Based on My System, The Unbalanced Diamond by Marshall Miles ( ), Published by Master Point Press (2007)

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1 Strong, Unbalanced Subtitle: SCUD Based on My System, The Unbalanced Diamond by Marshall Miles ( ), Published by Master Point Press (2007) Notes and Variations by Bruce Watson System Complies with the Open Chart of the ACBL Last Modified: Oct 21, 2018

2 Table of Contents SYSTEM OVERVIEW... 4 EXAMPLE HANDS: OPENING BIDS OPENING AND RESPONSES OPENING AND RESPONSES EXAMPLE HANDS: 1 AND 1 AUCTIONS NT OPENING AND RESPONSES M OPENING AND RESPONSES OPENING AND RESPONSES OPENING AND RESPONSES TAPS AND THE NOTRUMP LADDER M OPENING AND RESPONSES THREE- AND FOUR-LEVEL PREEMPTIVE OPENINGS PASSED HAND RESPONDING EXAMPLE HANDS: OTHER OPENING BIDS VARIOUS CONVENTIONS AND DEFENCES COMPETITIVE BIDDING SLAM BIDDING EXAMPLE HANDS: SLAM BIDDING WITH RKB DEFENCE APPENDIX 1: SELECTED TABLES APPENDIX 2: CONVENTIONAL 2NT APPENDIX 3: EXECUTIVE SUMMARY APPENDIX 4: AUCTION INDEX APPENDIX 5: TO DO LIST APPENDIX 6: EXERCISE SETS POSTSCRIPT TO NOTES AND VARIATIONS INDEX Page 2

3 Counting Points For the opening bid and first response use HCP only. Thereafter use your favourite method of counting dummy points. For a potential suit contract, I add shortness points to HCP with expected support (usually 3-card) and points with unexpected support (4+ card). Notation A distribution symbol like 3=1=5=4, for example, indicates a hand with precisely 3 spades, 1 heart, 5 diamonds and 4 clubs. But indicates any of the 24 possible distributions with a 5-card suit, a 4-card suit, a 3-card suit and a singleton. The symbol 3-1=5-4 shows 3-1 either way in the majors and 5-4 either way in the minors. GF means forcing to game. QGF = quasi-game force and means forcing to 3NT or four of the obvious minor. WQGF = weak quasi-game force and means forcing to 2NT or three of a minor. Page 3

4 System Overview 1NT 1M M 2NT 3m or 3M 3NT 4m 4M HCP. Balanced or semi-balanced without a 5-card major (M). The semibalanced distributions are with a 5-card minor (m) or 2-2=4-5 with 4 cards in one m and 5 in the other minor (om). Announce: HCP, 5+ card suit HCP (11-14 with a 4-card major) and no 5+ card major. Shows a hand with (i) a singleton or void and a 4- or 5-card minor (ii) a 6+ card minor or (iii) 2-4=2-5 distribution where the 5 is a minor and the 4 a major. Says nothing about diamonds ( 0+ ). Announce: Could be short. Zero plus. Shows (i) almost any HCP hand (ii) any 20+ HCP hand with 5-4 or 6-4 in the majors (iii) any 20+ HCP hand with or shape where the 5-card suit is a minor or (iv) any balanced hand of 24+ HCP. The exceptions in (i) are the unbalanced HCP hands without a four card major that qualify for an opening bid of 1. Requires an alert. If asked, explain: Artificial and forcing Usually An unbalanced hand with 20+ HCP and at least one 5+ card major. But 20+ HCP hands with 5-4 or 6-4 in the majors are opened 1. Apparently, no alert is required. Either HCP in a balanced hand or 20+ HCP in an unbalanced hand. The unbalanced 2 opening is like the 1 opening only stronger. One difference: it guarantees a 5+ card minor while denying a 5+ card major. The hand contains (i) a singleton or void and a 5-card minor (ii) a 6+ card minor or (iii) 2-4=2-5 distribution where the 5 is a minor and the 4 a major. The balanced or semi-balanced 2 opening shows precisely HCP. The semi-balanced hands in this case are the hands with any 5-card suit or 2-2=4-5 with 4 of one minor and 5 of the other. The only time a 2 opener will contain a 5-card major is in a hand with HCP. Requires an alert. Explain: balanced or 20+ unbalanced with a 5+ card minor. Weak. 6-9 HCP and, usually, a 6-card suit. Denies 4+ cards in the other major (om). Some 5-4 or 5-5 hands, where the second suit is a minor, may also qualify HCP. Balanced or semi-balanced. Semi-balanced means with any 5-card suit or 2-2=4-5 with 4 of one minor and 5 of the other. Rule of Two and Three. 1 A 7-card suit is expected. Unspecified 8-card minor. Rule of two and three. Requires an alert. Namyats. Requires an alert. Rule of two and three. Shows an 8-card suit. Weaker than Namyats. 1 This means aggressive but not wild. Closer to the rule of two and three than to the modern style. Page 4

5 Example Hands: Opening Bids What is your SCUD opening bid with each of the following (Cover our answers first.) 1. AQ74 A53 KQJ105 8 Open 1. With a four card major, you are too strong to open one diamond. 2. K107 AJ7 Q98 K842 Open 1NT. The hand is a classic weak notrump. 3. QJ94 A64 2 A10752 This is a 1 opening bid. Same as it would be if the club and diamond suits were interchanged. 4. AJ AK1065 Open 1. You cannot open 1NT with a four card major and a five card minor. A distribution hand with a five card minor and four card major is as balanced as the one diamond opening bid gets in SCUD. 5. AK1053 K1096 AQJ 5 Open 1. There is a special rebid available for this one. 6. KQ853 6 AQ Open 1. You are not allowed to open one diamond with a five card (or longer) major. 7. KQJ853 A86 A106 5 There are only 14 HCP but you should open 1. I opened one spade with this and we missed a good game. 8. AKQJ853 AJ6 A6 5 A solid 2 opening bid. Only 19 HCP but with 9 playing tricks and some defence you should upgrade this hand. Open 2 even with a small spade instead of the jack. 9. A8 65 J9 AKQJ1043 Open 1. Although it has 15 HCP and a solid suit, in an unbalanced hand without a 4 card major you need to open 1. The plan is to rebid 3NT. 10. AQJ5 A6 10 AKQ873 You have 20 HCP, no five-card major and an unbalanced hand. Open 2. Page 5

6 1 Opening and Responses An opening bid of 1 shows HCP without a 5+ card major. The hand must contain (i) a singleton or void and a 4- or 5-card minor (ii) a 6+ card minor or (iii) 2-4=2-5 distribution where the 5 is a minor and the 4 a major. Treat 2=2=4=5 or 2=2=5=4 as balanced and open 1 or 1NT. A hand with HCP and a 4-card major, which otherwise qualifies for 1, should be opened 1. That is, a 1 opening bid containing a 4-card major has at most 14 HCP. The 1 opening is not forcing. There are similarities between XYZ and the Pass or Correct 2 Rebid and the Inverted 2 Rebid below. But, XYZ responses to 2 are different and invitational hands in SCUD are not handled by starting with 2. In SCUD the two rebids only arise after our 1 opening bid and a major suit response. Maybe we should call it DMZ 1-1M 6+ HCP and a 4+ card suit. Just like Standard American. 1-1NT 6-10 HCP. Not forcing. Like Standard. Denies a 4-card major. Opener may pass or correct to his minor which responder should pass. 1-2m 2m shows a 4+ card suit and a balanced HCP or some 13+ HCP. Forcing to 2NT. If responder rebids above 2NT it is forcing to 3NT or 4m. A weakish responding hand with a long minor should start with 1NT or m Opener, assumed to hold om, rebids suits up the line. A 2NT rebid by opener shows om, HCP, no 4-card major but major suit stoppers. 1-2M Reverse Flannery (5 spades and 4+ hearts). 2 shows less than invitational values (6-9 HCP) while 2 shows invitational values (10-12 HCP). Also called UMJOODO for Unusual Major Jumps Over One Diamond Openings. Opener places the contract. 3m is to play and 2NT shows 5-5 or better in the minors. 1-2NT HCP. GF. Denies a 4-card major. 3M by opener now shows a small singleton and suggests trying for game or slam in a minor if M is not well stopped. 3m would be natural. 1-3 Pass or Correct. Not forcing. Asks opener to pass with clubs or correct to diamonds otherwise. Shows 4-4 or better in the minors with up to 10 HCP. Possibly pre-emptive. An alert is required. 1-3 To play. Shows 8-11 with a 6- or 7-card suit and no major. Like a weak two-bid in Standard. Usually a misfit. If the suit is clubs your only option is 1NT. 1-3NT HCP. Denies a four card major Shows a 4-card spade suit. Opener will usually have a longer minor but could be 4=1=4=4. Opener is limited to 14 HCP. Page 6

7 1-1M 2M 1-1M 2M - 2NT 1-1M 1NT 1 - {1M or 1NT} 2m NT {1M or 1NT} 2NT 1-1M/1NT 2NT - 3oM/3 1-1M 3M 1-1M 4m 1-1M 1 /1NT M 1 /1NT - 2M 1-1M 1 /1NT - 2NT/3M 1-2m 2om/2M - 2NT 1-1 1NT/2m - 2 Single raise shows 3- or 4-card support. But, with poor 3-card support for M and either 4 spades (when M is hearts) or a 6 card minor, prefer rebidding 1 or 2m instead of raising M. Invitational+. Asks whether 3- or 4-card support. Now, 3m by opener shows 3-card support and a 5-card suit in m. 3M/4M shows 4-card support with a minimum/maximum. Alertable. Shows a singleton or doubleton in M. So , or where the singleton or doubleton is in M. Shows 6+ cards in m and at most four (4-) cards in om. Not forcing. Should be alertable but probably isn t. Shows 0=4=4=5 or 0=4=5=4. Responder rebids 2NT to request opener s longer minor. 3m is to play. Alertable. Shows 4-4 or 5-4 in the minors. Responder rebids 2NT to request opener s longer minor. 3m is to play. Opener has shortness in one of the majors. Alertable. Shows 5-5 or 6-5 in the minors. Responder is captain. 3m is to play. 3M is invitational, 3oM (3 after 1NT) is asking, 4m is preemptive, 3NT, 4M and 5m are to play. 3oM/3 is alertable. 1 st Step: 5=5 min (11-13 HCP); 2 nd Step: 5=5 max (14-16 HCP); 3 rd Step: 5=6 min; 4 th Step: 6=5 min; 5 th Step: 5=6 max; 6 th Step: 6=5 max. Shows 4-card support (so, at most 14 HCP) and a hand that is now worth 15+ dummy points for M. Void showing splinter. Shows 4-card support in a hand that is now worth about 19 dummy points for M. 3 and 4 are the same if M is hearts or spades respectively. Pass or Correct. Not forcing. Asks opener to pass with clubs or correct to diamonds otherwise. Normally, responder has 3+ cards in each minor. Requires an alert. To play. 6+ card suit HCP. Not forcing. 2NT is a balanced invite. A jump rebid in responder s major shows a nearly solid 6-card suit; that is, a suit with one hole only. Otherwise, just bid 2M. Game Force. 13+ HCP. 5 spades, 4+ hearts. Reverse Flannery handles weaker hands. Page 7

8 NT NT M M M/2NT - 3 / /2M/2NT - 3 /3 1 - {1M/1NT} 3NT 1 3m - {1M/1NT} m 3M M 1 /1NT M 1NT M 1NT Inverted 2 Rebid. Responder s rebid of 2 is alertable and a quasi-game force (QGF); that is, artificial and forcing to 3NT or 4m. Shows 13+ HCP. Opener s first priority is to show a doubleton in responder s major with 2M or a tripleton with 3M. Any other bid confirms a singleton. 2NT shows Bidding 2oM shows a 4-card suit but not m shows a five card suit. (Note: after NT, opener must be 3=1=4-5.) After opener replies 2M or 2oM, 2NT by responder asks for opener s minor and strength: 3 = clubs, min; 3 = diamonds, min; 3 = clubs, max; 3 = diamonds, max. As above. QGF. Forcing to 3NT or 4m. Opener s first priority is to support responder s major; over 2, 2M with a doubleton or 3M with three; over 3, 3M with either. Bidding om would show a stopper for notrump. Bidding NT shows both other suits stopped. Alertable. QGF. Forcing to 3NT or 4m. Responder has a strong hand looking to play 3NT or a minor suit game or slam. If responder wants to stop in 3m he should start with 1NT or 3. To play. Shows a solid 7-card minor (AKQ10xxx) and HCP. Shows a nearly solid 6- or 7-card suit with HCP. Not forcing. Mini-splinter raise of responder s M. Shows 4-card support and 15+ dummy points. 3M now by responder is weak. Alertable. A splinter agreeing m. Responder s 2m bid hit opener s minor. Game force. To play. Responder has at most 11 HCP and at least 5 diamonds. Something like 4-6 or 5-5 in M and diamonds. Can t do this with clubs though. See next. With clubs bid 2, passor-correct, followed by 3 if necessary. A point limit raise in either minor (responder has both). Asks opener to pass-or-correct. Alertable. Opener can make a game try now. Over 3NT, both 4 and 5 are pass-orcorrect. To play. A hand that will fare poorly in notrump. At least 5+ diamonds. Even a 4-card suit is possible if M was hearts. With clubs instead of diamonds, see next. To play. Responder has only clubs but cannot bid a direct 3 over 1NT (the limit raise hand with both minors). So start with a pass-or-correct 2. If opener converts to diamonds then remove to clubs. 1-4 /5 Opener picks a minor. Responder has both. 4 is a Game Force. Page 8

9 Handling Interference over 1 (Transfers, Negative Doubles, Negative Free Bids) If the opponent to your right does not pass partner s 1 opening bid then you, as responder, may not have the luxury of making your normal Standard American-type response. For example, you may only get one chance to show a marginal hand with support for either minor. Therefore, immediate non-jump club responses must be pass-or-correct. In addition, with a game-forcing hand unsuited for another call, the Inverted 2 Rebid becomes the Inverted 2 Raise. In summary, in competition the meanings of non-jump club and diamond responses and rebids are reversed from what they were in uncontested auctions. 1 - (X) - Pass: Weak or no good bid but some tolerance for diamonds; XX shows 4+ hearts; 1 shows 4+ spades. Either XX or 1 could be lighter than normal; 1 is a catchall bid. It denies a major and invites opener to rebid 1NT or his 6+ card minor. Most likely hand for 1 is one minor but not the other; 1NT shows 9-11; 2 is Pass or Correct; 2 is inverted (see below); 2M is Reverse Flannery; 2NT is forcing with 12-15; 3 is not forcing and shows a limit raise in either minor (responder has both). Only 1NT and 2NT do not require an alert. 1 - (1 ) - X shows 4 or 5 spades and 2 shows 6 or 7 spades. Both show 6+ HCP; 1 : Shows 8-11 HCP with fewer than four spades. Too good to pass but no good bid. Denies a heart stopper. Most likely hand for 1 is a 5-card minor but a doubleton in the other minor. Invites opener to rebid 1NT or his 6+ card minor; 1NT shows 9-11 HCP with a stopper(s); 2 is Pass-or-Correct; 2 is inverted; 2 : shows a limit raise in either minor (shows both); 2NT is forcing with Only X, 1NT and 2NT do not require an alert. 1 - (X/1 ) - XX/1 /X - (Pass) Opener rebids one of responder s major with exactly 3-card support and jumps to 2M with 4- card support. 1 - (1 ) - X shows 4 or 5 hearts and 2 shows 6 or 7 hearts. Both show 8+ HCP. 2 shows a limit raise in either minor (responder has both); 1NT shows 9-11 HCP with a stopper(s); 2 is Pass-or- Correct; 2 is inverted; 2NT is forcing with Only X, 1NT and 2NT do not require an alert. 1 - (1M) - 3m 6- or 7-card suit and to play. Short in om so probably a misfit. 1 - (2m, 2M, 3m) - X Negative doubles through 3. Double can be low power (7-11) or high power (12+). Opener assumes low power initially. Page 9

10 1 - (2m, 2M, 3m) - {2M, 3M} A non-jump bid of 2M is a non-forcing negative free bid. Shows a 5+ card suit with up to 11 HCP. Requires an alert. A non-jump of 3M is forcing with a 6+ card suit. 1 - (O call) - {1NT or 2NT} A non-jump 1NT or 2NT bid shows Not forcing. A jump to 2NT shows HCP. 1 - (X/1M/2M) - {2 or 3 } Pass-or-Correct if not a jump. Alertable. 1 - (X/1M/2M) - 2 /3 Inverted 2 Raise. Forcing to 3NT or 4m after a major suit overcall. Shows 12+ HCP and no good bid. A non-jump bid of 3 is the same. Alertable. 1 - (1NT) - 2 is Pass-or-Correct; 2 is inverted; X is Penalty. 2 and 2 are alertable. 1 - (2m) - If the overcall in m is natural (they must alert if m is diamonds), responder assumes that opener has om. Bids in om are raises of opener s minor and a cue bid of m is a limit raise or better in om. 1 - (2 ) - When the overcall in m is conventional, like Michaels, 3 is Pass-or-Correct and 3 is Inverted 2. We must alert. (But Michaels is not alertable so make sure you ask!) 1 - (1 ) - X - (Pass) 1 - (1 ) - X - (Pass) 1 - (1 ) (Pass) 1 - (Pass) - 1M - (O call/x) 1 - (1 ) - X - (2 ) X 1 - (1 ) - X - (2 ) X 1 - (1 ) - X - (2 ) X Opener can support spades with queen-third or better. With 4-card support and top of range, opener can jump in spades. 1NT shows less than Qxx in spades and is to play. Opener is usually 4-4 or 5-4 in the minors. 2m shows a 6+ card suit as usual. 2NT shows 5-5 in the minors. Opener can support hearts with queen-third or better. With 4-card support and top of range, opener can jump in hearts. 1NT shows less than queen-third in hearts and is to play. Opener is 4-4 or 5-4 in the minors. 2m shows a 6+ card suit. 2NT shows 5-5 in the minors. When responder shows 6+ cards in om, opener can support om with a doubleton or better. 2NT shows a singleton and is to play. Support doubles and redoubles through 2. Either shows 3-card support for M. A raise of M would guarantee 4-card support. These are support doubles showing exactly three spades. The second auction is similar if the overcall was 1. But... Not a support double. We are above 2. We may be too high with no fit. X and 2NT show decent hands with both minors. X shows 4-4 or 5-4 and 2NT 5-5 or better. Page 10

11 1 - (1 ) - X - (2 ) Pass - (Pass) - 3m 1 - (1M) - X - (Pass) 1NT - (Pass) - 2m 1 - (X) - XX - (Pass) 1 - (X) (2 /2m) 1 - (Pass) - 1NT - (2M / X) { X / XX} 1 - (1 ) - X - (Pass) 2NT 1 - (1 ) - X - (2 ) 2NT 1 X - (1M) - Pass - (2 ) Minor suit rebids in competition are natural and not forcing. Diamond rebids are not inverted and club rebids are not pass or correct. In the first auction, a balancing X would be takeout and scrambling to find opener s minor. In the second auction, a cue bid instead of 2m would be scrambling for opener s minor. Responder s XX has shown hearts but he could be very weak. Suit bids and 1NT are to play. X is a support double for responder s spades. Suit bids are natural and to play. Shows both minors. Either x-y-(4-5) or (1-4)-4-4. Asks responder to bid his minor. In these and similar auctions where partner and/or the opponents are showing only the majors, there is no need for a natural 2NT. This 2NT shows the 5-5 or 6-5 hand with both minors. Responder picks a minor. Assuming 2 was a raise of M, X shows a 6-card diamond suit. But Pass would not show clubs. Notes on the 1 Opening and Responses The 1 opening is a catch-all bid. If you are familiar with Precision Club there is an easy comparison. We open 1 on all the unbalanced hands where Precision clubbers would open 1 and on all the hands where they open 2, 2 or 2NT (if playing that it shows 5-5 in the minors). Our 1 opening is not made with the Precision HCP balanced hands; just the unbalanced ones. In SCUD, the plan is to clarify the type of opening with the rebid. After an opening bid of 1, the first response is fairly standard. With no competition, responder s rebids of 2 and 2 are conventional. The Inverted 2 Rebid is the only way responder has to force to game. We give it a bigger role than Miles did because we do not play responder s 1NT as forcing. In competition, responder s immediate 2 and 2 are Pass-or-Correct and the Inverted 2 Raise, respectively. Because we use negative free bids in the majors, the only tools available for game-forcing hands in competition are the conditional-type transfers after X and 1M overcalls, the negative double and the inverted 2 raise. The auction 1 - (2 ) comes up more than it should. The cue bid is either conventional, natural or they have no agreement. If there is no alert you must ask or look at their card. Michaels does not require an alert. If it is Michaels, or some other convention, then minor suit bids are pass-orcorrect or inverted. But if it s natural then we bid naturally in Standard American style. If the opponents have no agreement then they may be in the middle of a misunderstanding. Assume their cue bid is conventional in this case. An additional option for responder is to Pass and let advancer guess what to do. Page 11

12 The entire SCUD system is designed to be completely compliant with the General Convention Chart (GCC) of the ACBL. It can be played in open club games and sectionals, for example, without any special permission. The GCC does not allow transfer responses to a limited, nonforcing 1 opening. However, as of May 1, 2015, it does allow transfer responses to this opening bid after overcalls. Previously they were also non-compliant. We use transfers only after a 1 opening and either a (X) or a (1M) overcall. If the auction starts 1 - (1M), then X and the cue-bid both show om. The negative double, X, shows 4 or 5 cards in om and 2M shows 6 or 7 cards in om. After 1 - (X) or 1 - (1 ), transfers are a clear gain since we can use the idle 1 bid to show a hand-type that we couldn t show before. After 1 - (1 ) they are a small gain. In both cases we right-side more contracts. The opponents will pre-empt us out of a minor-suit contract once in a while. For example, here is one problem. If it goes 1 - (1 /2 ), responder will have trouble showing a minimum responding hand with a 5-card minor but fewer than 3 cards in the other minor. At present, over (1 ) we use 1NT to show a spade stopper. Pre-empts work. Page 12

13 1 Opening and Responses The 1 opening shows (i) almost any HCP hand (ii) any 20+ HCP hand with 5-4 or 6-4 in the majors (iii) any 20+ HCP hand with or shape where the 5-card suit is a minor or (iv) any balanced hand of 24+ HCP. The exceptions in (i) are the unbalanced HCP hands, without a four card major, that qualify for an opening bid of 1. When responding to 1 we use transfer-type responses to show all four suits. For the majors we call them flips because we switch the usual meanings of 1 and 1 (and 2 and 2 ). We could use transfers here also. Both comply with the GCC. But flips allow us to use Birthright, a one-level version of the Kokish Relay, for some of the 18+ hands. A few calls requiring an alert are indicated in these notes. If in doubt, alert. 1-1 Almost any 0-5 HCP or any 6-9 HCP with no 4+ card major. Requires an alert. 1-1 Flip. Shows a 4+ card spade suit and 6+ HCP. With equal lengths in the majors show spades first. Requires an alert. 1-1 Flip. Shows a 4+ card heart suit and 6+ HCP. Alertable. 1-1NT 1NT shows clubs and 2 shows diamonds. Each shows HCP and a 5+ card suit. Game Force. Alertable. 1-2 Reverse Flannery. 5 spades and 4 hearts exactly. 6+ HCP. Forcing. Alertable. 1-2 Weak Flip. Shows 6+ cards in the other major, om, and HCP. Weak flips are the almost any exceptions in the negative 1 response. Requires an alert. 1-2NT 10+ HCP. Balanced hand. Denies a 4-card major or 5-card minor. Game Force. 3 now by opener is a range ask with 3 = 10-12, 3 = 13-14, 3 = and 3NT = {3m or 3M} Shows 10+ HCP and distribution with the singleton in the suit above the bid suit. Game Force. A bid by opener of the singleton suit is an Exclusion Beta Ask. It asks for the number of Ace/King controls held outside the singleton suit. Ace = 2 controls; King = 1 control. Responder rebids one above the singleton suit with 0-2 controls; two above with 3 controls; three above with 4 controls; etc. Alertable Shows 4+ cards (usually 4) in responder s major, HCP. Not forcing. Pass shows 6,7 with no feature. 1NT/2NT shows a balanced 8,9. A raise to 4M is to play. 2 or 3 [re-raise] is game forcing and a mild slam try. A new suit is natural and a one round force. Over 1, bids of 4 and 4m are splinters. Over 2, bids of 3 and 4m are splinters. Page 13

14 M 1NT 1-1M 2NT 1-1 1NT NT NT NT NT NT NT Shows 4+ cards (usually 4) in responder s major, HCP or one of the 20+ Birthright hands. Game Force. 4m would be a splinter so, with 18-19, denies a minor-suit singleton or void. With a Birthright hand you will have to improvise. Either catch up later, use the Precision-style asking bids or Scudzilli. The optional asking bids and Scudzilli are described later. To play. Rarely used. Opener has a distributional type hand that is too good to risk being passed below game especially if responder is a passed hand HCP. 2 or 3 cards in responder s major, om. Opener could hold a 5 card major in a hand. Not forcing (or 24+) HCP. 2 or 3 cards in responder s major, om. Opener could hold a 5 card major. Game Force. Transfer. Responder has 5+ spades. Weak, invitational or strong. Opener accepts or superaccepts the transfer. A superaccept shows 3-card spade support and not a minimum. After a flip, if opener rebids anything other than notrump then responder s rebids are natural. Pass = 6-7 HCP, 5+ card spade suit. 2NT = Invitational with a 5-card suit. 3m = Natural, forcing; 5-4 or 5-5 shape. 3 shows 6 spades and 4 hearts. Forcing. 3 = Invitational, 6-card suit. 3NT or 4 = To play. Over 2NT or 3NT, opener normally corrects to spades with 3-card support. Transfer. 5-5 in spades-hearts (or, less likely, 6-5 spadeshearts). Opener can prefer spades or superaccept hearts. Transfer. Responder has 5+ hearts. Weak, invitational or strong. Opener accepts or superaccepts the transfer. A superaccept shows good 3-card heart support and values in the suit shown. Pass = 6-7 HCP, 5+ card suit. 2 = 4 spades and 5+ hearts, invitational or better, forcing to 2NT. 2NT = Invitational with a 5-card heart suit. 3m = Natural, forcing, 5-4 or 5-5 shape. 3 = Invitational, 6-card suit. 3NT or 4 = To play. Over 2NT or 3NT, opener normally corrects to hearts with 3-card support. 2 is Relay Checkback. Opener bids 2. After a 1 flip, 2 shows 4=3, 4=4 or 5=3 in the majors with invitational+ values unless responder next passes or bids 3. Opener accepts the puppet to 2. Both 2 and 2 are alertable. Increasing numerical responses with 43, 44, shows 4=3 (majors) and 2 shows 4=4. Both are forcing to 2NT. 2NT and 3NT show 5=3 with 2NT invitational. With 4 spades and 6 diamonds, Pass by responder is weak (6, 7 HCP) and 3 is invitational. 3 is weak with 4 spades and 6 clubs. Over 2, 2, 2NT or 3NT opener places the contract. Page 14

15 1-1 1NT NT NT NT NT NT NT NT NT NT NT NT NT Opener may have five hearts so 3 is a minimum with a 5-card suit while 4 is a maximum with 5 hearts. 2NT is a minimum and 3NT is a maximum. Both deny 5 hearts. 2 is Relay Checkback. Opener bids 2. After a 1 flip, 2 shows 3=4 or 3=5 in the majors with invitational+ values unless responder next passes or bids 3. Opener accepts the puppet to 2. Both 2 and 2 are alertable. Increasing numerical responses with 34, shows 3=4 and 2 shows 3=5 (majors). They are forcing to 2NT. With 4 hearts and 6 diamonds, Pass is weak (6, 7 HCP) and 3 is invitational. 3 is weak with 4 hearts and 6 clubs. Over 2 or 2, opener places the contract. Transfer. Opener accepts or superaccepts the transfer. 3NT says pass or correct to spades. 4m is a two-suited slam try. 4 shows 6 spades and 4 hearts. Shows 5-5 in spades-hearts (or, less likely, 6-5 spadeshearts). Opener can prefer spades or superaccept hearts. Transfer. Game Force. Opener accepts or superaccepts the transfer. 3 = 4 spades and 5+ hearts. 3NT = Asks responder to pass or correct to 4 with 3-card heart support. 4m = A second suit or a slam try cue bid. 3 is Relay Checkback. Opener bids 3. After a 1 flip, 3 shows 4=3, 4=4 or 5=3 in the majors. Opener accepts the puppet to 3. Both 3 and 3 are alertable. Increasing numerical responses with 43, 44, shows 4=3 (majors), 3 shows 4=4 and 3NT shows 5=3. Opener, who may have a 5-card heart suit, places the contract. 3NT is to play. 4 is to play with 5 hearts. 3 is Relay Checkback. Opener bids 3. After a 1 flip, 2 shows 3=4 or 3=5 in the majors. Opener accepts the puppet to 3. Both 3 and 3 are alertable. Increasing numerical responses with 34, shows 3=4 and 3 shows 3=5 (majors). Opener places the contract. Page 15

16 1-1 2 / /3 1-1M 2m 1-1M 3m 1-1M 1NT - 3m M 3NT/4m 1-1NT M m NT In the first auction, 2 shows a 5+ card heart suit, HCP. 3 shows 6+ hearts, HCP. The second auction is similar. 2M is forcing to 3M and 3M is a game force. After 2M, responder will raise with any 3+ card support. A 2NT rebid by responder is waiting. No promise of stoppers. Otherwise, a rebid of responder s major shows extra length and rebidding a minor shows a 4-card major and a 5+ card minor. Shows 2+ suits. 2 is a 5+ card suit but 2 could be with the singleton in M; otherwise, 5+ clubs. Forcing to 2NT or 3m. Responder s subsequent rebids are natural. A raise to 3m promises 3+ card support and is forcing to 3NT or 4m. Shows HCP and a 6+ card suit but no 4 card major. Forcing to 3NT or 4m. Game Force. Length in om is the same as or more than the length in m. So, 4-4, 5-4 or 5-5 for example. To play. Splinter in support of responder s major, om. 3NT, 4 and 4 show shortness in clubs, diamonds and M respectively. Opener has 4+ card support for om. Accepting the transfer shows 3+ card support. Then, responder s first priority is to show a 4-card major. New suit bids by opener are natural. 2M shows a 5+ card suit. 2NT shows a balanced hand. Opener may have a 4-card major. 1M is natural showing HCP with 5+ cards in M or artificial showing some strong (17+) hand. The artificial side is called Birthright 2. This version is Double-Barreled Birthright. If natural, 1M always shows an unbalanced hand. Opener should rebid notrump with and five cards in M. Birthright. Forcing. Responder now rebids 1 artificially. That is, regardless of spade holding. Rebids of 2m and 2 cancel Birthright. They show HCP and an unbalanced hand. So 2m would show 5+ hearts and 4+ of the minor. 2 shows 6+ hearts. Rebids of 1NT, 2NT, 2, 3m and 3M show a well-defined hand of 18+. See below. Pass = weak preference for m; 2 = weak preference for hearts; 3 shows 4-5 HCP and 4+ hearts; 2 = 3-card support for hearts, 6-9 points; 2NT = 6-9 HCP. 2om or 3om = 6+ card suit, 6-9 HCP. 3m [raise] = 6-9 HCP with 4+ cards in m. Shows HCP in a balanced or semi-balanced hand that could contain a 5-card major. TAPS now. 2 Birthright is the one-level version of the two-level Kokish Relay (also called Power Relay). Page 16

