Washington Standard, 2nd ed, 1996, by Steve Robinson notes by Dan Neill, 2008 posted with express permission of the author Leads/Carding: not documented here, up to partnership *************************** Opening Bids Summary *************************** 1C = 12+ HCP, 3+C 1D = 12+ HCP, 4(3)+D, 4D-4C can choose to open either m 1M = 12+ HCP, 5+M, may have a longer minor 1N = 15-17, 5M ok 2C = art, strong, standard 2D = 11-15, 4+S-5+H longer H (Flannery) 2M = weak two, 6crds vul, may be 5crd NV 2N = 20-21 3y = normal preempt 3N = gambling, no side A/K in 1/2 seat (wide range 3/4 seat) 4y = normal preempt ********************* ********************* OPENING BID RESPONSES ********************* ********************* ******************** 1C Opening Responses ******************** 1D = 4+crds, F1, occ. 6-7 HCP bal no 4M with 3crds 1H = 4crds, NF 1S = natural or 4SGF 1N = 12-14 (2m = nat weak, 2N = invite, else GF) 2C = unbal, 5+C 2D = unbal, 3+D 2H = like a double-raise in spades, 15+ HCP 4S (2S/4S = to play, 3S = 11+ HCP 4S, else = GF not 4S) 2S = like normal 1C-1S-2S 2N = 18-19 cheap NT/old suit = NF, jump NT/old suit = invite 2S = natural, 4+D-4+S 15+ HCP 1S = 4crds, NF 2H = 4SGF, cheap NT/old suit = NF, jump NT/old suit = invite 1N = 12-14, no 4M 2C = 6+C 2D = 4fit or 3fit with stiff major, denies 4M 2M = GF jumpshift, unbal 2N = 18-19 bal, no 4M (all bids GF) 3C = 6+crds, 16-18 3D = 4fit unbal no 4M, 15-17 3M = 18+ splinter, 4+D, denies 4oM 3N = SOL C, at least partial side stops (4C = sets C) 4C = 6+ nice C, 4 good D, slammish 4D = 7-4 freak, but minimum 1H = 4+crds, F1, may bypass bad 4crd D suit (1S) Pass = denies 3+fit (X/cue are only forces by RE) 1S = 4crds, NF 1N/2C/2H = to play 2D = 4SGF 2S = constructive jump in NT or old suit = invite 1N = 12-14, denies 4S 2C = 6+C or 5C-4D (2D = NMF, 2S = GF) 2D = reverse, 17+ (see constructive bidding) 2H = 4fit, or 3fit with shortness or bad doubleton and not 4S 2N/3C = descriptive NF invite, just 4H 2S = seminatural game/slamtry (preferable to 3D since more room to describe opener's hand) 2N = 3fit min, D stopper, NF 3C = 3fit min, 5C, no D stopper, NF 3D = 3fit max, no D stopper 3H = 4fit min 3S = 4S-4H max 3N = 3fit max, D stopper 4C = 4fit good for slam, ART 4H = 4fit max, bad for slam 3D = seminatural game/slamtry 3H = any min 3S = 3fit, max, no S stopper 3N = 3fit, max, S stopper 4C = 4fit good for slam, ART 4D = 3fit, max, 1345 4H = 4fit, max, bad for slam 3H = 5+H, invite 3N = c.o.g., opener passes with 3fit or sometimes 4333 2S = GF jumpshift, 4S 2N = 18-19 bal, may have 4S (see constructive bidding: 1x-1M-2N) 3C = 6+crds, 16-18 3D = any 15+ splinter raise 3H = double-negative (Pass/4H only options) 3S = asks which in 4 steps: l/h 18+, l/h 15-17 3H = 2425 good 14-15 HCP 3S = 2425 18-19 3N = SOL C, at least partial side stops (4C = sets C) 4C = 6 great C, 4H, slammish 4D = 18-19, 4crd raise 4432/4333 4H = min 7-4 gamble, honors only in the 2 suits 1S = 4+crds, F1, may bypass bad 4crd D suit 1N = 12-14 bal (2H = weak) 2C = 6+C or 5 with a sing. S sometimes (2D = NMF, 2H = weak) 2D = reverse, 17+, occasionally a good 3crd suit or 1444 (see constructive bidding) 2H = reverse, 17+ (see constructive bidding) 2S = 4fit, or 3fit with shortness or bad doubleton 2N/3C = descriptive NF invite, just 4S 3D = seminatural game/slamtry 3H = 3fit, max, no H stopper 3S = any min 3N = 3fit max, H stopper 4C = 4fit good for slam, ART 4D = 3fit, max 3145 4S = 4fit, max, bad for slam 3H = seminatural game/slamtry 3S = any min 3N = 3fit, max, at least some D length 4C = 4fit good for slam, ART 4H = 3fit, max, 3415 4S = 4fit, max, bad for slam 3S = 5+S, invite 3N = c.o.g., just 4S, opener passes with 3fit or some 4333's 2N = 18-19 bal (see constructive bidding: 1x-1M-2N) 3C = 6+crds, 16-18 3D = bad 18-HCP balanced raise (3S = to play) 3H = any 15+ splinter raise 3S = double-negative (Pass/4S only options) 3N = asks which in 4 steps: l/h 18+, l/h 15-17 3S = 4225 good 14-15 HCP 3N = SOL C, at least partial side stops (4C = sets C) 4C = 6 great C, 4S, slammish 4D = 18-19 4225 4H = 18-19 4333/4432 raise 4S = min 7-4 gamble, honors only in the 2 suits 1N = 8-10, no 4M, may have 4D 2C = 6(5)+C, NF 2D = reverse, 17+, may be (41)44 (see constructive bidding) 2M = reverse, 17+, occasionally a good 3crd suit (see constructive bidding) 2N = 15-16, usu. 5C or 4441 3C = 6+crds, 16-18 3N = SOL 6+ clubs, at least partial major stops (4C = sets C) 2C = 10+ HCP, 4+C, no 4M, F1 (later 3level M bids are stoppers usu.) 2D = GF, natural unbal or ART BAL (3N = 15-17 bal), if opener does not bid NT next it shows D natural 2M = GF, natural unbal (3N = 15-17 bal) 2N = NF, bad balanced hand, says nothing about stoppers (3C = to play) 3C = NF, bad unbal hand 3D/3M = splinter, solid opening hand 3N = 18-19 bal 2D = strong jump shift (see constructive bidding - strong jump shifts) 2H = 3-way: (a) invite to 3N (b) strong jumpshift in H, (c) mixed 7-9 HCP C raise 2S = asks which (2N = [a], 3C = [c], else = [b] [see constructive bidding - strong jump shifts]) 2N = same but accepts an invite to 3N and wants to declare (3N = [a], else same) 2S = strong jump shift (see constructive bidding - strong jump shifts) 2N = 13-15 or 18+ bal GF, no 4M (3D/3H/3S = 4crd suit conc. usu. short in an unbid major) 3C = 4-6 HCP 5+C (occ. 4 with short M) 3D/3H/3S = splinter, 5+C, denies 4M (X) Pass = 1 stopper no slam interest, 3N = 2 stopper no slam interest, XX = Ace and some slam interest 3N = stopper, no slam interest 4C or below = may be minimum no stopper, or cue 3N = 16-17 bal GF, no 4M 4C = 6+C, pree 4D = RKC C 4M = long suit, weak --------------------- Handling Interference --------------------- (X) XX = 10+, later simple raise = lim 4fit, cuebid (if possible) = GF 4fit 1-level NS = nat F 1N = NF 2C = simple raise, NF, 4crds usu. 2D = WJS, 2-5 HCP 2M = WJS, 2-5 HCP 2N = limit+ raise, 5+crds usu. 3C = 5+crds, pree 3D/3H/3S = splinter, serious slam interest (2C = Michaels) X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP otherwise, see constructive bidding unusual vs. unusual (2N = Unusual) X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP otherwise, see constructive bidding unusual vs. unusual (1N) Pass - (P) - X = 4-4 majors else = Capp (X = cards, 2C = any 1-suiter, 2D = majors, 2M = 5M-5some m) --------------------------- Passed Hand Adjustments --------------------------- 2C = simple raise 2D = limit raise 2M = fit-showing 2N = 10(+)-11 bal 3C = pree *************************** 1D Opening Responses *************************** 1H = 4+crds, F1 (1S) Pass = denies 3+fit (X/cue are only forces by RE) 1S = 4crds, NF cheap NT/old suit = to play, jump NT/old suit = invite, 2C = 4SGF 1N = 12-14, denies 4S 2C = 5+D-4+C (2S = 4SGF) 2D = 6+D 2H = 4fit, or 3fit with sing/void or bad doubleton and without 4S 2S = seminatural game/slamtry (preferable to 3C since more room to describe opener's hand) 2N = 3fit min, C stopper or length 3C = 3fit min, no C stopper or length 3D = 3fit min, 5+D, NF 3H = 4fit min 3S = 3fit max, no C stopper or length 3N = 3fit max, C stopper 4C = 4fit good for slam, ART 4H = 4fit max, bad for slam 2N/3D = descriptive invite, NF, just 4H 3C = seminatural game/slamtry 3D = 3fit min, 5+D NF 3H = other minimums 3S = 3fit max, no S stopper/length 3N = 3fit max, S stopper/length 4C = 4fit good for slam, ART 4D = 6D-3H max, no S stopper 4H = 4fit max, bad for slam 3H = 5+H, invite 3N = c.o.g., just 4H, opener passes with 3fit or some 4333's 2S = GF, 4S unbal 2N = 18-19 bal, may have 4S (see constructive bidding: 1x-1M-2N) 3C = GF, 4(3)+C 3D = waiting, looking for 3fit or 4th suit stopper usu. (4m = none of the above) 3H = 6+H or can play opp a doubleton 3S = 5+H-4S 3N = to play 4C = 5+C 4D = 4+D 4N = quant 3D = 6+crds, 16-18 3H = 15-17 splinter raise or good 14-15 2452 (3S asks bal/l/h short) 3S = 18+ splinter raise (3N asks l/h) 3N = SOL D, at least partial side stops (4D = sets D) 4C = 18-19, 4crd raise 4432/4333 4D = 6 great D, 4H, slammish 4H = min 