TOSR - dan/josh Aug 2013 *********************** Opening Bid Summary *********************** 1C = 15+ any hand 1D = 4+H 10-14 1H = 4+S, 10-14, denies 4+H 1S = 4+ 4+ minors, 10-14 unbal, mb 3-suited 1N = 11+-14 2m = 6+crds 10-14 1-suiter 2M = weak, mb 5crds 2N = ART, bad 3m preempt 3m = traditional reasonable preempt for vul 3M/4y = pree 3N = SOL m + side A/K 3/4 seat adjustments: 1C = 17+ 1D = 4+H 11-16 1H = 4+S 11-16, denies 4+H 1S = 4+ 4+ minors, 11-16 1N = 13+-16 2m = 11-16 6+crds 1-suiter 2M = pree 2N = 5-5 minors pree (4th seat preempts are constructive) *********************** 1C Opening Responses *********************** 3/4 seat adjustments: 1C is 17+, next relay is 21+, next GF 7-10 for positive (controls are 1+), 4-6 for semipositive (0+ ctrls) 1C (X = clubs) XX = POS, relays on Pass = double-negative (relays off) 1D = semipositive, takeout of clubs (NS = F1) 1M = nat semipositive (NS = F1) 1N = semipositive 5(6)+D (NS = F1) 2C/2D/2H = OS, semipositive (1D) X = POS, relays on Pass = double-negative 1H = semipos takeout 1N = semipos 5+H else = OS semipos (1H) X = POS, relays on Pass = double-negative 1S = semipos takeout 1N = 5+S semipos else = OS semipos (1S) X = POS, relays on Pass = double-neg else = OS semipos (1N = minors) X = POS, relays on Pass = double-neg 2m = general force, semipos 2M = nat semipos (NS = F1) (2C/2D/2H/2S) Pass = weak or trap X = negative, semipos+ 2NS = constructive, NF 2N+ = Rubensohl (3y) Pass = 0-7 or trap X = cards bid = GF (4y) X = takeout both sides, but we are not in a force 4N = scramble 2 lower suits 1D = 0-8 (X) XX = SOS, Pass = min with 3+D, else systems on (bid) revert to natural, TO doubles, U 2NT jump, Michaels cue, invite JS 1H = ART 19+, any hand 1S = 0-4, any hand 1N = 19-22, NF, Keri continuations (see 1NT opening responses) 2C = ART 22/23+ 2D = BAL (now 2M = F1, 2N = NF [Puppet Stayman]) 2H = nat not BAL, mb 3-suited both majors 2S = R 2N = S, mb 3-suiter 3C = R 3D = 3-suiter (3H asks h/l short, then lengths) 3H = 5+H-4S (3S asks length H, then relay short) 3S = 5-5, then relay short 3N = 5S-4H, then relay short 4C = 6S-4H, then relay short 4D = 7S-4H, then relay short 3D = slamtry long D 3H = slamtry long C 3S = slamtry 5-5 minors 3C = C 3D = R 3H = 5+C-4S 3S = R 3N = 5/6 C (4C asks len, then short) 4C = 7C 3S = 5-5 (4C relay for HELL) 3N = 5S-4C then relay short 4C = 6S-4C then relay short 4D = 7S-4C then relay short 3H = interested in hearts, not spades 3S = 2H (4C = sets H, asks S length, then short) 3N = 0-1H (4C = R for C length) 3S = interested in diamonds, not spades 3N = 0-2D (4C R for C length) 4C = 3D, sets D (4D is relay) 3N = no interest in a 6crd black suit 3D = reds not reverser 3H = R 3S = 5-5 (4C = R for HELL) 3N = 5H-4D (R for short) 4C = 6H-4D (R for short) 4D = 7H-4D 3S = short H, 6+S (4C = 2+S, 4D = freak, else 3N) 3H = reds reverser 3S = R 3N = 4H-5/6D (relay for length, then short) 4C = 4H-7D 3S = 5H332 (R asks short) 3N = 6H 1-suiter (R asks n/h/m/l short) 4C = 7H 1-suiter (R asks short only) 2N = 3-suiter short H (R asks shapes - see anti-relays) 3C = 5S-5C 3D = 5S-5D 3H = sets H, S splinter 3S = sets H, D splinter 4C = sets H, C splinter 2S = nat, denies 4+H or BAL or 3SUIT 2N = R 3C = S-C 2-suiter 3D = R 3H = reverser 3S = R 3N = 5/6 C (4C asks len, then short) 4C = 7C 3S = 5-5 4C = R for HELL 3N = 5S-4C (R for short) 4C = 6S-4C (R for short) 4D = 7S-4C 