17 NT NT m m M NT NT 2m NT NT 3m NT 3m NT NT Shows HCP (or 28+) and a balanced hand. Game Force. Opener could have a 5-card major. TAPS now. Strong 5-4 majors. This shows 5-4 either way in the majors and 20+ HCP. Forcing. 2NT is a range/distribution ask. Then 3 shows 4=5 and 20-21; 3 is 5=4 and 20-21; 3 is 4=5 and 22+; 3 is 5=4 and 22+. Strong 3-suiter. Shows 20+ HCP and or with a 5-card minor. 3 shows shortness in a red suit. 3 shows shortness in a black suit. Game force. Over 3, responder s 3 asks for the singleton or void. Then, 3 shows heart shortness and 3 shows diamond shortness. Over 3, a bid of 3 asks for shortness. Then, 3 shows spade shortness and 3NT shows club shortness. Strong 6-4 majors. Shows 6 cards in M and 4 cards in om with 20+ HCP. Game Force. Birthright. Forcing. Responder now rebids 1NT regardless of hand. Opener s rebids of 2m, 2 and 2 cancel Birthright. They show HCP with 5+ spades and an unbalanced hand. So 2m would show 5+ spades and 4+ of the minor. 2 shows 5+ spades, 4+ hearts but only HCP. 2 shows 6+ spades and HCP.A rebid of 3m shows a or hand with HCP. Pass = 0-5, spade misfit; 2NT = 6-9 HCP; 2 = raise, 4-5 points, 3+ spades; 2 = 3-card spade support, 6-9, no shortness; Jump to 3m or 3 = 3-card spade support, splinter raise. Non-jump new suit 2om or 3om = 6+ cards, 6-9 HCP. Pass = 0-5, spade misfit with 3+ hearts; 2NT = 8-9 HCP; 2 = spade preference, weak; 3 = 4- or 5-card support, 4-5 HCP. 3m = 6+ cards, 6-9 HCP, to play. Intermediate 3-suiter. Shows HCP and or with a 5-card minor. 3 shows shortness in a red suit. 3 shows shortness in a black suit. Not forcing. Responder places the contract. Over 3, responder s red suit bids, 3 or 3, say Pass unless this is your short suit. Over 3, black suit bids request a Pass unless this is your short suit. Other bids are to play. Intermediate Major 2-suiter. Shows HCP with 5+ spades and 5+ hearts HCP. Could hold a 5 card major in a hand. Transfers and Puppet Stayman (TAPS) after 1 response. Page 17

18 1-1 2NT 1-1 2m 1-1 3m 1-1 2m M M NT - Shows HCP and a balanced hand. TAPS now. Natural. Shows 2+ suits including m. Either (i) HCP with , (ii) HCP with a 4-card major and a 5+ card minor or (iii) HCP with 5+ cards in m and 4+ in om. Shows HCP and a 6+ card suit. No 4-card major. Not forcing. Pass = 0-5 HCP with 3+ cards in m. 2M = 0-5 HCP with a 4 or 5 card suit in M. 2NT (over 2 ) shows 6-9 HCP with clubs. 3m [raise] = 6-9 with 4+ cards in m. 2 (over 2 ) or 3 (over 2 ) shows 6-9 HCP with a 5+ or 6+ card suit, respectively HCP. Shows 5 hearts and 4 spades; that is, exactly 4=5 pattern in the majors. Not forcing HCP. Shows 5 spades and 4 hearts; that is, exactly 5=4 in the majors. Not forcing HCP. Shows a 6-card suit in the bid major and 4 of the other major. 2 was Reverse Flannery. 2M by opener is not forcing. Shows a minimum and possible misfit. 2NT is forcing and asks for range. 3m is a QGF. 3NT and 4M are to play. 2NT shows 8-9 invitational. Not forcing. 3m is a GF with 10+ HCP and a 3-card fragment. 3NT shows 10+, 5-4=2-2 and is to play. Responses to the range ask: 3 = 6-7, 3 = 8-9, 3 = 10-12, 3 = 13+. Handling Interference over 1 It is easy for the opponents to compete over our big club. The system must not only cope with intervention but it must take advantage of it when opportunities arise. Responder s first obligation is to let the 1 opener know roughly where the partnership stands in terms of combined assets. Otherwise, the methods here are designed to right side the contract and have the opponent who intervened make the opening lead when possible. Responder s basic strategy when RHO interferes is as follows: Pass usually shows 0-5 HCP but could also be a trap pass; 1 or X shows 6-9 HCP; XX or a Cue-bid shows 10+ and is game forcing with the cue-bid showing shortness in the overcalled suit; non-jump major suit bids are flips when both majors are available; non-jump new minor suit bids at the two-level are 10+ and game-forcing with 5+ card suits; minimum NT bids are game-forcing and show 10+ and a stopper; a jump to 2M is a weak flip when the opponents have not bid the other major. In general, the first two doubles by us are not for penalty but our third double is penalty. We bid the same over either a takeout, penalty or conventional X of 1. Conventional overcalls are handled slightly differently. Page 18

19 Natural Interference over 1 Assume that the X is takeout and overcalls are natural. After 1 - (X) - (Flips, Transfers and Strong Redouble) 1 - (X) - Pass Shows 0-5 HCP. 1 - (X) - 1 Shows 6-9 HCP with no major. 1 - (X) - XX Shows 10+ HCP. GF. Denies a 4+ card major, 5+ card minor or any The auction proceeds normally: 1NT by opener shows and 2NT shows Responder uses TAPS then. 1 - (X) - 1M Flip. Shows 4+ cards in om and 6+ HCP. 1 - (X) (Pass) 1 - (X) (Pass) 1NT - (Pass) (X) (Pass) 1NT - (Pass) - 1 by opener shows 4+ card support and Not forcing. A jump to 2 shows 4+ card support and 18+. GF. 1NT by opener shows HCP. 2NT by opener shows and is a GF. 2 /3 by opener is natural. A 1 flip is similar. Systems on over 1NT (and 2NT) rebid by opener. 2 is Relay Checkback. 2 is a transfer with 5+ spades. 2 shows 5-5 in the majors. Systems on. 2 is Relay Checkback. 2 is a transfer with 5+ hearts. 1 - (X) - {1NT or 2 } Transfer. Just as if there was no double. 5+ card suit, 10+ HCP, GF. 1 - (X) - 2 Reverse Flannery. 5 spades and 4 hearts exactly. 6+ HCP. Alertable. 1 - (X) - 2M Weak Flip. Shows 6+ cards in om and 0-5 HCP. 1 - (X) - {3m or 3M} Same as with no interference. Shows 10+ HCP and distribution with the singleton in the suit above the bid suit. After 1 - (1 ) - (Major Suit Flips and 6-9 HCP Doubles) 1 - (1 ) - Pass Shows 0-5 HCP (or, rarely, a trap pass of 1 ). 1 - (1 ) - X Shows 6-9 HCP or, rarely, 10+ with no stopper. If the latter, responder will follow with a cue-bid. Denies a 4+ card major or 6+ clubs. 1 - (1 ) - 1 Flip. Shows 6+ HCP and a 4+ card spade suit. 1 - (1 ) - 1 Flip. Shows 6+ HCP and a 4+ card heart suit. 1 - (1 ) (Pass) 1NT - (Pass) - Systems on. 2 is Relay Checkback. 2 is a transfer with 5+ spades. 2 shows 5-5 in the majors. Similarly after 2NT. Page 19

20 1 - (1 ) (Pass) 1NT - (Pass) (1 ) - 1M - (2 ) Systems on. 2 is Relay Checkback. 2 is a transfer with 5+ hearts. Similarly after 2NT. X is a support double for responder s major, om. 2NT is forcing. Systems on. 1 - (1 ) - 1NT Not a transfer. Game Force. No 4+ card major. 10+ HCP; usually Includes a stopper. 1 - (1 ) - 2M Weak Flip. 0-5 HCP, 6+ card suit in om. 1 - (1 ) - 2 Natural. 10+ HCP, 5+ card suit. Game force. 1 - (1 ) card suit with 6-9 HCP. 1 - (1 ) - 2 Shows 10+ HCP. Game Force. Called a Kantar Cue Bid. Usually shows shortness in the overcalled suit. But may be the only forcing bid available with some hands. After 1 - (1M) - (6-9 HCP Doubles) 1 - (1M) - Pass Shows 0-5 HCP (or a trap pass of 1M). 1 - (1M) - X Shows 6-9 HCP or, rarely, 10+ with no stopper. If the latter, responder will follow with a cue-bid. Denies a 6+ card minor. Does not promise om. 1 - (1 ) - 1 Shows 6+ HCP and a 5+ card suit. 1 - (1M) - 1NT GF. 10+ but usually HCP. Includes a stopper. 1 - (1 ) - 2m Natural. 10+ HCP and 5+ card suit. GF. 1 - (1 ) - {2m or 2 } Natural. 2m is 10+ and 2 is 8+ HCP and 5+ card suit. 2m is a GF. 2 is forcing to (1M) - 3m Natural. 6-9 HCP and 6+ card suit. 1 - (1M) - 2M Shows 10+ HCP with shortness in M. Game Force. Kantar Cue Bid. After 1 - (1NT) - (6+ HCP Doubles) 1 - (1NT) - Pass Shows 0-5 HCP. 1 - (1NT) - X Shows 6+ but usually 6-9 HCP. Invites doubling for penalty. 1 - (1NT) - {2m or 2M} 5+ card suit, 6-9 HCP. 2M is a flip. 2m is natural. Page 20

21 Two-Level or Higher Interference (8+ HCP Doubles, Major Suit Flips over 2m) 1 - (2m) - Pass: Shows 0-7 HCP (or a trap pass); X: 8+ HCP, no major; non-jump 2M (8+) is a flip with a 4+ card suit in om; 2NT shows 10+ HCP. A cuebid (Kantar Cue Bid) shows 10+ HCP with shortness in m. Non-jump om bid shows a 5+ card suit and (2M, 3m) - Pass shows 0-7 HCP; X shows 8+, any shape; No flips. 2 over 2 shows 8+ and a 5+ card suit, forcing to 3 ; 2NT shows 10+ HCP. Game force; new suit at the three-level shows 10+ and is forcing to game. A cue-bid shows 10+ HCP with shortness in m or M. Game Force. Kantar Cue Bid. 3NT is to play. 1 - (3M) - Pass shows no good bid. X is negative with NT is to play. New suit bids are game forcing. If responder passes, opener will assume he has about 7 HCP. Rule of Seven. 1 - (4m, 4M, etc.) - Above 3, doubles are card showing. This means opener will find responder s high cards useful for either offence or defence; that is, responder has transferable values. No flips over 4m. Opener s Rebid with Interference by Second and/or Fourth Hand Rule: If the only interference is X or 1 then we ignore it. So, systems are on. But if either opponent makes an overcall, excluding 1, systems are off. For example, if opener rebids notrump then a cue bid by responder is Stayman and suit bids are natural. 1 - (1M/2M) - Pass - (Pass) 1 - (1M) - Pass - (1NT/2M) 1 - (2m) - Pass - (Pass) 1 - (2m) - X - (Pass) 2NT - (Pass) - When responder has shown 0-5 or 0-7 HCP, the danger hands for opener are the balanced notrump ones. Those hands can be passed when no obvious call is available. Otherwise, suit bids show unbalanced hands, X is takeout and the minimum NT shows HCP. X shows om. 1NT and 2NT deny om and tend to show both minors. 3NT is to play with a running minor or one of the 24+ notrump hands. X shows both majors. A cue-bid shows one of the special 5-4, 6-4, etc major suit hands with 20+ HCP. 2NT shows NT is to play. Systems on. The rule of thumb is that TAPS and TARC are on if flips were available to responder at his first call. Page 21

22 1 - (1M/2M) - X - (Pass) 1 - (1M) - X - (1NT/2M) 1 - (Pass) (1M/2M/2m/3m) 1 - (Pass) (1M/2M) Pass - (Pass/2M) (Pass) - 1M - (O call/x) 1 - (Pass) - {1NT,2m,3m,3M} (O call) X 1 - (1 ) - Pass/X - (3 ) 1 - (2 ) - Pass/X - (3 ) The X shows 6-9/8+ HCP. Suit bids by opener show unbalanced hands. A cue-bid is Stayman. A non-jump bid in notrump is 15-17; a jump shows Systems off. A cue-bid by responder is Stayman. When responder has shown 6-9 HCP and advancer has bid, X shows om and at least one minor. 2NT is normal but better than minimum. Suit bids show unbalanced hands. 3NT is to play. X is takeout and major oriented through 3. Notrump bids are adjusted for level with systems off. A cue bid by responder is Stayman. X shows om and a minor with 0-5 HCP. 1NT/2NT shows 6-9 HCP with both minors. Support doubles and redoubles through 3. Either shows 3-card support for responder s real major, om. A bid of om would guarantee 4-card support. Penalty. Facing major suit 3-level interference, 3NT shows the two lower ranking unbid suits and X shows more than one place to play. Here, 3NT shows the minors while X shows hearts and either diamonds or clubs. Could also be 1=4=4=4. The balanced HCP hands should pass here. Responder will know what to do. Against minor suit 3-level interference, X (17-19) and 4 (20+) show both majors. Either 4=4 or one of the special 5-4, 6-4, etc major suit hands. Conventional Interference over 1 After 1 - (X) - where X is not takeout. A double of one club could be penalty; that is, show clubs. Or, X may show an unspecified suit, a specific suit, two specific suits or one specific suit and one unknown suit. We use exactly the same response structure as with a natural takeout double. That is, Pass shows 0-5 HCP, 1 shows 6-9 and XX is 10+. Major suit flips and minor-suit transfers apply. Suit bids at the threelevel retain their same strong meanings. After 1 - (O call) - where the overcall is conventional. An overcall of one club may be a transfer, show an unspecified suit, show two specific suits or show one specific suit and one unknown suit. The strategy here, when possible, is to respond as if the opponents have overcalled in their advertised suit. Page 22

23 1. Overcall shows one known suit. If, for example, the overcall is a transfer to a specific suit we respond as if they made their overcall in their real suit. For example, if the auction is 1 - (1 ) -, assume the 1 overcall is a transfer to hearts. Then Pass by responder shows 0-5 HCP and X shows any 6-9 HCP. A bid of 1 would be a cue bid showing 10+ HCP and heart shortness. Other suit bids have their previous natural strong meanings. Similarly for other transfer overcalls or any overcall showing one specific suit. 2. Overcall shows one known and one unknown suit. If the overcall shows one specific suit and one unknown suit, respond as if the overcall was in the one specific suit. For example, suppose they overcall 2 showing spades and a minor. Then Pass by responder shows 0-7 HCP and X shows any 8+ HCP. Here, 3 would show 10+ HCP and spade shortness. 3. Overcall shows two known suits. If the overcall shows two specific suits then Pass shows weakness and X shows strength depending on the level. If the overcall neither shows nor implies a major, major suit flips apply at the 1- and 2-level only. For example, suppose they bid 1 - (2NT) -, where 2NT shows both minors. Then 3M is a 5+ card suit with 10+ HCP but is not a flip. And 3 /3 would show 10+ HCP and shortness in clubs/diamonds respectively. 4. Overcall shows one or two unknown suits. Things change when there is no specific advertised suit. If the overcall shows one unknown suit (Comic Notrump) or two unknown suits (CRASH) then we cannot make the Kantar-type cue-bid. Instead, X shows cards. Responder s actual minimum strength depends on the level of the interference. Something like 6+ HCP at the one-level, 8+ at the two-level or 10+ at the three-level. Flips apply, adjusted for strength and suit-length, at the 1- and 2-levels. Summary of Flip Sequences This table lists the sequences where major suit flips are played. If partner has opened 1 we use flips at the 1- and 2-levels if both majors are available to be bid. If intervenor has made a conventional overcall (not a double) showing at least one major then the section above has priority. Sequence Comment 1-1M Flip with 6+ HCP. Shows 4+ cards in om. 1-2M Weak Flip. Shows 6+ cards in om and 0-5 HCP. 1 - (X) - 1M Flip with 6+ HCP. 1 - (X) - 2M Weak Flip. 1 - (1 ) - 1M Flip. Shows 6+ HCP. 1 - (1 ) - 2M Weak Flip. 1 - (1NT) - 2M Flip. 6-9 HCP. 5+ card suit. 1 - (2m) - 2M Flip. Shows 8+ HCP and 4+ card suit. Page 23

24 Precision-style Asking Bids (Optional) Precision users have a variety of asking bids available for slam investigation other than the usual Blackwood and Gerber. Some of these are beta acceptance bids (Beta), support asking bids (SAB), trump asking bids (TAB) and control asking bids (CAB). They are initiated at low levels so most of the investigation occurs below game. In SCUD, it is possible to use asking bids in some game forcing situations after a 1 opening. But, these asking bids are optional. The system is completely playable without them. If you are already familiar with SAB, TAB and CAB from Precision, they can be incorporated easily into SCUD. The only use we make of Beta asks is the Exclusion Beta Ask already described earlier in this section. It is a modified version of the Precision Beta acceptance bid. SAB A support asking bid asks for the level of support teller has for the suit bid by asker and for the number of controls held (Ace = 2 controls; King = 1 control). Responses are in steps as follows. 1 st Step: Poor support (jack doubleton or worse) and 0-3 controls. 2 nd Step: Poor support and 4+ controls. 3 rd Step: Average support (better than Jx but at best Jxx) and 0-3 controls. 4 th Step: Average support and 4+ controls. 5 th Step: Good support (better than Jxx) and 0-3 controls. 6 th Step: Good support and 4+ controls. TAB Responses to a Trump Asking Bid are based on the minimum number of trumps that teller could hold on the auction and on the number of top three honours held. Depending on the sequence, teller may have guaranteed 3+, 4+ or 5+ trumps. In the table, min denotes the minimum number of trumps teller can logically hold for his bid. 1 st Step: None of the top three honours. 2 nd Step: Min trumps, 1 top honour. 3 rd Step: Min trumps, 2 top honours. 4 th Step: More than min trumps, 1 top honour. 5 th Step: More than min trumps, 2 top honours. 6 th Step: AKQ. Page 24

25 CAB The Control Asking Bid is used to check for the number of losers off the top in a particular suit and for possession of a top honour. There is a different usage of the word control here. 1 st Step: No control; jack-third or worse. 2 nd Step: 3 rd round control; doubleton or Q. 3 rd Step: 2 nd round control; singleton or K. 4 th Step: 1 st round control; void or A. 5 th Step: AK, AQ or KQ. If asker repeats the CAB by making a second ask in the same suit then the first step shows a shortness control (doubleton, singleton or void) and the second step shows the honour card. SAB, TAB and CAB Auctions in SCUD In each of the following, the underlined bid is either a SAB or a TAB as indicated. Either one can be followed up with a CAB. The logic is to discover if the partnership has a usable trump suit. Then, ask for whatever else might be needed. A subsequent bid in a new suit is a CAB NT NT M/3m 1-2NT 3m/3M When opener shows 4+ card support and HCP after a flip, a single raise by responder is a slam try. Responder takes over captaincy. The underlined bid is a TAB. Responder can follow up with a CAB in a non-trump suit. If opener shows 4+ card support with game forcing values after a flip, opener s jump is a TAB. Opener can follow up with a CAB. After a game forcing minor suit transfer, if opener shows 3+ card support a single raise by responder is a slam try. Responder takes over captaincy. The underlined bid is a TAB. Responder can follow up with a CAB. After a game forcing minor suit transfer, opener s jump is a TAB. Opener can follow up with a CAB. When responder shows a balanced hand without a 4-card major, a minimum rebid by opener in a suit is a SAB. Opener can follow up with a CAB. Scudzilli (Optional) Suppose a 1 opener has a 20+ Birthright hand. He will have no problem describing it if partner responds 1. But what if responder flips 1M Our usual approach is to force to game and then try to figure out the correct level based on responder s next bids. The Precision-style asking bids Page 25

26 described above can be helpful with these hands. Scudzilli is another optional treatment designed to solve this specific, but very nice, problem. It is based on Gazzilli; hence, the name. 1-1M 2 1-1M M 2-2 Scudzilli. Opener either has (i) a point hand with clubs plus another place to play, (ii) 20+ HCP and one of the game forcing Birthright hands (5-4, 6-4 majors or or with shortness in M) or (iii) 24+ HCP in a balanced or semibalanced hand. Option (i) is forcing to 2NT or 3m. Options (ii) and (iii) are forcing to game. An artificial game-forcing 2, showing 10+ HCP, is the only strong rebid by responder. Everything else shows 6-9 HCP. So, 2oM shows 5+ cards and 2M shows a 4+ card suit. 2NT is a catchall showing no clear bid. A raise to 3 promises 3+ card support. 2oM shows with a hand containing exactly 3- card support for om. 2NT shows 15-19, and the singleton in om. 2M and 3 show with that suit and 5+ clubs. 3M shows the 6-4 majors Birthright hand. 3oM shows the 5-4 majors Birthright hand or the Birthright hand with shortness in M. With minor suit shortness splinter directly rather that use Scudzilli. 3NT shows 24+ HCP in a balanced or semi-balanced hand without 4-card support for om. 3M, which also includes 4-card support for om, and 3oM are slam tries. 3NT is forcing to at least 6NT. After Scudzilli, if responder does not rebid 2 or opener shows a opener, then the bidding reverts to natural. That s Forcing to Where In a few SCUD sequences a bid is forcing to something other than game. Thus, it may not be easy to remember the degree of force! Some of these are collected in the following table. Sequence Type of Force or Forcing to m 2NT (Subsequently, if responder makes a bid above 2NT it is forcing to game.) 1-1M 1M/1NT M/1NT 2m - 2 /3 1-1M 2M 1-1M 2m 1-1M 2m - 3m QGF QGF 3M WQGF QGF Page 26

27 Notes on the 1 Opening and Responses Miles did not use transfer responses to 1 even though they were GCC-compliant. We have found flips effective through the 2-level. Flips allow us to use Birthright. Any version of Checkback Stayman should be system-dependent. Relay Checkback minimizes the amount of distributional information the opponents receive about declarer s hand when there is no fit. And, with flips, the contract is right-sided when possible. Birthright is extremely important for our version of Unbalanced. Not so much for the hands it can show. But more for what it means for the 2 and 2 openings. It takes a lot of pressure off both those opening bids in terms of the range of hands they have to describe. Some versions of Birthright allow breakouts after or Not here. We force responder to bid the next denomination. We show the weak breakout hands in other ways (if the opponents allow us). Flannery hands with HCP require some judgment. Our current solution is to either downgrade the hand to 14 HCP and open 1 or upgrade the hand to 17 HCP and open 1. In the latter case we rebid 2 if partner responds 1. With interference over 1 responder uses point-count doubles. If opener is unable to make a takeout double, the responsibility for initiating the search for a 4-4 major fit falls to responder. A rule of thumb: after a 1 opening the first two doubles by us are not for penalty. But our third double is penalty. In competition: no minor-suit transfers except after a double. Flips at the 1- and 2-level but only if both majors are available. After a 1 opening, SCUD and Precision have a different philosophy when it comes to showing the majors with each partner s next call. In Precision, responder must have a 5+ card suit but opener may have only four especially after a 1 response. In SCUD things are reversed. Responder s flip shows 4+ and opener s first rebid in a major shows 5+. We allow opener to show a 4-card major only in a couple situations. Both are in competition. If responder has made a game forcing Kantar Cue Bid, opener may have to show a 4-card major immediately. The other situation is when second seat bids 3M. Responder s double is now negative. The asking bids, SAB, CAB and TAB, could be helpful with big hands where the 1 opener plans to use Birthright and responder flips or forces to game instead of bidding 1. But these are rare. You might consider adding asking bids at IMPS but not at match points. Page 27

28 Example Hands: 1 and 1 Auctions 1. Bridge on the Edge, Oct 7, 2014 Opener Responder 85 AQ974 Q8 53 A104 K87 1: 6+ cards KQ9872 A64 2: Inverted 2 Rebid 3: Doubleton 1 1 4: Fit showing : stopper. No stopper : Five spades. No stopper : I prefer clubs : Try game then 2. St. John s Ace of Clubs, Oct 22, 2014 Opener Responder AQ5 J762 QJ1083 A2 K6 A5432 AJ : Flip shows spades : Better bid than 2 1NT 2 2NT 3 3: Invite 3NT 4 Pass 4: Happy to accept 3. St. John s Ace of Clubs, Sept 29, 2014 Opener Responder A8 J Q983 J9 AK AKQJ NT 1 Pass 1: Solid minor and a maximum Page 28

29 4. St. John s Sectional, Second Session, Two Session Stratified Pairs, Aug 2, 2014 Opener Responder 1095 K762 AJ AQ 532 AK732 Q : Birthright : Forced rebid 1NT 3 Pass 3: 18-19, balanced 5. St. John s Ace of Clubs, Oct 22, 2014 Opener Responder AKQ9 742 AK K53 Q97 7 Q Pass 1: 17-19, 4=5 in the majors 6. Bridge on the Edge, May 26, 2015 Opener Responder Q63 KJ98 A2 K6 Q975 AK843 AK : Transfer 2: Good supporting hand for s : Showing the 4-card major : Control (A or K). Key suit s 2NT 3 4 5: Control (A or K). No spade control : Kickbo. Even # keys. Implies a spade control 6 7 7: Should have a play Page 29

30 7. Bridge on the Edge, March 24, 2016 Opener Responder 7432 K106 AKQ86 J107 AQ J Pass 1 Pass 2 2 Pass Pass X 1: Hand upgraded to HCP Pass Pass Pass 2: 4=5 majors We made two exactly. 8. BridgeWinners, Oct 27, 2016 Opener 642 K2 AK Responder AK AQJ843 Q107 A : Upgraded to 11 HCP : Inverted 2 Rebid 3 3 4NT 3: Doubleton heart support 5 4 5NT 5 4: Two keys without the Q 6 6 7NT 5: Specific king ask Pass 6: Either K or both K, K Page 30

31 1NT Opening and Responses The one notrump opening bid in all seats and vulnerabilities shows HCP. It denies a 5- card major. Opener could have a 5-card minor or be 2-2=4-5 with 4 of one minor and 5 of the other. But, it denies a hand with both a four card major and a five card minor. Option HCP, Stayman, Slam Try Stayman ( ) 3. Since there is less need to right-side the contract and opener cannot have a 5-card major, we use neither transfers nor Puppet Stayman. Main tools that responder will use to investigate slam are jumps to 3m or 3M and Slam Try Stayman. 1NT - 2NT HCP. Invitational. No interest in a major. 1NT - 2M 5+ card suit. To play. Not invitational. 1NT - 2 Stayman. Shows HCP unless responder next passes (garbage Stayman) or rebids 3m. See the next two auctions. 1NT - 2 {2 or 2M} - 3m 1NT NT M 1NT - 2 {2 /2 } - {2 /3 } 1NT - 2 {2 or 2M} - 2NT 1NT M Either 6+ cards in m or 5+ with a 4-card major. To Play. Not invitational unless as below. Responder need not have a 4- card major and may be scrambling with a weak hand. Invitational. Responder could have passed holding a weak hand with diamonds. But 3 would be weak as above. Invitational with a 5-card (or 6-card) suit. Opener assumes a 5- card suit initially HCP. Invitational HCP. Game Force. Shows 5 of bid major and 4 of the other major. With 5=5 majors use 2 instead. 1NT - {3m or 3M} 13+ HCP. Game Force. 5+ card suit. 3m is more slamsuggestive than 3M. 1NT - 4M 6+card suit. To play. 1NT - 2 By an unpassed hand, 2 is Slam Try Stayman. Shows 16+ HCP (or fewer with a suitable hand). Asks opener to show a 4- card major or a 5-card minor. Opener rebids 2 with four hearts but not four spades; 2 with four spades but not four hearts; 2NT shows neither a 4-card major nor a 5-card minor; 3m shows five of the minor; 3 shows 4=4=2=3; 3 shows 4=4=3=2. By a passed hand, 2 is weak and to play. 3 When options are available, the symbol indicates the one we are currently using. Page 31

32 1NT NT 1NT NT 1NT - 2 2NT - 3 1NT NT The 2NT bid asks for distribution. Only 5 distributions are possible. Use up the line numerical responses. So opener s rebids are as follows: 3 shows 2=4=3=4, 3 shows 2=4=4=3, 3 shows 3=4=2=4, 3 shows 3=4=3=3 and 3NT shows 3=4=4=2. Once responder makes a 2 nd inquiry after starting with 2 then 4NT is regular Blackwood, even over 3NT. The 2NT bid asks for distribution. Show the five possible distributions using numerical responses. 3 shows 4=2=3=4, 3 shows 4=2=4=3, 3 shows 4=3=2=4, 3 shows 4=3=3=3 and 3NT shows 4=3=4=2. The 3 bid asks for distribution. Show the four possible distributions using numerical responses. 3 shows 2=3=4=4, 3 shows 3=2=4=4, 3 shows 3=3=3=4 and 3NT shows 3=3=4=3. After 3, showing 5 clubs, 3 asks. Opener bids 3 with and a red suit doubleton, 3 with and a doubleton spade and 3NT with 2=2=4=5. After 3, 4 asks for the doubleton. Opener bids 4 or 4 with that doubleton. After 3, showing 5 diamonds, 3 asks. Opener bids 3 with any and 3NT with 2=2=5=4. After 3, 4 asks for the doubleton. Opener bids 4, 4 or 4 with a doubleton club, heart or spade respectively. Option HCP, Transfer Stayman, Hitchhiker. Some of the game s best pairs open many of their balanced 11-point hands. Extending the NT to a wider range requires modifying the responses. Opening 1 with these hands, like they do in Precision Club, is not an option in SCUD. In this variation, 1NT in all seats and vulnerabilities shows HCP. The + after the eleven means that not all 11-point hands need be opened, especially vulnerable. The 1NT opening denies a 5-card major. Opener could have a 5-card minor or be with 4 of one minor and 5 of the other. But, it denies a hand with both a four card major and a five card minor. We try to make responder the declarer as much as possible. Main responding tools are Transfer Stayman and Hitchhiker. Transfer Stayman asks for a 4-card major and Hitchhiker asks for a doubleton major. The basic idea is that responder uses Transfer Stayman to look for a 4-4 fit and Hitchhiker to find a 5-3 fit. Page 32

33 1NT - 2 Transfer Stayman. Promises invitational or better values; so, a good 11 or 12+ HCP. Primary purpose is to find a 4-4 major fit. 2 shows 1) an invitational+ hand with a 4-card major but no 5-card major, 2) an invitational+ hand with 5 spades and 4 hearts or 3) an invitational raise to 2NT without a 4-card major. Could have a 4+ card minor. 1NT is Hitchhiker. Shows a good 11 or 12+ HCP. Used to find a 5-3 major fit. Guarantees a 5+ card major in any distribution except 5 spades and 4 hearts. Could have a 4+ card minor. 1NT - 2M 5+ card suit. To play. Not invitational. 1NT - 2NT A weak transfer to either clubs or diamonds. Opener bids 3. Responder will pass or correct. 1NT - 3m/3M Slam try. Shows a 5+ card suit looking for 3+ card support. 1NT - 3NT To play. 1NT - 4 Gerber. 1NT - 4 5=5 in the minors. Game force. 1NT - 4M To play. 1NT - 4NT Quantitative. 1NT - 2 1NT NT NT - 2 {2 /2 /2 } - 1NT - 2 2NT - 1NT - 2 3m/3M - 1NT : four hearts and possibly four spades. 2 : four spades but not four hearts. 2 : 2=3 majors. 2NT: 3=2 or 3=3 majors and a minimum. 3NT: 3=2 or 3=3 majors and a maximum. 3 : 2=2=4=5 minimum. 3 : 2=2=5=4 min. 3 : 2=2=4=5 max. 3 : 2=2=5=4 max. Rebids of 3, 3 create a game force. 2 : Shows 4 hearts. Not forcing. 2 : 4 or 5 spades and forcing to 2NT. Opener raises spades only with 4-card support. With fewer than 4 spades opener bids 2NT with a min and 3NT with a max. Responder s 3NT or 4 is to play. 3 is a slam try. 2 shows 4 or 5 spades (usually four). Not forcing. 3 is a slam try. 3NT or 4 is to play. 2NT is not forcing. Shows a good 11 to a poor 13 HCP. Responder need not have a 4-card major. 3m is a game force showing a major-minor two-suiter. Looking for 4-card support in the minor. 2NT was not forcing. 3m is a game force showing a majorminor two-suiter. Looking for 4-card support. 3 shows the 5=4 majors hand and is not forcing. 3NT or 4 is to play. Supporting a minor held by opener is a slam try. 3NT is to play. 2 : shows a doubleton heart and 3 or 4 spades. 2 : doubleton spade and 3 or 4 hearts. 2NT: a minimum with 3 or 4 cards in each major. 3NT: a max with 3 or 4 cards in each major. 3 : 2=2=4=5 minimum. 3 : 2=2=5=4 min. 3 : 2=2=4=5 max. 3 : 2=2=5=4 max. Rebids of 3, 3 create a game force. Page 33