7-4 gamble, honors only in the 2 suits 1S = 4+crds, F1 1N = 12-14 bal (2H = weak) 2C = 5+D-4+C or 1444 (2H = 4SGF) 2D = 6(5)+D (2H = nat F1, 3C = GF) 2H = reverse, 17+, occ. 1444 (see constructive bidding) 2S = 4fit, or 3fit with sing/void or bad doubleton 2N/3D = descriptive invite, NF, just 4H 3C = seminatural game/slamtry 3D = 3fit min, 5+D NF 3H = 3fit max, no H stopper/length 3S = other minimums 3N = 3fit max, H stopper/length 4C = 4fit good for slam, ART 4D = 6D-3S max, no S stopper 4H = 31(54), max 4S = 4fit max, bad for slam 3H = seminatural game/slamtry 3S = any min 3N = 3fit max, C stopper or length 4C = 4fit good for slam, ART 4D = 3fit max, 5+D no C stopper 4H = 3fit max, 3451 4S = 4fit max, bad for slam 3S = 5+S, invite 3N = c.o.g., just 4S, opener passes with 3fit or some 4333's 2N = 18-19 bal (see constructive bidding: 1x-1M-2N) 3C = GF, 4(3)+C 3D = waiting, looking for 3fit or 4th suit stopper usu. (4m = none of the above) 3H = 5+S-4+H 3S = 6+S or can play opp a doubleton 3N = to play 4C = 5+C 4D = 4+D 4N = quant 3D = 6+crds, 16-18 3H = any 15+ splinter raise 3S = double-negative (Pass/4S only options) 3N = asks which in 4 steps: l/h 18+, l/h 15-17 3S = 4252 good 14/15 HCP 3N = SOL D, at least partial side stops (4D = sets D) 4C = 18-19 4225 4D = 6 great C, 4S, slammish 4H = 18-19 4333/4432 raise 4S = min 7-4 gamble, honors only in the 2 suits 1N = 6-10, no 4M 2C = 4+C unbal 2D = 6(5)+D 2M = reverse, 17+, occ. a good 3crd suit (see constructive bidding) 2N = 15-16 usu. 5D or 4441's 3C = GF, 4+C 3D = 6+crds, 16-18 3N = SOL D, at least partial major stops (4D = sets D) 2C = GF, or 5C 11 HCP balanced 2D = natural or v. minimum balanced, no 4M unless v. minimum (2N = 5C 11 HCP NF, else GF) 2M = 5+D-4M (or 4441 exactly), 13(+)+, GF 2N = 13(+)-14 or 18-19 bal, GF 3C = GF, 13(+)+, 3C unbal or 4+C 3M = splinter, 4+C, sound opening bid 2D = 10+ HCP, 4+D, no 4M, F1 (later 3level M bids are stoppers usu.) 2M = GF, natural unbal (3N = 15-17 bal) 2N = NF, bad balanced hand, says nothing about stoppers (3D = to play) 3C = GF, natural unbal or ART BAL (if op does not bid 3N next it shows C natural) 3D = NF, bad unbal hand 3M/4C = splinter, solid opening hand 3N = 18-19 bal 2H = 3-way: (a) invite to 3N but just 4C, (b) strong jumpshift in H, (c) mixed 7-9 HCP D raise 2S = asks which (2N = [a], 3D = [c], else = [b] [see constructive bidding - strong jump shifts]) 2N = same but accepts an invite to 3N and wants to declare (3N = [a], else same) 2S = strong jump shift (see constructive bidding - strong jump shifts) 2N = 13-15 or 18+ bal GF, no 4M (3C = nat, 3M = 4crds conc. usu. short other major) 3C = 6+C, ~10-12 HCP, NF (any bid = GF) 3D = 4-6 HCP 5+D (occ. 4 short M) 3M = splinter, 5+D, denies 4M, some slam interest (X) Pass = 1 stopper no slam interest, 3N = 2 stopper no slam interest, XX = Ace and some slam interest 3N = stopper, no slam interest 4m or below = may be minimum no stopper, or cue 3N = 16-17 bal GF, no 4M 4C = RKC D! 4D = 6+D, pree 4M = long suit, weak --------------------- Handling Interference --------------------- (X) Pass then X = 10+ HCP cooperative 3crd double XX = 10+ later: simple raise = lim 4fit, cue-bid (if possible) = GF 4fit, 2C = GF with C X = 4crd pen X 1M = nat F 1N = NF 2C = nat, NF 2D = simple raise, NF, usu. 4crds 2M = WJS, 2-5 HCP 2N = limit+ raise, 5+crds usu. 3C = 7-10 HCP, good 6+crd suit, constructive, NF 3D = 5+crds, pree 3H/3S/4C = splinter, serious slam interest (1N) Capp (X = cards, 2C = any 1-suiter, 2D = majors, 2M = 5M-5some m) Pass - (P) - X = 4-4 majors (2D = Michaels) X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP otherwise, see constructive bidding unusual vs. unusual (2N = Unusual) X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP otherwise, see constructive bidding unusual vs. unusual --------------------------- Passed Hand Adjustments --------------------------- 2D = simple raise 2M = fit-showing 2N = 10(+)-11 bal 3C = limit raise 3D = pree *************************** 1H Opening Responses *************************** 1S = usu. 5+crds, but sometimes 4 (e.g. 4144 less than invite), never has 3+H unless GF 1N = 12-15, NF, doubleton S 2C = 4+crds, or 6-3 16-17 wrong for jump rebid (2D = 4SGF) 2D = 4+crds, or 6-3 16-17 wrong for jump rebid (3C = 4SGF) 2H = 6+crds 2S = 3crds, 12-14, bal or unbal (with 15-17 unbal, temporize with 2m) 2N = 4S-1H, invite 3m = invite to game/slam, naturalish, F1 3H = slamtry, 3+H 3S = invite, 5+S 3N = just 4S, to play, even opposite unbal 4m = splinter, 5+S 4H = no slam, 3+H, to play 2N = 18-19 bal 3S = 4522 16-18 (3N to play, else cue) 3N = art, GF hand with 3S-5H, NF 4m = splinter, 4+S, 16+ HCP 4H = to play 4S = 4522 19+ 1N = forcing, may have 4S 2C = 3+crds, may be 6-3 16-17 wrong for jump rebid Pass = short H or weak with doubleton H 2D = to play 2H = weak raise, or 8-10 with doub usu. 2S = 5+C, 9+ HCP (new suit = fragment unbal) 2N = ~11 HCP, invite (3C = to play, 3D/S = descriptive GF, 3H = 6+H 3+C GF) 3C = 5+C, 7-8 HCP 3D = constructive, long D, more trick-based 3H = bal 3crd raise, ~11 HCP 2D = 3+crds, may be 6-3 16-17 wrong for jump rebid Pass = short H or weak with doubleton H 2H = weak raise, or 8-10 with doub usu. 2S = 5+D, 9+ HCP (new suit = fragment unbal) 2N = ~11 HCP, invite (3C = F1, 3D = to play, 3S = descriptive GF, 3H = 6+H 3+D GF) 3C = long C, weak 3D = 5+D, 7-8 HCP 3H = bal 3crd raise, ~11 HCP 2H = 6+crds 2S = ? 2N = ~11 HCP, usu. short H (3H = to play) 3m = long suit, weak 3H = ~11 HCP, doubleton H 4H = bal 3crd lim raise 2S = reverse, 17(16)+ (see constructive bidding) 2N = 17(+)-20, semiforcing 3C = 5+D, forces 3D (later bids GF with 5+D) 3D = 3H 3-5 HCP, or limit 3fit, or Hx H, forces 3H (Pass = miniraise, 3N = Hx H c.o.g., 3S/4m = good 5suit with 3fit limit raise, 4H = avg 3fit limit raise) 3H = 6-7 3fit, invite 3S = 6(5)+C, weak, forces 4C unless pd sees game 3N = to play 3C = GF, may be 6-3(2) occ. 3D = 5+D (4H = self-suff suit) 3H = doubleton, or weak raise 3S = 4C, short H (4H = self-suff suit) 3N = no C-H interest 4C = 5+C, forcing (4D = RKC C, 4H = self-suff suit) 4D = RKC C 4H = lim bal 3fit 4N = quant, no H-C interest 3D = GF, may be 6-3 occ. 3H = doubleton, or weak raise 3S = 4D, short H 3N = no H-D interest 4C = 7+crds, short H 4D = 5+D 4H = lim bal 3fit 4N = quant, no H-D interest 3H = 16-18, 6+ good crds 3N = SOL 6+H, S stopper, some extras but not much 2C = GF, 2+crds, may have avg 4crd D suit 2D = 4+crds 2H = most hands with 3crd supp (cues) 2S = no S stopper 2N = waiting, S stopper 3H = picture - 5+C-4H most strength in suits 3S = splinter, 4+D, sound opening bid, an honor in unbid suit 3N = 15-17 bal, S stopper 4C = sets C as trumps 4H = Hxx support, no Aces, at most 2 Kings 2H = 6+crds or no other bid 2N = may have 2fit, waiting, does not promise both side stops 3H = 3+crd support 3S/4D = splinter, 3+H, sound opening bid, an honor in unbid suit 3N = 15-17 balanced, 2fit 4C = sets C as trumps 4H = Hxx support, no Aces, at most 2 Kings 2S = 4crds 2N = waiting, promises D stopper 3D = no D stopper 3H = 3+crd support 3S = 4crd support 4C = sets C as trumps 4D = splinter, 4S, sound opening bid, an honor in unbid suit 4H = Hxx support, no Aces, at most 2 Kings 4S = Hxxx support, no Aces, at most 2 Kings 2N = 5332 usu., 12-14 or 18+, side stoppers 3H = 3+crd support 4C = sets C as trumps 4D = splinter, 4+H, sound opening bid, an honor in unbid suit 4H = Hxx support, no Aces, at most 2 side Kings 3C = 4+C, sound opening bid 3H = 3+crd support 3D/S = values, may be interested in slam in C or just 3NT 4H = Hxx support, no Aces, at most 2 side Kings 3D/3S = splinter, 4+C, sound opening bid, an honor in unbid suit 3H = sets H as trumps, can play opp. a void, does not promise extras (now cues) 3N = 15-17, 5(332), side stoppers 4C = 5-5, sound opening bid, denies 2 fast losers in either side suit 4D = RKC C 2D = GF, 5+crds or great 4 2H = 6+crds or no other bid 2N = waiting, may have 2fit, does not promise both side stops 3H = 3+crd support 