 5S-3H counter-invite)
2D = constructive 4fit
2N = max 4fit
*************************
1N Opening Bid Responses
*************************
See 3rd/4th seat adjustments at end.
2C = relay, any GF or invite with 3fit and 4 CC
2D = puppet to 2H
a) s/o in H
b) constr. S raise
c) various invites
2H = constr, 3+fit
2S = s/o, 3+S
2N = puppet to 3C
a) clubs (mb fitshowing)
b) invit+ M raise with splinter oM
3C = puppet to 3D (D or fit-showing)
3D = constr. 5+fit for a major
3M = pree (sometimes 4fit, usu. 5+)
3N/4M = to play
4C/D = constr game raise to 4H/S, 5+ fit
2C = R, any GF or invite with 3fit and 4 CC
(X/2D)
X/XX = would like to play this, Hxx(x) or better in suit (max if only Hxx)
step 1 = R if desired, but use scheme seen in 1C-1D-1H-2N+ "modified 2-suiter scheme"
Pass = longer S than H (X/XX = Relay and continue with normal but noting opener did not penalize)
else = continue relays as seen in 1C-1D-1H-2N+, saving a step if they doubled
(2M)
X = penalty, 5+ cards, or 4 strong in this suit
Pass = cannot penalize
step 1 = R
step 1 = 4-4
step 2+ = longer oM, normal shapes
(2N)
X = optional balanced max (U vs U both sides)
(3m)
X = optional bal max
2D = reverser
2H = relay (normal reverser shapes)
2S/3M = nat invite (accept descriptively)
2N = 3H NF
3m = GF natural (step 1 = waiting, 3S = 6+S
4m = slamtry cM, but splinter in oM
2H = equal length (4-4 or 5-5)
2S = GF R (see equal length relay structure in 1C)
2N+ = as above over 2D reverser but 2N shows at least 1 3crd major
2S = S longer, D shortness
2N = GF R (see normal shape structure)
3C/H/S = NF
3D = splinter in either M (3H asks h/l/l+)
4C = splinter
2N = 5422 (3D), 5404 (3H), 5440 (3S/3N), 6511 (4C/D/H)
3C = GF R (see shapes above)
3D = asks stoppers in minors (3H = C, 3S = D, 3N = both, 4C = none)
3M = NF
3C+ = S longer, C shortness, see normal Main Sequence shapes but save a step, but
over 3C, 3M = NF, and 4C/D/N will be RKC in H/S/D
2D = puppet to 2H
a) s/o in H
b) constr. S raise
c) various invites
(X)
Pass = 3+D
XX = willingness to compete, just 4H
2H = can't do anything else
2S+ = as normal
(2N) Unusual vs Unusual
(3m)
X = takeout max
reopening X = optional
reopening 3H = p/c for 5 card major
2H = most hands
Pass = s/o
2S = constr
2N = nat, max, 4S bal
3m = 5+S frag
3H = long H, min HCP
3S = invit, long S
4m = frag with long S slamtry
2N = nat invite (m = 4crd)
3m = nat invite
3M = bal 4fit soft, NF but invites 3N
2S = shapely max, 5+S-4H
2N = max, C spl, 5+H or 4441/4450 (3C/D/H NF, else F1)
3C = max, D spl, 5+H or 4414/4405
3D = max, 6+H
3H = max 4522, rare
2H = constr, 3+fit
(X) XX = extras unbal, just 4H; delayed X = bal with extras
(3m) X = takeout, suit = nat as possible invite, delayed X = bal with extras
2S = longer S, max, invit (nat rebids)
2N = nat, invit (max usu bal) - rebids nat NF
3m = frag, primary H, max
3H = nat, primary H, usu. 5-5/4-6
3S/N/4H = nat strong
4m = frag with long H, slamtry
2S = s/o, 3+S
(X) XX = extras unbal, just 4H; delayed X = bal with extras
(3m) X = takeout, suit = nat as possible invite, delayed X = bal with extras
2N = max, longer S
3m = max, 4S, frag
3H = max, 4S-6+H
3S = max, 6+S
2N = puppet to 3C
a) clubs
b) invit+ M raise with splinter oM
3C = most hands
Pass = to play, less than good invite
