DEFENSIVE AND COMPETITIVE BIDDING LEADS AND SIGNALS W B F CONVENTION CARD OVERCALLS (Style: Responses: 1 / 2 Level; Reopening) OPENING LEADS STYLE 8 17 HCPs at 1 level; 10+ HCPs at 2 level Lead In Partner s Suit CATEGORY: Green New Suit F by UPH Suit 3 rd and 5th Att if supported, count if not NCBO: CANADA Jump Raise = 4+ trumps, less than 7 pts NT 4 th best PLAYERS: Linda Wynston / Hazel Wolpert Jump Q = Mixed Raise (7 10 HCP s, 4+ trumps) Subseq EVENT (Open/Women/Senior/Transnational) Other: Reverse Smith Echo vs NT 1NT OVERCALL (2 nd /4 th Live; Responses; Reopening) LEADS SYSTEM SUMMARY Direct: 15-18 Lead Vs. Suit Vs. NT Balancing Seat: 11 15 over minors; 11 16 over Majors Ace often with king asks for unblock or count GENERAL APPROACH AND STYLE System On over both King standard (no Rusinow) asks for attitude Queen standard (no Rusinow) asks for jack or count 2/1 = Game Forcing Jack st d (maybe interior seq.) st d (maybe interior seq.) 5 Card Majors JUMP OVERCALLS (Style; Responses; Unusual NT) 10 st d (maybe interior seq.) top of nothing or interior seq 6+ in suit, 5 10 HCPs 9 st d (maybe interior seq.) top of nothing or interior seq Unusual 2NT = two lowest unbid suits Hi-X usually singleton/doubleton usually top of nothing Lo-X usually an odd number usually 3 rd (from 3) or 4th Reopen: Intermediate in Balancing Seat (6+, 12 14 HCPs SIGNALS IN ORDER OF PRIORITY DIRECT & JUMP CUE BIDS (Style; Response; Reopen) Partner s Lead Declarer s Lead Discarding SPECIAL BIDS THAT MAY REQUIRE DEFENSE Over 1m = both M s (Michaels, usually at least 5-5) 1 attitude (UDA) count (UDC) UDA 2D = five hearts, four spades, 11-15 HCPs (Flannery) Over 1M = om + one m (Michaels, usually at least 5-5) Jump Q-bid = asks for stopper for NT Suit 2 count (UDC) 3 suit preference 1 attitude (UDA) Reverse Smith Echo UDA VS. NT (vs. Strong/Weak; Reopening;PH) NT 2 count (UDC) count (UDC) vs strong: 2C = both Ms, 2D = one M, 2M = that M plus one minor, 3 suit preference X = one four-card M + one longer minor Signals (including Trumps): Suit Preference vs weak: same as above except X = top of their range or better Reopening action same as direct action (vs both strong and weak) DOUBLES VS.PREEMTS (Doubles; Cue-bids; Jumps; NT Bids) TAKEOUT DOUBLES (Style; Responses; Reopening) X = takeout through 4H; NT = natural, 15-18 shortness in opener s suit or very strong hand (18+ HCPs) Leaping Michaels at four-level (at least 5-5 in m and unbid M) Q-bid = asks for stopper for NT VS. ARTIFICIAL STRONG OPENINGS- i.e. 1 or 2 SPECIAL FORCING PASS SEQUENCES Over (1C) and over (1D) response: X = Majors, 1NT = minors SPECIAL, ARTIFICIAL & COMPETITIVE DBLS/RDLS Pass is F if we voluntarily bid game and opponents save Overcalls are natural game try doubles, support X s and XX s (through 2H) Pass and pull shows slam interest Over (2C): X = clubs, overcalls are natural responsive X s OVER OPPONENTS TAKEOUT DOUBLE card-showing X s IMPORTANT NOTES Over 1M - (X): 2C = 3 card raise, 10-12; 2D = 3 card raise, 7-9, Wolff Signoff, Ingberman, Snapdragon, Diffs & Riffs 2NT = GF raise (UPH), 3C, 3D = Bergen Raises (UPH), (see notes) (see notes) Over 1m (X): new suit = 1 round F, 2M = weak (less than 5 HCPs) PSYCHICS: rare
