The Polish Club by Greg Matula with permission from the author notes by Daniel J. Neill, December 2004 Opening Bid Summary: 1C = a) 12(+)-15(-) NT, denies 4D/5H/5S b) 12-18, 444-1D c) 15(+)-18, 6+C or 5C-4M d) 19+ any hand (or good 18, or 8+ tricks with 3.5+ honor tricks) 1D = 12(+)-18, 4+D, may have 4-5C 1H = 12(+)-18, 5+H 1S = 12(+)-18, 5+S 1N = 15(+)-18(-), relays can find 5H but not 5S, so use judgement 2C = 11-15(-), 6+C or 5C-4M 2D = 7-11, any 5-5 except C-D (maybe weaker at fav.) 2M = 7-11, 6-cards (down-the-middle recommended) 2N = 7-11, 5-5 C-D 3y = normal preempt 3N = gambling (3/4 seat to make) ___________ 1C Opening ___________ Responses: 1D = a) 0-5(6), any hand b) 7-10, unsuitable for 1N c) 10-12, 5+D-4+C d) 6+C, 3/top4 honors, GF e) 16+ NT, no 4M/5m 1H = 7(6)+ 4+H, can always have a longer minor 1S = 7(6)+ 4+S, can always have a longer minor 1N = 7-10, no M, usu. bal 2C = 10+, 5+C, F1, no major 2D = GF, 5+D, no major 2M = GF, 15+, good 6+ suit, or good 5 with 4C 2N = 11-12, no M, usu. bal 3m = weak, good 6+ suit (3D slightly higher requirement since op. could have sing.) 3M = 3N bid with xx in M 3N = 13-15, bal, no M 4y = preeempt 1C Continuations (see interference notes at end): 1C-1D- 1H = a) weak NT 2+H not 4234 b) 16-22 4H unbal with C c) 19+ 4+H lacking values for a jump Pass = 0-3 any hand, or 4-5 if likely best place 1S = 4-6, 4+S 1N = 5-6 NT, or 7-10 stiff H, denies 4S 2m = 5-4 or 4-5, 19+ but NF (2S = 4th suit to find out) 2H = 5+H 19+ but NF 2S = reverser, 19+, forcing 2m = 5(4)-11, 5+ suit, NF 2S = 5H-4S forcing 3N = "to play" 2H/3H = 4-6 5+H (3H supermax distributional) 2S = 10-12, 5+D, 4+C (2N/3m = to play, 4m = demands cues, else forcing to 4m) 2N = 16+ NT, no major 3C = 5C (3D asks l/m/h doub., then slam gadgetry after that since shape known) 3D/S = doubleton with 4C 3H = 5+H, slam-forcing 3N = denies 4C (maybe 3334) 4m = 5+m, slam-forcing 3C = 6+ great clubs (3/top4), GF 3D = 10-12, 6+D (4D = demands cues, else forcing to 4D) 3S = 6+ great clubs (3/top4), GF, autosplinter 1S = 4+S, a) weak NT 4234 exactly b) 16-22 unbal with C c) 19+ lacking values for jump Pass = 0-3 any hand, or 4-5 if likely best place 1N = 5-6 NT, or 7-10 stiff S 2m = 5-4 or 4-5 19+ but NF (2D 4th suit, 2H nat?) 2m = 5(4)-11, 5+ suit, NF 2H = 5S-4+H, 19+, semiforcing 3N = "to play" 2H = 4-6, 5+ suit 2S/3S = 4-6 4+S (3S supermax distributional) 2N = 16+ NT, no major 3C = 5C (3D asks l/m/h doub., then slam gadgetry after that since shape known) 3D/H = doubleton with 4C 3S = 5+S, slam-forcing 3N = denies 4C (maybe 3334) 4m = 5+m, slam-forcing 3C = 6+ great clubs (3/top4), GF 3D = 10-12, 6+D (4D = demands cues, else forcing to 4D) 3H = 6+ great clubs (3/top4), GF, autosplinter 1N = 18(+)-21(-), 5M ok 2C = Puppet Stayman or club invite 2D = no 5M 2M = 4crds oM 2N/3N = invite/balGF, 4-4 majors 3C = invite, long clubs 3D = 4-4 majors, 6-7 HCP, splinter in a minor (3H asks l/h short) 3H/S = 4450/4405 6-7 HCP 2M = 5-crds 2D/H = transfer 2S = range-ask or 6+C weak/GF 2N/3C = min/max (3D/H/S = autosplinter with long C, GF) 2N = D transfer (3C = preaccept, 3D = negative) 3C = 5C-4D-2-2 GF 3D = 5D-4C-2-2 GF 3M = splinter, 5-4 minors, GF 4m = transfer to corresponding M 2C = 16-22, 5+C no M (natural cont's?) 2D = artif, GF 2H = only positive bid, 4 with A/K, or 5 with 0-2 Jacks, or 6 with 0-3 Jacks 2N = semibal (use 1C-1D-2N cont's) 2S = double-negative, not too freaky 2N = semibal (use 1C-1D-2N cont's) 2N/3C/3D/3H = double-negative, transfer to long suit (nat. cont's) 3S/N = double-negative, 5-5 minors/majors 2M = Acol Two, 8 tricks, NF NS = F1 raise = NF JS = splinter, 3+ crd support, 5-6 HCP 3N = enough for game 2N = 21(+)-23, 5M ok 3C = Puppet Stayman, promises a 4M 3D = no 5M (3M = oM, 3N = 4-4 M's) 3M = 5M 3D/H = transfer 3S = 5+ HCP, 5-4+ minors, short in a major 3N = prefers NT (4m = longer m [cue if max, 4N nat], 4M = 5-5 splinter) 4m = sets suit 3N = to play 4m = natural slamtry, 6+ suit 3m = Acol Two, 8 tricks, NF NS = F1 raise = GF! 3N = to play 4M = to play! (not splinter) 3M = about 9 tricks 3N = running minor, some side stops 4M = 18-20, had to open 1C because lots of tricks but some defense too 1C-1H- 1S = 4+S, F1 can be weak NT or huge hand 1N = NF 2C = 16+, 4+C unbal, F1 2C = checkback, invite+ 2D = 12-13(-), misfit (or 19+ NT waiting) 2-bids = NF 3-bids = GF, nat or semi-nat 2H = 12-13(-), 3H 2N/3H = NF 3m = game or slam interest, semi-natural 3S/4m = splinter for H 2S = 13(+)-15(-), 3H 2N/NS = forcing! may be seeking best game 4m = splinter 2N = 13(+)-15(-), misfit bids = GF, nat or seminat 4m = auto-splinter 2D = weak canape, to play 2H = NF 2S = normal 4-crd raise 2N = a) 4H-6m invite b) 4M-5+C GF 3C = declines invite if clubs, but says nothing if D 3D = accepts clubs, but not D 3M/N = accepts either minor, most descriptive 3C = weak canape, to play 3D = GF 4H-5+D 3H = invite 3S = invite 4m = auto-splinter 1N = weak NT, denies major 2C = checkback, invite+ 2D = 12-13(-), misfit 2-bids = NF 3-bids = GF, nat or semi-nat 2H = 12-13(-), 3H 2N/3H = NF 3m = game or slam interest, semi-natural 3S/4m = splinter for H 2S = 13(+)-15(-), 3H 2N/NS = forcing! may be seeking best game 4m = splinter 2N = 13(+)-15(-), misfit bids = GF, nat or seminat 4m = auto-splinter 2D = weak canape, to play 2H = NF 2S = reverse, forcing 2N = a) 4H-6m invite b) 4M-5+C GF 3C = declines invite if clubs, but says nothing if D 3D = accepts clubs, but not D 3M/N = accepts either minor, most descriptive 3C = weak canape, to play 3D = GF 4H-5+D 3H = invite 3S/4m = auto-splinter 2C = 16+, F1, 5(4)+C, denies 4S, may be 5D-4C not good enough for 2D or 3D 2D = artif. GF waiting (natural continuations) 2H = NF, good 5+ suit (for all these NF bids, op's 2N/3C/raises = NF, else GF) 2S = NF, stopper, says nothing about H length 2N = NF, side suits stopped, balanced 3C = NF, raise 3D = NF, 5+D 3H = NF, good 6+ suit 2D = "fit-reverse" - 19+, artificial, Hxx+ or xxxx+ H support, GF below, Weak = 7-10(-), Strong = 10(+)+ 2 Possible Structures: a) Simple step 1 = 4crds, weak step 2 = 5crds, weak step 3 = 4crds, strong step 4 = 5crds, strong step 5 = 6crds, weak step 6 = 6crds, strong Continuations are natural, a 5+crd response sets that M as trumps. b) Complex Relay 2H = a) 4M weak b) 5M-4other unbal. strong c) 5M-5other low shortness strong 2S = normal relay 2N = weak, bal or 3-suited, no 5-crd suit 3C = normal relay 3D = 4C bal (rel asks l/h doub) 3H = 4D bal (rel asks l/h doub) 3S = a) 4S after 1H (rel asks l/h doub) b) 