3D = mini or maxi splinter in 1 M with 4+ oM, 4+CC
3M = p/c (3N = mild slamtry oM)
3M = fit-showing with C and M, 4 CC
3N = 1-loser C suit, minimum GF
4m = mild slamtry for cM, and good C suit
4M = concentrated values in C-M, no outside control (picture)
3D = C fit, max or shapely
3M = max, strong 6+crds
3C = puppet to 3D (D or fit-showing)
3D = most hands
see above over 2N puppet to C
3M = strong 6+crds max
3N+ = D fit max or shapely
3D = constr. 5+fit for a major
3M/4M = p/c
4C = slamtry pd's suit (xfer to major)
4D = asks pd to play it
3M = pree (sometimes 4fit, usu. 5+)
3N/4M = to play
4C/D = constr game raise to 4H/S, 5+ fit (R = mild slamtry)
---------------------
Handling Inteference
---------------------
(X) = cards or penalty
Pass = suggests playing 1N-X (XX = weak but shapely, 2m = 4crd, 2M = 6crd)
XX = runout to long minor or 3crd major
2m = mild suit runout (pd pull with spl or xx and good 5M)
2M = 4crd runout
3M/3C+ = normal major raises
2N = very strongly invitational 1-suited minor
(2C)
ignore, X = the relay
(2D)
X = penalty
2M = to play
2N = C invit+
3C = H invit+
3D = S invit+
3M = pree/mixed
(2M)
X = penalty
2N = C invit+
3C = D invit+
3D = oM invit+
3oM = mixed/pree
(2N = minors)
X = penalty, misfit
Pass then X = cards but some fit
3C = invit+ with 4+S, or 3-3 M's, or GF 3S
3D = invit+ with 4+H or GF 3H
3M = competitive 4+fit
4m = good raise to cM
(3C)
X = penalty
3D = invit+ in a major (3M = p/c)
3M = comp
4C = D GF
4D = good raise to a 4M
(3D)
X = penalty
3M = comp
4C = good S bid
4D = good H bid
4N = C GF
---------------------
3rd/4th seat adjustments
---------------------
1D = 4+ 4+ majors about 12-17 value
Responses:
yM = natural, usually weak (continue as over 1N-2M, if at 1-level then down a level)
1N = nat, max if NV
2C = invit S raise
2D = min, not longer S (2H = R)
2H = longer S (2S = R)
2S = max, equal length majors (2N = R)
2N+ = max, long H (acc to shapes)
2D = invit H raise
2H = min, not long H (2S = R with 4+H)
2S = long H (2N = relay, 3y = countertry soft value)
2N = max, equal M's (R)
3C+ = max, long H (3D R, 3H = NF)
2N = good raise to 3M, spl minor
3m = needs splinter in this suit
else = as below
3C = good raise to 3M, bal
3D = need extra values
3M = p/c
4C = wants to be transferred to M to play
4D = wants pd to play it
3D = good raise to 3M, spl oM
as above
vs interference, treat same as over 1N opening in 1/2 seat
*************************
2C Opening Bid Responses
*************************
2D = R, good hand, 17+ value
2M = nat 4+suit
2N = R
3C = min (3D = R for shape - see below)
3D = max, 6C
3H = R for shape (3S = spl oM, 3N = spl D, 4C+ = 5-6)
3S = R for good C (for slam)
3H = max 5422
3S/N = max 5431 h/l short
4C+ = max 5-5 zoom to shapeshowing
3C = NF, but very encouraging
3red = NF, but very encouraging
3M raise = NF, but very encouraging
4C = sets C, demands cues
4D = ART slamtry M
2N = 6C, no 4+M
3C = invit R
Pass = min
3D = max bal
3H = max 3316 (bid over 3N), or SOL C (rebid 3N) -> 3S = R for these
3S = max, 6C, H splinter
3N = max, 6C, S splinter
3D = GF R
3H = bal or 3316 (3S asks)
3S = H spl
3N = S spl
* After all these, when relay complete,
4C = R asking for shape
4D = R asking for RP
3C = min, 5C, no 4M (3D asks for splinter [3M = oM, 3N = none])
