Kokish-Kraft weak NT 2/1 system - notes by Dan Neill, 2013 - mildly abridged middle 254 ****************************** Opening Bids Summary ****************************** 1C = nat 12-22 value, or 15-20 BAL best minor, 3+ctrls 1D = nat 12-22 value, incl. all 4441s with 4D, or 15-20 BAL best minor, with 4D-4C open 1D, inc 4D-5C min, 3+ctrls 1H = 5+crds, 11-22, never bad if BAL, 3+ctrls 1S = 5+crds, 11-22, never bad if BAL, 3+ctrls 1N = 11(+)-14, incl 5332, 24(52), some 22(54), 3+ctrls 2C = GF unless 2N rebid (23+ bal) 2M = weak two, occ. 5crds fav, chunky suit expected, 6-11 HCP 2N = 20(+)-22, 6+ctrls 3y = sound preempts except 1/3 seat fav (should not be great suit here), no side A/K 3N = SOL 7/8crd M, 8-8.5 tricks, at most 1K or 2Q on side 4m/5m = pree 4M = classical, vul-dependent 4N = Blackwood for Aces 5M = raise to 6 with the A or K - 7 with both 3rd seat adjustments: 1m = should not be both poor suit and poor hand 1M = normal (2M = raise even with subminimum if 4fit) 2C (over 1D) = 6+crds wide-range 2m raise = inverted but NF 4th suit (or 3rd suit) = nat NF (unless reverse, which is F1) 1M = 4crds of any quality if 9-13 and can Pass any response 1N = semiforcing 2C = Drury 2D = 6+suit modest values NF (2N = GF) 2H (over 1S) = 5-5 or 6+suit, decent hand (2N = GF, 2S/3H = NF, 3m = GF) 2M = not terrible 2S (over 1H) = fit-showing 5+S-4+H 2N = 5+5+ minors invite 3C = nat NF 6+decent C, wrong for 1C or 3C op 3D = fit-showing 5+D-4H 3H (over 2S) = fit-showing 5+H-4S 3S = 5 trump mixed raise 3M+1 = ART any SPL game raise, 1 sure def trick 3M+2/3/4 = full SPL, at least 5 trumps 4M = pree suit openers need not have 3 ctrls preempts flexible, mb near-opening ********************* 1C Opening Responses ********************* 1D = nat oft light, freq short if no 4M and 1N range bad for declaring, 4M only if 5+D and 8-9+ HCP, or weak long D (X) Pass = neutral (later X = PEN) XX = extrs, looking for coop pen 1H = min hand 4D-6C 1S = extras, 3fit D BAL 1N = offensive NT, not 4-4 majors 2C = min 2D = seminat reverse 2M = 6C-331 SPL M, GF 2N/3N = strong, nat, long good C 3C = distributional only 3D/M = typically 7330 SPL in bid suit 4C/D = 2056/0256 4M = void, 7C-5D 4N = 1156 (1M) Pass = neutral 2C = NF 3C = weak canape 2M = seminatural 5+D inv 1N/2N = nat opposite 11-14 X = 15+ no stopper, or Ace exactly, sometimes positional Kxx/Qxx 2C+ = as if 1C-1D-1N 1N/2N = nat opposite 15-17 (2M) Pass = neutral X = general values 2oM (if avail) = invit promising 5+D 2N = Leb 3-cue = GF, 6+crds own suit, or great fit opener's suit 3C = nat NF, invites pref. constructive 3D = invite X = xtras with 3fit, OR 18+ (use Leb) H raise = 4fit 2N = good/bad 1H = mb very strong, unbal, try not to Pass 1S = nat F1, 9+ HCP 2C = pref 2D = to play 2H = contructive 5+D-4H 2S = 4th suit GF, denies 4H 2N = suggests S stopper (3C = nat, 3D = nat no SPL, 3M = D+M SPL, 3N = suggests no S stopper) 3N = 5C-4H-3S 2 S stoppers 15-17 2N = invite 3C = invite (4C = RKC, higher voidwood) 3H = GF raise, Jxxx or worse trumps 3S = GF unbal H raise, 5+D (R asks l/h short) 4C = 16-18 BAL raise, at least A/K/QJ trumps 4D = 13-15 BAL raise, at least A/K/QJ trumps 4H = 5D-4H-2-2 12-14, conc. values, no side controls 1S = mb very strong, unbal, try not to Pass 1N = to play 2C = pref 2D = to play 2H = 4th suit GF, denies 4S unless weak trumps and seeking side strain 3N = 5C-4S-3H, 2 H stops, 15-17 2S = constructive 5+D-4S 3C = invite (4C = RKC, higher = voidwood) 3D = invite 3H = GF unbal S raise, 5+D (R asks l/h short) 3S = GF raise, Jxxx or worse trumps 4C = 16-18 BAL raise, at least A/K/QJ trumps 4D = 13-15 BAL raise, at least A/K/QJ trumps 4S = 5D-4S-2-2 12-14, conc. values, no side controls 1N = 15-18(-) BAL, may have 4M 2C = puppet to 2D 2D = forced Pass = to play 2M = 4M-6 bad D, invite 2N = invite with only 3-4 D 3C = mild invite, 4 good D 5 bad C 3D = invite, moderate 6D 3M = autosplinter, at most mild slam interest, long D 3N = autosplinter in C, mild slam interest, long D, NF 4C/4M = voidwood D 4D = RKC D 4N = quant, based on long random D 5C = 6-RKC both minors 5D = mediocre suit, wrong for 3N 5N = choice of slam (NT/D, long D to AJ or KJ) 6N = try for 7, D not as good as 2/top 3 2D = ART GF relay 2H = 4H-4C-(3-2) (2S R for min low/high trip, max low/high trip) 2S = 4S-4C-(3-2) (2N R for min low/high trip, max low/high trip) 2N = some 4333 3C = R 3D = 3334 min 3M = 4M333 (bid oM to slamtry M) 3N = 3334 max 3C = 4423 (3D = H flag xfer, 3H = S flag xfer, 3S = 6+D asks straing/level opinion) 3D/H/S = 5C-(332) bid doubleton 3N = 6C(322) 15-17(-) 2M = nat invit reverse 2N = invit, 5+D 3C = mild invite, 5+ good D, 4C 3D = invite, 6+ decent D 3M/4C = GF autosplinter, decent D 4D/4M = GF void autosplinter, decent D (for RKC, go via 2C Puppet) 4N = quant, D not a factor (if need D honor, go via 2D) 5C (and later 6C) = Gerber 5S = choice of small slams (C/D/N - typically 5D 3 good C) 5N = F to 6N, interest in 7 on power 2C = nat 6+crds 2D = to play, constructive 2M = GF, stopper 3+crds 3N = 15-17, 2 stops in oM 2N = F1 3C = courtesy raise 3D = GF, v good suit 3M = SPL raise of C 3N = picture bid, Hx C, all side Aces or all side KQ's (rare) 4C = sets trumps, enough to go past 3N, demands ctrl showing bid 4D = RKC 1430 C 4H = RKC 1430 D 4S/4N = void SPL in S/H 5C = best guess, shapely 2D = reverse (not simple raise) 2H = weak puppet, ART 2S = expected with minimums 2N = nat NF 3m = nat NF 3M = GF, stopper, BAL, not slammish 3N = nat 8-10, worse than direct 2N 2S = GF ART, good BAL hand, no obv direction 2N = GF NAT, good hand, wants to declare 3C = GF, sets C (any 3 or HH) 3D = GF, attempts to set D 3M = SPL, 5+D-3+C (op sets trumps or 3N) 3N = 4450 10-12, NF 4C = xx xx AKxxx Qxxx picture jump 4D = GF, 2/top 3 D, 6+crds, can't take ctrl 4H = RKC D 4S/N = void SPL in S/H 5m = no losers outside m, no top trumps 2M = GF jumpshift, VERY strong (some might open 2C) 2N = 18(+)-20 BAL 3C = nat GF 4+C 3D = nat GF 6+D 3H = 4S-5+D GF, at least good 8 HCP 3S = 4H-5+D GF, at least good 8 HCP 3N = to play 4C = RKC 1430 C 4D = RKC 1430 D 4M = SPL for C, slamtry 4N = quant 5C = picture bid, but NF slamtry 5D = best guess 5M = voidwood 0314 for C 5N = F 6NT, invites 7 on power 6m = best guess 6M = nat 7D-6M (if pd has 3 key honors in the 2 suits, bid 7) 3C = invite, long good C 3D/3H/3S = autosplinter, long clubs, 17+ 3N = good hand, long SOL C, side stoppers, short D 1H = nat, oft light (X) XX = extras, looking for coop pen 1S = extras 3fit H 1N = denies 3H 2D = normal strong 3C call 2H = normal 4fit 2S/3D = SPL value raise to 3H 2N = sound 4trump raise to 3H, BAL 3S/4D = full SPL 3N = strong BAL raise to 4H (1S) Pass = neutral X = comp/cards 1N = to play opposite 11-14 2m = 5-5 to play 2S = general GF, offensive 2N = invite opposite 11-14 3C = weak canape X = 15+ no stopper, or occ Kxx/Qxx hoping pd bids NT 1N = stopper, to play opposite 15-17 2C+ = as if 1C-1H-1N 1N = normal, stopper, proceed like 1C-1H-1N (2D/S) Pass = neutral X = general values 2S (if avail) = invit promising 5+H 2N = Leb (weakish canape or weakish with C) 3-cue = GF, 6+crds own suit, or great fit opener's suit 3lower = nat NF, invites pref X = xtras with 3fit, OR 18+ (use Leb) H raise = 4fit 2N = good/bad 1S = mb very strong, unbal, try not to Pass 2C = pref 2D = 4th suit GF 3N = 5C-4S-3D, 2 D stops, 15-17 2H = to play 2S = courtesy raise, mb minimal 2N = invite 3C = invite (4C = RKC, higher = voidwood) 3D = 5H-5+D invite 1N = 15-18(-) BAL, may have 4S 2C = puppet to 2D, including RKC's, and hand with 6 non-good hearts invite+ 2D = forced Pass = to play 2H = invit, 5+H unbal 2S = ART invite 5H BAL 2N = ART invite 4S-4H 3C = invite, 4H-5+C 3D = ART invite, 5H-4+C 3H = invite, non-good 6crd H suit (with good suit use direct) 3S/4m = autosplinter, non-good 6crd H suit 3N = c.o.g., 6 hearts 4H = RKC 1430 for hearts 4S/5m = void autosplinters, 6 non-good H 4N = quant, 6 non-good H 5N = pick a slam, 6 non-good H 2D = ART GF relay 2H = 3H-5C, not great H and C (2S R: min low/hi trip, max low/hi trip) 2S = 4S-4C, may have 3H (2N R: min low/hi trip, max low/high trio_ 2N = 4333/3334 (3C R: min low/high 4crd, max low/high 4crd) 3C = 3235 (or 6 C non-slammish) 3D = 2335, good H and C 3H = 3433, very NT-oriented (rare) 3S = 3325, good H and C 3N = 6C-2H (3-2), slammish in context 2H = to play 2S = nat GF rev? 2N = inv? 3C = to play 3D = 5H-5D invite 3H = invite, good 6H 3S/4m = auto-splinter, good 6H 4H = to play 4S/5m = void autosplinter, good 6H 4N = quant, 6 good H 5N = pick a slam, 6 good H 2C = 6+crds 2D = ART F1 (if Re rebids 2N it is F to 3C, if 3C then NF - all 3D+ rebids GF) 2H = to play 2S = ART GF C raise 2N = F 3D/3S = GF splinter for C 3N = picture bid, Hx C, all side Aces or all side KQ's (rare) 2D = reverse 2H = 5+H, F1 2S = ART GF, nothing better to do 2N = NF, 3145 most likely (3C/D/H = NF, 3S = ART GF) 3C = NF nat (3D/3H = NF, 3S = ART GF) 3D = F1, 6C-5D (4m = NF, 3S = ART GF) 3H = NF 2234/2236, either no S stop, or great doub H 3S = = SPL, 3H, no extras implied 3N = nat, stoppers, extras 4C = GF, sets trumps 4D = 7C-6D GF 4H = xx AQx AKx AKxxx 4S = RKC 1430 H 4N = voidwood S for H 2S = ART Leb puppet to signoff (not in H) 2N = NF, 3145 typ, min (3m = to play, 3M = GF with values there) 3C = NF, common action (3D = GF, 3H = GF with values there) 3D = 6C-5D F1 (4m = NF) 3H = GF roughly 1345 3S = GF, no better bid to make 3N = extras, no 3fit, S stop 4C = GF, better than 3S 4D = 7C-6D 4H = 0445/0436/ sA-435 huge hand with 4H too good for SPL 2N = GF, genuine values and stoppers 3C = GF nat, 3+crds 3D = GF nat, 4+crds 3H = GF nat, 1-loser suit or better 3S = GF SPL for D, 5crd supp 3N = 4432 11-13 HCP, slow cards, solid stoppers, NT-oriented 4m = picture jump 5H-4m, 2-2 side suits 4H = SOL 6/7crd suit, no S ctrl, nothing much else, NF technically 2H = 15-17 value 4fit (strong NT, or distributional less) - later Kickback and Voidwood 2S = ART invit+ relay, most game/slam triesj 2N = some SPL 3C asks: 3D/H/S/N = min low/high short, max low/high short 4C = max 6C-4H short D, imperfect 4D = max 6C-4H short S, imperfect 4H = max 6C-4H SPL A/Ax in side suits, imperfect 3C = 2425 min or max (not medium), conc. if minimum 3D = asks which (3H = min, 3S = max - then 3N to play, else cues) 3D = 2425 medium (3H = NF, 3N = to play, else cueS) 3H = 15-16 BAL (3N = to play, else cues) 3S = 17, decent H, 3433 3N = 17 bal, trump worry 4C/4D/4H = max 2434/3424/4423 2N/3m = short suit game try (NT = S) 3H = 6crd suit, aiming for 3N 3S/4m = splinter slamtry 3N = 4333 13-15, stoppers 2N = 18(+)-20, may have BAL 4fit with slow values 3C = Puppet to 3D 3D = forced Pass = to play 3H = 5H-4+C (re's next S/D bid is SPL) 3S = 4H-4+C, S splinter 3N = 4H-4+C NF 4C = 4H-4+C BAL, better than 3N 4D = RKC 1430 for C, 6 KC (hK) 4H = long H autosplinter S, NF slamtry 4S = long H autosplinter S, better 4N = 4H-4+C, D splinter 3D = 5+H (later 4S is Kickback for H) 3H = doubleton H (4H = mild slamtry) 3S = 4S-3H GF (4C = H slamtry, 4D = S slamtry, 4M = to play) 3N = 3H, pref for 3N 4C = 3H, very slam suitable (4D LTTC) 4D = 3H, neutral for slam 4H = 3H, picture bid, good H, good C, no side Ace 3H = 4S-4H 3S = 4 spades (4m = SPL, 3N = BAL slamtry) 3N = nat, denies 4S 4m = advance cue for S, no lower ctrl 4H = nat, concealed 4fit (3433 minimum) 4S = picture bid, good 4S, good C, no side Ace 3S = 5+D-5+H GF 3N = nat 4C = sets H (4S = 6RKC H, 4H = to play, 4S/4N = SPL S/C) 4D = sets D, slam suitable (4H = 6 RKC D, 4S/5C = SPL S/C, 4N = NF) 4H = 6RKC D 4S = 6 RKC H 4N = sets H, slamtry no C ctrl (5C = RKC H) 5C = sets H, slamtry no S ctrl (5D = RKC H) 3N = to play 4m = autosplinter, long H 4H = to play 4S/5m = voidwood for H 4N = quant 5N = invites 7N on power (F to 6N) 3D = GF SPL in D or S with 6+C-3H (3H/4C = sets trumps asks l/h short 3H = 18-20 4fit BAL, some ruffing value, or same VAL unbal 3S = R 3N = 2425 4C/D = low/high short 4H = 18-20 BAL 3N = S short 4C = supp, slam interest 4D = D short 4S = Kickback 1430 5C = 6-RKC 1430 C+H 5D/5S = voidwood 0314 3S = sound GF 4fit splinter for H 3N = good hand, long SOL C, side stoppers, short H 4C = conc 6+C-4+H about 14-16 HCP 4D = sound GF 4fit splinter for H 4H = 2425 19-20, at least one high trump honor (4S Kickback, 4N+ = controls [4N = S]) 1S = nat, oft light, rarely 4S-4H 0-5 (X) XX = extras looking for coop pen 1N = strong NT not 3S 2D = strong 3C bid 2H = supp X, extras 2N = sound raise to 3S, BAL 3D/3H = SPL value raise to 3S 3C/3S = distributional min 4D/4H = full SPL 3N = strong BAL raise to 4S (2D/H) X = extras, 2S = 4fit, 2N = g/b 1N = 15-18(-), may be 1435, rarely 3415 with D honor 2C = ART puppet to 2D, including RKC's and hands with 6 non-great S 2D = forced Pass = to play 2H = ART weak hand 5S-4C 2S = invite, 5S unbal 2N = invite, 5S bal 3C = invite, 4S-5+C 3D = invite, 5S-4+C 3H = D splinter for C BUPH, nat invite 5-5 bad suits BPH 3S = invite, non-great 6 S 3N = c.o.g. w/ 6S 4m/4H = autosplinter, 6 non-great S 4S = RKC for S 4N = quant, 6 non-good H 5m/5H = void autosplinters, 6 non-great S 5N = pick a slam, 6 non-great S 2D = ART GF Relay 2H = 4H-4+C, may have 3S 2S = nat, 6+S 2N = Relay 3C = 2425 3D = 2434 3H = 3424 3S = 1435 3N = 3415, sing D honor 2S = 3S-5C(3-2), not too conc. in S-C (2N = R asks: min low/high trip, max low/high trip) 2N = 3433/3334 (3C = R asks: min low/high 4crd, max low/high 4crd) 3C = 2335 (rarely 6th club nonslammish) 3D = 3235 good S+C 3H = 3325 good S+C 3S = 4333 (rare), very NT-oriented 3N = 6C-1S-(32) slammish in context 2H = 4S-4H 0-5 2S = to play 2N = inv? 3C = to play 3D = 5S-5D invite 3H = BUPH H spl + C fit, BPH invite 5-5 3S = invite, great 6S 3N = to play 4C/4D/4H = auto-splinter, 6 great S 4N = quant, 6 great S 5m/5H = void autosplinter, 6 great S 5N = choice of slam, 6 great S 2C = nat, 6+crds (assume) 2D = ART F1 (if Re rebids 2N it is F to 3C, if 3C then NF - all 3D+ rebids GF) 2H = ART GF C raise 2S = to play 2N = F 3C = invite (4C = RKC, higher = voidwood) 3D/3H = GF splinter for C 3N = picture bid, Hx C, all side Aces or all side KQ's (rare) 2D = reverse, occ. HUGE S raise H void 2H = ART Leb-like toy 2S = 3145 typically, NF (2N/3m = to play, 3H = ART GF) 2N = NF 1345 typically, min (3m = to play, 3H = ART GF) 3C = NF, common (3D = NF, 3M = GF loc of values) 3D = 6C-5D F1 (4m = NF, 3H = GF) 3H = GF, no better bid to make 3S = GF roughly 1345 3N = extras, 1345/1336/2236 ish 4C = GF, better than 3H 4D = 7C-6D 4H = 3037 (3S 7+C, no H loser) 4S = 4045/4036/4hA35 too good for splinter, huge hand 2S = 5+S, F1 2N = 1345 prob, NF (3m = constructive, 3H = ART GF, 3S = NF) 3C = NF nat (3D = constr, 3S = NF,3H = ART GF) 3D = 6C-5D F1 (4m = NF, 3H = ART GF) 3H = GF ART, no desire to go past 3N or be declarer in NT 3S = nat, 2234/2236 strong doub S, no H stopper 3N = nat, extras, 1345/1336/2236 ish 4C = GF, sets trumps 4D = 7C-6D 4H = SPL, 3S, does not imply extras 4S = AQx xx AKx AKxxx typically 4N = RKC 1430 S 5H = voidwood S 2N = GF, genuine values and stopper 3C = GF nat, 3+crds 3D = GF, nat, 4+crds 3H = 5-5 12+ GF 3S = GF nat, one loser suit or better 3N = 4333 11-13 HCP, slow cards, solid stoppers 4m = 5S-4m-2-2, everything in suits, about 10 HCP 4H = void splinter for D, 5 good trumps 4S = SOL 6/7 suit, no H ctrl, not much else 2H = reverse, occ. HUGE S raise D void 2S = 5+S F1 2N = NF nat, 1435 prob (3C/3S = NF, 3D = 5S-5D NF, 3H = 5S-5D GF) 3C = NF, NAT, 6th club 3D = GF, ART, unwilling to bypass 3N just yet 3H = NF 6-5 (4C= to play) 3S = NF, 2425 or so, strong doubleton S, no D stopper 3N = nat, extras 1435/1336/2326 ish 4C = sets trumps GF 4D = SPL raise of S, does not imply extras 4H = 6C-5H, NF, better than 3H 4S = AQx AKx xx AKxxx typically 4N = RKC 1430 S 2N = ART, like Leb 3C = expected Pass = to play 3D = nat NF canape 3H = 5+D GF 3S = S values, GF 3N = nat NF 3D = ART GF, unwilling to bypass 3N 3H = NF 6C-5H (4C = NF) 3S = 3415 GF 3N = nat, extras, D stopper 4C = GF sets trumps 4D = GF 3307 or so 4H = nat, better than 3H 4S = 4405/4306/4DdA5, no D loser, HUGE hand 3C = GF nat, may have 5S 3D = ART GF, 4342 no D stopper, typ, or just v strong whatever 3H = nat'ish 3S/N = nat 4C = slamtry, D ctrl 4D = nat 4H = to play 4S = forcing, no D wastage, the HUGE 4trump S raise 4N = 22-23 NAT UNBAL 3H = GF 5S-4+H, 12+ 3S = GF, one lose suit or better 3N = 11-13 HCP, slow cards, 4342, NT-oriented 4C = AKxxx xx xx Qxxx typically 4D = SPL for H, 12+ 4H = AKxxx KJxx Jx xx typically 4S = SOL 6/7 suit, no D ctrl, ,NF 4N = RKC 1430 H 2S = 15-17 value 4fit (strong NT, or distributional less) - later Kickback and Voidwood 2N = ART invit+ relay, most game/slam tries 3C = any SPL 3D = R 3H/S = min low/high short 3N/4C = max low/high short 4D/4H = max 6C-4S low/high short, imperfect 4S = max 6C-4S SPL A/Ax in side suits, imperfect 3D = 4225 min or max (if min then conc.) - 3H asks: 3S = min, 3N = max - then cues 3H = 4225 medium 3S = 15-16 BAL (3N = to play) 3N = 17, trump worry or 4333 4C/D/H = max 4234/4324/4423 3C/3D/3H = short suit game try 3S = 6crd suit, aiming for 3N 3N = 4333 13-15, stoppers 4C/4D/4H = splinter slamtry 2N = 18(+)-20, may have BAL 4fit with slow values 3C = Puppet to 3D (usu C support) 3D = forced Pass = to play 3H = 4S-4+C H SPL 3S = 5S-4+C (re's next S/D bid shows short) 3N = 4S-4+C NF 4C = 4S-4+C, BAL, better than 3N (probably 5+C) 4D = RKC 1430 C (6KC incl sK) 4H = voidwood C 4S = AQJxxx xx xx KQx 4N = 4S-4+C D SPL 3D = 5+S-4+H, 12+ HCP 3H = 4H (4m = SPL, 3N = 5422 NF, 3S = 5422 slammish) - later 4S = 6KC (sK) RKC 1430 3S = 3S, denies 4H (4m = SPL, 4H = 5-5+ slamtry) - later 4N = 6 RKC (hK) 1430 3N = nat no fit (4N = quant, 5C = RKC 1430 S) 4C = sets H, adv cue (4D LTTC) (for all these, 4S later = 6KC (sK) rKC 1430) 4D = sets H, advance cue, no C ctrl 4H = sets H, picture bid, good H and C, no side A 3H = 5+S, denies 4+H 3S = doub S (4S = mild slamtry) - later 4N = quant, and 5C = 1430 S 3N = 3S, pref for 3N if choice 4C = 3S, all around slam suitable hand (4D = LTTC) 4D = 