3S/4C = splinter, 3+H, sound opening bid, an honor in unbid suit 3N = 15-17 bal, 2fit, side stoppers 4D = sets D as trumps 4H = Hxx support, no Aces, at most 2 Kings 2S = 4crds 2N = waiting 3H = 3+crd support 3S = 4crd support 3N = 15-17 balanced, C stopper 4C = splinter, 4S, sound opening bid, an honor in unbid suit 4D = sets D as trumps 4H = Hxx support, no Aces, at most 2 Kings 4S = Hxxx support, no Aces, at most 2 Kings 2N = 5332 usu., 12-14 or 18+, side stoppers 3H = 3+crd support 4C = splinter, 4+H, sound opening bid, an honor in unbid suit 4D = sets D as trumps 4H = Hxx support, no Aces, at most 2 Kings 3C = 4C 15+ HCP, or 5C 13+ HCP 3H = 3+crd support 3S = no S stopper, or advance cue for C 4D = sets D as trumps 4H = Hxx support, no Aces, at most 2 Kings 3D = 3+D, sound opening bid 3H = 3+crd support 3S = last train - interest in slam or avoiding NT 4H = Hxx support, no Aces, at most 2 Kings 3H = sets H as trumps, can play opp. a void, does not promise extras (now cues) 3S = splinter, 4+D, sound opening bid, an honor in unbid suit 3N = 3523 exactly (usu.), 15-17, side stoppers 4C = splinter, 4+D, 16+ HCP, an honor in unbid suit 4D = 5-5, sound opening bid, denies 2 fast losers in either side suit 2H = constructive raise, 7-10(-) 3fit or 5-8 4fit 2S = any short suit game/slamtry 2N = asks (l/m/h gametry l/m/h slamtry in 6 steps) 3H = v. bad hand, does not care 2N/3C/3D = S/C/D help suit game/slam try shows 3/4 crd suit headed by at most one honor 3H = pree 4m = 5-5 good suits slamtry (4H = 0-1 cover card, 4D (if possible) = 1-2 cover cards, RKC+ = 2-3 cover cards) 2S = strong jump shift (see constructive bidding - strong jump shifts) 2N = Jacoby, bal GF 4+fit 3C = any minimum, 11-14 bal, 11-13 unbal 3D = asks short (3H = 5M bal, 3S/N/4C = l/m/h short, 4D/4H = 5C/5D) - later bids cues 3D = 15+ bal, then cues 3H/3S/3N = 14+ unbal, l/m/h short, then cues 4C/4D = 14+ 5-5, then cues 4H = 6322/7222 11-13 3m = invite, 6+crds, ~11 HCP, denies 3+H, NF (any bid now GF) 3H = invite, 4crds or unbal 3crds 3S = any 9-12 HCP splinter, 4+H (3N asks short [4H = C]) 3N/4C/4D = 13+ HCP splinter, 4+H (NT = S) 4H = pree, 5+H 4S = weak, long S --------------------- Handling Interference --------------------- (X) Pass then X = cooperative 3crd 10+ HCP double XX = 10+, may have 3fit later: cheap H bid = limit 3fit, jump H bid = GF 3fit, minor bid = GF natural, X = 4crd pen X 1S = nat F 1N = nat, NF 2C = art, 7-9 3fit 2D = art, 7-9 4fit 2S = art, 0-6 3fit 2N = art, 10+ HCP 4fit, may have minimum GF splinter 3m = 7-10, good 6+crd suit, NF, constructive 3H = wJS, 4-6 HCP 3S = pree 4C/4D/4H = splinter, serious slam interest (1S/2C/2D) X = negative 2N = Jacoby 2NT cue = limit raise, or GF 3crd raise jump cue or jump 4m = splinter raise jump raise = pree (2H = Michaels) X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP 2N = Jacoby 2NT 3S/4m = splinter otherwise, see constructive bidding unusual vs. unusual (2S) X = negative 2N = limit raise, ART 3H = simple raise, competitive 3S = GF raise, ART 4m = splinter (2N = Unusual) X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP 4m = splinter raise otherwise, see constructive bidding unusual vs. unusual (3S) 4C = slammish H raise, 4D = nat, X might be club hand, 4H = to play, 5C = to play (4C) 4D = slammish H raise, X might be D hand, 4H to play --------------------------- Passed Hand Adjustments --------------------------- 1H opening may be a strong 4crd suit if can pass anything partner bids (except art raise). 1N = NF, may be max bal 2C/D = 3/4 crd Rev Drury (2D = ART game/slam try) jumps to 3H by either player are slamtries 2S = fit-showing 2N = any mini-splinter, 4+H, 10-11 HCP (3H = weak, 3C asks stiff [3H = C]) 3m = 6+crds, 8-11, most strength in suit (3H = invit NF) 3H = pree 5crd raise 3S = any void splinter, 4+H, 8+ HCP (3N asks bid void [4H = S]) *************************** 1S Opening Responses *************************** 1N = forcing 2C = 2+crds, may be 1-suiter wrong for any other rebid 2D = Bart: 5H exactly or 9-10 HCP S preference or serious C invite 2H = to play opposite 5H (2S = 9-10 HCP doub S, 3C = serious C invite) 2H = 6+H, to play 2S = weak preference - v. weak raise or 7-8 HCP doubleton 2N = ~11 HCP, invite (3C = to play, 3D/H = descriptive GF, 3S = 6+S 3+C GF) 3C = 7-9, 5+C, courtesy raise 3D = signoff (2D natural not available), 6+D 3H = 6+H-2S, invite 3S = bal 3crd raise, ~11 HCP 2D = 4+crds, may be 16-17 wrong for jump rebid Pass = short S, or weak with doubleton spade 2H = 5+H, to play 2S = to play, weak raise, or 8-10 doubleton 2N = ~11 HCP, invite (3C = F1, 3D = to play, 3H = descriptive GF, 3S = 6+S 3+D GF) 3C = long suit, weak 3D = invite, 4+D 3H = 6+H-2S, invite 3S = bal 3crd raise, ~11 HCP 2H = 4+crds 2S = to play, weak raise, or 8-10 doubleton usu. 2N = ~11 HCP, invite (3m = F1 mb 5-5 majors GF, 3H = to play 5-5, 3S = 6+-4 GF) 3m = long suit, weak 3H = courtesy raise, 4+H 3S = bal 3crd raise, ~11 HCP 4H = 10+ HCP, 4+H 2S = 6+crds, denies 4H unless H are v. weak 2N = ~11 HCP, invite, usu. short S 3-lower = long suit, weak, short S 3S = ~11 HCP, doubleton S 4H = 6+H-2S, original invite 4S = bal 3crd raise, ~11 HCP 2N = 17(+)-20, semiforcing 3C = 5+D, forces 3D (later bids GF with 5+D) 3D = 5+H, forces 3H (later bids GF with 5+H) 3H = 3S 3-5 HCP, or limit 3fit, or Hx S, forces 3S (Pass = miniraise, 3N = Hx S c.o.g., 4m/4H = good 5suit with 3fit limit raise, 4S = avg 3fit limit raise) 3S = 6-7 3fit, invite 3N = to play 4C = to play 3C = GF, may be 6-3(2) occ. 3D = 5+D (4S = self-suff suit) 3H = 5+H 3S = doubleton, or weak raise 3N = no S-C interest 4C = 5+C, forcing (4D = RKC C, 4S = self-suff suit) 4D = RKC C 4S = lim bal 3fit 4N = quant, no fit 3D = GF, may be 6-3 occ. 3H = 5+H 3S = doubleton, or weak raise 3N = no S-D interest 4C = 7+crds, short S 4D = 5+D 4H = RKC D 4S = lim bal 3fit 4N = quant, no fit 3H = GF, 4+H 3S = ART, waiting, interest in extra card in partner's majors 3N = 5-4/5, 4m = 54-4m, 4H = wants to play 4M opposite doubleton, 4S = 6-4 3N = willing to play opposite 5-5, may have 2S or 3H 4m = 7+crds, short S 4H = 4+H 4S = bal 3fit invite 4N = RKC H 3S = 16-18, 6+ good crds 3N = SOL 6+S, some extras but not much 2C = GF, 2+crds, may have avg 4crd D suit jumps to game show less than 4 controls 2D = 4+crds 2H = no H stopper 2S = most hands with 3crd support (cues) 2N = waiting, H stopper 3H = splinter, 4+D, sound opening bid, an honor in unbid suit 3S = picture-bid, 5+C-4S, most strength in suits 3N = 15-17 bal, H stopper 4S = Hxx support, no Aces, at most 2 Kings 2H = 4+crds 2S = most hands with 3crd support (cues) 2N = waiting, D stopper 3D = no D stopper 3S = picture-bid, 5+D-4S, most strength in suits 3N = 15-17 bal, D stopper 4D = splinter, 4+H, sound opening bid, an honor in unbid suit 4H = Hxxx support, no Aces, at msot 2 Kings 4S = Hxx support, no Aces, at most 2 Kings 2S = 6+S or no other bid 2N = waiting, may have 2fit, does not promise both side stoppers 3S = 3+crd support 3N = 15-17 bal, side stoppers 4D/4H = splinter, 3+S, sound opening bid, an honor in unbid suit 4S = Hxx support, no Aces, at most 2 Kings 2N = 5332 usu., 12-14 or 18+, side stoppers 3S = 3+crd support 4D/4H = splinter, 4+S, sound opening bid, an honor in unbid suit 4S = Hxx support, no Aces, at most 2 Kings 3C = 4+C, sound opening bid 4S = Hxx support, no Aces, at most 2 Kings 3D/3H = splinter, 4+C, sound opening bid, an honor in unbid suit 3S = sets S as trumps, can play opp. a void, does not promise extras (now cues) 3N = 15-17, 5332, side stoppers 4C = 5-5, sound opening bid, denies 2 fast losers in either side suit 4D = RKC C 2D = GF, 5+crds or great 4 jumps to game show less than 4 controls 2H = 4+crds 2S = most hands with 3crd support (cues) 2N = waiting, C stopper 3C = no C stopper 3S = picture-bid, 5+D-4S, most strength in suits 4C = splinter, 4+H, sound opening bid, an honor in unbid suit 4D = sets D as trumps 4H = Hxxx support, no Aces, at most 2 Kings 4S = Hxx support, no Aces, at most 2 