3D = max, 5332
3H/S/N = max 5C+4D: 3H = 2245, 3S = 3145, 3N = 1345
2M = nat NF, about a standard opening bid
2S = nat NF
2N = max, no other call
3C = goodish suit
3S = frag
3M = nat
4D = 4+M, D frag
2N = strong C raise, 4+C usu., 2.5+ Quick Tricks (3C = min, bid spl = max)
3C/4C = comp, allows op to bid again with shape
3D/H/S = H/S/D transfer, either strong 1-suited or fit-showing, virtually GF, very strong hand
3N = to play, generally no C fit
----------------------
Handling Interference
----------------------
(X)
Pass = weak, or may be trap for whatever they bid
XX = runout to higher suit or scramble
2y = NF, but USU lead-direction with fit
2N = good raise
3C = pree
jumps = as normal
(2y)
Pass - opener can freely reopen with takeout, scramble 2NT, new suits if has max and shape
X = 90% penalty (op can pull with shape and no defense)
2any = NF
2N = good raise
3C = comp raise
*************************
2D Opening Bid Responses
*************************
2M = nat NF, about a standard opening bid
2S = nat NF
2N = max, no other call
3C = nat
3D = goodish suit
3M = nat
3S jump = frag
4C = 4+M frag
2N = R, good hand, about 18.5+ val, or maybe invite with 6+ C
3C = all mins, or max with C spl
3D = invit R
Pass = min
3H = 4351, 4261, 5S
3S = 3451, 2461, 5H
3N = 3361
4C = 4450
3D = max bal (but no 4M)
3H = R
3S = 2254/2263
3N = 3253/3262
4C/H = 3352/2353
4D = 2362 (4H = to play)
3H = max, S spl or 4H (not C spl)
3S = max, H spl, not 4S
4C = R
4D = 3154
4H = 3163
4S = 2155
4N = 2164
5C = 3055
3N = max, 4S, not C spl
4C = R
4D = 4252
4H = 4153
4S = 4162
4N = 4063
5C = 5062
3C = good raise, usu. 4+D, 2.5+ Quick Tricks (3C = min, bid spl with max)
3D/4D = competitive, op may re-raise
3M = GF, either 1-suited or fit-showing
3N = to play, generally no D fit, may be psyche NV
----------------------
Handling Interference
----------------------
(X)
Pass = weak, or may be trap for whatever they bid
XX = runout to higher suit or scramble
2y = NF, but USU lead-direction with fit
2N = C, suit or lead
3C = good raise
3D = pree
jumps = as normal
(2M)
X = 90% penalty (pd may pull with shape and no def)
2y = NF
2N = C suit OR unbid major weak (rebid 3D)
3C = good raise
3D = pree
*************************
2H Opening Bid Responses
*************************
2S = NF, around opening strength
2N = R, about 18+val
3C = min
3D = doubleton H preference
3H = 5+S
3S = 5+C
4C = 5+D
4D = Gerber variant
3D = GF, 6+M, not 4oM
3H = R
3S = 2oM
4C = R
4D = 2623
4H = 2632
4S = 2614
4N = 2641
5C = 2605
5D/H = 2650
3N = spl oM
4C = R
4D = sing
higher = void
4C+ = 3oM, zoom into
4C = 2-2 minors
4D = 1-3/0-4 minors
4H = 3-1/4-0 minors
3H = GF, 5M, 3-4 oM
3S = R
3N = 3oM
4C = 4522 (4M = to play)
4D = 4513 (4M = to play)
4H = 4531 (4S = to play)
3S = GF, 5M, splinter oM (4C = R)
3N = GF, 5M, 2oM (4C = R)
4C = 6H-4S, C splinter
4D/H = 6H-4S, D splinter
3C = puppet to 3D (D, fit-showing with C, v strong C hand)
3D = nat v strong, or fitshowing
3H/4H = 4+fit, op allowed to reraise
3S = 1-suited GF or fit-showing
4m = fit-showing, values
3N/4S = to play
----------------------
Handling Interference
----------------------
(X)
Pass = weak, or may be trap for whatever they bid
XX = runout to higher suit or scramble
