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