4144 after 1S 3N = 4333 4C/D/H after 1H only = 3-suiter l/m/h shortness 3m = 4M-5+m, weak 1-step = relay step 1 = low shortness 5431 step 2 = high shortness 5431 step 3 = 5422 step 4 = low shortness 6421/6430 step 5 = high shortness 6421/6430 3H = strong, 5M-4C, some stiff (relay asks l/h sing, l/h void) 3S = strong, 5M-4D, some stiff (relay asks l/h sing, l/h void) 3N = strong, 5M-4oM, some stiff (relay asks l/h sing, l/h void) 4C = strong, 5M-5C, short D 4D = strong, 5M-5D, short C 4H after 1S = strong, 5S-5H, short C 2S = 5+M weak 2N = normal relay 3m = 4+m (relay for l/h short 5431, 5422, and 5-5 low short) 3H = 6+M (3S relay: n/l/m/h short) 3S = 4+oM (relay for l/h short 5431, 5422, and 5-5 low short) 3N = 5332 4m = 5-5 natural, short oM 4H (after 1S) = 5-5 nat, short D 4M = 7-crds, some stiff 2N = 4M no 5m, strong 3C = normal relay (see 2H-2S-2N-3C above) 3m = 4M-5+m strong (step 1 = relay, with cont's like 2H-2S-3m-relay above) 3H = 6+M strong (3S relay: n/l/m/h short) 3S = 5M-4other-2-2, strong 3N = asks side suit (4m = m, 4H = oM) 3N = 5M-(332), strong 4C = 5M-5C, shortness oM, strong 4D = 5M-5D, shortness oM, strong 4H(after 1S) = 5-5 majors, short D, strong 4M = 7222, weak ***** RULES REGARDING THE FIT-REVERSE ****** (1) Opener may at any time decline to relay. (2) If opener bids a new suit @ 3-level on the third round, it is natural and suggests another strain or NT. (3) If opener breaks relays by bidding responder's major @ 3-level, it demands mixed cue-bidding. (4) If opener jumps to 4M or 3N, it is regressive. Responder can go on only with lots of undisclosed values. (5) If opener raises partner's minor to 4m, it sets the suit and demands cues. (6) If responder's 2nd bid was @ 2-level, opener's JS is a splinter. (7) If responder's full shape is known and responder's last bid was 4C or less, or opener breaks relays (cf rules 4/5/6 above though), all bids @ 4-level are artif. slam enquiries (see slam bidding at end). (8) If the last shape-showing bid by responder was 4D or higher, opener can immediately use Kickback, sign off in 4M, cue-bid, or sign-off in responder's 2nd suit if the original suit was just 4-crds. After opener's cue-bid, 4N is RKC. ********************************************* 2H = normal raise, weak NT or 4414 12-15 2S = any short suit GT or void slamtry (2N asks which, show naturally with 3H = S, and 3S/4m = void slam) else = help suit GT (2N = spades; can counter-try if not decided) 3H = preemptive JS = singleton splinter 2S = 19+, 6+S or 5 v.g. S 2N = 19+ NT, at most xxx H support 3C = 19+ v.g. 6+C 3D = 19+, 6+D (sometimes 5D since 2D not available) 3H = 16-17 raise, club-based (relay asks if shortness: 3N = S shortness, 4H = none) 3S/4D = 18+ splinter raise 3N = 19-21, 5D-4C-1H-3S! 4C = 6 solid/semi-solid C, 4H, 16+ 4H = 2425 17(+)-18 1C-1S 1N = weak NT, denies 4S 2C = checkback, invite+ 2D = 12-13(-), misfit 2-bids = NF 3-bids = GF, nat or semi-nat 2H = 4H, min or max, says nothing about S 2S/2N = NF 3m = nat GF (might have use as waiting since 3N artif.) 3H = NF 3S = nat GF 3N = GF H raise, no splinter, demands cues 4m = splinter for H 2S = 12-13(-), 3S 2N/3S = NF 3m/3H = game or slam interest, semi-natural 4m/4H = splinter for S 2N = 13(+)-15(-), misfit bids = GF, nat or seminat 4m/4H = auto-splinter 3C = 13(+)-15(-), 3S, denies 4H NS = forcing may be seeking best game 4m/4H = splinter for S 2D = weak canape, to play 2H = nat, NF 2S = nat, NF 2N = a) 4S-6m invite b) 4S-5+C GF 3C = declines invite if clubs, but says nothing if D 3D = accepts clubs, but not D 3M/N = accepts either minor, most descriptive 3C = weak canape, to play 3D = GF 4S-5+D 3H = GF, (5-5?) 3S = invite 4m/4H = auto-splinter 2C = 16+, F1, 5(4)+C, denies 4H, may be 5D-4C not good enough for 2D or 3D 2D = artif. GF waiting (natural continuations) 2H = NF, 5S-4+H 2S = NF, good 5+ suit (for all these NF bids, op's 2N/3C/raises = NF, else GF) 2N = NF, side suits stopped, balanced 3C = NF, raise 3D = NF, 5+D 3H = NF, 5S-5H 3S = NF, 6+ good suit 2D = "fit-reverse" - 19+, artificial, Hxx+ or xxxx+ H support, GF (See above 1C-1H-2D for continuations) 2H = 19+, 5+H, GF 2S = normal raise, weak NT or 4414 12-15 2N = any short suit GT or void slamtry (3C asks which, show naturally with 3S = C, and 4m/4H = void slam) else = help suit GT (can counter-try if not decided) 3S = preemptive JS = singleton splinter 2N = 19+ NT, at most xxx S support 3C = 19+ v.g. 6+C 3D = 19+, 6+D (sometimes 5D since 2D not available) 3H = 19-21, 5D-4H-3C-1S! 3S = 16-17 raise, club-based (3N asks for shortness) 3N = 19-21, 5D-4C-3H-1S! 4C = 6 solid/semi-solid C, 4S, 16+ 4D/4H = 18+ splinter raise 4S = 4225 17(+)-18 1C-1N Pass = weak NT 2C = 16-17, 5+C suit-oriented (2N/3C NF [later 4C NF]) 2D = minor-oriented stayman, denies 5M a) Simple Method 2H = 5+C (after all these, nat bidding, 3M = stopper, but 4-level cue) 2S = 5+D 2N = 4333 3C = 3244 3D = 2344 b) Complex Relay Method step 1/2 = 5C/5D relay step 1/2/3 = 5332 l/m/h doub step 4 = 5m-4om-2-2 step 5/6 = 5m-4om l/h stiff step 3 = 4333/4432 relay step 1/2 = 4432 H/S doub step 3/4 = 4333 with C/D step 4/5 = 6C/D relay l/m/h tripleton step 6/7 = 7C/D 222 ********* After exact shape shown, slam methods described later avail.** 2M = GF, 5+ suit, 19+ 2N = 16-17, 4+C, both majors stopped, NF (3C NF [later 4C NF]) 3any = powerful 1-suiter, sets suit demands cues 3N = to play 4m = minorwood 4M = to play 1C-2C 2D = stopper or waiting, may be weak and will pass a NF rebid (or if rebid 3D nat 19+) bid stopper up the line, 2N/3C NF 2M = stopper, may be weak and will pass a NF rebid, or 19+ 5+ cards (rebid 3M) 2N = rejects game, side suits stopped 3C = forcing to 3N/4C (bid stoppers, and if one missing, 4C NF) JS = splinter, 15+, 4+C 3N = "to play", usu. fitting club honors and side stops 1C-2D 2M = cheapest stopper (or rebid to show 19+ 5+ crds) 2N = 4414 11+ HCP 3C = 5+C, 16+ 3D = Hxx or better, if 12-15 then good controls, if 19+ then prepares cues 3M = 16+ splinter, Hxx or better support 1C-2H 2S/3C = conc. of strength, 3+ cards, can't make any other bid (if rebid suit 19+ nat) 2N = 12-15, non-min with 2 side stops, or bare min with 3-crd support (rebid 4H) 3D = 19+, 5+D 3H = 12-15, good support and ctrls (xxx+ + 5ctrls, or Hxx + 4 ctrls + max) 3N = 12-14(-), sure stops in side suits 4H = 12-15, suit-oriented but low controls 1C-2S 2N = 12-15, non-min with 2 side stops, or bare min with 3-crd support (rebid 4S) 3C = conc. of strength, 3+ cards, can't make any other bid (if