2S = NF, but USU lead-direction with fit
2N = C, suit or lead, or S weak
3C = D, suit or lead
3D = invit+ raise
3H = pree
jumps = as normal
(2S)
X = 90% penalty (pd may pull with shape and no def)
2N = C suit OR unbid major weak (rebid 3H)
3C = D suit or lead
3D = invit+ raise
3H = pree
*************************
2S Opening Bid Responses
*************************
2N = R, strong
see 2H-2N, but swap major suit lengths
4C = 6S-4H or 5-5 (4D R: 4H = 5-5, 4S = 6-4)
4D = 6S-4H
4H = 5S-5H (4S = to play)
3C = puppet to 3D (to play, invit long H, nat C v strong, or fitshowing with C)
3D = puppet to 3H (to play, fitshowing with D values, or v strong hand with D)
3H = either nat, or fit-showing with H values
3S/4S = pree, usu 4+S
3N/4H = to play
4m = fit-showing, slammish
----------------------
Handling Interference
----------------------
(X)
Pass = weak, or may be trap for whatever they bid
XX = scramble runout
2N = C, suit or lead
3C = D, suit or lead
3D = H, suit or lead
3H = invit+ raise
3S = pree
jumps = as normal
*************************
2N Opening Bid Responses
*************************
3m = p/c (then 3M forcing)
3M = either long suit GF, or splinter invite raise
4C = asks for suit
4D/H = H/S (RKC Kickback and Lackwood used)
4S/N = C/D with less than 1-loser suit (step 1 = RKC)
5m = nat with 1-loser suit and nothing else
4D = want to play in own major
*************************
3C Opening Bid Responses
*************************
3D/H = transfer to H/S
3S = asks for good suit for 3N
in comp, new suit forcing, usually lead-directing
*************************
3D Opening Bid Responses
*************************
3M = nat NF, but highly encouraging
4C = Ogust
in comp, non-game new suit is usually fit-showing
*************************
3M Opening Bid Responses
*************************
3S (over 3H) = nat NF, but highly encouraging
4C = Ogust
4D = strong raise to 4M (if they bid)
in comp, non-game new suit is usually fit-showing
*************************
3N Opening Bid Responses
*************************
4C = slamtry asking for extra tricks (4D/H deny extras hile 4S/4N+ shows them)
4D = asks pd's major
4H = to play 4M, or slamtry in S with H spl (show keycards over 4S)
4S = to play 4S, or slamtry with H supp and S spl (it is RKC if opener accepts)
4N = Blackwood
5m = splinter with both majors (5D = RKC accept, 5M = no acccept)
*****************************************************************************************
STRONG NT Structure - used after 1C-1D-1N, and 1C-1D-1H-1S-1N
*****************************************************************************************
Not Well-described. Suggest Keri as in
http://www.bridgewithdan.com/systems/TOSR.pdf
Else, if you read this far while playing, just assume Stayman, transfers, Texas.
*****************************************************************************************
NORMAL RELAY STRUCTURES
*****************************************************************************************
1. Show Shape
2. Show Strength (up to 3NT, in strong-to-weak order by RP or RP range)
3. Show Location of Controls (Denial Cue Spiral Scan)
Relayer can sign off anytime by not relaying, except over 3S or 3N, which has an inverted end-signal structure.
One-suiters (4333/5332/6331...)
