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Chapter 7 Competitive Bidding

Suit Overcalls ***
Weak Jump Overcalls
***
1NT Overcall
***
Unusual NT Overcall
***
Michaels Cue Bid
***
DONT Overcalls Over Strong NT Openers
***
Capelletti Overcalls Over Weak NT Openers
***
Takeout Doubles
***
Equal Level Conversion
***
Special Lebensohl Application
***
Negative Doubles
***
Responsive Doubles
***
Support Doubles
***
Maximal Overcall Doubles
***
Rosenkranz Doubles
***
Informative
Doubles ***
Balancing
***
Law of Total Tricks
***
"Unusual Over Unusual"
***
Western Cue-bid
***
Sandwich NT
***
Defense to Strong One-Club Opening Bid
***
Defense to Strong Two Club Opening Bid
***
Defense to Weak Two Openers
***
Defense to Gambling 3NT Opening
***
Defense to Unusual Two NT Opening
***
Defense to Three-Suited Openers
***
Defense to NAMYATS (Transfer Preempts)
***
Defense to Flannery
***

 Suit Overcalls

Suit overcalls require from 8 to 16 HCP and good suits, particularly at the 2 level and higher. Overcalls at the one level can be made with very little in values, and are often not lead directing but merely competitive. The suit should be a good 5 card or longer suit, but occasionally it may be necessary to overcall at the one level with a good 4-card suit. At the two level, overcalls must be stronger (a good 5 card or longer suit is required) and they are lead directing.

Responses to Suit Overcalls

1) A raise is made with the same type of hand, which would raise an opening one bid.

2) A new suit at the one or two level is not forcing. This bid shows a doubleton or (usually) less in partner's major suit. You may, however, have support if partner's suit is a minor.

3) A jump shift in a new suit shows a good suit and is invitational to game.

4) Jump raises are pre-emptive, showing 4+ trumps, with shortness somewhere, but otherwise not a good hand.

5) Cue-bids show a good hand, and are a one round force. You may have 3-card support of partner's suit, but do not promise this. With a minimum hand, Overcaller will rebid his suit. With a good hand, Overcaller must make some other descriptive bid.

6) Jump cue-bids show a mixed raise – 4-card support with 7 to 10 HCP


Over Opponent's Overcall

Over an overcall, Responder with 5 to 9 points raises partner's suit with 3 card support, jump raises with 4+ card support and good distribution, and cuebids with a limit raise or better. Occasionally, Responder will need to cue bid without good support in order to generate a game-forcing auction. He will clarify in later rounds of bidding.

 

Weak Jump Overcalls

Jump overcalls over 1 level Openers are weak. 1H/2S shows 6 spades in a weak hand, much like a minimum weak 2 opener. Partner may make a try for game by bidding 2NT, and Overcaller may (by partnership agreement) make OGUST responses.

1S/3D shows 7 diamonds in a weak hand, much like an opening 3D bid.

A jump overcall is NOT weak in the following cases:

1) In the sequence:

West North East South

1H P 2H 3S

South's 3S bid is strong, not a weak jump overcall. This is because the opponent's have limited their hands (especially East) and a weak jump overcall here would not inconvenience them.

2) In the re-opening seat, a jump overcall is strong, not weak.

3) After a preempt, a jump overcall is strong, not weak (Never preempt over a preempt).

 

1NT Overcall

An overcall of 1NT shows a 15 to 18 HCP balanced hand with at least one stopper in the opponent's suit. Partner has Stayman and all of the transfer bids at his disposal, even if the overcall is doubled.

A transfer to the opponent's major suit has a special meaning, since you can't possibly want to play there. It is used to check on the quality of Partner's stopper(s) with the hope of playing 3NT. With a minimum hand and good stoppers, Partner bids 2NT. With a maximum hand and good stoppers, Partner bids 3NT. With poor stoppers, Partner accepts the transfer. This alerts the partnership that NT is a bad contract, and a search for a playable contract can now proceed while still at a low level.

If the 1NT overcall is doubled, Stayman and all Transfer bids are available. Redouble is used to escape to a long minor suit ( or it may be made with a major two-suiter ). Partner must bid 2C. Responder will pass or correct to 2D, if that is his suit. If Responder bids 2H, this shows the major two-suiter, requesting Partner to choose hearts ( by passing ) or spades by bidding 2S.