3H = 5+H no S interest (3S = 2H, 3N = 0-1H, 4C = sets H) 3S = interest in D not S (3N = 0-2D, 4C = sets D) 3D = S-D 2suiter, not reverser 3H = R 3S = 5-5 (4C HELL) 3N = 5S-4D (R asks short) 4C = 6S-4D (R asks short) 4D = 7S-4D 3S = 6+H (3N = 0-1H, 4C = sets H) 3H = S-D reverser 3S = R 3N = 4S-5/6D (R asks len, then short) 4C = 4S-7D (R asks short) 3S = 5S-(332) (4C asks short) 3N = 6S 1-suiter (4C asks n/h/m/l short) 4C = 7S 1-suiter (4D asks n/h/m/l short) 3C = 3-suiter short S (R asks shapes) 3D = 5H-5m (3H asks l/h minor, 4C sets H) 3H/3S/4C = h/m/l splinter for S 2N = D-C, mb 3-suiter 3C = R 3D = 3-suited short M 3H = interest in high short (or equal interest) 3S = low short (4C re-ask) 3N/4C/4D/4H = high short shapes 3S = no interest in high short 3N = high short (4C = re-ask) 4C+ = low short shapes 3H = reverser 3S = R 3N = 4D-5/6C (R asks len then short) 4C = 4D-7C (R asks short) 3S = 5-5 (4C HELL) 3N = 5/6D-4C (R asks len then short) 4C = 7D-4C (R asks short) 3D = asks for 3+crd major 3M = 6+M 3C = 5+C 1-suiter 3D = R for len, then short 3M = 5+crds 3D = 6+D no 3M 3H = R for len, then short 3S = 6+crds nat 3M = 5+D 1-suiter, 3M (R for len then short) 3N = 3352 1N+ = 5-8 HCP, see 1C-1H+ shapes, +2 1S = ART, 15-18, some 5+ minor unbalanced, may be 3-suited 1N = asks for better/longer minor, some game interest 2m = non-max 2M = max, 4M and good 6+m (2N = asks minor strong, 3m = p/c, 3oM = 6+M) 2N = max, 5+-5+ minors (3m = to play, 3M = 6+crds, 4m = invite) 3m = max, good suit no 4M 2m = weak p/c 2M/3m = s/o, distributional 1N = 15-18, MB 4441 occ. or offshape, see Keri 1N responses 2C = 15-18, 4+ 4+ majors 2D = asks better M 2H = eq/better H (2S = mild invite, 2N/3m/3H = invite) 2S = better S (2N/3m/3M = invite) 2M = to play 2N/3m = invite, no M interest 3M = GF raise 4m = transfer to cM 2D = 15-18, some 6+M, may have 4m 2M = p/c 2N = Multi-Ogust 3C = any min (3D asks suit) 3D/H = medium transfers 3S/N = max transfers 2M = 15-18, 5M-4+m 2N = strong ask (3m = min, 3M = cm max) 3C = p/c oM/3D = nat invite 2N = 17-18, good 6+minor, positional for NT (3C = p/c, 3D asks 3M, 3M = 6+crds) 3y = nat 15-18, but lots of tricks, invite 3N = 15-18, but to play based on SOL m and side stoppers 1H = 9+, 4+S, not 3-suited short H 1S = R 1N = H, mb 3-suited 2C = R 2D = 3-suiter (R for short then shapes) 2H = reverser (see 5+-4 shapes) 2S = 5-5 (see 5-5 shapes) 2N+ = 5+S-4H high short (see 5+-4 shapes) 2C = S-D 2-suiter 2D = R 2H = reverser (see 5+-4 shapes) 2S = 5-5 (see 5-5 shapes) 2N+ = 5+S-4D (see 5+-4 shapes) 2D = S-C 2-suiter, not reverser 2H = R 2S = 5-5 (see 5-5 shapes) 2N+ = 5+S-4C (see 5+-4 shapes) 2H = S-C 2-suiter, reverser (see 5+-4 shapes) 2S+ = 5+crd 1-suiter (see 1-suiter shapes) 1N/2C/2D/2H = 3-suiters short S/H/D/C (see anti-relays) 1S = 9+, BAL or red suits 1N = R 2C = reds 2D = R 2H = reverser (see 5+-4 shapes) 2S = 5-5 (see 5-5 shapes) 2N+ = 5+H-4D (see 5+-4 shapes) [CRASH for balanced hands] 2D = 4-4 COLORED or 4M-333 2H = R 2S = 4M-333 (R asks H/S) 2N+ = 4-4 colored, bidding doubleton (NT = S) 2H = 4-4 RANK (M's or m's) (R asks bid doubleton [NT = S]) 2S = 4m-333 (R asks C/D) 2N+ = 4-4 SHAPE (C-H or D-S), bid doubleton (NT = S) 2C/2D/2H/2S+ = 3-suiters short S/H/D/C (see anti-relays) 1N = 9+, 4+H 1-suited or with clubs 2C = R 2D = clubs, not reverser 2H = R 2S = 5-5 (see 5-5 shapes) 2N+ = 5+H-4C (see 5+-4 shapes) 2H = clubs, reverser (see 5+-4 shapes) 2S+ = 5+H 1-suiter (see 1-suiter shapes) 2D/H/S/N+ = 3-suiters short H/S/D/C (see anti-relays) 2C = 9+, D 1-suiter or 3-suiter short M 2D = R 2H = 3-suiter short M (R asks h/l short with runon to shapes) 2S+ = 5+D 1-suiter (see 1-suiter shapes) 2H/2S/2N/3C+ = 3-suiters short D/S/H/C (see anti-relays) 2D = 9+, 5+C 1-suiter (R asks 1-suiter shapes, 2S/2N/3C/3D are 3-suiters short C/S/H/D - see anti-relays) 2H = 9+, minors 2-suiter, reverser (see 5+-4 shapes) 2S = 9+, minors 5-5 (see 5-5 shapes) 2N+ = 9+, minors 5+D-4C (see 5+-4 shapes) *********************** Shapes *********************** 5+-4 2N = hi short 3C = R 3D+ = 5431/6421/6430/7420/7411+ 2C = 5422 exactly 3D+ = lo short 5431/6421/6430/7420/7511+ 5-5 2S = 5-5 2N = R (HELL) 3C = high short 3D = R 3H+ = 5521/5530/5620/6520+ 3D = equal short 3H = R 3S+ = 5611/6511+ 3H+ = low short (see high short above) 1-suiter 5+crds 2S = high short or lowest 6322's 2N = R 3C = lowest 6322's 3D = R 3H+ = 6223/6232+ 3D+ = high short 5332/6331/7330/7321+ (don't know frags) 2N = mid short 3C = R 3D+ = as above 3C = 6322/7222 3D = R 3H+ = 6322/7222+ 3D+ = low short, as above *********************** Strength-ASk *********************** After shape known completely, step 1 asks strength: Positives: min = 9-12 = step 1 max = 13+ = step 2 run-on to controls Semipositives: strength known, there is no strength ask, go to controls When a strength ask at safety level (3S or lower) is available, signing off via 3N or 4D requires 14+ to ignore (show 4+ctrls) *********************** Control Ask *********************** After strength known, next relay asks controls 15+ = 6/7/8.. (e.g. reverse relay for 1C opener 14+ = 4/5... (e.g. refusal to accept end-signal or 3N) 13+ = 3/4/5.. (e.g. extras POS response to 1C, or MAX 1 suit opening) 9/10+ = 2/3/4... (e.g. POS response to 1C or MIN 1 suit opening) passed hand positive = 1/2/3... semipositive = 0/1/2 *********************** Anti-Relay 3-suiters *********************** When showing 3-suiters, if it was at 1N, 2C, 2D, 2H, 2S -> use 10-shape below 2N+ -> use 4-shape only, do not show 5431's 10-shape: step 1 = traditonal 4-shape: 4441 or 5440 (R asks 4-shape as below) step 2 = (34)51 or 1354 (R asks 3451/4351/3541) step 3 = 4531 step 4 = 5341 step 5+ = 5431 4-shape 4441/low5/mid5/high5 Pd can ask now for strength: step 1 = minimum 3 HCP step 2 = next 3 HCP range etc. Then pd can ask # controls (start at 4 for strong club) Relays/Spiral Scan still applies. *********************** Interference in Relays ************************* X (or XX) is penalty by R always, but a step by RR Use the 3D criterion (if we have not lost more than 3 steps, relays are on) ************************* Signing Off after Relays ************************* 3N is always to play Partner can continue with 14+ HCP, starting showing controls with 4 4D is end-signal usually (can ignore it with 14+ HCP, starting showing controls with 4) if level is 3H or below: 4C is ART puppet to 4D to nat slamtry (if accept, give RKC 0314 responses) 4D = end-signal 4H/4S/4N = RKC for longest/nextlongest/thirdlongest suits if level is 3S: 4C = R 4D = endsignal 4H+ = nat slamtries (accept with RKC 0314 responses) if level is 4C+ step = relay else = to play ************************* Spiral Scan ************************* After Control Ask, next relays start Spiral Scan Line up suits longest to