Shown via 2D:, then
2H
2S = high short or special #a: higher/middle 6322 short, 7222, some 8suiters
2N
3C = Special #a (3H = high 6322, 3S/N = mid 6322, 4C = 7222, 4D+ = wild)
BREAKS
if long minor:
3H = shows H
3S = asks S stopper
4pd's m = nat slamtry
4om = mild slamtry in S
if long major:
3H = c.o.g. or slamtry in M
step 2 = c.o.g. or slamtry in oM
4m = nat slamtry
3D = 5332 (if possible, and shows extras over 1C)
BREAK
3S = c.o.g. between 5suit and 3NT
3H = 6331
BREAK
4C = slamtry in any non-heart suit
4D = R, most hands
4H = mild slamtry S or better
4S/N = agrees C/D (step 1 = countertry, or bid 5m+1 or higher as RKC steps)
4H = max, mostly A/K
4S = denies S slam
4N = max, very good hand for spades
5m = amazing hand for S, but bad for m (p/c)
4D = slamtry H (4H = denies, 4S/5m = conc, 4N = general great)
3S/N = 7321 (4C asks for hi/lo, 4D asks strength, 4N RKC long suit)
4C = 6331/7321 SOL suit, extras (R asks RP, then length, then honor loc)
4D = 8+crds (relay for 8221/8320/9220)
4H+ = 7330
BREAKS
3C/3D/3H/3S+ = natural splinter
2N = middle short
3C
3D = 5332
etc, as above
BREAKS
see breaks above with high short
3C = special #b: 4333, 6 low short 322, SOL 6322/7222's, wild shapes
3D
3H = 4333
3S/N = low short 6322
4C/D = SOL 6322/7222 (R asks RP, then honor loc)
4H = wild shapes
BREAKS
if long minor:
3M = stopper ask
4m = mild slamtry in cM
if long major:
3oM = stopper ask
3M = splinter
4m = nat
3D+ = low short (see above)
BREAKS
2S = S splinter
2N = H splinter
3C = C splinter
3D/H/S = D splinter
Two-Suiters and 3-suiters - (44[32/41], 54[31/40], 5+-4+)
Show with 2C, or 2H+ zoom
2H = reverser (or 444-1M, or 5C-4D-(4-0) )
2S
2N = high short
3C
3D = 5431
BREAKS - see 1-suiters
3H = 6421
BREAKS - see 1-suiters
3S/N = 6430
inverted end-signal
4C = 6+-4 low short SOL suit (xtras) (R asks RP, then length, then honor loc)
4D = 6520
4H = 7420
4S = 7510
4N+ = 8410
BREAKS
see breaks over 1-suited 2N call
3C = equal short (or 4441)
3D
3H = 5422
BREAKS - see breaks over 1-suited 3H call
3S/N = 3-suiter
inverted endsignal breaks
4C = 6511
4D/H/M = 7411
4M+1+ = 13+ cards 2- suits
BREAKS - see breaks over 1-suited 3C call
3D+ = low short (see high short for shapes)
BREAKS
2N/3C/3D/3H+ = S/C/D/H splinter)
2S = equal length (44, or after 1M opening a 3-suiter)
2N
3C = 5-5
3D = prefers lower splinter
3H = 5521 high short
BREAKS - see 1-suited breaks over 3H
3S/N = 5530 high short
inverted end-signal
4C = 5521 low short
4D+ = 5530 low short
BREAKS
3H = prefers higher short
3S/N = low V/sing
inverted end-signal
4C/D+ = high sing/V
3S = just asks strength
3N = nonmax
inverted end-signal
4C+ = max RP steps, then relay for honor location ()equal length for resdiues)
4C/4D = sets lower/higher suits as trumps
3D = the 3-suiter (unless impossible, then shift down)
BREAKS - see 1-suited breaks over 3D
3H = 4432 high short
BREAKS - see 1-suited breaks over 3H
3S/3N = low short 4432 (starts with 3H if no 3-suiter)
inverted end-signal
4C = 6610 high short
4D+ = 6610 low short (zoom to 4M)
2N = higher suit longer, high short (see reverser above)
3C = higher suit longer, equal short, or 3-suiter (see reverser above)
3D+ - higher suit longer, low short (see reverser above)
Three-Suiters (4441/5440)
With Both majors:
5M-4om-(40) - show majors, then relative length, then even short, then 3-suiter
4H-4S-(x-y) - show majors, then even length, then 3-suiters
With Both minors:
if starting with 1C:
show major first, then:
444-1M show oM, then D, then "high suit longer"...then even short...then 3-suiter
5M-44-1oM M then C ... then "higher suit longer" ... then even short...then 3-suiter
5m-44-0M show minors in normal order... then even short... then 3-suiter
if starting from 1M:
show corresponding minor (S->D, H->C), then first slot after 5-5's in equal length
Balanced minimum game force (1C-2C or 1C-1D-1H-2C)
Can relay (2D) or break.