If the opponents bid over the 1NT overcall, Responder may use Lebensohl.

 

Unusual NT Overcall

Any bid in NT, which cannot possibly be an offer to play in NT, is used to show a two suited hand ( at least 5-5 in the 2 lower unbid suits ). The most common usage of this bid is a jump overcall of 2NT, 4NT or 5NT ( 3NT is to play ! ). The strength of the hand should be weak (preemptive) or very strong (a slam suggestion). With intermediate to good hands, make a normal overcall in one of the suits, and plan to show the other if given the opportunity. The two suits shown are the two lowest unbid suits. For example, a 2NT overcall of a 1C opening bid shows hearts and diamonds.

NOTE: Balanced hands of 15 to 18 HCP are shown by a 1NT overcall, and balanced hands of 19 HCP or greater are shown by first doubling and then making a voluntary bid in NT.

Partner of the Unusual Notrump bidder is forced to bid his best suit of the two shown. If his hand is weak, the Unusual Notrump bidder will pass and never bid again. If he is strong, he will make a slam suggestion by raising his partner or making some other descriptive bid, such as a cue-bid.

In balancing position, the requirement to have at least 5-5 in the 2 suits is relaxed.

Note that 2S/2NT is strong, not unusual, showing opening 1NT strength and a spade stopper.

 

Michaels Cue Bid

A 2 level cue bid by Overcaller (or advancer, if Overcaller has passed ) shows a two suited hand ( at least 5-5 in the two suits ). The strength is either weak (preemptive) or very strong (a slam suggestion). With intermediate to good hands, make a normal overcall in one of the suits, and plan to show the other if given the opportunity.

If the cue bid is of a minor suit, the two suits shown are hearts and spades. If the cue bid is of a major suit, the two suits shown are the other major and an unspecified minor. If partner wishes to know the minor suit, he bids 2NT.

Partner must bid one of the two suits (or 2NT, as stated above). If the cue bidder is weak, he passes and does not bid again. If strong, he makes a slam suggestion by raising or a making a control showing bid.

 

DONT Overcalls Over Strong NT Openers

This convention is used to compete over strong 1NT opening bids. The basic idea is to get to a playable (not necessarily the best) contract in an 8 card or better fit (hopefully undoubled). Normally, the bid shows no interest in game. It can be used in balancing position. It should not be used over weak NT openings.

Bids are as follows:

1) Double shows a one suited (6 cards) hand. Partner must bid 2C. Doubler passes ( with long clubs ) or bids his suit.

2) 2C shows a two suiter in clubs and a higher-ranking suit (at least 4-4 or better).

3) 2D shows a two suiter in diamonds and a higher-ranking suit.

4) 2H shows a two suiter in hearts and spades.

5) 2S is a weak one suiter in spades.


Responses to the DON’T overcall:

Without game interest ( less than opening hand strength ), pass with 3 or more of partner's suit. Otherwise, make the next available bid. Partner will sign off in his second suit ( or PASS ). Responder may elect to bid his own suit ( 6 cards or more ) - any suit bid, which is not the minimum bid. Overcaller should PASS.

With game interest ( a good 14 HCP or better ), you bid 2NT. Partner will then either show a minimum hand or a good hand (a good 11 HCP or more).

To show a minimum hand:

1) If the overcall was 2C, Partner bids 3C. You then pass or bid 2D. Partner then corrects if necessary.

2) If the overcall was 2D, Partner bids 3C (to show diamonds and hearts) and 3D (to show diamonds and spades). You then correct as necessary.

3) If the overcall was 2H, Partner bids 3C(to show longer or better hearts) and 3D (to show longer or better spades). You then correct to your better major.

.

To show a good hand:

Overcaller bids his second suit. You then bid as normally as possible from here.

If the DONT overcall is doubled, Responder's bids are:

1) PASS means tolerance for Overcaller's suit.

2) Redouble asks for Overcaller's second suit.

3) A new suit is Responder's suit.

If the Opponent's bid after a DONT Overcall:

1) Partner passes if he doesn't wish to compete.