Kings 2S = 6+S or no other bid 2N = waiting, may have 2fit, does not promise both side stops 3S = 3+crd support 3N = 15-17 bal, both side stops 4C/4H = splinter, 3+S, sound opening bid, an honor in unbid suit 4D = sets D as trumps 4S = Hxx support, no Aces, at most 2 Kings 2N = 5332 usu., 12-14 or 18+, side stoppers 3S = 3+crd support 4C/4H = splinter, 4+S, sound opening bid, an honor in unbid suit 4D = sets D as trumps 4S = Hxx support, no Aces, at most 2 side Kings 3C = 4C 15+ HCP, or 5C 13+ HCP 3H = no H stopper, or advance cue for C 3S = 3+crd support 4D = sets D as trumps 4S = Hxx support, no Aces, at most 2 side Kings 3D = 3+D, sound opening bid 3H = last train: either interest in slam in D, or interest in not playing 3N 3S = 3+crd support 4S = Hxx support, no Aces, at most 2 Kings 3H = splinter, 4+D, sound opening bid, an honor in unbid suit 4S = Hxx support, no Aces, at most 2 Kings 3S = sets S as trumps, can play opp. a void, does not promise extras (now cues) 4C = splinter, 4+D, 16+ HCP, an honor in unbid suit 3N = 5323 exactly (usu.), 15-17 HCP, side stoppers 4D = 5-5, sound opening bid, denies 2 fast losers in either side suit 4H = RKC D 2H = GF, 5+crds jumps to game show less than 4 controls 2S = 6+S or no other bid 2N = waiting, may have 2fit, does not promise both minor stops 3S = 3+crd support 3N = 15-17 balanced, side stops 4m = splinter, 3+S, sound opening bid, an honor in unbid suit 4H = no slam interest, long suit little else 4S = Hxx support, no Aces, at most 2 Kings 2N = 5233/51(43), 12-14 or 18+, side stoppers 3S = 3+crd support 4m = splinter, 4+S, sound opening bid, an honor in unbid suit 4S = Hxx support, no Aces, at most 2 side Kings 3C = 4C 15+ HCP, or 5C 13+ HCP 3D = no D stopper, or advance cue for C 3S = 3+crd support 4H = no slam interest, long suit little else 4S = Hxx support, no Aces, at most 2 side Kings 3D = 4D 15+ HCP, or 5D 13+ HCP 3S = 3+crd support 4C = natural 6-5 4H = no slam interest, long suit little else 4S = Hxx support, no Aces, at most 2 side Kings 3H = 3+crd support, any strength 3S = sets S as trumps, can play opp. a void, does not promise extras (now cues) 3N = 5233 exactly, 15-17, side stoppers 4m = splinter, 4+H, sound opening bid, an honor in unbid suit 4H = 5422 minimum, no minor A/K 2S = constructive raise, 7-10(-) 3fit or 5-8 4fit 2N = any short suit game/slamtry 2C = asks (l/m/h gametry l/m/h slamtry in 6 steps) 3S = v. bad hand, does not care 3C/3D/3H = help suit game/slam try (3H followed by 4H = 5-5 choice of game, not slamtry) shows 3/4 crd suit headed by at most one honor 3S = pree 4lower = 5-5 good suits slamtry 4S = 0-1 cover card, in-between (if possible) = 1-2 cover card, RKC+ = 3 cover cards 2N = Jacoby, bal GF 4+fit 3C = any minimum, 11-14 bal, 11-13 unbal 3D = asks short (3H = 5M bal, 3S/N/4C = l/m/h short, 4D/4H/4S = 5C/5D/5H) - later bids cues 4S = to play 3D = 15+ bal, then cues 3H/3S/3N = 14+ unbal, l/m/h short, then cues 4C/4D/4H = 14+ 5-5, then cues 4S = 6322/7222 11-13 3m = invite, 6+crds, ~11 HCP, denies 3+S, NF (any bid now GF) 3H = invite, 6+crds, ~11 HCP, 0-1 S, NF (any bid now GF) 3S = invite, 4crds or unbal 3crds 3N = any 9-12 HCP splinter, 4+S (4C asks bid short [4S = C]) 4C/4D/4H = 13+ HCP splinter 4S = pree, 5+S --------------------- Handling Interference --------------------- (X) Pass then X = cooperative 3crd 10+ HCP double XX = 10+, may have 3fit later: cheap S bid = limit 3fit, jump S bid = GF 3fit, new suit = GF natural, X = 4crd pen X opener's X = 4crds 1N = nat, NF 2C = art, 7-9 3fit 2D = art, 7-9 4fit 2H = nat, 6-9 HCP, NF, usu. 6crds 2S = art, 0-6 3fit 2N = art, 10+ HCP 4fit, may have minimum GF splinter 3m = 7-10, good 6+crd suit, NF, constructive 3H = wJS, 4-6 HCP 3S = pree 4C/4D/4H = splinter, serious slam interest (1N) Pass - (P) - X = 4-4 majors (2C/2D/2H) X = negative 2N = Jacoby 2NT cue = limit raise, or GF 3crd raise jump cue or jump 4m = splinter raise jump raise = pree (2S = Michaels) X = 10+ HCP, can penalize at least one side suit (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP 2N = Jacoby 2NT 4m/4H = splinter otherwise, see constructive bidding unusual vs. unusual (2N = Unusual) X = 10+ HCP, can penalize at least one of their suits (later X's by both sides show 4+crds usu) Pass then X = cooperative, 3crd 10+ HCP 4m = splinter raise otherwise, see constructive bidding unusual vs. unusual --------------------------- Passed Hand Adjustments --------------------------- 1S opening may be a strong 4crd suit if can pass anything partner bids (except art raise). 1N = NF, may be max bal 2C/D = 3/4 crd Rev Drury (2D = ART game/slam try, 2H = 5+S-4+H F1) jumps to 3S by either player are slamtries 2H = nat, 8-11, good 5crd suit or imperfect weak two, NF (2S = invit NF) 2N = any mini-splinter, 4+S, 10-11 HCP (3S = weak, 3C asks stiff [3S = C]) 3m = 6+crds, 8-11, most strength in suit (3S = invit NF) 3H = fit-showing 3S = pree 5crd raise 3N = any void splinter, 4+S, 8+ HCP (4C asks void [4S = C]) *************************** 1N Opening Responses *************************** General - with 5M, tend to open 1N with 5H and 15-16 HCP or 5S and 16 HCP 2C = Stayman, might not have a major (X/2D) Pass = no 4M with C stopper(Smolen on), 2D = no 4M no C stopper (Smolen on), 2M/3M = as normal XX = 4+ v. good C 2D = no 4M 2H = weak both majors H at least as long as S 2S = weak 5+S-4H 2N = invite might not have 4M 3m = 5+crds with a 4M, GF, if no slam interest then unbalanced 3y = conc. with worry about a bypassed suits 3N = no worries 4-lev = cue with slam interest, only promises 5m 4m same suit rebid = 3N not good, does not promise slam interest or 6+crds (4M = sugg moys.) 3H = 5+S-4H, GF (Smolen) 3S = sets S, bad slam cards 3N = 2S (4m = natural slamtry, 4H = 6+S, 4N = quant) 4C = sets S, good slam cards (4H retransfer) 3S = 5+H-4S, GF (Smolen) 3N = 2H (4D = 6+H, 4N = quant) 4C = sets H, good slam cards (4m = natural slamtry, 4H = 6+H to play!) 4H = sets H, bad slam cards 2H = 4H, might have 4S 2S = invite only with 4S, NF 2N = invite no major 3m = 5+crds, 4S, GF, if no slam interest then unbalanced 3H = no stopper om, denies 4S 3S = partial stopper om 3N = no worries 4m same suit rebid = 3N not good, does not promise slam interest or 6+crds (4S = sugg moys.) 4-lev = cue with slam interest, only promises 5m 3S = 4S, sets suit 3N = stopper om 4m = great for suit play 3H = invite 3S = sets H, unspecified splinter (3N asks bid nat [4H = S], 4H doesn't care) 4C = RKC H, promises at least 3 of (5KC and trump Q) or 17+ HCP 4D = bal slamtry in H (4S = RKC) games = to play 4N = quant promises 4S, NF 2S = 4S, denies 4H 2N = invite might not have 4H 3m = 5+crds, 4H, GF, if no slam interest then unbalanced 3H = 3H, no stopper om 3S = last train for 3N 3N = to play 4 same suit rebid = 3N bad, does not promise slam interest or 6+crds 4-lev = cue with slam interest, only promises 5m 3S = denies stopper om, or 3H (cont like above) 3N = stopper om 4m = great for suit play 3H = sets S, unspecified splinter (3S asks bid nat [NT = H], 4S doesn't care) 3S = invite games = to play 4C = RKC S 4D = bal slamtry in S (4H = lttc) 4N = quant, no fit 3H = 5H 15-16 HCP 3S = 5S 16 HCP 2D = 5+H, transfer (X) Pass = doubleton H XX = retransfer, will pass or make an invite with 6+hearts (... 