2D
2H = more S than H
2S
2N = 3S-2H
3C
3D = 3244
BREAKS - see 1-suited breaks over 3D
3H = 3235
BREAKS - see 1-suited breaks over 3H
3S/N = 3253
inverted end-signal
3C = 4S-2H
3D
3H = 4243
BREAKS - see 1-suited breaks over 3H
3S/N = 4234
inverted end-signal
3D = 4333
BREAKS - see 1-suited breaks over 3D
3H = 4324
BREAKS - see 1-suited breaks over 3H
3S/N = 4342
inverted endsignal
BREAK
2N = mild slamtry S splinter
3C = mild slamtry C splinter
3D = mild slamtry D splinter
3H/3S = mild slamtry H splinter
4m = 6+crd slamtry, H splinter
2S = 4H, not 4S
2N
3C = 2S-4H
3D
3H = 2434
3S/N = 2443
3D = 3433
3H = 3424
3S/N = 3442
BREAKS
3C/D/H/S = mild slamtry splinter
4m = 6+crd slamtry, S splinter
2N = 3S-3H
3C
3D = long C
3H
3S/3N = 3334
4C+ = 3325
3H = 3343
3S/N = 3352
BREAKS
3D = asks for minor stoppers (3M = just cM, 3N = both), 5C = none)
3H = stopper-ask H (mb 5 hearts c.o.g.)
3S = stopper-ask S
4m = mild slamtry, natural
3C = 4S-4H
3D
3H = 4423
3S/N = 4432
BREAKS
3M = choice of game (4M/3N)
4C = slamtry any suit but H
4D
4H = sets S
4S/N = sets C/D (step 1 = counterry, 5m++ = RKC steps)
5m = very mild slamtry
4H = max, mostly A/K's
4S = min, no slam opposite spades
4N = max, very good hand for S
5m = min, amazing hand for S, but not good for m (exclusionary rebid)
4D = slamtry in H
4H = rejects mild slamtry
4S/5m = accepts, concentration
4N = accepts, general values
3D = 2344
BREAKS
3S = choice of game between 3crd major and 3NT
3H = 2335
BREAKS
see 4C/4D above under 3S = 4S-4H
3S = 2353
4D = puppet to 4H (inverted end-signal)
4H
Pass = to play
4S/5m = mild slamtry NF
4N = slamtry in a minor
5M = asks good M suit
5N = pick-a-slam
4H = mild slamtry
4S/5m = to play
2H = 4+H, either minimum or c.o.g. with some splinter
2S = usually < 4H either not 4S or minimum
2N = min, bal
3m = 4S + concentration
3H = 4H + conc. S
3S = nat
3m = splinter, c.o.g.
3H = 5H NF
3S/N = 4/5H c.o.g., S splinter
4m = 0-3 H, S splinter, mild slamtry
4H = S splinter, mild slamtry, nat
2N = min, 4S, not 4H
Pass = min, 4H
3C = puppet to 3D
3D
3H = 4-5 H, S spl
3S/N = 4-5 H, C spl
3D = splinter, c.o.g.
3H = 5H bal NF
3S = 4S min
3N = 4S, c.o.g.
4m = nat, mild slamtry, S spl
4H = to play
3m = 4H, concentration
3H = NF
3S = bal, c.o.g.