OPENING TICK IF ARTIFICIAL MIN. NO. OF CARDS NEG.DBL THRU DESCRIPTION RESPONSES SUBSEQUENT ACTION COMPETITIVE & PASSED HAND BIDDING 1 3 4H Natural, 3+ 1NT = 7-10 HCPs, 2NT = 11-12, 3NT = 13-15 natural; over 1NT rebid: 2-way checkback 1C 2C = 6 0 by PH 2C, 2D, 2H, 2S, 3C = see supplementary notes (see supplementary notes) 1C 3C = 10-11 by PH 1 3 4H Natural, 3+, usually 4+ Same as above (see supplementary notes) Same as above (see supplementary notes) Same as above 2D, 2H, 2S, 3D = see supplementary notes (see supplementary notes) 1 5 4H 5+ suit, not enough to open 2C 2H = 3 card raise; 7-9, 2NT = GF, 4+ card support help-suit game tries after 1M 2M Reverse Drury (2M by O is NF) 3C, 3D = 4+ card raises, 10-12 HCPs; 7-9 HCPs 2C = 4 card raise, 7-11 HCPs 1 5 4H 5+ suit, not enough to open 2C same as above, 1M 3M = 4 card raise, 0-6 HCPs same as above 2D 3 card raise, 10-12 HCPs INT 14+ - 17, 5 card M common 2C = Stayman, 3C = Puppet Stayman see supplemental notes (eg. Smolen) System On after (2C) and (X) 2D, 2H, 4D, 4H = T s; 2S, 2NT = minor suit T s Lebensohl (supplemental notes) 2 22+ or 8 ½ tricks 2D = GF, 2H = 0-3, 2NT = 5+ hearts 3C = Puppet Stayman after 2NT rebid over interference, X = bad hand, Kokish Relay may operate over 2D (see notes) 3D, 3H, 4D, 4H = T s after 2NT rebid over interference, pass = F 2 artific 5 hearts, 4 spades, 11 15 HCPs 2M = to play, 2NT = F and asking, 3C = to play over 2NT: 3m = 3 card suit, 4m = 4 card suit 3M = invitational to game 3H, 3S = 2-2 in minors, minimum, maximum 2 6 5-10 HCPs 2NT asks O to rate her hand over X: new suit = lead-directing 3C asks for shortness raise; 2NT = relay to 3C 2 6 5-10 HCPs 2NT asks O to rate her hand as above, (see notes) 3C asks for shortness 2NT 20-21 HCPs 3C asks for 4 or 5 card M; 3D, 3H, 4D, 4H = T s, 4S = slam try with 4-4 in minors 3NT/2NT = 5 spades, 4 hearts, no slam interest 3 6/7 less than 10 HCPs new suit is F 3 6/7 less than 10 HCPs new suit is F 3 7 less than 10 HCPs new suit is F 3 7 less than 10 HCPs new suit is F 3S = relay to 3NT; then, 4m = slam try in that minor, 4M = shortness, 5-5 in m s, slam try 3NT 7/8 gambling, solid minor 4C, 5C = pass or correct over 4D: 4M = shortness, 4NT = 7-2-2-2, no outside A or K 4D = asks shape, 4NT = asks extra length: 5C = no 5m = shortness in other minor 4 7/8 preemptive 4 7/8 preemptive 4 7/8 good suit, better hand vul 4 7/8 preemptive, same as above 4NT Blackwood 5 8/9 preemptive HIGH LEVEL BIDDING 5 8/9 preemptive Key Card Blackwood (14/30); Key Card Gerber (14/30), Exclusion KCB: 0,1,2,3 5 8/9 preemptive Specific Kings; Minorwood: 4m = KCB for that minor 5 8/9 preemptive Over 5 level interference: X = 1/4; P = 3/0; next step = 2 no Q; next = 2 with Q Over X: XX = 1/4, etc.
SUPPLEMENTAL NOTES FOR LINDA WYNSTON and HAZEL WOLPERT 1. INVERTED MINORS 1m 2m = limit raise or better, usually 5+ support, F to 2NT or 3m 1C 2D and 1D 3C = artificial, 5+ card raise of minor, 7-9 HCPs 1m 3m = 5+ card raise, 0-6 HCPs 2. OVER 1m 1m 2H = five spades, four hearts, 4-8 HCPs 1m 2S = 6 card suit, 3-6 HCPs 3. TWO WAY CHECKBACK AFTER 1NT REBIDS 2C = a relay to 2D; either to play there or to begin invitational sequences 2D = artificial, asks for more information, GF 3C = to play 4. JACOBY 2NT OVER 1M new suit at 3 level = shortness new suit at 4 level = good 5 card suit (usually 2 of 3 top honours) 3M = 14 HCPs or 18+ HCPs 5. NON-SERIOUS 3NT suggests no slam interest in M agreed on if partner is interested, she can follow with a Q-bid 6. SEQUENCES OVER 1NT 2C 2D 2H = weak hand, pass or correct to 2S 2C 2D 3D = 5-5 in M s, invitational to game
2C 2D 3M = Smolen (4 cards in M bid, 5 cards in om, GF) 2C 2M 4C = KCG; 2C 2M 4D = balanced slam try with 4 card support 2C 2M 3oM = artificial slam try in M with side shortness (O can ask where) 2C 2M 4NT = NF quantitative slam try (less than 4 card support for M) 2D = T to hearts; 2H = T to spades (Jacoby T s) 2S = T to clubs; 2NT = T to diamonds 3C = Puppet Stayman (asks for 4 or 5 card M: 3D = no 5 card M) 3D = GF, at least 5-5 in minors 4D = T to 4H; 4H = T to 4S (Texas T s); 4S = slam try with 4-4 in minors Systems On after (X) or (2C) Negative doubles