34 1NT NT NT - 2 2NT - 1NT - 3m/3M 1NT - (Pass) (2M) 2 : shows 4 or 5 spades. Forcing to 2NT. Responder has an invitational+ hand with 5+ spades or is 4=5 or 4=6 in the majors. Opener raises with 4-card spade support or bids 2NT/3NT otherwise. If responder bids 3 over 2NT by opener, it shows an invitational hand with 5+ spades. 2NT: 5 hearts, invitational. 3m: Natural, two-suiter, game force. 3 : 6 hearts, invitational. 3 : 5 spades, slam try. 3NT/4M: to play. 2NT: 5 spades, invitational to 3NT. 3m: Natural, two-suiter, game force. 3 : shows 5 hearts, invitational. 3 : 6 spades, invitational. 3NT or 4M is to play. 3M is invitational; 3NT or 4M is to play. Any bid except 3NT shows a 1 st or 2 nd round control and 3+ card support. Pass shows 3 or 4 cards in om. X shows a doubleton in om. Option HCP, Scramble Stayman. Option 3 is concerned with hands in the 0-10 HCP range more than either of the other two options. It is based on some data and compelling ideas in Doug Bennion s 2016 book entitled Scramble Stayman. Two of those ideas are the following. First, while the weak notrump has pre-emptive value, it sometimes pre-empts our side out of our best contract. Secondly, when responder is weak, we should not wait around for 1NT to get doubled. We should initiate an escape strategy when chances are reasonable of finding a fit. The main tools are transfers and Stayman. Transfers after 1NT: 2, 2 : Transfers (weak, invitational or game-forcing) to the next higher suit. They guarantee 5+ cards in the implied suit. 2 : Either a transfer to clubs (any strength) or an invitational hand with diamonds. 2NT: The standard invitational raise. 3 : Weak or game-forcing transfer to diamonds. 3 : 5=5 in the majors, invitational. 3M: A slam try with a 5+ card suit. 3NT: To play, with no major suit interest. 4 : Gerber. 4 : Transfer to hearts (Texas). No slam interest. 4 : Transfer to spades (Texas). No slam interest. Page 34

35 Stayman 2 after 1NT: When responder is invitational+ then 2 is standard Stayman. When responder has 0-10 HCP 2 is Scramble Stayman. 2 guarantees a 4-card major in all cases. But, in scramble mode, responder can only have one of the following three general patterns: 4-4 in the majors, 5-4 in the majors or a 4-card major and 5+ card minor. The strategy is to stop in the first 7+ card major fit available. With no 7-card or better major fit we play in a 7+ card minor fit at the 3-level. In all cases opener responds to 2 up-the-line as usual: 2 says no 4-card major, 2 shows four hearts and does not deny four spades, 2 shows four spades and denies four hearts. Those are the only responses to 2 that the 1NT opener can make. After the Stayman inquiry, if responder rebids 2NT he shows invitational values. If responder says Pass, 2M over 2, 2 over 2 or 3m over 2 then he is in scramble mode. Some sample auctions follow. 1NT NT NT NT NT /2M - 1NT NT NT NT - 2 1NT is scrambling with 4+ hearts. Responder is bidding his major(s) up the line. Opener will Pass with 3 hearts, bid 2 with 3 spades or bid either 2NT or 3 with 2=2 in the majors. 3 shows exactly 2=2=4=5 while 2NT shows 2=2=5=4. Over 2NT or 3, responder picks a minor. 2 is scrambling. It shows four spades and denies four hearts. Opener will Pass with 3 spades, bid 3 with exactly 2=2=4=5 or bid 2NT with 2=3=4=4, 2=3=5-3 or 2=2=5=4. Responder picks a minor. Pass is scrambling. Responder has 3+ hearts. 2 is also scrambling. It denies 3+ hearts and shows four spades. Opener will Pass with 3+ spades or bid 2NT with 2=4=4-3. Responder picks a minor. Pass is scrambling. Responder has 3+ spades. With fewer than 3 spades, responder will bid 3m with a 5-card suit. Responder has four hearts so opener, with a doubleton m, could correct to 3 now and play the 4-3 fit. 2NT is invitational and 3NT is to play. In both cases responder has a major or om. Over 2, 3 is invitational or better with 5 spades and 4 hearts. Over 2M, a 3M raise invites. Shows 4=5 in the majors, invitational. Over 2 opener accepts the transfer. Over 2 opener places the contract. Shows 4=5 in the majors. Forcing. Opener places the contract. 2NT and 3NT show 5 hearts and fewer than 4 spades. 2NT is invitational. Opener can only bid 2NT or 3. 3 says opener would accept an invite if responder has clubs. 2NT shows anything else. Pass is weak with clubs. 3 is invitational with diamonds. 3M is game-forcing with clubs plus shortness in M. 3NT is to play and confirms clubs. Page 35

36 1NT - 2 2NT - 1NT NT - 3 1NT is to play. 3 is invitational with diamonds. 3M is gameforcing with clubs plus shortness in M. 3NT confirms clubs. Pass is weak with diamonds. 3M is game-forcing with diamonds plus shortness in M. 3NT is a slam try in diamonds. 3 is invitational with 5-5 in the majors. We need this sequence since we allow a 1NT opening with 2-2=5-4 distribution. Opener places the contract 5-5 in the majors. Game force. When the Opponents Compete over 1NT 1NT - (O call) - X This double is penalty. It s our hand. 1NT - (O call) - {2 or 2M} To play. 1NT - (O call) - 2NT This is lebensohl. Asks opener to bid 3 and responder will then pass or correct. 1NT - (O call) - {3m or 3M} Forcing. Natural or a transfer depending on your version of lebensohl. 1NT - (O call) - Cue Bid This is Stayman without a stopper in the overcalled suit. Direct Denies. 1NT - (O call) - 2NT - (Pass) 3 - (Pass) - Cue Bid This is Stayman with a stopper in the overcalled suit. Slow Shows. 1NT - (O call) - 3NT This denies a stopper in the overcalled suit with no interest in a major. Direct Denies. 1NT - (O call) - 2NT - (Pass) 3 - (Pass) - 3NT 1NT - (Pass) - Pass - (O call) Pass - (Pass) - 2NT 1NT - (Pass) - 2 /2 - (X) 1NT - (Pass) - 2 /2 - (O call) 1NT X - (O call) - Pass - (Pass) This shows a stopper in the overcalled suit but no interest in a major. Slow Shows. This is also lebensohl. Responder has a 5+ card minor suit. With a lead-directing double of 2 or 2, Pass shows a stopper, your normal response shows no stopper and XX shows 4+ cards and a willingness to play there doubled. Responder decides what to do. After a Pass, XX by responder restarts the Stayman inquiry. (Does not apply to Option 3.) With an overcall of Stayman, Slam-try Stayman, Transfer Stayman or Hitchhiker, X is penalty. Systems off. (Does not apply to Option 3.) This double is takeout. But opener is not forced to reopen! Page 36

37 Use RIPCORD When the Opponents Double Our 1NT 1NT - (X) - With poor hands and a suit we bail out and pull the Ripcord. Responder can Pass or transfer to a 5+ card suit. XX/2 /2 /2 are transfers to 2 /2 /2 /2 respectively. Alert everything including Pass. If asked explain: Pass is not forcing but I m obliged to keep the auction alive unless I m four-triple-three. 1NT - (X) - Pass - (Pass) 1NT - (X) - Pass - (Pass) XX - (Pass) - 1NT - (Pass) - Pass - (X) 1NT - (Pass) - Pass - (X) Pass - (Pass) - Responder is either weak and balanced or strong. Opener must keep the auction alive unless he is Pass shows any ; XX shows two suits and or 2-2=4-5; 2m shows a 5-card suit and Responder can leave the redouble in with a strong hand or start scrambling. Responder bids up the line although 2 might be only 3 cards. Better than even odds that we locate a 4-4 fit. Opener will usually Pass. But, he could show a 5- card minor here. Responder is balanced or would not have passed 1NT originally. But, he could have a 5-card minor. Options are Pass, XX or bid 4+ card suits up the line. XX is not Ripcord. XX shows exactly 3 clubs. Lacking exactly 3 clubs, bid a suit. No transfers. 2 or 2 show 4+ cards. By inference, 2 shows both majors. When the Opponents Use a Convention Showing One or Two Suits The strategy is as follows. If their conventional bid shows at least one known suit then X says you can double their known (advertised) suit or one of their known suits for penalty. If their call shows one or two unspecified suits then we ignore it and bid as if there was no interference. In the first scenario, the opponent s overcall of our 1NT opening shows a specific suit or one specific suit and one unknown suit. Examples: a transfer overcall, 2 or 2 DONT, etc. X Cue Bid 2NT This says you can double their advertised suit for penalty. Stayman without a stopper. lebensohl. Bid as if the overcall was made in the specific suit. Next, the opponent s overcall shows two specific suits. For example: Landy 2, 2 DONT, etc. X This says you can double at least one of their advertised suits for penalty. If the overcall was made in one of their suits then you are doubling that suit for penalty. Page 37

38 Cheaper Cue Higher Cue 2NT Shows the other two suits. Like a negative double. Competitive values. For example after 1NT - (2 DONT) -, then 2 shows 4-4 or 5-4 in the minors. Opener can take a preference or bid 2NT with equal lengths in the minors. A general game force. If the opponents have not shown both majors then it is Stayman without a stopper. lebensohl. Opener bids 3 even if clubs is one of their suits. Responder will correct to his suit, cue bid or bid 3NT. A cue bid follow-up is Stayman with a stopper in the cue bid suit. The opponent s call (usually X) shows one unspecified suit. Suppose the opponents use DONT and the auction has gone 1NT - (X) -. Pass XX/2 /2 /2 Either content to play one notrump doubled or strong and waiting for their suit to be identified. Once their suit is identified, bid as if RHO had made a natural overcall in his suit originally. Ripcord. Requests opener to bid 2 /2 /2 /2 respectively. The opponent s call shows two unspecified suits. For example, in Pivot, 2 shows two suits excluding clubs. Calls, other than X and 2, showing two unknown suits are not permitted under the GCC. So over 2, showing two unknown suits, X Double is Stayman. Other calls are normal. Suit bids, other than 2, showing two unspecified suits are Mid-Chart. Opponents are supposed to supply a defence. But, we bid as over 2 ; that is, a X of their suit bid is Stayman. Page 38

39 Notes on the 1NT Opening and Responses Except for Slam-try Stayman, Option 1 responses to 1NT are very old-fashioned. Feel free to use your favourite scheme. But first you should ask yourself if you really need transfers over the weak notrump. They give the opponents bids they can double and you may actually be wrongsiding the contract. In Option 2, we think that the wider range of the 1NT opening necessitates a different set of responses. Transfer Stayman and Hitchhiker mean that responder will play many of the suit contracts. That is the intention. Of course, Option 2 responses could also be used with the range. I think you need a run out system after 1NT - (X). Ripcord has worked well for us. Hitchhiker is by Gerben Dirksen. It first appeared under the name Condensed Transfers in the December 2007 Bridge World. Scramble Stayman is adapted from ideas in Scramble Stayman by Doug Bennion and published by Master Point Press. Scramble Stayman is also called Crawling Stayman by some bridge writers. However, Crawling Stayman was originally restricted to responding hands with both majors. Page 39

40 1M Opening and Responses The opening bids of 1 /1 are limited showing HCP and at least a 5-card suit. However, some slightly stronger 5-5, 6-5 or 5-6 hands with at least one major may be opened in the major since opening 1 could get awkward. In addition, 15 HCP hands with just hearts or 15 point hands with 4 spades and 5 hearts may be opened 1. At the other end, including distribution, an opening of 1M should have at least 12 dummy points. A response of 2 to 1M is an artificial Game Force. It is made with one of three possible hands: a 3-card fit for M, a good suit of its own (which may or may not be clubs) or a big notrump hand which may want to investigate other places to play. 1-1 Shows 4+ spades, 8-14 HCP. One round force. 1M - 1NT 6-11 HCP. Not Forcing. 1M - 2NT Jacoby-style raise of M. Details below. 1M HCP. Artificial Game Force. Requires an alert. May or may not have clubs. Opener s rebids below. 2m is Drury after a 3 rd or 4 th seat 1M. 1M HCP, 3+ diamonds. May include 3-card support for M. Responder s clubs may be longer than diamonds (e.g. 2=4=3=4 or 3=2=3=5). One round force. A subsequent new suit rebid by responder is forcing to game. Requires an alert. If asked explain HCP. Natural but may have longer clubs than diamonds HCP. Usually shows 5+ hearts but may only be a 4-card suit if responder has 3-card spade support. One round force. 1M - 3 One round force. Natural with HCP. Usually shows a 6+ card suit. But, it may be only a 5-card suit if responder has 3-card support for M or exactly 2=4=2=5 if partner has opened 1. Requires an alert. 1M - 4M [raise] 3-way. To make, pre-emptive or tactical. You may bypass the major suit raise structure when you want to be in game but only game. May have only 3-card support but 4+ expected. 1M - 3NT 1M is limited so this is to play. At most a doubleton in M. Could be based on a balanced HCP or be tactical with a solid minor. With a balanced hand start with 1, 2, or {3 or 4m} Splinter. Shows 4+ card support for the major with a singleton 1 - {4 or 4m} or void in the bid suit dummy points. With less, just bid 4M directly or invite with 2NT. With more, bid 2NT. 1M - 2 A repeat bid of 2M or 3M shows a 6+ card suit with 3M showing a solid suit and not a minimum. A rebid of 2oM shows 4+ cards there. 2NT shows a balanced HCP. 3 /3 shows 4+ cards. 2 shows none of the above. Page 40

41 1M /2M/2oM - 1M - 2 1M - 2 2M/2oM/2NT M - 3 1M - {1, 2, 2, 3 } x - Pass - 1M 2m 1M - {1 or 1NT} 3m 1 - {1NT, 2, 2 } 3 2NT asks opener for a 3-card fragment. A new suit by responder, including 3, shows 6+ cards. A repeat bid of 2M shows exactly 5 cards and a balanced (may have a suit unstopped). A rebid of 2oM shows 4+ cards there. 2NT shows a 6+ card suit in M. 3NT shows /3 shows 4+ cards. Natural, 5=5 in the minors, forcing. A repeat bid of 2 shows exactly 5 spades and a balanced (may have a suit unstopped). 2NT shows a 6+ card spade suit. After 2 or 2NT, a 3 rebid by responder is to play. Opener s 3NT shows 13-14, a doubleton heart and stoppers in the minors. 3 shows 3+ heart support. 3 /3 is a GF with HCP and 4+ cards. 3M by opener shows 6+ cards, 3oM is natural and 3NT is to play. Otherwise, opener rebids or better responding hands can be awkward to show after a game forcing 2 start. So, responder s new suit rebids and 4 th suit rebids are natural and game forcing after a 1M opening. This excludes NT - 2m. Constructive raises showing 9-11 points. 2 shows 4+ card support for M and 2 shows 3-card support. Opener rebids 2M with no game interest. Other opener rebids are game tries needing fitting cards. This jump shows a longer second suit. Canapé. So, typically it shows a 5-card major and a 6-card second suit. Not forcing. But it could be a powerful hand in terms of playing tricks. Major Suit Raise Structure Responder s various raises of M are distinguished by dummy points and number of cards in M. A hand counts as 3-card support even when the 4 is opener s major. 1M - 1NT 2x - 2M Usually a preference with a doubleton but could also be 3-card support with 6-7 dummy points. 1M - 2M Shows 8-11 dummy points and 3-card support for M M-1 raise. Shows 6-8 dummy points and 4-card support M - 3M 3-5 dummy points with 4+ card support for M. 1-3 Constructive raise dummy points and 4+ card support. 1-2 For memory purposes, these responses are 3M-2 except that, after 1, responder must skip over 3 and 2NT. 1M - 2NT Jacoby 2NT. Shows 4+ card support for M and either (i) a limit raise with dummy points (ii) a forcing raise or (iii) 18+ with slam interest. Page 41

42 1M - 2NT 1M - 2NT 3-1M - 3-2NT 3 1M - 2NT 3-1M - 2NT 3-3oM 3 : opener would accept a limit raise invite. Game forcing; 3 : opener would not accept a limit raise invite; 3oM or 4m: opener has 10+ cards in the two suits. Needs filler cards for slam. A maximum and promises 1 st or 2 nd round control of the other two suits. Responder can show or ask for shortness. 3 (next unbid suit) asks for shortness; 3NT, 4 and 4 show shortness in clubs, diamonds and om respectively; 3M: responder has no shortness but has 15+; 4M: limit raise and to play. 3NT, 4 and 4 show shortness in clubs, diamonds and om respectively; 3M: ; 3oM: NT now by responder asks for the 4-card suit. Opener rebids 4m with 4 cards in m or 4 with om; 4M by opener shows a 6- or 7-card suit and no shortness. 3M is to play with the limit raise; 4M is to play; Responder can show or ask for shortness. 3oM (next unbid suit) asks for shortness; 3NT, 4 and 4 show shortness in clubs, diamonds and om respectively. 3NT or 4m promises more than a splinter NT, 4 and 4 show shortness in clubs, diamonds and om respectively; 3, when M is spades, or 4, when M is hearts, shows no shortness. The assumption in the following table is that partner has opened 1M in first or second seat. Dummy Points Support Length (8) (8) or Pass 1NT 2M 1, 2, 2, M 3M or 1-2 Table: Major Suit Raise Structure 2NT 2NT or Splinter When the Opponents Compete over 1M Over a double, the raise structure above is retained except for the strength showing bids of 2, 2, 2 and 3. XX replaces those bids. After a suit overcall we use a transfer structure. Page 42

43 Partner opens 1M; they double 1M - (X) - [Raises] 2M is 6-11 with exactly 3-card support. The two auctions 1 - (X) - 3 and 1 - (X) - 2 show 9-11 dummy points with 4-card support. 2NT is Jacoby with the same continuations. 3M-1 is a 6-8 point 4+ card raise. 3M is pre-emptive with 4+ card support. 4M is 3-way. Splinters apply. 1M - (X) - [Non-raises] XX shows 12+ HCP. 1NT shows Non-jump new suit bids are negative free bids showing up to 11 HCP. They are non-forcing. Partner opens 1M; they overcall in a suit below 3M With our 1M opening limited to 14 HCP, responder will rarely want to make a negative double. We can put the double to better use. More often, responder will just want to make some sort of raise or show his own suit. Our first priority is to let opener know whether responder s support is 3-card or 4+. After that we want to be able to show a new suit and/or invite game. The structure below is identical to the Double Version of the method of advancing an overcall in the Competitive Bidding section. Suppose the auction has started 1M - (2s) with the 2s overcall below 2M. We use X as a transfer to the next suit above 2s. Bids between 2s and 2M are transfers also. But, if there is no new suit between 2s and 2M then X is a 4-card constructive raise of M. In any case the call just below 2M, whether X or 2M-1, is always the constructive 4-card raise. And, 2M is always the courtesy 3-card raise. Here are some examples to clarify. 1 - (2 ) - X, 2, 2 are the possible calls to be used as transfers. All are forcing and require an alert. X: transfer to diamonds showing a real suit. 2 : transfer to hearts again showing a real suit. 2 : constructive 4-card raise (2M-1) of spades. 2 : 3-card spade raise showing up to 11 support points. 3 : Cue-bid showing support points and 4- card support for spades. May also have any 15+ Game Force. Jump Raises are pre-emptive. With points and 3-card spade support, transfer to an unbid suit or bid a new suit. Then raise opener s major as appropriate. A cue-bid is always an option. Page 43

44 1 - (2 ) - Only call available is X. No suits between 2 and 2. X: constructive 4-card raise (2M-1) of hearts. 2 : 3-card raise. 2 : Above 2M so a one round force. Invitational+ raises (12+ support points) go through new suit bids, transfers, the cue-bid or leap to game. 1 - (3 ) - X: transfer to diamonds. 3 : 4-card heart raise with values to compete to the 3-level. Like 2M-1. 3 : 3-card competitive heart raise. 4 : Cue-bid. 1M - (1NT) - X Penalty. No transfers here. New suit bids are to play over standard notrump bids by opponents. 1M - (2s) - 3M [Jump raise] Pre-emptive. 6-8 dummy points with 4+ card support. 1M - (2s) - 4M 3-way. To make, pre-emptive, or tactical. 1M - (2s) - 3NT To play. Balanced or a source of tricks. 1 - (X/2s) - {3 or 4m} Splinter when a jump. Even jump cue-bids are 1 - (X/2s) - {4 or 4m} splinters. Should have 4+ card support. 1 - (1 ) - X and 2 are transfers to clubs and diamonds respectively. 2 is the constructive heart raise. 1 - (1 ) - 1NT Minimum notrump bids are standard and show 9-11 HCP. A jump to 2NT is 12-14, invitational but not forcing. Shows a doubleton heart. 1M - (2 ) - 2M - (3 ) X 1 - (2 ) (3 ) X 1 - (Pass) (2m/X) 1M - (Pass) - 2NT - (X or O call) Card-showing doubles through 3. These doubles apply when our side has opened 1M and the opponents have found a fit (bid and supported). X says opener is maximum for his bidding so far and willing to compete or defend. Support doubles and redoubles through 2. Systems off. Bidding reverts to natural. 3M by opener replaces the 3 response. Pass by opener replaces 3. A new suit is natural. A subsequent 3M by responder shows a limit raise. Notes on the 1M Opening and Responses We really like the 2 artificial game force response to 1M. And, we think that knowing early in the auction whether opener has a 5- or 6-card suit is important for game and slam decisions. In fact, showing a 6-card major has priority over showing another 4+ card suit when responding to 2, 2, 2 or 3. Page 44

45 The major suit raise structure has undergone some changes. But the principles are as follows. First, if possible, we want to stop at 2M when there is only an 8-card fit and game is unlikely. Next, we want to know early if opener has 6+ cards in M. Then we want to apply as much preemptive pressure as we can with weakish hands with known 9+ card fits. And finally, we want to distinguish between mediocre and good 3-card raises when there is no game. During any Jacoby 2NT sequence, a bid of 4NT is RKB even if 3NT was the last response. A problem for the system is a 15 or 16 HCP Flannery-type hand with four spades and five hearts. There is no explicit way to show this currently. What we do is either downgrade the hand to 14 HCP and open 1 or upgrade the hand to 17 HCP and open 1. In the latter case, after a 1 response, we rebid 2. Page 45

46 2 Opening and Responses The 2 opening bid shows an unbalanced hand with 20+ HCP and at least one 5+ card major. Hands with 20+ HCP and shape are bid using a notrump sequence and hands with 5-4 or 6-4 in the majors and 20+ HCP are opened 1. So, a 2 opening will show (i) a 6+ card major or (ii) a 5-card major and another 5+ card suit or (iii) a 5-card major and a 4 card minor. Any hand with a chunky 6+ card major or two 5-card majors and HCP mostly in aces and kings should be upgraded to a 2 opening. 2-2 Negative or waiting. The usual response. Wide range of hands. Denies the ability to make a specific positive response. 2-2NT The next most likely response (after 2 ). Shows 3+ card support for each major. 6+ HCP. Game force. Alertable. 2-2NT 3-3 asks for responder s major suit lengths. Now 3 shows exactly 3-3, 3 shows more spades than hearts, 3 shows more hearts than spades and 3NT shows 4-4 or better of equal length. Normally, opener will have both majors. Alertable. 2 - {2M or 3m} Shows a 5+ card suit to two of the top 3 honours plus an outside ace or king. Game force. 2-3M Weak 7+ card suit. 0-5 HCP. Not a flip. At most a doubleton in om M 2-2 2M M M 2-2 3M NT Shows 5+ cards in M. One round force. If opener only has a 5-card suit he will have a 4+ card minor. Responding with support for M: 3 is artificial and shows 0-2 HCP. It requires an alert. Any other call is a GF. 4M shows 3-5 points. A raise to 3M is a game force showing 6+ HCP. Jumps to 3, 4m or 4 (over 2 ) are splinters with 4+ card support. Responding without support for M: 3 is artificial and shows 0-5 HCP. 3 requires an alert. Any other call is a GF. 2NT is waiting and shows a balanced hand of 6+ HCP (responder may have a club suit). Non-jump new suit bids, including 2 but excluding 3, are natural and show 5+ cards. Jumps are splinters. Game force with a one-suited hand. Asks for outside aces. A cue-bid is either/or. It shows either the ace of the bid suit or both aces of the other two side suits. Bid 3NT with no outside ace but at least one outside king. Otherwise bid 4M. If responder indicates an outside ace or king, a new suit bid asks about top three honours. Response is in steps. 1 st : none of the following, 2 nd : doubleton ace, king or queen, 3 rd : 3+ cards in the suit with exactly one top three honour, 4 th : two of top three. Shows both majors. 5=5, 6=5, 5=6 or 6=6. Page 46

47 2-2 2NT Opener has both majors. Responses: 3 : Heart preference or no preference, weak hand. 3 : Spade preference, weak. 3 : Spade preference, 6+ HCP. Game Force. 3 : Heart preference, 6+ HCP. Game Force. Opener is showing a major-minor two-suiter where the minor is specifically clubs. Game Force. Bidding the clubs first saves bidding space when responder would make a second negative. Responder will show his longer major (3+ cards) or bid 3 with no preference. If opener has the other major, responder can retreat to opener s clubs, if necessary. When the Opponents Compete over 2 (3+ card Negative Doubles for Majors) 2 - (X or O call) - Pass Responder s usual action. Like 2 without the overcall. This lets opener describe his hand. 2 - (O call) - X Shows 3-card support or better for the other major if only one is available. Shows 3+ card support for each major if both available. 6+ HCP. Through (X) - XX Shows 3+ card support for each major. 6+ HCP. Game force. What to Open with Both Majors A Summary Here is a summary of what to open or what the initial sequence should be with 5-4 or better in the majors. Some of these are different from what Miles suggests in his book. HCP M M 1-1 3M NT 2NT Consult the appropriate section for continuations. 4 A good 16, or even 15, point hand should be upgraded here to 17 HCP. Use your judgment. 5 Plan to jump rebid in hearts to show more hearts than spades. Page 47

48 2 Opening and Responses The opening bid of 2 shows either 1. an unbalanced hand with 20+ HCP and a 5+ card minor or 2. a balanced or semi-balanced hand with exactly HCP. Balanced means any or Semi-balanced means any or 2-2=4-5 with 4 of one minor and 5 of the other. The unbalanced 2 opening is like the 1 opening only stronger. But, by using Birthright, it guarantees a 5+ card minor in addition to denying a 5+ card major. So it shows (i) a singleton or void and a 5-card minor (ii) a 6+ card minor or (iii) 2-4=2-5 distribution where the 5 is a minor and the 4 a major. The only time a 2 opener will contain a 5- card major is in a hand with HCP. The 2 opening starts the auction at an uncomfortably high level. Finding a 4-4 or 5-3 major fit can be awkward when opener is unbalanced. We use Birthright to lighten the load carried by 2. This is different from what Miles suggests in his book. In our version, hands or hands with a 5-card minor and 20+ HCP are opened 1. Opener s plan is to rebid 1 (Birthright) over 1 and then jump to 3m over 1. Consequences of this use of Birthright are that when partner opens 2 with an unbalanced hand he always has a 5+ card minor and at most one 4- card major. If the 2 opener could rebid 2NT but fails to do so then he has the unbalanced hand. Opener rebids his suits up the line with unbalanced hands. 2-2 Artificial and negative. Shows 0-5 HCP. Alertable HCP. Artificial game force. Alertable. 2-2NT Responder is 5-5 in the majors. Game Force. Alertable. 2-3m or 3M Shows a 5+ card suit to two of the top 3 honours plus an outside ace or king. Game force. 2-2M 2NT m 2-2 3m 2-2 3m - Opener rebids 2NT with a HCP balanced hand. Now, responder uses Transfers and Puppet Stayman (TAPS). Described later. The underlined bid confirms an unbalanced 2 hand. Opener rebids suits up the line; that is, as cheaply as possible. The first auction is forcing to 3m. Opener has a 4-card spade suit and a longer minor. Without support for both minors, responder can rebid 2NT as a waiting bid. The second auction denies four spades but opener could hold four hearts. 3m is not forcing. Responder can pass with 0-2 HCP. In the third auction, opener could hold either four hearts or four spades but not both. The 2 response was a game force. 3m was not forcing. But, with 3-5 HCP, responder can show a diamond suit or a 4-card heart suit at the 3-level. Opener cannot hold four spades. A 4m raise is invitational. Page 48

49 2-2 3 /4m 2-2 3m NT 2-2 3NT {3 or 4 } 2-3M 5m Game force. Opener has a hand too strong to risk being passed in 3m. An exception to rebidding suits up the line. Responder can show a diamond suit or a 4-card major at the 3-level. A 4m raise is a slam try. To play. Shows a source of tricks (running minor) and a hand too strong to play below game. Shows 5-5 or better in the minors. Alertable. 3 over 2 is Pass or Correct. 4 is Pass or Correct but invitational. Even 5 would be pass or correct. Requires an alert. Splinter. 4 cards in support of M. When the Opponents Compete over 2 Over a double, transfers (to a major) and new suit bids show 6+ HCP. They are game forcing. Two-level major transfers show 4+ cards; a suit bid promises a decent 5+ card suit. Responder should avoid bidding notrump in case the 2 opener has the balanced notrump hand. Non-jump club bids are not pass-or-correct in case opener is balanced. Play Systems On (TAPS or Relay Checkback) whenever opener rebids 2NT. 2 - (X) - Pass Replaces the 2 negative. 0-5 HCP. 2 - (X) - XX Shows a 4+ card heart suit and 6+ HCP. With 4=4 in the majors show spades first. 2 - (X) - 2 Shows a 4+ card spade suit and 6+ HCP 2 - (X) - 2 Shows 6+ HCP but no major. Game force. 2 - (X, 2M) - 3m 6+ HCP. Game Force. Promises a decent 5+ card suit. 2 - (2 ) - Pass shows 0-5 HCP. Any other call is a game force; X is negative with a 4- or 5-card spade suit; 2 shows fewer than 4 spades; 3 shows a 6- or 7-card spade suit. 2 - (2 ) - Pass shows 0-5 HCP (or is waiting). Any other call is a game force; X is negative with a 4- or 5- card heart suit; 3 shows a 6- or 7-card heart suit. 2 - (3m, 3M, 4m) - Pass replaces the 2 negative but could also be trapping. X is negative through 4. Major suit oriented. 2 - (3m) - 3M Shows a decent 5+ card suit in M and 6+ HCP. No flips at the 3-level. Game force. 2 - (O call) - Pass - (Pass) X Takeout below 3. Otherwise DSI (Do Something Intelligent). Page 49