2S = no 4+M, range-ask
2N = min (3y = weakness [3S = spl, 3N = S xx])
3y = max, weak suit (4m raise = spl)
2N = 4S, not 4H, NF, bal
3m = 4-5 S, 3-4 H, m spl
3H = 4-5 S, H spl
3S = 5S NF
3N = to play
4m = spl with a long major
4M = to play
*******************************************************************
RELAY BREAKS
*******************************************************************
If choosing not to relay, and not otherwise defined:
If 2C = R, 2D/2H/2S/2N = splinter in D/H/S/C
If 2D = R, 2H/2S/2N/3C = splinter in H/S/D/C
If 2H = R, 2S/2N/3C/3D = splinter in S/H/C/D
If 2S = R, 2N/3C/3D/3H = splinter in S/C/D/H
If 2N = R, 3C/3D/3H/3S = splinter in C/D/H/S
If 3C = R,
- 3D = asks for minor stoppers (3H = C, 3S = D, 3N = both, 4C = none)
- 3H = asks H stopper (3S = xxx, 3N = KJx or better, 4m = Kxx/Qxx and 4om, 4H = Axx)
- 3S = asks S stopper (similar to above)
- 4m = mild slamtry, natural
If 3D = R,
- 3H/3S = asks stopper if pd could have fragment, c.o.g. for oM if that is pd's splinter
- 4C = slamtry any suit but hearts
4D asks, then
- 4H = medium slamtry S
- 4S/N = sets C/D (step 1 = countery, or 5m+1+ is RKC sets)
- 5m - very mild slamtry m
4H = max, mostly A/K's
4S = min, denies any S slamtry
4N = max, very good hand for S
5m = min, extraordinarily good hand for S, but not good for m (exclusion)
- 4D = slamtry H (4H = denies, suit = accepts with conc in y, 4N = accepts with spread out values)
- games = to play
If 3H = R,
- 3S = c.o.g.: if pd has exactly one minor, c.o.g. between 3N and 5+m
- else, c.o.g. between pd's major and 3NT
- 4C/4D = as above
If 3S = R,
- 4C/4D = as above
If 4C = R
- 4D = signoff H, or mild slamtry any other suit (4N = slamtry in a minor, 5m = mild slamtry)
- 4H = mild slamtry H
- 4S+ = signoff
*******************************************************************
RANGE SHOWING
*******************************************************************
- 3S/3N is usually same hand, just 3S stronger, 3N weaker
- if shape shown with:
- 3D: after 3H (R), 3N = 2 lowest RP's, 3S next one, 4C+ next ones (if 4 RP range or less, 3N is lowest 1 RP)
- 3H: after 3S (R), 3N = 2 lowest RP's, 4C next one, etc (if 3 RP range or less, 3N is lowest 1 RP)
- 3H/3S/3N: 3S/3N = highest 2 RP's (inverted), and 3H all stronger
- 3S/3N: 3N = lowest 2 (or half, whichever is less) 3S = 1 higher, 4C+ = higher than those
- 3S+ or 3N+: see above over 3D-R and 3H-R, respectively
- when max RP is reached, zoom to denial cues
- some safety levels are higher than 3NT
- 7+M, SOL M, 11+ cards 2-suiter with M
- in these cases, 4M is lowest RP, then inverted below, and normal above (e.g. if spades trumps, 4D = R, 4H = lowest+1, 4S = lowest, 4N = lowest +2)
*******************************************************************
SIGNING OFF
*******************************************************************
- 3NT is always a signoff
- any non-relay is a signoff, except if 4M-1 shows the 6+crd M, then 4M is signoff and 4M+1 is relay
- when 4C is the relay, 4D is the way to signoff in H
*******************************************************************
DENIAL CUES
*******************************************************************
- suits ordered longest to shortest, and if tie: highest to lowest
- for 7321 or similar where residue unresolved, treat unknowns as equal
- 1st round scan is for A/K/Q but not AKQ (or AK tight)
- singleton is the reverse - x is feature, honor is non-feature
- when RE has 8+ RP, feature is A or K (not Q)
- for 2nd Pass through suits, remove singletons - 2nd feature is another A/K/Q (but not AKQ of course)
- if somehow all RP are shown in 1st Pass, go to Jacks on 2nd pass
- next suit is always relay, except if 6+M shown with 4M-1 (then 4M+1 is relay and 4M signoff)
- Re can keep bidding over 3NT signoff with 10+ RP or undisclosed SOL 6+ M suit (or max if minor)
- bid 4D+ for 10/11/12... RP
- bid 4C with SOL suit (now 4D asks RP, else signoff)