The Juggler's Club - The Ultimate Bidding System

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Description

Overview

Juggler’s Club No-trump (16+, artificial) singleton)

(L3)

Surgeon 2C 2H/S (5-10, 4+H, 4+S) C/D) (5-10, 5 card Major)

(L3)

Clown Diamond (10-15, artificial)

(L4 NV)

Saboteur 2C (0-6, 4+D/H/S)

(L4)

Tempered Majors

Dwarf

(10-19, 5+ suit, 5-7 losers)

(9-12, no

(L4 Vul)

Digger 2C

Multi-coloured 2D

(5-10, 4S, 5+m/4+H)

Boxing

(Wk 2 H/S or Str

Ninja 2NT

Shape-shifter 2NT Samurai 4NT (7-10, 5-4+ minors) (7-10, 5-4+ in 2 suits, not S) 15, 6-5+ minors)

Contents 1) History and Motivations 2) Legality 3) Memory and Effort Requirements 4) Benefits in playing Juggler’s Club 5) Learning the System 6) Opening Bids (L2-5 Versions) 7) Strong Hands 8) Pre-empting 9) Slam investigation 10)

JC in Depth

11)

Overcalling 1NT

12)

Overcalling suit bids

13)

Escaping 1NT doubled

14)

Dealing with interference

15)

Super Structure for slam-bidding

16)

Suggestions for play-defence

Gambling 3NT (10-15, 7+ minor)

Lightning 4C (Which aces?)

(0-

Note: For what follows ‘JC’ will be intended to mean the Level 3 version of Juggler’s Club unless otherwise stated. 1) History & Motivations of the System In the late 1990s Ben Beever and Graham Currie found themselves joining their first bridge club (in Chorlton, Manchester), and being drawn into playing ACOL, as is almost everyone who plays at a British bridge club (4 card majors & a 12-14 1NT opening). Strong 2’s in 3 suits were the order of the day, and questioning this wisdom was close to sacrilege. Both partners felt the system to be rather dull, and that pass was employed somewhat too often. Over the next 8 years, this led to the following major modifications: Benjification (2D became artificial & game forcing, whilst 2H & 2S became weak with 6 card suit) 5 card majors (1H/S openings showed 5 or more in the suit) Artificial 1D (since 1C/D openings were rather pointless, 1D became 10-15 artificial) Strong or natural 1C (with a 1D relay to allow opener to show their hand), and 2C = 5+ clubs, 10-15 Multi 2D (weak with 6 card major or strong with 7 card minor) 5 card weak 2H/S openings Both minors, weak 2NT opening 2C later became 5-10 with both majors Ben, Graham and Eddie Thornton-Chan continue to develop the system as problematic situations arise and improvements come to light. 2) Legality As bizarre as it may sound to the uninitiated, it soon emerged that there were restrictions on the meanings that the EBU allowed us to assign to our bids, and the 1C opening then necessarily became artificial & 16+ HCP, as this was the closest (level 3) legal meaning to what we wanted it for. As there are 5 different ‘convention levels’ defined by the EBU, and level 1 doesn’t allow an artificial 1C of any kind, the system has 4 different versions to exploit the freedom available at each of levels 2 to 5, level 5 affording the most freedom to creativity. Level 2 is allowed almost everywhere within the UK. Level 3 is allowed in the vast majority of British clubs. Level 4 is allowed at most tournaments and several clubs in the UK. Level 5 is allowed only in a small number of British clubs or in certain top-level events, and on BBO (excepting some tournaments, if specified by the host in the ‘tournament rules’). 3) Memory & Effort Requirements Juggler’s Club is not for everyone, but if you are reasonably bright and like gadgets, you should be able to use the system reasonably well within 2 or 3 sessions. The more subtle auctions and relays are there for those who wish to refine their bidding accuracy to a high level. For those wishing to play the system without having to remember anything, BBO currently provides the ‘Full Disclosure convention card’ facility which allow a pre-designed system/convention card to be ‘loaded in’ to the table, and will subsequently show the meaning of bids automatically to everyone at the virtual table (these ‘FD CCs’ as they are known, can be found at Gert’s excellent site http://bridge.downagain.be/FD/index.php; you must register before downloading them). For those who wish to play the system face to face, the opening bids can be learnt in half an hour. Responses are natural whenever it is sensible to have them as such. For example, after a 1H/S opening, the auction is always natural (barring purely optional conventions) and in many cases would be the same as in SAYC (the main difference being JC’s 15+ NT rebid). However, 2C is often used by responder to ask for more information from opener.