3S, neutral values for slam, suit-oriented 4H = 3S, very slam suitable, control-heavy 4S = 3S, picture bid, good S, good C, no side A 3S = 5+S-5+D GF 3N = nat 4C = sets S (4D/H = C/H SPL, 4S = to play, 4N = 6 RKC 1430 S) 4D = sets D, slam suitable (4H = 6 RKC D, 4S/5C = H/C SPL, 4N = NF) 4H = 6 RKC 1430 D 4S = sets S, slam try no C ctrl 4N = 6 RKC 1430 S 5C = sets S, slam try no H ctrl 5D = picture bid (both side Aces, strong S/D) 3N = to play 4m/4H = autosplinter for long S 4N = quant 5m/5H = voidwood S 5N = F6NT, invites 7 on power 3D = GF SPL, 3S-6+C 3H = GF SPL, 3S-6+C 3S = 18-20 4fit BAL, some ruffing value, or same VAL unbal 3N = R 4C = 4225 4D/H = low/high short 4S = 18-20 BAL 4C = supp, slam interest 4D/H = D/H short 4N = RKC 1430 5C = 6RKC 1430 C + S 5D/5H = voidwood 0314 3N = good hand, long SOL C, side stoppers, short S 4C = conc 6+C-4+S about 14-16 HCP 4D/H = sound splinter with 4S 4S = 19-20 4225, at least one high trump honor (4N = Kickback, else controls) 1N = 8-10, typically 33(43) that likes to declare (2H) X = raise to 2N, or to 3N without H help 2S = nat GF, not moderate 6+C-5S 2N = g/b 2N, comp 3C, or raise to 3N with H help 3C = inv 3D = nat GF 3H = GF long C, 3N possible 3S = nat GF, moderate 6+C-5S 3N = always based on long strong D 4C = GF, not 3N hand 4D = nat GF, moderate 6+C-5D 4S = nat, better than 3S, still not too strong (2D/S) see above 2C = nat 2D = treat like 1C-1D-2D exactly 2H = reverse 2S = Leb like puppet, to sign off 3C, or try for game 2N = expected with minimums 3C/3H = GF nat 3D/3S = GF fragment 3N = extras 2N = NAT, positional non=max 3C = GF nat 3y = GF, C fit plus conc. values in suit 3N = nat, positional max 2S = reverse 2N = Leb like puppet, to sign off in 3C or try for game 3C = most mins 3S/4C = nat GF 3D/3H = fragment GF 3N = extras 3C = GF nat 3y = GF, C fit plus CONC values 3N = nat, positional max 3D/3H/3S = autosplinter, long clubs, 17+ 2C = 4+crds, no 4M, F to 3C (X) XX = strong 15+ BAL hand, some penalty interest opposite Hxx, GF Pass = F through 3m, implies shape and extras reopening X = cooperative penalty 2y = nat, not yet GF 3C = NF, implies shape, no extras (cheap bid) Pass = F to 3m, very common reopening X = cooperative penalty X = pen, suggests just 3C 2M = mb stopper-showing, not yet GF 2N = nat GF 3C = NF, implies shape, denies solid HCP total jump = SPL jump 4C = RKC 1430 (jump overcall) Pass = NF reopening X = cooperative penalty X = extras, no good bid (not pen) NS = GF 2D = UNBAL game try 2H = R, not horrible 2S = short D 2N = short H 3C = 6 club tricks + a trick 3D = short S 3M = void, lots of C, minimum 3N = 7 C tricks + a trick 2S = short S, non-min 2N = nat GF, all suits well-stopped (3C = BAL, 3y = SPL, 3N = min BAL) 3C = horrible 3D = short D, non-min 3H = short H, non-min 2H = ART GF, 4+C 2S = ART original limit raise 2N = R, usu BAL with stoppers 3C = BAL, some reason not to bid 3N (then bid stoppers) 3D/3M = SPL (3N = nat, 3y = values, 4C = no SPL, 4D = RKC C) 3N = nat 4C = RKC 1430 C 4D/4M = void 3C = no SPL, flaw for NT (3y = stopper, 4y = SPL) 3D = SPL D (3M = SPL, 3N = nat, 4C = no SPL, 4M = void) 3M = SPL (3N = nat, 4C = no SPL, oM = SPL, 4D = D SPL) 3N = 18-20 4C-333, not slam-oriented 2N = scattered strength, 13-14 or 18+ 3C = 13+ HCP BAL, prefers not to declare NT yet 3D/M = 13+ HCP D/M SPL 3N = nat 4C = no SPL cheap steps = low/high other SPL raise SPL = RKC 1430 C higher suits = voidwood 0314 4N = 3343 18-19 good stopper in SPL 3N = 15-17, stoppers 4C = RKC 1430 C 4D/H/S = 13+ HCP, void 2S = ART 6-5 reverse into a major (2N = R (3C = H, 3D = S)) 2N = 15-17, only 3C (3C = stall, 3D/M = SPL) 3C = signoff attempt (NS = stopper, jump = SPL) 3D/3H/3S = autosplinter 3N = 18-20, only 3C (4C = stall, 4D/M = SPL) 4C = RKC 1430 C 4D/4H/4S = voidwood 0314 5D = GSF for C 2D = 5S-4+H (5-4, 5-5, 6-4 typically), 3-7 HCP 2N = s/o in C, or slamtry M (usu 3C now, then 3D = GF with C asks D stop, 3M = slamtry asks n/l/h splinter) 3C = ART invit M raise, or GF with minors 3D = 5422 min (3M = NF) 3H = 5431/5440 (3S = NF, 4m = nat) 3S = 5413/5404 (4m = nat) 3N = 5422 max 4m = 5+-5+ splinter 4H = (6-5)-1-1 majors 4S = 5503 max (4N = slamtry C) 3D = GF reverse 3M = invite, real-fit, but minimum strength 3N = to play 4C = GF 1-suiter C 4D = 4405 slamtry 4M = to play 2H = like 2D but invite opposite strong NT cont's, see 1C-2D 2S = 6+S-4H invite opposite strong NT cont's, see 1C-2D 2N = 13-15 or 18(+)-20 33(43) or (32)44 with weak C 3C = 17+ no short 3D/H/S = 17+, short in this suit 4C = RKC C 4D/4M = void autosplinter 3C = nat weak, no game opposite most 17+-20 hands 3D/H/S = nat pree, KJTxxxx e.g., nothing outside 3N = 16-18(-) 33(43), fewer than 3 Aces, very NT-oriented 4m = nat slamtry 4M = 6C-5M NF 4C = pree, prepared to sit for pen X by partner, may X with 1 trick 4D = ART 7 SOL hearts, or KQJT 7th with side A/K, usu short C 4H = ART 7 SOL spades, or KQJT 7th with side A/K, usu. short C 4S = nat pree, KQJ/KQT9 8th, nothing outside, short in C 4N = 20(+)+ bal, 33(43), at least 3 Aces or 2 Aces + cK, very NTy, F to 5N 5C = gambling, superweak 5D/H/S = voidwood 1430 for clubs --------------------- Handling Interference --------------------- (X) Pass then X = cooperative penalty, suggests 4333 and general strength XX = strong, length in 2/3 of other suits (sets up pen X's over NS, cooperative pen over JS) forced through 3m in comp situations, so X or bid in NF situation is extras bid/jump = extra shape 1y = F 1N = 8-10 no 4M 2C = NF JS = fit-showing 2N = weak raise 3C = lim 3N = non positional strong raise (1D) Pass = weak or trap (P) Pass = 15-17 w/ length usu. X = takeout, 3+crds both majors, does not promise extras, if bal 15+ 1N = 18-20 (2y = to play, 2N/3N = nat, 3C+ = invit+ transfers) 2C = 6+crds 2N = long C, 17-19, stopper (3C = NF, else = F) 3N = about 9 tricks with running C X = shows both or zero majors (P) 1M = nat (2C = 10-count, denies M fit) 1N = 15-17, play 2C puppet and 2D GF, may have 4M 2D = general GF, long C or strong quasibal generally 2M = medium hand, unbal 2N = 18(+)-20, use normal 1C-1D-2N rebid transfer structure 3D = SOL C, asks D stop 3N = to play, based on running C and D stop 4M = 6-5, not too great (1H) see 1S below (1S) X = 15+ BAL, reason not to be declarer, likely S flaw 1N = positionally appropriate (use 1C-1D-1N rebid kit) 2C = 6+C, no extras implied 2D = 4414/4405, no extras implied 2H = 4M, normal raise 2S = GF, long C 2N = nat (use 1C-1D-2N rebid kit) 3C = invit+ good suit 3D = GF 4H 3H = GF 3S/4D = 6+C-4H conc, SPL S/D 4C/4H = 1516 CONC or 6+C-5H moderate values, respectively (2D) Pass = generally min hand with 5C, or 15-17 with stop (P) X = extras, takeout (4-4 majors) (2N = 15-17) 2N = ART competitive in lower suit 3C = primary C fit, 9-10 3D = GF with C, distributional X = 15+ HCP, no M, no D stop 2M = 4M, strong NT or some shape 2N = comp 3C bid, or 17+-20 with D stop 3C = nat inv 3D = GF long C 3M = nat GF 3N = based on long strong C 4C = nat GF, not a 3N hand 4D = 4405 strong 4M = 6C-5M moderate values (3D) X = good hand, no M, no D stop expected 3M = sound raise to 2M, or minimum raise to 3M (2.5 M) 3N = nat, not random 15-17 4D = assume strong 4M bid, may be something else 4M = 6+C-5M moderate hand 1H = 4+H (P) 1S = 5+C-4S NF, could be quite good 1N = 15-18(-), mb no D stop (2C = puppet, 2D = GF) 2C = 6+C NF, good be decent hand 2D = GF, usu long C, but perhaps 2425 20 2H = 4H, strong NT or shape 2S = GF 5+C-4S 2N = 18+-20 nat (use normal 1C-1H-2N rebids) 3C = nat inv, v good suit 3D = 6+C-3H GF, some SPL (3H or 4C sets suit, asks l/h SPL) 3H = 4H INV, BAL 18-20 or just under GF SPL 3S = asks (3N = 2425, 4C/D = l/h SPL, 4H = other BAL) 3S = ART GF SPL raise (3N asks l/h) 3N = nat long SOL clubs, H spl 4C/D = 6+C-4H conc, l/h SPL 4H = 6C-5H with a void, not too strong (1S) X = 3crd H raise, or 18+ BAL 1N = 15-17, sure D+S stops 2C = 6+C, could be decent hand 2D = GF, C 2H/3H = 4H, normal raise 2S = raise to 3H with a SPL (2N asks l/h) 2N = strong BAL 4crd H raise 3C = inv 3D/S = SPL game raise in H 3N = based on long strong C 4C = 6+C-4H CONC D SPL 4D = 1516 or 6+C-4H SPL S CONC 4H = 6+C-5H not too strong 4S = RKC 1430 H (1N) X = 3crd H raise, or awkward strong hand 2C = 6+C, could be decent hand 2D = GF, C 2H = 4H, 15-17 or minimum UNBAL 2S = 6+C-5S moderate hand, NF 2N = 4H, BAL 3H bid 3C = inv, more playing strength than usual, less HCP 3D/S = SPL game raise in H 3H = 4H, shape 3N = 2425 strong 4C = 6+C-4H CONC D SPL 4D = 1516 or 6+C-4H CONC S SPL 4H = 6+C-5H, not too strong 4S = nat 6+C-5S good suits (2D) Pass = could be random strong NT X = 3H, some extras, or awkward BAL hand too strong to Pass 2H = 4H, as without D raise 2S = nat GF 2N = COMP 3C, or 18-20 BAL with D stop (rebid 3N) 3C = would Pass comp 3C 3D = GF (3H = H honor, 3S = stopper) 3H = 6+H invi 3S = AR C fit, try for 3N no D stop 3N = nat 4C = nat GF 4D = SPL for C, GF 4H = nat 3C = inv 3D = GF, long C or 4H + some SPL 3H = 4H INV, like normal 3S = 6+C-5S moderate HCP but GF 3N = based on long strong C 4C = 6+C-4H CONC D SPL 4D = 1516 CONC or 6+C 4H S SPL 4H = 2425 strong 4S = 6+C-5S better than 3S (3D) Pass = could be strong NT X = 3H, some extras, or awk hand too strong to Pass 3H = could be stretching 3S = nat GF 3N = wide-range 4C = nat GF 4D = strong UNBAL H raise, usu D SPL 4H = 2452 strong 1S = 4+S (P) 1N = 15-18(-), perhaps no D stop (2C = puppet, 2D= GF) 2C = 6+C NF, could be decent hand moderate C 2D = GF, long C or 4S 4225 20 or SPL raise 2H = nat reverse, F to 2N (see 1C-1S-2H cont's) 2S = nat 4S 2N = nat 18(+)-20, see 1C-1S-2N cont's 3C = nat inv, v good suit 3D/H = 6+C-3S GF, l/h SPL 3S = 4S INV, bal 18-20 or medium SPL (3N asks: 4C = 4225, 4red = l/h SPL, 4S = else) 3N = nat long SOL C, SPL S 4C/D = 6+C-4S conc, l/h SPL 4H = 5116 CONC 4S = 6+C-5S, not that strong (2D) Pass = could be random strong NT X = 3S, some extras, or awkward BAL hand too strong to Pass 2S = 4S, as without D raise 2N = COMP 3C, or 18-20 BAL with D stop (rebid 3N) 3C = would Pass comp 3C 3D = GF (3H = H honor, 3S = stopper) 3H = 5-4+ GF 3S = 6+S invit 3N = nat 4C = nat GF 4D = SPL for C, GF 4S = to play 3C = inv 3D = GF, long C or 4S + some SPL 3H = 6+C-5H moderate HCP but GF 3S = 4S INV, like normal 3N = based on long strong C 4C = 6+C-4S CONC D SPL 4D = 5116 CONC or 6+C 4S H SPL 4H = 6+C-5H better than 3H 4S = 4225 strong (3D) Pass = could be strong NT X = 3S, some extras, or awk hand too strong to Pass 3H = nat GF 3S = could be stretching 3N = wide-range 4C = nat GF 4D = strong UNBAL S raise, usu D SPL 4H = 6C-5H medium 4S = 4225 strong 1N = 8-10 (2D) X = raise to 2N, or raise to 3N without D help 2M = nat GF, but not moderate 6-5 2N = good/bad, comp 3C, or raisse to 3N with D help 3C = inv 3D = GF, long C, 3N poss 3M = nat GF moderate 6-5 3N = based on long strong C 4M = nat GF, better than 3M, still not too strong 2C = denies enough for game opposite 15 BAL 2D = lim+ C raise 2M = FSJ 2N = 13-15 GF (or v strong) - see 1C-2N cont's 3C = denies enough for game opposite 16 BAL 3N = 16-18, stoppers (1H) Pass = no call available (P) Pass = 15-17 w/ length usu. X = takeout, 3/4S, does not promise extras, if bal 15+ 1N = 18-20 (2y = to play, 2N/3N = nat, 3C+ = invit+ transfers) 2C = 6+crds 2D = reverse, extras 2N = long C, 17-19, stopper (3C = NF, else = F) 3N = about 9 tricks with running C X = *denies* 4+ spades, implies D length (P) 1S = C-S unbal 1N = 15-17, may have 4S, use 1C-1D-1N rebid structure 2D = reverse, GF, use 1C-1D-2D cont's 2S/3D = 6C-5y minimum NF 3H = SOL C, asks H stop (2H) Pass = generally 15-17 with H stop, or bland hand with 5C unbal (P) X = extras, still takeout (2N = 15-17 with stop) 2S = ? 2N = ART comp 3C or 3D bid 3C = primary fit, 9-10 (with more X) 3D = invite 3H = GF distributional C raise (with H) X = 15+ BAL or semiBAL, no H stop expected 2S = good hand, short H, includes 3136/3145 reverse 2N = comp 3C/3D bid, or 17-20 with H stop 3C = nat inv 3D = nat GF (3M = stopper, 4m = sets trumps) 3H = GF long C 3S = 6+C-5S moderate hand 3N = based on long C and H stop 4C = GF, not a 3N hand 4D = 6+C-5D moderate hand 4H = 3046 very strong 4S = 6+C-5S, stronger than 3S (3H) X = good BAL/semiBAL hand (3S asks stop) 3S/4S = 6+C-5S moderate/better values 3N = based on long C 4C = GF, not a 3N hand 4D = 6+C-5H moderate but GF 4H = 3046 very strong 1S = 4+S (P) 1N = 15-18(-), use normal 1C-1S-1N rebid structure 2C = 6+C NF, could be decent hand 2D = reverse, use 1C-1S-2D structure 2H = general GF, usu long C, huge S hand, or big quasi-bal 2S = 4fit, strong NT or shape 2N = 18+-20, use normal 1C-1S-2N rebid structure 3C = nat invit, long good suit 3D/H = 6+C-3S GF, l/h SPL 3S = near-GF raise (3N asks: 4C = 4225 20, 4D/H = l/h short, 4S = else BAL) 3N = based on long running C and H stop, SPL S 4C/4D = 6+C-4S CONC, l/h SPL 4H = 5116 CONC 4S = 6C-5S not too strong (2D) Pass = could be awkward strong NT X = 3S, some extras, or 18+ BAL 2H = GF, C 2S/3S = normal 2N = COMP 3C or 18-20 BAL with H/D stops (3N next) 3C = inv 3D = GF S raise, BAL, only 3/4 C 3H = GF S raise, with some SPL (3S asks l/h) 3N = based on long strong C 4C/D = 6+C-4S CONC, l/h SPL 4H = 5116 CONC 4S = 4225 strong (2H) X = 3S, some extras, or awkward BAL hand too strong to Pass (P) X = coop takeout, some high cards 2S = 6+S NF 2N = puppet to 3C to show 4S-6D or weak C pref 3C = nat NF, constructive 3D = nat NF 5S-5D 3H = GF 6+S UNBAL, or GF with C UNBAL 3S = 6+S INV good suit 3N = 15-17 (else start with X) 4C = nat GF, no H SPL 4D = nat 5+S-5+C GF 4H = C support, GF, H SPL 4S = 1-loser suit, SPL H, nothing much else 2S = 4S, as without H raise 2N = COMP 3C, or 18-20 BAL with H stop (3N next) 3C = would pass 3C Comp 3D = ART C fit, try for 3N no H stop 3H = GF (if 3S now, 3N shows halfstop) 3S = 6+S inv 3N = nat H stop 4C = nat GF, clear direction 4D/H = SPL C raises, GF 4S = to play 3C = inv 3D = nat GF 3H = GF, long C, or 4S + some SPL (3S asks: 3N = C no stop, 4C/D = l/h SPL) 3S = 4S INV, like normal 3N = based on long strong C 4C = 6+C-4S CONC SPL D 4D/H = 6+C-4S CONC SPL H or 5116 respectively 4S = 4225 strong (3H) X = 3S, some extras, or awkward strong hand too strong to Pass 3S = good raise to 2S possible 3N = wide-range 4C = nat GF (else X) 4D = nat GF 4H = strong UNBAL H raise, often SPL D 4S = 4225 Strong 1N = 8-10 (2H) X = raise to 2N, or raise to 3N, not much H help 2S = nat GF, but not moderate 6C-5S 2N = good/bad, comp 3C or raise to 3N with H help 3C = inv 3D = nat GF, but not moderate 6C-5D 3H = GF long C, 3N still possible 3S = nat GF, moderate 6C-5S 3N = based on long strong D 4C = GF, not a 3N hand 4D = 6+C-5D moderate hand 4S = nat, better than 3S, still not too strong 2C = not enough for game opposite 15+ BAL 2D = 6+D or GF 2 non-y = nat 5+C-4M unlimited (3C/3D = NF, else GF) 2y = waiting, like Leb, min hand 2N = asking bid, GF (3m = NF 6+C or 3D resp; 3M = cheapest 4crd suit short D) 3m = NF 2N = 15+ nat GF 3C = GF 6+C 3D = GF supp 3M = SPL D raises 3N = based on long solid clubs and stopper, something in H, short D 2H = lim+ C raise 2S = FSJ 2N = like 1C-2N (13+ BAL) 3C = not enough for game opposite 15+ BAL 3D = FSJ 3N = 16-18, stoppers (1S) Pass = no call available (P) Pass = 15-17 w/ length usu. X = takeout, 3/4H does not promise extras, if bal 15+ 1N = 18-20 (2y = to play, 2N/3N = nat, 3C+ = invit+ transfers) 2C = 6+crds 2red = reverse, extras 2N = long C, 17-19, stopper (3C = NF, else = F) 3N = about 9 tricks with running C X = will have hearts, or 10+ HCP blob (P) 1N = 15-17, may have 4H if NT-oriented with 3C and or good S stops 2D = reverse, GF 2H = 4H, some ruffing value, or 4C (3C = turns off H, 10 HCP) 2S = general GF, may have huge hand with H supp 3H = 17+-19 BAL or medium SPL raise in H, F 3S = SOL C, asks S stop 4H = 6C-5H minimal (2S) Pass = could easily be random 15-17 with stopper (P) X = extras, still takeout (2N = 15-17 w/ stopper) 2N = ART comp 3C/3H bid, or moderate hand 6D-4H 3C = primary C fit, 9-10 3D = 6D-4H invite 3H = distributional hand with H, freaky weak 3S = GF C raise, distributional X = responsive, 1354/2344 ish, or too strong to Pass 2N = comp 3C/3H hand, or BAL 3N with S stopper (assume C) 3C = 6+C invit 3D = nat, good hand GF reverse 3H = nat, extras (GF since RE has fit or 10+) 3S = 6+C GF 3N = based on long strong C 4C = 6C-4H conc, D SPL 4D = 6C-5D GF 4H = 6C-4H conc, S SPL (3S) Pass = could be normal 15-17 X = responsive, typically 1354/2335 or too strong to Pass (no S stop) 3N = wide-range 4C = GF (else X) 4D = 6+C-5D, moderate HCP but GF 4H = wide-range 1N = 8-10 (2S) X = raise to 2N, or raise to 3N without S help 2N = good/bad, comp 3C/3D, or raise to 3N with S help 3C = F1 3D = inv, else 2N 3H = nat GF, but not moderate 6+C-5H 3S = GF, long D, 3N possible 3N = based on long strong D 4C = 5+D-5+C GF 4D = GF, not 3N hand 4H = moderate 6+C-5H 2C = not enough for game opposite 15+ NT 2D = 6+D or GF 2 non-y = nat 5+C-4M unlimited (3C/3D = NF, else GF) 2y = waiting, like Leb, min hand 2N = asking bid, GF (3m = NF 6+C or 3D resp; 3M = cheapest 4crd suit short D) 3m = NF 2N = 15+ nat GF 3C = GF 6+C 3D = GF supp 3M = SPL D raises 3N = based on long solid clubs and stopper, something in H, short D 2H = 6+H or GF 2S = waiting, like Leb 2N = near-GF relay 3C = NF 6+C 3D = 4135 (3H = GF, 3S = asks stop) 3H = 4225 min 3S/N = 4225 extras without/with stopper 3C = NF 3D = GF 3H = NF 2N = nat GF 15+ 3C = 6+C GF 3D = rev, GF 3H = GF raise, but mb min 3S = SPL for H, some extras 3N = based on long solid clubs, S stopper, something in D, SPL H 2S = lim+ C raise 2N = 13-15 (or v strong), like 1C-2N cont's 3C = not enough for game opposite 15+ NT 3red = FSJ 3N = 16-18, stoppers (1N) X = sound 8+ HCP, forcing Pass through 2D only 2C = majors 2D = H 2H = S 2S = minors, promises 5+C 2N = GF any 6-5 3any = pree (2C = Michaels) Pass = neutral, or 100% penalty for both majors (later X) X = bal, general values, not just defense, Forcing Pass through 2S (X = pen) 2D = nat NF 2H = 6+D inv, or 5+D GF 2S = lim+ C raise 2N = nat NF 10-11 3C = comp 3D = FSJ, sound values 3M = SPL big C fit 3N = nat, based on C fit 4M = voidwood C (2C = natural) Pass = limited X = neg BAL, or no 6suit, not 5-5 majors 2D = nat NF, up to inv 2M = nat NF, less than invite 2N = nat NF (game opposite 15+ BAL) 3C = 5+S-5+H, comp or better 3D = H inv+ 3H = S inv+ 3S = D GF 3N = to play 4C = 5+S-5+H GF (4D = general slammish) 4D = at least a 4H bid 4H = at least a 4S bid 4S = at least a 5D bid 4N = vanilla Blackwood 5C = 4450 very strong (2D) Pass (P) X = does not promise extras (2N = nat limited, 3M = inv 5+crd suit) 2M = reverse 2N = 18-20 (same as 1C-1any-2N now) 3N = good hand, serious source of tricks X = neg (P) 2N = 15+ F1, may have 4M sometimes 3C = transfer cue (Stayman) 3D/H = 5+H/S 3S = 5+C 2N = 10-11'ish NF (3C = NF, higher = SPL) (2H) Pass (P) X = does not promise extras (2N = scramble, or inv with 4S; 3S = inv w/ 5) 2N = 18-20 (same as 1C-1any-2N now) 3N = good hand, serious source of tricks X = neg (P) 2N = 15+ F1, may have 4S 3C = nat GF 3D = transfer cue (Stayman) 3H = 5+S 3S = 5+D 2N = 10-11'ish NF (3C = NF, higher = SPL) (2S) Pass (P) X = does not promise extras (2N = scramble, or inv with H) 2N = 18-20 (same as 1C-1any-2N now) 3N = good hand, serious source of tricks X = neg (P) 2N = 15+ F1, may have 4H 3C = nat GF 3D = 5+H 3H = 5+D 3S = Stayman 2N = 10-11'ish NF (3C = NF, higher = SPL) (2N = Unusual for red suits) Pass = netural, or 100% penalty double (X later) X = bal hand, general values not just defense 3C = moderate raise 3D = GF with S length 3H = sound raise in C 3S = nat NF, reason to bid 3N = nat, based on C fit, NF 4D = RKC 1430 C 4H/4N = SPL raises in H/D 4S = nat pree ********************* 1D Opening Responses ********************* 1H = 3+H, oft light (only 3 if 5-7 and not 4S) (X) XX = extras looking for coop pen 1S = supp X extras 1N = strong denies 3H 2C = strong 3D bid 2S/3C = SPL value raise to 3H, not GF 2N = sound raise to 3H BAL 3D/3H = distributional, min 3S/4C = full SPL for H 3N = strong BAL raise to 4H (1S) Pass = neutral, 11-14 assumed X = cards/comp 1N = to play opposite 11-14 with diamonds 2C = 5-5 NF 2D = NF 2S = general GF, generally distributional 2N = invite opposite 11-14 with diamonds 3C = weak canape X = 15+ no stopper, or sometimes Kxx/Qxx hoping pd bids NT 1N = to play opposite 15-17 2C+ = as if 1D-1H-1N 1N = normal, stopper (proceed like 1C-1H-1N) 2C+ = as normal, except 2S probably BAL 4fit invite H raise (2C/S) Pass = neutral X = general values 2D (if avail) = weak, probably just 3H 2S (if avail) = invit promising 5+H 2N = Leb (weakish canape or weakish with D supp) 3-cue = GF, 6+crds own suit, or great fit opener's suit 3lower = nat NF, invites pref, constructive X = xtras with 3fit, OR 18+ (use Leb) H raise = 4fit 2N = good/bad 1S = nat mb very strong, unbal, try not to Pass 3C = to play, weak 4-6 or 3-6 1N = 15-18(-) BAL, may have 4S, even 4H if v NT-oriented 2C = ART puppet to 2D 2D = forced Pass = to play 2H = invit, unbal, may have 4+C 2S = invit 5H, bal 2N = 4H-4S invite 3C = invite, 4H-5+C 3D = invite, 4H-4+D 3H = invite, non-great 6H 3S/4m = autosplinter, non-great 6H 3N = c.o.g., 6 non-great H 4H = RKC 1430 for H 4S/5m = autosplinter void, non-great 6H 4N = quant, non-great 6H 5N = choice of slam, non-great 6H 2D = ART GF Relay 2H = 2344/2353/3352 (2S R: 2344 min, 2353 min, 3352 min, then same but max) 2S = 4243/4342 (2N R: min low/high trip, max low/high trip) 2N = 3343/3244 (3C R: 3343 min, 3244 min, then same but max) 3C = 2353 good H and D 3D = 3352 good H and D 3H = 4H-4D rare v NT -oriented, or 2362 (3S asks: 3N = 2362) 3N = 2245, good stuff in doubletons 2H = to play 2S = GF reverse 2N = invite 3C = to play, 5+C, only 3-4 H 3D = 5H-4+D invite 3H = invite, great 6H 3S/4m = autosplinter, great 6H 4N = quant, great 6H 4S/5m = autosplinter void, great 6H 5N = c.o. slam, 6 great H 2C = nat, mb 4D-5C 2S = 4th suit GF 3N = 3 spades, 2 S stops, 15-17 3m = invite (4m = RKC, higher = voidwood) 3S/4D = GF splinter for C 2D = 6+D 2H = to play 2S = GF reverse 3N = 3 clubs, 2 C stops, 15-17 2N = F 3D = invite (4D = RKC, higher = voidwood) 3S/4C = GF splinter for D 3N = picture bid, Hx D, all side Aces or all side KQ's (rare) 2H = 15-17 value 4fit (strong NT, or distributional less) - later Kickback and Voidwood 2S = ART invit+ relay, most game/slam tries 2N = any SPL 3C = R 3D/H = min low/high short 3S/3N = max low/high short 4C/4D = max 6D-4H low/high short, imperfect 4H = max 6D-4H SPL A/Ax in side suits, imperfect 3C = 2452 conc min, or maximum (3D asks: 3H = min, 3S = max) 3D = 2452 medium 3H = 15-16 BAL (3N to play, else cues) 3N = 17 BAL, trump warning else = 17 BAL, at least fair trumps, cues 2N/3m = short suit game try (NT = S) 3H = 6crd suit, aiming for 3N 3S/4m = splinter slamtry 3N = 4333 13-15, stoppers 2N = 18(+)-20 BAL, may have 4fit with slow values 3C = Puppet to 3D, shows 4+D 3D = forced Pass = to play ** after all the below, if H trumps, 4S = 6 RKC 1430 3H = 5H-4+D, re's next S/C bid shows short 3S = 4H-4+D, S SPL 3N = 4H-4+D NF 4D = 4H-4+D BAL, better than 3N 4H = long H, S SPL, NF slamtry 4S = long H, S SPL, better 4N = 4H-4+D, C SPL 3D = 5+H 3H = doubleton (4H = mild slamtry, 4C = 4+C nat) 3S = 4S/3H (4C = slamtry H, 4D = slamtry S) 3N = 3H, pref for 3N if choice 4C = 3H, very slam-suitable, (4D LTTC) 4D = 3H, neutral slam values, suit oriented 4H = 3H, picture bid, good H, good D, no side A 3H = 4S-4H 3S = 4 spades (3N = BAL slamtry, 4m = SPL) 3N = nat, denies 4S 4m = advance cue for S, denies lower ctrl 4H = nat concealed 4fit (4D-4H minimum) 4S = picture bid, good 4S, good D, no side A 3S = 5+C-4H, GF 3N = nat 4C = sets C, slam suitable (4D = 6RKC 1430, 4H/4S = D/S SPL, 4N = NF) 4D = 6 RKC 1430 C 4H = nat concealed supp, minimum 4S = C fit, no D ctrl (4N/5C = NF) 4N = C fit, no S ctrl, NF (5C NF) 5C = picture bid, strong H/C, both side Aces) 3N = to play 4m = autosplinter for own long H 4S/5m = voidwood for H 4N = quant 5N = F6NT, invites 7 on power 3H = 18-20 4fit BAL, some ruffing value, or same VAL unbal 3S = R (3N = 2452, 4C/D = low/high short, 4H = 18-20 BAL) 3N = just 3H 6-7 4C = C short 4D = supp, slam interest 4S = Kickback 1430 4N = S short 5C/5S = voidwood 0314 5D = nat, just 3H 3S/4D = sound 4fit splinter for H (4D = short C) 3N = good hand, long SOL D, side stoppers, short H 4C = conc 6+D-4+H about 14-16 HCP 4H = 2452 19-20, at least one high trump honor (4S = Kickback, else controls [NT = S]) 1S = 3+S, oft light (only 3 if 5-7), rarely 4S-4H superweak (X) XX = extras, looking for coop pen 1N = strong NT, not 3S 2C = strong 3D bid 2H = extras, 3fit, BAL 2S = normal 4fit 2N = sound raise to 3S, us BAL 3C/3H = SPL value raise to 3S, not GF 3D/S = shapely min 4C/4H = full SPL 3N = strong BAL raise to 4S (2C/H) Pass = neutral X = general values 2N = Leb (over 2H) (weakish canape or weakish with D fit) 3-cue = GF, 6+crds own suit, or great fit opener's suit 3lower (over 2H) = nat NF, invites pref X = xtras with 3fit, OR 18+ (use Leb) S raise = 4fit 2N = good/bad 1N = 15-18(-), BAL, may have even 4S if v NT-oriented, rarely sing S or C 2C = ART puppet to 2D 2D = forced Pass = to play 2H = SPECIAL weak hand: 5S-3D 2S = invite, 5S unbal 2N = invite, 5S, bal 3C = invite, 4S-5+C 3D = invite, 4S-4+D 3H = BUPH: C spl, diamond fit; BPH nat invite 5-5, not great suits 3S = invite, not so good 6S 3N = c.o.g. 6 not so good S 4m/4H = autosplinter, 6 not so good S 4S = RKC 1430 S 4N = quant, 6 not so good S 5m/5H = void autosplinter, 6 not so good S 5N = choice of slam, 6 not so good S 2D = ART GF Relay 2H = 4H-4+D, might have 3S 2S = nat 6+S 2N = Relay (2452, 2443, 3442, 1453, 3451) 2S = 3244, or 3253/3352 not with conc D-S 2N = Relay (3C = 2344 [R asks min/max], 2353 min, 3352 min, then same two with max) 2N = 3343/2344 (3C R: 3343 min, 2344 min, then same with max) 3C = 3253 good S/D 3D = 2353 (if 6D then nonslammish) 3H = 3352 good S-D 3S = 4S-4D v NT oriented, or 3S-6D (opener Passes 3N with 3S-6D only) 3N = 2245 2H = 4S-4H superweak, 0-4 2S = to play, mb 5 2N = nat, assume 4crd S 3C = to play, long C, only 3/4 S 3D = invite 5S-4+D 3H = BUPH H Spl D fit 3S = invite, decent 6crd suit 4m/4H = autos-linter, long decent S suit 4N = quant, long good S suit 5m/5H = auto-splinter void, long decent S suit 5N = choice of slam, long decent 6S 2C = nat, mb 4D-5C, and occ 1453 2H = 4th suit GF 3N = 3 spades, 2 spade stops, 15-17 3m = invite (4m = RKC, higher = voidwood) 3H/4D = GF splinter for C 2D = 6+crds 2H = GF 5+S-4+H? 2S = to play 2N = F 3D = invite (4D = RKC, higher = voidwood) 3H/4C = GF splinter for D 3N = picture bid, Hx D, all side Aces or all side KQ's (rare) 2H = reverse, occ. HUGE S raise C void 2S = 5+S F1 2N = NF nat, 1453ish (3C/3D/3S = to play, 3H= 5S-5C GF) 3C = GF ART, unwilling to bypass 3N just yet 3D = NF, NAT, 6+D 3H = NF (4D = to play) 3S = 2452 ish, strong doub S, no C stop 3N = nat extras, 1453/1363/2362 ish 4C = SPL raise of S, does not imply extras 4D = sets trumps, GF 4H = 6-5 NF, better than 3H 4S = AQx AKx AKxxx xx typically 4N = RKC 1430 S 2N = ART, Leb like 3C = expected Pass = to play, canape 3D = NF 3M = GF, values there, with clubs? 3N = nat, 7-9 HCP, with clubs? 3D = GF, 6th D 3H = 6D-5H NF (4D = NF) 3S = GF 3451 3N = nat, extras, C stop 4C = 3370 or so 4D = D flag 4H = 6D-5H, better than 3H, NF 4S = 4450/4360/435cA, no C loser, HUGE hand 3C = ART GF, 4324 no C stop typically 3D/3H/3S/3N/4C = nat 4D = slamtry, C ctrl 5D = fast arrival 4S = forcing, no C wastage, HUGE 4 trump S raise, C void (4N = RKC S) 4N = nat, 22-23 VAL 3D = GF nat, may have 5S 3H = 5S-4+H 12+ HCP 3S = GF, 1-loser suit or better 3N = 11-13 HCP, slow cards, 4324, NT-oriented 4C = SPL for H 4D = AKxxx xx Qxxx xx typically 4H = AKxxx KJxxx xx Jx typically, NF 4S = SOL 6/7 suit, no C ctrl NF 4N = 1430 RKC H 2S = 15-17 value 4fit (strong NT, or distributional less) - later Kickback and Voidwood 2N = ART invit+ relay, most game/slam tries 3C = any SPL 3D = R 3H/3S = min low/high short 3N/4C = max low/high short 4D/4H = max 6D-4S low/high short, imperfect 4S = max 6D-4S SPL A/Ax in side suits, imperfecct 3D = 4252 conc min, or any max (3H asks: 3S = min, 3N = max; then 3N to play, else cues) 3H = 4252 medium (3N = to play, else cues) 3S = 15-16 BAL (3N = to play) 3N = 17 BAL, trump warning 4C+ = 17 BAL, cues 3C/3D/3H = short suit game try 3S = 6crd suit, aiming for 3N 3N = 4333 13-15, stoppers 4C/4D/4H = splinter slamtry 2N = 18(+)-20 BAL, may have 4fit with slow values 3C = Puppet to 3D, always shows D 3D = forced Pass = to play 3S = 5S-4+D, re's next S/C bid shows short 3N = 4S-4+D NF 4C = RKC 1430 D (6 cK sK) 4D = 4S-4+D BAL, better than 3N 4H/5m = voidwood D 4S = AQJxxx xx KQx xx 4N = 4S-4+D, C SPL 3D = 5+S-4+H 12+ HCP 3H = 4H (4N = 5422 NF, 3S = 5422 slamtry, 4m = spl) 3S = 3S, not 4H (4m = SPL, 4H = 5-5 slamtry) 3N = nat 4C = sets H, advance cue, (4D LTTC) 4D = sets H, advance cue, denies C cue 4H = sets H, picture bid, good H, good D, no side A 3H = 5+S, denies 4+H 3S = doub (4S = mild slamtry, 4C = nat, 4red = cue) 3N = 3S, pref for 3N if choice 4C = 3S, all around slam suitable hand (4D = LTTC) 4D = 3S, neutral slam, suit oriented 4H = 3S, very slam suitable, control-heavy 4S = 3S, picture bid, good S, good D, no side A 3S = 5+C-4S 3N = to play 4C = sets C, slam suitable (4D = 6 RKC 1430, 4H/S = H/D spl, 4N = to play) 4D = 6 RKC 1430 C 4H = C fit, no D ctrl (4N/5C = NF) 4S = nat, concealed 4fit, min 4N = C fit, no H ctrl, NF 5C = picture bid, both side Aces, strong S+C) 3N = nat 4m/H = autosplinter for long S 5m/5H = voidwood S 4N = quant 5N = F6NT, invites 7 on power 3H = GF splinter in H or C, with 6+D-3S (set trumps to ask for l/h short, then can RKC) 3S = 18-20 4fit BAL, some ruffing value, or same VAL unbal 3N = just 3S 6-7 4C = R (4D = 4252 or 18-20 BAL [4H = LTTC], 4H/S = low/high short) 4D = supp, slam interest 4H = H short 4N = RKC 1430 5C/5H = voidwood 0314 5D = nat, just 3 spades 3N = good hand, long SOL D, side stoppers, short S 4C = conc 6+D-4+S about 14-16 HCP 4D/4H = sound SPL for S with 4fit, in C(D)/H 4S = 4252 19-20, at least one high trump honor (4N = RKC 1430, else = controls) 1N = 7(+)-10, no 4M, unsuitable for D raises (2H) X = raise to 2N, or to 3N without H help 2S = nat GF, not moderate 6+C-5S 2N = g/b 2N, comp 3C/D, or raise to 3N with H help 3C = intended F1 3D = inv 3H = GF long D, 3N possible 3S = nat GF, moderate 6+D-5S 3N = always based on long strong D 4C = 5-5 GF 4D = GF, not 3N hand 4S = nat, better than 3S, still not too strong (2C/2S) as above 2C = nat, mb (41)53 2H = reverse 2S = Leb-like puppet, to get out at 2N/3m or try for game 2N = most mins 3C/3S = GF frag 3D/3H = GF nat 3N = extras 2N = nat positional non-max 3C/3D = GF nat 3M = GF D fit plus CONC values 3N = nat, positional max 2S = reverse 2N = Leb-like puppet, to get out at 3m or try for game 3C = expected with mins 3D/3S = GF nat 3H/4C = GF frag 3N = extras 3C/3D = GF nat 3M = GF D fit plus CONC cards here 3N = nat, positional max 3H/3S = autosplinter, long D, 17+ 2C = nat 9+ HCP, 5+crds unless 3334 11-12 HCP or tactical 13+, no 4M if GF 2D = 5+D, any hand 2H = seminatural 2N = waiting 3H = nat (3S = ART slamtry H, 4m = nat sets trumps, denies 4H; 3N = nat, partial S stopper w/ 3H) 3N = 4H with S stop, NF 4H = to play even opposite good 3crd H, freaky minimum 2S = seminatural 2N = waiting 3S = nat (4H = ART slamtry S, 4m = nat sets trumps denies 4S; 3N = nat partial H stopper w/ 3S) 3N = 4S with H stop, NF 4S = to play even opposite good 3crd S, freaky minimum 2H = most 4441 hands exactly 2S = ART GF 2N = sing C honor, min 3C = no great 4crd suit, most hands 3D/H/S = good 4crd suit 3N = sing C honor, extras 4C = no great 4crd suit, lots of extras 2N/3m = NF 3M/4D = nat slam tries, good trumps 4C = sets C, invites cues 3N/4N = nat 2S = ART GF C raise, 4+ clubs 2N = semibal, 3N still likely (after all these, 4C RKC 1430, cues) 3C = bal, 8+ controls 3D = bal, 6-7 controls 3H = short H, flawed 3S = short S, flawed 3N = BAL, 4-5 controls 4C = 1156 conc 4D = 1165 conc 4M = void, 6-6 minors 4N = 1174 conc 5C = 0076 (why) 3C = UNBAL hand usu. (after all these, RKC 1430 4C, cue-bids) 3D = BAL 8+ctrls, pure hand 3H = BAL 6-7 ctrls 3S = BAL 4-5 ctrls, great C 3N = BAL 4-5 ctrls, eh C 4C = 1156 4D = 1165 4M = flawed splinters 4N = RKC 1430 C 5C = 0076 with hole in both suits 3D = 5+C-4+D usu unbal (use 6-KC RKC 1430) 3H = BAL 8+ctrls, pure hand 3S = BAL 6-7 ctrls 3N = BAL 4-5 ctrls, stoppers, NF 4C = BAL 4-5 ctrls, weak doub or trip 4D = 1156/1165 4M = flawed splinters 4N = RKC 1430 6KC for minors 5C = 0076 with hole in both suits 3H = nat, 4-4 fit possible 3S = half-stop S, try for 3N 3N = nat limited 4C = slam-suitable 4D = strong 5+crd suit 4H = nat, limited sing S 4S = RKC 1430 6KC H-C 4N = voidwood S, 6 KC RKC H-C 3S = nat, 4-4 fit possible 3N = nat, limited 4C = slam suitable, including hands with xx S 4D = strong 5+crd suit 4H = voidwood H, 6 KC 0314 S-C 4S = nat, limited, sing H 4N = 1430 6KC S/C 2N = nat 15-20 GF, may have 3C 3C = long C, some short suit, not 4M (R asks l/m/h short) 3D = 5+C-4H (later S or D bid is splinter) 3H = 5+C-4S (later H or D bid is splinter) 3S = 5+C-4D (later H or S bid is splinter) 3N = to play 4C = RKC 1430 C 4D/M = autosplinter for C, enough to go past 3N 4N = quant opposite 15-17 3C = nat NF, 4+C, always real D 3D = F (bid stopper, or 3N, or JS splinter) 4D/4M = autosplinter for C 3D = extras, GF, at most 1 loser in D, no 4M 3M = NT stopper 3N = nat 4C = nat, clubs can still be trumps 4D = slam possible 4H = RKC 1430 D 4S/N = S/H splinter for D 5C = picture, long solid C, no M ctrls, no D honors 3M = SPL, extras, GF, 4+C, not (41)44 or void with 4M 3N = 18-20, 4432 exactly, usu no high C honors 4C = nat slamtry 4D = sets H, slamtry 4H = sets S slamtry 4S = 4405, doubt about strain for slam 4N = quant 5m = RKC Gerber 1430 for m 4C = conc. 2245 lots of extras 4D = conc 2254 lots of extras 4M = voidwood 0314 for C 4N = RKC 1430 for C 5C = no losers outside topless 5+ clubs 2D = 4+D, F to 3D, GF opposite 15+, no 4M (X) XX = strong 15+ BAL hand, some penalty interest opposite Hxx, GF Pass = F through 3D, implies shape and extras reopening X = cooperative penalty 2M/3C = nat, not yet GF 3D = NF, implies shape, no extras (bid) Pass = F to 3D, very common reopening X = cooperative penalty X = pen, suggests just 3D 2M/3C = mb stopper-showing, not yet GF 2N = nat GF 3D = NF, implies shape, denies solid HCP total jump = SPL jump 4D = RKC 1430 (jump overcall) Pass = NF reopening X = cooperative penalty X = extras, no good bid (not pen) NS = GF 2H = ART GF, 4+D 2S = ART original limit raise 2N = R, usu BAL with stoppers 3C = BAL, some reason not to bid 3N (then bid stoppers) 3D/3M = SPL (3D = C) (3N = nat, 3y = values, 4C = no SPL, 4D = RKC D) 3N = nat 4D = RKC 1430 D 4C/4M = void 3C = BAL, some flaw for NT (3y = stop, 4y = SPL) 3D = C SPL (3M = SPL, 3N = nat, 4C = no SPL, 4M = void) 3M = SPL (3N = nat, 4C = no SPL, oM = SPL, 4D = C SPL) 3N = 18-20, 3343, not slam-oriented 2N = scattered strength, 13-14 or 18+ 3C = 13+ HCP BAL, prefers not to declare NT yet 3D/M = 13+ HCP C SPL 3N = nat 4C = no SPL cheap steps = low/high other SPL raise SPL = RKC 1430 D higher suits = voidwood 0314 4N = 3343 18-19 good stopper in SPL 3N = 15-17, stoppers 4D = RKC 1430 D 4C/H/S = 13+ HCP, void 2S = UNBAL game try 2N = R, not horrible 3C = short C 3D = 6 D tricks and a fast side trick 3M = short M 3N = 7 D tricks and a fast side trick 3C = short C, non-min 3D = signoff 3M = short M, non-min 2N = 15-17, only 3D (3C = stall, 3D = SPL C, 3M = SPL) 3C = ART 6-5 reverse into a major 3D = R (bid M, then cue for M, or bid 4D for D) 3D = signoff attempt (3M = stopper, 4C/4M = SPL) 3H/3S/4C = autosplinter 3N = 18-20, only 3D (4C = stall, 4D = SPL C, 4M = SPL) 4D = RKC 1430 D 4H/4S/5C = voidwood 0314 5H = GSF for D 2H = 5+S-4+H up to a bad invite 2N = s/o in minor(s), or slamtry M 3m = better minor Pass = to play 3D = just long D to play 3M = slamtry asks n/l/h splinter 3C = ART invit M raise, or GF with minors 3D = 5422 min (3M = NF) 3H = 5431/5440 (3S = NF, 4m = nat) 3S = 5413/5404 (4m = nat) 3N = 5422 max 4m = 5+-5+ splinter 4H = (6-5)-1-1 majors 4S = 5530 max (4N = slamtry D) 3D = invitational 3M = invite, real-fit, but minimum strength 3N = to play 4C = GF 5+-5+ 4D = nat GF 4M = to play 2S = 6+S-4H, game opposite 15+ and good fit, invite cont's see 1D-2H 2N = 13-15 or 18(+)-20, 33(43 or (32)44 weak D, good M stops 3C = 17+ no short 3D/H/S = 17+, short in this suit (D = club short) 4D = RKC D 4C/4M = void autosplinter 3C = ART mixed D raise, game opposite 17(+)-20 3D = pree D raise, no game opposite 17(+)-20 3M = KJTxxxx, nothing outside, usu 3N = 16-18(-), 33(43), less than 3 Aces, strongly NT-oriented 4m = nat slamtry 4M = 6D-5M NF 4C = ART 7 SOL hearts or KQJT 7th with side A/K, typically short D 4D = pree, prepared to sit for pen X by pd, may double with 1 trick 4H = ART 7 SOL spades or KQJT 7th with side A/K, typically short D 4S = nat pree, KQJ/KQT9 8th, nothing on side 4N = nat 20(+)+ 33(43), at least 3 Aces or 2 ACes + cK, very strongly NT oriented, F to 5N 5D = gambling, superweak 5C/5M = voidwood 1430 for diamonds (X) Pass then X = cooperative penalty, suggests 4333 and general strength XX = strong, length in 2/3 of other suits (sets up pen X's over NS, cooperative pen over JS) forced through 3m in comp situations, so X or bid in NF situation is extras bid/jump = extra shape 1y = F 1N = 8-10 no 4M 2C = NF, playable suit, 6+C 2D = F1 2H = 4441 extras 2S = GF C raise 2N = F1, 15+ HCP (3C = NF, else GF) 3C = NF, courtesy raise 3D = at worst 1-loser suit, GF 3M = SPL raise 3N = 4432 18-20 (4D = H, 4H = S) 2D = NF JS = fit-showing 2N = weak raise 3C = lim 3N = non positional strong raise (1H) Pass = no call available (P) Pass = 15-17 w/ length usu. X = takeout, 3/4S, does not promise extras, if bal 15+ 1N = 18-20 (2y = to play, 2N/3N = nat, 3C+ = invit+ transfers) 2C = nat 2D = 6+crds 2N = long D, 17-19, stopper (3D = NF, else = F) 3N = about 9 tricks with running D X = *denies 4+S", implies C length (2H) Pass = generally 15-17 with stop, or bland hand with D minimum (P) X = extras, still takeout (now 2N = 15-17 with stop) 2S = ? 