rebid suit 19+ nat) 3D/H = 19+, 5+D/H 3S = 12-15, good support and ctrls (xxx+ + 5ctrls, or Hxx + 4 ctrls + max) 3N = 12-14(-), sure stops in side suits 4S = 12-15, suit-oriented but low controls 1C-2N Pass/3N = min/max 3C = 5+C, 16-18 with some short major, or 19+ 3D = minor-oriented slam inquiry 3H/S = 5C/5D 3N = to play 4N = quant 4m = demands cues 4M = splinter [4N/5m weak] 3N = no 5m 4C = 4crd slamtry 4D = 5crd slamtry 4M = 5+ 4+ minors, splinter (4N/5m weak) 4N = 4crd D slamtry 4C/D = 6C/6D relay = RKC 4N = to play 1C-3m NS = 19+ 5+ suit Pass/3N = to play 4m = GF demands cues 1C-3M 3N = stopper in M 4C = demands cues, may be 12-15 4+C without stopper (later 4N RKC for C) 4D = RKC for D 4oM = proposes moysian 4M = RKC for oM! (no way to set M as trumps) 1C-3N Pass = normal 4y = natural slammish, 2 ways of playing it a) natural, invites cues with fit, or 4N as regressive b) natural but RKC 4N = quant Inteference: 1C-(X)- Pass = a) 0-6, 3+C (opener can reopen with XX for SOS with both majors) b) 7-10, 4+C c) 10-12 without serious penalty interest for majors (later X or bid 2m) 1D = NF, "I can't play 1C-X", later XX shows 4-4 majors 1M = normal 1N = natural 2any = nat weak (5+crds if clubs, else 6+) 2N = preempt in EITHER minor 3m = invite 3M = preempt XX = 10-12 bal with penalty interest in 2 other suits, or any GF 1C-(P)-1D-(X); Pass = 2-3D weak (or waiting to spring to life later if strong) XX = 4-4 majors, weak, 1-2D, or strong hands demanding a major 1M = 15+, 4+ cards 1N = 19-21 else = as if no X 1C-(1D)- Pass = weak or trapping, NF (12-15 opener can only pass/X, all others strong) X = negative, 4+H 4S 1M = nat, forcing 1N = nat NF 2C = 5+C, NF 2D = GF C raise, or invit 2N with Axx/Kxx D 2M = nat GF 2N = nat invite 3C = nat invite 3D/3H/3S = splinter for C 1C-(1H)- Pass = weak or trapping, NF (12-15 opener can only pass/X, all others strong) X = 7+ HCP unable to bid anything else, or invite+ with a minor 1S = 4+S forcing 1N = nat NF 2m = nat NF 2H = GF, short H 2S = GF 2N = nat invite 3m = nat invite 3M = splinter for C 1C-(1S)- Pass = weak or trapping, NF (12-15 opener can only pass/X, GF must X/cue) X = negative, or some 10+ with no other bid 1N = nat NF 2C/D/H = nat NF 2S = GF short S 2N = nat invite 3m = nat invite 3M = splinter for C 1C-(1N)- 2C = majors X = pen else = NF 1C-(2y/3y)- X = negative or some invite in a lower suit 2y = nat NF 3y = nat GF 1C-(P)-1M-(bid) X/XX = support double, but XX may hide 19+ NT without 3-crds ___________ 1D Opening ___________ Responses: 1M = nat, forcing, could have longer minor always (occ. is decent 3-crd frag, 7-9 HCP, 4D, but missing a stopper for 1N) 1N = NF 2C = 10+, 5+C, no major! 2D = 10+, 4+D, no major, forcing to 3D 2M = 15+, 5+ good cards, GF (powerful 6+ suit or good 5 with 4+D) 2N = invite 3C = constructive D raise: 5+crds 9-10, 4crds 10-11 unbal. 3D = 4-7, 4+D 3M = splinter for D 3N = to play * 3rd/4th seat responses: same except: 2D/3C/3D can be a shade weaker than normal 2M = fit-showing jump, max pass, 3+D 1D Continuations (see interference notes at end): 1D-1H- 1S = up the line, natural 1N = nat, NF (2D/2H nat NF, 2S = 5-6, 2N/3D/3H = nat invite) 2C = 4th suit forcing 2D = weak, 5+D, 0-2H (2H/2N NF, else GF and 2S artif.) 2H = weak, 3H (2N/3H NF, else GF and 2S artif.) 2S = weak, no other bid available 2N = 12-14(-), club stopper 3C = GF, 3-suiter with clubs 3D = GF, 6+D 3H = GF, 3H 3S = GF, 4S-5D, no club stopper 3N = GF, 4S-5D, club stopper 2D/H/S = nat NF 2N = 6+C invite, or 5+C GF (3C rejects, 3D/N denies C supp, 3M implies C supp) 3C = weak canape, to play 3D/H/S = nat invite 4m = splinter for S 1N = 12-15 bal 2C = checkback, invit+ 2D = 12-13(-), misfit 2-bids = NF 3-bids = GF, nat or semi-nat 2H = 12-13(-), 3H 2N/3H = NF 3m = game or slam interest, semi-natural 3S/4m = splinter for H 2S = 13(+)-15(-), 3H 2N/NS = forcing! may be seeking best game 4m = splinter 2N = 13(+)-15(-), misfit bids = GF, nat or seminat 4m = auto-splinter 2D = NF 2H = NF, 5+ crds 2S = GF, reverser 2N = artif, 6+C invite, or 5+C GF (3C rejects invite, else GF) 3C = weak canape, to play 3D = invite, 4+D 3H = invite 3S/4m = auto-splinters 2C = 5-4 or 4-5 minors, may be maximum Pass = nat, but guessing 2D = preference 2H = nat NF 2S = 4th suit forcing 2N = min, spade stop 3C = min, 5C, no spade stop, <3 H 3D = min, 5D-4C, no spade stop, <3 H 3H = min or max, but going to game since it shows 3H 3S = max, 5D-4C no spade stop <3 H 3N = max, 5D-4C spade stop 4C = max, 5D-4C-3H! 2N = invite 3C = constructive only, courtesy 3D = invite, 4+D 3H = invite 3S = splinter for C 2D = 6+D 2H = nat, NF 2S = 3rd suit forcing, GF 2N = spade stop 3C = 6D-4C 3D = catchall 3H = 3H 3S = 6D-2H nothing wasted in clubs 2N = invite, usually side stoper (op if accepting should show 3H) 3C = 3rd suit forcing, GF 3D = catchall 3H = 3H 3S = Hx hearts, Hxx clubs, 6D 3N = club stop 3D = distrib. invite 3H = invite 3S/4C = splinter for D 2H = 4-crd raise 2S = any short suit GT or void splinter 2N = asks where (3C/D/H(S) = GT, 3S/4m = void) 2N/3C = help-suit GT in S/C 3D = to play, responded on 3-crd frag with 8-9 HCP 3H = preempt 3S/4m = sing splinter 2S = 17-18 value, either natural or short S with < 3H 2N = spade stopper, unlimited strength 3C = 5D-4S-3C (3D NF) 3D = 6D-4S 3H = 3H 3S = picture, doesn't show 5S 3N = short in S 3C = seminatural, forcing 3D = 6+D, may or may not have spades 3H/S/N = nat, show 4S 3D = NF 3H = forcing, great 5 or any 6 cards 3S = artif, slammish D raise 3N = confirms spades, no extras 5D = 1-suiter, no spade control else = cue-bids 3N = sign-off opposite anything 2N = 17-18 value, 6+D, < 3H, denies spade shortness Pass = to play 3C = forcing waiting bid 3D = weak in spades 3H = Hx supp. 3S = weak in clubs 3N = both side suits stopped 3D = NF 3H = NF 3S = GF conc., suggests club weakness 3N = to play 4C = splinter for D 3C = exactly 5C, 4+D, 17-18 value Pass = to play 3D = NF (but 5-5 opener can bid on) 3H = 5+H, F1 (3S asks for partial spade stop) 3S = GF, 4th suit 3N = spade stop 4C = no stopper, 2245 4D/S = 5-5 minors (the latter with shortness) 4H = 3-crd supp. 3N = to play 4m = sets suit, demands cues 3D = max, 6+D, 3H 3H = nat, invite (3S asks for shortness: 3N = spades) 3S/4C = splinter for H 3N = running diamonds, side stops 4D = 6+ solid/semi-solid D, 4H 4H = 17-18, 2452 1D-1S- 1N = 12-15 bal 2C = checkback, invit+ 2D = 12-13(-), misfit 2-bids = NF 3-bids = GF, nat or semi-nat 2H = 4H, min or max, says nothing about S 2S/2N = NF 3m = nat GF (might have use as waiting since 3N artif.) 