2) Partner bids his own suit - he is not interested in your suits.

3) Double asks you for your second suit, provided Partner does not already know it. If Partner knows your second suit, a double is for penalty.

4) In competitive auctions, Re-Double is always for take-out.

 

Capelletti Overcalls Over Weak NT Openers

This convention is used to compete over weak 1NT opening bids. The basic idea is to get to a good contract ( possibly game, since you may well have the balance of power ), or double the opponents for penalty. A bid or double shows a hand equal or better in strength to the 1NT opener. A pass tells partner you are weaker than the opener. In balancing position, partner will know whether or not to compete. Capelletti responses are used in both the direct and balancing positions.

Bids are as follows:

1) Double shows a balanced hand of equal or better strength than the opening 1NT bid. Partner may pass for penalty. If he chooses, he may respond as if you had opened a weak 1NT - 2C is Stayman, and 2D, 2H, 2S and 2N are transfers.

2) 2C shows a 6+ card (unspecified) suit. Partner bids 2D, which you correct as necessary. With 11+ plus points, Partner will make at least one further bid toward game.

3) 2D shows the majors (4-4 or better, usually at least 5-4). With fewer than 11 points, Partner makes a minimum bid in his better major (with at least 3 cards), or he can bid his own 5+ card suit. With 11+ points, Partner may jump in a 3+ card major or bid 2N or 3N.

4) 2H shows a two suiter in hearts and a minor. With fewer than 11 points, Partner passes or bids 3C which you will correct to 3D if that is your Minor suit. With 11+ points, Partner will raise to 3H or 4H, or bid 2N asking for your Minor.

5) 2S shows a two suiter in spades and a minor. With fewer than 11 points, Partner passes or bids 3C which you will correct to 3D if that is your Minor suit. With 11+ points, Partner will raise to 3S or 4S, or bid 2N asking for your Minor.

 

Takeout Doubles

Most low-level doubles are played as offensive (takeout), not defensive, bids. They tend to be used to show unbid suits rather than penalize opponents. Take-out doubles can be light but must be shapely. They imply (but do not guarantee) 4 card length in the unbid major(s), and tolerance for unbid minors.

Doubles of opening bids through 4D are for take-out, promising a good hand and support for the unbid suits - especially major suits. Such doubles may be passed and thus converted to penalty doubles. This should only be done with length and strength in the opponents’ suit, and when the penalty is likely to be a better result than playing the hand.

Doubles of opening bids of 4H and higher are optional. Partner must use his judgement whether to takeout or pass, taking into consideration that you also had a 4NT (Unusual) takeout bid available.

4NT over a 4S Opener is a takeout for the unbid suits, or a hearts/diamonds two suiter. The two suiter is clarified if partner bids 5C, by correcting to 5D.

4NT over a 4H Opener is a takeout for the minor suits - with spades, you would double.

A takeout double followed by a bid in a new suit shows a hand with a good suit that is too strong for an immediate overcall (17 points or more). The exception to this is Equal Level Conversion (see below).

A takeout double followed by a rebid of 1NT shows a balanced hand of 19 to 21 HCP, a rebid of 2NT shows 22 to 24 HCP, and 3NT shows 25 to 27 HCP.

Equal Level Conversion

Equal level conversion is a rebid by the Takeout Doubler in a new suit which shows 5+ cards in the suit bid (always the lower ranking unbid suit) and 4 cards in the higher ranking unbid suit. It does NOT show extra strength. This is useful to find a 4-4 major suit fit with a hand which otherwise might have to overcall. The Takeout Doubler’s rebid must always be made at the same level as his partner’s response to the double.

With a strong one suited hand, the Takeout Doubler must make a jump rebid in his suit if a minimum bid would be Equal Level Conversion. Note that doubling and bidding spades is NEVER Equal Level Conversion, and always shows 17+ points.


Some example auctions are shown below.

N E S W

N
E S W


N
E S W


N
E S W
1H Dbl P 2C 2H Dbl P 3C 1S Dbl P 2C 2S Dbl P 3C
P 2D P 3D P 2D P 3D

The above 4 auctions show 5 or more diamonds and 4 hearts.