50 Notes on the 2 and 2 Openings and Responses After some testing we decided that, in order to keep the auction low, in responding to either 2 or 2 we should not show a suit naturally unless we have 5+ cards, two of the top three honours and an outside ace or king. This allows opener to describe his hand. One consequence is that the 2 waiting response to 2 may conceal quite a good hand. We decided to use a 3 rebid as a second (Herbert-) negative. This allows opener to rebid 2M without fear of being dropped. Responder s rebid of 2NT is not the Jacoby-adjunct showing clubs. It is simply waiting and a game force. It gives opener, with the big hand, a chance to show a minor. Make a note of what a response of 2NT shows to each of 2 and 2. Miles admits in his book that the 2 opening is the weakest part of the system. We think that transferring some strong hands to 1 with Birthright at least makes the 2 and 2 openings playable. There are other options for the 20+ hands. It is possible, for example, to combine those two openings into just one; that is, open 2 with both somewhat like what is done in standard or 2/1. The 2NT rebid would be needed for balanced hands so another method would be required to show hands with 5+ cards in each major. But that problem is easy to solve. Using 3 as a second negative when opener has a minor does crowd the auction. But there are ways of handling that too. It would be nice to have the 2 opening available for other uses. But for now the 2-2 major-minor dichotomy works well enough. After 2 - (X), we use the same structure (XX and 2 as transfers) as over 1 - (X). Plus, we use Relay Checkback after opener rebids 2NT. Saves on memory. Page 50

51 TAPS and the Notrump Ladder All notrump bids show balanced or semi-balanced distribution. Balanced means or Semi-balanced means or 2-2=4-5 with the 4 in one minor and the 5 in the other. With , the 5 can be in any suit except for the NT where it can only be in a minor. Here is the SCUD notrump ladder. HCP Range Opening Bid or Sequence Response Method NT Standard Stayman 2 and Slamtry Stayman 2. No TAPS NT M 1NT M 2NT NT TAPS TARC TARC TAPS NT TAPS M 2NT NT or NT (X/1 ) - XX/1 /X - (Pass) 1NT - (Pass) (X/1 ) - 1M - (Pass) 1NT - (Pass) (2m) - X - (Pass) 2NT - (Pass) (2m) - 2M - (Pass) 2NT - (Pass) (1 ) - Pass - (Pass) 1NT - (Pass) (X/1 ) - XX/1 /X - (Pass) 2NT - (Pass) (X/1 ) - 1M - (Pass) 2NT - (Pass) TAPS TAPS TAPS TAPS TARC TAPS TARC TAPS TAPS TARC Page 51

52 Transfers and Puppet Stayman (TAPS) In SCUD, transfers and Puppet Stayman are used in responding to 1NT or 2NT when, and only when, all of the following apply: opener has a strong hand (15+ HCP), opener could hold a 5- card major and responder has not shown (via flip) a 4+ card major. There are eight, and only eight, situations where TAPS is used. They are indicated in the table above. If responder has already shown a major, we use Relay Checkback. Puppet Stayman should right-side the contract when possible, find all 4-4 and 5-3 fits and not give the opponents too much unnecessary info. And, for memory purposes, using the same structure over 1NT as over 2NT would be nice. That s a lot to ask. This one gets the strong hand on play, gives up a little distributional info but finds all the 4-4 and most of the 5-3 major suit fits. Balanced hands with a four-card major and a four-card minor or with both minors are a problem. We have no Baron-type mechanism for investigating game or slam in the minor with those. Further, allowing the notrump bidder to be 2-2 in the majors is an extra complication. After 2NT, any response is a game force in principle (responder could transfer to a major and then pass). But, over 1NT we can show a variety of invitational hands in addition to the gameforcing ones. Transfers after 1NT: 2, 2 : Transfers (weak, invitational or game-forcing) to the next higher suit. They guarantee 5+ cards in the implied suit. 2 : Either a transfer to clubs (any strength) or an invitational hand with diamonds. 2NT: The standard invitational raise. 3 : Weak or game-forcing transfer to diamonds. 3 : 5=5 in the minors and game-forcing. 3 : 3=1=5=4 or 3=1=4=5. Game force. 3 : 1=3=5=4 or 1=3=4=5. Game force. 3NT: To play, with no major suit interest. 4 : Gerber. But, it should not arise after a 1NT TAPS sequence. Puppet Stayman after 1NT: 2 is Puppet Stayman asking the notrump bidder if he has a 5-card major. It shows at least invitational strength. Opener responds as follows. 2 : Shows a 4-card major or 3 spades (a 4-card major or 3=2 or 3=3 in the majors). 2 : Shows 5 spades. 2NT: Shows 5 hearts. 2 : Shows none of the above; so, 2=2 or 2=3 in the majors. Page 52

53 After a 2 response, responder s bids show the following. 2 : Responder either has 4 spades or a balanced raise to 2NT or 3NT. Opener bids 2 with four or 2NT/3NT otherwise. Responder then raises 2 to 3 /4 or bids 2NT/3NT. If opener rebids 2NT then responder passes or raises to 3NT. 2 : Shows 4 hearts but not 4 spades. Opener bids 2NT or 3NT without hearts. He bids 3 or 4 with that suit. Responder can still raise a signoff with game-going strength. 2NT: Shows 4=4 in the majors, invitational. Opener places the contract. 3 : Shows 5=4 or 5=5 in the majors, invitational or better. Opener places the contract. 3NT: Shows 4=4 in the majors, game forcing. Opener places the contract. 4NT: Shows 4=4 in the majors. Invites slam. 5NT: Shows 4=4 in the majors. Opener picks a slam. With the two TAPS auctions where opener rebids 1NT, responder has bid 1 with either 0-5 HCP or 6-9 with no 4+ card major. It is unlikely that responder will ever do more than transfer to a minor or check for a 5-3 major suit fit using TAPS. The 2 response requires at least invitational values and when responder does hold invitational values he cannot also hold a 4+ card major. Transfers after 2NT: 3, 3 : Transfers to the next higher suit. They guarantee at least 5 cards in the implied suit. 3 : 5-4 either way in the minors or a 6+ card minor. Slam try. Opener puppets to 3NT. 3NT: To play, with no major suit interest. 4 : Gerber 4 : 5=5 in the minors. Slam try. 5m: To play. Puppet Stayman after 2NT: 3 is Puppet Stayman asking the notrump bidder if he has a 5-card major. It is forcing to game. Opener responds as follows. 3 : Shows a 4-card major or 3 spades (a 4-card major or 3=2 or 3=3 in the majors). 3 : Shows 5 spades. 3NT: Shows 5 hearts. 3 : Shows none of the above; so, 2=2 or 2=3 in the majors. Page 53

54 After a 3 response, responder s bids show the following. 3 : Responder either has 4 spades or a balanced raise to 3NT. Opener bids 3 with four spades or 3NT otherwise. Responder then places the contract. 3 : Shows 4 hearts but not 4 spades. Opener bids 3NT without hearts. 3NT: Shows 4=4 in the majors. Opener places the contract. 4 : Shows 5=4 or 5=5 in the majors. Opener picks a game. 4NT: Shows 4=4 in the majors. Invites slam. 5NT: Shows 4=4 in the majors. Opener picks a slam. Some Specific TAPS Auctions In the following auctions,... 1NT or... 2NT means that opener has bid or rebid 1NT or 2NT and the sequence is one of the eight situations where TAPS applies.... 1NT NT NT - 2 2NT NT NT... 1NT NT... 1NT NT NT NT - 2 2NT NT shows 5=5 in the majors, invitational or better and forcing to 2NT. 2NT is invitational and 3NT is to play. Over 2 or 2NT opener places the contract. 3 is invitational and 4 is to play. 2NT is invitational and 3NT is to play. 3 is an invitational or better transfer to opener s hearts. Shows 4=5 in the majors, invitational. Over 2 opener should accept the transfer. Over 2NT opener places the contract. Shows 4=5 in the majors. Opener places the contract. Shows 5 hearts and fewer than 4 spades. Invitational or better. Forcing to 2NT. Opener can only bid 2NT or 3. 3 says opener would accept an invite if responder has clubs. 2NT shows anything else. Pass is weak with clubs. 3 is invitational with diamonds. 3M is game-forcing with clubs plus shortness in M. 3NT is to play and confirms clubs. 3 is to play. 3 is invitational with diamonds. 3M is gameforcing with clubs plus shortness in M. 3NT confirms clubs. Pass is weak with diamonds. 3M is game-forcing with diamonds plus shortness in M. 3NT is a slam try in diamonds.... 2NT NT shows 5=5 in the majors. 3NT is to play. 3NT and 4 are to play. Page 54

55 ... 2NT - 3 3NT NT NT NT... 2NT NT NT - 3 3NT NT - 3 3NT - 4m... 2NT - 3 3NT - 4M... 2NT - 4 Transfer to opener s 5-card heart suit. Opener normally bids 3 to accept the transfer. But, with exactly five spades and two hearts opener can bid 3 in case responder is 3=5. 4m is a superaccept for hearts. Shows 4=5 in the majors. Opener places the contract. Shows 5 hearts and fewer than 4 spades. Forcing to 3NT. Opener normally bids 3 to accept the transfer. But, with exactly two spades and five hearts opener can bid 3NT in case responder is 5=3. 4m is a superaccept for spades. 4 shows 5=4 minors; 4 shows 4=5 minors; 4 shows 6+ clubs; 4 shows 6+ diamonds with at least one keycard. Next suit is RKB for responder s longer minor. 4NT says we don t have a great fit. Maybe we should stop here. Next suit (not 4NT) is RKB for responder s minor. 4NT says we don t have a great fit. Maybe we should stop here. 4 is RKB for clubs. 4 is RKB for diamonds. 4NT says we don t have a great fit. Maybe we should stop here. If the Opponents Interfere The opponents may compete during a Transfers and Puppet Stayman (TAPS) or a Transfers and Relay Checkback (TARC) auction. Suppose the opponents double a TAPS transfer bid. Opener can Pass, XX or bid. Pass shows the least support possible, a doubleton, in responder s suit. Bidding shows the best support possible and XX shows 3-card support exactly. The latter is like a support redouble. Assume they double the TAPC transfer in either of our auctions: 1-1 ; 1NT - 2 or 1-1 ; 1NT - 2. In each case opener is known to have only two- or three-card support. With more he would have bid the flip suit on the previous round instead of rebidding 1NT. Over the X, opener s Pass shows a doubleton and bidding the suit shows 3-card support. The auction 1-1 ; 1NT - 2 is different. Responder is showing five hearts and five spades. In this case, Pass shows 2=2 in the majors, XX shows 2=3 or 3=3. Bidding 2 shows 3=2 and 2 shows four hearts. Similarly if opener has rebid 2NT and they double the 3-level transfer bid. If the opponents bid a suit over the transfer then X replaces the XX. Suppose they double the 2 or 3 Puppet Stayman or Relay Checkback bid. As over the notrump, Pass guarantees a club stopper and our normal response denies a stopper. XX shows 4+ cards and a willingness to play there doubled. Responder decides what to do. After a Pass, XX by responder restarts the Puppet Stayman or Relay Checkback inquiry. Page 55

56 Finally, suppose they bid over our 2 or 3 Puppet Stayman or Relay Checkback. Pass shows no clear action and X is penalty. Page 56

57 2M Opening and Responses Openings bids of 2 and 2 show 6-9 HCP and 5+ cards in the suit. They deny the following distributions: , and any hand with both majors. In 1 st or 2 nd position there are three possibilities. A weak two shows a six card suit, a hand with a 5-card major and a 4-card minor or some 5-5 major/minor hand. In 3 rd position two of a major should show a 6 or 7 card suit. The opponents know the hand belongs to them. The opportunity for a weak two bid in 4 th position should not arise. Option 1 KISS ( ) The only forcing response to an opening 2M is 2NT which asks for an outside feature like an Ace or King. 2-2 Even though 2 was not forcing, you should raise with any 3- card support. Responder has a decent hand and a good suit with short hearts. And 2NT shows better support (honour-3 rd ) than 3. (Idea of Randy Bennett) Option 2 Ogust In the responses below, a good suit has either two of the top three or three of the top five honours. 2M - 2NT 2M - 2NT 2M - {2oM or 3m or 3oM} 2 - {2 or 3m} Modified Ogust. At least invitational strength so 15+ HCP. 3 = bad 5-card suit; 3 = good 5-card suit; 3 = bad 6-card suit; 3 = good 6-card suit; 3NT = AKQ+; 4m = 5-5 max. At least invitational. Asks for a stopper in the suit (A, Kx or QJx) or, if no stopper, the number of cards held in the suit. A NT rebid guarantees a stopper. Otherwise, opener responds in steps excluding NT. 1 st step = 0-1 cards; 2 nd step = 2 cards; 3 rd step = 3 cards; 4 th step = 4 cards. 2 - {3m or 3 } 2M - 4M Either to make, pre-emptive or tactical. Only responder knows. 2M - 3M Single raise is not forcing. Either pre-emptive or tactical. 2 - {3 or 4m} Splinter. 2 - {4 or 4m} Option 3 Flexi Two-Bids This option, from the September 2018 Bridge World, is by Tuomo Väliaho of Finland Natural with invitational or better values. A one round force. 3m is natural implying a 5-card heart suit with 4- or 5-cards in m. 3 shows a 6-card suit and a minimum. 2NT shows six hearts and a maximum. Page 57

58 2M - 2NT Asking. Described later. At least invitational strength so 15+ HCP. 2M - 3M Single raise is not forcing. Either pre-emptive or tactical. 2M - 3m Shows 5+ cards in m. Game forcing. 2 - {3 or 4m} Splinter in support of opener s major. 2 - {4 or 4m} 2M - 2NT 2M - 2NT 3-2M - 2NT 3-3m is natural. 3 shows 5-4, 5-5 or shows 5-4 or 5-5 pattern. 3M shows a one-suited minimum and 3oM shows a one-suited maximum. 3NT shows 6-4 with diamonds. 4m shows 6-5 with m. 3 asks for opener s pattern. Opener rebids using up the line numerical responses. 3, 3, 3NT show 5-4, 5-5, 6-4 respectively. 3M agrees opener s major and asks for opener s short suit. 3 asks for opener s pattern. Opener rebids using up the line numerical responses showing 5-4, 5-5 respectively. 3 agrees opener s major and asks for opener s short suit. Option 4 Fantunes 2-2 or 2-2NT Next step is asking. Described later. At least invitational strength so 15+ HCP. 2-2NT or 2-3 The second step response shows the other major. 5+ card suit and invitational or better. 2M - 3M Single raise is not forcing. Either pre-emptive or tactical. 2-3m Shows 5+ cards in m. Invitational or better so forcing. 2 - {3 or 4m} Splinter. 2 - {4 or 4m} NT NT After the relay: 2NT shows no minor so at least 6 hearts, 3 shows 4 or 5 clubs, 3 shows 4 diamonds, 3 shows 5 diamonds. Now, 3 sets hearts as trump for cue-bidding. 3 is invitational and not forcing. 3 is a further relay and asks opener for shortness. Then 3 and 3 show shortness in that suit while 3 shows shortness in clubs. 3NT shows no shortness. A return to 3 is invitational and not forcing. 3 is a further relay. Then 3 shows a 5 card club suit, 3 shows 4 clubs with a spade fragment ( ) and 3NT shows four clubs with a diamond fragment ( ). Here 3 is a relay and not invitational. Then 3 shows 4 diamonds with a spade fragment ( ) and 3NT shows four diamonds with a club fragment ( ). 2NT shows 5+ spades. Opener bids 3 to deny either 2+ spades or 6 hearts (probably 1-5-(4-3)). Page 58

59 2-3 Since 3 shows 5+ hearts, opener bids 3 to deny either 2+ hearts or 6 spades (probably 5-1-(4-3)) diamonds and invitational or better. Forcing clubs and invitational or better. Forcing. 2-2NT 2-2NT NT 3-2M - (O call) - X After the relay: 3 shows 4 or 5 clubs, 3 shows 4 diamonds, 3 shows 5 diamonds, 3 shows 6 spades, no minor, minimum, 3NT shows 6 spades, no minor, maximum. A return to 3 is invitational and not forcing. A bid of 3 sets spades as trump for cue-bidding. 3 is a further relay. Then 3 shows a 5 card club suit, 3 shows 4 clubs with a heart fragment ( ) and 3NT shows four clubs with a diamond fragment ( ). 3 is invitational and not forcing. 3 is a relay. Then 3 shows 4 diamonds with a heart fragment ( ) and 3NT shows four diamonds with a club fragment ( ). Double by unpassed hand is penalty. Notes on the 2M Opening and Responses Major suit weak two-bids arise less frequently than we expected. Probably because the range is narrow and we already open 1M with some 10 HCP hands. We are using a simple response structure for now and mostly sticking with 6-card suits when opening. But, if we were to start making weak two-bids with 5-4 or 5-5 major-minor shape, Ogust involves less memory work but Flexi would be more accurate. Page 59

60 Three- and Four-level Preemptive Openings All opening bids of 3 through 4 are preemptive. 3, 3, 3, 3 These are Rule of Two and Three. A 7-card suit is expected. 3NT Shows an unspecified 8-card minor. Rule of Two and Three. 4 Namyats. Shows a 7, 8 or 9 card heart suit and a hand that is no more than a trick or trick and a half short of making game. 4 Namyats. Shows a 7, 8 or-9 card spade suit and a hand that is no more than a trick or trick and a half short of making game. 4, 4 Shows an 8-card heart or spade suit respectively. Rule of Two and Three so a weaker hand than Namyats shows. 3NT - 4 and 5 are Pass or Correct. 4 says pass with diamonds but if opener has clubs responder want to be in game. If opener rebids a major over 4, it confirms clubs and shows a singleton or void in the major. 4-4 is to play. 4 is a re-transfer. Responder has no kings to protect. 4NT is RKB or regular Blackwood whichever you use. 4-4 is to play. 4 is a re-transfer. Responder has no kings to protect. 4NT is RKB or regular Blackwood whichever you use. {3m or 3M} - 3NT and all raises are to play. A new suit is natural and forcing showing a 5+ card suit except that 4 over opener s 3 is to play. A jump to 5m in a new suit is to play. Page 60

61 Passed Hand Responding When partner opens in third or fourth seat, some responses become eligible for reassignment. Others are simply never used. These include responses where you cannot be strong enough for that bid or you would have opened yourself. Then, there are other responses where you could have the hand-type but the tactical reason for making the bid no longer exists. From a practical point of view, the best hands you can hold after an initial pass are balanced ones with 11 HCP, unbalanced 10 HCP hands with a minor or 9 HCP hands with a 5-card major that did not qualify for a weak two-bid. Assume you have passed in first or second position and partner has made the indicated opening bid NT Nothing changes here. Use the normal response structure except that 2NT and 3NT will not arise. Respond almost normally here too. As after 1, bids of 2NT and 3NT will not be needed for notrump hands. The only problem is what to do with the Inverted 2 Rebid. It is difficult to come up with a hand where responder wants to use it that he would not have opened in the first place. Perhaps a balanced HCP that can play game opposite or a 10-point hand with minor support also looking for HCP from opener. But, in this case, 2 should be forcing only to 2NT or 3m. Slam-Try Stayman is not needed. A 2 response is to play. Over interference, bids at the 2-level are still weak but at the 3-level they are invitational only. Lebensohl still applies but is similar to responding to a double of a weak two-bid now. 2, 2 No changes. 2M 2NT 1M New suit bids are lead directing. Raises are pre-emptive. No changes. Lots of changes here. Drury, as traditionally used in Standard or 2/1, never arises in SCUD. Here, we use it to distinguish between 3-card and 4-card support for M with about support points. Thus, 2 is a constructive raise and guarantees 4+ card support while 2 is constructive with 3-card support. 2M is a courtesy raise with 3-card support. Other responses are non-forcing and deny 3+ card support for opener. The Major Suit Raise Structure is off. Pass - 1M 2M is a weak raise with 6-7 dummy points. 2 and 2 are modified reverse Drury. 2 is a constructive raise with dummy points and exactly 3-card support. 2 guarantees 4+ card support and dummy points. Opener shows no game interest by bidding 2M, to play. Other bids by opener are invitational and looking for fitting cards. Page 61

62 Example Hands: Other Opening Bids 1. Bridge on the Edge, Nov 22, 2013 The first hand we played using SCUD. Not just the first 2 opening bid. The first hand! We made an overtrick. Opener Responder A107 K953 AKJ1052 Q3 A QJ1083 AQ : Negative or waiting : Minimum with hearts : Natural, GF, 6+ HCP : 6+ cards 6 5 Pass 5: Should have a play 2. St. John s Ace of Clubs, Oct 22, 2014 Opener Responder QJ873 AK92 AQJ3 K95 8 AK64 J54 K7 1: Artificial GF : 4+ hearts, only 5 spades : Set the suit 4 4NT 4 4: RKB (1430) 5 6NT 5 5: Protect the club king 3. St. John s Ace of Clubs, Sept 17, 2014 Opener Responder A97 KQ63 Q1097 AK AJ632 KQJ 1: Slam Try Stayman 1NT 2 1 2: Set the suit : Cue Bid : No diamond control 4 4 4NT 5 5: Kickbo. 3 keys + spade control 5 6 Pass 6: Not excited now. Page 62

63 4. Bridge on the Edge, Mar 27, 2014 Opener Responder AQ KJ2 AKQJ7 98 A954 KJ : GF. Shows a decent suit 2: Showing his minor : Notrump probe : Control or notrump probe 3 4 3NT 5: Sets the suit finally : Kickbo. One keycard 6 7 Pass 7: Missing a keycard 5. Home Game (IMPs), Feb 6, 2016 Opener 54 KQ862 AQJ83 9 Responder AK872 A10 K52 AKQ : Artificial GF 3 2 4NT 3 2: Second suit. Not a minimum 5 5NT 3: Regular Blackwood. No key suit 6 7NT 4 4: This should make if a red suit runs or you have QJ of 6. BridgeWinners, Oct 27, 2016 Responder 642 K2 AK Opener AK AQJ843 Q107 A9 Pass : 5+ card suit, 2 of top 3, outside ace or king 4 2 4NT 2: Doubleton honour support 5 3 7NT 4 3: Two keys without the Q Pass 4: Can count 14 tricks This is an earlier deal where responder had opened a marginal 1. Here he has passed initially. Page 63

64 Various Conventions and Defences 1. Pivot - When the Opponents Open a Strong Notrump A notrump opening is strong if the lower number in the range is 14 or more; so, 14-16, 15-17, 16-18, etc. In direct or balancing position after a strong 1NT opening, 2, 2, 2 are all natural and one-suited. 6 Two-suited hands are shown using Pivot which works as follows. X (Double) shows two suits including clubs as one of the suits. 2 shows two suits excluding clubs as one of the suits. Clubs is the pivot suit. Continuations by Advancer If partner s bid was X then advancer can bid: 2 to play or 2 which says pass or correct. If partner overcalled 2 then advancer can Pass with 6+ clubs or bid 2 which says pass with diamonds or bid 2 (with Hearts and Spades). Advancer can then correct to spades if necessary. A 2 response to 2 says pass or correct to spades. Responder has no diamond interest. If advancer happens to have a really good hand he bids 2NT. If partner s bid was X then he now bids his second suit. If he overcalled 2, now he bids the suit he doesn't have among diamonds, hearts and spades. With a very strong two suiter, a pass by Advancer may be a concern. Overcaller can bid 2NT over 1NT with a huge two suiter. Advancer then bids his better minor. If this is not one of overcaller s suits, he bids his cheapest suit. The auction continues until a playable spot is found. You lose the direct penalty double of 1NT (only a small loss against a strong notrump) and the ability to bid 2 naturally (not much of a loss). But, against a weak notrump we retain penalty doubles in either direct or balancing position. 2. When the Opponents Open a Weak Notrump A notrump opening is weak if the lower number in the range is 13 or less. 6 Optionally, 2, 2, 2, 3 may be transfers in direct position and natural in balancing seat. Page 64

65 2a) Modified HELLO Devised by Jerry Helms, Hello is an improvement over Cappelletti. In direct or balancing position, modified Hello against weak notrump works as follows. X: Penalty. Shows 15+ HCP if 1NT was (13+ if a NT.) 2 : Relay to 2. Shows a one-suiter with diamonds or a major-minor two-suiter. 2 : Transfer to hearts. 2 : Shows both majors. 5-5 or better in direct position. Could be 5-4 in balancing position. 2 : Shows spades. 2NT: Promises both minors 3 : Shows clubs. 3 : Shows both majors and a better hand than 2. After X, advancer should leave it in with any normal hand of 6+ HCP. After 2, advancer will usually accept the relay to 2. Intervenor will pass with diamonds or bid his major when his minor is clubs. If intervenor bids his major at the three-level then that is invitational. 2b) Transfer Landy ( ) This defence to weak notrump, which retains penalty doubles, is also designed to get the notrump opener on lead. X: Penalty. Shows 15+ HCP if 1NT was (13+ if a NT.) 2 : Shows both majors in either direct or balancing position. 2 : A transfer to hearts in direct position. Natural in balancing position. 2 : A transfer to spades in direct position. Natural in balancing position. 2 : Shows 4 spades and a 5+ card minor in direct position. Natural in balancing position. 2NT: Promises both minors. Extensions after a 2 balance. If the auction goes (1NT) - Pass - (Pass) - 2 ; (Pass) - then both 2 and 2 now by advancer are transfers. When partner doubles a weak notrump and RHO bids a minor naturally, some special agreements are in order. Assume the 1NT showed so intervenor is showing 15+. The idea is that advancer should bid with poor hands and do something else with average+ hands. (1NT) - X - (2 /2 ) - (1NT) - X - (2 ) - Pass (Pass) - X - (Pass) - 2 or 2M is to play with 0-5 HCP. X shows 6-9 HCP and may not be sure what to do. Pass is forcing. It shows 8+ and is either game forcing or trapping, hoping for a reopening X. Weak hands must bid. Advancer passes if trapping or looks for a game otherwise. 2M is a game force and 3 would be Stayman. Page 65

66 3. Ghestem - When the Opponents Open One of a Suit Ghestem is a method of describing 5-5 or better hands when the opponent on your right opens one of a suit. All six possible two suiters can be shown. Normal range is about 8-14 HCP. 1. The underlined jump overcall in each of the four auctions 1-2, 1-3, 1-3 and 1-3 is an exclusion bid that shows the other two suits. 2. Over any of 1, 1, 1, 1, a Cue Bid shows the top and bottom unbid suits. 3. Over any of 1, 1, 1, 1, a jump to 2NT shows the two lower ranking unbid suits. 4. In balancing position everything is natural. 4. Defence To Weak Two-Bids and other Preemptive Openings When the opponents open with a preempt, occasionally we will have to take some risks. Intervenor starts by assuming that partner will hold about 7 points, on average. Not the perfect 7 points either but a random 7 points. Lawrence calls this the Rule of Seven. To compete at the 2- level, intervenor will need about 14 dummy points. Enough so that, with advancer s assumed 7, the partnership has about 21 combined points. At the 3-level 23 total points are needed and 25 at the 4-level. Then you need some sort of fit. You won t always find your best spot. That s why preempts work! (2 ) - (2M) - (2s) - X - (Pass) - (2s) - Pass - (Pass) - (3m) - (3M) - X is takeout showing a good 14+ dummy points. 2NT shows HCP. Suit overcalls show enough, with partner s assumed 7 points, to sustain the level. A 6+ card suit is expected. 3NT is to play with a running suit and a stopper in diamonds. A 3 cue-bid shows 5-5 in the majors and a good hand. 4NT is regular Blackwood. As over a weak 2, X is takeout and 2NT shows HCP. Overcalls are natural and a 6+ card suit is expected. A cue-bid says bid 3NT with M stopped. 4m is Leaping Michaels. It shows 5+ cards in m, 5+ cards in om and a good hand; about 18+ dummy points. Requires an alert. A jump cue-bid of 4M shows both minors with 5-5 or better and a good hand (20+); 4NT is regular Blackwood. Suit bids at the 2-level are to play. Suit bids at the 3-level are invitational (or transfers, depending on your version of lebensohl). 2NT is lebensohl. An immediate cue-bid is Stayman without a stopper. Following lebensohl, doubler bids 3. Then a cue-bid or 3NT is the same as regular lebensohl. Direct Denies and Slow Shows. X is takeout and 2NT shows HCP. Both X and non-jump suit bids may be lighter than normal. Rule of Seven still applies. Suit overcalls show enough to sustain the level with 6+ cards in a decent suit. X is takeout and 3NT is to play. A cue-bid of 4m shows 5-5 in the majors and a good hand. 4NT is Regular Blackwood. Same as over 3m except that the cue-bid shows both minors. Page 66

67 (4m) - (4M) - Even though the auction has started at a high level, the Rule of Seven still applies. Suit overcalls show enough to sustain the level with 6+ cards in a decent suit. X is takeout and 4NT is Regular Blackwood. If they open 4 then X is takeout and 4NT shows both minors. If they open 4 then X is takeout and 4NT shows two suits. Using 4NT to show two places to play can be extended to other situations where the opponents pre-empt to 4. Here are some examples. (1 ) - X - (4 ) - 4NT (4 ) - 4NT 1 - (4 ) - 4NT In each case, 4NT shows two places to play with appropriate length and strength. Against high-level pre-emption, finding a good game has a higher priority than bidding a slam via Blackwood. Show suits up the line in response to the 4NT bid. 5. When the Opponents Open with Flannery 2 X shows a strong notrump hand. 2 is a takeout double of hearts. 2NT shows both minors. Other suit bids are natural including Defence to Big Club Systems Suppose the opponents open a strong club (Precision or SCUD, for example). So the auction has gone (1 ) -. Try one of the following choices. 6a) Modified Truscott ( ). X: spades and diamonds, 1NT: hearts and clubs, 2 : red suits, 2 : majors, 2 : black suits, 2NT: minors. Suit lengths are 5-5 or better and range is about Intervenor could have some stronger hands since he usually gets a second call. Advancer determines suit and level. An overcall of 1, 1M or 2 by intervenor is a normal overcall. After a 1 or 1M overcall, advancer s 1NT is a cue-bid and 2 is to play. This defence could also be used after (1 ) - Pass - (1 ) - or, up a level, over a strong, artificial and forcing 2. 6b) CRASH. The three calls X, 1 and 1NT show two suits of the same Colour, same Rank or same Shape respectively. So X shows either both red suits or both black suits, 1 shows either both majors or both minors and 1NT shows either both pointed suits (spades and diamonds) or both rounded suits (hearts and clubs). Ghestem is not played over a strong club. With Crash, overcalls of 1, 1, 2 and 2 are natural and lead directing. Overcalls of 2 and 2 are intermediate. After Crash, advancer will bid a suit based on his hand. If intervenor has the other pair he corrects. If advancer makes a pre-emptive jump he should have support for one of the suits in the other pair for safety. 6c) SDI. Better get this one approved in advance by the tournament committee. SDI is supposed to be legal under the GCC since any defence to conventional calls is OK. But the 13+ pass might be regarded as a forcing pass system. It s not though. Worse, SDI might be regarded as primarily Page 67

68 destructive (which, like any defence to a big club, it pretty much is!). SDI carries more than the usual risks. But, it has some theoretical merit and works as follows. Pass: 13+ balanced. Not forcing. If it goes (1 ) - Pass - (Pass) -, it could easily be right to let opener play 1. (If SDI is being played against you, responder must not pass!) 1 : More cards in minors than majors and tends to be balanced HCP. 1 : More cards in majors than minors and tends to be balanced HCP. 1 : Spade-diamond two-suiter; any strength. 1NT: Heart-club two-suiter; any strength. 2m or 2M: That suit and the next higher ranking; any strength. 6d) Mathe. X: Unspecified 6+ card suit; any strength. Advancer bids 1 as Pass or Correct. At low levels, the two-suited hands can be 5-4. With this defence, X shows the majors and 1NT shows the minors. Distribution is at least 4-4. Can also be used after (1 ) - Pass - (1 ). A popular treatment that some players will use with any strength. 7. Defence to Two-Level Jacoby Transfers 7a) Standard ( ) X of a transfer bid shows that suit and is primarily lead directing. Pass followed by X is takeout of the opponents real suit. Bidding the transfer suit shows a good one-suited hand. 7b) Two-Suited This defence applies only against (1NT) - Pass - (2 ) - or (1NT) - Pass - (2 ) -. Advancer can compete directly or delay by passing and awaiting developments. With a big notrump hand he will pass and wait. Bidding directly borrows from Ghestem. A 2NT bid shows both minors. Cue bidding their known suit, hearts or spades respectively, shows the top and bottom suits of the remaining three. X of the transfer suit shows the top two suits excluding their known suit. Other suit bids are natural. There is only one strong bid in this defence and advancer must delay to use it. If advancer does delay bidding then X is penalty. So, X shows a strong hand which partner should pass. Partner needs a good reason to pull. The only time I can imagine a delayed double arising is when opener has psyched 1NT. Other delayed bids are weak. In fact, they are weaker than the Page 68