shortest - break unknowns or ties by lowest suit first Scan 1 = 2+ crd suit: bypass with 1 of top 2 (or 2/top 3 in 6+crd suit); stop with 0 or both of them sing: reverse this: bypass without an honor, stop with void: not included obviously Scan 2 = 2+ crd suit: Queen (or if 6+Crd suit, all top 3) sing/void: ignore Scan 3 = 2+crd suits: Jack 5N is the highest relay, unless a suit has been set as trumps, like after RKC. If RR has shown max with 5+ controls, R may bid step 2 (not normal control ask step 1) to ask to ignore Aces and promote other cards up one, treating Kings as Aces, Queens as Kings, Jacks as Queens. ************************ 1D Opening Responses ************************ Keep in mind BPH: could be 4H(432) 11-12 Pass = gambling, usu. with 5+D 1H = ART invit+ relay (X/1S/1N/2C) systems on (Pass = step 1, X/XX = step 2, etc) (2D+) systems off 1S = min 1N = invite NF 2C = near GF relay, +2 steps 2D/3C = invite 2S = invite 5+fit (Pass/2N = to play, else = short S accepts invite) 2H = invite with 3H 1N+ = normal TOSR relays, GF, max 1S = 4+S, NF 1N = no 3S or 5m or 6H (2C = asks for longest minor) 1N = 0-3S, 0-3H, any strength, asks for a 5+crd suit 2y = 5+crds 2N = 5H-5m max 2C = nat to play 2D = constructive raise, or invite splinter (10-11 3fit, 8-9 bal 4fit, 9-11 unbal 4+fit) 2H = to play 2S/3m = 6+crd-3H NF gametry 2N = 4+H short m invite (3C asks h/l short) 3H = S splinter invite 2S = 5+S NF NF gametry (2N = scramble no fit) 2N = asks for minor, and if rebids NS later is GF 3m = 6+crd NF gametry 3H = 5+H invite 2H = to play, 3fit unbal or 4fit bal, less that constructive 2N = 5+H, asks for any good minor suit values else = NF 5+suit gametry 3H = invite 2S = mini-splinter 2N = 10-12 HCP invit 4fit bal, or any mild+ slammish splinter 3C = accepts game (3D/3S/3N = h/m/l spl, else just bid game) 3D = counterinvite opposite 10-12 invite 4fit (3S+ h/m/l spl) 3H = double-negative (steps h/m/l serious splinter) 3m = mini-splinter 3H = 4-5fit, pree 3S = any 13-15 HCP void splinter, 5+H 3N = transfer to 4H, says nothing about power 4m = fit-showing raise to 4H 4H = anything Handling Interference: (X = whatever) Pass = suggest to play XX = scramble for opener's longest suit, or maybe 5-5, less encouraging than 1N 1H = relay 1S = 4+S 1N = asks for longest suit, somewhat useful 2C = to play 2D = constructive raise, or invite splinter as normal 2H = to play 2S = limit 4+fit, balanced 2N = mixed 5fit 3m = 6m-3H invite 3H = pree 5fit 3S/4m = splinter 3N = 5-fit raise to 4H with 2 defensive tricks against 4S 4H = to play (1H) ignore (X = relay), rest systems on but Pass = negative neutral (1S) X = negative or GF some suit (1N now likely 3suit with 4S), 1N = 3crd raise, 2H = 4crd raise, NS NF (1N) 2C = p/c for partner's longest suit, X = cards (2y) X = neg incl 3fit invite, 2H = 3/4 crds, 2N = nat, cue = invit+ raise (inc 2N over 2S), NS = NF @ 2-level GF @ 3-level ************************ 1H Opening Responses ************************ Keep in mind, BPH could be 4S-4m BAL 11-12 Pass = long H, gambling 1S = invit+ relay (X/1N/2C/2D/2H) systems on (Pass = step 1, X/XX = step 2, etc...) (2S+) systems off 1N = min (2C = GF-relay, +1) 2C+ = normal TOSR 1N = p/c for partner's longest suit, 0-1S (or 0-3S BPH) (NF) 2C = BUPH: p/c for partner's longest suit, doubleton spade occ 3(433) (may correct back to 3C to play) BPH: natural 2D = to play 2H = like 