Although JC has its own techniques for 1NT auctions, the reader is advised to initially keep whatever structure they already use, at least until some familiarity with the system in general is attained. Similarly slam bidding methods need not change, at least until confident with the 1C/D openings. Once you have become convinced that JC is the way forward, you will need to find a like-minded partner. The internet is likely to provide the easiest way to achieve this. Social networking sites or BBO (Bridgebase Online) are good bets. At time of writing, around 10-15 players in and around Manchester are able to wield the system with a fair degree of accuracy; on BBO there are many more, and most prefer to use the FD cc facility to reduce the chance of misunderstandings and gain access to the well-developed game & slam try structure of the full system. 4) Benefits in Playing Juggler’s Club Fun: Using JC, you able to open the bidding on over ¾ of hands you pick up. This is considerably more fun that passing – which occurs with around 2/3 of hands when playing ACOL, SAYC, 2/1 or most other systems in common use. Even strong club systems such as precision must pass more than half the time as dealer. Being able to open at the 2 level on tram-tickets is particularly appealing to those with the risk-taking gene. Accuracy: If opponents don’t interfere, the vast majority of hands are bid using the system rules without the need for judgement, and once the 5 or so special techniques for game & slam tries have been learnt, the system will allow finding of perhaps 80-90% of reasonable games and slams. Very rarely does it reach a hopeless slam. In competitive auctions, the system compares well to any other, with most opening bids defining a hands strength-range quite tightly. Pre-emptivity: Being able to open (at the 2 or 3 level) more weak hands than possibly any other system makes JC the most aggressive system on the market and therefore is the hardest system for the opponents to bid accurately against. Pass occurs only when holding 0-4 HCP hands or 5-9 HCP hands with no particularly interesting features, and even these hands may usually be opened if the level 4 or 5 versions of JC are being used. Assuming a passed partner holds a balanced 7 count is a good strategy given no additional information. Brain-training: The act of learning and using a new system and its gadgets is immeasurably good for someone, enabling them to see things from a different perspective. Learning JC also helps players to deal more effectively with opponents who use unusual systems and conventions, as in many cases they will have already developed an understanding of the features and playing strength of the hand described by the opponents. The system also encourages a very logical approach to the game, with the ‘captain’ of an auction having to picture his partner’s hands as it emerges and envision how the hand will play before dummy comes down. Creativity: After learning the basics of JC and having thought about why the bids mean what they do, most players will be in a good position to attempt to improve JC or even create their own system. Both are very much encouraged. If you believe you have found an improvement to JC, or indeed would like feedback on your own system or convention idea, please email me at [email protected]. Results: It is very likely that your results will improve significantly after you begin playing JC. In part this will be due to improved bidding accuracy, and in part because your frequent pre-empting makes opponents have to guess much more often. Some opponents suggest their unfamiliarity in playing against JC gives its exponents an additional advantage – and indeed it does. I have yet to determine why they believe this to be a criticism of it. 5) Learning the System The system can (and probably should) be learnt in stages. Those who already play 5 card majors are already a step closer than those who play ACOL. Those who play Precision have a further advantage. For what follows I will assume you currently play 4 card majors, and know the basics of bidding. For