2N = ART comp 3C signoff/3D 3C = 6C freaky, too weak for 2C originally, but constructive 3D = 9-10 primary D fit (with more, X) 3H = GF D fit, too distributional to X X = 15+ BAL or semiBAL, no H stop expected 2S = good hand, short H, includes 3163/3154 2N = comp 3C/3D bid, or 17-20 with H stop 3C = nat inv 3D = nat inv 3H = GF long D 3S = 6+D-5S moderate hand 3N = based on long D and H stop 4D = GF, not a 3N hand 4C = 6+D-5C moderate hand 4H = 3064 very strong 4S = 6+D-5S, stronger than 3S (3H) X = good BAL/semiBAL hand (3S asks stop) 3S/4S = 6+D-5S moderate/better values 3N = based on long C 4C = 5-5 good han 4D = GF, not a 3N hand 4H = 3064 very strong 1S = 4+S (P) 1N = 15-18(-), perhaps no H stop (2C = pupp, 2D = GF) 2C = nat NF, could be good hand 2D = 6+D NF, could be decent hand 2H = GF, long D or 4S 4252 or SPL raise 2S = 4S, strong NT or shape 2N = 18+-20 BAL (use normal 1D-1S-2N rebids) 3C = nat GF 3D = invite v good suit 3H = 6+D-3S GF (3S/4C = sets suit asks short: l/h) 3S = 4S INV 18-20 or medium SPL (3N asks: 4C 4252, 4D/H = l/h SPL, 4S = else) 3N = nat long SOL D, SPL S 4C/4D = 6+D-4S CONC, l/h short 4H = 5161 CONC 4S = 6+C-5S not too strong (2D) like below, similar to after 1C-(1H)-1S-(2H) (2H) Pass = could be indifferent strong NT (P) X = coop t/o, some high cards 2S = 6+S NF 2N = puppet to 3C, to show 4S-6C or weak D pref 3C = nat NF, 5+S-5+C 3D = comp 3D, constructive 3H = GF 6+S UNBAL, or GF D raise UNBAL 3S = 6+S inv, good suit 3N = 15-17 (else start with X) 4C = nat 5+S-5+C GF 4D = nat GF no H SPL 4H = D supp, GF, SPL H 4S = 1-loser suit, SPL H, not much else X = 3S, some extras, or awkward BAL hand too strong to Pass 2S = 4S as normal 2N = Comp 3C or 3D, or 18-20 BAL with H stopper (3N next) 3C = nat F1 3D = nat inv 3H = GF, long C, or 4S+ some SPL (over 3S, 3N = C no stop, 4C/D = l/h SPL) 3S = 4S invit as normal 3N = based on long strong D 4C/D = 6+D-4S CONC, SPL C/H respectively 4H = 5161 CONC 4S = 4225 strong (3H) similar to after 1C-(1H)-1S-(3H) 1N = 8-10 (2H) Pass = neutral X = raise to 2N, or raise to 3N without H help 2S = nat GF, but not a moderate 6-5 2N = g/b 2N, comp 3m, or raise to 3N with H help 3C = F1 3D = inv 3H = GF long D, 3N poss 3S = 6-5 moderate hand 3N = based on long strong D 4C = GF 5-5 4D = GF, not a 3N hand 4S = better than 3S 2C = may be pushing it a little, F1 2D = 5+D unlimited, F1 (2N/3C/3D = NF, else GF) 2H = 4441 unlimited F1 (2N/3C/3D = NF, else GF) 2S = ART GF C raise 2N = nat GF 15+ 3C = nat NF raise else = as if no 1M overcall 2D = denies enough for game opposite 15 BAL 2H = lim+ D raise 2S/3C = FSJ 2N = 13-15 (or V strong), see 1D-2N cont's 3D = denies enough for game opposite 16 BAL 3N = 16-18, stoppers (1S) Pass = no call available (P) Pass = 15-17 w/ length usu. X = takeout, 3/4H, does not promise extras, if bal 15+ 1N = 18-20 (2y = to play, 2N/3N = nat, 3C+ = invit+ transfers) 2C = nat 2D = 6+crds 2H = reverse, extras 2N = long C, 17-19, stopper (3C = NF, else = F) 3N = about 9 tricks with running C X = negative, generally 4H but occ 10+ HCP blob (P) 1N = 15-17 (use 1C-1H-1N rebid structure) 2C = rarely 4153 2H = 4fit 2S = general GF, big hand with C, H fit, or just a quasibal hand 2N = 18-20 (use 1C-1H-2N rebid structure) 3H = medium hand, GF (since pd will have fit or 10+) 3S = long running D, needs S stop for 3N 3N = long running D, has S stop 4C = 6+D-4H moderate hand, SPL C 4D = 6+D-4H moderate hand, SPL S 4H = 6D-5H moderate hand (2S) Pass = could easily be random 15-17 with stopper (P) X = extras, still takeout 2N = ART COMP 6C-4H, D fit, H rebid 3C = 6C-4H invite 3D = 9-10 fit (with more X) 3H = some sort of freak too weak for 2H earlier, but constr 3S = GF hand with D fit, distributional (and with H) X = responsive, 1354/2344 ish, or too strong to Pass 2N = comp 3C/3D/3H hand, or BAL 3N with S stopper (assume minors) 3C = nat good hand, F1 3D = nat, invit 3H = nat, extras (GF since RE has fit or 10+) 3S = 6+D GF 3N = based on long strong D 4C = D+C GF 4D = 6D-4S conc, C SPL 4H = 6D-4H conc, S SPL (3S) Pass = could be normal 15-17 X = responsive, typically 1354/2353 or too strong to Pass (no S stop) 3N = wide-range 4C = invit 4D = GF (else X) 4H = wide-range 1N = 8-10 (2S) X = raise to 2N, or raise to 3N without S help 2N = g/b (comp 3m, or raise to 3N with S help) 3C = F1 3D = inv 3H = nat GF, but not moderate 6-5 3S = GF long D, 3N poss 4C = GF 5-5 4D = GF not a 3N hand 4H = nat moderate 6-5 2C = may be pushing it a little 2D = 5+D unlimited, F1 (2N/3C/3D = NF, else GF) 2H = 4441 unlimited F1 (2N/3C/3D = NF, else GF) 2S = ART GF C raise 2N = nat GF 15+ 3C = nat NF raise else = as if no 1M overcall 2D = not enough for game opposite 15+ BAL 2H = promises 6+H, or else GF 2S = waiting, like Leb 2N = near-GF relay 3C = NF 6+C 3D = 4135 (3H = GF, 3S = asks stop) 3H = 4225 min 3S/N = 4225 extras without/with stopper 3C = NF 3D = GF 3H = NF 2N = nat GF 15+ 3C = GF 3D = 6+C GF 3H = GF raise, but mb min 3S = SPL for H, some extras 3N = based on long solid diamonds, S stopper, something in C, SPL H 2S = lim+ D raise 2N = 13-15 or v strong, see 1D-2N cont's 3C/3H = FSJ 3N = 16-18, stoppers (1N) X = sound 8+ HCP, forcing Pass through 2D only 2C = majors 2D = H 2H = S 2S = minors, promises 5+D 2N = GF any 6-5 3any = pree (2C) X = negative, implies majors (P) 2D = NF mb just 5D if pressed 2M = 4, strong NT or shape 2N = nat 15+, F1, may have a 4M 3C = Stayman 3D/H = 5+H/S 3S = 5+D 3C = GF, likely long D 3D = invite, strong suit 3M = GF 18-20 support points 3N = based on long strong D and C stop 4C = 4450 strong 4M = 6+D-5M moderate HCP (2D = Michaels) Pass = neutral, or 100% penalty for both majors (later X) X = bal, general values, not just defense, Forcing Pass through 2S (X = pen) 2D = nat NF 2H = 6+C inv, or 5+C GF 2S = lim+ D raise 2N = nat NF 10-11 3C = nat NF, reason to bid 3D = comp raise 3M = SPL big C fit 3N = nat, based on D fit 4C = FSJ, sound values 4M = voidwood D (2H) Pass (P) X = does not promise extras (2N = scramble, or inv with 4S; 3S = inv 5S) 2N = 18-20 (same as 1D-1any-2N now) 3N = good hand, serious source of tricks X = neg (P) 2S = 4fit min 2N = 15+ BAL, F1, may have 4S 3C = 5+D 3D = transfer cue (Stayman for S) 3H = 5+S 3S = 5+C 2N = 10-11'ish NF (3D = NF, 3other = SPL) (2S) Pass (P) X = does not promise extras (2N = scramble, or inv with H) 2N = 18-20 (same as 1D-1any-2N now) 3N = good hand, serious source of tricks X = neg (P) 2N = 15+ BAL, F1 3C = 5+D 3D = 5+H 3H = 5+C 3S = Stayman, asks about 4H 2N = 10-11'ish NF (3D = NF, 3other = SPL) (2N = Unusual for H-C) Pass = netural, or 100% penalty double (X later) X = bal hand, general values not just defense 3D = moderate raise 3C = GF with S length 3H = sound raise in D 3S = nat NF, reason to bid 3N = nat, based on D fit, NF 4H = RKC 1430 C 4C/4N = SPL raises in H/D 4S = nat pree (3C) X = neg 3D = 6+H inv, or 5+H GF (assume inv) 3H = 6+S inv, or 5+S GF (assume inv) 3S = inv+ D raise unbal 3N = to play 4C = 4450 GF 4D/4H = like a 4H/4S bid, at least 4N = 16-18 nat 5C = voidwood ******************** 1H Opening Responses ******************** 1S = 4+S, mb extremely light (X) XX = extras, looking for coop pen 1N = 3fit raise, could be min, denies 6H 2C = extra value 2H bid, or better 2D = 6H-3S, could be min 2H = nat, denies 3S 2S = normal 4fit 2N = sound raise to 3S or 4S, BAL 3m = SPL raise of S, not GF 3H/3S = distributional min 4m = SPL raise of S, full value (2m) X = xtras with 3fit, OR 18+ (use Leb), S raise = 4fit, 2N = good/bad 1N = 15-18(-), 5-6 H 2C = Puppet to 2D 2D = forced Pass = to play 2H = invite, 4S-3H UNBAL 2S = invite, UNBAL 2N = invite, BAL 5S 3C = invite 5-5+ 3D = mild invite, 4S-6+D 3H = 5+S-4+H slamtry, not the best suits 3S = invite, not the best spades 3N = 6 spades, c.o.g. 4m = autosplinter, not the best spades 4H = RKC 1430 H, 6 KC including sK 4S = RKC 1430 S 4N = nat, quant, 5233 2D = GF R 2H = 26(32) 2S = 6+S, moderate suit, slam interest 2N = waiting 3m = nat, 5+crds 3H = doub 3S = 6+S, at most one loser, slammish 3N/4H = to play 4m = SPL for H 4S = 6+S, mild slamtry, sing H 2S = 35(32) min 2N = waiting 3m = nat 5+S-4+m, slammish 3H = 43(42), wrong for direct 2N response 3S = sets trumps, probably no 2nd suit 4m/4H = slammish SPL for S, typ 6S-4m 2N = 2533 3m = nat 5+m 3M = sets trumps 4m/4H = SPL slamtry for S 3C/3D = 3532 max low/high trip (as over 2N) 3M = 3622 min/max step 1/2 not 3NT = flags H/S 3N = choice between 4S/3N with 5/3 fit 4M = to play 2H = to play, not invite 2S = to play 2N = invite, just 4S, may have 5m 3C = to play 3D = 5+S-5+D invite 3H = 5+S-4+H slamtry, strong S 3S = invite, strong suit 3N/4S = to play 4m = autosplinter, long strong S 4H = picture jump, AKxxx KJxx xx xx 4N = quant 2C = nat, if 3S or 6H then nonmin, mb quite strong, try not to Pass 2D = 4th suit GF 2H = 6H-4C extras 2S = Hx or 3505/3523 wrong for NT opening or 2S raise 2N = D stopper, tends not to have doub S 3C = 5-5+ 3D = no D stopper, no better action 3H = 6-4, v good H, extras 3S = 3514/3505/3604 extras 3N = 1534 15-17, good D holding for NT 4C = 6H-5+C, some extras 4D = 0535 lots of extras 4H = 7H-4C, just below original jumpshift earlier 2H = NF, usu 2fit (rarely v weak 3fit) 2S = 6+S, wide-range (3S = ctrls and 2fit) 2N = nat NF, aggressive 3C = wide range, courtesy to invite 3D = 5-5 invite, suit-oriented 3H = invite 3S = invite, good suit 3N = nat 13-15 5233/5242, solid D stop 4C = GF picture raise, 5224 CONC, enough to bypass 3N 4D = D SPL raise of C, GF 4H = picture 5422 CONC 4S = long suit, no slam 2D = nat, if 3S or 6H then nonmin, mb quite strong, try not to Pass 2H = usu 2fit, occ. v weak 3fit 2S = 6+S wide range, raise aggressively with doubleton 2N = nat NF 3C = 4th suit GF 3D = default, nothing better below 3H = doubleton 3S = doubleton S 3N = short S 4C/4D= 6H-4D short C/S, moderate H 4H = nat, 5 strong H, no club help 3S = nat, extra S 3N = short S, no real C stop 4m = cue for S 4H = 1642 moderate hearts 4S = nat, mb sing 3H = 5+H-5+D, denies 3S 3S = nat, extra S 3N = NF, flawed 4C = choice of game grope (4H = decent suit) 4D = D flag 4H = RKC 1430 D 3S = 3541/3640/3550 extras 3N = nat, was looking for 6th H 4C = cue for S 4D = D flag (4H = 6 RKC D with sK... same by responder if bids 4N) 4H = honor cue for S 4S = to play, op may bid again with great hand 4N = RKC 1430 S 3N = real C stopper 4C = 5+S-5+C 4D = D flag (4H = 6 KC 1430 for D.. same if 4N by RE) 4H = ART slamtry, own S suit 4S = natNF, ok opposite sing 4N = nat inv 4C = 6+H-4D short C strong H 4D = 6+H-4D short S strong H 4H = 1741 4S = 0544 quite strong (4N = to play) 3D = wide-range, mb courtesy 3H = invite 3S = invite, good suit 3N = nat about 13-15 5233/5224, solid C stop 4C = C SPL raise of D, GF 4D = GF picture 5242 conc, enough to go past 3N 4H = picture 5422 conc 4S = long suit, not much else 2H = 11-15 HCP 2S = constructive, NF 2N = seminat, F1 3C = ART, any min, or max with length C feature 3D = asks 3H = less than 3S, min 3S = 3fit, min 3N = less than 3S, max, length feature in C 3H = NF, pd bids on just with max 3D = max, length feature in D, or medium GF 3H 3H = max, 7th heart (3S/4m = cue for H) 3S = max, 3rd spade (4C/D = flag for H/S) 3N = max, but nothing special in C 4m = max, auto-splinter, 7+H 4H = 7+H-3S conc. 3m = GF, seminatural 3H = inv, 2fit usu. 3S = GF, good suit, aggressive 3N = special: 5/6 v good S, HH hearts, no minor suit controls 4m = SPL, slammish 4S = like 4S opening, misfit for H, no slam 2S = 4fit, or minimum 3fit (rarely 3622 max) (with 3fit extras use 2m rebid first preferred) 2N = ART invit+ R 3C = 3514 min, NF (3H = GF, 3S = to play) 3D = 3531 min, NF (3H = GF, 3S = to play) 3H = 35(32)/3622 min (3S = to play) 3S = 4522 min 3N = 4522 max 4m = 453-1m, less than original double-raise (4M = to play, 4N = RKC ) 4H = 3622 max 4S = picture, KQTx AKJxx xx xx 3m = short suit game try 3H = nat F1 (later RKC 1430 6KC + 2 Q) 3S = invite, long good S 3N = 4144 exactly, NF 4m/4H = splinter, long spades 4H = picture slamtry, no minor controls 2N = 18(+)-20, never sing S 3C = R 3D = 26(32) (3H = H flag) 3H = 3622 (3S sets S, 4m for H) 3S = 35(32) (3N = c.o.g. with 5S) 3N = 2533 3D = hearts: 5+S-4H or 4S-3H, including how to sign off in 4H 3H = normal 3S = 5+S-4H, usu. 6S (3N R: n/l/h[NF]/H[F1] short) 3N = 4S-3H NF 4C = 4351 slamtry, at most 11 HCP 4D = 4315 slamtry, at most 11 HCP 4H = 4S-3H (to play) 4S = RKC H (6KC incl sK) 4N = 4S-3H nat inv 4C = great hand (4S = RKC w 6 KC, NS = SPL) 3H = 5+S, not 1-suited slamtry 3S = normal 3N = 4S-5+C, at most 11 HCP 4C = 4S-5+D, at most 11 HCP 4D = 5+S-5+C bad suits 4H = 5+S-5+D bad suits 4S = 5044 slam try (4N = to play) 4N = RKC 1430 S 3N = great hand for S 4C = 5+D (R asks: 4S = 4crd S, 4H/N = min 5-5 lo/hi SPL) 4D = 5+C (R asks: 4S = 4crd S, 4N/5C = min 5-5 lo/hi SPL) 3S = puppet to 3N, to play, or some autosplinter for S 3N = 6S(322) BAL slamtry 4C = asks S quality (4D = bad, 4H = good) 4D = moderate slam interest, Hx S 4H = moderate slam interest, Hxx S 4S = bad for slam 4C = 5+S-5+D good suits 4D = 5+S-4+H good suits (next show SPL) 4H = 5+S-5+C good suits, next show SPL 4S = nat 4N = quant 3C = 100% GF jumpshift, V strong, tends to have ctrl in all suits, may be 4504 3D = nat 3H = default, says nothing about H, oft with 5S 3S = 3fit (3N = to play avg hand) 3N = D stop (4C = C flag, 4D = D fit likely with 5S) 4C = 5-5, descriptive 4D = 0634 (4S = D flag slam suitable, 4N = nat, 5m = nat not slam suitable) 4H = descriptive, can play opposite sing 4S = 4504 3S = 6+S 3N = extras, but slow values no fit, denies 5S 4C = Hxxx or 5 trumps, slam suitable 4D = SPL raise of C 4H = weak raise with Hxx hearts, and fitting C honor 4S = long S, exactly 1 spade loser, no D ctrl 4N = amazing C support, H honor, not much else 5C = great support, short H, not much 3D = 100% GF jumpshift, v strong, tends to have ctrl in all suits, may be 4540 3H = default, says nothing about H 3S = 3fit (3N = to play avg hand) 3N = C stop (4C = C fit, 4D = D flag) 4C = 0643 (4S = C flag slam suitable, 4N = nat, 5m = nat not slam suitable) 4D = 5-5, descriptive 4H = descriptive, can play opposite sing 4S = 4540 3S = 6+S 3N = extras, but slow values no fit, denies 5S 4C = black freak 4D = Hxxx or 5 trumps, slam suitable 4H = weak raise with Hxx hearts, fitting D honor 4S = long S, exactly 1 spade loser, no C ctrl 4N = amazing D support, H honor, not much else 5D = great support, short H, not much 3H = NF, v suit, v good suit, tends to be 7crd 3S = nat, 6+S GF 3N = nat (4m = SPL with 3 spades) 4m = cue for H 4S = RKC H 4N = H flag, v strong S and H honors, no m ctrls 3S = 16-18 VAL 3N = 4+S-6+H, conc. in majors, about 14 HCP max 4C = ART slamtry, asks minor ctrls 4D = C spl 4H = D spl 4S = ctrls both minors 4D = ART H cue-bid for spades 4M = to play 4N = RKC 1430 S 4m = SPL for S, 17+ HCP, ctrl in other minor 4H = 11-14, but 8.5 tricks (4S = RKC, 4N/5m = cues [N = S]) 4S = 20 VAL, 4522, decent majors 1N = 95% forcing, up to 12 HCP, op Passes rarely (2m/2S) X = takeout or 18+ BAL, 2N = good/bad, 3N = based on running suit 2C = 3+crds 2D = puppet to 2H: 8-10 doubleton H, or various D hands 2H = expecting 8-10 doubleton Pass = as expected 2S = invite, good 6+crd D suit, xx(x) spades 2N = nat, good 6crd D 3C = nat, 5+D-4C constructive 3D = invite, not a great 6+crd suit 3H = BAL lmit H raise, 5+D 3S = SPl S, H limit raise, 5+D, perhaps some C supp 3N = D+C, H SPL 4C = D+C, sing H honor 4D = D+C, H SPL, dA 4H = D+C, void H 4S = D+C, void S 4N = 2146, Ace 4th D, strong C 2H = v weak 3+trumps, or 5-7 doubleton 2S = ART F1, various invite hands without diamonds (e.g. UNBAL 3fit LIM, inv NT with C fit, inv C) 2N = would Pass invite 2N with C fit 3C = accepts NT invite, but not a C invite (4H = orig LIM raise UNBAL) 3D = accepts both NT and C invite, 1534 3H = 6th heart, enough for game (3S/4D = SPL original UNBAL lim 3fit) 3S = would accept NT and C invite, 3514 3N = extras 2524, both doubletons stopped 2N = nat, no C fit 3C = NF 5-5 3D = GF, more D than S 3H = GF 6+-4 or 6-3 3S = GF, more S than D 3C = courtesy raise 3D = invite, good 6+crd suit, something in S 3H = limit 3fit BAL 3S = SPL S, H limit raise, C support 3N = big C raise, xx hearts, scattered strength 4C = big C raise, Hx hearts 4D = SPL D, H limit raise, strong C support 4H = xx KJx xxx AQxxx e.g. 4S = void S, big club fit 4N = 11(56) dA strong C 2D = 3+crds 2H = wide-range 2S = ART F1, various invite hands (NT with D fit, invite D raise, invite long C, 3it UNBAL H raise) 2N = would Pass invite 2N with D fit 3C = accepts NT invite, but not invite based on long C 3D = would accept both NT and C invite, but not invite D raise 3H = 6H, accepts all invites, perhaps 3631 3S = accepts all invites, short in S 3N = extras, 2542, stoppers both doubletons 2N = nat, not primary D fit 3C = GF, more C than S 3D = 5-5 NF 3H = GF 6+-4 or 3631 3S = GF more S than C 3C = relatively weak 3D = courtesy raise 3H = BAL 3fit LIM 3S = SPl S, H LIM, D supp 3N = nat, big D fit, spread out values, short H 4C = SPL C, H LIM, D supp 4D = big D raise, fitting top honors in H 4H = xx KJx AQxxx xxx e.g. 4S = SPL raise D, C ctrl, not 3 hearts 4N = big D raise, side A or K, SPL H 2H = 6+crds, may be decent hand if suit poor 2S = ART, asks minor suit pref 2N = D pref 3C = C signoff 3D = D signoff (mb both minors) 3H = raise to 3H, S conc. 3C = C pref Pass = C signoff (mb both minors) 3D = long D, signoff 3H = raise to 3H with S conc. 3D = big fit for C, but to play if pd has just D weak 3H = nat, undaunted 3S = art GF, big fit both minors short S 2N = nat invite, sing H 3C = SPL C, or min with SPL S 3D = bid game with SPL S, or extras SPL C 3H = SPL C min 3S = SPL C max 3N = SPL S 3H = NF, wastage in a black suit 3D = SPL D 3H = no SPL, min 3S = SPL S, extras 3N = nat 4m = nat, 6+4+ no interest in NT 4H = to play 3m = raise to 3H with CONC values in m 3H = raise to 3H with scattered values 3S = SPL 3fit limit 3N = expects to run hearts, op may correct to 4H 4m = FSJ, great side 5m 10 count 2S = nat reverse, mb 3S-6H 2N = R 3C = a) C frag+, b) NF 3H, c) NF 3S 3D = R 3H = NF 3H 3S = NF 3S 5S-6H 3N = C frag+ 4C = 4504 20+ 3M = NF 3N = nat, no slam interest opposite club frag 3D = frag+ D (3M = NF) 3H = 6+H GF 3S = 5611 GF 3N = nat, 20+ 4522'ish 4m = 5S-6+H GF, m void 4H = 5S-6+H GF, no m void 4S = 6S-7H 3m = nat NF 3H = GF, includes most 3fit limit 3N = 4522 c.o.g. 3S = 6H-5S 4m = SPL 4H = min, no slam possible 3S = GF, 4S-3H usu. 3N = 4522 neutral 4m = SPL, slam possible 4H = 3S-6H 4S = picture, conc 4522, slam possible because 4-4 fit 3N = extras, stoppers, BAL, slow values 4m = fit-jump for H, 3fit limit 4H = double-fit weak H raise (Kxx QJxx xxxx xxx) 2N = 18-20, may have 6H 3C = 5+D 3D = forced 3H = long D, Hx H, c.o.g. or slammish 3S = long D + sA or sK 3N = wanted to suggest D along way 4C = long D + cA or cK 4D = GF, slamtry 4H = long D, SPL H, both black suits ctrld, slamtry 4S = long D, SPL S, xx hearts, slamtry 4N = quant, with D 5C = long D, SPL C, xx hearts, slamtry 5D = gambling 3D = 3+H 3H = forced 3S = S values, orig LIM raise H 3N = c.o.g., Hx or xxx hearts 4m = m values (not 5+crds), orig lim raise H 4H = bland limit raise 3H = 5+C 3S = denies prime C fit (4C = to play) 3N = wanted to show C along the way 4D = long C + dA or dK, slamtry 4H = long C + heart honors, NF slamtry 4S = long C + sA or sK, slamtry 4N = long C + SPL H, slamtry 5C = gambling 3N = prime C fit 4C = long C, short H, slamtry 4D = long C, dA or dK, slamtry 4H = long C + heart honors, NF slamtry 4S = long C + sA or sK, slamtry 4N = long C + SPL H, slamtry 5C = gambling 3S = both minors, c.o.g. 5-5 3N = poor fit, S well-stopped 4m = slam-suitable 3+fit 4H = 1255 NF 4S = short H 4N = 11(65) 4H = 2533 good H, weak S, invites correction 4S = 2533 good S, weak H, expects to play 5m 4N = 2533, both major Aces, very slam suitable 3N = nat 4m = fit-showing orig lim raise H 4H = max weak raise 3C = 19+ GF 3D = 5+D 3H = random default, says nothing about support, denies 5+D 3S = 3514 3N = side stoppers 4C = 5-5 4D = 1534 21+ 4H = 6crd 3S = ?, probably last train C raise, denies 5D or 2H 3N = extras, slow values, no fit 4C = slam-suitable hand Hxxx or any 5 trumps 4H = weak raise, but H honor, and 4+C to an honor 4D/4S = fit-showing jump for C 4N = long C, H honor, not much else 3D = 19+ GF 3H = random default, says nothing about support 3S = ?, probably last train for diamonds, short H 3N = extras, slow values, no fit 4C = nat 4D = slam-suitable hand, Hxxx or any 5 trumps 4S/5C = fit-showing jump for D 4H = weak raise, but H honor and 4+D to an honor 4N = long D, H honor, not much else 3H = NF, very sound, v good suit usu. 7crd 3S = wild minor 2-suiter 3N = nat (4m = nat, very inferior suit to H) 4m = fit-showing for H 4S = SPL S, H supp 4N = void S, H support 5m = nat, not constructive 3S/4m = autosplinter, V strong, slam interest if pd has fit 3N = 16-19, long SOL H (4M = does not promise supp, else = slamtries for M with conc in suit) 4H = worse than auto-splinter, about 11-14 HCP freak 2C = GF, 5+crds usu 2D = 4+D 2H = most fits 2S = SPL S 1543/0544 2N = 2542 neutral honor loc 3C/D/S = cue/values, slam-suitable 3H = catchall 3N = NF, great S help 4C = AKQTx or better 4D = SPL D 4H = picture with just 3 trumps, nothing outside 4S = RKC 1430 S 3C = SPL C 3541/4540 3D = 5-5 (R asks l/h sing, l/h void) 3H = 2542 good trumps but not picture 3S = 5H-6D with void (3N asks l/h void) 3N = 2542 15-17, something in short suits, F1 4C = 1561 4D = 6-5+, F1 2N = waiting, may have 6C 3C = 6+crds, more descriptive than 2N 2H = waiting, denies 4D unless minimum 2S = seminat 2N = nat, D stop, might not be BAL 3C = support, mb Hx 3D = nat, suggests 6H-4D bad hand 3H = invite raise with sing 3S = 4S, no D stop 3N = special 4fit S with D stop 4m = 5S-6H min, void SPL 4H = 1-loser suit, v minimum opening 4S = 5611 min 2N = waiting, side stoppers, may have 6C 3H = invite raise with sing 4H = 1-loser suit, v minimum opening 3C = 6+crds, more descriptive than 2N 3H = invite raise with sing 4H = 1-loser suit, v minimum opening 3D = 3H = invite raise with sing 4H = 1-loser suit, v minimum opening 3H = all-purpose H flag 3S = slam-suitable, S ctrl 3N = slam-suitable, looking for C ctrl 4C = slam-suitable, looking for D ctrl 4D = slam-suitable, something good in both minors 4H = not slam-suitable 4S = RKC 1430 H 4N/5m = voidwood 3N = slam-suitable, no S ctrl, looking for both black ctrls 4C = slam-suitable, C+S ctrls 4D = slam-suitable, might have C SPL 4H = not enough 4S = extras, 1st rd S ctrl 4N = extras, 2nd rd S ctrl, looking for something in C 4D = slam-suitable, D+C+S ctrls 4H = no S ctrl, or just a bad hand for slam 4C = slam-suitable, no S ctrl, looking for D/S ctrls 4D = slam-suitable, no S ctrl, something good both minors 4H = not slam-suitable 4S = RKC 1430 H 4N/5m = voidwood 3N = doub H 15-17 BAL 4C = SOL C, slam suitable 2S = reverse? 2N = waiting, side stop, may have 6+C 3C = 6+C, more descriptive than 2N 2N = 15+, side suits stopped, 5H(332) 3C = 6+C, at least mild slam interest 3D = nat 3H = nat, 3+fit, wide-range 3S = 6C-5S 3N = to play opposite 15-17 (op bids more with 18+) 4C = RKC 1430 m 4D/S = SPL for H 4H = picture, 2425 conc, NF, min, nothing on side 4N = nat, invite opposite 15-17 5C = pd bids 6 with A/K, 7 with both (of C) 5D/M = voidwood for C 5N = pick a small slam (assuming 15-17) 3C = 5H-4C, sound opening 3D = NT stopper (initially) (3S/4D = SPL) 3H = 3fit expected 3S = SPL S 3N = 2524 neutral, or good H better than 4H 4C = 2524 good clubs 4D = SPL D 4H = 2524 good H, NF 4S = 6 RKC 1430 H 4N/5C = voidwood 6 RKC (NT = S void) 5C = no side losers, H problem 3S = NT stopper (initially) (4D/4S = SPL) 3N = comfortable 4C = serious move towards slam, cues 4D = RKC 1430 C 4H = picture jump (4N = 6 RKC 1430 H) 4N = nat 16-17 BAL 3D = sound splinter, 4+fit, S ctrl 3H = SOL or 1-lose suit 6+crds, some xtras 3S = sound splinter, 4+fit, D ctrl 3N = special NF raise, 5224, A or K all suits, incl sA 4C = slamtry C, next bid by RE is SPL 4D = RKC 1430 C 4H = to play 4S = 6RKC 4N = slamtry with H supp, op only goes past 5C with 3 Aces 5C = to play 5D/5M = voidwood C 4C = 2524 picture, lots of extras, no side controls 4D = RKC 1430 C 4H/5C = signoff, red suit flaw 4N = nat 4D = voidwood C 4H = opening 4M bid but with side trick 4S = voidwood C 5C = no losers outside topless clubs (5fit) 2D = GF, 5+crds usu 2H = waiting, nothing else perfect 2S = seminat 2N = nat, C stop, might not be BAL 3C = nat, suggests 5C 3D = support, mb Hx 3H = invite raise with sing 3S = 4S, no C stop 3N = special 4fit S with C stop 4m = 5S-6H min, void SPL 4H = 1-loser suit, v minimum opening 4S = 5611 min 2N = waiting, side stops, may have 6D 3H = invite raise with sing 4H = 1-loser suit, v minimum opening 3C = 3H = invite raise with sing 4H = 1-loser suit, v minimum opening 3D = 6+D, more descriptive than 2N 3H = invite raise with sing 4H = 1-loser suit, v minimum opening 3H = all-purpose H flag 3S = slam-suitable, S ctrl 3N = slam-suitable, looking for C ctrl 4C = slam-suitable, looking for D ctrl 4D = slam-suitable, something good in both minors 4H = to play 4N = rolling: denies S ctrl and additional C ctrl but lots of extras 5C = denies S ctrl, but shows additional C ctrl, denies add D ctrl 5D = denies S ctrl, but extra minor ctrls 4H = not slam-suitable 4S = RKC 1430 H 4N/5m = voidwood 3N = slam-suitable, no S ctrl, looking for both black ctrls 4C = slam-suitable, C+S ctrls 4D = slam-suitable, D+C+S ctrls 4H = no S ctrl, or just a bad hand for slam 4C = slam-suitable, no S ctrl, looking for D/S ctrls 4D = slam-suitable, no S ctrl, something good both minors 4H = not slam-suitable 4S = RKC 1430 H 4N/5m = voidwood 3N = doub H, 15-17 BAL 4D = SOL D, slam suitable 2S = nat, extras, just 5H 2N = waiting, may have 6D 3D = 6+D, more descriptive than 2N 2N = 15+ BAL or 5S-4C, side suits stopped 3C = nat 3D = 6+D, at least mild slam interest 3H = nat, 3+fit, wide-range 3S = 6D-5S 3N = to play opposite 15-17 (op bids more with 18+) 4D = RKC 1430 D 4C/S = SPL for H 4H = picture, 2452 conc, NF, min, nothing on side 4N = nat, invite opposite 15-17 5D = pd bids 6 with A/K, 7 with both (of C) 5C/M = voidwood for D 5N = pick a small slam (assuming 15-17) 3C = 5-5, at least 3/top 5 in both suits, extras 3D = 6+crds 3N = to play opposite mild extras (4D/S = short much extras) 3S/4C = 3+fit 4N = nat quant 3D = 5H-4D, sound opening 3H = 3fit expected, sometimes Hx with no S guard 3S = SPL S 3N = 2542 neutral, or good H too good for 4H 4C = SPL C 4D = 2542 good D 4H = 2542 good H, NF 4S = 6KC 1430 4N/5D = voidwood 6RKC 5C = no black losers, heart problem 3S = NT stopper (initially) (4C/4S = SPL) 3N = somewhat comfortable 4C = RKC 1430 D 4D = serious move towards slam, cues 4H = picture (4N = 6 RKC 1430) 4S = 6 RKC 1430 4N = nat 16-17 BAL 3S = sound splinter, 4+fit, C ctrl 3N = special NF raise, 5242, A or K all suits, incl sA 4C = slamtry D, next bid by RE is SPL 4D = RKC 1430 D 4H = to play 4S = 6RKC 4N = slamtry with H supp, op only goes past 5D with 3 Aces 5D = to play 5C/5M = voidwood D 4C = sound splinter, 4+fit, S ctrl 4D = 2542 picture, lots of extras, no side ctrl 4S = RKC 1430 D 4H = signoff, black suit flaw 4N = nat 5D = signoff, black suit flaw 3H = SOL or 1-lose suit 6+crds, some xtras 4H = opening 4M bid but with side trick 4S/5C = voidwood D 5D = no losers outside topless diamonds (5fit) 2H = wide-range but not crazy 2S = "reject" invite+, BAL usu, asks for cheapest negative opinion 2N = any min 3C = non-min, declines a C HSGT 3D = non-min, C ok, declines a D HSGT 3H = non-min, minors ok, declines a S HSGT 3S = all 3-trump splinters (3N asks l/m/h) 3N = max raise, suitable for NT, spread out 10 count 4m = fit-jump 3fit generally 4H = game ok, but bad for slam, always 4 trumps 2N/3m = short suit gametry or better in S/m 3H = long good hearts, looking for 3N 3S/4m = autosplinter slamtries, 6+H 3N = long good H, high cards, choice of game 4H = to play 2S = 5+S-3H GF (X) XX = bad for slam, short S, good defense for minors Pass = bad for slam, at least 2S else = as if no X (2N takeout) X = head-hunting, Pass = relay, slammish, else normal (3m) X = unsuitable for slam, Pass = slammish, suggests control, else = as if no o/c 2N = waiting, asks short 3m = SPL, 5S-3H 3H = 53(32) min 3S = 6322 3N = 53(32) extras, F1 4m = SPL 6+S-3H 4H = picture jump AKJxx KQx xxx xx 3C = nat, alt trump suit, slammish 3D = nat, caters to 0544 3M = nat 3N = nat, 2 D stoppers 4C = 5314 4D = 6304 or 5305 SPL raise 4H = picture jump AKJxx KQx xxx xx 3D = nat, alt trump suit, slammish 3M = nat 3N = nat, 2 club stops 4C = 6340/5350 SPL D raise 4D = 5341 4H = picture jump AKJxx KQx xxx xx 3H = H flag 3S = good suit, slammish, no SPL 3N = neutral, wrong for 3S or 4H 3m = SPL 4H = picture raise AKJxx KQx xxx xx 3S = S flag 3N = neutral, wrong for 4H 4m = SPL 4H = good trumps, slam-suitable, no SPL 4S = picture raise, AKJxx KQx xxx xx 3N = RKC 1430 6 KC 4C = 0 or 3 4D = 1 or 4 4H = 2 no M Q's 4S = 2 plus hQ 4N = 2 plus sQ 5C = 2 plus both Q's, cK 5D = 2 plus both Q's, dK no cK 5H = 2 plus both Q's, no mK 5S = 2 plus C void (5N asks 0/1/2 M Q's) 5N = 2 plus D void (6C asks 0/1/2 M Q's) 4m = auto-splinter, sound opening 4H = bad for slam 4S = RKC 1430 H 4N = strong S suit, slam suitable om = control, sets up cue-bidding 5m = slam suitable minimum, at least 3 sure cover cards outside splinter 4H = KQx AKJxx xxx xx picture jump (4S = RKC 1430 H) 4S = KQxx AKJxx xx xx picture jump (4N = RKC 1430 S) 4N = RKC 1430 H, 6 KC, suggests Ax or Kx spades 2N = 13-15/18+ BAL, may have 3H and/or 4S, sometimes 4H 3C = nat, 4+C 3D = assume thin S stopper, mb C fit 3H = 3fit 3S = assume thin D stopper, mb C fit 3N = nat, no fit, stoppers 4C = nat, slam suitable, denies 3H 4D = double-fit, 3H/4C with dA 4H = double-fit, 3H/4C no side A 4S = double-fit, 3H/4C with sA 4N = nat inv no primary fit 3D = nat, 4+D 3H = 3fit 3S = initially suggests worry about some side suit, mb D fit 3N = nat, no fit, stoppers 4C = double-fit, 3H-4D with cA 4D = nat, slam suitable, denies 3H 4H = double-fit, 3H-4D no side Ace 4S = double-fit, 3H-4D with sA 4N = nat invite, no primary fit 3H = 4S, says nothing about H length 3S = 4fit 3N = nat, 3244 or judgement (4m = nat, 4H = 6-4, 5m = 6-4 SPL m) 4m = cue for H 4H = limited, game choice 4S = RKC 1430 H/S 6 KC + 2 Q's 4N = nat inv, no primary fit 3S = 6+H, c.o.g. 3N vs 4H 3N = chooses 3N 4m = cue for H, slam suitable 4H = chooses 4H 4S = RKC 1430 H 4N = nat inv, no primary fit 4m/4S = autosplinters, long H, SPL in m/S (4S/4N = RKC 1430 H respectively) 4N = nat, inv 5m/5S = voidwood for H 5N = nat, forcing to 6, invites 7 3C = GF H raise, BAL, 13-16, prime values (else 2N) (X = clubs/lead direct) XX = min, Pass = extras some SPL, 3D = extras some 5422, 3H+ = as normal (3D) X = minimum, Pass = extras some SPL, 3H = extras some 5422, else = as normal (3H) X = min, Pass = extras some SPL, else as above (3S) X = min, else = as above 3D = any min 3H = slammish R 3S = no short, random trumps 3N/4C/4D = l/m/h short 4H = no short, 2/top 3 trumps 3H = extras, UNBAL 3S = R 3N/4C/4D = l/m/h short 4H = S short, 2/top 3 trumps, NF 3S = extras, any 5422 4C/4D/4H = l/m/h 4suit 4S = 4522 F1 3N = extras, no short, not 5422 (cue if still slammish) 4C = 5+H-5+C 2/3 top honors in C 4D = dA, slam suitable 4H = no great fit 4S = RKC 1430 H 4N = sA, slam suitable, no dA 4C = missing C honors, both side Aces, lets partner choose 4D = 5+H-5+D 2/3 top honors in D 4H = no great fit 4S = RKC 1430 H 4N = sA, slam suitable 5C = cA, slam suitable, no sA 5D = missing club honors, both side Aces, lets partner choose 4S = 6+H-5S 2/3 top S honors 4N = RKC 1430 H 5m = cheapest Ace, slam suitable 5H = weakest 5S = 4crd S raise with missing S honors, both side Aces 4H = no trump losers, min hand no short 4S = RKC 1430 H 4N = S ctrl, slam suitable 5C = no S ctrl, both minor Aces, slam suitable, trick source 5D = no S ctrl, both minor Aces, slam suitable, trick source 3D = ART 4fit limit value 3H = to play 3S = asks for SPL (n/l/m/h) 3N/4m = S/m short suit slam try 3H = pree, vul-dependent (3S asks n/l/m/h SPL, 3N/4m = shows SPL slamtry) 3S = all strong splinters (12[+)-15) 3N = R asks SPL 4m = SPL (4S = RKC, 4N/5m = help suit slamtry S/m) 4H = S SPL NF, alwasy singleton (5m = help suit slamtry) 4S = void, extras, trumps not amazing (as above) 4N = S void, extras, AKxxx/AKQx trumps (as above) 5m = m void, extras 4m = SPL m, honors in side suits 4S = SPL S (to RKC, relay then 4S) 3N = S splinter 9-12 (new suit = SPL slamtry) 4m = splinter 9-12 (new suit = SPL slamtry) 4H = pree (4S = RKC 1430, else = SPL slamtry) 4S/5m = voidwood 0314 4N = vanilla Blackwood -------------------- Handling Interference --------------------- (X) Pass = mb 2fit 7-9, or 9+ cooperative penalty, flexible (later X) XX = sugg pen, length in at least 2 other suits, misfit, or 3fit 11-12 1S = F1 1N = clubs, or 8-10 with doub H 2C = assumes C, NF 2D = 2H-5D 8-10 2H = 2H 8-10 2C = diamonds (later H = invite 3fit, jump 3H = GF) 2D = constr H raise 2H = weak raise 2S/3m = FSJ 2N = ART 4+fit limit raise 3N = ART 4+fit GF raise, usu bal 3S/4m = FSJ, semipreemptive 4H = pree (1S) X = neg, doesn't say much (P) 1N = 15-17, play 2C puppet and 2D GF 2m = rarely 3 cards if 45(13) 2S = general GF, long H or strong quasibal generally 2N = 18(+)-20, use normal 1H-1N-2N structure 3m = F1 3S = long running H, asks stop 3N = to play, based on running H and S stop (2S) Pass = 15-17 with stop, or min hand with H not too many tricks (P) X = extras, still takeout 2N = ART comp in a minor 3C = 6C-4D invite 3D = 6D-4C invite 3H = 10-12 VAL 3fit, both minors X = responsive, 15-17 no stop, or 15(43)'ish, or just a huge hand 2N = COMP rebid somewhere, or GF BAL with stopper (assume H-C) 3C = invite 3D = invite 3H = invite 3S = long running H, needs S stop 3N = based on long running H and S stop, and something else 4m = 6H-5m, moderate but GF 1N = 8-10 (2m) similar to below (2S) X = takeout, or BAL 18-20 nothing said about stopper 2N = comp 3m/3H bid, or 18-20 BAL with S stopper 3m = nat, intended F1 3H = sound values, inv 3S = GF long H 3N = based on long SOL H, some S help 4m = nat GF 5+H-5+m 4H = sets up forcing Pass over 4S 2m = 10+ HCP, GF unless 2N/3m rebid 2S = lim+ H raise 2N = 13-15 BAL with stop, nat cont's 3m = FSJ 3H = pree 3N = 16-18, stoppers (1N) X = sound 8+ HCP, forcing Pass through 2D only 2C = C+S, usu 5-5 2D = D+S, usu 5-5 2H = weak raise 2S = nat NF 2N = minors, or GF any 6-5 3y = pree 3N = C+D freaky 4m = FSJ 4S = nat (2m) 2 NS = GF unless suit rebid (raise = very min NF of minor, but GF of hearts) 2N = 10-11'ish NF (3M = NF, else = F) (2H = Michaels) Pass = neutral, or pure pen double (X later) X = BAl, values, invites coop (forcing Pass) 2S = C, comp or better (3C denies extras) 2N = 3fit limit 3C = D, comp or better (3D denies extras) 3D = 4fit lim 3H = comp 3S = any GF SPL (3N asks l/m/h) 3N = GF H raise 4m = FSJ, forcing Pass 4H = pree (2S) X = wide range of hands, incl BAL invit+ (P) 2N = 15+ BAL, F1 3C = 5+D 3D = 3H 10-12 3H = 5+C 3S = both minors, slam interest 2N = clubs, com+ (3D = F1, 3H = inv) 3C = diamonds, comp+ (3H = inv) 3D = lim H raise, 4+trumps 3H = comp 3S = GF H raise, any SPL (3N asks l/m/h) 3N = BAL GF H raise 4m = FSJ, sets forcing Passes (next new suit = short) 4H = pree 4S = RKC 1430 H 4N/5m = voidwood (2N = Unusual for minors) Pass = netural, or 100% penalty double (X later) X = bal hand, values, invites cooperation 3C = neg X, or GF with H (3D = stall) 3D = lim raise 3H = NF, long suit 3S = comp 3N = GF raise, BAL 4m = SPL 4M = pree 4N/5m = voidwood ******************** 1S Opening Responses ******************** 1N = 95% forcing, up to 12 HCP, op passes rarely (2m/2H) X = takeout or 18+ BAL, 2N = good/bad, 3N = based on running suit 2C = 3+crds 2D = 5+H, various hands 2H = to play opposite most H hands 2S = 2S-5/6H, constructive 2N = nat, 5(6)H invite 3m = H+m constructive 3H = invite, moderate 6+suit 3S = 5+H-3S limit 3N = nat 1534'ish max 4C = 5H-5C conc 9'ish. S SPL 4D = 5H-5C conc 9'ish, D SPL 4H = lots of hearts 2S = good hand NF 6S-3/4C 2N = 5224 16+-18-, or 5233 3C = 5-5 extras 3D = frag, too good for 2H 3H = 3fit, extra playing value, NF 3S = v good hand 6+S-4/3C 3N = 5S-4C-2-2, 17-18 higher = freaks 2H = puppet to 2S, 8-10 doub, or other specials 2S = expecting 8-10 doubleton Pass = to play, 8-10 doubleton 2N = invite BAL but with C fit, denies 5H 3C = invite, wrong for 2N 3D = invite, 6+D reasonable D 3H = invite, weak 6+suit 3S = UNBAL 3fit limit 3N = big C raise S SPL 4C = big C raiese, sing S honor 4D = big C raise, D SPL 4H = big club raise, H SPL 4S = big club raise, S void 4N = 1246 Ace 4th D, strong C 2S = 0-4 3fit, 5-7 2fit, very weak (fast arrival) 2N = invite, denies 5H or primary C fit 3C = 5-5 NF 3D = ART GF 5-5 or 5134, never includes 3H 3H = nat GF, 5314/6304, or 53(32) 3S = GF 6+-4 or 6-3 4C = GF 6S-5C 3C = courtesy raise 3D = nat, signoff attempt, less than invite 3H = invite, good 6+crd suit 3S = 3fit limit, no short or 5H 3N = ART big club raise, xx spades, scattered values 4C = ART big club raise, Hx spades 4D = ART 4+D-6+C decent D 4H = 6H-4+C NF, min freak 4S = KJx xx xxx AQxxx type 4N = 1156 Ace 5th diamonds, strong clubs 2D = 4(3)+crds 2H = Puppet to 2S 2S = normal, expecting 8-10 doubleton Pass = as expected 2N = invite, but with 4+D 3C = invite, at least fair 6+crd suit 3D = invite 3H = invite, not a good suit 3S = UNBAL 3fit invite 3N = big D raise, SPL spade 4C = big D raise, SPL club 4D = big D raise, sing top S honor 4H = big D raise, SPL H 4S = big D raise, S void 4N = 1264 Ace fourth clubs, strong D 2S = v weak 3+trump, or 5-7 doubleton 2N = normal invite, may have 5H (3H = accept with 3H) 3C = GF 5-5 or 5143, never includes 3H 3D = 5-5 NF 3H = nat GF tripleton 3S = GF 6+-4 or 6331 4D = GF 6S-5D 3C = weak 3D = courtesy raise 3H = invite, good suit 3S = BAL 3fit limit 3N = big D raise, xx spades, scattered values 4C = big D raise, 5+D-5+C, decent C 4D = big D raise, Hx spades 4H = 6H-4+D NF, not too strong 4S = KJx xx AQxxx xxx e.g. 4N = 11(56) cA, strong D 2H = 4+H 2S = wide-range 2N = nat, NF, up to bad 12 3C = ART GF, extra distr, puppet to 3D 3D = forced 3H = 5-5 GF 3S = 6+-4 GF 3N = GF, 5S-4H short D 4C = 7420 slam hopes 4D = 7402 slam hopes 4H = 6511 conc 4S = 7411 slam hopes 3D = GF seminatural 3H = 5-5 NF 3S = 6-4 NF 3N = nat 3m = nat, wide-ranging 3H = courtesy raise 3S = 3fit LIM 3N = ART game raise in H, high honors in S 4m = ART, game raise in H, source of tricks in m 4H = slight stretch maybe 4S = nat, KQx KQx xxxxx Jx ish 4N = RKC 1430 H 2S = 6+S 2N = F1 3m = SPL (3R = nat F1 op may raise, 3S/N = NF, 4m = perfecto LIM raise) 3H = SPL (3S/N = NF, 4H = perfecto LIM raise) 3S = NF bal 3N = extras bal 4y = 6+4+ no interest in NT 3C/3D/3H = nat INV 3S = INV, doubleton 3N = to run 9 tricks at NT, with doub S, pd may correct to 4S 4x = CONC fit-jump, limit raise originally 4S = likes it 2N = 18-20, may have 6S 3C = transfer to D 3D = forced 3H = long D + hA or hK 3S = long D, Hx S, c.o.g. or slammish 3N = wanted to suggest D along way 4C = 5+D-5+C 4D = GF, slamtry 4H = long D, SPL H, xx spades, slamtry 4S = long D, SPL S, C+H suits ctrld, slamtry 4N = quant, with D 5C = long D, SPL C, xx spades, slamtry 5D = gambling 3D = transfer to H (3N = 2/top 3 H honors), may break transfer 3H = transfer to S 3S = forced 3N = c.o.g., Hx or xxx spades 4y = y values (not 5+crds), orig lim raise S 4S = bland limit raise 3S = shows clubs 3N = no primary fit 4C = to play 4D = natural 4H = long C + hA or hK, slamtry 4S = long C + spade honors, NF slamtry 4N = long C + SPL S, slamtry 5C = gambling 4C = primary fit 4D = long C, dA or dK, slamtry 4H = long C, hA or hK, slamtry 4S = long C + spade honrs, NF slamtry 4N = nat NF 3N = nat 4H/4m = limit raise with length-concentration 4S = sound weak raise 3C = 19+ GF 3D = 5+D 3H = 5+H 3S = random default, says nothing about support 4C = 5-5 4D = 5134 huge 4H = 5314 huge 4S = 6S 3N = extras, slow values, no fit 4C = slam-suitable hand, Hxxx or any 5 trump 4D/4H = fit-showing jump for C 4S = weak raise, but S honor and 4+C to an honor 4N = long C, S honor, not much else 3D = 19+ GF 3H = 5+H 3S = random default, says nothing about support 4C = 5143 huge 4D = 5-5 4H = 5341 huge 4S = 6S 3N = extras, slow values, no fit 4C = nat 4D = slam-suitable hand, Hxxx or any 5 trump 4H/5C = fit-showing jump for D 4S = weak raise, but S honor and 4+D to an honor 4N = long D, S honor, not much else 3H = 19+ GF 3S = random default, says nothing about support 4C = 5413 huge 4D = 5431 huge 4H = 5-5 4S = 6S 3N = extras, slow values, no fit 4C = nat 4D = ART slammish H raise 4H = to play, not slammish 5m = fit-showing jump for H 4S = weak raise 3S = sound, NF, great suit, usu 7crd 3N = to play (4m = nat, v inferior suit to S) 4m/4H = fit-showing raise 4N = wild minor 2-suiter 3N = 16-19, long SOL S (4S = does not promise supp, else = fitshowing slamtry raise in S) 4m/4H = autosplinter, V strong, slam interest if pd has fit 4S = worse than autosplinter, about 11-14 HCP, freak 2C = GF, 5+crds usu 2D = 4+D (if later show 6S then not a bad hand) 2H = 4th suit, chooses not to bid NT 2N = H stop or maybe Jxx 2S = most raises 2N = 5242 neutral honor loc 3C/D/H = control/values, slam-suitable 3S = catchall not good enough for cue 3N = NF, great H help 4C = AKQTx or better 4D/H = SPL 4S = picture with just 3 trumps, nothing in reds 4N = RKC 1430 S 3C = C SPL 5341 3D = 5-5 (3H asks lo/hi sing, lo/hi void) 3H = H SPL 5143/5044 3S = 5242 good trumps but not picture (below) 3N = 5242 15-17 something in doubletons, F1 4C = 5S-6D with some void (4D asks l/h void) 4D = 6S-5+D, F1 4H = 5161 4S = 5242 good trumps and diamonds, nothing on side 2N = waiting, may have 6C 3C = 6+C, more descriptive than 2N 3S = 4S-5C, something good outside black suits 4S = picture, 4225 nothing in doubletons, minimum 2H = 4+H (if later show 6S then not a bad hand) 2S = most raises 2N = 5422 neutral honor loc 3C/D/S = control/values, slam-suitable 3H = catchall not good enough for cue 3N = NF, great D help 4C = AKQTx or better 4D/H = SPL 4S = picture with just 3 trumps, nothing in reds 4N = RKC 1430 S 3C = C SPL 5431/5440 3D = D SPL 5413/5404 3H = 5-5 (3S asks lo/hi sing, lo/hi void) 3S = 5422 good trumps but not picture (below) 3N = 5422 15-17 something in doubletons, F1 4C = 5S-6H with some void (4D asks l/h void) 4D = 5161 4H = 6S-5+H, F1 4S = 5422 good trumps and hearts, nothing on side 2N = waiting, may have 6C 3C = 6+C, more descriptive than 2N 3H = most raises, 4crd 3S = 4S-5C, something good outside black suits 3N = 15-17 BAL, 2S-3H 4D = SPL raise of H 4H = picture 4S = picture, 4225 nothing in doubletons, minimum 2S = waiting, may be bad hand with side 4red 2N = waiting, side stops 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3C = 6+C 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3D = mb good 3crd suit 3S = invite raise with sing 4D = nat (4H = RKC 1430 D, 4S = secondary supp limited, 4N = H ctrl cue for D) 4S = 1-loser suit, v minimum opening 3H = 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3S = S flag, wide-range 3N = "rolling" - just looking for C control from pd basically, slam suitable 4C = slam-suitable, something good in C 4D = slam-suitable, something good in both minors 4H = slam-suitable, something good in all side suits 4S = not slam-suitable, BAL min 4N = RKC 1430 S 5y = voidwood 3H = nat 3N = to play 4S = slamtry 2425 strong doubleton supp, weak doub D 3N = doub S, 15-17 BAL 4C = SOL C, slam suitable 4D/H = 3 trump splinter, nothing extra 4S = picture, 4225 nothing in doubletons, minimum 2N = 15+ 5(332) BAL, side suits stopped 3C = 6+C, at least mild slam interest 3D = nat 3H = 6C-5H 3S = nat, 3+fit, wide-range 3N = to play opposite 15-17 (op bids more with 18+) 4C = RKC 1430 C 4D/H = SPL for S 4S = picture, 4225 conc, NF, min, nothing on side 4N = nat, invite opposite 15-17 5C = pd bids 6 with A/K, 7 with both (of C) 5D/M = voidwood for C 5N = pick a small slam (assuming 15-17) 3C = 5S-4+C, sound opening 3red = NT stopper (4red = SPL) 3S = 3fit expected 3N = 5224 neutral, or good S 4C = 5224, good clubs 4D = SPL D 4H = SPL H 4S = 5224 great S, but NF 4N = 6-RKC 1430 S 5C = no red losers, S concern 5D/H = voidwood S 3N = side stops 4C = serious slam move (else use 3red) 4D = RKC 1430 C 4S = picture jump (4N = 6KC RKC 1430 S) 4N = nat, 16-17, slow hand, BAL 3D/H = sound splinter, 4+fit, ctrl other red suit 3S = SOL or 1-lose suit 6+crds, some xtras 3N = special NF raise, 5224, A or K all suits, incl sA 4C = slamtry C (next bid by RE = SPL) 4D = RKC 1430 C 4H = slamtry with S supp (op goes past 4S only with 3 Aces) 4S = to play 4N = 6RKC 5C = to play higher = voidwood C 4C = 5224 picture, lots of extras, no side controls 4D = RKC 1430 C 4S = to play, red suit flaw 4N = nat 5C = s/o, red suit flaw 4D/4H = voidwood C 4S = opening 4M bid but with side trick 5C = no losers outside topless C (5fit) 2D = GF 5+crds usu 2H = 4+crds 2N = waiting, side stop, may have 6D 3D = nat 3H = something useful in H 3S = doub 3N = suitable C holding for NT opposite shortness 4C = cA, slam suitable 4D = serious move towards slam 4H = RKC 1430 D 4S = suprise 3fit, near minimum HCP but slam suitable, 3253'ish 3D = 6+D, more descriptive than 2N 3N = 2S-3H BAL 15-17 2S = waiting, denies 4H unless bad hand with 6S 2N = waiting, side stops, may have 6D 3S = invite raise with sing 3N = strong opinion 4y = clear cue for S (4N = RKC 1430 S) 4S = could be strained support 4N = nat, invite, fitting S honors 4S = 1-loser suit, v minimum opening 3C = mb good 3crd suit 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3D = 6+D, more descriptive than 2N 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3H = 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3S = all-purpose S flag 3N = "rolling" - just looking for C control from pd basically 4C = slam-suitable, something good in C 4N = RKC 1430 S 4D = slam-suitable, something good in both minors 4H = slam-suitable, something good in all side suits 4S = not slam-suitable, BAL min 4N = RKC 1430 S 5y = voidwood 3N = doub S, BAL 15-17 4D = SOL D, slam suitable 2N = 15+ BAL (or 4C), side suits stopped 3C = nat 3D = 6+D, at least mild slam interest 3H = 6C-5H 3S = nat, 3+fit, wide-range 3N = to play opposite 15-17 (op bids more with 18+) 4D = RKC 1430 D 4C/H = SPL for S 4S = picture, 4252 conc, NF, min, nothing on side 4N = nat, invite opposite 15-17 5D = pd bids 6 with A/K, 7 with both (of D) 5C/M = voidwood for C 5N = pick a small slam (assuming 15-17) 3C = 5-5, extras, 3/top 5 in both suits 3D = 6+crds 3H = 4th suit 3S/4C = 3+fit 3N = to play opposite mild extras (4red = short much extras) 4N = quant 3D = 5S-4D, sound opening 3H = NT stopper intially (4C/4H = SPL) 3S = 3fit, sometimes Hx with no H guard 3N = 5242 neutral or good spades 4C = SPL C 4D = 5242 good D 4H = SPL H 4S = 5242, great S, but NF 4N = 6RKC 1430 S 5D = no side losers, S problems 5C/5H = voidwood 3N = default 4D = serious move towards slam (else 3M) 4H = RKC 1430 D 4S = picture jump (4N = 6KC RKC S) 4N = nat 16-17 BAL 3H = sound splinter, 4+fit, C ctrl 3S = SOL or 1-lose suit 6+crds, some xtras 4C/H = cue for S 4D = ambiguous, assume cue for S, but may be attempting probe for D slam 3N = special NF raise, 5242, A or K all suits, incl sA 4C = slamtry D, next bid by RE is SPL 4D = slamtry with S supp, op only goes past 4S with 3 Aces 4H = RKC 1430 D 4S = to play 4N = 6RKC 5D = to play 5C/5M = voidwood D 4C = sound splinter, 4+fit, H ctrl 4D = 5242 picture, lots of extras, no side ctrl 4H = RKC 1430 D 4S = signoff, H or C flaw 4N = nat 5D = signoff, C or H flaw 4H/5C = voidwood D 4S = opening 4M bid but with side trick 5D = no losers outside topless D (5fit) 2H = GF 5+crds 2S = waiting, default 2N = waiting, side stops, may have 6H 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3C = mb good 3crd suit 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3D = 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3H = 6+H, more descriptive than 2N 3S = invite raise with sing 4S = 1-loser suit, v minimum opening 3S = all-purpose S flag 3N = "rolling" - just looking for C control from pd basically, slam-suitable 4C = slam-suitable, something good in C 4D = cue 4S = not enough, no H ctrl 4N = rolling, has H ctrl 4C = slam-suitable, something good in C 4D = slam-suitable, something good in both minors 4H = slam-suitable, something good in all side suits 4S = not slam-suitable, BAL min 4N = RKC 1430 S 5y = voidwood 3N = doub S, 15-17 BAL 4H = SOL H, but min, NF 2N = 15+ NAT, 5233 expected, side stoppers, may be hiding 3fit but descriptive 3m = nat, 5+crds 3H = Hx expected (or 17-19 3fit) 3S = last train for m 3N = may have m fit but bad for slam 4m = sound 3fit (4H = nat, cheap new suit = 6RKC C) 4H = BAL 15-16 4fit 4S = 6 RKC 1430 H 4N = 18-19 INV 3H = 6+H unbal or slamtry (later 4y = SPL, 4H = mild try) 3N/4H = pref, not slam suitable 3S = good hand for H, S control 4m = good hand for H, no S ctrl, cheapest control 3S = 3+fit (3N = suggest to play with slow hand) 3N = to play 4m = BAL 17-19, 3fit H, cue 4H = BAL 15-16, 3fit H 4S = RKC 1430 H 4N = 18-19 5233 4m = SPL for S (4H = honors, 4N = 6RKC S) 4H = SOL hearts, no side A/K, min 4N = quant 3C = either 5-5 extras very concentrated, OR 53(41) H raise 3D = R 3H = 5S-5C extras, 3/top 5 in both suits 3S = 6+S-5+C extras, 3/top 5 in both suits 3N = 5314 non-min (4C = C flag, 4D = LTTC hearts, 4S RKC H) 4C = 5341 non-min (4D = D flag, else for H, 4S RKC H) 4D = 5314 min, cues (later 6C = to play, 4S RKC H) 4H = 5314 min, cues (later 6D = to play, 4S RKC H) 3H = nat, 6+H 3S = 6+S-5+C 3N = 5S-5C D stop 4m = SPL m, the 53(41) raise (4S = RKC H) 4H = 5S-5C, doub H 3S = nat, not xxx support 3N = 6115 4m = SPL m 53(41) type 4H = 5+S-5C lo short 4S = 5+S-5C hi short 3N = to play opposite mild heart fit, great minor stops (4m = SPL slammish) 3D = 5-5 extras, 3/top 5 both suits 3H = 6+crds 3S/4D = 3+fit 3N = to play opposite mild extras (4C/4H = short much extras) 4N = quant 3H = random raise (not 53[41]), not SPL 3S = ART UNBAL slamtry (3N asks l/m/h, 4C = C spl, 4D = D spl, 4H = 3fit picture) 3N = general slamtry BAL (cues, 4S 6RKC H, 4N nat with stoppers, 5m SPL) 4m = long m slamtry (side SPL likely) 4D (if avail) = LTTC 4H = signoff (NS = SPL) 4S = RKC 1430 H 4N = S cue (Ace) 5C = any useful honors in C, both S and D Aces, can't bid slam) 4H = min 4S = picture jump, 4522 conc, nothing on side 4N = RKC 1430 H 5m/5S = voidwood H 3S = SOL or 1-lose suit 6+crds, some xtras 3N = 5422 NF raise, sA plus A or K each minor 4C = H flag (NS = splinter) 4D = slamtry with S support (go past 4H only with 3 Aces) 4H = to play 4S = RKC 1430 H 4N = 6RKC H 5m = voidwood H 4m = 5S-4H SPL (4D guarantees C ctrl) 4D (if avail) = LTTC 4H = to play 4S = RKC 1430 H 4N = 6 RKC H/S 4H = picture, NF 5422 conc, nothing on side (4S = RKC 1430, 4N = 6RKC H-S) 4S = opening 4M bid but with side trick 4N = RKC 1430 H 5m = voidwood H 5S = GS Force in H, ART 2S = wide-range but not crazy 2N = "reject" gametry+, most gametries, generally BAL 3C = any min, or non=min that would decline HSGT C (bid 3N next maybe) 3D = non-min, clubs ok, declines gametry opposite D HSGT 3H = non-min, minors ok, declines gametry opposite H HSGT 3S = all 3-trump "game" splinters (3N asks for SPL l/m/h) 3N = max HCP raise, plain suits ok, trumps weak 4y = 3crd supp, fit-showing jump 4S = game ok, bad for slam, 4 trumps 3lower = short suit game try or better 3S = long good S, looking for 3N (note this is not pree) 4lower = autosplinter slamtries, 