3H = inv, 4H = mild slamtry) 2H = exactly 5H invitational, may have a side suit 2S/3C = nat GF 3D/2N/3N = nat GF, with 0/1/2 D stoppers 4D = Texas, may have had some slam interest but not now XX = max, 3H (2H = to play, 3D = retransfer) 2H = min, 3(4)H 2S+ = normal superaccepts, 4+H 2H = most hands 2S = 5H-4S invite exactly, NF (5-5 majors invite must go GF or signoff, or try this sequence) 2N = invite, mb unbal 3m = 4+crds, at least mild slamtry 3H = all hands with 3+H new suit = no stopper 4th suit, denies H fit (4m rebid 5-5 [4H = Hx sugg. 5-2]) 3N = 2H, both unbid suits well-stopped higher = cue/RKC for m 3H = invite 6+crds jumpshift = splinter, sets H 3N = c.o.g. may be unbalanced 4H = mild balanced slamtry 4N = quant, NF 2S = xx/Ax/Kx in a minor, 4+crd support (2N asks: 3C = C, 3H = D - 3D is always a retransfer) 2N = xx/Ax/Kx in spades, 4+crd support (3D retransfer) 3C = max with no working doubleton, usu. 4crd supp but ok with 3 if supermax (3D retransfer) 3H = random average 4crd support, not max, not garbage 2H = 5+S, transfer (X) see above after double of 2D transfer 2S = most hands 2N = invite, mb unbal 3m = 4+crds, at least mild slamtry 3S = all hands with 3+S new suit = no stopper 4th suit, denies S fit (4m rebid 5-5 [4S = Hx sugg. 5-2]) 3N = 2S, both unbid suits well-stopped higher = cue/RKC for m 3H = 5+H, slamtry (3N = 2-2 majors or no M honor, 4M = v. bad, 3S = sets S, 4m = cue for H, 4N = RKC H) 3S = invite, 6+crds jumpshift = splinter, sets S 3N = c.o.g., may be unbal 4S = mild balanced slamtry 4N = quant, NF 2N = xx/Ax/Kx in a minor, 4+crd support (3C asks: 3D = D, 3S = D - 3H is always a retransfer) 3C = xx/Ax/Kx in hearts, 4+crd support (3H retransfer) 3D = max with no working doubleton, usu. 4crd supp but ok with 3 if supermax (3H retransfer) 3S = random average 4crd support, not max, not garbage 2S = 5+C, transfer, denies 4M 2N = accepts C invite (Hxx and side stoppers) 3C = s/o 3D = 5+C-4D (not 5431), GF 3H/3S = slamtry, shortness 3N = was the light game invite 4N = quant, bal slamtry with C 3C = declines C invite Pass = s/o 3D = 5C-4D-2-2, or 6+C-4D, GF 3H/3S = slamtry, shortness 3N = 15 HCP, bal slamtry with C 4N = 16-17 HCP, bal slamtry with C 2N = 5+D, transfer, denies 4M, may be 5D-5C weak 3C = bad! (Pass = 5-5 minors weak, 3D to play) 3D = good! (Pass = weak with D or 5-5 minors) continue as over 2S transfer, except 4C = 5D-4C-2-2, or 6+D-4C, GF 3C = GF balanced Puppet Stayman, not 4-4 majors 3D = at least 1 4crd major, not 4333 (3M = 4oM, 3N = no interest in 4M) 3M = 5crds 3N = no 4M or any 4333 3D = 5+ 5+ minors, GF 3M = sets cm as trumps (3N/4m = bad for slam, cue = slammish) 3N = bad for slam 4N = supermax, no good fit 3H = 31(54), 9+ HCP 3S = 3-3 minors, asks which longer 3N = 5C (4C = NF, 4D = RKC, higher cue) 4C = 5D (4D = NF, 4H = RKC, higher cue) 3N = good or 4 H, to play (4m = 4m-5om Minor Smolen slamtry [4N to play, 4H = RKC om, else cue for om]) 4m = 4+crds, but NF, not v. good H holding (step 1 = RKC, else cue) 4H = RKC C 4S = 5 (good 4) crds, to play (4N RKC S, 5m = good 5crds slamtry) 4N = RKC D 3S = 13(54), 9+ HCP 3N = good or 4 S, to play (4m = 4m-5om Minor Smolen slamtry [4N to play, 4H = RKC om, else cue]) 4C = seminatural, forcing to responder's 5m, NF (P/4D = NF, 4H/S = GF 5C/5D [step 1 RKC]) 4D = 4+D no C fit, NF (4H RKC) 4H = 5 (good 4) crds, to play (4S RKC H, 4N = 5 v. good C, 5C = 5 v. good D) 4S = RKC C 4N = RKC D 3N = to play 4C = Gerber 4D = Texas, transfer to 4H (later RKC, if X'd opener can XX with Ax[x] diamonds to protect pd) 4H = Texas, transfer to 4S (as above) --------------------- Handling Interference --------------------- General: - Texas is always on if it's a jump - opener's doubles all takeout if partner passed - Lebensohl is modified in that 3D and 3oM are swapped, where 3D is invit+ 5+oM, and 3oM is GF with 5+D - if both majors unshown, 3D = invit+ H, 3H = invit+ S, 3S = GF D - if 2D is the overcall, 3C = Stayman, 3D/H = invit+ H/S, 3S = GF D(or C if D = nat) (X = penalty) XX = get-out in a minor Pass = to play, any strength systems on (transfer to minor is 6+crds) (X = artificial) XX = strong, penalty interest (forcing pass) systems on (2C = natural, DONT, Capp) ignore, systems on, X = Stayman (2m = both majors) direct X = penalty for 1 or both majors, OR strong hand with both minors (opener X's a major only with 4+crds) delayed X = cooperative with 3crds in their suit (opener can sit, run to 2N, or bid a 5m) delayed 2N = both minors, no game delayed cue 3 their M = was wanting to penalize other major, asks stopper 2H = invit+ with 5+C (later cue 3M shows stop) 2S = invit+ with 5+D (later cue 3M shows stop) cheapest natural bid in a minor = to play 2N = nat invite 3N = to play, says nothing about stoppers 3M = 5crds, GF 4D/4H = Texas (2m = m + specific higher suit) X = bal 8+ 2cue = invit+ Stayman Lebensohl around higher suit 3any = nat GF (2D = natural) X = negative, 5+HCP with at least one major (op can bid 2N/3C... [3M Smolen], 3D somewhere asks stopper) else = Leb (3C = Stayman, 3D/H = invit+ H/S, 3S = GF C) (2D = 1 major suit [Multi]) Leb (2M to play, 3C/D/H = invit+ D/H/S, 3S GF C, 3N to play, no "stopper" issue), Texas X = penalty interest or Staymanic, forcing to 3N/4m (activates penalty doubles, forcing pass, Leb'ish continuations) delayed X = cooperative 3crd, forcing to 2N delayed 2N = minors delayed new suit = constructive NF, was looking for penalty (2D/H = transfer to H/S) X = bal 8+ 2cue = invit+ Stayman Leb around hearts (3D = invit+ S, 3S = GF D) (2M = natural) 2N = Leb (but opener bids 3oM with 5crds instead of bidding 3C), slow shows, fast denies, 3D = invit+ 5+oM, 3oM GF D) 3M cue = shows 4oM, denies stopper AND can envision a non-3N game if pd has no stopper (else "show" stopper with 2N) 3N = no stopper AND can envision a non-3N game if pd has no stopper (else just "show" a stopper via 2N) X = {if 2M is usually 6+crds} NEGATIVE, 6+ HCP, promises 4crd oM, does not promise rebid {if 2M may be 5 or less crds} PENALTY (3y+) X = negative, GF or 6+ with fits for everything, always fit for at least one unbid major (Smolen if op bids 3D) *************************** 2C Opening Responses *************************** General - try not to open 2C with a void if close decision, since controls not as useful then 2D = 0-1 controls, not yet GF 2H = Kokish: 5+ hearts or GF balanced, forces 2S, then 2N = GF balanced (2N opening systems on) 3m/3S/3N = natural with 5+hearts, GF jumps to 4H = 4crd supp, no side A/K/sing/void 3H = NF 2S = 5+S, forcing 2N = GF, denies 5D or 5H or 3S (3H = 4+crds, 3S = 6+crds [3N = to play, else cue for S]) 3C = 2nd neg (3S NF) 3D/3H = 5+crds GF 3S = usu. bal raise not bust (but see 4S) 4C/4D/4H = splinter, usu. 4+S, not bust 4S = 4crd supp no side A/K/sing/void but 4+ HCP 2N = 22-24(-) (2N opening systems on) 3C = 6(5)+C, forcing (3D = 2nd neg) 3D = 6(5)+D, forcing (no 2nd negative, but 4D raise is forcing) 3M = 6+crds, GF (3S/3N nat, but 4m cue for M) 3N = based on running SOL minor and side stops 4m = sets suit, demands cues 4M = no slam, to play 2H = 2 controls, GF 2S/3C/3D/3H = natural (jumpshifts splinters, jumpraises to game bal no side A/K but some extra Queen) 2N = nat (2N opening systems on) 3S/4m = sets suit, demands cues 3N = based on running minor and side stops 4M = no slam 2S = 3 controls (not in same suit), GF 2N = nat (2N opening systems on) 3y = nat (jumpshift = splinter) 2N = AK in same suit, no other controls, GF 3C = NT rebid (3D = no 5M [then 4crd suits even 4m], 3M = 5+crds, 3N = 4m333 min) 3D/3H/3S/4C = natural 3N = based on running minor, no slam, no interest in 5crd major, minimum 3C = 4 controls 3D = 5+ controls 3M = sound weak two in the OTHER major, 6(322) -------------------- Handling Interference --------------------- (X/2D/2H/2S)- DOPI, where X(XX) = 0-1 ctrls, Pass = 2 ctrls, Step 1 = 3 ctrls, etc like above (Kokish over negative on if 2H available to op) in all other situations, doubles by both sides are penalty ******************************* 2D Opening Responses (Flannery) ******************************* Pass/2M/3C = to play, no game 2N = art invit+ ask 3C = 3+C (3M = invite in context) 3D = 3+D (3M = invite in context) 3H/3N = 4522 min/max 3S = 4S-6H (forcing) 4H = 5S-6H over all these: 4m = slamtry (flag) for cM (step 1 = last train) 3D = art slamtry, forces 3H, then 3S = sets S, solid slamtry, now cues (3N = 2/top 3 hearts) 4m(3N) = cue for H (3N = S cue), solid slamtry 4M = v. mild slamtry (needs 14-15 all in keycards and a side stiff) 4N = 6-KC RKC (if just one suit needed, can immediate 4m below) 3M = shows 9fit, ~6 HCP, no minor Quacks (raisable thus) 3N = to play 4m = RKC for cM 4M = to play, any strength ---------------------- Handling Interference ---------------------- (X) Pass = to play 2D-X XX = asks better major, usu. 3S-2H 2N/3D = normal game/slam tries as if no X 3C = to play 3D = art slamtry 3M = preemptive, 0-6, 9fit (bid) X = penalty 2N if available = normal ask 3C = to play, no game 4m = transfer to cM 4M = to play *********************** 2H/2S Opening Responses *********************** Promises 5crds NV (but good suit and not very bad hand), 6crds Vul. Second seat a tad more disciplined than first. Responses: cheap new suit = mildly constructive, NF (no game unless fit, so raisable) 3N = non-correctable (2N followed by 3N is removable with significant extra distribution) jump-shift = GF good 6crd suit 2N is Ogust, but two forms, depending on if weak two promises 5 or 6 cards. 