those who know only 1 or 2 natural systems, it is recommended that each of the first 4 stages be learnt at the rate of roughly 1 per month to allow plenty of time to absorb and assimilate the new structures. For those adept at using conventions or learning new systems, this process should of course be considerably faster. The 5th stage is almost open-ended, and it will take quite some time to get to grips with all the system details and nuances therein. However, some may wish to switch to other versions of the system (levels 2, 4 or 5) well before the 5 th stage is fully implemented. The suggested modification stages are: Part 1) The Easy Bit: 1H/S Openings: 5 card majors. Sometimes you will have to open a 3 card minor, so remember not to raise partner’s 1C/D openings with only 4 card support if you can avoid it. Part 2) The Scary Bit: 1NT Opening: 10-12 HCP (not unbalanced). A 1NT rebid should now show 13-16, and a jump 2NT rebid will show 17-18 (jump to 3NT with 19). 2C over a 13-16 1NT rebid is inquiry, with 15-16 point openers responding at the 3 level. When the bidding has already reached the 2 level, 2NT rebid = 13-14, and 3NT rebid = 15-19. It is suggested that 5332, 5422, and 6322 (6 card minor) hands are ok shapes for 1NT. You may find it quite unnerving at first opening 1NT with only 10 points. Indeed, it would be sensible to discuss an escape strategy for when the 1NT is doubled (your strategy may be different depending on whether the double occurs immediately or after 2 passes). A simple but fairly effective method (when 1NT has been doubled) is to bid a 5 card suit if you have one. If not, then pass (if partner still has a bid) or redouble (if partner has already passed the double). After one of you has passed and the other has redoubled, you bid 4 card suits up the line until you find a 7/8 card fit. There are occasional problem hands using this method, so it is suggested that you learn the JC escape strategy at some point, which largely solves them. Part 3) The Hard Bit: 1C/D Openings: Strong, artificial 1C opening (16+) & intermediate, artificial 1D (10-15). As the 10-12 balanced hands have been dealt with by 1NT opening, 1D promises 13-15 or else an unbalanced hand. When partner opens 1C, respond 1D unless 6+ points with a 5+ card major, then respond 1H/S. 1C-1D-1H/S-1NT = 0-6 HCP. With 7+ pts after the same start to the auction, responder can use 2C to ask opener to describe their hand further – opener now responds at the 2 level with a poor 16/17 HCP, or at the 3 level with a good 17+ Note: Hands containing 16-19 HCP and a 5+ major that have 5 or more losers should still be opened 1H/S. When partner opens 1D, respond naturally (you can pass with long diamonds and few points), being aware that 1H/S shows a 4+ card suit, but not necessarily any HCP. With no 4 card major, responder bids 1NT with 0-9 HCP and 2C (asking for more information) with 10+; 3NT is also allowed if desired, as opener is limited to 15 HCP. After 1D, opener may rebid 1NT without showing any additional information. Over a 1NT rebid by opener at any point, 2C by responder shows 10+ and asks for more information, with responses at the 3 level if 14-15. After 1D-1H/S, opener should normally raise the major to the 2 level with 4 card support or 3 card support and a singleton. Only if opener has 4 card support and 6 losers or better should he consider raising to the 3 level, and this usually via a ‘mini-splinter’ (jump shift into your singleton suit). After you open 1C, with a balanced hand, show HCP ranges with your rebid as follows: 1NT = 16-18 2C = 19-20 / 25-26 – 3rd bid: 2NT if 19-20, 3NT if 25-26 2D = 21-22 / 27-28 – 3rd bid: 2NT if 21-22, 3NT if 27-28 2NT = 23-24 With an unbalanced hand containing a 5+ card major or 6+ card minor, along with 4 losers or better, open 1C and rebid as follows: 2C if 5 card major precisely (20+ or 4- losers), or 6+ minor (20+ or 3- losers): partner must now respond 2D and allow opener to bid once more without interfering with his plans (this ‘2D waiting’ bid will be slightly revised later). Opener rebids his suit at the lowest level.