3H = NF 3S = nat GF 3N = GF H raise, no splinter, demands cues 4m = splinter for H 2S = 12-13(-), 3S 2N/3S = NF 3m/3H = game or slam interest, semi-natural 4m/4H = splinter for S 2N = 13(+)-15(-), misfit bids = GF, nat or seminat 4m/4H = auto-splinter 3C = 13(+)-15(-), 3S, denies 4H NS = forcing may be seeking best game 4m/4H = splinter for S 2D = NF 2H = NF 2S = NF 2N = artif, 6+C invite, or 5+C GF (3C rejects invite, else GF) 3C = weak canape, to play 3D = invite, 4+D 3H = GF 5-5 3S = invite 4m/4H = auto-splinters 2C = 5-4 or 4-5 minors, may be maximum Pass = nat, but guessing 2D = preference 2H = 4th suit forcing, but may be 5-5 S-H weak 2S = min, 2-3 S Pass/3H = NF 2N = GF relay 3m = longer minor, 5422 3H = 3S-4D-5C 3S = 3S-5D-4C 3N = 3S-5D-5C 2N = min, heart stop or fragment (3H NF, else GF) 3C = min, 5C, no heart stopper (3H NF, else GF) 3D = max, 5D-4C no heart stop (3H still NF) 3H = 14(+)-15, 5C-4D-3H 3S = max, 5D-4C-3S 3N = max, 5D-4C heart stop 2S = nat NF 2N = invite 3C = constructive only, courtesy 3D = invite, 4+D 3H = 5-5 GF 3S = invite 2D = 6+D 2H = 3rd suit forcing, GF 2S = 3S, most hands 2N = spade stop 3C = 6D-4C 3D = catchall 3H = 4H 3S = 6D-3S, extras in strength and distribution 4C = 3361 with extras 2S = nat, NF 2N = invite, usually side stoper (op if accepting should show 3S) 3C = 3rd suit forcing, GF 3D = catchall 3H = 3H 3S = Hx hearts, Hxx clubs, 6D 3N = club stop 3D = distrib. invite 3H = 5-5 GF 3S = invite 4C = splinter for D 2H = 15+, reverse, but NF 2S = 5+S, F1 natural continuations, except 3C is a stall responder's later 3D/3S weak NF 2N = transfer to 3C 3C = forced Pass/3D = weak 3H = invit 3S = invit, 6+ cards 3N = nat, but slam interest, quantitative 3C = GF, 5+C 3D/H = GF, nat raise 3S = GF, great 6+ suit 3N = nat, but no slam interest 4m = splinter for H 4H = to play 2S = 4-crd raise 2N = any short suit GT or void splinter 3C = asks where (3D/H/S(C) = GT, 4m/4H = void) 3C/H = help-suit GT 3D = to play, responded on 3-crd frag with 8-9 HCP 3S = preempt 4m/4H = sing splinter 2N = 17-18 value, 6+D, < 3S, denies heart shortness Pass = to play 3C = forcing waiting bid 3D = weak in hearts 3H = weak in clubs 3S = Hx supp. for spades 3N = both side suits stopped 3D = NF 3H = GF conc., suggests club weakness 3S = NF 3N = to play 4C = splinter for D 3C = exactly 5C, 4+D, 17-18 value Pass = to play 3D = NF (but 5-5 opener can bid on) 3H = GF, 4th suit 3N = heart stop 4C = no stopper, 2245 4D/H = 5-5 minors (the latter with shortness) 4S = 3-crd supp. 3S = 5+S, F1 3N = to play 4m = sets suit, demands cues 3D = max, 6+D, 3S 3S = nat, invite (3N asks for shortness) 3H/4C = splinter for S (3H shows singleton) 3N = running diamonds, side stops 4D = 6+ solid/semi-solid D, 4S 4H = void splinter for S 4S = 17-18, 4252 1D-1N- 2C = nat, 5-4 or 4-5 minors, NF Pass/2D = pref 2M = concentration and invit fit for a minor 3m = invite 2D = 6+D, or 5+D unbalanced 2M = reverser, but shows weakness in oM, so club tolerance 2N = invit, club shortness (might be 4441) 3C = 5C, max, forcing 3D = invite, 6+D 3M = auto-splinter (4D NF, rest GF including natural 4C) 1D-2C- below, "weak" = 12-14, "strong" = 15+ 2D = weak, 5+D, NF 2M = stopper, not necessarily GF 2S = no other bid (2N/3D NF) 2N = stopper in 4th suit (3D NF) 3C = fit 3D = 6D 3M raise = 4 cards, nothing in oM 2N = NF 3C = NF 3D = NF 2H = weak, heart stop, no spade stop, exactly 4D OR natural strong reverser if later rebid D 2S = weak, spade stop, no heart stop, exactly 4D OR natural strong reverser if later rebid D 2N = weak, both majors stopped, NF, may be 4441 3C = F to 4C, weak or strong 3D = strong, 6+D 3M = strong, splinter for C 3N = strong, 4441 1D-2D- 2H/S/3C = concentration or stopper, non-minimum in some respect 2N = GF, unlimited NS = forcing to 3N/4D 3D = NF 4D = minorwood 2N = both majors stopped, forcing 3C = either C splinter invite+ or 17-18 bal 3D = asks which (3N = 17-18 bal, else = C splinter) 3D = NF 3M = splinter, invit+ strength (didn't splinter originally) 3D = dead minimum NS = forcing to 3N/4D 4D = minorwood 3M = splinter 4D = not minorwood 3N = 6D, all side stops, good minimum 1D-2M- 2N...then raise = balanced, xxx support NS = conc. of strength 3D = good 5+D 3M = non-minimum raise 4D = 6+ solid D JS = splinter, good trump support, maximum 4M = Hxx/xxxx support but bad controls 1D-2N- Pass/3N = to play 3C = weak run-out (but now 3M = cue with superfit for C) 3D = weak run-out 3M = splinter, 5+D (3N to play, 4D sets suit, 4C natural) 4C = 5+C (4N neg to play, 4M cue for C, 4D either agrees D or cue for C) 4D = 6+D, no major shortness, GF 1D-3C- 3M = conc. or stopper 3N = other suits stopped 3S/4C = feature without both stops 4D = neg 4M = 3-crd suit, short in a side suit 4oM = splinter 3N = to play 4C = natural clubs, game-try 4D = general invite 4M = splinter Inteference: 1D-(X)- Pass = weak, or 10-12 bal without serious penalty interest (X later) XX = 10-12 with penalty for 2 side suits, or any GF 1M = normal, forcing 1N = normal 2C = nat, 6+ cards, constructive, NF 2D = competitive, (3+ cards?) 2M = WJS, 0-6 2N = preempt. D raise 3C/H/S/4C = fit-showing 3D = invit. D raise 1D-(bid)- 2-level non-jump NS = nat, NF single JS to 3-level NS = GF, powerful 6+ suit double JS to non-game = fit-showing 2D = simple raise 2-level cue = either invit D raise or some GF flattish hand 3-level cue = GF D raise X = negative to 3S (over 1H, denies 4S), may be 1-suiter too strong for neg free-bid 1S = 4+S 3D = preempt. raise ___________ 1H Opening ___________ Responses: 1S = 4+S (occ. psyche) 1N = forcing (BUPH), could contain a) 5-6 HCP 3-crd raise b) 7-10 NT c) 11-12 NT d) 10-12 bal 3-crd raise e) 13-15 bal with doubleton support 2C = 10+ HCP, forcing to 2N 2D = 10+ HCP, forcing to 2N 2H = 7-10(-), 3-crd supp exactly 2S = 7-9, 4-crd supp (or 5332 minimum) 2N = 16+ bal, 2+ crd supp. 3C = 10-11, 4+crd supp. 3D = any 10-12 splinter 3H = preemptive, varies by vul. 3S/4C/4D = 13-15 splinter 3N = 13-15, HHx or any 4-crd support, bal., forcing * 3rd/4th seat responses: 1S = normal, including opener's rebids 1N = NF (so 2m natural now) 2C = Drury with fit 2M = sub-minimum 2D = any normal opening, artificial higher = nat GF (JS = splinter) 2D = 5+D 9-11 (now 2H NF, else F1) 2H = normal raise, 3-4 cards 2S = any invite splinter or void GF splinter 2N asks (3C/D/H(S) = invite splinter, higher = void GF splinter) 2N/3C/3D = fit-showing jump for S/C/D 3H = semi-preemptive, actual constructive if Vul, 4-crd supp. 3N = super-fit: 5H, 2 keycards exactly, no shortness, maximum 4C/D/H = singleton GF splinter 1H Continuations (see interference notes at end): 1H-1S- 1N = min, probably 5332 2C = artif checkback, invit+ 2D = min, 1-2S (2H/S/N NF, else GF) 2H = max, 3S, GF 2S = min, 3S (2N NF, else GF) 2N = max, 1-2S, GF 2D/H/S = nat NF 2N = a) invite with 6+m, or b) GF with 5+C 3C = rejects C, maybe accepts D 3D = accepts C, rejects D else = GF 3C = weak canape 3D = nat GF, 5+D, usu. not 5S 3M = nat invite 2C = nat NF 2D = 4th suit forcing, not to game, since could be 5S-5D weakish (rebid 3D) 2D = nat NF 3C = 4th suit GF 2H = 6H, min 2S = 4S, min 2N = any short suit try (3C asks: 3D/3H/3S = D/H/C short) OR the only way to suggest 3N (rebid 3N) 3N = command to pass!, 1S may have been psyche 2N = max, bal 3C = Wolff signoff, commands 3D then Pass/3H/3S = to play, 3N = mild quant. 