69 corresponding direct bids. For example, against (1NT) - Pass - (2 ) - Pass; (2 ) - Pass - (Pass) -, advancer can bid 2 to play, 2NT to show both minors, 3 to show clubs and spades or 3 to show diamonds and spades. If the auction was a transfer to spades then 3 and 3 show the bid suit and hearts. 3 is to play. Advancer cannot delay and then bid a onesuited hand with a minor. 8. Lebensohl and Transfer Lebensohl Lebensohl applies when partner opens 1NT and RHO overcalls. In addition, it can be used in other situations by agreement. For example, I use lebensohl after LHO opens with a weak two-bid and partner makes a takeout double. And, it is handy when partner overcalls 1NT and your RHO raises his partner or bids a new suit at the two-level. 8a) Lebensohl In lebensohl, responder s bids at the two-level are weak and at the three-level are strong. 2NT is a relay to 3 and could show a variety of hands. X is penalty. For example, suppose the auction has gone 1NT - (2 ) -. Then 2 is weak and any threelevel suit bid is a natural game force. To compete in a suit lower ranking than that of the overcall, responder bids 2NT. This is a relay to 3 after which responder may Pass with clubs or rebid a lower ranking suit, in this case 3, to play. A rebid of 3 would be invitational since responder had 2 available initially for weak hands. After the relay, responder can also cue-bid or bid 3NT. A cue-bid after the relay is Stayman while 3NT denies interest in a major. These indirect, but strong, bids guarantee a stopper in the overcalled suit. Slow Shows. Direct cue bids or direct bids of 3NT deny a stopper with analogous meanings about majors. Direct Denies. If RHO overcalls 2 then lebensohl only applies if 2 was conventional. If 2 was natural then a 3 cue bid is Stayman (with or without a stopper) and X is penalty. If 2 was conventional then X is Stayman. Standard lebensohl has flaws. Depending on the overcall, most invitational hands cannot be shown. In addition, the contract is often played from the wrong side. Transfer lebensohl attempts to fix some of these problems. 8b) Transfer lebensohl ( ) As in lebensohl, suit bids at the two-level are to play and 2NT is the relay with a weak hand including a 5+ card suit which is lower ranking than the overcalled suit. But in transfer lebensohl, suit bids at the three-level are transfers to the next higher ranking suit with invitational or better values. The next suit excludes their overcalled suit. A simple acceptance of the three-level transfer by opener shows a minimum. The direct cue bid is not a transfer. It is Stayman without a stopper. Direct Denies here also. Immediate cue bids and bids of 3NT deny stoppers in transfer lebensohl. In transfer lebensohl, Slow Shows as it does in our standard lebensohl. Some sample auctions follow. Assume the overcall is natural. To handle conventional overcalls over our 1NT, see that section. Page 69

70 1NT - (2 ) - 2 and 2 are weak. 2NT is a relay to 3 and usually to play. If responder then rebids 3 that is Stayman with a stopper; a 3NT rebid after the relay is to play with a diamond stopper but no major interest. A direct 3 is an invitational or better transfer to the next suit which is hearts. You skip their suit. A direct cue-bid of 3 is Stayman without a stopper. 3 is a transfer to spades also showing an invitational or better hand. 3 shows an invitational+ hand with clubs. 1NT - (2 ) - 2 is to play and 2NT is a relay to 3. After opener s 3, responder can Pass or rebid 3 which is to play; a rebid of 3 is Stayman with a stopper; a rebid of 3NT is to play with a heart stopper but no major interest. A direct 3 is an invitational or better transfer to diamonds. 3 is an invitational+ transfer to spades, the next suit. 3 shows an invitational+ hand with clubs. A direct cue-bid of 3 is Stayman without a stopper. A direct 3NT is to play with no stopper. 1NT - (2 ) - 2NT is a relay to 3. After opener s 3, responder can Pass, rebid 3 or rebid 3 both of which are to play; a rebid of 3 is Stayman with a stopper; a rebid of 3NT is to play with a spade stopper but no major interest. A direct 3 is an invitational or better transfer to diamonds and 3 is a transfer to hearts also invitational or better. 3 shows an invitational+ hand with clubs. A direct cue bid of 3 is Stayman without a stopper. A direct 3NT is to play with no stopper. 9. Heart Attack Here is a defence against our 0+ SCUD or, for example, against a 2+ 1 as used in Precision. X: Strong. Shows 15+ HCP, balanced or unbalanced. Subsequent doubles by intervenor or advancer are penalty. 1 : Weak takeout. A limited, HCP, non-forcing takeout double. Shows 3+ cards in each major and 4+ in a minor. 2 by advancer says pass or correct to your minor. Otherwise, advancer bids as if responding to a takeout double except that 1 can be passed. 1, 2, 2 : Standard overcalls. To play. Since we play a cue-bid as top and bottom normally, 2 must be alerted and described as natural. 1NT: Shows a heart overcall. 2, 2 : Shows 5+ cards in the bid major and a 5-card minor. 2NT by advancer asks for the minor. 3 by advancer is pass-or-correct. 2NT: Shows 5-5 in the minors. 3 : Shows 5-5 in the majors. With two changes this can be used against a Could Be Short 1. Use 1 as natural and 2 instead of 3 as Ghestem showing 5-5 in the majors. Use a different defence to a big club. Page 70

71 10. Ripcord When our weak notrump is doubled, either for penalty or conventionally, responder has two options. He can Pass or transfer to a 5+ card suit. After the double, a bid of XX/2 /2 /2 is a transfer to 2 /2 /2 /2 respectively. If the opponent s double is passed around to the 1NT opener he is obliged to keep the auction alive unless he is His three options are to Pass with any , XX with either or or bid 2m with a 5-card minor. If opener redoubles in pass out position after 1NT - (X) - Pass - (Pass), responder can leave it in with appropriate values or start scrambling. A bid of 2 now could be a 3- or 4-card suit. Other suit bids, with the possible rare exception of 2, will normally show four cards. The partnership should be able to scramble to, at worst, a 4-3 fit and frequently a 4-4 fit will be available. 11. Defence against a Multi 2 Multi, which shows a weak two-bid in a major, is Mid-Chart. But, it is so popular that it may be allowed at some clubs (or in some events) which only allow GCC methods normally. (2 ) - (2 ) - Pass - (2 ) - (2 ) - Pass - (2 ) - (2 ) - Pass - (2 ) - Pass (2 ) - Pass - (Pass) - X (2 ) - Pass - (2 ) - X (2 ) - (2 ) - 4m - (Pass) - X is a takeout double of a weak 2. 2 is a takeout double of a weak 2. 2 is natural and not forcing. 2NT shows HCP. 3m and 3M are natural with 6+ card suits but not forcing. 4m is Leaping Michaels with 5+ cards in m and a 5+ card major. X is takeout of the bid major. In the second auction, remember that responder usually has some heart support. Other bids, including 2 and 2NT, are as above. Takeout of spades. With shortness in spades, 4 th hand could not double on the previous round. Partner has made a takeout double of hearts and opener has corrected to spades. X is penalty, 3 shows 6+ hearts; 3 asks for a spade stopper. Over a Leaping Michaels 4m, 4 says Pass or Correct. (2 ) - Pass - (Pass) - Bid as if responder had opened a weak 2. Page 71

72 Competitive Bidding The opponents will open the bidding about half the time. When they do we are on the defensive. Bidding becomes more dangerous and much less accurate. Our goals in bidding are very different. We may still have a game. But more often we will bid to suggest a lead, find a part score, disrupt their auction or uncover a cheap sacrifice. The main tools are the overcall and the takeout double. In the sample auctions below, the opponents bids are shown with brackets. Calls like 1s, 2s, stand for one of a suit, two of a suit, etc. The partner who makes the first bid or double (not a Pass) for our side is the Intervenor. His partner is the Advancer. This section deals only with the case where they open with one of a suit. Option 1 Standard ( ) (1s) - X Takeout Double. Forcing (usually) on advancer if responder passes. Shows 13+ HCP. Advancer initially assumes a minimum, 13-15, takeout double which guarantees 4 cards in the other major if only one is available and 4 cards in a least one major if the opening bid, 1s, was a minor. But, with 16+, intervenor may not necessarily have 4 cards in an unbid major. They open; we double; responder passes (1s) - X - (Pass) - (1s) - X - (Pass) - NJS (Pass) - (1 ) - X - (Pass) - 2 (Pass) - 3 (1s) - X - (Pass) - 1NT (1s) - X - (Pass) - 2NT Advancer must bid unless he knows he can beat 1s with a trump lead. A non-jump bid in a new suit shows 0-8 HCP. Advancer may have to bid a 3-card suit occasionally in the cheapest such suit available. A single jump in a new suit is invitational and shows about 9-11 HCP. Intervenor should assume a 5+ card suit unless he has guaranteed 4 cards himself. A cue bid of s by Advancer promises 12+ HCP and is a game force. If advancer makes a 0-8 non-jump suit response (NJS), opener cannot continue without extra values beyond a minimum takeout double. A single raise or new suit bid would show 16-18, a cue-bid or minimum NT bid shows This single raise by intervenor is a Game Force and a mild slam try. The jump to 2 was invitational. Same thing applies any time advancer invites two below game in a suit and intervenor makes a single raise. There is no need for intervenor to re-invite after advancer s invitation HCP. A bit more than Standard. Usually includes a stopper in s HCP. Guarantees a stopper in s. Game Force. Page 72

73 (1 ) - X - (Pass) - 2 (2 ) - Pass - (Pass) - 2NT (1 ) - X - (Pass) - 2 (2 ) - Pass - (Pass) - 2NT (1 ) - X - (Pass) - 2 (2 ) - X 2NT is takeout. Advancer has 6-8 HCP and a diamond suit that he could not bid over 2 and risk forcing the partnership to the four-level. This only arises when the opponents open a major, we make a takeout double and advancer bids his longer club suit first. Also takeout. More than a minimum so 16+. Only 3-card club support so looking for spades or diamonds from advancer. They open; we double; responder does not pass (1 ) - X - (2 ) - 2 (1 ) - X - (1 ) - 2 (1 ) - X - (1 ) - X (1s) - X - (2s) - X (1m) - X - (3m, 4m) - X (1M) - X - (2M) - (1M) - X - (3M) - X (2M) - X - (3M) - X (1 ) - X - (XX) - 2 When advancer makes a free, non-jump, bid in a suit he is showing about 6-8 support points. 3 would be invitational. Cheaper cue shows Higher cue, 2, is a game force. Penalty. Suggests responder has psyched our suit. Responsive (takeout) through 4 when only one suit, s, is involved. If s is a minor, X shows both majors. If s is a major, X shows om and one minor. X shows om and a minor. 2NT shows both minors. Shows the minors in each case. Preemptive jumps after redoubles. They open; we overcall (1s) - {1, 1M, 2m, 2 } A non-jump direct overcall shows 6-15 HCP and a good 5+ card suit. Lower range overcalls are lead directing and the suit should be headed by the Ace or King. If partner will be asked to lead from an honour he should have some expectation of not giving up a trick. (1s) - 1NT Shows HCP. (1s) - Jump O call A single jump overcall, excluding 2 or 3, is intermediate. It shows HCP and a 6-card suit. Jumps to 2 and 3 are Ghestem exclusion bids showing the other two suits. (1s) - 2NT Shows the two lower ranking unbid suits. Part of Ghestem. (1s) - Cue Bid Shows the top and bottom unbid suits. Part of Ghestem. Page 73

74 Advancing Suit Overcalls If an opponent opens the bidding his partner becomes the responder. Then, if we overcall our partner becomes the advancer. This section deals with advancer s calls when the opponents open with a suit bid, partner overcalls in a suit at the 1- or 2-level and responder makes some call below three of partner s suit. Ghestem overcalls (2 in particular) are excluded. With our overcalls limited to about 15 HCP, advancer will rarely want to make a negative double (Snapdragon). Usually, he will just want to make some sort of raise or show his own long suit. The idea is to distinguish between 3- and 4-card support in overcaller s suit, show new suits and invite game. There are two versions. No Double: (1s) - 1y/2y - (Pass/X) - Double: (1s) - 1y/2y - (Bid) - In the No Double version it is assumed that, after an opening bid and overcall by partner, responder has either passed or made a negative double. At this point, a double by advancer is not a legal call. In the Double version it is assumed that, in the same situation, responder has bid something, either a suit or notrump, so that double is allowed. In No Double, if partner has overcalled 1y, advancer has 1NT plus any bids below 2y available as transfers. If the overcall was 2y the list starts with 2NT and goes up to 3y. It may be that only 2NT is free for use. In the Double version, X replaces the notrump bid at the lowest position in the list. And, in the Double version, minimum notrump bids retain their normal meaning and are to play. No Double : (They open); partner overcalls 1y or 2y; (responder passes or doubles); (1 ) (Pass) - Transfers available here are 1NT, 2, 2, 2. 1NT: The transfer to the opened suit is a cue-bid showing HCP with 4-card spade support or any : Transfer to diamonds. Any transfer to an unbid suit is twoway. It shows either length (5+) in the suit or 3-card trump support for partner s suit and lead directing for the transfer suit. 2 : Transfer to hearts. Two-way as above. 2 : This is 2y-1; a constructive spade raise showing, in this case, 9-11 support points with 4-card support. 2 : The 2y raise shows up to 11 support points with exactly 3- card spade support. Jump raises are pre-emptive. With points and 3-card spade support, transfer to an unbid suit and then raise as appropriate. Bids of 2y, 2y-1 and the cue-bid will always be available although an unbid suit may not. If there is no unbid suit then improvise; the constructive raise has priority. XX is neutral and discussed later. (1 ) (X) - 1NT is two-way showing clubs. 2 is the cue-bid. 2 is 2y-1, the constructive raise. 2 : the 3-card raise, 2y. Page 74

75 (1 ) - 1 /1M - (Pass) - 1NT Transferring to their suit is always the cue-bid. It shows dummy points and 4-card support or 15+. The cue-bid may not always be available as a transfer in No Double. (1 ) (Pass) - 1NT (Pass) - If overcaller accepts the transfer cue-bid by bidding 2 it shows a sound overcall; so, A rebid of 2 shows less than a sound overcall. Advancer may Pass. (1 ) (X) - 1NT and 2 are two-way transfers to clubs and hearts respectively. Either advancer wants to play in his suit or he has 3-card support for spades. Depending on advancer s next call, new suit transfers show one of three ranges: up to about 11 support points, 12-14, or 15+. In all cases, advancer has less than 4-card spade support. (1 ) (Pass) - 1NT is the cue-bid, 2 is the constructive raise and 2 is the 3- card raise. Subsequent notrump bids by either partner are to play. No transfers to new suits are available. (1 ) (Pass) - 1 Natural and non-forcing. Shows 5+ spades and denies heart support. Transfers don t start until 1NT. (1 ) (Pass) - 1NT (Pass) - (1 ) (Pass) - (1 ) (Pass) - 2 (1 ) (Pass) - (1 ) - Pass - (1 ) - 1 (Pass) - (1s) - 1y - (X) - XX Overcaller accepts the transfer to clubs with a doubleton or better support. If opener bids or doubles then support doubles/redoubles apply through 2. In that case, a support double confirms a doubleton club and raising shows shows about 7-9 support points with exactly doubleton spade support. Remember, 2 is intermediate with a 6-card suit so all bids are adjusted. 3 is the constructive raise with 3- card support and 2NT is the cue-bid transfer to the opened suit. 3 and 3 are two-way showing diamonds and hearts respectively. Not forcing. Transfers don t start until 2NT. New suit bids by advancer below 2NT are to play. Here, advancer has a singleton or void in clubs. He will have a fair hand; maybe, 9-11 HCP and a 6-card heart suit. The constructive raise is 2NT. Here is another case where the constructive raise, 3y-1, is 2NT and there are no transfers to unbid suits available. Bids below 2NT retain their normal meanings. So, 2 and 2 are to play and 2 is the cue-bid. A raise to 3 shows 3-card support. No Double applies here also. 1NT shows clubs, 2 is the cuebid and 2 is the constructive raise. Neutral redouble after their negative double. Advancer s redouble announces that, opposite a normal overcall, it is our hand. It shows a good hand (9-14 HCP), a doubleton in intervenor s suit and no good bid. Neither side may have an 8- card fit. We may be able to extract a penalty if intervenor s overcall was upper range, say HCP, and we each have the suit bid/advertised on our right. Not Snapdragon. Page 75

76 (1 ) (Pass) - Pass (X) - Pass - (Pass) - XX In this and other low-level situations where an opponent has trapped and then converted a takeout double to penalty, XX by us says I think we are in trouble in this contract. I have some support for the unbid suits if you have another place to play. There is a good chance this won t end well so use with discretion. Double: (They open); partner overcalls 1y or 2y; (responder bids); (1 ) (2 ) - The Double version applies if responder bids a new suit, raises or bids notrump. In this version, X replaces the 1NT bid in the No Double scheme. X: shows the suit above responder s. In this case it is the diamond cue-bid showing with 4-card support for spades or any game force of : two-way showing either long hearts or a lead-directing 3- card spade raise. 2 : shows a 9-11 point constructive raise with 4-card support. This is 2y-1. 2 : shows up to 11 points with 3+ card support. This is 2y. (1 ) (1NT) - (1 ) (1 ) - (1 ) (1 ) - (1 ) (2 ) - (1 ) (3 ) - (1 ) - Pass - (1 ) - 1 (2 ) - (1 ) (4 ) - X Jump raises are pre-emptive. X: two-way transfer to clubs. 2 : the cue-bid. 2 : the constructive 4-card raise. 2 : the 3-card raise. On this auction, 1NT is normal and to play. Otherwise, it is the same as above. As above, 1NT is normal and to play. X is a two-way transfer to spades, 1 is the cue-bid, 2 is the constructive 4-card diamond raise and 2 is the 3-card raise. X: Shows 5+ spades. 2 : Shows clubs. 3 : Constructive diamond raise. 3 : 3-card raise. X: The constructive 4-card raise. 3 : the 3-card raise. In both cases, advancer should be strong enough to sustain the level. The only cue-bid available here is 4. The Double scheme applies. X is the constructive raise and 2 is a 3-card raise. Penalty. Any double of a bid above 3y is penalty. They open; we overcall 1NT; responder makes any call (1s) - 1NT - (Pass) - Systems off. Bids at the two-level are weak; bids at the threelevel are strong; a cue bid is Stayman. Page 76

77 (1s) - 1NT - (2s) - Bids at the two-level are weak; bids at the three-level are invitational; a cue bid is Stayman. Lebensohl, including transfer lebensohl, is on and shows a weakish hand unless followed with a cue bid or 3NT. Slow Shows. Lebensohl is on if your RHO raises opener or bids a new suit at the two-level. They open; we pass; they respond; we compete (1 ) - Pass - (1 ) - Pass (1 ) - X (1 ) - Pass - (1 ) - Pass (1 ) - X - (Pass) - 2 (1 ) - Pass - (1 ) - Pass (1 ) - 1NT (1 ) - Pass - (2 ) - Pass (Pass) - 2NT (1 ) - Pass - (2 ) - Pass (Pass) - X - (Pass) - 2NT (1 ) - Pass - (1NT) - Pass (Pass) - 2 (1s) - Pass - (1M) - O call (X) - XX (1M) - Pass - (1NT) - Takeout double of spades. Announces a trap pass over 1. Here shows clubs, diamonds and heart tolerance. To play. Unusual for minors. First auction shows a trap pass with clubs and diamonds. Second is just competing after they have found a fit. Two places to play. In this case, both minors. The double promised hearts and a minor so partner bids his minor now. Takeout showing both majors. Not strong enough for a takeout double on the first round. If opener made a support double then our XX is a neutral redouble. It shows 9-11 in this case, a doubleton in intervenor s suit and no good bid. Subsequent doubles are penalty. This applies whether the 1NT is forcing or standard. X is a normal takeout double of M. Non-jump suit bids are standard overcalls. 2NT shows both minors. 3 is an exclusion bid showing om and diamonds. A cue-bid shows the top and bottom unbid suits; so, om and clubs. Expected distribution and range for the Ghestem-type bids is 5-5 with two decent suits and HCP. Bidding in front of the opening bidder carries more risk. They open; we have a 6-4 hand If the opponents open with one of a suit, handling a single-suited hand is relatively straightforward; we overcall or make a takeout double. And, with Ghestem, we have a way to show 5-5 or better hands. But 6-4 suited hands can present problems. With a weak 6-4 we usually just overcall in the 6-card suit. With a decent 6-bagger and HCP we can make an intermediate single-jump overcall (except that a jump to 2 or 3 is still Ghestem). It is the HCP 6-4 hands that present the most difficulty. Many of these will be too weak for an initial double and not strong enough to bid both suits. The strategy is to overcall in the 6-card suit and then hope to show the second suit later with a takeout X. Page 77

78 (1 ) (X) - Pass (1 ) - X (1 ) (2 ) - Pass (3 ) - X Intervenor s double is takeout showing a good hand and four clubs in this auction. Even if opener had rebid 1NT, it shows clubs since responder s X implied spades. This shows a good hand with four hearts. They open; we balance (1 ) - Pass - (Pass) - X A reopening X of a suit bid is always takeout. At the one-level, as here, it could be made with as few as 7 HCP if the shape ( ) and vulnerability are right. Requirements increase with level, vulnerability, etc. (1 ) - Pass - (Pass) - 1 A balance at the one-level could be on a 4-card suit. Always 5+ at the 2-level and higher. (1 ) - Pass - (2 ) - Pass (Pass) - (1 ) - Pass - (1NT) - Pass (2 ) - Pass - (2 ) - Pass (Pass) - (1 ) - Pass - (2 ) - Pass (2 ) - Pass - (Pass) - (1s) - Pass - (Pass) - 1NT (1s) - Pass - (Pass) - 2NT Balancing (double or overcall) depends on degree of opponents fit, level and vulnerability. There are Green, Yellow and Red Light situations. The first one shown is green light. The opponents have a fit. Go ahead and balance with a suitable hand. Passing rates to get you a poor board anyway. When one of the opponents takes a preference it is yellow light time. See the middle example. The last situation is a red light. You may not even have a spade fit HCP HCP. Raising as Advancer The assumption in the following table is that the opponents have opened in a suit, partner has overcalled 1y or 2y (where y is a suit) and responder has made a call below 3y. Either the No Double or the Double scheme may apply but advancer has 3+ card support for the overcaller. Dummy Points Support Length Single raise 4+ Jump raise Single raise or transfer then support X, Min NT, 2y-1 or 3y-1 Transfer cue-bid then jump support Transfer cue-bid then a cue-bid Table: Raising Partner s Overcall Page 78

79 Notes on Conventions, Defences and Competitive Bidding Transfer Landy doesn t show as many hands as Modified Hello but it does get the stronger opponent on lead more frequently. There is not much to choose between our Modified Truscott and CRASH. In Truscott, the two suits are known immediately and it has more pre-emptive value. But the partnership can be a level higher when there is no fit. Transfer lebensohl has some clear advantages over standard lebensohl. Except that showing an invitational hand with clubs carries some risks. The partnership could get too high or be in clubs when notrump is better (or vice-versa). But, on balance, transfer lebensohl is an improvement over ordinary lebensohl. Forcing the overcaller to make the opening lead is a gain. Transfer advances to overcalls were discussed by Jeff Rubens in the April, 1981 Bridge World. His scheme started with the cue-bid of opener s suit and went to 2y-1, the suit one below that of intervenor. It did not distinguish between 3- and 4-card raises which, we think, is important for competitive situations but not as important if advancer is strong enough for a game try. Giving up the natural 1NT in the No Double scheme may be regarded as a loss. With our light 1M overcalls, playing exactly 1NT has usually turned out badly! In any case, this whole area is a work in progress. Ideally, we would like a 2 advance to a 1M overcall to be a one round force. It would essentially ask how good is your overcall Unfortunately, that usage is not GCCcompliant unless it is a game force, a cue-bid or advancer is a passed hand. Basically, our proposal gives up on the preferred 2 usage and sacrifices the natural 1NT instead. Insanity, I know. Page 79

80 Slam Bidding There are, basically, only two kinds of slams. First, there are slams based on power. All the partnership has to do is make sure that it is not down off the top. Most systems can bid those. The second kind requires the two hands to have perfectly fitting cards. These are harder to bid. Even worse, as a result of the investigation, sometimes the partnership will get too high. For either type, two indispensible tools are some form of Blackwood and a Grand Slam Force. There are many optional tools. One is a mechanism for the partnership to deal with voids during slam investigations. Ironically, voids are difficult to handle. This is probably because the auction is already at a high level when the void becomes important. But, no matter which ace-asking option is selected, there are questions that need answers before you start. These include: when is 4NT quantitative Next, if 4NT is quantitative, how do we check for aces And then, if we are going to use an ace asking method based on key cards, when is the key suit for trump purposes agreed We discuss our answers to those questions first. SCUD Auctions Where 4NT is Quantitative There will always be some auctions where 4NT is invitational. Everyone refers to these invitational 4NT bids as quantitative. Auctions where 4NT is quantitative only occur when opener has shown a notrump hand with a defined point count range. There are three areas. First are some of the jumps to 4NT after an opening 1NT (12-14). Then there are auctions where TAPS is available to be used whether actually used or not. The third class of auctions are those where Relay Checkback is available. In total, there could be up to fourteen situations. 1NT - 4NT 1NT - 2 {2M, 2NT, 3m, 3M} - 4NT In the above weak notrump auctions, the 4NT bid is quantitative. But, if the 4NT bid is replaced by 4 then that would be Gerber with the standard responses. When the 2 bidder follows up with a second inquiry instead (like 2NT or 3 for example) then 4NT is Blackwood, even over a 3NT response, and 4 is natural. Next, quantitative 4NT and Gerber bids when TAPS is available. 2NT - 4NT 2-2M 2NT - 4NT 1-1 2NT - 4NT NT - 4NT The direct jump to 4NT in each of the above is quantitative and replacing 4NT with 4 would be Gerber. The 4 call in each of the following is Gerber since 4NT would show 4=4 in the majors. Page 80

81 2NT M 2NT NT NT The remaining quantitative/gerber bids arise when Relay Checkback is available whether used or not. 1-1M 1NT Any 2/3NT - 4NT 1-1M 2NT Any 3NT - 4NT 1-1M 1NT - 4NT 1-1M 2NT - 4NT In Relay Checkback sequences, when opener has no interest in responder s major, 4NT is quantitative and 4 is Gerber. Summary: 1. For 4NT to be quantitative opener must have shown a balanced notrump hand with a defined point-count range. 2. Except over 3NT during a Relay Checkback sequence, for 4NT to be quantitative responder must jump to 4NT. 3. When 4NT could show 4=4 in the majors (part of TAPS) then 4 is Gerber. Rule: If Relay Checkback does not apply, then 4NT over 3NT is always Blackwood and not quantitative. The first option for checking on aces is classic Blackwood. Option 1 KISS. 4NT is regular 0123 Blackwood (zero or four, one, two, three) when not quantitative. When 4NT is quantitative use regular Gerber. The remaining options are all based on an agreed key suit. How a suit gets agreed as key is discussed next. Sequences Agreeing the Key Suit in SCUD We list the cases when the trump suit is agreed starting from the opening bid. 1. 1NT. When the opening bid is 1NT, the first way the key suit can be set is through Slam Try Stayman (2 ). Responder must raise opener s response to 2. The second way is if opener raises responder s immediate jump to 3M or 3m. The raise can be explicit or implicit in this second way. For example, if the auction is 1NT - 3 ; 4 -, the 4 cue bid has implicitly agreed hearts as trump. 2. 1M. After the one of a major opening bid, the key suit can be set after a splinter bid, after Jacoby 2NT or after a game forcing artificial 2 sequence. For example, the sequence Page 81

82 1-2 ; 2-3, sets hearts as the key suit while 1-2 ; 2-2 ; 3 -, sets spades as the key suit The key suit must be bid naturally and raised or set implicitly by a splinter. If responder raises opener then responder needs a strong hand. This will frequently occur after the Inverted 2 Rebid by responder Excluding auctions covered earlier following from a notrump sequence, the key suit must be bid naturally and raised or set after a splinter. This will often occur when responder has forced to game. It may also happen if responder s major is raised If opener rebids 3M the key suit is implicitly set. Otherwise, the key suit must be bid naturally and raised Excluding the auctions covered earlier with the 2NT rebid by opener, a key suit must be bid naturally and raised. 7. 2M. Key suit must be set after an asking sequence or bid naturally and raised. 8. Three- and Four-level preempts. The suit pre-empted is implicitly the key suit. 9. After Relay Checkback, if opener confirms support for a major then that major is the key suit. 10. In competitive auctions, where our first bid has been an overcall or takeout double, one partner must explicitly or implicitly (e.g. splinter) support partner s suit in a game forcing situation. If the key suit is set as above we use an ace-asking method based on key cards. A bid of 4NT that is not quantitative and for which no key suit is set as above is ordinary Blackwood by default. Option 2 Roman Keycard Blackwood 7 ( ) In RKB, the king of the key suit counts as an extra ace. So there are five keycards and four possible responses which increase in consecutive steps. The two popular versions of RKB are RKB (1430) and RKB (3014). Here are the responses to a keycard ask of 4NT for each one. RKB (1430) 5 : One or four keycards. 5 : Zero or three keycards. 5 : Two (or Five) keycards without the trump queen. 5 : Two (or Five) keycards plus the trump queen. RKB (3014) 5 : Zero or Three keycards. 5 : One or Four keycards. 5 : Two (or Five) keycards without the trump queen. 5 : Two (or Five) keycards plus the trump queen. 7 The best reference is Eddie Kantar s book entitled RKB. I have the 5 th (final) edition. Page 82

83 The only difference is in the 5 and 5 responses. If the asker signs off in the key suit after either a 5 or 5 response but the teller actually has the greater number of keycards, he must bid on as described later. The lowest response is 5 since responses start in the denomination one above the keycard ask; namely, 4NT when the key suit is a major. Unfortunately, the keycard ask will not be 4NT necessarily when the key suit is a minor. But, in those cases, the same four steps are used starting one above the denomination of the ask or 3014 So which do we use The answer is we use both. The idea is to try to maximize the 5 response where possible. If the asker is stronger than the teller we use But, if the asker is weaker than the teller we use If you haven t noticed, I don t like leaving things to chance. Our agreement is based on the first bid for our side in the auction. First Bid By Us Asker Version 1, 2, 2 or 2NT Opener 1430 Responder 3014 We open anything else Opener 3014 Responder 1430 Any Overcall Intervenor 3014 Advancer 1430 Takeout Double Intervenor 3014 Advancer 1430 The RKB Asking Bid If the key suit is one of the majors then the keycard ask is 4NT. If the key suit is clubs then 4 is the RKB ask even if diamonds have been bid naturally. If the key suit is diamonds it is more complicated. When diamonds is the key suit the keycard ask is 4 unless hearts was the first suit bid naturally by either partner. Then 4 is to play and 4 is the keycard ask unless hearts was the first suit bid naturally by one partner and spades was the first suit bid naturally by the other. Then both 4 and 4 are to play and 4NT is the keycard ask. That is the only case where 4NT will be the RKB ask when the key suit is a minor. If the key suit is a minor and partner bypasses the asking suit of 4, 4 or 4 and bids 4NT then that 4NT bid is just an ordinary cue bid in the ask suit! The Queen Ask: When the Key Suit is a Major The trump Queen will only be an issue when the response to RKB 4NT is either 5 or 5 and the asker is not looking at the Queen in his hand. The rule is that after 5 the queen ask is 5 (either hearts or spades agreed) and after 5 the queen ask is 5 (either hearts or spades agreed). No exceptions. Page 83