2H/S if 6+ card major. 3C/D if 6-7 card minor with 16-19 HCP and 4-5 losers (open 2D with 7 card minor AND 4 losers though). After opener has shown his suit, use whatever continuations you currently use after a strong 2C opening and suit rebid for now. Finally, note that a 1NT rebid is now no longer 13-16 HCP; after 1C and 1D openings, it’s 16-18 & 10-15 respectively. After 1H or 1S openings, the lowest NT rebid shows 15-17, and a jump NT rebid is 18-19. Part 4) The Fun Bit: 2C/D/H/S/NT openings: Now that all the strongest hands have been collected into 1C, you have the whole of the 2 level available for pre-empts: 2C = 5-10 HCP with both majors (4-4 or better). Use 2D response to ask for more information. 2D = multi (5-10 HCP with 6 card major or else exactly 7 card minor with exactly 4 losers). Use 2NT response to ask for more information. 2H/S = 5-10 HCP with 5 card major exactly. Use 2NT response to ask for more information. 2NT = 7-10 HCP with both minors (5-4 or better). 3C/D responses are to play, 3H/S are forcing. The bids that request more information can be regarded as simply game-tries at this stage; the way JC responds to these asking bids can be left until later. Part 5) Miscellaneous: Now that the JC ‘skeleton’ is formed, all that remains is to add depth and more gadgets. The system is described in full later in the book. You and your partner can of course choose what order to learn the sections in, but a suggested order of importance might be: 1) 1NT opening sequences, escaping 1NT doubled, and dealing with interference (using takeout doubles & Lebensohl in particular – see below). 2) The rebids after 2C-2D, 2D-2NT, 2H/S-2NT. 3) 1D opening sequences (Eg. 1D-1H-2H-2S) and dealing with interference. 4) 1C opening sequences (particularly the responses to eg. 1C-1D-2H/S) and dealing with interference. 5) 1H/S openings – the raise-structures and continuations. 6) Overcalling their 1 level openings, particularly 1NT, and the jump overcalls and 2-suited overcalls of 1 of a suit. 7) Learning ‘minor-wood’ (raise to 4C/D = 1430 with ‘step 1 ask-back’). Lebensohl is a particularly useful convention for dealing with the more experienced opponents who bid over our 1NT (1NT-(2?)-2NT = “Please bid 3C partner – I may be weak with a long suit”). It also comes in handy when the opponents open a weak 2, and our partner doubles, and we have a very weak hand with a long suit – again we bid 2NT and partner is forced to bid 3C (unless game is in his own hand), which we pass or correct to our long suit. ‘Double’ is also particularly useful as a competitive tool (e.g. after 1NT-(2?)), and is essential to avoid guesswork and in preventing opponents buying the auction too cheaply. It is recommended that your double of a suit is always played for takeout (ostensibly showing the un-bid suits), with the following exceptions: a) b) c) d) e)

There are fewer than 2 suits left un-shown in the auction. You and partner have already agreed a suit. A takeout double has already been made by partner or an opponent. The current bid is 4 spades or above. You failed to make a takeout double of the same suits earlier in the auction.

Those familiar with support doubles will note these are an additional exception.