3D/H/S = nat, GF 3m = max, 5-5 usu. (all responder's bids except pass are GF now) 3H = 6H, max 3S = invite (3N asks for shortness: 4M denies) 3N = GF spade raise, no shortness (but now 4H commands passing, 1S maybe psyche) 4m = splinter for S 4H = nat 1H-1N- 2C = 2+ clubs, could be 3532/4522, could be rather strong if not very distributional Pass = likely winner 2D = nat NF 2H = weak raise, or normal 1N, doubleton H 2N = 11-12 NT 3C = constructive 2S/3D/3S = 13-15 NT, good minor support, uncertain about best strain (descript.?) 3H = 10-12 3-crd raise 3N = 13-15 NT, side stops no great fit 2D = 4+ diamonds unless 4531, could be rather strong if not very distributional Pass = likely winner 2H = weak raise, or normal 1N, doubleton H 2N = 11-12 NT 3C = nat NF, probably constructive 3D = constructive 2S/3S = 13-15 NT, good minor support, uncertain about best strain (descript.?) 3H = 10-12 3-crd raise 3N = 13-15 NT, side stops no great fit 2H = 6+H, min Pass = weak raise or normal NT 2S/3S = 13-15 NT, Hx support, offers 3N (difference between them?) 2N = 11-12 NT 3m = nat NF 3H = 10-11, 2-crd supp 3N = 13-15 NT 4H = to play, lots of hands that hope for game or hope not to make slam 2S = max, splinter, 4-3/3-4 in minors at least 2N = nat NF 3m = nat NF 3H = 11-12 3-crd raise, but with slam possible 3S = choice of 3N or 5m (will disclose minor later) 3N = to play 4m = invitational to 5m, may be as weak as 9-10 4H = to play, must be bid with the weak raise, but can be strong 4S = splinter for a m, may be as weak as 9-10 4N = quant. 2N = max bal Pass = to play 3m = nat NF 3H = 11-12 3-crd raise, but with slam possible 3S = cue for M? 3N = to play 4m = invitational to 5m, may be as weak as 9-10 4H = to play, must be bid with weak raise, can be strong 4N = quant. 3m = max, nat (usu. 5-5 unless very max) Pass = to play 3D = waiting, forcing 3H = 10-12 3-crd raise, slam interest 3S = cue for m, 10+ HCP 3N = to play 4m raise = slammish raise, could be 9-10 4om = natural, slammish, could be 9-10 4H = mini-raise, or lots of hands that think game but no slam 4S = splinter for m, could be 9-10 4N = quant. 5m = to play, usu. weak 3H = max, 6+ suit Pass = to play 3S/4m = cue for H, 2-crd supp if 13-15 4H = to play 3S = 0544, 17-18 3N = to play 4m = slammish sets suit 4H = to play (how to RKC for H?) 4S = RKC for C 4N = RKC for D 3N = max, very good 6+H, bal Pass/4H = to play 4m = cue for H 1H-2C- 2D = 4+D, any strength 2H = 1st suit forcing, GF, may be just 2 cards though, op rebids descriptively 2S = 4th suit, GF 2N = NF 3C = NF 3D = forcing to 4D 3H = NF 3S = splinter for D 3N = to play 2H = waiting, 5+H 2S = forcing 2N = NF 3C = NF 3D = forcing 3H = NF 3S/4D = splinter for H 3N = to play, probably stiff heart 2S = extras, GF, tends to be natural (responder denied 4S...) 2N = extras, bal, GF, more flexible than 3N (either good 5-crd, supp. for C, or 17-18) 3C = GF, at least v.g. support 3D = GF, 5-5 good suits 3H = v.g. 6+ cards, GF 3N = non-minimum, balanced, very suited for 3N 1H-2D- 2H = waiting, 5+H 2S = forcing 2N = NF 3C = forcing 3D = NF 3H = NF 3S/4C = splinter for H 3N = to play, probably stiff heart 2S = extras, GF, tends to be natural (responder denied 4S...) 2N = extras, bal, GF, more flexible than 3N (either good 5-crd, supp. for C, or 17-18) 3C = nat, GF 3D = GF, at least v.g. support 3H = v.g. 6+ cards, GF 3N = non-minimum, balanced, very suited for 3N 1H-2H- 2S = artif, some short suit GT or void splinter 2N asks which (3C/D/H = C/D/S GT, 3N/4C/4D = S/C/D void) 2N/3C/3D = help suit GT in S/C/D (responder can accept with a max or good min or cue with a double-fit max) 3S/4m = singleton splinter 1H-2S- 2N = spade GT or balanced GT (3C asks which: 3D spade, 3H balanced) 3m = nat GT 3H = to play 3S/4m = splinter 4H = to play 1H-2N- natural continuations 1H-3C- 3H/4H = to play 3N = choice of games (rarely passed) 3S/4m = nat. slam try, demands cue-bidding below game 1H-3D- 3H = asks more info step 1 = any void (relay asks where) else = singleton (3N = spades) 3S = has own void (3N asks, 4H = spade void) 3N = spade sing. 4m = sing. 1H-3N- 4m = natural slamtry (cue or RKC if turned on, else sign off) 4H = to play 4S/5m = void splinter (later 5N Voidwood) INTERFERENCE: 1H-(X)- 1S = forcing, normal 1N = constructive heart raise 2m = constructive to useful, 6+ cards, NF 2H = weak 3-crd raise JS = fit-showing jump, F to 3H 2N = limit raise 3H = preempt. 3N = GF H raise DJS = freakish FSJ 1H-(overcall)- 2-level NS = NF (good hand must X first) 3-level nonjump NS = forcing, promises another bid JS to 3m = GF good suit JS to 3S/4m = FSJ cue = invit+ raise X = negative through 3S, could just be a good 1-suiter that couldn't bid before ___________ 1S Opening ___________ Responses: 1N = forcing (BUPH), could contain a) 5-6 HCP 3-crd raise b) 7-10 NT c) 11-12 NT d) 10-12 bal 3-crd raise e) 13-15 bal with doubleton support 2C = 10+ HCP, forcing to 2N 2D = 10+ HCP, forcing to 2N 2H = 10+ HCP, 5+H 2S = 7-10(-), 3-crd supp exactly 2N = 16+ bal, 2+ crd supp. 3C = 7-9, 4-crd supp (or 5332 minimum) 3D = 10-11, 4+crd supp. 3H = any 10-12 splinter 3S = preemptive, varies by vul. 4m/4H = 13-15 splinter 3N = 13-15, HHx or any 4-crd support, bal., forcing * 3rd/4th seat responses: 1N = NF (so 2m natural now) 2C = Drury with fit 2M = sub-minimum 2D = any normal opening, artificial higher = nat GF (JS = splinter) 2D = 5+D 9-11 (now 2H NF, else F1) 2H = 5+H 9-11 (now 2S NF, else F1) 2S = normal raise, 3-4 cards 2N = any invite splinter or void GF splinter 3C asks (3D/H/S(C) = invite splinter, higher = void GF splinter) 3C/D/H = fit-showing jump 3S = semi-preemptive, actual constructive if Vul, 4-crd supp. 3N = super-fit: 5S, 2 keycards exactly, no shortness, maximum 4C/D/H = singleton GF splinter 1S Continuations (see interference notes at end): 1S-1N- 2C = 3+ clubs, or 5332, could be rather strong if not very distributional Pass = likely winner 2D = nat NF 2H = nat NF 2S = weak raise, or normal 1N with doubleton S 2N = 11-12 NT 3C = constructive 3D/H = 13-15 NT, good minor support, uncertain about best strain (descriptive?) 