Washington Standard,

2nd ed, 1996, by Steve Robinson

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Opening Bids Summary
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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

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OPENING BID RESPONSES
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1C Opening Responses
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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

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Handling Interference
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(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)

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Passed Hand Adjustments
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2C = simple raise
2D = limit raise
2M = fit-showing
2N = 10(+)-11 bal
3C = pree

 

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1D Opening Responses
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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

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Handling Interference
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(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

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Passed Hand Adjustments
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2D = simple raise
2M = fit-showing
2N = 10(+)-11 bal
3C = limit raise
3D = pree

 

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1H Opening Responses
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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