‘Redouble’ is best used to say the same thing as a takeout double, namely, “please pick a different suit partner”. The only sensible exception is when there has been suit agreement. 6) Opening Bids (Level 2 to 5) JC level 2 is the same as JC L3, except that the 2 level openings are ‘rough 2s’ (all 5-10 HCP). This means: 2C = 4+ clubs & a 4+ card major. 2D = 4+ diamonds & a 4+ major. 2H = 5-6 hearts. 2S = 5-6 spades. This avoids the legality problems of the artificial 2C & 2D openings. JC level 3 is the ‘standard’ version of Juggler’s Club – as it is the most advanced version acceptable for use at most bridge clubs in the UK. The openings (in 1 st and 2nd seats) are (frequencies in brackets based on 2 million hands): 1C 16+ artificial. With 16-19 HCP and a 5 card major, open 1H/S unless 4 losers or better. (7.7%) 1D 10-15 artificial. Unbalanced with no 5cM or 13-15 balanced. May be 5M332 if 13-14 HCP. (16.0%) 1H/S 10-19, 5+ card suit, 7 to 5 losers (even 4- losers if 2NT: 3 suit = 1430 RKCB in suit bid (6+ cards if minor. 7+ cards if major). 3NT = 0-1 cards if minor shown, void if major shown: 4C/D = 1430(C/D). 2NT = 0-6 HCP, asking for best minor (usually 5-5 or better minors). 3 suit = 5 card minor/ 6 card major (1430 in this suit except for 3NT response): 3NT = 0-2 cards in minor / 01 in major. 2C = 19+ or 4- losers (artificial, forcing). Not 21-24 balanced (use 2D or 2NT rebid). 2D/H = 0-3 hearts (or =5 if 5+ already shown) or 0-3 HCP / 4+ hearts (6+ if 5 already shown) with 4+ pts. 2H/S = 5 hearts/spades, [20+ HCP or 4- losers] (forcing). Step 1 = 0-2 card support, [0-2 HCP or 5+ HCP] Natural (4+ suit). If this is non-jump, responder may pass with 0-2 HCP. Step 2 = 3+ card support. 9 losers or 4+ HCP. 1430/Noyesy continuations. Steps 3 & 4 = 0-2 card support, natural if possible, 3-4 points. Natural continuations. Step 5 = 3-4 card support, 11 losers, 0-3 points. Step 6-8 = 3+ card support, showing void. 1430/Noyesy continuations. Game = 10 losers, 0-3 points. 2NT = 19-20 balanced. 3C = 4 card major/5 card minor Stayman 3D/H/S = 5 card minor/4 hearts/4 spades 3H = Which minor? 3S/NT = 5 clubs/5 diamonds. 3D/H = 5+ hearts/spades (transfers). 3S = Minor suit stayman (asking for 4 card minor), slam interest if fit. 3NT = No. 4C/D = 4+ minor, 1430 in it. 3C/D = 6+ suit, 3- losers. Step 1 = No agreement, forcing. Step 2 = 2+ card support, 3+ HCP, GF, some slam interest. 1430/Noyesy continuations. Step 3 = 2+ card support, 0-4 HCP. After 1C-1M-2C-2D/H: 2M = 3+ card support (sets trumps, game-forcing). Steps 1/2/3 = 5/6/7 trumps without a void. Steps 4-6 show voids. 2oM = 5 card suit precisely, 4- losers or 20+ HCP. *2NT = 19-20 balanced. 3C = 4 card major/5 card minor Stayman 3D/H/S = 5 card minor/4 hearts/4 spades 3H = Which minor? 3S/NT = 5 clubs/5 diamonds. 3D/H = 5+ hearts/spades (transfers). 3S = Minor suit stayman (asking for 4 card minor), slam interest if fit. 3NT = No. 4C/D = 4+ minor, 1430 in it. 3C/D = 3- losers, 6+ minor (forcing). Step 1 = 0-1 card support (forcing). Responder may pass opener’s next bid if 0-2. Step 2 = 2+ card support, no side voids. Step 3 = 2-4 card support, 0-2 HCP. Higher bids = 2+ card support with void in suit bid. 3H (only over 2H showing 4+ hearts) = 19-20 HCP, 4 hearts (non-forcing). 3S (only over 2H showing 4+ hearts) = 4+ hearts, game-forcing. 3NT = 25-26 balanced. 4C/D/H = 4-card-major-5-card-minor Stayman /transfer to hearts /transfer to spades 2S = 0-3 HCP, 5 spades. 2NT = 0-3 HCP, 5-5+ minors. 2D = 21-22 HCP, balanced or 5-4+ minors. 2H/NT/3C/D = 0-2 HCP, transfer to next suit up. 2S = Relay. 2NT = 21-22 HCP, balanced/semi-balanced, no 5 card major or 6 card minor. See *2NT above for continuations. 3C = 5+club, 4+ diamonds, non-forcing (if 0-2 HCP) 3D = 0-3 HCP with 4+ diamonds. 3H = 0-3 HCP with 3 clubs. 3S = 0-3 HCP with 3 diamonds, 0-2 clubs. 3NT = 3-8 HCP with 0-2 clubs, 0-2 diamonds. 2H/S = 5 hearts/spades, [20+ HCP or 4- losers] (forcing). Step 1 = 0-1 card support, [0-2 HCP or 5+ HCP].

