Saturday, January 28, 2012

Optional Penalty Doubles when Opponents open preempt at 2, 3 or 4 level

1.1.       They open Weak 2

Are you tired of people pre-empting with 5 card suit? This method gives you the option of penalizing them.

For a Weak 2D: Double = takeout

For a Weak 2H/2♠:

            Double = Optional Penalty

            2NT = Conventional takeout, up to 16 HCP or more if no Club tolerance

            3♣ = Conventional NF takeout, 17+ HCP and tolerance for Clubs. This bid is non-forcing which is why you need to have tolerance for Clubs.

If the double is not left in, respond using Lebenshol.

1.2.       They open 3 or 4 level Pre-empt

Double is
Conv. Takeout bid

This method is called 3X-4X. Balancing doubles are for takeout.

For 4 level pre-empts, doubles are optional, except for 4♠ which is penalty. 4NT is takeout over 4♠ and for the minors over 4H. As the double is optional, doubler should have 3 or 4 cards in each major should advancer take out the double.

Opponent open 1NT we Compete

1) All other ranges higher than 10-12 and 11-13 (namely 11-14, 13-15, 15-17 or similar) in balance and direct seats. This is a modification of Woolsey switching 2♣ and 2, switching back in balance or if the Mid-chart is in use. Note: method in balance seat also used over opponent’s 2N opening or rebids.
Double: a Minor (5+) Major (4+) 2-suiter. Vs. Weak NT (11-14 or 12-14): Double is PEN showing 15-18 HCP or 1-suiter with a source of tricks.
            2§: Asking for minor (pass or correct)
                        Pass: Club 2-suiter
                        2¨: Diamond 2-suiter
                                    2©: ask for major
            2¨: Asks for overcaller's Major
                        2©: 5+ Minor and 4+ Hearts
                        2ª: 5+ Minor and 4+ Spades
            2©: Forcing, this will be very rare, but need only be willing to play at 3-level
                        2ª: 5+ Clubs and 4+ Spades
                        2N: 5+ Clubs and 4+ Hearts
                        3§: 5+ Diamonds and 4+ Spades
                        3¨: 5+ Diamonds and 4+ Hearts
            2N: Asks for overcaller’s minor with values
3§: 5+ Clubs and minimum
                        3¨: 5+ Diamonds and minimum
                        3©: 5+ Clubs and 11-14 HCP
                        3ª: 5+ Clubs and 11-14 HCP
                        4§: 5+ Clubs and 15+ HCP
                        4¨: 5+ Diamonds and 15+ HCP
2§:       A one-suited Heart or Spades hand, generally a 6-card suit, but could be 5 NV vs. Vul
            In balance use 2 as both majors and use methods over a 10-12 1N below.
            2¨: Asks for major.  Overcaller shows major then:
                        2N:  Asks (Ogust style) would rare over a 15-17 NT but possible over lighter NT
                                    3§: Weak hand, Weak Suit 3¨: Weak hand, Strong Suit
                                    3©: Strong hand, Weak Suit 3ª: Strong hand, Strong Suit
                                    3N: AKQ of suit
            2©: Pass or correct
            2ª: Pass or correct, values to play in at least 3©. Responder with Hearts and fair values show shortness(2N=Spades) and just bids 3 with a poor hand or no shortness. Responder also makes this bid if they want to play in some number of Spades regardless of the pre-empt suit , so later 3ª or 4ª bids are to play.
2¨:  Both Majors, at least 5-4 distribution. In balance use 2 as a unnamed 6+card major
            If this bid is doubled it actually helps us out.
Redouble now asks for longer major(could use if 3-2, 3-3 or even 2-2)
Pass: 2¨ as a suggested place to play, so 5-6 Diamonds
2©/2ª: shows a distinct preference (Not to be removed)
            2©: better or equal major, could be as little as 2 Hearts
                        Pass: 5+ Hearts
                        2ª: 4 Hearts and 5+ Spades (This is similar to rescuing an 2© bid over a 2¨ opening when opener only has 3 cards in the suit)
                                    2N: Asking for minor fragment
                                                3§/3¨: 3-4 of minor
                                                3©: 5422 distribution
                                                3ª: 6 Spades
            2ª: better Spades than Hearts 3+ Spades
            2N: Asking bid with vales
                                                3§: poor hand; 3¨: now asks for longer major
3¨: fair hand with longer or equal Hearts
                                                3©: fair hand with longer Spades
                                                3ª: good hand with equal or longer Hearts
                                                3N: good hand with longer Spades
            3§/3¨: 6+ of minor no major suit fit
2©: Hearts and a Minor at least 5-4
            2N: Asks for Minor
2ª: Spades and a Minor at least 5-4
            2N: Asks for Minor
2N: Both Minors 5-4
3§: 6+ Clubs
3¨: 6+ Diamonds
3©: Broken 8+ Heart suit. Invitational to game if responder can fill trump or provide tricks
3ª: Broken 8+ Spade suit. Invitational to game if responder can fill trump or provide tricks
2) Range 10-12, 11-13 or similar: While rare, it is important to have a system that allows some constructive bidding, in balance and direct seats. We use a modification of Garozzo transfers, adding a bid for both majors.
2§: Both Majors, at least 5-4 distribution
            2¨: Asks for better suit
                        2: Better or equal Hearts
                        2♠: Better Spades
                        2N: Equal Majors with strong values(15+ pts.)
                        3♣: Better Hearts with strong values(15+ pts.)
                        3: Better Spades with strong values(15+ pts.)
            2N: Asking bid with values
                        3♣: Better or equal Hearts with at most 11 pts
                        3: Better Spades with at most 11 pts
                        3: Better or equal Hearts with at least 12 pts
                        3♠: Better Spades with at least 12 pts
                        3N: Equal Majors with at least 15 pts
                        4: Better Hearts with at least 15 pts
                        4: Better Spades with at least 15 pts
2¨: Transfer to Hearts at least a five card suit
2©: Transfer to Spades a least a five card suit
2ª: Transfer to Clubs at least a six card suit
2N: Both Minors 5-5
3§: Transfer to Diamonds at least a six card suit
3¨: Strong Both Majors at least 5-5 distribution
Double: Penalty Oriented, 15-18 HCP or 1 suiter with a source of tricks