84 Suppose that the asker continues with the queen ask. From the teller s point of view, even a small slam may still be in doubt. If the teller does not have the trump queen, with one exception, he signs off in five of the agreed major. The queen ask of 5 when hearts is the agreed key suit is the special case. If the teller has the smaller number of keycards (either 0 or 1 as shown by the 5 response) then the teller must pass the bid of 5. But, if teller has the larger number (3 or 4) of keycards then he responds as normal to the Queen ask. Failing to hold the queen of hearts teller must bid six hearts. From the other side of the table, asker cannot bid 5 over 5 with hearts agreed when he knows there is a small slam. If he wants to bid a slam he must do it without asking about the Queen of hearts. With hearts agreed, the asker must have at least two key cards. The teller confirms possession of the trump queen (or confirms the partnership has at least a ten card fit) by doing one of three things. (1) He bids a suit, lower ranking than six of the agreed suit, in which he holds an outside king or the cheaper suit with two outside kings. (2) Lacking a king, teller bids 5NT with third round control (queen, doubleton, singleton) of any side suit. (3) With neither the king of a lower ranking suit nor a third round control of a side suit, teller jumps to slam at the six-level of the agreed suit (or to the grand slam for the exception where the ask was 5 with hearts agreed). The Queen Ask: When the Key Suit is a Minor If the key suit is clubs then assume teller has responded 4 or 4 to asker s bid of 4. The queen ask is the next denomination; that is, either 4 or 4NT. Teller signs off in 5 lacking the queen. Otherwise he has the same three options as when the key suit is a major; that is, show a side king, show a third round control by bidding 4NT/5NT or sign off in 6. If the key suit is diamonds there is a danger of getting too high. Asker should have at least two keycards for safety. After hearing teller s response to the RKB ask, if the next available denomination is either 4NT or 5 then that becomes the queen ask. Teller now responds as before. A problem occurs if the keycard ask was 4 or 4NT and the response was 5. If asker now bids 5, it is like the situation with hearts agreed where asker bids 5 as a queen ask. Teller passes with zero or one keycards but responds normally with the larger number of keycards. Another problem, more unlikely to occur, is when the keycard ask was 4NT and the response has been 5. The asker will have to infer from the auction, and his own hand, whether the teller has the smaller or larger number of controls and act accordingly. There is no queen ask in this case. After a positive response to the Queen Ask Suppose that the Teller has indicated he holds both the queen of the key suit and either the king of an outside suit or third round control of an outside suit. If the asker does anything but sign off in small slam it is a grand slam try. The partnership has all five key cards plus the trump queen. If the Teller has shown an outside king then any bid at the six-level in a suit lower ranking than the key suit is a second king ask. Without that second king, Teller signs off in six of the key suit. Holding that king, Teller responds in steps excluding the agreed suit. The first step shows Kxx, the second step shows Kx and raising the ask suit shows KQx. Page 84

85 If Teller has bid 5NT showing third round control of a side suit then any bid at the six-level in a lower ranking side suit is asking for third round control (3RC) of that suit. With the queen or a doubleton (or a singleton), the teller should bid the grand. Otherwise he signs off in six. Continuations When the Queen Ask is Not Used (SKA and 3RC) If asker does not need to inquire about the queen of trump, or if the response has clarified its location, he can make a grand slam try. A continuation, other than a signoff in the agreed suit, confirms possession of all five keys plus the trump queen. Asker can make a Specific King Ask (SKA) or a third-round control (3RC) ask. SKA asks teller if he holds one or more of the side-suit kings. The ask is one level higher and in the same denomination as the keycard ask. For example, if the keycard ask was 4NT then the SKA is 5NT. If the keycard ask was 4 then the SKA is 5. Similarly, if the ask was 4 /4 then the SKA ask is 5 /5. Teller signs off in six of the agreed suit with no king. Teller bids either/or with one or two kings. That is, with one side-suit king he bids that suit (or the minimum notrump if the suit of the king is the ask suit). With exactly two kings teller bids the suit of the king he does not hold (again bidding the minimum notrump if that suit is the ask suit). If teller holds all three side-suit kings he bids 6NT. Asker can inquire about third round control of a side suit (3RC) by bidding any suit that is not the queen-ask suit. Teller responds as before. With the queen or a doubleton (or a singleton), the teller should bid the grand. With three small or worse he signs off in six of the key suit. If the Opponents Interfere The opponents come in after we have started a keycard ask but before teller has answered. We use DOPI if the interference is below the six-level. Use DEPO at the six-level and above. DOPI means double shows zero keycards, Pass shows one and we bid something else with two. At the six-level or above, DEPO means double shows an even number and Pass shows an odd number of keycards. If they double our ask at any level use ROPI. The redouble replaces the double and shows zero keys while Pass shows one and we bid with more. The opponents double teller s RKB response. If this happens asker cannot pass. He makes his normal bid except XX says my RHO has made a mistake. Let s play this redoubled. Exclusion Keycard Blackwood (EKB) There are hands where one partner has a good fit with partner but he also has a void. He would like to check for keycards but if partner has only one it might be the wrong one; that is, the keycard might be the Ace of the void suit. The answer is for the asker to let the teller know that he should exclude that Ace when responding. The asker uses Exclusion Keycard Blackwood. EKB starts with the asker making an unnecessary jump in the void suit. The jump is one more than a splinter. The SCUD auctions (with silent opponents), 1-5 or 1-1 ; 5 are examples. In each case the key suit is spades and 5 is EKB with a diamond void. Teller excludes the Ace of the void suit and responds as follows. 1 st step = zero keycards, 2 nd step = 1 keycard, 3 rd step = 2 without, 4 th step = 2 with and 5 th step = 3 keycards. Page 85

86 There are two things to remember about EKB. The first is that if you hold a long minor you cannot jump to game in your suit if it is one level higher than a splinter. And, if your partner jumps to game in a suit, one more than a splinter, he will not be best pleased with you if he is playing in his void! Responding to RKB With a Void Kantar has a method in his book. I regard it as risky and optional. I would not add it to the system without serious discussion. Kantar s suggestion is to bid 5NT (the 5 th step) with an even number of keycards (0 or 2) plus a void and jump to six of the void suit with an odd number of keycards. In practice the odd number will only ever be 1 or 3. When the key suit is not spades, our modification is to bid exactly one level above the ask (the 5 th step) with an even number of keycards plus a void. With an odd number plus a void respond above the 5 th step in the void suit or bid 5NT if the void is in the ask suit. Follow Kantar when the key suit is spades. 5NT: Grand Slam Force or Pick-a-Slam There are two popular uses for a bid of 5NT that is not a Blackwood continuation. The first is the Grand Slam Force which applies when a key suit has been agreed. If there is no agreed trump suit then 5NT means that the partner of the 5NT bidder should choose the slam to play. To use either it is imperative that both partners understand when a key suit has been agreed. This was described earlier in this section on slam bidding. Grand Slam Force: We use the simple version of this classic. Once a key suit has been agreed, a jump to 5NT asks partner if he holds any two of the top three trump honors. He bids the grand if he does and the small slam otherwise. Pick-a-Slam: Here, no key suit has been agreed when 5NT is bid. We give a few examples. 1 - (Pass) (Pass) 1NT - (Pass) - 5NT 1 - (Pass) (Pass) 2 - (Pass) (Pass) 3NT - (Pass) - 5NT 1 - (Pass) (Pass) 1NT - (Pass) (Pass) 2 - (Pass) (Pass) 3NT - (Pass) - 5NT No agreed suit. Responder has five spades and wants to be in a slam. He is asking opener to choose between 6 and 6NT. If opener had a 5- card suit he could suggest it on the way to 6NT. Responder s shape is something like 2=3=6=2. He is asking opener to choose from 6 diamonds, hearts, spades or notrump. Responder has five hearts and four diamonds. He is asking opener to select either six diamonds, hearts or notrump. Holding five clubs, opener could offer 6 as a slam to play. Page 86

87 RKB Summary The first table summarizes RKB when a keycard ask is followed by the queen ask. Key Suit RKB Ask Teller s Bid Queen Ask Teller s Bid 3RC Ask/5NT M 4NT 5 5 5M, 5oM, 5NT, 6m, 6M 6 of a lower 5 5 If M is hearts, teller only answers holding max # of keycards. ranking suit NT, 5, 5, 5M, 5NT, None 4 4NT NT 5, 5, 5M, 5NT, 6 6 4NT 5 5, 5M, 5NT, 6, 6 4 4NT 5 5, 5M, 5NT, 6, Over 5, teller only 4NT 5 5 answers holding max # of keycards. 5 None This table summarizes RKB when the queen ask is skipped and asker makes a SKA. Key Suit RKB Ask Teller s Bid SKA Ask Teller s Bid M 4NT 5m or 5M 5NT Signoff in six of the key suit without 4 4,4,4NT, 5 5 an outside king. Either/Or with 4 4,4NT, 5,5 5 exactly one or exactly two kings. 6NT with all three. With either/or, 5NT subs 4 4NT, 5,5,5 5 for the king of the SKA ask suit. 4NT 5,5,5,5 5NT This last table summarizes RKB when the queen ask is skipped and asker makes a 3RC in any non-queen-ask side suit. Key Suit RKB Ask Teller s Bid 3RC Ask Teller s Bid M 4NT 5m or 5M Any suit 6M signoff without 3RC. 7M with 3RC 4 4,4,4NT, 5 bid below 6 6 without 3RC. 7 with 3RC 4 4,4NT, 5,5 of agreed other than 6 without 3RC. 7 with 3RC. 4 4NT, 5,5,5 the SKA 4NT 5,5,5,5 and queen ask suits. Page 87

88 Option 3 Kickbo and RKB Overview: 1. When a key (trump) suit has been agreed and there has been at least one cue bid below four of the agreed key suit then we use Kickbo. RKB is never an option in this case. 2. When a key suit has been agreed but neither partner has made a cue bid below four of the agreed key suit then we cue bid only or use RKB to check for keycards. Kickbo is never an option in this case. 3. When no key suit has been agreed we use regular Blackwood unless 4NT would be quantitative. In that case we use regular Gerber. Neither RKB nor Kickbo is an option if no agreed suit. Kickbo When a trump (or key) suit has been agreed and the auction is forcing to game, a bid in a nontrump (side) suit is a cue bid. I prefer the Italian style where cue bids below game show either an Ace, King, singleton or void of the bid suit. Actually, I prefer that the first cue bid not be a singleton or void but I m not strict about it. And, for the record, a splinter bid is not a cue bid. Nor is a bid showing a limit raise or better a cue bid for slam bidding purposes. Both bids do set the key suit however. The first cue bid is made in the cheapest available side suit and shows extra values beyond what have been shown by that partner up to that point. Then, his partner s cue bids are cooperative and do not guarantee extras. Kickbo is a hybrid of Kickback and Turbo hence the name. Turbo is a method of showing keycard parity during a cue bidding sequence. Kickbo also shows keycard parity and applies when both of the following conditions are satisfied: a key suit has been agreed and there has been at least one cue bid below four of the agreed key suit. Then, a bid of the denomination one above four of the agreed trump suit (called the Kickbo denomination) tells partner that the teller has an even number of keycards; so, 0, 2, or 4. If the teller bypasses (bids above) the Kickbo denomination he shows an odd number of keycards; so, 1, 3 or 5 and has a control in the bid suit. If the Kickbo denomination is not 4NT, then a bid of 4NT shows an odd number of keycards and a control in the Kickbo denomination. Either partner can be the teller. Consider these auctions. 1-2 ; 2-2 ; 3-4 ; 4-5. In this auction responder has shown at least 15 HCP and at least 5 spades. Opener has shown 6+ hearts and agreed spades as trump. There have been two cue bids below 4. So 5 is Kickbo and shows an odd number of keycards (opener can assume three) and a diamond control. Had responder bid 4NT instead of 5 he would show an even number of keycards (opener assumes two on the auction). 1-4 ; 4-4NT. This is RKB. Hearts have been agreed implicitly via the splinter but there has been no cue bid below 4. Page 88

89 1-2 ; 3-3 ; 3NT - 4. Clubs have been agreed. The 3 bid, initially assumed to be a notrump probe, must now be taken as a cue bid which was under four of the agreed suit. This makes 4 Kickbo showing an even number of keycards. It asks opener to cooperatively investigate slam. Had responder bid 4 instead of 4 then that would have shown an odd number of keycards and a spade control. And 4NT would show an odd number of keycards and a control in the Kickbo suit, diamonds in this case. With Kickbo, the partner of the teller becomes captain for the rest of the auction. The captain adds his number of keycards to the teller s. Missing two keycards, the captain usually 8 signs off in game at the five-level in the key suit. If the captain signs off in game, the teller bids on holding more than the expected number of keycards. Missing just one keycard, the captain will jump to slam or cue bid further if there is room. The trump Queen is now the important card from the captain s point of view. If the captain can account for all five keycards he can jump to the appropriate slam or bid on to investigate a grand. In any Kickbo grand slam investigation, a bid of the denomination one above five of the agreed trump suit denies possession of the trump Queen. If the denomination one above five of the agreed trump suit is bypassed it guarantees possession of the trump Queen (or extra length). To summarize, suppose we have agreed on a key suit. If a cue bid has been made below the four level of our key suit we use Kickbo; otherwise, RKB. If no key suit has been agreed we use ordinary Blackwood or, in some specific auctions where 4NT would be quantitative, ordinary Gerber. The cue bidding rules, when a key suit has been agreed, are summarized as follows. 1. The first cue bid shows extra values beyond what have been shown by that partner up to that point. 2. The only exception to (1) is a specific situation where the partner of the cue bidder is unlimited and the partnership has agreed, in advance, that a cue bid in that situation is mandatory. An example is: 1NT - 3 ; 4 -. Here responder is an unpassed hand, opener is implicitly agreeing hearts with 3 or 4 card support and showing a club control on the way to 4. Opener need not have extras. Responder needs extras to cue bid in return. 3. After the first cue bid, additional cue bids must be made as long as the level of the contract is not increased. This does not apply to the exception in (2). In the auction, 1NT - 3 ; 4-4, responder does not want to go past game but could have a diamond control. But in, 1NT - 3 ; 4-4, the 4 is a cue bid showing extras and slam interest. 4. After the first cue bid, cue bids that raise the level of the contract show extra values. 5. If the opponents double partner s cue bid: XX shows the Ace of that suit; an immediate cue bid by you says we don t have two fast losers in that suit; Pass shows doubt and asks partner to decide what to do. 8 Slam could be on a finesse for the trump King or a void could cover a missing Ace. Page 89

90 Option 4 Kickback (KRKB) Kickback is RKB where the asking bid is one above four of the agreed key suit. The four steps immediately after the asking bid are the usual RKB steps. The specific king ask is one full level above the asking bid while the queen ask is one step above the teller s 1 st or 2 nd step response. The key suit must be agreed as outlined earlier for Kickback to apply. If no key suit is agreed then 4NT is either quantitative or classic Blackwood (0, 1, 2, 3 responses). If clubs is the key suit then 4 is RKB unless diamonds have been bid naturally. If diamonds is the key suit then 4 is RKB unless hearts have been bid naturally. If hearts are agreed then 4 is asking unless spades have been bid naturally. If spades are agreed then 4NT is asking. Rule: If either asker or teller has bid the asking suit naturally (indicated 5+ cards in the suit) and a second suit has been agreed then the ask is the next denomination above the normal ask. For example, suppose asker or teller has shown 5+ hearts and diamonds have been agreed. Then 4 is asking with key suit diamonds and 4 is to play. With no key suit agreed, for 4NT to be quantitative partner must have shown a balanced notrump hand with a defined point count range and there must have been a jump to 4NT. There are two exceptions. If responder used Puppet Stayman then a jump to 4NT showing 4=4 in the majors has priority. The other exception is when we are in the middle of a Relay Checkback auction. Then 4NT over 3NT is quantitative. With no jump, if neither Puppet Stayman nor Relay Checkback is involved, then 4NT over 3NT is always regular Blackwood (not quantitative). If a key suit is agreed but 4NT is not Kickback, then 4NT is a cue-bid in the ask suit. Page 90

91 Example Hands: Slam Bidding with RKB 1. Bridge on the Edge, May 2, 2017 Opener Responder KQ853 A742 A975 8 Q32 AKJ6 Q J985 1: Jacoby 2NT 1 2NT 1 2: Would accept a raise : Shortness ask 3NT 4 4 4: Club shortness 4 4NT 5: Two with spade queen : Should have a play 2. Bridge on the Edge, May 2, 2017 Opener AK AQ6 543 Responder Q976 AK1054 KJ87 1 2NT 1 1: Jacoby 2NT 3 2 3NT 3 2: Would accept a raise 4 4 3: Club shortness 4NT 6 4 4: Void plus odd # of keycards 6 5 Pass 5: Too much to discover for grand Page 91

92 Defence I can tell you two things about the game of bridge true beyond any shadow of doubt. Defending is the hardest part of the game and it gets the least attention from bridge writers. That is not to say that there are no goods books on defence. For opening leads there are Ewen (Opening Leads, 1970) and Rosler/Rubens (Journalist Leads, 1988). Other books I have found useful include Bird (Defensive Signalling at Bridge, 2010), Kantar (Defensive Bridge Play Complete, 1974), Izdebski/Krzemien/Klinger (Deadly Defence, 2011), Woolsey (Modern Defensive Signalling in Contract Bridge, 1981) and Vinje (Defensive Play in Bridge, 1980). Every card played by the defenders from the opening lead to their last card of the final trick carries a message. Most of the time, the message (or signal) is 1) attitude, 2) count or 3) suit preference. Each situation during the play has a default signal. The problem is that each situation has exceptions too. If the default, for example, is attitude then the bridge logic of the situation may dictate that count or suit preference should apply instead. Recognizing exceptions is part of being a good defender. The defence begins with the opening lead. Choosing an opening lead consists of selecting a suit and then picking a card from the selected suit. Picking the suit is harder. More on this topic at the end of the section. But, assuming the suit has been selected, here are my preferences for the card chosen from the lucky suit. Option 1 Standard Leads ( ) Standard Leads against a notrump contract. Card Led Shows Comment A Something like AKJxx or AKQ10x Asks for unblock of K, Q or J. Otherwise give count K AKx or KQx Asks for attitude especially against gambling 3NT Q QJ10, QJ9 or KQ10 Asks for unblock of J. Otherwise, give attitude J 10 Top of a sequence or interior sequence 10 9 Top of a sequence or interior sequence High Spot Top of nothing Lead high from 2 or 3 small. If three play the middle card next. From 4 or 5 small lead top or second from top Low Spot Three to an honour or fourth best from a suit with an honour Low spot lead guarantees an honour (or a singleton). The honour is usually A, K or Q. Rarely J or 10. Page 92

93 Standard Leads against a trump contract. Card Led Shows Comment A AKx or A alone Assume AKx to avoid ambiguity K KQJ or KQ10 Top of sequence or near-sequence or AK doubleton Q QJ10, QJ9 Top of sequence or near-sequence J 10 Top of a sequence or interior sequence 10 9 Top of a sequence or interior sequence High Spot Usually a doubleton (or singleton). But, could be 3 rd best from KJ9x or bottom from K97. Low Spot 3 rd from even (4 or 6) or bottom from odd (or a singleton). Spot card leads are 3 rd best from an even number (4 or 6) and bottom from an odd number (3, 5 or 7). For 3 rd best the rule of 12 applies. For 5 th best apply the rule of 10. Showing count is more important versus suit contracts where cashing the correct number of winners in the suit later may be crucial. Standard opening leads work reasonably well versus notrump. But, they have weaknesses against suit contracts. For starters, anytime you lead an ace without the king, partner will think you have the king and send the wrong message when he has the queen or a doubleton. Next, it is difficult to distinguish top of a sequence leads from interior sequence leads. Rusinow leads were the first attempt to improve things and then, in the mid-sixties, Journalist leads extended Rusinow. An improved scheme of Hybrid Leads appears at the end of this section. When leading partner s suit, leads are standard. Ace denies the king. King shows AK or KQ or a doubleton. Queen shows the jack or a doubleton, jack shows the 10 or a doubleton. Otherwise lead top of nothing or low from an honour which could be the jack or 10 this time. There are exceptions here too. If declarer is known to be short in partner s suit, leading an honour from three or four through dummy could help partner or pin an important card in declarer s hand. Against a slam or gambling 3NT we may lead an unsupported honour; in particular, the ace or king. As the leader s partner, you should not assume the leader has the usual honour sequence. Show attitude when holding the touching card. Later Leads Your leads later in the play are standard unless you are returning a suit partner has led. In returning partner s suit the card to lead depends on the number of cards you held originally. For example, consider four different holdings of K3, K73, K642, and K8654. Further, suppose you played the king on his first lead of the suit. Return the 3, 7, 2 and 5 respectively. With a doubleton there is no choice and with an original 3-card suit return the middle card. With four or more return original fourth best. In the last case, the original 5-card suit holding, you return the 5. There is an argument for returning the 8 to distinguish an odd from an even number originally. Page 93

94 There is one exception. When you are returning a suit you know or suspect that partner can trump then return a low card if you want him to return the lower ranking suit after he ruffs. Conversely, return a high card if you want the higher ranking suit returned. This is suit preference. Defensive Signals There are three principal signals. Attitude involves either encouraging or discouraging partner s lead or continuation of some suit. Giving count involves indicating either an even or odd number of cards in a suit. A suit preference signal is the play of a card which shows a preference for the higher ranking or lower ranking of two other suits. In every situation there is a default signal. It is often attitude. But, in many cases, the default signal will be overridden and another will apply. The exceptions need to be memorized or learned by experience. First, my preferences for attitude and count are upside-down. An abbreviation for upside down count and attitude is udca. Suit preference is normal; high for the higher ranking suit and low for the lower ranking suit. Upside-down attitude and count have huge technical advantages over normal when signalling from four-card suits. And, there is an advantage playing both together as opposed to, say, upside-down attitude with normal count which some pairs do. For signalling purposes, a spot card is any between 2-10 inclusive. Upside-Down Attitude: Low-like; High-hate. Playing the lowest card you hold in the suit encourages. Playing the highest spot card you can spare discourages. Upside-down Count: Playing the lowest card in the suit shows an even number. You may, or may not, complete the count signal later by playing a higher spot card. Playing the highest spot card you can afford followed, possibly, by a lower card shows an odd number. In these notes attitude or count always means upside down attitude or count even if the upside down part is unstated. And, the assumption is that you are not trying to win the trick or force a high card from declarer. Defaults I. When partner leads a suit the default signal is attitude. II. When declarer leads a suit the default signal is count. III. When discarding, the default is attitude. Exceptions in I. 1. Partner has led the Ace and the Queen is in dummy. Assume a trump contract and partner has led the ace of a side-suit. He will usually want your attitude towards the lead. But, with the queen in dummy, he wants to know how many tricks are cashing in the suit and if you can get a ruff. Count has a higher priority. Rule : When the Queen is in dummy give count. Always. Page 94

95 2. Dummy has winners in the suit led. Suppose partner leads the ace which sets up the king and queen in dummy. Your signal is suit preference now. With shortness in dummy, attitude still applies. It may be important to tap dummy s trumps. 3. Partner leads and you cannot beat the dummy. If it is clear that you do not hold an honour in the suit led then show count. 4. Against a Slam or Gambling 3NT. Partner has led an ace against a gambling 3NT. Declarer usually has a running minor but may also have an unstopped suit. If control of partner s suit appears in dummy he will want to switch. Give suit preference now. He wants to know where declarer s weakness is. Against a slam, be aware that partner may lead an ace without the king. 5. When in doubt. When the default signal cannot logically apply, the question is: what does apply Trust partner. If you need to know attitude, assume partner is signalling attitude. But if count or suit preference is more important assume you are getting that from partner. That s the only way defence can be successful. At these times, the guiding principle of defensive signalling can be stated in two ways. Assume that partner is giving you the signal you need. Or, looking at the principle from the other side of the table, work out what partner needs to know and give him that signal. Declarer has led and you are playing second or fourth. These are count situations by default. There are situations where the defence cannot succeed without the count. For example, if there is a long suit in dummy missing one or more honours (that partner could have) and dummy has no outside entry (or maybe just one outside entry) then give count so partner will know when to win his ace. Experts disagree on whether count should routinely be given. The argument is that good declarers will take advantage. And, that is true. The rebuttal is that many declarers will neither notice nor trust the defenders counts so you might as well give true count anyway. Or, vary your pattern of giving honest count at least when the true count is of no use to partner. My recommendation is to always give true count. With an odd number, the rule is to play the highest spot card you can afford. You want to give the clearest count possible. But, you should be aware that playing the ten or nine from three to the ten or three to the nine could cost a trick. Play the second highest card if there is any danger. Page 95

96 The First Card Played in a Count Signal. What Does It Tell You A complete count signal is two cards played either low-high or high-low. The question is: what information can be reliably obtained from just the first card played in the pair You can never be 100% sure from one card about partner s original parity, even or odd. But there are some strong inferences available. Specifically, suppose declarer has led from either dummy or hand and partner has played a spot card. First order of business is to count the number of spot cards that you cannot see that are below the one partner has just played. After the trick is complete, if there are no missing spots below the one partner played then he played his lowest card and almost certainly started with an even number. It is possible that partner has played low from three because his other two cards were honours, he thinks that it is a suit preference situation or he wanted you on lead for some reason. But an even number is the most likely case. If there is exactly one missing spot below the one played by partner then there are two possibilities. Partner could have three to an honour or three to the nine. If he wasn t trying to win the trick then he will play his middle card. The other possibility is that declarer has concealed the missing spot and partner has an even number. I think it is slightly more likely that partner holds three cards in the suit. But, some declarers are sneaky. Especially when they know your methods! If there are two or more missing spots below that played by partner then it is highly likely that partner started with an odd number of cards in the suit. Completing the Count Signal The second card you play when completing the count signal can be suit preference. This could arise when declarer is running a suit to which you are following. After showing count with your first card, your next spot card played in the suit can be suit preference. For this to work you need to hold more than a low doubleton. Here is another situation where completing the count can be suit preference. 84 KQ1082 KJ9 KJ9 A1053 J76 Q65 Q65 West North South KQJ92 A9 A East A8732 Both Vul South West North East Pass 3 Pass 4 All Pass Page 96

97 Partner makes the unfortunate lead of the king of hearts. Since you can t beat dummy, following exception #2 you show count with the five. Declarer draws two rounds of trump and leads a heart from his hand. Partner wins the queen and you play the heart three. Since partner knows that you had a choice of which heart to play, the three is clearly suit preference. Partner should switch to the club jack. Suppose we change the hand slightly as follows. 8 KQ10852 KJ9 KJ9 A1053 J76 Q65 Q65 West North South KQJ92 A9 A East A8732 Both Vul South West North East Pass 3 Pass 4 All Pass Again partner leads the king of hearts. You show count as before with the heart three this time. Declarer draws trump and leads a heart from his hand. Partner wins the queen but, with no choice of heart to play, you are unable to show a preference. Partner is on a guess as to which minor to try. The only solutions, not totally satisfactory, are for your original three of hearts to be suit preference or to show suit preference with your trump plays. Discarding The default is attitude when discarding. There is no need for either Lavinthal or odd-even discards. These dual message signals only apply on your first discard anyway. Attitude applies on any discard. In most situations partner has led a suit and declarer is playing some other suit in which you become void. To show strength in a third suit you have two choices. You can discard your lowest spot-card in the third suit. If you can t afford to throw away a card from the suit you want partner to lead then you can discard a high card from the other suit. There is an exception to attitude here too. Against a suit contract, suppose partner has led top of a sequence in a suit he has bid. Subsequently, if he discards in his suit, he is showing his current count in his suit using standard remainder count; not upside down. It may be important to know which tricks can be cashed when the defence obtains the lead. But, against a notrump contract attitude still applies. Standard remainder count is used by either partner in showing the remaining number of cards held in a suit previously played but in which count was not given. Reverse Smith Echo (Optional) Partner leads a suit against notrump. Declarer wins and starts playing a second suit. Each defender can signal their attitude toward the suit led by partner when following to declarer s suit. A low spot is encouraging and a high spot is discouraging; low-like; high-hate. Page 97

98 I don t use Reverse Smith Echo since knowing count in declarer s suit is frequently more important. Signals in the Trump Suit Option 1 Standard ( ). The most common signal in the trump suit is to use a high-low echo to show three trumps and the ability to get a ruff in a side-suit. The high-low is given with the middle and low cards, reserving the top card. Option 2 The Distribution Signal 9. It is a mathematical fact that every bridge hand of 13 cards must contain either (i) one suit with an even number of cards and the other three suits all having an odd number or (ii) one suit with an odd number of cards and the other three suits all having an even number. For example, a hand has one even, three odd and its parity is said to be even. A hand has one odd, three even and odd parity. Voids count as even for this. The one even suit in an even parity hand or the one odd suit in an odd parity hand is called the unique suit. The Distribution Signal works as follows. When defending against a suit contract: when declarer leads trump if a defender plays a high spot card it shows one even suit (and three odd). If a defender plays a low spot card it shows one odd and three even suits. An opening trump lead from two or three small cards is the start of a high-low or low-high parity indicator. When defending against a notrump contract the signaling suit is the first suit initially led by declarer or dummy. If a defender plays a high spot card and later a low one it shows even parity. If a defender plays a low spot card and later a high one it shows odd parity. This assumes the defender signalling has a second spot card to complete the high-low or lowhigh signal. And it assumes that a count signal is unnecessary. Count has priority over the distribution signal with a long suit in dummy, for example. You will be unable to give the distribution signal every time. You may have to win the first or second trick. Or you may have only one spot card to play. But, when you can signal distribution, partner will know everyone s distribution as soon as the one even or one odd suit is identified. Declarer will know too so good declarers will take advantage. In the long run though, the distribution signal should help the defence more often. For reasons involving playing in tempo, what is needed is a quick way to deduce declarer s unique suit and parity once we know partner s unique suit and parity. One method is concealed in the table below. But, it requires some memory work. Let A represent either odd or even parity and let B represent the parity opposite of A. After you receive partner s parity signal, the only possibilities for the three known parities among you, partner and dummy are AAB or AAA. With declarer s parity added the only possibilities are AABA, AABB, AAAA or AAAB. Borrowing 9 Legal under the General Convention Chart of the ACBL. Page 98

99 some poker terminology, AABA and AAAB are three-of-a-kind or a set, AABB is two pair and AAAA is quads. We use some other poker terms for the unique suit pattern. Four of the same suit is a flush. Four different suits is a rainbow and two of one suit and two of a different suit is double suited. # of Unique Suits Known Unique Suit Pattern Parity Pattern 1 Flush Set 2 Double Suited Set 3 Rainbow 2 Pair or Quads Table 1: Entries Include Declarer's Unique Suit and Parity After getting partner s odd or even parity signal you next deduce his unique suit from the play. At that point you know how many unique suits are represented among you, partner and dummy. Then look at the table. Find the row corresponding to the number of known unique suits. Declarer s unique suit is given by the descriptor to the right in that row. The entry in the rightmost column of that same row gives declarer s parity. For example, suppose partner shows even parity and you discover his unique suit is hearts. If your unique suit is clubs and dummy s is hearts then two suits are represented; hearts twice and clubs once. From the 2 row of the table, the entry in the middle (green) column shows that declarer s unique suit must be clubs because the unique suit pattern must be double suited. If your parity is even and dummy s is odd then, with partner s even parity which he signaled, declarer s parity must be even since the third (orange) column indicates that the four parities must form a set. POST Both defenders must count every single hand. They have to count POints, Suits and Tricks. The acronym is POST. This counting starts with estimates formed during the auction and early play and is refined as play continues. Hopefully you will have an exact count before it s too late to do something about it. Every time I get lazy with counting it seems to cost me. Counting Points. This part is straightforward arithmetic. For example, suppose that, during the auction, declarer opened a notrump and the final contract was 3NT. Say you have 8 HCP and when dummy comes down it has 9 HCP. This means partner has 6-8 HCP (unless declarer was being untruthful). Many players will work out declarer s range but fail to get specific about partner s. During the play you should keep track of declarer s known points and also your partner s. Counting Suits. During the auction and early play, you estimate and gradually revise your estimate of declarer s and partner s distributions. There are many inferences you can draw from Page 99