1D-2D 2S = like 1D-2H 2N = like 1D-2N 3m/3H = long suit, offensive mild invite only, not power invite 3N = transfer to 4S (any hand) 4m = fitshowing raise to 4S Handling Interference: (X = whatever) Pass = suggest to play XX = scramble for opener's longest suit, or maybe 5-5, less encouraging than 1N 1S = relay 1N = asks for longest suit, somewhat useful 2m = to play 2H = constructive raise, or invite splinter as normal 2S = to play 2N = mixed 5fit raise 3m = 6+m-3S invite 3H = 6+H-3S invite 3S = pree 5-fit 4m/4H = splinter 3N = 5-fit raise to 4S with 2 defensive tricks 4S = to play (1S) Pass = negative neutral, X = relay, rest system on else = as over 1D ************************ 1S Opening Responses ************************ Pass = to play with spades 1N = NF, 0-10 (2M = 5M 4-4 minors) 2C = GF R (BPH to play), TOSR relays 2D = invit relay 2M = 4+crds F1 2N = no major, C better than D, min 3C = no major, D better than C, min 3D = 5+ 5+ minors 3H/S = max, 6+C/D 3N = max 5-4 with strength in majors 2M = constructive, NF (2H may be slightly weakish) 2N = pre, both minors 4+ 4+ 3m = pree 3M = spl, GF Handling Interference: (X) ignore, but can XX for cards (2M) X = invit cards, 2N = nat, NS = NF at 2-level, F at 3-level, 3m = to play, 4m = pree ************************ 1N Opening Responses ************************ Keri: 2C = Puppet to 2D 2D = forced Pass = diamonds, to play 2H = invite, 4-5H 2S/N = min, nat, doub H 3C = countertry in H, not 4333 3D = any 4333 max (3M = seeks fit) 3H = max 3H, not 4333 (3S = seeks 4-4 S fit) 3S = 4+S-2H, max 3N = max, no M fit 4H = max not 4333 2S = invite, 4-5S without 4H 2N = to play 3C = countertry in S 3D = max any 4333 (3S seeks 4fit) 3H = 5H max, denies S 3S = 3S max not 4333 3N = max 2S 4S = max 4S not 4333 2N - GF Stayman 3C = some 4432 or 5m 3D = Stayman 3H = H 3S = nat slammish 4C = H flag 3S = 4S, denies H 4m = 4H-4m slammish 4H = S flag 3N = no M (4m = 3m seeking fit) 3H = 5H(332) strong suit, c.o.g. (3S = 5S) 3S = 5S(332) strong suit, c.o.g. 3N = to play 4m = 4m, no 4M, seeking fit 3D = any 4333 3M/4m = nat 4+crds seeking fit 3H = 5H (3S = 5S seeking fit, 4m = cue for H) 3S = 5S-3H (4m = S flag, 4H to play) 3N = 5S-2H (4m = set suit, 4H S flag) 3m = invitational 6+crds (bid stops if desired) 3M = 4M-5+D 3N = 5D(332) slammish (4D = flag, else nat 5crd) 4C = 6D-4C slammish (4D = D, else = C) 5N = 5D(332) grand try 3D = 5D, max (3M = GF, 4-5M) 2D = transfer (X) Pass = 2crd (XX = retransfer and systems on) accept = normal with 3(4) else = normal super XX = suggests playing, but can continue systems on 2H = normal 2S = 4H-5+S invit+ 2N = min no fit (3H = 5-5 invite, 3S = 6-4 invite) 3C/D = max H/S fit 3M = min H/S fit 3N = max no fit 2N = GF 5+H-4m, not nec slammish 3C = doubleton M, asks for shortness 3D = short C (thus D) 4D = flag NS = for H 3H = short D (thus C) 4C = flag, else for H 3S = short S (4m = seeks fit) 3N = 5H-4m-2-2 no slam (4m seeks fit [4H = nope]) 4m = 5H-4m-2-2 slammish 3D = 3-4M, but wants to know m 3H/S = C/D slammish 4M = to play 3H = just H interest, no m interest 3S = 5S-2H 3N = solid preference, good stops 4H = weak support, no interest in m 3m = 5H-5m, not nec slammish 3H = good H pref 3N = nope 4H = bad H pref else = cue for minor 3H = invite 3N = true 5332 c.o.g. JS = autosplinter 4H = to play (didn't want to bid 4M immediate) 4N = quant 5N = grand quant 3C = max 4fit 