N E S W

N
E S W


N
E S W


N
E S W
1D Dbl P 2C 3D Dbl P 4C 1C Dbl P 1D 3C Dbl P 3D
P 2H P 4H P 1H P 3H


The above 4 auctions show 5 or more hearts and 4 spades.

Responses to Takeout Doubles

1) A minimum bid in a new suit shows 0 to 8 points.

2) A 1NT response shows 6 to 10 HCP and a stopper

3) A jump in a new suit shows 9 to 11 points.

4) A cue bid of the enemy suit shows 12+ points and is a game force.


Takeout Doubler’s Rebids with no Interference

1) Pass a minimum response with 12 to 16 points.

2) Raise a minimum response to the 2 level with 17 to 19 points and 4-card support. Partner will bid game with 8 points or a good 7 points, raise to the 3 level with 6 good points or a bad 7 points. He will pass otherwise.

3) Raise a minimum response to the 3 level with 20 to 22 points and 4-card support. Partner will bid game with 4+ points, and pass otherwise.

4) Bid game with 23+ points and 4-card support.

5) With 17+ points and 3 card support, cue bid the opponents suit. Partner will make his most natural rebid. Minimum rebids by either partner in an agreed suit are not forcing

6) With a hand so strong that slam is possible, make a jump cue-bid. With a useful 5 to 8 points, partner will make a control showing cue bid. Otherwise he will make the minimum rebid in his suit.


Takeout Doubler’s Rebids after Interference

1) With 12 to 16 points and 4-card support for Responder’s suit, raise to the 2 level.

2) With 12 to 1 6 points and 3-card support for Responder’s suit, pass.

3) With 17 to 19 points and 3 or 4-card support for Responder’s suit, double as a game try. Partner bids game with a maximum, rebids his suit at the 2 level with a minimum, and raises to the 3 level with intermediate values.

4) With 20 to 22 points and 4-card support, raise to the 3 level.

5) With 20 to 22 points and 3-card support, cue bid the opponents suit. Partner will make his most natural rebid.

6) With a hand so strong that slam is possible, make a jump cue-bid. With a useful 5 to 8 points, partner will make a control showing cue bid. Otherwise he will make the minimum rebid in his suit.

Special Lebensohl Application

After partner makes a takeout double and Responder raises the opening bid to the 2 level, you no longer have to bid. If you have a bad hand with a long suit which you would have to bid at the three level, it would be desirable to be able to do so without encouraging partner to bid any further. In such situations, a bid of 2NT is artificial and shows a weak hand with a long suit. Partner must bid an artificial 3C. You may then bid your long suit (or pass with a club suit), which partner will then pass.

 

Negative Doubles

A Negative Double is one that is made after an overcall, by Responder at his first turn. He has 7 points or more, and cannot make a more descriptive bid. He promises (at least some) support for unbid suits - especially 4 card support in the unbid major(s). With 5 cards in an unbid major, Responder bids the suit directly. These doubles operate through 3S, and are for takeout.

If Opener bids a minor, and Overcaller bids 1H, double by Responder shows four spades whereas a 1S bid shows five spades. Likewise, a free bid at the 2 level shows 5 cards and 10+ points, since with 4 you would double. With fewer than 10 points, a Negative Double may have to be made with a 5 card suit if the suit cannot be bid at the one level.

A Negative Double followed by a jump in a new suit shows a good 5+ card suit and is game forcing.

 

Responsive Doubles

A Responsive double is one that is made by advancer at his first turn, if partner has made an overcall or a takeout double and Responder raises or bids 1NT. The bid shows 7 or more points, and the inability to make a more descriptive bid. These doubles operate through 3S, and are for takeout.

If partner’s bid is an overcall, the double denies good support for partner’s suit and promises support (usually 5 cards) for unbid suits. Partner is encouraged to bid one of these suits if he holds 3 cards.

If partner’s bid is a takeout double, the Responsive Double is made only when the opening bid is raised after the takeout double. It denies four cards in partner’s implied major suit and promises support for the other suits. Partner is encouraged to bid one of these suits if he holds 4 cards

 

Support Doubles

The support double is a double of an enemy overcall to show exactly 3 card support of partner’s suit. A typical auction is: 1D/P/1S/2C:X. Opener’s double shows 3 card spade support. With 4 or more, he bids 2S. Redouble over an enemy takeout double also shows 3 card support for partner’s suit.