100 bids made or not made. If declarer opened in a major and ended in game in that suit you should assume he has five even if they play four-card majors. Or maybe he showed (or failed to show) a four-card major in response to Stayman. It helps to know a bit about their methods. But, for example, if you figure declarer might be , ask yourself what partner s shape is if you are correct. And don t get wedded to one particular distribution. Be prepared to revise your estimate if declarer turns up with a singleton in a side suit. Here is an exercise to improve your distribution estimation technique and keep you focused on the task. For no good reason it s called the Exercise. During the time interval beginning with the auction and ending when dummy comes down, give declarer three possible distributions he could have consistent with what you have heard and seen. Don t get too fixated on the most likely of the three! Within the first three tricks, try to reduce declarer s possible distributions to two. Then, during the next two tricks, try to get declarer s exact distribution. It won t always be possible but you have to be trying to work it out before it s too late. Counting Tricks. While the opening lead is on the table or even before that you should ask yourself where your defensive tricks and declarer s offensive tricks are coming from. At IMPS you need a plan to capture enough tricks to beat the contract. At matchpoints you would also like to set the contract but you need a plan that avoids the loss of any tricks that should be coming your way. Option 2 Hybrid Leads Hybrid opening leads are a combination of Standard and Rusinow leads. Hybrid Leads against a notrump contract. Card Led Shows Comment A Something like AKJxx or AKQ10x Asks for unblock of K, Q or J. Otherwise give count K AK or KQ Asks for attitude especially against gambling 3NT Q QJ10, QJ9 or KQ10 Asks for unblock of J. Otherwise, give attitude J 10 and no higher Denies an interior sequence 10 J or 9 and one of A,K,Q Lead 10 from interior sequences (but not QJ10) or top of nothing Denies an interior sequence. Otherwise, could be ambiguous. High Spot Top of nothing Lead high from 2 or 3 small. Avoid leading the 9 from 9xx. If three play the middle card next. From 4 or 5 small lead top or second from top Low Spot Three to an honour or fourth best from a suit with an honour Low spot lead guarantees an honour (or a singleton). The honour is usually A, K or Q. Rarely J or 10. Page 100

101 Hybrid leads against a trump contract. Card Led Shows Comment A Denies the K unless AK doubleton K A Rusinow Q K Rusinow J Q Rusinow 10 J10x(x), KJ10 Rusinow 9 109x(x), K109, Q109 Rusinow High Spot Usually a doubleton (or singleton). But, could be 3 rd best from KJ9x or bottom from K97. Low Spot 3 rd from even (4 or 6) or bottom from odd (or a singleton). Spot card leads are 3 rd best from an even number (4 or 6) and bottom from an odd number (3, 5 or 7). For 3 rd best the rule of 12 applies. For 5 th best apply the rule of 10. Showing count is more important versus suit contracts where cashing the correct number of winners in the suit later may be crucial. Selecting the Suit for the Opening Lead Possession of the opening lead is a big advantage. The defence gets the first opportunity to try to set up tricks. It also sends a message on whether the leader wants to conduct an active or passive defence. Active defences include looking for ruffs, preventing ruffs, setting up high card winners, promoting intermediate cards into winners, forcing declarer to ruff in the long hand and setting up length winners. A passive defence might mean just trying to avoid giving tricks to declarer that he could not win on his own. That is, let declarer do all the work. In Kantar s 1974 book, Defensive Bridge Play Complete (Wilshire), the first two chapters list factors to consider when selecting a suit to lead versus a suit or a notrump contract. Toward the end of the book, Kantar identifies some dummy types that may guide the opening leader when the opponents are playing a trump contract. Assume that dummy has shown trump support during the auction and that partner has not overcalled. Otherwise, lead his suit. The dummy types to listen for and identify during the auction include the following. 1. Dummy is likely to be balanced. 2. Dummy has a ruffing value but nothing else. 3. Dummy is likely to have a long side suit. 4. Declarer has a hidden two-suiter. Type 1 suggests a passive defence. Select an opening lead in a suit that should not cost a trick. Top of a sequence or even a trump lead could qualify. For Type 2 a trump lead or switch may be right. With Type 3 be passive if the long suit is unusable to declarer. You may have control, for example. Otherwise, you will need to be active to get your tricks before they disappear on the long suit in dummy. With Type 4, a more active or forcing defence could prevail. Page 101

102 Appendix 1: Selected Tables Some of the tables dotted throughout the Notes are repeated here for easier reference. 1. Flip Sequences Partner must have opened 1. But then, we only use flips if both majors are available to be bid. Sequence Comment 1-1M Flip with 6+ HCP. Shows 4+ cards in om. 1-2M Weak Flip. Shows 6+ cards in om and 0-5 HCP. 1 - (X) - 1M Flip with 6+ HCP. 1 - (X) - 2M Weak Flip. 1 - (1 ) - 1M Flip. Shows 6+ HCP. 1 - (1 ) - 2M Weak Flip. 1 - (1NT) - 2M Flip. 6-9 HCP. 5+ card suit. 1 - (2m) - 2M Flip. Shows 8+ HCP and a 4+ card suit. 2. Major Suit Raises (i) Partner opens 1M and RHO passes. Dummy Points Support Length (8) (8) or Pass 1NT 2M 1, 2, 2, M 3M or 1-2 2NT 2NT or Splinter Table: Major Suit Raise Structure Page 102

103 (ii) Partner opens 1M and RHO doubles. Dummy Points Support Length or Pass Pass or 2M 2M XX then support XX then support 4+ 3M 1-3 or or 1-2 2NT 2NT or Splinter (iii) Partner opens 1M and RHO overcalls. Dummy Points Support Length or Pass or 2M Single raise or transfer to a new suit then support Transfer to a new suit then support Transfer cue-bid then support 4+ Jump to 3M 2M-1 if available; otherwise 2M or 3M Transfer to their suit then support Transfer to their suit then cue (iv) LHO opens 1m, partner overcalls 1M and RHO passes or makes a negative double. Dummy Points Support Length or Pass or 2M 2M Transfer to a new suit then support Transfer cue-bid then support 4+ 3M 2M-1 Transfer to their suit then support Transfer cue-bid then cue Page 103

104 (v) LHO opens 1m, partner overcalls 1M and RHO bids 1NT or higher. Dummy Points Support Length or Pass or 2M 2M Transfer to a new suit then support Transfer cue-bid then support 4+ Jump raise - 3M 2M-1 Transfer to their suit then support Transfer cue-bid then cue 3. What to Open with Both Majors Here is what to open or what the initial sequence should be with 5-4 or better in the majors. HCP or 1 2M M 1-1 3M NT 2NT Page 104

105 4. Notrump Ladder HCP Range Opening Bid or Sequence Response Method NT Standard Stayman 2 and Slamtry Stayman 2. No TAPS NT M 1NT M 2NT NT TAPS TARC TARC TAPS NT TAPS M 2NT NT or NT (X/1 ) - XX/1 /X - (Pass) 1NT - (Pass) (X/1 ) - 1M - (Pass) 1NT - (Pass) (2m) - X - (Pass) 2NT - (Pass) (2m) - 2M - (Pass) 2NT - (Pass) (1 ) - Pass - (Pass) 1NT - (Pass) (X/1 ) - XX/1 /X - (Pass) 2NT - (Pass) (X/1 ) - 1M - (Pass) 2NT - (Pass) TAPS TAPS TAPS TAPS TARC TAPS TARC TAPS TAPS TARC Page 105

106 5. Standard Leads against a notrump contract. Card Led Shows Comment A Something like AKJxx or AKQ10x Asks for unblock of K, Q or J. Otherwise give count K AKx or KQx Asks for attitude especially against gambling 3NT Q QJ10, QJ9 or KQ10 Asks for unblock of J. Otherwise, give attitude J 10 Top of a sequence or interior sequence 10 9 Top of a sequence or interior sequence High Spot Top of nothing Lead high from 2 or 3 small. If three play the middle card next. From 4 or 5 small lead top or second from top Low Spot Three to an honour or fourth best from a suit with an honour Low spot lead guarantees an honour (or a singleton). The honour is usually A, K or Q. Rarely J or Standard Leads against a trump contract. Card Led Shows Comment A AKx or A alone Assume AKx to avoid ambiguity K KQJ or KQ10 Top of sequence or near-sequence or AK doubleton Q QJ10, QJ9 Top of sequence or near-sequence J 10 Top of a sequence or interior sequence 10 9 Top of a sequence or interior sequence High Spot Usually a doubleton (or singleton). But, could be 3 rd best from KJ9x or bottom from K97. Low Spot 3 rd from even (4 or 6) or bottom from odd (or a singleton). Spot card leads are 3 rd best from an even number (4 or 6) and bottom from an odd number (3, 5 or 7). For 3 rd best the rule of 12 applies. For 5 th best apply the rule of 10. Showing count is more important versus suit contracts where cashing the correct number of winners in the suit later may be crucial. Page 106

107 Appendix 2: Conventional 2NT A bid of 2NT usually shows a balanced or semi-balanced hand with a pre-defined point count range. In SCUD there are a few systemic situations where that is not the case. Further, there are others where 2NT has a popular conventional meaning. These different 2NT bids are listed below and all are alertable. 1 - {1M or 1NT} 2NT NT 1-1M 2M - 2NT 1-1 1NT - 2 2NT NT NT 1-1M 2M - 2NT 1NT - 2 2M - 2NT Shows 5-5 or 6-5 in the minors. Responder places the contract. 3m is to play. 3M, 3oM and 4m are forcing. 2NT asks for opener s 5 card minor. Opener is 0=4=4=5 or 0=4=5= HCP. Asks whether opener has 3 or 4 card support. Now, 3m by opener shows 3 card support and a 5 card suit in m. 3M shows 4 card support with a minimum. 4M shows 4 card support and a maximum. The 2 rebid in this and similar auctions is the Inverted 2 Rebid. The 2NT bid shows where the singleton is in responder s suit. In the auction shown opener is 1=4=4=4. 2NT asks for spade-heart length. Up the line numerical responses so 3 = 5=4, 3 = 5=5, 3 = 6=5, 3 = 6=6. 2NT asks for spade-heart length. Now 3 = 4=5, 3 = 5=6, 3 = 6=7, 3 = 7=6. Numerical responses. Responder s 1M was a flip showing om. Opener s 2M was a 5+ card suit. If responder cannot raise M he may need to mark time. 2NT is a waiting bid which gives opener room to show a 4+ card minor. With only a 5-card major, opener must have a 4+ card minor. After the opener s response to Slam-Try Stayman, the 2NT bid asks for opener s distribution. Up the line numerical responses. 1NT - (O call) - 2NT Except when s is clubs, these are all lebensohl. The bid of 2NT is a relay to 3 after which the 2NT bidder will pass, place 1NT - (Pass) - Pass - (O call) Pass - (Pass) - 2NT (2s) - X - (Pass) - 2NT (1s) - 1NT - (2s) - 2NT (1s) - X - (2s) - 2NT the contract or take some stronger action (cue-bid or 3NT). The 2NT bid shows a hand of less than invitational strength unless the stronger game forcing action is taken. In the first auction, lebensohl also applies if the overcall was conventional. 1M - 2NT Jacoby. 4+ card support for M. Shows dummy points, or M - (X) - 2NT 2-2NT Shows 3+ card support for each major. 6+ HCP. Game force. Page 107

108 2-2 2M - 2NT 2-2 2NT If responder cannot raise M but has the values for game he may need to mark time. 2NT is a waiting bid giving opener room to show a 4+ card minor. With only a 5-card major, opener must have a 4+ card minor. Shows both majors. 5=5, 6=5, 5=6 or 6=6. 2-2NT Shows 5-5 in the majors. Game Force. Alertable NT 1-1 1NT NT 2M - 2NT The 2NT asks for opener s distribution and strength. Then 3 = 4=5 and 20-21; 3 = 5=4 and 20-21; 3 = 4=5 and 22+; 3 = 5=4 and 22+. In this and other Puppet Stayman auctions, 2NT shows both majors and invitational values. Asks for a feature in the simple response structure. (1 ) - X - (Pass) - 2 (2 ) - Pass - (Pass) - 2NT This 2NT is takeout. Advancer has 6-8 HCP and a diamond suit that he could not bid over 2 and risk forcing the partnership to the four-level. This only arises when the opponents open a major, we make a takeout double and advancer bids a minor first. Like here, when there are two suits between the major opened and the minor bid by advancer, X would show hearts. In Modified Hello, Defence to Jacoby Transfers and Ghestem, 2NT shows the two lower ranking unbid suits. Page 108

109 Appendix 3: Executive Summary This appendix gives a basic summary and lists some conventional treatments that are important for the system and may require extra memory work. Details are in the section indicated. 1 Constructive: Any response up to and including 2 is standard as is opener s rebid through 2. A jump response of 2M is Reverse Flannery. Responder s 2 rebid is Pass-or-Correct and his 2 rebid is Inverted. Competitive: Responder s immediate 2 is Pass-or-Correct and an immediate 2 is Inverted. If 1 is doubled then XX and 1 show hearts and spades respectively (like a transfer). After a 1M overcall, X and a cue-bid by responder show the other major. Otherwise, use negative doubles and negative free bids in the majors. 1 Constructive: Major- and minor-suit transfers by responder. The major-suit transfers are called flips. Either of the sequences 1-1 ; 1M is Birthright. Relay Checkback after a flip by responder and a notrump rebid by opener. Competitive: Flips by responder at the 1- and 2-levels but only if both majors are available. Minor-suit transfers only after a double. Also by responder: weak pass (0-5); 1 or X shows 6-9; XX or Kantar Cue-bid shows NT Constructive: No transfers. Slam-try Stayman 2 with distribution responses. Competitive: Transfer lebensohl. Ripcord if 1NT is doubled. 1M 2 Constructive: 2 is an artificial game force. The major suit raise structure includes Jacoby 2NT. Constructive Drury. Constructive: 2 response is waiting. 2NT response shows support for both majors. Opener s 2M rebid is a one round force but 3M is a game force. Responder s rebid of 3 is a second negative. After an initial 2 response, a 2NT rebid by responder is a game force and also waiting. Competitive: 3-card negative doubles for majors. 2 Constructive: 2 response shows 0-5 HCP and 2 is a game force with 6+. Opener s 2NT rebid shows balanced. TAPS after the 2NT rebid by opener. Competitive: Transfers at the 2-level after X and negative doubles after a 2M overcall. 2M Constructive: Simple Responses. 2NT is the only force. Defences Competitive: Pivot. Transfer Landy. Ghestem. Leaping Michaels against weak 2M. Transfer advances to partner s 1M overcall. Slam Bidding Constructive: Roman Keycard Blackwood. Page 109

110 Appendix 4: Auction Index O1 R1 Description 1 Artificial and forcing, 15+ HCP. Usually HCP (17-19 if unbalanced with no major). 1 Any 0-5 HCP (except with a 6+ card major) or 6-9 without a 4-card major. 1 /1 4+ cards in the other major om, 6+ HCP. Like a transfer but called a flip. 1NT/2 1NT shows clubs and 2 shows diamonds. 5+ card suit, 10+ HCP. GF. 2 Reverse Flannery. Exactly 5 spades and 4 hearts. 6+ HCP. Forcing. 2 /2 Weak flip. Shows 6+ cards in om, 0-5 HCP. 2NT 10+ HCP, no 4-card major or 5-card minor, GF. 3 / / / , singleton in suit above, 10+ HCP. Rebid of short suit asks 2-1 controls excluding the short suit: 0-2, 3, 4, 5, 6, HCP (11-14 with a 4-card major), no 5-card major, unbalanced (singleton, 6+ card minor, with a 5-card minor and a 4-card major) /1 Natural, 4+ card suit (standard). 1NT 6-10 HCP, not forcing, denies a 4-card major (standard). 2 /2 Natural (like a 2/1 after a 1M opening in standard), 4+ cards, balanced HCP or 13+. Forcing to 2NT except, if responder bids again, to 3NT or 4m. 2 /2 Reverse Flannery. 5 spades, 4+ hearts. 2 shows 6-9 HCP; 2 is NT HCP. Game force, no 4-card major. 3 Limit raise in either minor (responder has both) hearts, HCP. May have 15 HCP but only with another 4+ card suit. May have a longer minor and be quite powerful spades, 8-14 HCP. One round force. 1NT 6-11 HCP. Not forcing. May have 3-card heart support with 6-7 support points. 2 Artificial game force, 15+ HCP, at most 3 hearts diamonds, HCP, one-round force. May have 3 hearts or longer clubs with, for example, 3=2=3=5. 2 [raise] 8-11 support points, 3-card support exactly. 3=4=3=3 counts as 3-card support. 2 Constructive raise support points, 4+ card support. 3M-2 raise. 2NT Jacoby. 4+ card support. Either a point limit raise, a forcing raise or 18+ with slam interest clubs, HCP, one round force. May have 3 hearts. 3 3M-1 raise. 6-8 support points and 4-card heart support. 3 Weak raise. 3-5 support points with 4+ card support. 3 /4 /4 Splinter raise support points. 3NT HCP, balanced. 4 To play. Strong, weak or tactical spades, HCP, not 15 HCP. Responses: 2 shows HCP and is a one-round force; 3 is the constructive (3M-2) 4-card raise and 3 is 3M-1. Otherwise as in the 1 opening adjusted for spades. 4 /4m are splinters over 1. 1NT HCP, balanced, no 5-card major; may have with a 5-card minor or 2=2=5-4 with 5-4 in the minors HCP with at least one 5+ card major. Except 20+ hands with 5-4 or 6-4 in the majors are opened 1. A 2 response is negative or waiting. 2 Either balanced or 20+ unbalanced. The unbalanced openings guarantee a 5+ card minor and deny a 5+ card major. Otherwise, the unbalanced 2 opening is like the 1 opening only stronger. 20+ HCP , hands and balanced 24+ hands are opened 1. 2 /2 Weak: 6-9 HCP, usually a 6-card suit, 2NT asks for a feature. 2NT balanced. Includes with any 5-card suit and 2=2=5-4 hands with 5-4 in the minors. Page 110

111 O1 R1 Description 3m/3M Rule of two and three. 7-card suit expected. 3NT Pre-empt with an unspecified 8-card minor. Not forcing. Club responses are pass-orcorrect. 4 /4 Namyats. A strong pre-empt to 4 /4 respectively. 4 /4 Rule of two and three. 8-card suit expected. Weaker than Namyats. O1 R1 O2 R2 O3 R3 Description 1 Artificial, forcing, 15+ HCP (occasional judgment required). Usually (17-19 if unbalanced with no major). Some 20+ point hands are shown using Birthright. 1 Any 0-5 HCP (except with a 6+ card major) or 6-9 without a 4+ card major. 1 Birthright. Natural (15-19) or artificial (18+). Responder bids 1. 1 Forced relay. 1NT balanced, TAPS 2 /2 Cancels Birthright. 5+ hearts, 4+ of the minor HCP. Not forcing. 2 Cancels Birthright. 6+ hearts, HCP. Not forcing either way in the majors and 20+ HCP. Forcing. 2NT balanced (could also be 28+), game force, TAPS HCP or with a 5-card minor. Shortness in a red suit. Forcing HCP or with a 5-card minor. Shortness in a black suit. Forcing. 3 /3 20+ HCP. Game force, 6 cards in the bid major and 4 cards in om. 1 Birthright. Natural (15-19) or artificial (17-19). Relay to 1NT. 1NT Forced relay. 2 /2 Cancels Birthright. 5+ spades, 4+ of the minor HCP. Not forcing. 2 Cancels Birthright. 5+ spades, 4+ hearts HCP. Not forcing. 2 Cancels Birthright. 6+ spades, HCP. Not forcing HCP or with a 5-card minor. Shortness in a red suit. Not forcing HCP or with a 5-card minor. Shortness in a black suit. Not forcing spades and 5+ hearts HCP. 1NT balanced, may have a 5-card major. TAPS. 2 /2 Natural. Not forcing. Either and HCP, HCP with a 4-card major and a 5+ card minor or HCP with and both minors HCP with 5 hearts and 4 spades exactly. Not forcing. 3 /3 To play. 7+ card suit, very weak. Page 111

112 O1 R1 O2 R2 O3 R3 Description HCP with 5 spades and 4 hearts exactly. Not forcing. 2NT HCP. TAPS. 3 /3 Natural, 6-card suit, no 4-card major, HCP. Not forcing HCP with 6 hearts and 4 spades HCP with 6 spades and 4 hearts. 1 Flip. 4+ card spade suit, 6+ HCP. 1 Guarantees 4+ spades HCP. Not forcing. 1NT HCP, balanced. Responder s 2 is Relay Checkback, 2 and 2 are normal transfers. 2 Relay Checkback. Invitational or better unless responder rebids 3m (weak 6-4). 2 Forced puppet. Responder shows shape. Opener places the contract. 2 4=3 major distribution. 2 4=4 major distribution. 2NT/3NT 5=3 major distribution. 2 Transfer. Shows 5=5 in the majors. 2 Transfer. Shows 5+ spades. 2m Natural, HCP, forcing to 2NT. 2 is a 5+ card suit. 2 could be 1=4=4=4. (Optionally, 2 could be Scudzilli.) 2 Natural, 5+cards, HCP, forcing to HCP, 4+ spades, game force. May also have one of the 20+ Birthright hands. 2NT (or 24+) HCP, balanced, game force. Responder s 3 is Relay Checkback as above adjusted for level, 3 is a transfer, 3 is also a transfer showing 5=5 in the majors. 3m HCP, 6+ card suit, no 4-card major, forcing to 3NT or 4m HCP, 6+ hearts, game force. 1 Flip. 4+ card heart suit, 6+ HCP. Responses as above adjusted for the major. 1NT HCP, balanced: responder s 2 is Relay Checkback, 2 is a transfer. 2 Relay Checkback. Invitational or better unless responder rebids 3m (weak 6-4). 2 Forced puppet. Responder shows shape. Opener places the contract. 2 3=4 major distribution. 2 3=5 major distribution. 2 Transfer. Shows 5+ hearts. 2m Natural, HCP, forcing to 2NT. 2 is a 5+ card suit. 2 could be 4=1=4=4. (Optionally, 2 could be Scudzilli.) 2 Guarantees 4+ hearts HCP 2 Natural, 5+ cards, HCP, forcing to 3. 2NT (or 24+) HCP, balanced: Game force. Responder s 3 is Relay Checkback as above adjusted for level, 3 is a transfer. 3m HCP, 6+ card suit, no 4-card major, forcing to 3NT or 4m HCP, 4+ hearts, game force. May also have one of the 20+ Birthright hands HCP, 6+ spades, game force. 1NT/2 1NT is a transfer to 2 and 2 is a transfer to card suit, 10+ HCP, forcing to game. Page 112

113 O1 R1 O2 R2 O3 R3 Description 1 2 Reverse Flannery. 5 spades and 4 hearts. 6+ HCP. Forcing. 2 /2 Weak flip. Shows om, 6+ card suit, 0-5 HCP. Opener places the contract. 2NT 10+ HCP, GF. Denies a 4-card major or 5-card minor. 3 asks range. 3m/3M , 10+ HCP, singleton in suit above. Rebid in short suit asks controls excluding the short suit, ace =2, king =1: steps show 0-2, 3, 4, 5, 6,. 1 O1 R1 O2 R2 O3 R3 Description HCP (11-14 with a 4-card major), artificial, denies a 5-card major, unbalanced (singleton, 6+ card minor, 2-4=2-5), not forcing. 1 /1 Natural, 4+ card suit (standard). 1 [over 1 ] natural, HCP, 4-card suit. 2 Pass-or-correct to 2. 2 Inverted 2 rebid. Forcing to 3NT or 4m. See below. 1NT HCP, no 6-card minor; at most a doubleton in responder s major. 2 Pass-or-correct to 2. 2 Inverted 2 rebid. Forcing to 3NT or 4m. 2 [after 1 ] 4-card heart suit but not nd priority. 2 /2 [raise] shows a doubleton in responder s major. 1 st priority. 2 [after 1 ] undefined 2NT 1=4=4=4 (short in responder s major, spades). Joint 2 nd priority. 3 /3 5 cards in the bid minor. 3 rd priority. 3 /3 [raise] shows belated 3-card support. Joint 1 st priority. 3 Limit raise in either minor (responder has both). 2 /2 6+ card suit. 4- cards in om. 2 [over 1 ] 0=4=5=4 or 0=4=4=5: 2NT asks for the longer minor. 3m is to play. 2 /2 [raise] 3- or 4-card support. 2NT asks: 3 /3 is natural with 3- card support, raise to 3 or 4 shows 4-card support. 2 [ over 1 ] Mini-splinter raise: 4-card support, 15+ support points. 2NT 5-5, 6-5 or 6-6 in the minors, 11-16: 3m is to play; 3M, 3oM and 4m are forcing. 3 /3 Nearly solid 6- or 7-card suit, HCP, not forcing. 3 [over 1 ] Mini-splinter raise: 4-card support, 15+ support points. 3 /3 [raise] 4-card support, no shortness, 14 + support points. 3NT To play. Running 7-card minor, potential stoppers in other two suits. 1NT 6-10 HCP, denies a 4-card major Pass Game unlikely, no 6-card minor or other reason to disturb 1NT. 2 Natural, 6+ card suit. 4- cards in om. 2 Non-forcing, 7+ diamonds, no club fit, too good to pass 1. 2 Natural, 6+ card suit. 4- cards in om. 2 Undefined or 5-4 in the minors. Responder bids 2NT to ask or 3m to play. Page 113

114 O1 R1 O2 R2 O3 R3 Description 1 1NT 2NT 5-5, 6-5 or 6-6 in the minors, 11-16: 3m is to play; 3M, 3oM and 4m are forcing. 3 /3 Nearly solid 6- or 7-card suit, HCP, not forcing. 3NT To play. Running 7-card minor, partial stoppers in the other two suits. 2 /2 11+ HCP and a balanced hand or 13+ unbalanced. Shows a 4+ card suit. Forcing to 2NT. If responder bids above 2NT it is forcing to 3NT or 4m. 2 /2 4-card suit (top priority). 2NT Both majors stopped (second priority). 2 /3 /3 Natural. 2 /2 Reverse Flannery. 5 spades, 4+ hearts. 2 shows 6-9 HCP; 2 is NT HCP, game force. Denies a major. 3M now by opener shows a small singleton. 3 Pass-or-correct. Up to 10 HCP. Responder has 4-4 or better in the minors. 3 To play. 6- or 7-card suit HCP. 3NT HCP. No major. O1 R1 O2 R2 O3 R3 Description 1 / HCP, 5+ card suit. Holding hearts and another 4+ card suit, the hand may have 15 HCP. In either case, may have a longer minor and be quite powerful spades, 8-14 HCP. One round force. 3m now by opener shows a longer minor. Canapé. 1NT 6-11 HCP. Not forcing. Opener passes unless one of the following applies. 2m 4+ card suit. Not forcing. 2 If 1 was opened then a 4+ card suit. Not forcing. 2M A repeat bid of 2M shows 6+ cards in M. 3m Longer minor. Canapé. 2 Artificial game force, 15+ HCP. Shows a good suit (which may or may not be clubs), slam interest with a big balanced hand or a 3-card fit for M. 2 Catch-all, nothing else to say. 2 [new suit] natural, 4+ card suit. 2 /2 [repeat of suit opened] 6+ cards. 1 st priority. 2 [new suit] natural, 4+ cards, does not promise extra values. 2NT Natural, non-minimum, stoppers. 3 /3 Decent 4+ card suit HCP, 3+ diamonds, one round force, may have longer clubs (2=4=3=4 2 2 /2 2 over 1 or 3=2=3=5 over 1 ). 2 /2 [repeat of major opened] 5-card suit exactly HCP. Not forcing. 2NT 6+ cards in M. 3m Natural. 4+ cards in suit. 3NT HCP. To play. [Over 1 ] HCP, 5+ card suit, one round force, 2 Rebidding M shows a 5-card suit exactly HCP. Not forcing. 2NT 6+ cards in M. 3NT HCP and exactly 2 hearts. [raise] 8-11 support points with exactly 3-card support. Lead directing. [over 1 ] Constructive raise. 4-card heart support and 9-11 support points. Page 114

115 O1 R1 O2 R2 O3 R3 Description 1 /1 2NT Jacoby 2NT. 4+ card support. Either a point limit raise, a forcing raise or 18+ with slam interest. 3 Opener would accept a limit raise. 3 Asks opener for shortness. Then opener s 3NT/4 /4 show shortness in / /om respectively. With no shortness: 3M shows , 3oM shows , 4M shows or NT over 3oM asks for the 4-card suit. 3NT/4m Shows shortness in next suit. 4M [raise] To play. 3 Opener would not accept a limit raise. 3oM Asks for shortness. Opener s 3NT/4 /4 show shortness in / /om respectively. Bid 3M or 4M with no shortness. 3M To play with the limit raise. 3NT/4m Shows shortness in next suit. 4M [raise] To play. 3oM/4m Opener has 10+ cards in the two suits. Needs fillers. Denies two small in either side suit clubs, HCP, one round force. May have 3 hearts. 3 [Over 1 ]: Constructive raise support points, 4-card support for spades. 3 [Over 1 ]: 3M-1 raise. 6-8 support points, 4-card support for hearts. 3 [Over 1 ]: 3M-1 raise. 6-8 support points, 4-card support for spades. 3 [Over 1 ]: Weak raise. 3-5 support points, 4+ card support for hearts. 3 [Over 1 ]: Weak raise. 3-5 support points, 4+ card support for spades. [Over 1 ]: splinter, m Splinter, support points. 4M [raise]: To play. Weak, strong or tactical. But 4 over 1 is a splinter. O1 R1 O2 R2 O3 R3 Description 1NT HCP, balanced, no 5-card major; includes with a 5-card minor and 2=2=5-4 hands with 5-4 in the minors. 2 Stayman HCP unless garbage Stayman or a weak 6+ card minor (will pass or rebid 3m) HCP. Slam-try Stayman by an unpassed hand. Responder can next ask for opener s exact distribution. By a passed hand, 2 is to play. 2 4 hearts but not 4 spades. 2NT Asks for distribution. Numerical responses smaller to larger. 3 2=4=3=4. 3 2=4=4=3. 3 3=4=2=4. 3 3=4=3=3. 3NT 3=4=4= spades but not 4 hearts. 2NT asks as above. 2NT No 4-card major or 5-card minor. Page 115