after interference at both the 2 level and the 3 level Lebensohl after (2D), (2H), (2S) 2 level bids = for play 3 level bids = F 2NT = relay to 3C Q-bid = om but no stopper in their suit; 3NT = offer to play there but no stopper 2NT relay then Q-bid = om plus a stopper in their suit 2NT relay then 3NT = offer to play there with a stopper in their suit 7. DEFENSE OVER OPPONENT S 1NT (MULTI-LANDY) 2C = both M s (usually at least 5-4) 2D = one M (usually at least a 6 card suit) 2H, 2S = that M (at least 5) plus one minor (at least 4) 2NT = both minors (usually at least 5-5) X = 1 four card M and one longer minor if 1NT is weak, then as above except that X = top of their range or better
8. AFTER 1M - 1NT - 2NT four suit transfers 9. GAME TRIES AFTER 1m 1M - 2M 2NT = natural, NF, invitational to game, usually 4 cards in M after 1m 1H 2H, 2S = asks O for further description in four steps after 1m 1S 2S, 3C asks O for further description in four steps 1 st step = 3 cards min, 2 nd step = 3 cards max, 3 rd step = 4 cards min, 4 th step = 4 cards max 10. FLANNERY (5 hearts, 4 spades, 11-15 HCPs) 2M = to play; 3C = to play; 3D = bid 3NT with a club stopper; 3M = invitational to game 4C = KCB for hearts; 4D = KCB for spades; 4M = to play 11. KOKISH RELAY AFTER 2C 2D 2H could be natural or artificial (if artificial, a balanced hand) 2H forces 2S, then: 2NT by O shows 24-25 HCPs and a balanced hand 3NT by O shows 26-27 HCPs and a balanced hand 3H by O (6+ hearts) is natural; new suit by O is natural and promises 5+ hearts as well 12. 3-WAY REVERSE DRURY BY PASSED HAND OVER 1M 2C = 4 card support, 8-12 HCPs (2D by O asks lower or upper half of range) 2D = 3 card support, 10+-12 HCPs in response to either, 2M by O = NF, no interest in game 2NT/1M by PH = both minors 3m/1M by PH = 6 card suit, no fit for M, invitational to game values
13. AFTER 1M (X) 2C = 3 card raise, 10-12 HCPs (by UPH); 2D = 3 card raise, 7 10 HCPs (by UPH) 2NT = GF raise with 4+ support (by UPH) 3C = 4 card raise, 10 12 HCPs (by UPH); 3D = 4 card raise, 7 10 HCPs (by UPH) by a PH, 3-way reverse Drury applies 14. EASY OGUST OVER WEAK 2 S responses to 2NT: 3C = worst, 3S = best 15. UNUSUAL OVER UNUSUAL 1M (2NT): negative X s 3C = hearts, invitational values or better; 3D = spades, invitational values or better 3M = 7-9 HCPs 1m (2NT): negative X s 3m = 7-9 HCPs; 3om = support for m, invitational values or better 3H = spades, invitational values or better; 3S = spades, competitive values 16. WOLFF SIGN-OFF (AFTER 1m 1M 2NT) 3C = relay to 3D, to sign off in diamonds or in M or to show mild slam interest in minor (3NT) 3D = checkback for 4 cards in om or for 3 card support of first M 3M or 3oM = natural, usually slam interest
17. 2NT AUCTIONS 3C = Puppet Stayman, asking for a 4 or 5 card M 3D = no 5 card M but 1 or 2 4 card M s 3D, 3H, 4D, 4H = M suit T s (Jacoby T s and Texas T s) 3 level T followed by raise mild slam try 4 level T followed by 4NT = KCB 3NT = 5 spades, 4 hearts, no slam interest, NF 3S = relay to 3NT, then: 4m = slam try with that m 4M = shortness, at least 5-5 in minors, slam interest 4NT = at least 6-6 in minors, game interest 18. SANDWICH NT (AFTER 2 SUITS HAVE BEEN BID AT 1 LEVEL BY OPPONENTS) only by a PH; shows other 2 suits; less than opening points 19. REVERSE AUCTIONS (17+ HCPs) F to 3 of minor opened 2M rebid by R = 1 round F 2NT rebid by R could be weak (Ingberman) 20. LEBENSOHL AFTER WE X THEIR WEAK 2 BIDS 3 level bids = 8, 9-11 HCPs 2NT = a relay to 3C (usually a weaker hand) 21. McCABE AFTER THEY X OUR WEAK 2 BIDS (2H or 2S) new suits = lead-directing raises to 3M 2NT = a relay to 3C: either to play in a lower ranking suit or to make a game try (3M)