6-card: min/max = vul/seat dependent "good suit" = 2 of top 3 3C = bad hand, bad suit (3M = to play, new suit = GF) 3D = bad hand, good suit (same) 3H = good hand, bad suit (same) 3S = good hand, good suit 3N = AKJTxx over these: new suit = nat GF (4M rebid can play opposite singleton) 3N = to play but correctable with freak 3M = to play 5-crd: 3C/3D = 5crd suit, min/max (note: min is never very bad if 5crds) 3H/3S = 6crd suit, min/max 3N = AKQxx 5crd suit continuations same as above --------------------- Handling Interference --------------------- (X or 2S) 2N = McCabe: signoff in lower suit or invit raise (forces 3C) 3 lower suit = lead-directing raise else = normal (any) X = penalty, XX = head-hunting *************************** 2N Opening Responses *************************** 3C = Stayman, promises 4crd major 3D = no major 3H = 5+S-4H, GF (Smolen) 3S = sets S, bad slam cards 3N = 2S (4m = natural slamtry, 4H = 6+S, 4N = quant) 4C = sets S, good slam cards (4H retransfer) 3S = 5+H-4S, GF (Smolen) 3N = 2H (4D = 6+H, 4N = quant) 4C = sets H, good slam cards (4m = natural slamtry, 4H = 6+H to play!) 4H = sets H, bad slam cards 3N = to play 4m = 5+crds, some 4M, slamtry (step 1 = RKC for m, other 4cue last train, 4N to play, 5m bad) 3H = 4+H, may have 4S 3S = art, sets H 3N = to play, promises 4S 4m = 5+crds, 4S, slamtry (step 1 = RKC for m, 4S = 4 spades [4N to play, 5om RKC S], 4N = to play) 4H = no slam interest 4N = quant, with 4S, NF (5m = 5crds) 3S = 4+S, denies 4H 3N = to play, promises 4H 4m = 5+crds, 4H, slamtry (step 1 = RKC for m, other 4cue = last train, 4N to play, 5m bad) 3D = transfer, 5+H 3H = most hands 3S = 5+H-5+S, at least mild slam interest 3N to play 4m = sets cM good for slam (step 1 = lttc, step 2 = to play) 4M = bad for slam) 3N = c.o.g., may be unbalanced 4C = 4+crds, slamtry 4H = 3[2]+crds min 4D/4S = 6KC-RKC setting C/S 4N = min no fit 5C = 2H-4+C, min 4D = 4+crds, slamtry 4H = 3(2)+crds min 4N = min no fit 4S = 6KC-RKC 5D = fit minimum 4H = mild slamtry, 6+H 3H = transfer, 5+S 3S = most hands 3N = c.o.g., may be unbalanced 4C = 4+crds, slamtry 4D/4H = 6-KC RKC setting C/S 4S/4N/5C = to play 4D = 4+crds, slamtry 4H = 6KC-RKC 4S/4N/5D = to play 4H = 5+S-5+H, no slam, c.o.g. 4S = mild slamtry, 6+S 3S = slamtry with 1 or 2 minors, forces 3N, denies a 4M 3N = forced 4C = 5+C-4+D (C longer or equal), slamtry 4D = sets D 4H = RKC C 4S = lttc C (4N RKC) 4N/6N to play 5m v. bad 4D = 5+D-4+C (D longer), slamtry (4M = sets cm [step 1 = RKC], 4N/6N = to play, 5m = v. bad) 4H = 1-suited 6+C slamtry (4S = RKC C, 4N/5C = to play) 4S = 1-suited 6+D slamtry (4N/5D = to play, 5C = RKC D) 4N/5N = 4-4 minors, invite to 6/7 3N = to play 4C = Gerber 4D = transfer, 6+H (then RKC) 4H = transfer, 6+S (then RKC) 4N = quant ----------------------- Handling Intereference ----------------------- (3y = natural) X = negative, both sides, 3+ HCP, promises at least one unbid 4crd major, not GF necessarily if can handle any bid ************************************ 3-level and Higher Opening Responses ************************************ 3C 3D = art, GF, asks for 3crd major, else 3N 3M = 6+crds, GF 4D = RKC C 3D 4C = art D flag, slam interest (4D = bad, else cue/lttc or RKC) 3M 4C = art M flag, slam interest (4M = bad, else cue/lttc or RKC) 3N 4C/5m/6m = p/c 4D = asks shortness (4M = short, 4N = 7222, 5m = nat short om) 4N = asks length (5C = 7crds, 5D = 8crds) 5N at any pt by responder asks opener to bid 7 if suit runs opposite a void 4m cheap om = art slamtry in m 4M = to play 4M step 1 = RKC (even 4S) else = cue for M (4H-4N = S cue) *********************************** *********************************** CONSTRUCTIVE BIDDING - DEVELOPMENTS *********************************** *********************************** --------------- 2-way NMF --------------- On in any 1x-1y-1N sequence. Off in ANY competition or by passed hand. 1x-1y-1N 2C = transfer to 2D, signoff D or any invite (later 2 same suit = unbal 5crd, 2N bal 5crd, 3-level mild distrib) 2D = art GF checkback 1st priority 3fit for M (then 3M sets M, 2N waiting with 5M, else nat may just have 4M) 2nd priority 4fit oM otherwise bid natural 2H (after 1S) = s/o 2 same suit = s/o 2N = 4crd original suit, invite 3y = distributional invites (if same suit, promises great suit) --------------- Reverses --------------- Definition: Opener's 2-level rebid between his opened suit and the responded suit. Not a jumpshift. Strength: good 15+ (not GF), promises rebid over non-game bid, denies 4fit for responder's major. 1x-1y-2reverse 2y = 5+crds, potentially weak, F1 2N/3x = minimum NF [correct to x = weak now else GF], higher than 3x = GF 3y = GF, doubleton no side stop 4y = 3fit, even if minimum 2N = 6-12 HCP, 4crds in y, F1 (later correct a NF bid to 3N = 8-12 HCP) 3x = min NF, else = GF (4SF) 3any or 4th suit (4SF) = GF, usually just 4crds in y (unless 3y is the rebid) 3N = 13-14 HCP ------------------ Strong Jump Shifts ------------------ BUPH, 2-level jumpshift responses to opening are strong, 15+ HCP but show specific hands (not 2-suiter misfit). 3 types a) SOL 6+crd suit (rebid suit or new suit as cue setting own suit as trumps) (jump to game in own suit with no side A/K) b) great 5+crd suit, 4+crd support for opener (rebid opener's suit) c) semibalanced 17-19 with nice 5crd major (rebid NT) Opener's rebids: 1) raise response = Hxx or any 4crds, no splinter 2) jumpshift = 3+fit for response, sing/void 3) new suit = AKx(x) type, denies 3+fit, not looking for side fit, descriptive 4) rebid opening suit = KQJxx(x) at least, not nec. solid 5) jump rebid opening suit = 6+ solid suit 6) 2NT = default bid, may have bal xxx support, may have 6+crds in opened suit or a side suit By a passed hand, jumpshifts are fit-showing unless otherwise defined. ------------------ 1m-1M-2N jump ------------------ 3C = art: signoff signal, or choice of games with 5M 3D = denies 3fit for partner Pass = D signoff 3H (after 1S) = 5S-4+H signoff 3S (after 1H) = 5+H-4S, GF 3M = signoff 3N = was looking for 3fit 3M = 3fit Pass = was signoff 3S (after 3H) = 5H-4S GF, c.o.g. 3N = c.o.g. with 5crd M, may have mild slamtry (4C = ART slammish max, Pass/4M = to play not slammish) 4M = to play 3D = by unpassed hand: art slammish checkback, denies 4oM 3oM = 5+crds in opened minor, denies 3fit (3N = NF, 4m raise = sets suit, 4om = nat slammish) 3M = 3fit (3N = NF interest in m [now Kickback for m], 4m = nat slammish) 3N = default (4m = nat slammish, 4N quant) by passed hand: GF checkback, stress is on the other major 3oM = 4crds (may have 3fit for M) 3M = 3fit, denies 4oM 3N = default 3H (after 1S) = 5+S-4+H GF 3S = 3H exactly (3N = 5S-4H, 4H = 5S-5H, 4S = 6S-4H) 3N = to play, 2-2 majors 4m = flag for cM 4M raise = minimum 3M same suit = 6+crds, GF (4C = art flag for M, slammish; 4M = bad hand for slam) 3S (after 1H) = 4-4 exactly, GF (4C = flag for S, 3N/4S = to play) --------------- Support Raises --------------- Support DOUBLES are when 4th seat bids through 2-level: 1x-(any)-1y-(bid/X). Opener (and only opener) shows a 3fit with a X/XX. Any strength. Support RAISES are when 2nd seat bids/X's but 4th seat passes. 