116 O1 R1 O2 R2 O3 R3 Description 1NT 2 2NT 3 Asks for distribution. Numerical responses smaller to larger. 3 2=3=4=4. 3 3=2=4=4. 3 3=3=3=4. 3NT 3=3=4= card club suit. 3 Asks for distribution. 3 3=2=3=5 or 3=3=2=5. 3 2=3=3=5. 3NT 2=2=4= card diamond suit. 3 asks for distribution. 3 shows 3=3=5=2 or 3-2=5=3 and 3NT shows 2=2=5=4. 3 4=4=2=3. 3 4=4=3=2. 2 /2 To play. 5+ card suit. 3 /3 5+ card suit, game force and slam suggestive. 3 /3 GF. 5-card or longer suit (usually just 5). Asking for 3+ card support. Opener bids 3NT with a doubleton. Then, pulling 3NT to 4M is a slam-try with 6+ cards. 4M To play. O1 R1 O2 R2 O3 R3 Description HCP with at least one 5+ card major but not And, 20+ hands with 5-4 or 6-4 in the majors are opened 1. 2 Negative or waiting. 2M 5+ card suit, minimum (for 2 ), One round force. 2NT 6+ HCP, game force, no support for M, no good suit except, possibly, clubs. Giving opener a chance to show a 4+ card minor. 3 Second negative. 0-2 HCP with support. 0-5 HCP without support. 3 Natural, 5+ card suit, game force. A non-jump bid in om is the same. 3M/4M [raise] 6+ HCP/3-5 HCP and support for M. 3M is a mild slam-try. 4 [over 2 ] splinter. A jump to 3 over 2 is also a splinter. 4m Splinter. 2NT Opener has both majors, 5=5, 6=5, 5=6, 6=6. Forcing. 3 Heart preference or no preference. 0-5 HCP. 3 Spade preference, 0-5 HCP. 3 Spade preference, 6+ HCP. 3 Heart preference, 6+ HCP. 3 Natural. Shows a major and clubs. Game force. Saves a level if responder would make a second negative. Responder should show a 3+ major or bid 3 with no preference or equal lengths. Page 116

117 O1 R1 O2 R2 O3 R3 Description /3 Game force with a one-suited hand. Responder is asked to show any outside aces. 3NT No aces, but at least one king. 4 asks for cheapest king. Min suit bid Either/Or. Either that ace (and only one ace) or both aces of the other two outside suits. 4M [raise] No ace or king. 2 /2 5+ card suit with two of the top three honours plus an outside ace or king. 2NT 6+ HCP and at least three cards in each major. Game force. 3 /3 5+ card suit with two of the top three honours plus an outside ace or king. 3 /3 7+ cards, weak 2 O1 R1 O2 R2 O3 R3 Description Either balanced or 20+ unbalanced. The unbalanced opening guarantees a 5+ card minor and denies a 5+ card major. Otherwise, the unbalanced 2 opening is like the 1 opening only stronger. Forcing HCP. Artificial. Requires an alert. 2 Forcing one round. Unbalanced hand, 4-card suit, denies four hearts, opener has an undisclosed 5+ card minor. 3 All club bids are pass-or-correct. 2NT HCP. Balanced. May have with any 5-card suit or 2=2=5-4 with 5-4 in the minors. TAPS. 3m Unbalanced, 5+ card suit. Responder may pass if broke. 3 Game force. Opener is too strong to risk being passed in 3m. Unbalanced, 4-card suit, denies four spades, opener has an undisclosed 5+ card minor. 4 Negative. Responder is very weak. 3NT To play with a source of tricks in an unbalanced hand. 4m Game force. Opener is too strong to risk being passed in 3m HCP, Game force, artificial. Requires an alert. 2NT HCP. Balanced. May have with any 5-card suit or 2=2=5-4 with 5-4 in the minors. TAPS. 3m Unbalanced, 5+ card suit. 3NT 5=5 or better in the minors. 2NT 6+ HCP. Shows 5=5 in the majors, game force. 3m/3M 5+ card suit with at least two of the top three honours plus an outside ace or king. Page 117

118 Transfers and Puppet Stayman (TAPS) O1 R1 O2 R2 O3 R3 Description 1NT 2 Puppet Stayman. Promises invitational strength or better Shows a 4-card major or 3 spades (3=2 or 3=3, majors). 2 Responder has 4 spades (without 4 hearts) or a balanced raise to 2NT or 3NT. Opener bids 2 with four or 2NT/3NT otherwise. 2 Shows 4 hearts but not 4 spades. 2NT 4=4 majors. Invitational. 3 5=4 or 5=5 in the majors. Opener picks a contract. 3NT 4=4 majors. Game force. 4NT 4=4 majors. Invites slam. 5NT 4=4 majors. Opener picks a slam. Shows 2=2 or 2=3 in the majors. 2 Shows 5=5 majors, forcing to 2NT. 2NT/3NT Invitational/To play. 2 Shows 5 spades. Responder invites with 2NT, 3 or bids game with 3NT, 4. 2NT Shows 5 hearts. Now, 3 is an invitational or better transfer to hearts. Transfer to hearts. 5+ card suit. Any strength. 2 Pass 2 2NT 3NT Transfer to spades. 5+ card suit. Any strength. 2 Pass 2NT 3m/4m Games Weak hand with 5+ hearts. Shows 5 hearts and fewer than 4 spades. Forcing to 2NT. 4=5 majors. Invitational. 4=5 majors. Game force. Weak hand with 5+ spades. Invitational. Natural. Game force. To play. Either a transfer to clubs (any strength) or an invitational hand with diamonds. 2NT 3 Opener would not accept an invite in clubs. 3 To play. Weak. 3 Invitational with diamonds. 3M Shortness in M, confirms clubs, game forcing. 3NT To play. Confirms clubs. Opener would accept an invite in clubs. Pass Weak with clubs. 3 Invitational with diamonds. 3M Shortness in M, confirms clubs, game forcing. 3NT To play. Confirms clubs. Page 118

119 O1 R1 O2 R2 O3 R3 Description 1NT 2NT Standard invitational raise. 3 Weak or game forcing transfer to diamonds. Opener accepts transfer. Then, responder s Pass, 3M and 3NT as above but confirming diamonds. 3 5=5 minors. Game force. 3M 3 is 3=1=5=4 or 3=1=4=5. 3 shows 1=3=5=4 or 1=3=4=5. Game force. 3NT To play. 4 Regular Gerber. O1 R1 O2 R2 O3 R3 Description 2NT 3 Puppet Stayman. Game forcing Shows a 4-card major or 3 spades (3=2 or 3=3, majors). 3 Responder has 4 spades or a balanced raise to 3NT. Opener bids 3 with four or 3NT otherwise. 3 Shows 4 hearts but not 4 spades. 3NT 4=4 majors. 4 Regular Gerber. 4 5=4 or 5=5 in the majors. Opener picks a contract. 4NT 4=4 majors. Invites slam. 5NT 4=4 majors. Opener picks a slam. Shows 2=2 or 2=3 in the majors. 3 Shows 5=5 majors. Opener picks a contract. 3NT To play. 3 Shows 5 spades. Responder bids 3NT or 4. 3NT Shows 5 hearts. Now, responder s 4 is a transfer to hearts. Transfer to hearts. 5+ card suit. Any strength. 3 Opener normally accepts the transfer. But, with a doubleton heart and 5 spades, opener can bid 3 here in case responder is 3=5 in the majors. 4m is a superaccept of hearts. Pass Very weak. 3 Shows 5 hearts and fewer than 4 spades. Forcing to 3NT. 3NT 4=5 majors. Opener places the contract. 4m Natural. Game force. 4 To play. Transfer to spades. 5+ card suit. Any strength. 3 Opener accepts or superaccepts the transfer. Pass Very weak. 4m Natural. Game force. Games To play. Page 119

120 O1 R1 O2 R2 O3 R3 Description 2NT 3 Relay to 3NT. Shows 5-4 either way in the minors or a 6+ card minor. Slam try. 3NT 4 4 5m 3NT Forced relay. 4 5=4 minors. 4 RKB for diamonds 4NT To play. 4 4=5 in minors. Then, opener s 4 is RKB for clubs and 4NT is to play card club suit. Then, 4 is RKB for clubs and 4NT is to play card diamond suit. Then, 5 is RKB for diamonds and 4NT is to play. To play. Regular Gerber. 5=5 minors. Game force. Then, opener s 4 is RKB for clubs, 4 is RKB for diamonds and 4NT is to play. Hope we can make this! Ripcord and Interference after a One Notrump Opening O1 I1 R1 A1 O2 I2 R2 A2 Description 1NT X Could be a penalty double or conventional. Same responses. Ripcord kicks in now. Pass XX If Advancer passes then opener must keep the auction alive unless he is Pass Advancer passes. Pass Any XX Any m 5-card minor. Transfer to clubs. Transfer to diamonds. Transfer to hearts. Transfer to spades. 1NT Pass Pass X Pass Pass XX Exactly 3 clubs. Otherwise, bid 4- card suits up the line. 1NT 2m/2M Natural Overcall. 2 /2M To play. 2NT lebensohl (except over 2 ). Opener relays to 3. Cue and 3NT follow ups show stoppers. 2NT invitational over 2. 3m/3 Transfer lebensohl. M Cue Stayman. No stopper. Game force. 3NT To play. No stopper. 1NT Pass Pass 2m/2M Pass Pass 2 /2M To play. 2NT lebensohl. Opener bids 3. 1NT 2m/2M X Penalty. 1NT 2m/2M Pass Pass X Takeout. But opener is not forced to reopen. Page 120

121 Interference after a One Club Opening O1 I1 R1 A1 O2 I2 R2 A2 Description 1 X Takeout, conventional or penalty double. Same responses. Pass 0-5 HCP. 1 XX 1M 1NT/2 2 2M 6-9 HCP. No major. 10+ HCP. Denies a 4+ card major or 5-card minor. Game force. Flip. 6+ HCP. 4+ cards in om. Follow up responses on. Shows 5+ clubs/diamonds respectively. 10+ HCP. Game force. Reverse Flannery. 5 spades, 4 hearts, 6+ HCP. Forcing. Weak flip. 0-5 HCP, 6+ cards in om. 3m/3M 10+ HCP. Game force with singleton in suit above bid suit. Systems on. 1 1 Natural overcall. Pass 0-5 HCP (or a trap pass). X 6-9 HCP (or 10+ with no stopper). No major. 1M Flip. 6+ HCP. 4+ cards in om. Follow up responses on. 1NT 10+ HCP. Not a transfer. Shows a diamond stopper. Game force HCP, 5+ card club suit. Game force. 2 Kantar Cue-bid. 10+ HCP, shortness in diamonds, game force. 2M Weak flip. 0-5 HCP, 6+ cards in om HCP. 6+ card suit. 1 1M Natural overcall. Pass 0-5 HCP (or a trap pass). X 6-9 HCP. Says nothing about the other major. Just point count. May also have 10+ with no stopper. Will follow up with a cue-bid. 1 Promises 6+ HCP and a 5+ card spade suit. 1NT 10+ HCP. Not a transfer. Shows a stopper. Game force. 2 /2 10+ HCP, 5+ card suit. Game force. Natural. 2 Over a 1 overcall. 8+ HCP, 5+ card heart suit. Forcing to 3. 2M [Cue-bid of M]: Kantar Cue-bid. 10+ HCP, shortness in M, game force. 3m 6-9 HCP. 6+ card suit. 1 2m Natural overcall. Pass 0-7 HCP. X 8+ HCP. Denies a 4+ card major. Otherwise, just point count. 2 [over 2 ] 10+ HCP, 5+ card suit. Game force. 2M Flip. 8+ HCP, 4+ cards in om. Forcing to 3oM. 2NT 10+ HCP. Shows a stopper. Game force. 3m [Cue-bid of m]: Kantar Cue-bid. 10+ HCP, shortness in m, game force. 1 2M/3m Natural overcall. Pass 0-7 HCP. X 8+ HCP. Says nothing about the other major. Just point count. 2 Over a 2 overcall. Promises 8+ HCP and a 5+ card spade suit. Forcing to 3. 2NT 10+ HCP. Shows a stopper. Game force. 3 /3 10+ HCP, 5+ card suit. Game force. 3M Over a 2 or 3m overcall. 10+ HCP, 5+ card suit. Game force. 3M [Cue-bid of M]: Kantar Cue-bid. 10+ HCP, shortness in M, game force. Page 121

122 O1 I1 R1 A1 O2 I2 R2 A2 Description 1 3M Natural overcall. Pass Weak or no good bid. X Negative double here. 10+ HCP. Game force. 3NT To play. 3 /4m Natural. Game force. 1 4m or 4M Natural overcall. Pass Weak or no good bid. X Shows cards. 4 Natural. 10+ HCP. Game force. 4M Natural. No flips over 4m. Interference after a One Diamond Opening O1 I1 R1 A1 O2 I2 R2 A2 Description 1 X Takeout, conventional or penalty double. Same responses. Pass Weak or no good bid. Some tolerance for diamonds in either case. XX Shows 4+ hearts. Could be light. 1 Shows 4+ spades. Could be light. 1 Catchall. Denies a major. Invites a 1NT or 2m (6+ cards) rebid. 1NT 9-11 HCP. Not forcing. 2 Pass-or-correct. Could be weak. We will not play 1 doubled on a 3-1 fit! 2 Inverted 2 raise. 2M Reverse Flannery. 2 shows 6-9 HCP and 2 shows NT HCP. Game force. 3 Limit raise in either minor. Responder has both. 1 1 Natural overcall. Pass Weak or no good bid. X Negative. Shows 6+ HCP and a 4- or 5-card spade suit. 1 Conditional transfer to 1NT. Shows 8-11 HCP and fewer than 4 spades. Likely a 5-card minor, m, without support for om. Requires an alert. 1NT 9-11 HCP with a stopper. 2 Pass-or-correct. 2 Inverted 2 raise. 2 Cue-bid. Shows a 6- or 7-card spade suit. 2 Limit raise in either minor. Responder has both. 3m 6+ card suit. To play. Probably a misfit. 1 1 Natural overcall. Pass Weak or no good bid. X Negative. Shows 8+ HCP and a 4- or 5-card heart suit. 1NT 9-11 HCP with a stopper. 2 Pass-or-correct. 2 Inverted 2 raise. 2 Limit raise in either minor. Responder has both. 2 Cue-bid. Shows a 6- or 7-card heart suit. 3m 6+ card suit. To play. Probably a misfit. Page 122

123 O1 I1 R1 A1 O2 I2 R2 A2 Description 1 1NT Normal notrump overcall. Pass Weak or no good bid. X Penalty. 2 Pass-or-correct. 2 Inverted 2 raise. 2M 6+ card suit. To play. Probably a misfit. 3m 6+ card suit. To play. Probably a misfit. 1 2m/2M/3m Normal overcall. Pass Weak or no good bid. X Negative doubles through 3. Low Power (7-11 HCP) or High Power (12+). 2 After a 2 overcall, 2 is to play. Assume opener has diamonds. 2M Negative free bid (not forcing). 5+ card suit. 2NT 9-11 HCP with stopper(s). 3 Pass-or-correct over 2M. To play over 2 (assume opener has clubs). 3 Inverted 2 raise over 2M. 3M Forcing if not a jump. 6+ card suit. 1 Pass 1M O call/x X/XX Support doubles and redoubles through 2. 2M Raise guarantees 4-card support. 1 Pass 1 2 X Takeout double. Both minors. Auction is above 2. 2NT Also takeout and 5=5 or better in the minors. 1 1M Pass 2 Assume that 2 is a cue-bid and not natural. X Shows a 6-card diamond suit. Pass would not show clubs necessarily. Page 123

124 Appendix 5: To Do List 1. Passed Hand Responding. What system changes should be made after we open in third or fourth seat If partner opens 1M in 3 rd or 4 th seat, what happens to the raise structure A lot of it can be discarded. For example, we won t use 1M 3M to show 6,7 dummy points now. We play reverse Drury. Do we really need it because of the light opening bids Should opener only get excited with 14 HCP after Drury How do the other responses change They should be non-forcing for sure but what about suit quality and the strength of hand [Started.] 2. Investigate a modern responding structure over the weak notrump. [Started] 3. Defence to forcing (or not) 1NT response to 1M. Overcalls, takeout doubles and a Ghestem-influenced structure for two-suited hands. [Started] 4. Opener s rebids when RHO interferes during Relay Checkback, Slam-try Stayman, etc. [Started] 5. Add transfers by responder after 1 - (1M). [Started] 6. Solve the Flannery problem. How to bid hands with HCP containing four spades and five hearts 7. Can we improve the 1M responding structure when opponents interfere 8. When the opponents interfere at the four-level, what are the various meanings of 4NT, X, 5NT, etc 9. If partner overcalls 1M, improve the responding structure. Advancer should be able to force with good hands, show support and determine how good the overcall is. If the opening bid was 1 or 1 then using 2 for this purpose is not GCC-compliant at this time. Try transfer advances after a 1M overcall by us. Add to competitive bidding section. [Started] 10. Reverse Flannery over 1 [started]. 11. Extend mini-splinters after 1-1M to include shortness in a minor. 12. Extend Birthright to include 1-1 ; 1. Could show hands with HCP. Simplify showing 5-4, 5-5, 6-5 major hands too at little cost. Page 124

125 Appendix 6: Exercise Sets 1 Exercise Set The auction has started as shown. At the point where the question mark appears, what is your call with the indicated hand Our recommendations follow on the next page. Opener Opp1 Responder Opp2 1 Pass 1 AK86 2 KQ K106 4 AK J1072 Q73 KJ10 A AJ J53 Q K106 7 K106 8 K52 86 J107 J74 A632 K K73 AKQ4 953 AQJ532 K32 Opener Opp1 Responder Opp2 1 X 1 1: Takeout 9 AK86 10 KQ J J AJ1072 J73 KJ10 A83 95 AJ J5 Q53 Opener Opp1 Responder Opp : Natural 13 AK86 14 KQ6 15 KQ6 16 AQ J A AJ973 KJ J5 A5 Opener Opp1 Responder Opp : Weak 17 AK86 18 KQ J J J73 KJ10 A83 QJ95 AJ J5 Q532 Page 125

126 Answers to 1 Exercise Set 1. Bid 1 just like you would in Standard or 2/1. 2. This is a Reverse Flannery hand. Bid 2 to show the weaker version. 3. Bid 2 planning to rebid a non-forcing 2NT. That sequence shows exactly HCP and tends to be balanced. You assume opener has clubs until you find out otherwise. And, opener knows you are making that assumption. 4. A perfect 2NT response with 13 HCP and stoppers. 5. You have 4-card support for both minors and a limit raise. Bid It is the opponents hand. Just Pass. An immediate 2 is not pass-or-correct unless your right-hand-opponent has intervened. A one diamond contract could be in trouble but bidding could easily make things worse. 7. You could bid 2 here but then you would be forced into a 2NT rebid since any rebid above 2NT would be forcing to 3NT or 4. Our suggestion is to respond 1NT. Then, for example, if opener rebids 2 you can rebid 3 which shows exactly this hand of course. The real question is: What will you do if opener rebids 1NT In spite of your 13 HCP, 3NT is not a favourite. Partner rates to be 3=1=5-4 so 3NT is vulnerable in the majors. A better rebid than either 3NT or 2 is a pass-or-correct limit raise of 3. Not forcing but if partner bids 3 or 4 you can raise and you will pass 3NT. At least he is maximum. 9. XX to show 4+ hearts. This does not deny spades. 10. Bid 2. This is a much better Reverse Flannery hand than #2. Invitational here. 11. Make a waiting bid of 1 with this hand. Partner is invited to rebid 1NT or his minor is pass-or-correct. Perfect! 13. X is negative but restricted to showing a 4- or 5-card spade suit only pass-or-correct waiting as in # The inverted 2 raise is the only choice. It is forcing to 3NT or 4m. 17. Over 2-level or higher interference, X is a normal negative double. That s the call here. 18. Bid 2. This is a negative free bid. Opener will still act with a fit or a minor-suited hand. 19. Not much option but to Pass. 20. We would try 3 pass-or-correct. Page 126

127 1 Exercise Set The auction has started as shown. At the point where the question mark appears, what is your call with the indicated hand Our recommendations follow on the next page. Opener Opp1 Responder Opp2 1 Pass 1 AK K AK J1072 Q KJ10 A83 KQ1086 AJ Q J106 7 K106 8 KQ3 QJ9862 K1073 J74 Q AQJ532 J532 Opener Opp1 Responder Opp2 1 X 1 1: Takeout 9 AK8 10 KQ6 11 KQ6 12 AQ J J AJ973 KJ J5 J54 Opener Opp1 Responder Opp : Natural 13 AK86 14 KQ J J73 J106 A AJ973 AQ AJ1072 J5 J3 Opener Opp1 Responder Opp : Weak 17 AK86 18 KQ J J J73 KJ10 J83 J95 AJ Q96 J5 Q532 Page 127

128 Answers to 1 Exercise Set 1. Bid 1, a flip, showing 4+ spades and 6+ HCP. With equal lengths in the majors show spades first in response to Bid 1. This is a flip that shows hearts. The hand is not strong enough to pattern out. 3. With a responding hand with enough for game bid the suit below the singleton at the 3-level. So, the call is Bid 2. This shows HCP in a balanced hand and denies a 4-card major. 5. This is a weak flip. Bid Of course, you will start with 1. But if opener continues with, say, 1 (Birthright) you will bid 1. Then, if opener bids 2 or 2 canceling Birthright, you can try 3. This shows 4- or 5- card heart support with 4-5 HCP. 7. Transfer to your clubs with 1NT. 8. Start with 1. If the auction continues with 1 or 1 (Birthright) as in #6, then relay and rebid 2oM over 2m. This shows 6-9 HCP with 3-card support for opener s major. 9. Bid 1 to show your hearts. Flips apply over a double. 10. Bid 1 showing 6-9 HCP with no major. Pass would show the 0-5 hand. 11. Transfers are on over a double so bid You cannot bid 1NT. That would be a transfer to clubs. Your call is XX. That shows 10+ HCP and no major. 13. Cue-bid with 2. This is a Kantar cue-bid game-forcing with shortness, in this case, in hearts. 14. Bid a straightforward 1. This shows 6+ HCP and 5+ spades. 15. Your only call is X to show 6-9 HCP. 16. The system call is 3 showing a 6+ card suit and 6-9 HCP. 17. You have just enough for X. This says nothing about spades. It just shows 8+ and no other call shows this hand. 19. Same as #17. Just enough for X. 20. Pass is the system bid. But, with heart stoppers, you could stretch with X (8+ HCP) knowing you have a call over opener s rebid. Page 128

129 1NT Exercise Set The auction has started as shown. At the point where the question mark appears, what is your call with the indicated hand Our recommendations follow on the next page. Opener Opp1 Responder Opp2 1NT Pass 1 AK86 2 KQ K106 4 AK J1072 Q73 AKJ105 A AJ J53 K53 5 AKQ74 6 K Q J107 J K J10973 Q4 95 AQJ Opener Opp1 Responder Opp2 1NT X 1 1: Penalty KQ6 11 KQ6 12 AQ J AJ973 KJ9753 A J5 A5 Opener Opp1 Responder Opp2 1NT X 1 Pass Pass 1: Penalty 13 AK86 14 KQ K A6 74 AJ2 KJ3 K10 AJ AJ973 K K93 J5 QJ53 Opener Opp1 Responder Opp2 1NT 2 1 1: Natural 17 AK KQ J J J73 KJ QJ95 AJ J5 Q532 Page 129

130 Answers to 1NT Exercise Set 1. Start with 2 Stayman. If opener rebids 2 you will try 2NT. It gets interesting if opener rebids 2M. With three prime cards we would bid game rather than invite. 2. Just bid 2. It is tempting to try for a heart fit with Stayman. But if opener rebids 2 you have a problem. And, you give the opponents bids they can double and get back in the auction. 3. Invite with 2NT. 4. If you and partner use the distribution showing responses to Slam-try Stayman then start with 2. If not, bid 3. At least you will discover whether or not you have an eight card fit. 5. Bid 3. If opener rebids 3NT you will play it there. Otherwise you will subside in Pass. And do it in tempo. It s their hand and unlikely to be passed out. 7. Bid 2 and over partner s response bid 3. This sequence is to play and does not guarantee a 4-card major. 8. You can either Pass or try escaping immediately with garbage Stayman. If you do try 2, the plan is to pass either 2 or 2 by partner and pull 2 to 3. Either approach may end badly! 9. Time for Ripcord. XX is a transfer to your club suit. 10. Pass and await developments. Opp2 may not pass. But if he does, partner will keep the auction alive unless he is Pass and await developments. This time the opponents are the ones in trouble. 12. Again we will Pass for now. If they find a home in a rounded suit we may have to be content with game in notrump or diamonds. 13. You are obliged to keep the auction alive unless So XX with two places to play. 14. Pass with Bid 2 with the 5-card suit. 16. With two places to play, XX is better than 2. Even with four diamonds and five clubs we redouble as opposed to trying Bid 2. Over a natural suit bid, responder s bids at the 2-level are to play. 18. A tough problem. We would try 2 to protect a plus score at matchpoints and 4 at IMPs. 19. Bid 2NT (lebensohl). Convert opener s 3 to Pass and hope you can beat it. Page 130

131 1M Exercise Set The auction has started as shown. At the point where the question mark appears, what is your call with the indicated hand Our recommendations follow on the next page. Opener Opp1 Responder Opp2 1 Pass 1 J86 2 KQ KQ106 4 AK6 K432 J1072 Q73 KQJ A AJ QJ KQ43 6 KQ106 7 K106 8 KQ3 86 J J74 Q107 KQ83 AK AK4 93 AQJ532 J532 Opener Opp1 Responder Opp2 1 Pass 2NT Pass 9 AK KQJ96 11 KJ AQ632 4 J QJ983 A754 AJ73 5 K3 9 J5 KJ9753 Opener Opp1 Responder Opp AK86 14 KQ J J AJ1072 J7 9 A83 95 AJ973 KJ Q5 Q5 Opener Opp1 Responder Opp : Weak 17 AK KQ 19 J J 7 72 J73 KJ107 K853 QJ953 AJ973 AQ K742 J5 Q532 Page 131

132 Answers to 1M Exercise Set 1. A maximum but just an raise. 2. Bid 3, the constructive raise. Or, jump to A point 4-card limit raise so bid 2NT (Jacoby). If opener rebids 3 you will go to game. But over 3 just sign off in Bid 2 planning to either pass partner s 2 rebid or to raise spades with your next bid. That sequence shows a point 3-card raise. 5. Start with 2NT. Slam is possible if opener has the right hand. Opener s rebids may help. Over 4m you will check for keycards. If opener rebids 3 you can ask for shortness. 6. Start with 2NT. Over opener s 3m rebid you can show your heart shortness. You just may get to a good, but thin, slam. 7. Jump to 3, a one round force showing 5+ clubs. You will show your spade support on the next round. 8. Bid 2. This may encourage partner to lead the suit if the opponents buy the contract. 9. Bid 4. This shows 10+ cards in two suits and denies two fast losers in one side suit. 10. A close call but, with the singleton club, we would accept the invite and bid Put the brakes on with Only 10 HCP but jump to 4. If responder signs off in 4 then respect that decision. 13. Cue-bid 3 showing a limit raise (or better). 14. We would bid the obvious Bid 2. In competition, 2M-1 shows a constructive raise; that is, 9-11 points and 4-card trump support. With soft values, this may not be your hand is a good two-way shot; pre-emptive but with chances to make. 17. Pass and hope partner can re-open with a double. 2NT is a distant second choice. 18. We would transfer to diamonds with 3. The natural 2NT is dangerous. 19. We like Pass with 3 as second choice. 20. Cue-bid 3 showing a limit raise or better. Page 132

133 2 Exercise Set The auction has started as shown. At the point where the question mark appears, what is your call with the indicated hand Our recommendations follow on the next page. Opener Opp1 Responder Opp2 2 Pass AQ72 Q73 62 KJ83 K10863 AJ97 AKJ J53 K53 Opener Opp1 Responder Opp2 2 Pass 2 Pass 2 Pass K106 7 Q Q J107 J7 105 K J AQJ K6 11 K6 12 AQ J72 AJ Q97 KJ9753 A J54 A5 Opener Opp1 Responder Opp2 2 X 1 Pass Pass 1: Penalty 13 AKJ86 14 K 15 KQ10 16 AKQ10765 KQ1074 AKQJ752 AKJ63 AKQ A2 AQ752 AQJ73 9 A 103 Opener Opp1 Responder Opp Pass Pass 1: Natural 17 AKJ32 18 AKQ64 19 AKJ AKQ AQ K10 AKQJ83 AQJ5 AJ93 AKQJ4 K932 J5 A Page 133

134 Answers to 2 Exercise Set 1. Respond 2 of course and, over the likely 2 from opener, make the second negative of Respond with a waiting 2 and over 2 bid a game-forcing 2NT. Opener cannot have 4+ hearts but he could have a minor. 3. Bid 2NT. This shows 3+ cards in each major and is a game-force. 4. You have a good 3 response. This is a game-force showing 5+ diamonds including two of the top three honours and an outside ace or king. 5. Bid the second negative of Jump to 4. This call shows 3-5 points and 3+ card support. 7. Bid 3. This is a game force and the strongest bid you can make with support below game. 8. Jump to 4. This is like #6. 9. Bid 3. In Standard or 2/1, possession of an ace argues against a second negative. But you will have a problem in SCUD if opener rebids Bid 3. No argument this time. 11. You could bid either 2NT or 3. We like 2NT which leaves you better placed over a 3m rebid by opener. 12. With two spade honours and a guaranteed 8-card fit or better, we prefer setting the suit with 3. Slam is likely NT shows 5-5 or better in the majors like it would without the double. 14. Bid 3 which sets the suit and asks for outside aces. This is the same call you would make with no double. You may get a chance to ask about responder s diamond holding. 15. Just bid 2 forcing. 16. Set the suit with 3. Partner may have something. Second choice is It is safe to bid diamonds. We like 4 which suggests a 2-suiter with both suits playable. Responder knows you have 5+ spades. 18. X for takeout. 19. In contrast to #17, this time you should venture 3. 2NT may work also. 20. You are a favourite for nine tricks. 3NT is the call. Page 134

135 2 Exercise Set The auction has started as shown. At the point where the question mark appears, what is your call with the indicated hand Our recommendations follow on the next page. Opener Opp1 Responder Opp2 2 Pass 1 K96 2 KQ J KQJ105 A83 Q75 KJ K KJ J74 Q873 K Q10973 Q4 Q7543 AQJ Opener Opp1 Responder Opp2 2 Pass 2 Pass 9 AQ 10 KQ6 11 A6 12 AQ62 KQ AKJ AK KQJ4 AQ AKQJ973 6 AQ643 KJ2 AQ AQJ753 Opener Opp1 Responder Opp2 2 X Pass 1: Penalty 2: Four+ spades 13 AQ 14 KQ6 15 A6 16 AJ6 KQ AKJ AKJ KQJ4 AQ AKQJ973 6 AQ643 KJ2 AQ AQJ753 Opener Opp1 Responder Opp X 2 Pass 1: Natural 2: Four or five spades 17 AQ 18 KQ6 19 AQ76 20 AJ6 KQ AQ 10 AKJ KQJ4 AKJ72 AKQJ93 6 AQ643 KJ2 A4 AQJ753 Page 135

136 Answers to 2 Exercise Set 1. Bid 2 showing 6+ HCP. If opener rebids 2NT you should try Puppet Stayman in spite of your pancake shape. 2. Again bid 2 showing 6+ HCP. Then show your spade suit over opener s rebid. 3. Bid 2 showing 0-5 HCP. 4. This is a bare minimum 3 response. It contains two of the top three honours in the suit and an outside ace or king. 5. Bid 2. Stick with the program! 6. Bid Bid 2. The club suit can wait. 8. Bid 2. Over a 2NT rebid by opener you will look for a heart fit. 9. Rebid 2NT showing HCP. 10. Rebid 2NT with this shape also NT is to play over responder s 2. Maybe they won t find the best lead. 12. Show your suits up the line. Rebid Bid 2NT. Relay Checkback is on now. 14. Again 2NT is the call. Partner may have only four spades anyway. 15. Bid 3 to show your unbalanced hand and to await developments. 16. Here bid 3. We will try for 3NT. 17. Rebid 2NT. 3m and 3 by responder are natural. Raise any of those bids to four. 18. Again rebid 2NT. Raise 3 to game. 19. You want to be in slam. The auction is a game force so set the suit with 2 now. Eventually you will use RKB. 20. Bid 3 to show your unbalanced hand. Page 136

137 Convention Card Page 137

New Age Precision - Bruce Watson. (Don t blame any of the real Precision authors for anything here.)

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