 

Maximal Overcall Doubles

If enemy competitive bidding makes a long (or help) suit game try impossible, a double may be used instead. A typical auction is: 1H/2D/2H/3D. At this point, Opener has no long or help suit game try available that does not push the bidding to game. A double sends the message that he would like to make such a game try. Partner values his hand accordingly, and bids 3H or 4H depending on whether or not he would have accepted a game try. Note that a 3H bid by Opener would be competitive, not constructive.

 

Rosenkranz Doubles

If partner overcalls and the opponents have bid 2 suits, a double shows support for partner’s suit and one of the top 3 honors. This is primarily to assure partner that he may safely lead his suit.

 

Informative Doubles

1) A double of a splinter bid asks for the lead of the suit below the splinter suit (ignoring the trump suit). By inference, not doubling suggests leading the other suit.

2) A double of a voluntarily bid slam (Lightner Double) by the player not on lead against the slam asks for an unusual lead - not a suit bid by you or partner. Lead, in the priority order listed:

a) First side suit bid by dummy.

b) First side suit bid by declarer.

c) A suit in which partner may be void.

3) A double of 3NT by the player not on lead asks for an opening lead, in the priority order listed:

a) If either you or partner has bid a suit, lead it.

b) If both you and partner have bid suits, lead the suit of the stronger partner.

c) Lead first suit bid (but not rebid) by dummy.

d) If neither side has bid a suit, doubler has a runnable suit. Opening leader should try to guess what that suit is and lead it.

e) If none of the above applies, lead anything. Doubler is planning to set 3NT on sheer power.

 

Balancing

Re-opening bids are made by fourth hand after two passes. In general, bids made in this position can be made with about a King less than in the direct position. Partner must take this into account when responding to a re-opening bid.

1) 1NT after a one level opener shows 11 to 14 HCP and a balanced hand. A stopper in the opponents’ suit is desirable but not necessary. Systems are OFF.

2) 2NT is not unusual - it shows a balanced hand with 19 or 20 HCP. It should include at least one stopper in the Opponents suit.

3) Balanced hands in the range of 15 to 18 HCP should start with a double followed by an appropriate rebid to show the extra values.

4) A cue bid of the Opponents suit is not Michaels. It shows a very strong but undefined hand, and is forcing to 3NT or 4 of a minor.

5) Double is for take-out for the unbid suits, showing 8 HCP minimum with perfect distribution (4-4-4-1) and more strength when the distribution is not as good.

6) Simple overcalls show decent suits at the one level and good suits at the two level, with about 6 to 12 HCP.

7) A jump overcall is not weak. It shows a good 6 card suit and more than 12 HCP.

8) After a 1NT Opener, DONT can be used to re-open. The hand need not be strong, since partner’s strength is behind the Opener.

When the opponents have found a trump fit and the bidding is about to die at the two level, both sides have about 20 points. It usually pays to make a re-opening bid, realizing that any missing high cards you don’t have will be held by Partner. The basic strategy here is to push the opponents to the three level where you have a chance at defeating the contract. The LAW OF TOTAL TRICKS can be a good guide to determining how high to go in a competitive auction. The re-opening bid may be a take-out double, an unusual NT, or an overcall (even with a four-card suit).

When the opponents have not found a fit, it is much more dangerous to re-open the bidding. It should only be done when it is relatively certain that the high card strength is evenly divided.

 

Law of Total Tricks

The Law of Total Tricks consists of a set of guidelines, based on the number of trumps available to both sides if the hand was played in their best fit, to determine whether and how high to compete. Thus, if N/S have a total of 8 spades and E/W have a total of 9 clubs, the number of trumps in the deal is 17.

The Law states that the total number of tricks available on any deal is equal to the total number of trumps.

Rules

1). You should strive to compete to the level equal to the number of trumps held by your side (8 trumps - two level, 9 trumps - three level, etc.). This doesn’t mean that you will always make your contract, but rather that it is safe to bid to this level. The penalty for going down should be less than the premium the opponents will make if they are allowed to play the hand.