1x-(1y/X)-1z-(P) The raise shows 12-14 with a 3fit (now raise invite, 3 opener's suit signoff, others 4crd NT/slam probes). The cue-bid of 2nd seat's suit shows either (a) 11-14 4fit, or (b) general nonfit GF - assume (a). If 2nd seat doubled, the cheapest reverse is the 2-way action, the 11-14 4fit or a natural 17+ reverse. --------------- Negative Double (through 3S) --------------- 1C-(1D)-X = 4+ 4+ majors (jump 2M = 15-16 supp pts, jump 3M = 17-18 supp pts, cheap M always shows minimum) 1m-(1H)-X = exactly 4S 1m-(1H)-1S = 5+S 1m-(1S)-X = 4H any strength, or minimum with 5+H 1m-(1S)-3H = weak jump shift 1D-(2C)-X = 4M-4D or both majors (opener bids major even in comp to show minimum) 1H-(2m)-X = 5+S usually (since Flannery) - opener bids 3crd S freely 1m-(2m/3m = natural)-X = negative 2NT FOR TAKEOUT = opener's competitive 2N: 1m-(1M)-X/1N-(2M); 2N = takeout for partner to bid best minor ------------------------------------------------ Weak Jump Shifts after Overcall of Our Opening ------------------------------------------------ Jumpshifts to the 2-level show 0-5 HCP with a 6+crd suit, usually all in suit if Vul. Jumpshifts to the 3-level show good 6+crd suits, about 6-9 HCP. 2-level non-jump free-bid is forcing 1 round. 3-level non-jump free-bid is GF. --------------- Eastern Cue-bid --------------- Most of the time, cue-bid of opponent's suit is "do something intelligent". But if minor fit (or no-fit), and there is a choice of 3-level bids, cue-bidding opponent's suit shows stopper and wants partner to declare, while bidding a different forcing bid may deny a stopper. ------------------- Unusual vs. Unusual ------------------- Vs. 2-suited overcalls, both suits known, lower cue = invit+ with lower of other 2 suits (whether opener's or not) higher cue = invit+ with higher of the other 2 suits direct bids (even jumps) in other 2 suits = competitive only, promises 4fit if minor, 3fit if major Over Michaels of a major, the invit+ raise is not GF 4+crd (with that use 2N Jacoby) Over invit+ bids, all cheap rebids are nat NF (except cue-bid). ------------------ 1-2-3 STOP ------------------ In any competitive auction, after partner raises, opener/overcaller's reraise is 100% preemptive. To invite, make an in-between bid, may be artificial (X would be penalty here). If no in-between step, the double is an ART invite (no penalty X). ------------------------------- We Bid and Raise - they Balance ------------------------------- 1M-(P)-2M-(P); P-(X/bid) No game tries. Opener or overcaller with extra card automatically re-raises. Bid a side suit with shortness in their suit and a possibly better fit. X with 4crds and max (XX with general cards). *************************** *************************** SLAM BIDDING *************************** *************************** ---------------- Kickback RKC ---------------- 1 step above 4 of trumps is normal RKC - ensures steps don't get too high for safety, steps are 03/14/2no/2yes After steps 1/2 to Kickback, cheap new suit asks for trump Queen. Going back to trumps = denies. Bidding cheapest side King (NT = the ask suit) shows trump Queen. Continue as over King ask below. With no side King, jump to slam in trumps. With known 10+fit, "show" the trump Queen. Resolving the 0 or 3 ambiguity: If asker signs off, responder must bid on with 3 unless auction allows responder to have the 3 KC's and asker 0. With the 3, step 1 over signoff = shows 3 KC, denies Queen, higher bids (NT = step 1 suit) show Queen and spec King. After Kickback, repeating Kickback confirms all KC's and trump Queen, asks for specific Kings. After specific Kings, bidding a new suit below slam asks for King of that suit for grand slam. Instead of specific Kings, bypassing that ask asks for 3rd rd control of bid suit for grand slam. Partner bids grand in trumps with doubleton or Queen. Partner raises the asked suit with QJ. If a minor is trumps and RKC has been initiated, 4N is always a step or ask, never a signoff. If a minor is trumps and Kickback has been bypassed for a cue/lttc/splinter, step 1 now = RKC (even 4N). If 2 possible trump suits, there is Kickback only for the higher suit (1H-2C-3C-3H now just 4S RKC for H). To show a useful void, responder bids step 5/6/7/8 (impossible) to show normal 03/14/2no/2yes steps. Jump to 5 of Kickback = Grand Slam Force (like jump to 5N), but ensures maximum # of steps to describe trump holding. If Kickback is doubled, Pass denies 1st/2nd rd ctrl (XX confirms such control, asks to continue showing KC's); ignore X with control of doubled suit. If Kickback was 4N, ignore the double completely unless it shows certain suit. If Kickback is overcalled at 4/5 lev, use DOPI (X = 0, Pass = 1, step 1 = 2, step 2 = 3, step 3 = 4), ignoring the trump Queen. If Kickback is overcalled above 5 lev of trumps, use DEPO (X = even KC's, Pass = odd KC's, step 2 = 3 KC's, but use step 1 for 2 KC's if that ensures slam). ----------------- Cue-bids ----------------- - Set trumps as early as possible - Cue-bid A/K, even sing/void in an unshowwn suit. - In cue-bidding sequence, 4N if not Kickbbacck is a cue in the Kickback suit (and if jump is voidwood in Kickback suit). - Suit below trumps at game level is speciiall (lttc below) - If a cue is bypassed (no control), partnnerr must immediately sign off in game whether min or max. - Do not cue if partner has described his haand and slam is very unlikely/impossible. - Always cooperate with slamtry if partnerr iis unlimited or if slam is otherwise findable. ----------------- Last Train (lttc) ----------------- Whenever a step below game level of trumps available (or even in game-search auctions), this step is reserved for a general slam try, showing extras in the context of the auction. It is never a cue-bid. If trumps = S --> 4H = last train H --> 4D = last train D --> 4C, or occ. a 3-level bid below 3N when trumps set = slam interest, but not nec a cue C --> some 3-level bid that can't be natural when trumps set = slam interest, but not nec a cue Last Train should help either you (find out if partner can take control) or partner (if you are good/bad). If t In gametry auctions, especially in comp, if there is a free-bid below 3M, that is last train. Even X if they bid the last train suit (maximal double). Sometimes a minor is set and partner cannot RKC, but he can bid an in-between: e.g. clubs trumps ... 4C-4H (when not natural possible) = cooperative (now step 1 = RKC) ------------- Gerber ------------- steps: 0/4, 1, 2, 3 If 4C doubled, Pass denies 1st/2nd rd ctrl (XX is re-ask, else signoff), and bid normal with control. ---------------- Voidwood ---------------- Jump to non-playable suit higher than Kickback - asks for normal RKC steps not counting Ace of bid suit. Also, splinter then rebid splinter suit, even if not jump, is voidwood. Jump to 4N (trumps already set), is voidwood for Kickback suit. --------------------- Jumps to 5 of a major --------------------- a) QUANTITATIVE - most of the time space is limited (raise or single jump), this is the most useful meaning, else b) ASKS CONTROL THEIR SUIT - a double/triple jump usually, where there is lots of space to make slam-invites other ways c) ASKS GOOD TRUMPS - opponents have shown no particular suit, usually a double-triple jump, lots of room d) ASKS CONTROL OF 4TH SUIT - three suits have been bid or cue-bid, but partner has not denied control of 4th suit over (b) and (d), show Kx(x) with 5NT, cue-bid shows first round control ---------------- Jumps to 5NT ---------------- a) just one possible trump-suit --> Grand Slam Force (actually this is jump in Kickback suit) step 1...6 trumps = worst-to-best trump holdings (for 7) - the higher the strain, the more steps possible 7C = two of the top 3 honors (so any strain can be played) b) after natural NT bid ---> forcing to slam, invites 7NT 6-level suit bid = 4+crds, forcing to 6N 6N = no unbid suit, minimum 7N = maximum c) after (preempt)-3N ----> shows 2 quick losers in their suit, forces pd bid a slam if partner does not have 2 quick losers d) choice of slam (most common) depends on auction to date, but usually shows extra length/tolerance in at least 2 previously-shown suits somewhere 6N might be the end result *************************** *************************** DEFENSIVE BIDDING *************************** *************************** ------------------------ 1-level overcalls ------------------------ standard, may be light (X) - transfer advances 1N/2C/(2D)/(2H) = transfers to next suit, shows suit or lead transfer to cue = 3crd limit+ raise transfer to raise = constructive 7-10 HCP 3crd raise raise = weak 4-6 raise 2N = 4crd limit+ raise jump cue = mixed raise jump raise = weak XX = 10+ HCP, doubleton support (1N) 2N = limit+ 4+crd raise jump raise = pree jump cue = 7-9 4+crd raise new suit = NF, constructive jumpshift = NF, great 6+suit, highly invitational simple cuebid = limit+ raise or GF with own suit (X) Pass = minimum 5crd suit, rebid suit = minimum 6+crd suit, XX/NS = non-minimum higher simple cuebid (if 2 available) = limit+ 4+fit (X) as above jump to 2NT (by a passed hand) = 4+crd limit raise ----------------------------- Sandwich Seat - (1x)-P-(1y)-? ----------------------------- (1x)-P-(1y[not NT])-? 