2NT = 20-22 HCP, 6322 (non-forcing). 3X / 3OM = Natural (3+ suit). If this is non-jump, responder may pass with 0-2 HCP. 3NT = 23+ HCP, 6322 shape: 4C/D = 1430 in this minor. Step 2 = 2+ card support, 5+ HCP. After this opener may do step 1 for 1430 or steps 2-4 as noyesy 1430. Steps 3/4 = natural (usually 5+ suit) 3-4 HCP, 0-1 card support (non-forcing). 2NT = 23-24 HCP, balanced/semi-balanced, no 5 card major or 6 card minor. See *2NT above for continuations. 3C/D = 16-19 HCP, 6+ suit, no 4 card major. Natural, forcing continuations. 3♥/4♣ = Beeverized Kabel. 3♠ = Modified BK: S2,3 = Red/Black. 3NT = Modified BK version 3: S2/3 = Odd suits c/h / d/s (S4-7 = 2R 2C 2O 3 in resp to any BK ask). 1NT = 0-3 HCP, 6+ clubs 2C = 0-3 HCP, 6+ diamonds 2D = 0-3 HCP, 6+ hearts (1NT to 2H are ‘pre-emptive transfers’, allowing a very weak hand to slow down a strong hand immediately) 2H = 0-3 HCP, 6+ spades 2S/2NT/3C/3D = 7- losers, 7+ spades/7+ hearts/7+ clubs/7+ diamonds (the ’10-2000’ convention. Step 1 = 1 card support, s2 = void in the suit, s3 = 2+ support & no voids, s3-5 = 2+ support, showing a void. After 1♣-1X-2♣-2♥ 3♥ = Sets h, 4-5 lsr (passable with 0-4 pts, else S1 = no void, S2-4 = void). 3♠ = Sets hearts, 3- losers GF (S1 = no void, S2-4 = void). After 1♣-1X-2♣-2X-2M/3m S1 = 0-2/5+pts no ag, S2 = ag 5+pts (S1=RKB, S2-4=Noyesy), S3/4 = 3-4 pts nat. S5 = ag 11-12 lsr. S6-8 = void spl. S10 = ag 10 lsr. After 1♣-1M-2♣-2X-2sameM S1 = No void (then S1=RKB, S2-4=Noyesy), S2-4 = void (then S1=RKB, S2-4=Noyesy).

THE 1 DIAMOND OPENING: with 5H/S-332 ok) [15%].

1D = 10-15 HCP, artificial. 10-15 unbalanced (no 5 card major) or 13-15 balanced (13-14

Without a major-oriented hand, JC is designed to divulge very little minor suit information to the opponents unless at least invitational values are present, and no major fit exists. Unlike most strong club systems, the 1D opening may contain no diamonds at all, and can be thought of as an opening ‘Stayman’ bid. Responder never has to pass with a weak hand, as 1H/S/NT responses may be made with a yarborough (0 HCP), with the 2C response covering invitational or better hands with no 4 card major. One of the essential features of the 1D opening is that the worst hands have been removed by the 1NT opening, leaving only 13-15 hands, along with unbalanced 10-12s, which are rare by comparison and have roughly similar playing strength anyway, the shape making up for the slightly lower HCP. This setup appears to have been overlooked by the more traditional strong club systems, which do not refine their 1D opening in this way, leaving the unsavoury minimum balanced hands within the remit of their 1D opening, making the 2 level a place of trepidation for a 10-12 HCP responder. Responses 1H/S = 0+ HCP, 4+ card major. 1S = 4-5 spades. 1NT = 0-9, 3C = Ask -> 3D/H/S = 5-6/ 7-8/ 9-10 -> S1(¬3NT) = RKB); 3♣/♦= Strong minor (3N to play, 3X asking for stop). 2NT Ask: 3♣ = 7-8 pts, (then 3D = ask to bid other major, 3M = pass/correct), 3♦/♥ = 5-6 pts, hearts/spades, 3♠/NT = 910 pts, h/s, 4♣/♦ = Strong minor (RKB).