2). Try not to let the opponents play at the level equal to their total number of trumps.

3). Never outbid the opponents at the three level with only 16 total trumps.

4). Always outbid the opponents at the three level with 18 total trumps.

5). The total number of tricks, when one side would play in NoTrump and the other would play in a trump suit, is the number of trumps plus 7.

Law Maxims:

1). The "five level" belongs to the opponents.

2). When in doubt, bid 4 spades over 4 hearts.

3). When in doubt, bid one more in freak hands.

4). When you hold four of their trumps, consider making a penalty double.

 

"Unusual Over Unusual"

Some defensive overcalls (such as Michaels Cue Bids and the Unusual Notrump) describe two-suited hands. The following describes a general defense against such bids involving "cue bids" in the suit(s) implied.

1) A cue bid of the lower ranking of two known enemy suits shows 10+ points and either:

a) Support for partner’s suit (if lower ranking than the "fourth" suit), or

b) 5 cards in the "fourth" suit.

2) A cue bid in the higher ranking of two known enemy suits shows 10 or more points and either:

a) Support for partner’s suit (if higher ranking than the "fourth" suit), or

b) 5 cards in the "fourth" suit.

3) Note that if there is only one known enemy suit, only one "cue bid" is available. This cue bid shows a limit raise or better in partner’s suit.

4) If partner’s suit is a minor, an alternative variation is to play that a cue bid in either of the opponent’s known suits shows 11 HCP or more and a stopper in that suit. This invites partner to bid NT with a stopper in the other opponent’s suit. Note that you must be able to tolerate a rebid by partner in his suit.

5) A jump cue bid of a known enemy suit is a game forcing Splinter raise.

6) All raises, including jumps, show 5 to 9 points and are preemptive.

7) A bid in a new suit, not promised by the enemy, is not forcing and shows 6 to 9 points. Jumps in a new suit are preemptive.

8) 2NT and 3NT show appropriate HCP for the bid and stoppers in the enemy suit(s).

9) Double shows at least 10 points, and suggests defensive strength.

10) To show an enemy suit, Pass with a bad hand and double with a good (game forcing) hand. Bid the enemy suit on the next round, if convenient and desirable.

 

Western Cue-bid

A low level cue bid in the Opponent’s suit, whenever it does not show a limit raise in Partner’s suit, is a request for partner to bid NT if he has a stopper in their suit. Note that if the opponents have bid two suits, a cue bid shows a stopper in that suit and asks if partner can stop the other suit.


Sandwich NT

This is a variation of the Unusual NOTRUMP. A 1NT bid in 4th position or by a passed hand, after the opponents have bid 2 suits, is a strictly competitive bid showing 5-5 in the other 2 suits. Partner must select one of these suits. This bid implies a weaker hand defensively than a take-out double.

 

Defense to Strong One-Club Opening Bid

1) Immediate actions suggest weak (less than opening strength) hands.

a) Double shows the majors

b) 1NT shows the minors.

c) With a Major-Minor two suiter, bid the major.

Responses to the above are geared to obstruction. Raise partner’s known suit to as high a level as you dare (Law of Total Tricks is helpful). Bidding a suit known not to be held by partner should only be done with a good 5+ card suit and is not forcing (also quite risky).


2) With good hands, pass in the first round. If Responder’s first bid is negative, treat Opener’s rebid as their opening bid and compete normally. For example, if his rebid is 1NT, use your normal defense to an opening 1NT bid. If Responder’s first bid is positive, they are in a game-forcing auction and you will be well advised to pass throughout the auction. Your defensive prospects are good, sitting over the stronger hand.

 

Defense to Strong Two Club Opening Bid

The defense to an opening 2C bid is essentially the same as to a strong 1C opener, but you need better shape and you need to be aware of the vulnerability, since you are one level higher.