3S = 10-12 3-crd raise 3N = 13-15 NT, side stops no great fit 2D = 4+ diamonds, could be rather strong if not very distributional Pass = likely winner 2H = nat NF 2S = weak raise, or normal 1N with doubleton S 2N = 11-12 NT 3C = nat NF, probably constructive 3D = constructive 3H = 13-15 NT, good minor support, uncertain about best strain 3S = 10-12 3-crd raise 3N = 13-15 NT, side stops no great fit 2H = 4+ hearts Pass = likely winner 2S = weak raise, or normal 1N with doubleton S 2N = 11-12 NT 3m = nat NF, probably constructive 3H = invite 3S = invite 3N = 13-15 NT 2S = 6+S, min Pass = weak raise or normal NT 2N = 11-12 NT 3m/3H = nat NF 3S = 10-11, 2-crd supp 3N = 13-15 NT 4S = to play, lots of hands that hope for game or hope not to make slam 2N = max bal Pass = to play 3m = nat NF 3H = 5+H, F1 3S = 11-12 3-crd raise, but with slam possible 3N = to play 4m = invitational to 5m, may be as weak as 9-10 4H = 6H 4S = to play, must be bid with weak raise, can be strong 4N = quant. 3m = max, nat (usu. 5-5 unless very max) Pass = to play 3D = waiting, forcing 3H = 5+H, F1 3S = 10-12 3-crd raise, slam interest 3N = to play 4m raise = slammish raise, could be 9-10 4om = natural, slammish, could be 9-10 4H = splinter for m, could be 9-10 4S = mini-raise, or lots of hands that think game but no slam 4N = quant. 5m = to play, usu. weak 3H = max, 5-5 S-H 3S = sets spades, some slam interest 3N = to play 4m = cue for H 4H = to play 3S = max, 6+ suit Pass = to play 4m/4H = cue for S, 2-crd supp if 13-15 4S = to play 3N = max, very good 6+S, bal Pass/4S = to play 4m = cue for S 4H = 6H, to play 1S-2C- 2D = 4+D, any strength 2H = 4th suit forcing, GF 2S = 1st suit forcing, GF, may be just 2 cards though, op rebids descriptively 2N = NF 3C = NF 3D = forcing to 4D 3H = splinter for D 3S = NF 3N = to play 2H = 4+H, any strength 2S = 1st suit forcing, GF, may be just 2 cards though, op rebids descriptively 2N = NF 3C = NF 3D = 4th suit forcing, GF 3H = stronger than 4H 3S = NF 3N = to play 4H/4S = minimum 2S = waiting, 5+S 2N = GF, may be artificial 3C = NF 3D = forcing 3H = forcing 3S = NF 3N = to play, probably stiff spade 4C/H = splinter for S 2N = extras, bal, GF, more flexible than 3N (either good 5-crd, supp. for C, or 17-18) 3C = GF, at least v.g. support 3D/H = GF, 5-5 good suits 3S = v.g. 6+ cards, GF 3N = non-minimum, balanced, very suited for 3N 1S-2D- 2H = nat, any strength 2S = GF, may be just 2 cards 2N = NF 3C = 4th suit forcing, GF 3D = NF 3H = better than 4H 3S = NF 3N = to play, probably stiff spade 4C = splinter for H? 4H/S = minimum 2S = waiting, 5+S 2N = may be artificial, GF 3C = forcing 3D = NF 3H = forcing 3S = NF 4C/4H = splinter for S 3N = to play, probably stiff spade 2N = extras, bal, GF, more flexible than 3N (either good 5-crd, supp. for D, or 17-18) 3C = nat, GF 3D = GF, at least v.g. support 3H = 5-5 GF, good suits 3S = v.g. 6+ cards, GF 3N = non-minimum, balanced, very suited for 3N 4C = splinter for D 1S-2H- 2S = minimum, denies 4H 2N = F (now 3H = 3-crds minimum) 3m = nat GF 3H = NF 3S = NF 2N = GF, bal, denies 4H 3m = nat GF 3H = 4H, minimum splinter or maximum balanced (relay asks: 3N bal, 4m splinter) 3S = max, 6+ good S 3N = 15-16, doub. H 4m = maximum splinter for H 4H = minimum 5422 1S-2S- 2N = artif, some short suit GT or void splinter 3C asks which (3D/H/S = D/H/C GT, 4C/D/H = void) 3C/3D/3H = help suit GT (responder can accept with a max or good min or cue with a double-fit max) 4C/4D/4H = singleton splinter 1H-2N- natural continuations 1S-3C- 3D/H = nat GT 3S = to play 4m/H = splinter 4S = to play 1S-3D- 3S/4S = to play 3N = choice of games (rarely passed) 3H/4m = nat. slam try, demands cue-bidding below game 1S-3H- 3S = asks more info step 1 = any void (relay asks where) else = singleton 3N = has own void (4C asks, 4S = club void) 4C/D/H = sing. 1S-3N- 4m/4H = natural slamtry (cue or RKC if turned on, else sign off) 4S = to play 5m/5H = void (later 5N Voidwood) INTERFERENCE: 1S-(X)- 1N = constructive raise 2m/2H = constructive to useful, 6+ cards, NF 2S = weak 3-crd raise JS = fit-showing jump, F to 3H 2N = limit raise 3S = preempt. 3N = GF S raise DJS = freakish FSJ 1S-(overcall)- 2-level NS = NF (good hand must X first) 3-level nonjump NS = forcing, promises another bid JS to 3m = GF good suit JS to 3S/4m = FSJ cue = invit+ raise X = negative through 3S, could just be a good 1-suiter that couldn't bid before ___________ 1N Opening ___________ Responses: 2C = Stayman, may not have major 2D = transfer to hearts 2H = transfer to spades 2S = transfer to clubs 2N = transfer to diamonds 3C = 6 good C, invite 3D = 6 good D, invite 3H = 5-4/4-5 or better minors, splinter, 8-13 HCP 3S = 5-4/4-5 or better minors, splinter, 8-13 HCP 4C = Gerber 4D = Texas for hearts 4H = Texas for spades 1N Continuations (see interference notes at end): 1N-2C- 2D = no major 2H = both majors 5-5 weak 2S = relay 2N = 4333 (3C asks: 3D = 4C, 3H = 4D) 3C = 5C (3D asks l/m/h doubleton) 3D = 5D doub major (3H asks l/h doub) 3H = 4-4 minors, 2H 3S = 4-4 minors, 2S 3N = 5D-2C-3-3 2N = invite, might not have major 3y = 444-1y, natural cont's 2H = 4H, not 4S 2S = relay 2N = 4333 3C = 4C (3D asks l/h doub) 3D = 4D (3H asks l/h doub) 3H/S/N = 5H l/m/h doub 2N = invite, might not have spades 3m = nat, GF 3H = invite 2S = 4S, not 4H 2N = invite, might not have hearts 3C = relay 3D = 4C (3H asks l/h doub) 3H/S = 4D l/h doub 3N = 4333/5332 3D = nat, GF 3S = invite 2N = minimum, 4-4 majors 3C = relay for l/h doubleton 3D = transfer to hearts (then pass = weak, game = to play, cue/RKC = strong) 3H = transfer to spades (then pass = weak, game = to play, cue/RKC = strong) 3C = maximum, 4-4 majors 3D = transfer to hearts (then pass = weak, game = to play, cue/RKC = strong) 3H = transfer to spades (then pass = weak, game = to play, cue/RKC = strong) 3S = relay for l/h doubleton 1N-2D- 2H = normal, can't superaccept 2N/3H = invite 3NS = GF JS = auto-splinter 4N = quant. (to use RKC must use Texas) 2N = max, HHx or any 4 support 3D = re-transfer else = forcing NS = max, 4-crd support, strong 4-crd side suit 3D = re-transfer else = forcing 3H = forcing unless no re-transfer available 3H = max, 4-crd support, lots of controls 1N-2H- 2S = normal, can't superaccept 2N/3S = invite 3NS = GF JS = auto-splinter 4N = quant. (to use RKC must use Texas) 2N = max, HHx or any 4 support 3H = re-transfer else = forcing NS = max, 4-crd support, strong 4-crd side suit 3H = re-transfer else = forcing 3S = forcing unless no re-transfer available 3S = max, 4-crd support, lots of controls 1N-2S- 3C = normal 2N = Hxx or better C, maximum (3C to play) simple NS = splinter, treated initially as choice of games 3N = mild slamtry over normal accept, to play over super-accept 4C = slammish, bal, demands cues 4D = RKC 4N = quant. 