3♣Pass or correct to cheapest 3 card suit. 4♣ (after suit determined) = RKB in the major. Responses to 2♥ opening Responses to 2♠ opening 2♠ 5+ spades, 6-7 lsrs [Then 2NT = 4-3+ in minors, 3♣/♦=5+ suit]. 2NT n-vAsk: 3♣/♦/♥ = 5-7, 4+c / d / 5332, 3♠ / NT = 810, 4+ minor / 5332. 2NT n-v Ask: 3♣/♦/♥ = min 4+c / d / 5332, 3♠/NT = max, 4+minor / 5332. 2NT vul Ask: 3♣/♦ = min 4+c / d, 3/♥/♠/NT = max 4+c / d / 5332. 2NT vul Ask: 3♣/♦ = min 4+c / d, 3/♥/♠/NT = max 4+c / d / 5332. 3♣P/C to best minor. 3♦ 5+ d, NF. 3♥ 5+ h, Inv. 3♣P/c to best minor. 3♦ 5+ d, NF. 3♠ 5+ s, GF.Over 2♠ or 2♠: 4♣ by resp anytime = RKB in major. 4♦ = RKB minor (if) shown. Responses to 2NT opening 3♣/♦ = To Play. 3♥/♠ = 5+ suit, F1R. 4♣ = RKB (c). 4♦ = RKB (d). Responses to 3♣ opening 3♦/♥/♠ = 5+ suit, F1R. 4♣ = RKB (c). Responses to 3♦ opening 3♥/♠/4♣ = 5+ suit, F1R. 4♦ = RKB (d). Responses to 3♥/♠ openings 4♣ = RKB in opener’s suit. 4♦ = BK Ace Ask. Openers Re-bids After 1♦-1♥/♠ 1♠/NT = 4-5 spades/0-3 spades. Then: 2C = Ask. Then: 2/3 p’s M = 3 card supp (13-14 / 14-15). Then S1 (exc NT) = 1430. 2♣/♦ = 6+ suit (6-4+ or 7-3+ minors), 10-12pts, 0-1 cards other maj. 2NT = 5-5+ minors, 11-15pts. J-S = Good 6-lsr, sing; in bid, 4 tr. Dbl J-S = 4 card supp, void. 2♥ over 1♠ = 13-14pts, 5h 3s 32. After 1♦-1♥/♠-S5-S1(ask): S1-3 = 3-4 supp, sing. S4 = 13-14, 4 tr, no sing. 3NT = 14-15 no sing. S5-8 exc 3NT = 3 tr, void]. 4M = 5332. Openers Re-bids After 1♥/♠-Step 6 (singleton) S1 = Ask for singleton (ans S1-3). S2 = 1430. S3-5 = Void showing (then S1 = RKB). Openers Re-bids After 1♥/♠-Step 7/8 S1 = 1430. 3M = Min. 3M-1 = Near min. 3M+1/2/3 = Void showing (then S1=1430). Slam Conventions Roman Key-card Blackwood (RKB) [1430, 2w/o tr Q, 2with tr Q, higher bids show 2KC + more trumps]. 2nd round, then Queen scan (step 1) after RKB. Responses: S1 = No ctrl, S2-4 = control there or in other 2 suits. Suit asks after RKB (Answers: Step 1 = No 2nd/3rd ctrl, S2 = 3rd, S3 = 2nd, S4 = 2nd & 3rd, S5 = Singleton / HHHxx, S6 = Void / HHHxxx etc). 4♣/♦ by responder on 2nd or 3rd bid = 1430 C/D in auctions beginning 1-any/2NT/3C/D, except after 25+pt 3NT by opener (then 4cd S/m). Noyesy RKB (asking for the ace of a particular suit): Responses: S1 = No. S2-5 = Yes: 1 or 4 Key cards, 3 KC, 2 KC no Q tr, 2 KC + Q tr. Overcalls (over 1-of-a-suit) 1NT 15-18 [Then 2♣ checkback]. 11-15 protective. Simple 8-15pts, 5+ suit, 8- lsr (normally). Then (after pass) T/F advances (see ‘Other conventions’) inc 2NT. Then 3C=1430 RKB. 2-level Cue Over 1♠: 5+c 4+h. O/w: 4+s 5+ other. [These 3 “OLH” overcalls may be any strength, with the lower suit always 2NT 5-4 in 2 lowest ranking remaining suits. 5+ cards. Shown-suit bids are signoffs. Cheapest non-shown-suit bid is 3♣ Over 1♠. 5+d 4+h. O/w: weak & natural. loser ask: 9+, 8, 7, 6 etc.] Jumps (not 3♣) If partner un-passed: 6+ cards, 4-9pts NV, 7-12pts Vul. If partner has passed: 0-15pts, 5+ suit. 3-level Cue Asking for stopper for 3NT. Doubles Takeout / Negative / Sputnik / Responsive etc. through (including) 4♥. LIGHT DOUBLES (may be very weak). Shows 5+ suit over artificial 1 – 3 level bids. Lead directing over artificial 4 – 7 level bids. 1NT-Related Bidding Methods Over Their 1NT: Pass = 0-14 no 5 cd suit / 19+. Pard can then bid 5 card suit. Or dbl [then Pass=19+, or 4 card suits up the line]. Dble = 15-18. [Then 2♣= Ask for 4 card suits up line (forcing), 2♦/♥/♠ = 5+ suit, (to play). 2NT = Transfer to 3♣] 2♣/♦/♥/♠ = 5+ suit, 0-14pts. 2NT = 5-4 or better minors. 5-5 or better when vulnerable vs non-vul. Over their immediate dble of our 1NT : 2♣ = clubs & diamonds. 2♦/♥/♠ = 5+ suit. 2NT = 5-5 in minors. Pass = Forces opener to bid a 5 card suit or redouble. [Then: Pass = to play, 2♣ = c & major , 2♦ = d & h, 2♥ = majors, 2♠ = 5s & 4c. Rdble = Forces opener to bid a 5 card suit or bid 2♣. [Then: Pass = 5+ clubs, 2♦ = d & s, 2♥ = majors (♠>♥), 2♠ = 5s & 4d. Over their protective dble of our 1NT : Re-double = 5+ suit, 11-12 pts. 2♣/♦/♥/♠ = 5+ suit, 10-11 pts. Pass = No 5 card suit. [Then Re-double = 0-8 pts, no 5 card suit, asking for 4 card suits up the line. 2♣/♦/♥/♠ = 5+ suit, 0-9 pts] Defence To Pre-Empts Dble for takeout. 3NT to play. 4NT over 4S for takeout. Double of 4S is optional.