 

Defense to Weak Two Openers

In defending against a weak two opening bid, the general rule is that a bid in the immediate seat shows good values. Bids are as follows:

1) Double - for takeout, and shows sound opening hand values, support for all unbid suits and good defensive strength (Partner, probably having some length in the enemy suit, may convert the double for penalties). Partner should use Lebensohl in responding.

a) With less than 7 HCP, Responder bids at the 2 level if possible. Otherwise, he bids 2NT (Lebensohl), requiring doubler to bid 3C and then pass any correction. Doubler may, of course, bid on with a strong hand, knowing partner has fewer than 7 points. If partner uses Lebensohl and then corrects to a suit that he could have bid at the 2 level, this shows good values but not quite enough to have made an initial jump to the three level.

b) A jump to the three level is a strong game invitation (opening hand strength).

c) A minimum response at the three level promises about 7 to 10 points.

2) A minimum overcall shows a good 5+ card suit and a good hand ( 7 losers at the 2 level, 6 losers at the 3 level ). A jump overcall shows an even better hand (5 losers). With a 4 loser hand or better, double first and then bid your suit.

Partner may raise to any level, bid a new suit ( not forcing ), or cue bid (forcing - probable fit).

3) An overcall of 2NT is NOT unusual. It shows the values of a 1NT overcall (15 to 18 HCP with 1 or more stoppers). Partner may then cue bid the enemy suit (Stayman) or transfer to a long suit. (Example: if the enemy suit is hearts, a bid of 3C is a transfer to diamonds, 3D is a transfer to spades, 3H is Stayman, and 3S is a transfer to clubs. 3NT is to play ).

4) 3NT shows a secure stopper(s) in the enemy suit and 21-22 HCP. With 19-20 HCP or 23+ HCP, double and then bid 2NT or 3NT.

5) A direct cue-bid in their suit is a Western Cue Bid, asking partner to bid 3NT with a secure stopper in their suit. This is usually a hand with 7+ sure running tricks.

6) A jump overcall (Roman Jump Overcall) shows a 4 or 5 loser hand which is a two-suiter in the suit bid and the next higher-ranking suit. You expect to make game in one of those suits if Partner has 7 points.

The strength requirements for bidding in the Balancing position are reduced. With a short holding in the opponents suit, support for unbid suits and moderate values (10+ points ), Balancer should double ( realizing that partner may leave it in for penalties ). With four cards or more in the opponents' suit and less than opening 1NT strength, Balancer should probably pass and defend. A minimum suit bid should be 5 or 6 cards in length. A jump bid in a suit shows a good suit and a good hand. An overcall of 2NT is the same as in the immediate position.

 

Defense to Gambling 3NT Opening

1) Double is for penalty.

2) 4C shows hearts and a minor suit. Partner bids 4H if he holds 3+ hearts. He bids 4D otherwise. Overcaller then places the final contract.

3) 4D shows spades and another suit, which could be hearts. Partner bids 4S with 3+ spades, or 4H with 3+ hearts and fewer than 3 spades, or 5C. Overcaller then places the final contract.

4) All other bids are natural.

 

Defense to Unusual Two NT Opening

1) Double shows a good defensive hand - strong enough to double one or both of the minor suits for penalty.

2) Three clubs shows a weak major two-suiter.

3) Three diamonds shows a strong major two-suiter.

4) All other bids are natural.

 

Defense to Three-Suited Openers

1) Double shows a balanced hand with 15+ HCP and good defensive prospects.

2) Suit bids, including a "cue bid", are natural and show good suits.

3) 2NT is natural and invitational to 3NT - shows an offensive hand, usually with a 5 or 6 card minor suit. Partner goes to 3NT with 8+ points.

 

Defense to NAMYATS (Transfer Preempts)

Transfer preempts are opening bids of 4C or 4D to show long and strong heart or spade suits, respectively.

1) Double is a take-out of the major suit shown - can be of moderate strength. With a strong hand, double again after the opponents bid their major suit.

2) Pass, then double the opponents major suit bid, is an optional double.

3) Cue bid of their major (4C/4H or 4D/4S) is Michaels.

4) 4NT is unusual, for the minor suits.

5) All other bids are natural. NOTE: Passing, then bidding later, shows a weaker hand than an immediate bid.

  

Defense to Flannery

1) Double shows a Strong NoTrump.

2) Two hearts is a 3 suit take-out (spades and the minors).

3) Two spades is to play.

4) Two NT shows the Minor Suits (Unusual).

5) All other bids are natural.