2cue = natural, constructive 1N = 5-5 takeout, any strength (low/high cue = invit+ in low/high suit, jumps pree) X = normal takeout strength, 5-4 at the most (l/h cue = invit+ in l/h suits, jumps pree) (1m)-P-(1N)-? play Multi-Landy defense X = 5+m-4M, 1 minor, or v. strong hand 2C = majors 2D = one 6+crd major 2M = 5M-4+other m ------------------------ 1NT Overcall ------------------------ 15-18 HCP - 1N opening systems on transfer to opener's suit = usu. a GF with shortness in that suit (nat rebid), or occ. will play there if 3rd seat bids, use Leb around 3rd seat's suit only ------------------------ 2-level overcalls ------------------------ constructive, solid - same as over 1-level overcall but no special transfers/raises ----------------------------- Jump Overcalls ----------------------------- Weak, 6crds for simple jump usu., wide-range opposite a passed hand. vs. a 2-level bid (weak/intermediate), not weak, strong - shows 8.5 tricks good suit NF. ----------------- Takeout Doubles ----------------- cue-bid advance = promises rebid over non-game bid (bid a 4M first, else nat) 1N advance = 6-10 (doubler's new suit = 5crd suit no extras to play; jump = 17+ 6+crds GF; cue = GF) DOUBLER'S 2-LEVEL RAISE IN COMP IS FORCED WITH 4fit, does not promise extras DOUBLER'S SECOND X in COMP SHOWS EXTRAS (no 4fit if partner bid) EQUAL LEVEL CONVERSION - usu. into diamonds: (1M)-X-(P)-2C; (P)-2D e.g., but sometimes H: (3D)-X-(P)-4C; (P)-4H shows 4 other major, 5+ of suit bid, no extra strength for level forced to SNAPDRAGON DOUBLES - (x)-y-(z)-X = 5+crds in 4th suit with tolerance for partner's suit RESPONSIVE DOUBLES through 3S - (y)-double-(raise)-X = both majors over a minor, both minors over a major (y)-bid-(1N)-X = takeout for other 2 suits (XX) Pass - (Pass) - step 1 = default, 3+crds, else = 5 or good 4crds ----------------- Balancing ----------------- 1N = 11-14 Not Vulnerable, 14-16 Vulnerable (use opening 1N system) X then 2N = 17-18 Vulnerable, 15-18 Not Vulnerable (nat cont's, new suit GF) 2N jump = 19-21 (use opening 2N system) jump-shift = good 6crd suit (at most 1 loser), sound opening bid (any advance to this is GF) If opener redoubles balancing double, pass is TO PLAY: (1y)-P-(P)-X; (XX)-Pass = would have passed the double ------------------------ Michaels ------------------------ (1m)-2m = 5+ 5+ majors, avg is 10 HCP but vul-dependent 2M = to play 2N = invit+ in H 3m cue = invit+ in S 3M = mixed 4crd raise (1M)-2M = 5+ 5+ oM-m, avg is 10 HCP but vul-dependent 2N = invit+ for a minor 3C = p/c for minor, no game interest 3D = invit+ for oM 3S (over 2H) = mixed 4crd raise ------------------------ Unususal 2N ------------------------ 5-5 in the 2 lowest unbid suits, usu. 10 HCP - can bid later with extra dist., X with extra strength ------------------------ Jump Cuebid ------------------------ (1m)-3m = natural, preemptive in nature (if constructive, pass then bid m later) (1M)-3M = SOL minor and side strength, 8+ tricks usually, asks for stopper (if no stop, bid nat or 4C/5C p/c) ------------------------ vs. 1N Opening ------------------------ (1N = 12+) --> actions vs. weak NT are constructive X = (a) 4M-5+m, (b) 1 minor, (c) 19+ balanced, (d) v. strong M-m 2-suiter (5-4+ either way) (competition) X/XX = constructive p/c, new suit = nat NF, Pass = to play! 2C = p/c for minor Pass/2D = minor 1-suiter (2H over 2D = 5H-3S choice of partials) 2M = strong M-m 2-suiter, 4+crds, semiforcing (raise = 4crds, 2N = 3fit, 3C = p/c 0-2fit) 2N = 19+ bal (normal 2N opening systems on) 3M = stronger M-m 2-suiter, 5+crds 2D = p/c for major (Pass/3C = minor 1-suiter, 2N = 19+ bal sys on, 4M = the M-m 2-suiter strong) 2M/3m = nat NF, weak 2C = both majors (competition) X/XX = constructive p/c, Pass = to play!, new suit = nat NF 2D = no 4+M, asks longer/better major or to pass with 4+D 2M = 4+crds, to play 3m = nat NF (3C decent hand since could pass 2C) 3M = invite 2D = one 6+crd major yM = p/c 2M = 5M-4+m (2N = asks minor, new suit = nat NF) 3y = nat, lots of tricks (1N = kamikaze 10-12) X = 11+ HCP 4M-5+m, 11+ HCP 1 minor, or 17+ balanced - X's lone ranger second X = takeout see above for continuations ------------------------ vs. weak two's ------------------------ (2m = natural) X = takeout 2N = Lebensohl, forces 3C usu. (followed by: 3N = weak stopper, cue = stopper + 4M) cue = GF without a 5M 3H = 4H, (3S = 4S-4+C, GF) 3S = 4S, denies 4H (4H = 4H-4+C) 3N = stopper, no 4M 4M = 5+crds usu. 2N = 15-18 (Stayman, transfers, MSS, Texas), if doubled, normal runouts (3C) X = Stayman, else as above simple jump overcall = invite, 8.5 tricks good suit, NF 3N = 19+, but 1-2 crds in a major 4N = Blackwood (2M) X = takeout (if followed by 3N had tolerance for a 5+crd major) 2N = Lebensohl, forces 3C usu. 3C = forced Pass/3-lower = s/o 3cue = 4oM + stopper 3N = optional 3-lower = constructive, 8-12(-) cue = GF without 5oM 3N = stopper, may have 4oM (4oM = 4crds, ability to play some 5m) 4oM = 4crds, no stopper 3N = solid stopper, should not be removed 4oM = 5+crds, or 4crds with no future in a possible minor game 2N = 15-18 (Stayman, transfer to their suit is slamtry in a minor, transfers, MSS, Texas) (X) normal runouts (3C) X = Stayman, else normal as above (3M raise) X = negative, else nat GF 3M cue = Michaels (3N = to play, 4m = p/c) simple jump overcall (not game) = invite, 8.5 tricks, good suit, NF 3N = 19+ but 1-2 crds in a major (4C = Stayman, 4red = transfer usu. 6+crds, 4S = slamtry in minor[s]) 4m = 6-5+ Michaels (oM + m) 4M cue = 5-5 minors, strong 4N = vanilla Blackwood ------------------------ vs. 3-level or higher preempts ------------------------ - general: takeout X through 4S (3m) X = takeout 4m = asks for 4crd major (4S correction over 4H = 4S + other minor) (3N = 1 minor, sol or not) X = good hand 4C = art shows both majors (but NF) (4S) X = strong NT type but tolerance for a runout; pd will pull with shortness, sit with 2 (4N = scramble) 4N = some 5-5 ----------------- vs. strong 1C ----------------- (1C) X = majors, 5+-4+ 1N = minors, 5+-4+ else = nat preemptive in nature (1C)-P-(1art)- same as above (1C)-P-(art)-P; (nat rebid) pretend they opened and ignore the 1C opening and artificial response ----------------- vs. short/multi 1C ------------------ ignore, treat as standard 1C assuming the 1C could be a normal 12+ HCP hand (bal or nat) ----------------- vs. Flannery 2D ----------------- (2D) X = 15+ bal, at least 1 stopper each major (2M pref) X = penalty, 2N = scramble for minors, 3M = transfer to 3N wrong for penalty, (Pass) Lebensohl like 1N-(2D) 2H = normal takeout double of hearts (proceed like takeout of 2H opening) 2S = natural, constructive 2N = both minors, constructive 3m = natural, constructive 3H = SOL minor, asks H stopper 3S = natural, more offense and tricks than 2S would be