Defence to interference over our 2c/d TBC Defence To Iinterference Over Our 1♣/1♦ OVER 1NT: See ‘Over Their 1NT’ above (Double = 6+ / 9+). Pass = 0-2 or 9+ (0-2 or 12+). OVER 2♣+: 0-5 (0-8).Dble/Rdble = 6-8 (9-11).OVER 2♣(nat)+: 6+ (9+). (2NT: 0-5 (0-9) Leb) 1♦/♥/♠ = 5+ suit,7+ (0-8). 1NT+ = 3-5 (3-8) pts. 2♣+ = Suit bid + highest remaining. Cue = Lower suits [2NT asks for longer]. Special Methods We rarely let opponents play in 1NT. We may value long suits and intermediate cards as well as standard ‘high card points’. Other Conventions Fourth Suit Forcing, Lebensohl over (Wk 2)-Dbl-(Pass) & 1D/NT-(2X). 5-4 shape precision cues (after 2 suits shown by opponents), Transfer Advances E.g. (1♦) 1♠ (P) : 2♦ = 5+H. 2♥ = 3+S, 8 or 6- lsrs. 2♠ = 3+S, 9 lsrs. 2NT = 3+ S, 7 lsrs. Raise to 3 = Wk, 4 cds. DOPI/ROPI over Blackwood Interference (i.e Pass = 1/4, (Re)dble = 0/3, Step 1 = 2KC no Q trumps, Step 2 = 2KC + Q trump

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