6+S 3N = long good S, high cards, choice of game 4S = to play 2N = 13-15/18+ BAL, 3 even 4H and/or 4S possible if NT-oriented 3C = 4+C 3D = initially suggests thin stopper H (mb C fit) 3H = initially suggests thin stopper D (mb C fit) 3S = 3fit 3N = nat, no fit, stoppers 4C = nat, slam-suitable, denies 3S 4D = double-fit, 3S-4C with dA 4H = double-fit, 3S-4C with hA 4S = double-fit, 3S-4C, no side A 4N = nat, inv, no primary fit 3D = 4+D 3H = initially suggests some thin stopper (mb D fit) 3S = 3fit 3N = nat no fit, stoppers 4C/4H = double-fit, 3S-4C, side Ace 4D = nat, slam-suitable, denies 3S 4S = double-fit, 3S-4D, no side A 4N = nat inv no fit 3H = 4+H 3S = 3fit 3N = nat 2344 or judgement 4C = either 5S-5H slammish, or 5413/5404 slammish 4D = R 4H = 5+S-5+H slammish NF 4S = 5404 slammish 4N = 5413 slammish NF 5m = 5+S-5+H SPL, strong slamtry 5H = 6511 5S = 5413 F 4D = 5440/5431 slammish 4H = 5S-5H no slam 4S = 6+S-4H slamtry NF 5m = 6+S-4H SPL m slamtry 4m = cue for H 4H = 4fit, no slam 4S = 4fit, v slow values 4N = nat, inv, no primary fit 3S = 6+S, choice between 3N and 4S 3N/4S = choice 4m/4H = cue for S 4N = nat 18-19 invite 4m/4H = autosplinters, long S 4S = 6+S signoff 4N = nat inv 5m/5H = voidwood 5N = nat, forcing to 6, invites 7 3C = GF S raise, BAL, 13-16, prime values (X = clubs/lead direct) XX = min, Pass = extras some SPL, 3D = extras some 5422, 3H+ = as normal (3D) X = minimum, Pass = extras some SPL, 3H = extras some 5422, else = as normal (3H) X = min, Pass = extras some SPL, else as above (3S) X = min, else = as above 3D = any minimum 3H = slammish R 3S = no short, random trumps 3N/4C/4D = l/m/h short 4H = no SPL, A or K in every suit 4S = no SPL, good trumps (2/top 3) 3H = extras UNBAL 3S = R 3N/4C/4D = l/m/h short 4H = H short, good trumps A or K in both minors 4S = H short, good trumps, NF 3S = extras any 5S(422) 3N = R 4C/D/H = l/m/h 4suit 4S = 5422 with strong trumps and strong hearts 3N = extras, no short, not 5(422) (cue if still slammish) 4C = 5+S-5+C, 2/3 top honors C 4D/H = cheapest Ace, slam suitable 4S = no great fit 4N = RKC 1430 S 5C = missing club honors, both side Aces, lets partner decide 4D = 5+S-5+D, 2/3 top honors D 4H/5C = cheapest side A, slam suitable 4S = no great fit 4N = RKC 1430 S 5D = missing D honors, both side Aces, lets partner decide 4H = 5+S-5+H, 2/3 top honors H 4S = no great fit 4N = RKC 1430 S 5m = cheapest side A, slam suitable 5H = missing H honors, both side Aces, lets partner decide 4S = no trump losers, minimum, no short 4N = RKC 1430 S 5C = C+D ctrls, slam suitable, no H ctrl 5D = D+H ctrls, slam suitable, no C ctrl 5H = H+C ctrls, slam suitable, no D ctrl 5S = all side suits ctrld, invite 3D = hearts, either std WJS, or a strong jumpshift w/ very good H suit and not 3S 3H = would Pass weak jump shift 3S = the strong type, S S 3N = the strong type, no S 4m = the strong type, SPL m 4S = the strong type, voidwood for H 5m = the strong type, voidwood for H 3S = nat GF 3N = weak, SPL S, random hearts 4m = weak, spade fit, SPL 4H = weak, SPL S, self-sufficient hearts 4S = weak, doub supp, no m SPL 4N = strong, short S, NF 5m = strong, doub S, SPL 5H = strong, doub S, no SPL 5S = strong, Hx S, side controls, 2 Aces 5N = strong, Hx S, side controls, 3 Aces 3N = to play based on prime H fit or long/strong S Pass = weak 4m = strong type, SPL m, xx S 4H = strong type, SPL S, F1 4S = strong type, Hx S, BAL, 2 Aces 4N = strong type, Hx S, BAL, 3 Aces 5m = strong type, Hx S, SPL m 4C = nat GF 4D = weak type, neutral H, suggests 1732 4H = weak type, decent H 4S = weak type, S pref 4N = RKC 1430 C, strong 5C = weak, suggests short S 3 C else = strong type 4D = nat GF 4H = weak type, neutral, more D than S 4S = weak type, S pref 4N = RKC 1430 D, strong type 5C = strong type, SPL C 5D = weak, suggests 3D short S higher = strong type, not SPL C 4H = would raise WJS to game 4S = RKC 1430 H 4N = trump-ask H (bid more steps for better suits) 3H = ART 4fit limit val 3S = to play 3N = asks l/m/h/n SPL 4y = SPL 3S = pree, vul-dependent (3N asks n/l/m/h SPL, 4y = SPL) 3N = all strong splinters (12+-15) 4C = R for SPL 4D/H = C/D SPL 4S = H SPL NF with singleton 4N = H void, extras (then HS ST's) 5m = m void, extras (same) 4D/H/5C = SPL short suit slam try 4m/4H = 9-12 splinters (NS = SPL slamtry) 4S = pree (4N = RKC 1430, else = SPL slamtry) 4N = vanilla Blackwood 5m/5H = voidwood 0314 -------------------- Handling Interference --------------------- (X) Pass = mb 2fit 7-9, or 9+ cooperative penalty, flexible (later X) XX = sugg pen, length in at least 2 other suits, misfit, or 3fit 11-12 1N = clubs, or 8-10 with doub H 2C = assumes C, NF 2D = 2S-5D 8-10 2H = 2S-5H 8-10 2S = 2S 8-10, says nothing about C 3D/H = 5C-4red GF 3S = 5C-3S GF 2C = diamonds 2D = to play 2H = 5D-4H GF 2S = 5D-3S inv 3C = D-C GF 3D = inv 3H = autosplinter 3S = 5D-3S GF 4H = 3fit SPL for S 2D = hearts 2H = to play 2S = 3S-5H inv 2N/3H = inv 3m = 5H-4+m GF 3S = 3S-5H GF 4m = 3fit SPL for S 2H = constr S raise 2S = weak raise 3-lower = FSJ 2N = ART 4+fit limit raise 3N = ART 4+fit GF raise, usu bal 4-lower = FSJ, semipreemptive 4S = pree (1N) X = sound 8+ HCP, forcing Pass through 2D only 2C = C+H, usu 5-5 2D = D+H, usu 5-5 2H = nat NF 2S = weak raise 2N = minors, or GF any 6-5 3y = pree 3N = C+D freaky 4m = FSJ 4H = nat (2m) X = 4(+)H (P) 2suit = nat 2N = nat 15+ F1 3lower = nat NF, might be 3m if H are weak 3cue = general strong hand, including hands with H (3H = 5H min) 3H = 15-17 VAL, 4H 3S = nat invite good suit 3N = based on long running S, and m stop and D stop 4C (over D) = GF 5-5, might not be that strong 4H = 6S-5H moderate 2NS = 6+crds 10+, or GF, forcing to rebid level (op raise is min NF) 2N = 10-11'ish NF (3S = NF, else = F) (2H) X = wide-range of hands, including BAL inv+ hands (P) 2S = NF, if just 5 then good ones 2N = nat 15+ F1 3m = nat NF, might be 3m if S are weak 3H = GF, likely long S 3S = invite, strong suit 3N = based on solid S and H stop 4m = 5+S-5+m GF, might not be that strong 4H = 5044 strong 4S = like 1S-2y-4S uncontested 2S = comp 2N = clubs, comp+ (3D = F1, 3S = inv) 3C = diamonds, comp+ (3S = inv) 3D = 3fit limit 3H = 4fit limit 3S = pree 3N = GF raise, any SPL (4C asks l/m/h) 4m = FSJ, sets forcing Pass (then new suit = SPL) 4H = BAL GF S raise 4S = pree 4N = RKC 1430 S 5y = voidwood (2S = Michaels) Pass = neutral, or pure pen double (X later) X = BAl, values, invites coop (forcing Pass) 2N = C, comp or better (3C denies extras) 3C = D, comp or better (3D denies extras) 3D = 3fit lim 3H = 4fit lim 3S = comp 3N = any GF SPL (4C asks l/m/h) 4m = FSJ, forcing Pass 4H = GF bal S raise 4S = pree (2N = Unusual for minors) Pass = netural, or 100% penalty double (X later) X = bal hand, values, invites cooperation 3C = neg X, or GF with S (3D = stall) 3D = lim raise 3H = NF, long suit 3S = comp 3N = GF raise, BAL 4m = SPL 4M = pree 4N/5m = voidwood ************************ 1NT Opening Responses ************************ 2C = Stayman, promises 4M or 5M, could be weak noise with 4M-5+m or 4144 (X) Pass = default (P) XX = good hand, Hxx or xxxx or better C 2D = nat NF, garbage Stayman 2H = H+S garbage 2S = inv (bid) Pass = NF X = cards, coop takeout 2H (if avail) = H+S, not broke but not inv 2S = inv XX = 4H+4S 2D = 5+D 2M = 5M (2M) Pass = default (X = 4oM values, 2S = inv, 2N = 4M values) X = 4oM (optional) step 1 = 5oM (optional) 2D = no M 2H = weak, both majors 2S = invite, 5/6 S 2N = invite (promises major) 3C = 4M-5+C GF 3D = 4M-5+D GF 3M = Smolen 3N = to play, promises major 4m = 5+H-5+S, SPL m, slamtry 4M = 7411/6511, NF slamtry (long in major) 4N = quant, 5-4 majors, at least 3 honors in minors 2H = 4+H 2S = invite, 4S or 5S UNBAL, or weak 4S-5+D, or weak 4144 scramble Pass = 4S-4H non-max 2N = 2/3 S, non-max (3C = 4144 weak, 3D = to play, 3H = 5S-4H inv, 3S = 5S inv) 3C = 2/3 S, max (3D = to play, 3H = 5S-3H GF, 3S = 5S GF, guess with 4144) 3D = 4432 exactly, nonmin 3H = 4423 exactly, nonmin 3S = 4S-4H true max 2N = invite with 5S BAL 3C = 4S-5+C GF 3D = 4S-5+D GF 3H = inv 3S = ART any SPL for H (3N asks l/m/h, 4H = weak trumps) 3N = nat, promises 4S 4m = fit-showing jump for H (new next suit = SPL) 4H = to play 4S = RKC 1430 H 4N/5m = voidwood H 5H = 5422/4522 18-19, 3+honors in the minors 2S = 4+S 2N = invite with 4/5 H 3m = 4H-5+m GF 3H = ART slamtry for S (3S/N = good/fair S asking SPL, 4S = weak trumps) 3S = invite 3N = to play, guarantees 4H 4m/H = fit-showing jump for S (new suit next = SPL) 4S = to play 4N = RKC 1430 S 5m/5H = voidwood S 2D = 5+H usu, occ Walsh 3-suiters, minors, or SUPERCONFIT (X) Pass = denies 3+H (P) 2H = to play XX = game interest, if GF denies D stop 2S = Walsh 2N = ART H-C/H-D, not strong (op takes a pref 3C p/c) 3m = nat GF 3N = nat with D stop 2H = 3+H 2S = 4/5 H, excellent hand in context (now Walsh available) (2S) Pass (P) X = game interest, 2+S, if GF denies S stop 2N = ART H+C or H+D not strong (3C = p/c) 3m = nat GF 3S = GF SPL S 3N = nat S stop 2H = most hands Pass = to play 2S = Walsh Puppet to reveal hands, "undoes" heart meaning 2N = forced 3C = GF 4441 black splinter (3D asks l/h) 3D = GF 4441 red splinter (3H asks l/h/H) 3H = 5+C-5+D SPL H, GF 3S = 5+C-5+D SPL S, GF 3N = SUPERCONFIT (BAL grand try, F to 6N, asks controls then 4suits) 2N = 5+H-4+C GF 3C = 4+C 3D = 3C-2H, D values, S issues 3H = 3+H 3S = 3C-2H, S values, D issues 3N = real stoppers 4C = 4+C-3+H, slam suitable double-fit 4D = 4+C, D conc, slam-suitable 4H = 4H, good fit with C but not 4C, no side Ace 4S = 4+C, S conc, slam-suitable 4N = Axx Kx Axx QT9xx 3C = 5+H-4+D GF 3D = 4+D 3H = 3+H 3S = 3D-2H, but some NT flaw 3N = real stoppers 4C/S = 4+D, conc in this suit, slam-suitable 4D = 4+D-3+H slam-suitable double fit 4H = 4H, good fit with D, but not 4D, no side Ace 4N = Axx Kx QT9xx Axx 3D = 6+H INV to game or slam, or choice of game moderate suit 3H = 6+H GF, good suit 3S/4m = 6+H SPL slamtry 3N = 5H c.o.g. 4H = 6+H BAL mild slamtry 4S/5m =voidwood 4N = 6H(322) quant sound slamtry with 3/top 5 2S = 4+H, max 2N = ART, guarantees real H (next = nat slam tries) 3C = 4441 black splinter, GF (3D asks l/h short) 3D = 4441 red splinter GF (3H asks l/h/H short) 3M = 5+C-5+D GF, l/h short 3N = SUPER CONFIT 4m = SPL slamtry, long H 4H = spade SPL slamtry, long H, NF 4S = RKC 1430 4N/5m = voidwood 2H = 5+S (X) Pass = denies 3+S (P) XX = game interest 2N = ART S+m, not strong (op prefers: 3C p/c or 3S) 3m = nat GF 3N = nat, H stopper 2S = 3+S 2N = 4/5 S, excellent trumps and max 3m = 4S, strong 4m, max 3H = 4/5 S, weak doub H 3S = 4/5 S, all around values 2S = most hands 2N = 5+S-4+C GF 3C = 4+C 3D/H = 3C-2S, worry about 4th suit 3S = 3+S 3N = real stoppers 4C = 4+C-3+S, slam-suitable double-fit 4D/4H = 4+C, conc in this suit, slam-suitable 4S = 4S, good fit with C, but not 4C, no side Ace 4N = K Axx Axx QT9xx 3C = 5+S-4+D GF 3D = 4+D 3H = some side stopper missing for 3N, 3C-2S 3S = 3+S 3N = real stoppers 4C/4H = 4+D, conc in this suit, slam-suitable 4D = 4+D-3+S, slam suitable double-fit 4S = 4S, good fit with D but not 4D, no side Ace 4N = Kx Axx QTxxx Axx 3D = 5+S-5+H invit+ (4m/5m next = SPL slamtry) 3H = 6+S inv to game or slam, or c.o.g. with moderate suit 3S = 6+S GF slamtry/c.o.g., good suit 3N = 5S, c.o.g. 4m/4H = SPL, 6+S, slamtry 4S= mild BAL 6crd slamtry 5m/5H = voidwood 4N = 6(322) sound quant try, good suit 2S = range-ask or C 2N/3C = min/max Pass/3C = to play 3D = nat GF 6+C-4+D 3M = 6+C, SPL M, GF 3N = D SPL over min, to play over max 4C = RKC 1430 C 4D = SPL D (stronger than 3N if min) 4M = voidwood C 4N = 6C sound quant, bad suit 5C = no losers except cA and cK (missing) 5D = voidwood C 5H = GSF for C 5N = choice between 6C and 6N 2N = D, or C-D weak 3C = would Pass an invit 3D 3D = accepts game opposite 3D invite Pass/3D = to play 3M = 6+D, SPL M, GF 3N = 6+D, SPL C, NF 4C = nat GF, 6+D-4+C 4D = RKC 1430 D 4M = voidwood D 4N = sound quant, 6D, bad suit 5C = 6+D SPL C, stronger than 3N 5D = no losers except for dA, dK (missing) 5H = voidwood (short in C) 5S = GSF D 5N = choice of slam D or NT 3C = 5+C-5+D invite Pass/3D = pref 3M = game possible if pd is short in this suit (xxx typically) 3D = CONFIT (BAL slamtry) 3H/3S/3N... = 3/4/5... ctrls NT = to play suit = 10+ total controls, cheapest Qxxx or better 4/5 crd suit suit = same type of suit ** if a fit is ever found, bid slam in suit ** else can sign off in NT 3H = SPL H 31(54) GF, rarely 31(63) 4m = fit om = longer in om 4H = slamtry with 5+m 4S = RKc 1430 m 4N = slamtry, nat, sing A/K in M 3S = SPL S 13(54) GF, rarely 13(63) 4m = fit as above 3N = to play 4C = Gerber 4D/H = Texas (then 4M+1 = RKC 1430, NS = voidwood) 4S = quant NT raise, 6C to 3/5 top honors (show 1430 keycards if accept) 4N = quant NT raise, 6D to 3/5 top honors (show 1430 keycards if accept) 5m = gamble Handling Interference: (direct X = cards/penalty or any 1-suiter) Pass = forces XX (to play, or 1-suiter, or 4441's, or 4333's, freaky invites) (P) XX = forced (P) Pass = business (bid/run) Pass = NF (P) X = 90% pen suit = to play, comp 2N = nat over minor, m's over M (bid) Pass = NF X = pen suit = to play, comp 2N = nat over m, m's over M, NF X = pen 2C = C, or 4441 short C (XX if X'd) or any 4333 (also XX) 2D/H/S = 1-suiter to play 2N = any 1-suited invite (OP bids cheapest suit would reject) 3C = invite, minors 3D = invite, D+H 3H = invite, C+H 3S = invite, S+C (bid) X = cooperative takeout (can Pass with stack) suit = comp, NF 2N = nat over m, minors over M (NF) XX = D + black suit, mb freaky invite 2C = to play if minors (Pass = minors, 2D = D+S, 2S = D+S invite) 2D = to play whatever (2S = D+S invite) 2m = H + m 2H = majors 2S = S+C (tends not to have 5C-4S) 2N = weak with C, or STRONG without C (including 5H-5S invite+) 3C = forced Pass = weak 3D = D+H or D+S STRONG (3H asks [3N = H]) 3H = 5+H-5+S INV 3S = 5+H-5+S GF 3N = 4441/5440 GF 3C = weak with D, or STRONG without D 3D = forced Pass = weak 3H = H+C GF 3S = S+C GF 3N = 4414/5404 GF 3D = weak with H, or STRONG with SPL M 3H = forced Pass = weak 3S = 1444/0544 GF 3N = 4144/5044 GF 3H = invite 3S = pree 3N = nat with some long running suit 4C = Gerber 4red = Texas 4N = minors (X = conventional no idea what their suits are yet, but not 1-suited) system on, except XX is getout to a minor Pass, then later X = cooperative takeout, 2N nat over minor, minors over major (balancing X passed around) XX = business (later X by both pd's pen, but not Forcing Pass) 2m = nat 2M = nat but probably 4crds higher = semipree (balancing X and 2nd seat bids) Pass = NF (op's X takeout) X = cooperative takeout, bal'ish 2D = nat 2M = nat, likely 4suit with another 4suit 2N = nat over m, minors over M 3m = to play Generally, X's are takeout if responder *could* be weakish (2C = has clubs at least) Pass = neutral (later X = pen, 2N = nat/comp) X = neg, like Stayman (later X = takeout of C but pen of new suits, 2N = inv, 3N = C stop) 2NS = to play 2N = nat invite 3C = D, inv+ (later 3M = 4oM GF) 3D = H, inv+ (later 3S/3N nat) 3H = S, inv+ 3S = 4450 GF 3N = nat no C stop 4C = Gerber 4red = Texas (2C = some Unknown Suit[s] - Capp, Suction) Pass = neutral (later X = t/o, 2N nat over 2D, minors over M, 3m = to play) X = neg, like Stayman, invit+ (later X = pen, 2N = nat/inv) 2y = to play 2N = C inv+ (then 3D = C+H, 3H = C+S, 3S = minors, 3N = 6+C) 3C = D inv+ (then 3H = 4crd S, 3S = 4crd H, 3N = 6+D) 3D = H inv+ 3H = S inv+ 3S = minors GF 3N = to play 4C = Gerber 4red = Texas (2C = two known suits not C, like Landy) Pass = neutral (later X = pen) X = cards, invites pen X with 4 trumps or 3 with good def 2D = to play 2H = minors, less than invite 2S = minors, inv+ (bid stoppers if accept) 2N = to play in 3C or 3D, or 5+minor GF with 1 or 2 M's stopped (if GF bid stopper) 3C = D GF UNBAL (Op shows stop, Re shows SPL) 3D = C GF UNBAL (op shows stop, Re shows SPL) 3M = minors GF, SPL M 3N = nat, no full M stops 4C = Gerber 4red = Texas (even to their suit) (2D = has D at least) Pass = neutral (later X = pen, 2N = nat/comp) X = neg like stayman, invite+ (later X = pen, 2N = inv, 3N = D stop) 2M = to play 2N = shows C, weak/GF (later 3D/H = 4H/S) 3C = C invite 3D = H invit+, may have 4S 3H = S invit+ 3S = 4405 GF 3N = nat no D stop 4red = Texas (2D = Multi/who knows what) Pass = neutral (later X = t/o, 2N = nat/comp, 3m = to play) X = neg, like Stayman, inv+ (later X = coope penalty, 2N = nat/inv) 2M = to play 2N = C inv+ (then 3D/H = H/S, 3S = minors) 3C = D inv+ (then 3M = 4oM) 3D = H inv+ 3H = S inv+ 3S = minors GF 3N = nat, nothing about stops 4red = Texas (2D = majors) Pass = neutral (later X = pen) X = cards, invites pen X with 4 trumps or 3 with good def 2H = minors weak 2S = minors inv+ (bid stoppers if GF) 2N = comp with 1 minor, or 5+m BAL GF with 1 or 2 majors stopped (bid stop) 3C = D GF UNBAL (OP shows stop, RE shows SPL) 3D = C GF UNBAL (OP shows stop, RE shows SPL) 3M = minors GF, SPL 3N = nat, no M stops 4red = Texas, even to their suit (2H = nat) Pass = neutral (later X = pen, 2N = minors comp, 3m = to play) X = neg, comp+ (later X of H = coope t/o, else pen, 2N = inv) 2S = nat comp 2N = C invit+ (then 3D = H, 3H = S, 3S = minors) 3C = D inv+ (then 3M = 4oM) 3D = 4045 GF 3H = S inv+ 3S = minors GF 3N = no H stop, probably long m (X with BAL GF) 4red = texas, even to H (2S = nat) Pass = neutral (later X = pen, 3C/4C = comp) X = neg, invit+ (later X = coop takeout, 3S asks stop) 2N = comp+ with C, or weak with red suit (Leb) 3C = D invit+ (then 3S = D+H, 3H = D+C, 3N = D + S stop) 3D = H inv+ 3H = 04(54) GF 3S = minors GF 3N = nat, based on minor, no S stop 4red = Texas (3C = nat) Pass = weak or trap X = neg, BAL or no 6suit 3D = H inv+ 3H = S inv+ 3S = D inv+ 3N = whatever 4C = 5+S-5+H, comp+ 4red = transfer to a superfreak (else transfer) (3D = nat) Pass = weak or trap X = neg X/cards 3H = S inv+ 3S = H GF 3N = to play 4C = 5+S-5+H comp+ 4D = 6+C GF 4M = pree (3M/4M) X = neg/cards ************************** 2C Opening Bid Responses ************************** 2D = 0/1 control (bid) X = takeout, Pass = penalty or neutral 2H = Kokish: H or BAL GF 2S = most hands 2N = GF BAL (see opening 2N structure) 3C = H 1-suiter 3D = H+D 3H = H+ secondary S 3S = H+C 3N = SOL H, no slam, 9+ tricks, stoppers 4y = H + void, slam interest, self-sufficient H ** below 6+suits headed by K or QJ at least ** 2N = 6+S 3C = 6+C 3D = 6+D and 3H 3H = 6+S and 3H 3S = 6+C and 3H 2S = nat GF 3N = any SPL for S (4C asks l/m/h) 4lower = fit jump, at least QTxxx with Hxx support 2N = 23-24 HCP, semibal (see opening 2N structure) 3m = nat 10+ tricks 3D (if avail) = waiting for 4crd suit 3H = nat JS = SPL raise of m, mb only 3 trumps 3M = 4M-5+D GF 3N = SOL C/D/S, no slam, 9+tricks, stoppers 4C = 5404 GF (4D = unbiddable extras for M, 4N = unbiddable extras for C) 4D = 5440 GF (5C = unbiddable extras for M, 4N = unbiddable extras for D) 4M = to play, no slam 2H = 2 ctrls, sets up PEN doubles 2N = wide variety of semibal hands, use opening 2N structure if ask RE's controls, instead answer # Queens 2S = 3+ ctrls, sets up PEN doubles 2N = wide variety of semibal hands, use opening 2N structure if ask RE's controls, start at 3 3H = nat (4H = F1, 3+ctrls and fit, slammish) 2N = any AKQTxx, AKJTxx AQJTxx KQJTxx or longer 3y = transfer to next higher suit, AKJxxx, AQJxxx, KQJxxx or longer 1step = accepts, asks SPL (NS = SPL, 3N/trumps = none) 3N = SOL 6+crd suit 4y = broken 8crd suit Handling Interference: (X) XX = 0/1 ctrl PAss = 2+ctrls, nothing special to say 2M = 2+ctrls, QJTxx or better suit 2N+ = as normal (2D) X = 0/1 ctrl Pass = 2+ctrls, nothing special to say (P) X = BAL coop takeout 2N = stoppers suit = nat GF cue = 2 suits GF 2M = 2+ctrls, QJTxx or better 2N+ = as normal (2H+) X = 0-4 (P) X = BAL coop takeout 2N = stoppers suit = nat GF cue = 2 suits GF 4M jump cue = nat NF Pass = 5+, GF 2S = 2+ctrls, QJTxx or better 2N+ = as w/o comp ********************** Opening 2D Responses ********************** 2H = nat F1 2S = something useful in S 2N = xx H, nothing useful outside 3C = something useful in C 3D = H short, nothing special 3H = Hx or xxx, NF 3S/4C = SPL raise of H, 3fit 3N = H short, max 4D = Hxx fit and great D 4H = max raise, usu no SPL 2S = nat F1 2N = xx S, nothing useful outside 3C/H = something useful in C/H 3D = short S, nothing special 3S = Hx or xxx supp, NF 4C/4H = SPL raise of S, 3fit 3N = S short, max 4D = great D and Hxx S, max 4S = max raise, no SPL 2N = feature-ask 3C/3M = NT feature 3D = NF 3M = F1 asking help oM for 3N 4C = GF 4D = GF 4H = RKC 1430 D 4S/N/5C = S/H/C SPL agreeing D) 3D = no sdie stopper, nothing special (or just a shit hand) 3N = AKJTxx or AKQxxx D 3C = shortness ask 3D = no short 3M = nat F1, not 6crd 4C = nat GF 4D = GF 4H = RKC 1430 D 4S/N/5C = S/H/C SPL for D 3H/S/N = l/m/h short (4D = NF, 4H = RKC 1430 D, 4S/4N/5C = S/H/C SPL for D) 3D = to play 3M = fit-showing, F1 (NS = game try, 4D/4M = signoff) 3N = to play 4C = fit-showing, but may bid game with C fit 4D = pree (op's X suggests save with no defense) 4M/5C = to play 4N = RKC 1430 D 5D = to play Handling Interference: (X) Pass = neutral (later X pen) XX = puppet to 2H to sign off in some suit 2M/3C = nat F1 3D = to play 3M/4C = fitshowing, mainly for lead 4D = pree (op may X to suggest save with no def) 4M/5C = to play 4N = raise to 5D with some defense (2M) X = pen NS = nat F1 2N = nat F1 (3D either side later to play) 3oM/4C = fit-showing 4M = SPL slamtry 4N = raise to 5D with some def *************************** 2H Opening Responses *************************** 2S = nat F1 2N = xx S, nothing useful outside 3m = something useful 3H = short S, nothing special 3S = Hx or xxx, NF 3N = S short, max 4m = SPL raise of S, 3fit 4H = QJx supp, great H, max 4S = max raise, no SPL 2N = feature-ask 3m/3S = feature (NS = F1 not 6crd suit, 4C = nat GF, 4D = ART slamtry H, 4S = RKC 1430 H, 4N/5m = SPL for H) 3H = no side stop, nothing special, or just a shit hand 3N = AKJTxx or AKQxxx H 3C = short-ask 3D = no short 3H = light invite 3S = nat F1, not 6crd 4C = nat GF 4D = ART H slamtry 4S = RKC 1430 H 4N/5m = S/m SPL for H 3H/S/N = l/m/h short (as above) 3D = nat F1 3H = min, D short 3S = non-min, 2+D 3N = non-min, D short 4C = GF, suitable for D, BAL, cA or cK 4D = GF, suitable for D, BAL, no minor ctrl but likely sA/K 4H = fit-jump, great red honors 4S/5C = SPL raise of D, 3+fit 3H/4H/games = to play 3S/4m = fitshowing, no slam interest implied 4S = RKC 1430 H 4N = Blackwood for Aces Handling Interference: (X) Pass = neutral (later X = pen) XX = puppet to 2S to compete in S, then 3D = nat with S lead value 2S = F1 2N = C, suit or lead 3C = D, suit or lead 3D = inv+ H raise 3H/4H = to play 3S/4m = fitshowing 4N = raise to 5H with one sure def trick (2S) X = pen 2N = C, suit or lead 3C = D, suit or lead 3D = inv+ H raise 4S = SPL slamtry else = as above (3m) 4m cue = ART H slamtry NS = nat F1 4om/4S = fit-showing ******************** 2S Opening Responses ******************** Similar to over 2H except, over (X), XX = puppet to compete in own long suit, and lower suits suit/lead transfer ************************* 2NT Opening Responses ************************* 3C = Stayman 3D = no M 3H = 4+H-5+S (Smolen, or 5-5 majors no slam) 3S/4m = fit 4m/5m = SPL 4N = RKC 1430 S 3N = to play opposite 5S-4H 4C = 5404/5413 slamtry 4D = 5440/5431 slamtry 4H = 5-5 majors, no slam 4S = 6S-4H conc, mild slamtry 4N = 5422 slamtry, NF 3S = 4S-5+H (4m = cue for H, 4H = bad for slam) later 4m/5m = SPL, 4S = RKC 1430 H 3N = to play 4C = nat, usu with 4M, but sometimes 5C-4D 4D = nat, 4+D 4M = cues for C 4N = club fit, but slow hand 5C = enc raise, good controls 5D/M = fit-showing slam drives, concentrations 5N = nat club fit, max, but NF 4D = slamtry, 5+-5+ H-S 4H = 4H-5+D, at least mild slam interest 4S = 4S-5+D, at least mild slam interest 4N = super-weak minor freak (pick one) 5m = nat, pretty weak (implies 4M) 5H = slam force, 04(54) 5S = slam force, 40(54) 5N = slammish minors freak but super-weak else = to play 3H = 4/5 H 3S = all hands with 4S, or slammish both majors 3N = denies 4S 4m = nat, 4S-5+m, at least moderate slam interest (4N = to play) 4H = 4+S-4+H mild slam try 4S = 4+S-4+H stronger slam try (4N asks for m SPL) 3N = denies 4M, so interested in 5-3 or 4-3 H fit 4C = denies 4S, secondary H (slamtry) or secondary D 4D = nat, 4+D 4H = 5+C-4H NF 4S = 5+C-4H, stronger slamtry (4N asks for l/h SPL) 4N = 5+C-4D NF 5C = 5+C-4D RKC 1430 D 5D = 5+C-4D forward-going 4H = scramble, not slam suitable Pass = 5+C-4H min slamtry 4S = RKC 1430 H 4N = 5+C-4D NF 5C = 6C-4D NF 5D = 5+C-4H stronger slam try 4S = flag for H+D (4N = RKC 1430 H, 5C = invite to 6D, 5red = NF) 4N = fitless flag (control-rich, no obv fit) 5C = flag for H+C 4D = denies 4S, secondary H or C 4H = scramble Pass = 5+D-4H min slamtry 4S = RKC 1430 H 4N = 5+D-4C NF 5C = 5+D-4H stronger try 5D = 6D-4C NF 4S = flag for H+D (4N = 1430 H, 5C = inv to 6D, 5red = NF) 4N = fitless flag (ctrl rich but no fit) 5C = H+C flag (5D = LTTC H, 5H = NF, 5S/5N = 7C tries) 5D = trumps flag for H+D 4H = to play 4S = RKC 1430 H 4N = minors freak no slam, v weak 5m = SPL for H 5H = S SPL for H 5S = GSF in H 5N = minors freak, slam force, but super weak else = to play 3S = 4S 3N = to play, promises 3H 4C = nat, any secondary suit 4D = nat 4+D 4H = good hand for C+S (4S = S, 4N/5C = C, 5D/5H = S, 5N = C) 4S = to play (non-S raises are C hands) 4N = great hand with C fit 4D = nat, secondary H or S 4H = good hand for D or S (4S/N = RKC 1430 S, else = D) 4S = to play (non-S raises are D hands) 4N = RKC 1430 D 5C = best D hand bad for RKC 5D = great trumps, but just one side Ace 4H = slamtry S, usually 9+ major cards 4S = to play 4N = weak freak minors, no slam 5C = RKC 1430 S 5red = SPL S 5S = C SPL for S 5N = weak freak minors, but freaky enough to gamble slam else = signoffs 3N = 5S 4m = nat 4red = flag for m, but allows for 4S mild slamtry 4S = very good S 4N = clear pref for NT 4H = xfer to 4S (then 4N = rolling general slammish) 4S = RKC 1430 S 4N = weak freak minors 5m/5H = SPL for S 3D = transfer to H, but may have instead 3-suited slamtry, or slamtry short H and 6-4 minors 3H = most hands 3S = normal 5+H hand, support ask 3N = doubleton 4C = nat 5+H-4+C 4D = scramble, no direction 4H = Hx/HH hearts but good for slam 4S = C flag, good ctrls 4N = fitless flag, good ctrls, no sure fit 5C = C flag, strong trumps 5D = superflag for C, huge amazing fit and hand 4D = nat 5+H-4+D 4H = scramble, more suitable for 4H than 4N or 5D 4S = scramble, more suitable for 4N/5D than 4H 4N = fitless flag, rich in ctrls, no sure fit 5C = D flag, good ctrls 5D = D flag, good trumps 5H = superflag for D, the impossible superhand 4H = mild slamtry 6+H 4C = 3fit, slam suitable (4D = LTTC, 4S RKC 1430) 4D = 3fit, not slam suitable (4S = RKC 143) 4H = 4fit, not slam suitable (4S = RKC 1430) 3N = v weak hand 5H-5m (4C = p/c, 4D = great for C) 4C = 4414 slamtry 4D = asks ctrls (0/1, 2, 3..) UNLESS have already shown # ctrls then 5D = asks specific Queens ** IF 2 controls already known, this was specific Q ask ** IF 3+ ctrls already known, count starts at 3/4/... 4M/5C = to play, bad for slam 5D = don't care, ask controls (6/7/8... unless 25+ HCP then 7/8...) later 6D asks specific Queens 4N = to play, no fit 4D = 4144 slamtry (see above) 4H = 1444 slamtry (see above) 4S = 4441 slamtry (see above) 4N = 2146 F1 5C = 2164 F1 3S = 4+H slam suitable 3N = 5+H any strength 4C = some 4m if looking for 4-4 fit 4D = forces 4H 4H = forced 4N = some 4m (5m = 4m) 4N = some 4m (5m = 4m) 4D = rich in controls, transfer to pd (4S = RKC 1430 H) 4H = no 4m 4C+ = see above 3H = 5+S 3S = normal 3N = c.o.g. 4C = nat, 5+S-4+C 4D = scramble, no special direction (later 4N/5C = s/o) 4H = H frag 4S = s/o 4N = 5134 5C = 5-5 4H = S flag 4S = to play 4N = 5224 extras 5red = SPL 4S = C flag, rich in controls (4N = 5224 extras, 5red = SPL) 4N = fitless flag, rich in controls, no known 8fit 5C = C flag, good trumps (5red = SPL) 5D = superaccept for C, Kx Axx Axx AKQTx e.g. 5H = superaccept for C, as above but with 2nd S honor maybe 5S = double superaccept, 3+S-4+C 4D = nat, 5+S-4+D 4H = scramble (see above) 4S = S flag 4N = fitless flag 5C = D flag, good ctrls 5D = D flag, good trumps 5H = superaccept for D, AKQTx trumps 5S = double-flag, 3+S-4+D 4H = 5044 slam interest 4S = mild slamtry, 6+S 3N = general superaccept, 8 ctrls, big trumps, no conc. 4H = retransfer 4m/4H = conc. superaccept, 8/9 ctrls, 3+ Aces, HHxx+ in S, suit suit at least KQJx 4H = retransfer 3S = signoff in 3N, or various minor slamtries 3N = forced Pass = the way to sign off in 3N 4C = 6+C slammish 4D = asks SPL (n/l/m/h[nf]/H[F] - then relay is RKC 1430 C) 4H = RKC 1430 C 4S = scramble 4N = prime NT, modest fit 5C = fit, strong clubs 5D = amazing fit and hand 4D = 6+D slammish 4H = asks SPL (n/l/m/h[NF]/H[F] - then relay is RKC 1430 D) 4S = RKC 1430 D 4N = scramble, NF 5C = prime NT, modest fit 5D = D flag, great trumps 5H = D flag, amazing hand and fit 4M = 5+C-5+D SPL 4S (if avail) = general slamtry (4N = min, 5C = mild, 5D = serious, 5M = grand try) 4N = regressive, NF 5m = regressive 5H = 6 RKC 1430 C 5S = 6 RKC 1430 D 6m = 2 Aces plus very good trumps, Hxx other minor 4N = 1246 F1 5C = 1264 F1 5D = 1264, very mild slamtry, requires perfecto (no Aces) 5H = 5-5 minors, H void, S ctrl, F to 6 5S = RKC 1430 C 5N = RKC 1430 D 6m = bad for grand 6M = expects to make 6N, Hxx both minors 6N = mostly major suit honors 5S = 5-5 minors, S void, H ctrl, F to 6 5N = 6RKC 1430 minors 6m = bad for grand 6M = expects to make 6N, Hxx both minors 6N = mostly major suit honors 5N = 5-5 minors, 1st rd control both M's, F6 6m = bad for grand 6M = F6N, try for 6cm 6N = mostly major suit honors 3N = CONFIT, BAL slamtry, asks ctrls 4C = 6 (or 7, etc if 25+ HCP) 4D = 7 4H = 8 4S = 9 After this: 4N = to play, denies 10+ combined controls suit = cheapest Qxxx or better suit NT = fewer than 6 ctrls (over 4C) NS = no fit in pd's first attempt, another Qxxx or better suit raise (by either player) = fit 4C = SUPER CONFIT, BAL grand slam try, forcing to 6N 4D = 6 (or 7, etc if 25+ HCP_ 4H = 7 4S = 8 4N = 9 After this: 6N = missing some control, denies 12 controls suit = 12 controls combined, a 4crd suit NS = no fit in first attempt, another 4crd suit raise (by either player) = fit, then cue Queens 4D = Texas 4H = forced Pass = to play 4S = RKC 1430 H 4N/5m = S/m void, slamtry 5H = xx AKJxxxx xx xx 5S = GSF H 5N = 6H(322) c.o.slam 6N = 6H(322) try for 7 4H = Texas 4S = forced Pass = to play 4N = RKC 1430 S 5m/5H = void slamtry 5S/5N/6C/6N = as above over 4D transfer 4S = RKC 1430 C 4N = RKC 1430 D ******************** 3C Opening Responses ******************** 3D = ART, invite 6+M, or optional 3N, or strong D hand 3H = would Pass invite 6+H Pass/3S = H/S invite 3N = optional 3N (assume has Hx support) 4C = GF D hand with Hx C 4D = GF D hand 4M = GF D hand with at most sing C, looking for M help 4N = RKC 1430 D 3S = would raise 3H to 4H, but Pass invite 6+S bid as above but 4H = to play 3N = would raise either 6+major invite to game as above but 4M = to play 3M = nat F1 game NT/C = to play 4C = pree (op may double a game bid with a pure save-oriented hand) 4D = 1430 C 4M = asking bids (no/2nd/1st rd control) 4N = asking bid in D (no/2nd/1st rd control) 5D = asks trump quality (vul-dependent), worst first step, better next steps 5M/5N = fit-showing in M/D, F6C ******************** 3D Opening Responses ******************** 3M = nat F1 game NT/D = to play 4C = nat F1 4D = pree (op may double a game bid with pure save-oriented hand) 4H = RKC 1430 D 4S/N/5C = asking in S/H/C - no/2nd/1st rd control 5H = asks about trumps, worst first (vul-dependent) 5S/5N/6C = fit-showing in S/HC, F6D ******************** 3H Opening Responses ******************** 3S = F1 game NT/H = to play 4m = nat F1 4S = RKC 1430 H 4N/5m = asking about S/m, no/2nd/1st rd control 5S = asks about trumps, worst first 5N/6m = fitshowing in S/m, F6H, says nothing about strength ******************** 3S Opening Responses ******************** as above, but 4H = to play, and everything else stepped up one ******************** 3N Opening Responses ******************** 4C = King Ask 4D = dK (6C = bid your major) 4oM = K in oM (6C = bid your major) 4M = no K 4N = cK (6C = bid your major) then 4N = Q ask 5m/5oM = that Q 5M = no Q 5N = minor Queens 6m = mQ + oM Q 4D = bid your major 4M = nat 4N = Q ask (see above) NS = Roman ask (none/3rd/2nd/1st rd control) 4H = p/c for major 4S = pass with S, Roman ask with H (no ctrl/3rd rd, 2nd rd, 1st rd) 4N = Queen Ask (see above), does not care about Kings 5m/5H = Roman control ask (none/3rd/2nd/1st) 5N = bid 7 if your suit SOL opposite void ******************** 4C Opening Responses ******************** 4D = ART 5H-5S, OR slamtry C weak trumps, or slamtry D 4H = pref 4S = 7S-5H v strong, NF 4N = slamtry C with 0/1 C 5C = slamtry C with xx C 5D = slamtry D 5H = look at your majors 5S = stronger than 4S 4S = pref as above, but reverse majors 4M = to play 4N = slamtry C with trump honor, all suits controlled C bids = to play 5D = nat signoff 5M = fit-showing, shows nothing about strength, F6C slams = to play ******************** 4D Opening Responses ******************** 4M/5C = to play 4N = general slamtry D (5C = lttc) 5M = fit-showing, says nothing about strength, F6D slams = signoffs ******************** 4H/S Opening Responses ******************** step 1 = RKC 1430 step 2/3/4 = asking bids about suit: no/2nd/1st rd control 5M = pree 5M+1 = grand slam force in M *********************** SLAM BIDDING *********************** ROlling 3NT - generally Rolling 3NT after 3-level agreement in a major is just leaving room for a C cue Rolling 4NT - 4NT after 2 cue-bids is no longer RKC, but general slamtry RKC 1430 - Queen Ask - return to trump denies, 5N = Q no outside feature, else = K + trump Q Specific Suit Asks (for Grand) After all keycards and Queen shown, or after King ask, next new suit asks for help if at least 2 steps below trumps: step 1 = no 2/3 rd ctrl step 2 = 3rd rd control 6N = Kxx(x)(x) 7 of trumps = singleton 7 below ASK suit = Kx 7 of ASK suit is KQ(x)(x) if it is the step below (no room) trumps, then step 1 = no 2nd rd control 6N = Kxx(x)(x) 7 of ASK suit = KQ(x)(x) 6 of trumps = Kx or singleton Specific King Ask (after RKC response) = 5N bid cheapest K 7C accepts grand invite, allows for alternative contract signoff (planned by pd) Void-showing with 0 keycards, tend to bid 5D (unless known to b v weak, then 5N) 5N = 2/4 keycards 6y = 1/4 keycards, bid void below trumps, bid trumps with void higher than trumps after response, cheap step asks trump Q (return trumps = no, else bid feature) Voidwood 0314 used by strong hand, and when obvious re-ask with voidwood suit for specific King ask (not counting K in void), then SSA as normal 6-KC RKC type 1 - 2 suits have been bid and raised (so Q matters in both suits) type 2 - 2 suits have been bid, but other hand BAL, and fit in one suit show both Q's type 1 step 1 = 1/4 (then step 1 not trumps asks Q's as below) step 2 = 0/3 (then step 1 not trumps asks Q's as below) step 3 = 2 + 0 Q step 4 = 2 + 1 key Q step 5 = 2 + 2 key Q, no side K step 6 = 2 + 2 key Q, lower side K step 7 = 2 + 2 key Q, higher side K type 2 - treat as normal, but 6 keycards available (2 or 6 for steps 3/4) + 1 Q Which bid is RKC? Look at notes Grand Slam Force GSF responses step 1 = no A/K/Q step 2 = Q, or playing equivalent step 3 = A or K step 4 = A or K with extra length higher = 2/top 3 + extra feature 7C = 2/top 3 no extra feature (preparing to Pass whichever strain pd bids) 5N = pick a slam Last Train - when one call that indicates slam interest without raising committment level, it's last train If cue-bid is doubled XX by either side = 1st round ctrl Pass = neutral new suit = cue with 2nd rd control of doubled suit trumps = slam-negative AND denies ctrl of doubled suit There is no Fast arrival jump - Picture Jump