1N-2N- 3D = normal 3C = Hxx or better D, maximum (3D to play) simple NS = splinter, treated initially as choice of games 3N = mild slamtry over normal accept, to play over super-accept 4D = slammish, bal, demands cues 4H = RKC 4N = quant. 1N-3H- 3S = suggests moysian 3N = heart honor 4m = 6-crd suit 4H = H void, good S fit 4N = 5-5 minors, "pick one" 3N = nat 4m = 6-crd suit, slam interest 4N = pick a minor 4H/S = slamtry with longer C/D, usu. void in H 4m = sets suit, invites cue-bidding 4H = 4-4 minors, no wastage in H (4S RKC [6 keycard?]) 4S = 5 spades 4N = 4-4 minors, some wastage in H 5m = 5-crd suit, bad slam cards 1N-3S- 3N = nat 4m = 6-crd suit, slam interest 4N = pick a minor 4H/S = slamtry with longer C/D, usu. void in H 4m = sets suit, invites cue-bidding 4H = suggests playing there, could be 4 or 5 hearts 4S = 4-4 minors, no wastage in S (4N RKC [6 keycard?]) 4N = 4-4 minors, some wastage in S 5m = 5-crd suit, bad slam cards INTERFERENCE: 1N-(X)- Pass = to play XX = "they made a mistake" - 8+ HCP forcing to 2N or suit agreement 2y = weak, to play 2N = big 2-suiter, GF 3y/4y = preempt or to play 1N-(2m)- X = staymanic, doesn't promise a rebid, may be a bit weak 2D/H/S = to play 2N = weak with C, or some special GF 3C = forced Pass = clubs 3D = one 4-crd major, no stopper 3M = 5-crd suit, with or without stopper, GF 3N = with stopper but with both side majors 3-bids = nat invite 3m cue = asks stopper, denies major 3N = nat, with stopper 4D/H = still Texas transfers 1N-(2M)- X = penalty 2S = NF 2N = forces 3C 3C = forced Pass/3D = weak, to play 3oM = 5crds, forcing 3M cue = 4-crds other major, no stopper 3N = 4-crdds other major, with stopper 3M cue = asks stopper, denies major 3N = promises stopper 4D/H = still Texas transfers ___________ 2C Opening ___________ Responses: 2D = invite+ relay 2H = 5+H, 9-12 but NF 2S = 5+S, 9-12 but NF 2N = invite, usu. with C support 3C/4C = preempt 3D = invite, long good D 3H = 6H + club tolerance, invite 3S = 6S + club tolerance, invite else = natural 2C Continuations (see interference notes at end): 2C-2D- 2H = 4H (if 6-4 then minimum) 2N/3C/3H = NF 2S = relay 2N = 2425 3C = 6C (3D relays for l/h sing, l/h void) 3D = 0445 3H = 3415 3S = 4405 3N = 1435 2S = 4S (if 6-4 then minimum) 3C/3S = NF 2N = relay 3C = 6C (3D relays for l/h sing, l/h void) 3D = 0445 3H = 4315 3S = 4135 3N = 4225 2N = 1-suiter bal 3C = NF 3D = asks about major fragments (might have a 5M) 3M = 3-crd M 3N = 2236/2227 3M = stopper, worry about other major 3C = 1-suiter unbal 3D = relay (3H = H short, 3S = S short, 3N = D short) 3D = 6C-4D 3H = relay 3S = lo sing 3N = hi sing 4C = lo void (3046) 4D = hi void, bad hearts / good hearts (Hxx or better) 4H = to play 4S = puppet to 4N (End-Signal) 4N/5C/5D = RKC 1430 for C/D/H 3H = 6C-4H max 3S = relay 3N = lo sing 4C = hi sing 4D = lo void (3406) (4N asks Aces, rest natural) 4H = hi void (4N asks Aces, rest natural) **** You may opt to have just 3N and 4C and ambiguate sing/voids, to help relays. 3S = 6C-4S max, low shortness 3N = 6C-4S max, high shortness 2C-2H- 2S = 4S, 0-1H (3C to play, 3H demands pass, rest at least constructive) 2N = 6C, max, no heart support (3C to play, 3H demands pass, rest at least constructive) 3C = 6+C, min (3H demands pass) 3D = max, good clubs, D values, doub. H, weak S (3H demands pass) 3H = invit, 3H 3S/4D = splinter, 4H 3N = ? 4H = no slam interest 4C = 6 solid C, 4H 2C-2S- 2N = short S, weak (3C to play, 3S demands pass, rest at least constructive) 3C = 6+C, min (3C to play, 3S demands pass, rest at least constructive) 3D = max, good clubs, D values, doub. S, weak H (3S demands pass) 3H = max, good clubs, H values, doub. S, weak D (3S demands pass) 3S = 3S, invite 4D/H = splinter, 4S 3N = ? 4S = no slam interest 4C = 6 solid C, 4S 2C-2N- Pass/3C = to play 3D/H/S = auto-splinter, 6+C, forcing to 4C 3N = to play 4D/4H/4S = void auto-splinter, max INTERFERENCE: 2C-(X)- Pass...then X = bal 10-12, optional XX = unbal 10-12 with real penalty for 2+ suits, or any GF 2D/H/S = nat NF 2N = nat invite with club support probably 3C/4C = preempt JS = fit-showing, 7-10 HCP 4D/H/S = nat 2C-(overcall)- X = negative through 3S (could have a 1-suited major hand too strong for neg. freebid) NS 2-level = nat NF NS 3-level = nat GF 3lev cue = invite+ club raise, asks pd to bid 3N with stopper ___________ 2D Opening ___________ Responses: Pass = a) found me diamonds, pd! b) hope you got diamonds, pd! c) tactical (if 4th seat doubles, opener: Pass = D, XX = S-H, 2M = M-C) 2H = p/c, 2+H 2S = p/c, usu. 3+S unless 1H-2S 2N = strong relay 3C = nat NF 3D = invite+, support for both majors 3H = preempt, p/c 3S = preempt, support for spades and both minors, short hearts 3N = to play 4D = asks pd to bid major 4C/4H/4S = natural 2D Continuations (see interference notes at end): 2D-2H- Pass = 5+H, normal hand 2S = S + m 2N = nat to play 3C = p/c for m 2N = 6S-5H, maximum 3m = 6m-5H, maximum 3H = 6H-5other, maximum 2D-2S- Pass = 5+S, normal hand 2N = 5S-6m max (3m p/c) 3H = 5S-6H max 3S = 6S-5H max 2D-2N- 3C = C + M 3D = GF relay, asks for major (then 4oM = to play) 3M = p/c (may go to game if oM bid) 4C = invite 3D = D + H 3H = sets H, demands cues 3S/4C = cue for D 4D = invite 4H/4S = to play 3H = H + S 3S = sets S, demands cues 4m = cue for H 4H/4S = to play 3S = S + D 4C = cue for S 4D = sets D, demands cues 4H/S = to play 2D-3D- 3M = minimum 4M = maximum INTERFERENCE: 2D-(X)- Pass = diamond tolerance or better, could be waiting to penalize (later X penalty) Pass = diamond XX = H-S 2M = M-C XX = asks for cheapest major 2H = H+other (now 2S is further p/c) 2S = S+minor (now 3C is p/c) 2M = natural, to play, no matter