3H = med 4fit 2S = transfer see 2D above 2S = range-ask, or some strong suit (X) bid = promises S stop, Pass = no stop (XX to continue normal) 2N = min game = to play 3y/4C = 1-suited slam interest (3N/4N = nope bad/good, else cues) 4N = great invite to 6 3C = max (see above) 2N = clubs 3C = forced 3D = 5+-4+ minors GF 3M = 5+C-4M GF (4C = flag, else for M) 3N = 5C(332) small slam invite [4C = nat, else 5crd]) 4C = 6C-4D slammish (4D flag, else C) 5N = 5C332 grand try 3y = submarine splinter step 1 = great hand, let's find fit pd's suit = nat, but not great 3N/games = to play, negative 4C = 5-5 majors slam invite (4D = good [set suit and RKC], 4M = nope) 4D = 5-5 majors no slam, or slam force 4M = to play see http://www.bridgewithdan.com/systems/TOSR.pdf for now Handling Interference: (pen X) DONT Runouts (artif X) ignore, but XX = cards (sets up pen X's) (art 2C) X = cards, 2y = to play, 2N+ = tleb, no Texas (2y nat) X = takeout both sides, 2N+ = tleb, no Texas ************************ 2C Opening Responses ************************ 2D = signoff in a major, or mild invite red suit 2H = forced P/2S = to play 2N = H no C fit 3C = H with C fit 3D = mild invite 3H = invite great H 2H = GF R, TOSR 2S = nat mild invite 2N = Ogust-Like 3C = any min 3D = max with 3-3 majors, or 7+C unbal 3H asks (3S = unbal 7suit, 3N = 3-3 majors) 3M = max with 3oM 3N = max 2-2 majors 3C = pree 3D/H/S = invit. fit-jumps Handling Interference: (X) ignore, can XX for penalty-seek (2y) X = neg (pd can bid a 3crd major), 2N = invit C raise, 3C = to play, NS NF at 2-level, F at 3-lev ************************ 2D Opening Responses ************************ 2H = GF relay, TOSR 2S = nat mild invite 2N = Ogust-Like (see 2C Op) 3C = nat mild invite 3D = pree 3M = invit fitjumps ************************ 2M Opening Responses ************************ 2H 2S = NF (constructive V) 2N = Wojust 3C = 5crd 3D = asks 3H = min 3S = max, denies 3S (4C = H flag) 3N = max, shows 3S (4C = H flag, 4D = S flag) 3H = to play 3S = GF 6+S 3D = min, 6crd (3S = 5+crds F) 3H = medium 6crd (3S = 5+crds F, 4C = H flag) 3S/N = max 6crd, no/yes 3 spades (4C = H flag, 4D = S flag) 3C = some 1-suited GF (3D forced: 3H = C, 3S = S, 3N = D) 3D = NF (constructive V) 3H = pree 3S = strong invite 6+crds 2S same as above, but use 3H to show medium+ without 3H, and 3S/N to show med/max with 3H ************************ 2N (bad minor pree) responses ************************ 3C = p/c 3D = asks 3M 3M = 6+crds F 4m/5m = pree p/c ************************** Slam Bidding ************************** should we flag something, serious 3N for M, mixed cues, LTTC, Kickback 0314, # Kings, GSA ************************** Defensive Bidding ************************** Direct: X = 15+ (17+ 3/4 seat) any hand (P) step 1 = Herbert double-negative cue = GF simple else = nat semipos cue = sandwich over 1C/1D/1H; Michaels over 2S (2N - strong ask) cheap JS 2-level = lower of touching 4-5+ (2N = strong ask) 2N = 5-5 lower 1N = takeout (lower limit vul-dependent) JS response = pree cue = lim+ response if they X, bids = to play, XX = scramble, Pass = to play doubled Balancing: 1N = 11-14 (sys on) add 3 to HCP in general (responder subtracts 3) 2N jump = 19-20 JS = about 10-12 good suit cue = Michaels Sandwich: 1N = natural, 2 cue RHO = nat, 2 cue LHO = Michaels PH: Normal, not OS vs strong NT: Meckwell vs weak NT: MultiLandy vs short/muli