Simple and Jump Overcalls

1.1.       Simple Overcalls

These can be made quite light, often just for lead. Since most jump overcalls are strong, a simple overcall is often made on what would normally be a weak jump overcall (as little as 5 HCP). With an opening hand, an overcall is often made on a four-card suit (where hand is suitable for a 4-3 fit) with strength in opener’s suit where a takeout double is unsuitable. While jump suits are strong, not all hands with 15+ HCP qualify, so an overcall can have as much as 18 HCP. Any higher and you double.
Overcall System
for most part following Ch. 17 Modern Methods from Overcalls by M. Lawrence
these methods deal with 1©/1ª overcalls,
so 1§-1©, 1¨-1©, 1§-1ª, 1¨-1ª, 1©-1ª
Double when only 2 suits shown = takeout, shows 2 unbid suits.
Double where responder bids 1N = takeout for 2 unbid suits
Double when 3 suits have been bid = shows unbid suit plus tolerance for overcaller’s suit (Snapdragon). Bid has this meaning only if overcaller can bid unbid suit at 1 or 2 level otherwise penalty.
Double after a 2ª pre-empt by responder = limit raise or better (using 2N as natural)
Redouble(after a negative double) = Rosencrantz, simple raise with A, K or Q of suit (this different)
New suits are non-forcing, searching for a better fit. So if you have a fit don't mess about make a raise.
New suits by a passed hand, guarantee a fit with overcaller, if they could have bid the suit at 1 level, but not if they would have had to bid that suit at the 2 level.
1N = 9-11 pts. with stoppers
Cue bid at 2 level (of lowest suit where 2 suits available) = limit raise with 3 card support, most likely balanced, also could be a trap. An unpassed hand could also have a stronger hand sometimes with a fit too.
Cue bid at 2 level of higher ranking suit after a 2/1 = 7-9 pts. raise, not limit raise as opps. have shown 23 pts. so to have limit raise must be shapely and would bid 2N.
2N = shapely mixed+ raise with 4+ trump, if no 2 level cue bid available or after a 2/1, may be 3 card support and invitational values
2N after a 2ª pre-empt by responder = 11 - 12 HCP with stoppers.
Cue bid at 3 level = mixed raise, a hand with the values to raise to the 2 level, which would probably compete to 3 level.
Cue bid of higher suit (will always be spades) at 2 level = natural
Cue bid of higher ranking suit at 3 level = good pre-emptive raise.
Jump cue-bid at 3 level = mixed raise, a hand with the values to raise to the 2 level, which would probably compete to 3 level.
Jump raise = lousy pre-emptive raise, where 2 cue bids available at 3 level. Otherwise a pre-emptive raise.
Jump shift = invitational when responder passes and pre-emptive when responder makes a NT or 2/1 response.
For a 1¨ overcall over 1♣, you would bid basically the same but now a cue bid would be looking for 3N.
For a 2♣, 2¨ or 2© overcall a cue bid is a limit+ raise and 2N is 9-11 HCP balanced.
Squeeze bids and Maximal doubles apply to overcalls where our partnership has raised a suit. See 6.2 Responses to 1D with interference for details.

1.1.       Jump Overcalls

The use we have for jump overcall is a little different than normal in North America. We use strong 1-suiter jump overcalls that are a good 15 to bad 19 HCP, if we are vulnerable at the 2 level or 3-level. The suit overcalled should be good. Bidding at the 3-level we use the normal weak jump overcall when not vulnerable. A double-jump is pre-emptive in nature. For a jump overcall in balance seat it still strong from an unpassed hand. However is from 6-10(11) HCP a 6 card suit at the 2-level and a 7+ card suit at the 3-level, if a passed hand or 3 level NV.
            Responding to a jump overcall:
            A simple raise: can be made on a singleton as overcaller is promising a good suit. This
            bid is limiting and non-forcing.
            A raise to game: again can be made on a singleton
            A new suit: F1. Offering a choice of suits.
            A cue-bid: GF. Slam try
For weak jump overcalls use the same methods as over a preemptive opening.