what 2N = good 3-suiter that wants to compete at 3 level (bid cheapest suit) higher = as if no double 2D-(2M)- X = competitive, p/c Pass = decent 5+ cards in their suit 2S = denies 5H (or could be Jxxxx hearts), shows 5S 2N = nat invite 3C = p/c 2N = 5 bad in their suit, side minor 2N = minor-suited take-out, usu. with 4-crds in enemy suit 3m = natural 3H = both majors (now Pass/3S to play) 3m/3oM = natural, NF 3 cue = asks for stopper, usu. with long running minor 2D-(2N natural)- X = penalty 3C = p/c 3D/4D = asks pd to bid major 3M/4C = natural 3N = asks pd to bid cheapest suit at 4-level 2D-(3m)- X = pen 3H = p/c for major 4C = slammish cue, asks bid major 4D = request bid major ___________ 2M Opening ___________ Responses: 1-step = invite+ relay 3M = no singleton NS = singleton (2N = spades) 3M = signoff, opener must have lots to go on bid of non-singleton suit below 4M = cue for M, but at 3-lev may be nat. raise of singleton = RKC for M raise relay = AKQxxx, may still have singleton NS (2N over 2H = spades) = nat, forcing, support-ask step 1 = min, no fit (nat cont's) step 2 = min, fit (xxx or Hx) (sets suit, now cues) step 3 = max, no fit (nat cont's) step 4 = max, fit (xxx or Hx) (sets suit, now cues) raises = preempt 3N = to play, cannot be removed JS = nat, pree. INTERFERENCE: 2M-(X)- XX = penalty-oriented, forcing to 3M or X 2S = nat NF 2N = forces 3C, signoff in lower suit or invit. raise if returns to M 3m = nat, good suit, M fit, forcing to 3M raise = pree JS = FSJ, inviting opener to compete further with good fit 2M-(overcall)- X = penalty 3NS = nat, F 4m = fit-showing cue = slam raise raises = pree ___________ 2N Opening ___________ Responses: 3m = to play 3H = artif. relay 3S = lo sing 3N = hi sing 4C = 6C-5D-1-1 4D = 6D-5C-1-1 4H = 20(65) (4S to play) 4S = 02(65) 4N = 1066 5C = 0166 later 4N asks for Aces, rest natural (5N over 6-6's) 3S = nat, invit, NF 4m = preemptive/to play INTERFERENCE: 2N-(X)- Pass = opener needs to bid longer minor or XX with equal if responder later X's, it's pure penalty and can rarely be removed XX = penalty (opener can never remove) else = nat NF ___________ 3N Opening ___________ Responses: 4C = p/c for minor 4D = strong artif. shortness ask 4H = short H 4S = short S 4N = no short 5C = clubs, diamond shortness 5D = diamonds, club shortness 4M = to play 4N = nat invite (accept with 8 crd suit or side Queen) 5C = p/c INTERFERENCE: 3N-(X)- XX = penalty else = as if no X (except maybe 4N) SLAM GADGETRY: 1. Splinters a) any JS when a strong hand with that suit could have been shown differently (1H-2C-3S) b) delayed cue-bid in partner's long suit (e.g. 1S-2D-3D-4C-4H-4S) c) a cue bypasses 2 lower possible cues and partner has shown a weak hand (1C-1N-2H-3H-4D) d) 2-way game-tries over 1m-1M-2M and 1M-2M e) lots of double jump-shifts (normal) 2. Nature of the Cue-bid a) 1st or 2nd round control b) bid up the line (if partner thus denies one, further cues must have that suit covered) c) don't initially cue shortness in partner's long suit d) an initial cue demands counter-cues if cue-bidder is unlimited, the cue is not a splinter, AND responder has a control in the suit cue-bidder bypassed 3. Advance cue-bids A stopper-showing/asking bid may have been a cue if the bidder later removes 3N. 4. Voidwood Bypassing a cue and then cueing that suit at the 5-level shows the first cue was a void and the 5-level bid is artificial RKC, so responder should not count the Ace of the void. 5. RKC 0313. If cue-bidding goes past 4N, then 5N is RKC. After a 5m response, the non-trump relay asks for the trump queen: step 1 = no step 2 = yes 0 kings step 3 = yes + some unbid king (or a Queen accompanying a shown side King) step 4 = yes + 2 unbid kings (or an unbid king + a Queen with a known side King) Enough trumps for a 10-crd fit is equivalent to the trump Queen. 6. Over a double of a cue-bid a) further cue = Qx(x) in the doubled suit b) XX = shortness control of the doubled suit (again, no worries about King getting hooked) c) Pass = asks about quality of partner's cue return to trumps = positional control like Kx(x) XX = certain control (KQ, Ace, shortness) and inability to make another cue cue = certain control (KQ, Ace, shortness) and cue in shown suit raise of cue suit = void 7. Over a double of a splinter, the concern is not type of control but unresolved hand strength: a) pass = borderline hand b) XX = no wasted values in suit (inverted cue?) c) trumps = negative d) cue = positive, usu. a conc. of strength 8. After Shape-Showing Relays a) if relays are completed to the end, opener's 4D forces 4H preparing a signoff or natural slam try b) 3N is to play c) KAB: the other cheapest 4 bids (not 3N, 4D) are RKC for the 4 suits, setting the respective suit d) avoid the end-signal by not relaying to the end, instead breaking naturally or splintering e) a relay break by jumping to 5M asks responder for concentration in his LONG suits f) 4D followed by a bid of 5M asks responder for concentration in his SHORT suits g) a relay break of jumping in NT is quant, but asks for concentraion in LONG suits h) 4D, if a 3N signoff was available, followed by 4N is quant, asking for concentration in SHORT suits i) if the relay response was 4C, all quant's must jump to 5N immediately since 4D...4N to play. j) jumps to 5m not using the 4D end signal are general invites in that minor k) the suits agreed by part (c) are always longest-to-shortest, and ties are broken with the arbitrary: hearts-spades-clubs-diamonds precedence l) following the KAB (keycard asking bid), signoffs and Queen-asks are normal, or SAB's m) SAB (Suit Asking Bid) asks about holding in a side suit - the 3 cheapest steps not used for something else like a Queen ask or signoff ask about the longest-middle-shortest side suits with ties again broken by H-S-C-D priority n) SAB responses: 1-step = 0 top 3 honors 2-step = either Queen, or AK 3-step = either King, or AQ 4-step = either Ace, or KQ 5-step = all top 3 honors o) Multiple SABs: a SAB can be followed by a signoff in the agreed suit, or further cheap steps are SABs for the remaining side suits following the length order as usual. p) TAB (Trump Asking Bid): asks about trump queen. After a KAB or SAB, the TAB is 4N if available, else 5N if 4N unavailable and all other 5-bids are SAB or signoffs, else the lowest 5-bid that is not a SAB or signoff. q) TAB responses: 1-step = no trump queen 2-step = trump queen but no trump jack 3-step = trump queen and trump jack