club: treat normal vs strong 1C: suction (NT = nontouching suits) - responses p/c (if they X, XX is SOS to own long suit) vs strong 2C: X = clubs, else nat ************************** Carding ************************** UDCA, 3/5 suit, Jack Denies trump suit pref if board has singleton at suit, give suit pref Rev Smith at NT No Obvious Shift stuff unusual honor asks for unusual shift Cash Ace at 5-level or above asks count ************************** Ideas ************************** **** Early-Flag **** - early flagging is very useful - 3-suited breaks are uncommon - extra relays are great (beyond 5N) - being able to handle a relay response 1 below our intended trump suit is helpful - would be nice to have 3N as relay for major fits so: - after 1C-1H and 1C-1N and 1C-2C, step 2 = this is our fit, continue normal relays - also after 1C-1H-1S[not choosing to early-flag S]-1N, now you can superflag hearts with 2D (etc etc for all the suits) same after 1D/1H/1S/2C openings - you can early-flag at earliest point possible below 3N - early-flag can only occur when suit is shown for first time, else never again; - if you learn about 2 suits at same time (1C-2H+), cheapest break is for lowest suit, next cheapest break for higher suit. - early-flag if we are at 3-level takes precedence over stopper-ask; if we knew the suits earlier however, no early-flag possible - if major is flagged, 3N is now a relay (unlikely to flag if you wanted to play 3N) - if minor is flagged, 3N is signoff still - if a relay response is 4M-1 or 5m-1 for flagged suit, must bid game+1 to continue relays since step 1 is signoff - here is some needed safety I think - relay bid at 5N+ in non-flagged non-NT is relay - can even relay at 7-level - 3-suited breaks still ok, it's just up 1 step from before to accommodate this early flag - we can turn off a suit in spiral scan permanently by bidding R+1 (e.g if suits are S>H>D>C and we have flagged S, first spiral scan ask is negative 4S response, say; next suit would be hearts but R has that well controlled and doesn't care about repeating info, so bids 5C instead of 4N to ask about D..C..S..D..C..S... no more hearts, saving 1+ steps cumulative depending how long the auction goes) - yes occasionally we find better suit later, but that is why you don't superflag until that other suit becomes known - so if it goes 1C-1H and you have 4 spades, you might just relay again and never early-flag it, but it at least gives you an option when you have 5+ spades. Also, occasionally you will luck out and partner will bid your best fit randomly in spiral scan, but that's not a bet I'm going to take - no need for end-signal after flag; instead the R+1 is optional RKC slamtry (or if you prefer, optional spiral scan start - refuse slam by signing of in suit, or respond, wrapping around trumps) **** Anti-Relays with 2-suiters **** - after 1C-1H/1S/1N, we have 3-suited breaks, but also 2-suited breaks (5-5, HELL), something like 1C-1S 1N = R 2C = all 3-suiters (2D asks, 2H = short S [10-shape], 2S = short H[10-shape], 2N = short D[4shape], 3C+ = 4-shape short C) 2D = 5-5 with S (2H = asks H/D/C+ with HELL) 2H = 5-5 H+m (2S asks D/C+ with HELL) 2S+ = 5-5 minors HELL **** 2C-2D = 5+H or some invite **** 2D-2H = 5+H or GF (H-optimized responses) **** 1red(X) : XX = relay, 1H = 4+S, 1S = encour. scramble with 4+ 4+ minors, 1N = constr raise, ... *****