Tuesday, August 5, 2008

Competitive Bidding

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Work in progress
NOT YET UPDATED FROM SAYC NOTES
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There is almost an endless variety of possible sequences, so it pays to have simple guidelines to prevent bidding misunderstandings:

Bids mean the same thing they meant without the intervening bid. It does not guarantee extra points. However it is sometimes necessary to pick a bid that would normally have been a second choice without the overcall:

1(Pass)1♠(2♣) 
2♠   With ♠ J43 A875 AQJ4 ♣ J3 (rebid 1NT if RHO has passed)

Cuebidding RHO's suit shows values for game without clear direction for the moment. This is often used to show a game-forcing raise:

1♠(2♣)3♣ Game force; usually a raise

Responses at the 1 level to opener after an overcall have the same meaning as without. Responder should stretch to raise partner with support for opener's suit. New suit responses at the 2 level usually show at least 5 cards and 10 points. If at 3 level, it is game forcing.

Negative doubles are used through 2♠ promising four cards (at least) in one of the unbid major. Note: The exception is after 1♣-1, after which it promises both unbid majors. Bidding a major at the two level or higher shows 11 or more points and a five-card or longer suit.

1♣(1)Double 4-4 or better in the majors

1(1)Double Exactly four spades (1♠ promises five)

1(1♠)Double Four hearts and 6+ points or five hearts and 5-10 points

Responses to negative doubles are:
  1. Minimum bid (below game) with < 16 points, not forcing

  2. Jump bid with 16-18 points, not forcing

  3. Cue bid of the opponent's suit 19+ points, forcing to game

  4. Pass (rare) for penalties
All rebids by negative doubler below game are not forcing except for cue bid of the opponent's suit.

With a negative double, partner is no longer able to double for penalties. Therefore, when an opponent's suit overcall is followed by two passes, opener should try to reopen with a double with 2 or less cards in the opponent suit, as partner might have passed with a good hand for penalties.

The modern trend is to play negative doubles to a higher level. It is common to play negative doubles to 3♠ or even higher.


If RHO makes a takeout double:

1(Double)1, 1♠ Forcing, point count not limited
  2♣ Non-forcing (6-10 points, usually a six-card suit)
  2NT Limit raise (at least 10 points) or better
  Redouble 10 points or more, but it is better to make a more descriptive bid of 1, 1♠, or 2NT with the appropriate hand
  3 Preemptive, good trump support but fewer than 10 points

A responder's jump shift after a double is to play:

1(Double)2, 2♠, 3♣six-plus-card suit, like a weak two-bid or preemptive three-bid

Responses to takeout double after opponent passes are:
  • minimum bid = 0-9 points

  • 1NT = 6-10 points, balanced, stopper in opponent's suit

  • Jump bid = 10-12 points, not forcing

  • 2NT = 10-12 points, stopper in opponent's suit, no 4 card major

  • Cue bid = 13+ points or 10-12 with two 4 card majors

  • 3NT = 13-16 points

  • Double jump = less than 10 points, 6 card suit, preemptive

  • Pass (rare) = 5+ cards in opponent's suit (worth 3 tricks)
Rebid by takeout doubler after minimum response:
  • Pass = 15 points or less

  • Raise = 16-18 points and 4 card support, 18-20 points if raise is at 3 level in non-competitive auction.

  • Jump raise = 18-20 points, 4 cards

  • New suit = 18-20 points, 5+ cards (less points if also has 4 card unbid major)

  • New jump suit = 6 card self sufficient suit, strong hand, not forcing

  • 1NT = 18-20 points

  • 2NT = 19-21 points if non-jump, 21-22 points if jump

  • 3NT = shows 9 tricks

  • Cue bid = 21+ points, slam interest
A direct double of 1NT opening is for penalty, with a hand as good as 1NT opener i.e. 17 points against strong 1NT, and 1 or 2 points less against weak 1NT. After a pass, responder should pass with balanced hand, or bid 2 of a suit with a weak distributional hand. A jump response shows a good distributional hand with 8+ points (6+ against weak 1NT), invitational to game. If responder to 1NT bids, the X responder can: X for penalty, forcing pass, cue bid for takeout in other suits, or bid normally.

Here are some guidelines as to when an X is penalty. Be wary of doubling the opponents for penalty on the strength of partner's overcall.
  1. When the X is made late in the auction: i.e. 1♠-P-2♠-P-4♠-X

  2. When the X's partner has accurately described both his strength and distribution.

  3. When either partner has XX'ed earlier

  4. When either has earlier made a penalty X or a penalty pass of a takeout X

  5. When an artificial bid has been X'ed

  6. When the major suit response to a preempt has been X'ed

  7. In borderline cases, when the X'er is behind the original bidder
A redouble can have one of three meanings:

    To play if:

    • Your side is at the four level or higher:

      4♠(Double)Redouble Penalty

    • The opponents double an artificial bid:

      1NT(Pass)2(Double) 
      Redouble   Penalty. good diamond suit

  • A good hand if their double is for takeout:

    1♠(Double)Redouble 10+ points

  • SOS, requesting a different suit, if your side is doubled for penalty in a trump suit at the three level or lower:

    1(Pass)Pass(Double) 
    Pass(Pass)Redouble SOS, responder can support at least two of the unbid suits
Unless otherwise noted elsewhere, any bid or double by the opponents cancels a convention intended for non-competitive sequences.

Examples:

1(1♠)2NT Natural (12-14 HCP)

2♣(Dbl)2 Natural and Positive

If the opponents use a convention (such as Michaels or the unusual notrump), you can double to show at least 10 points, or you can cuebid one of their shown suit(s) to force to game.

1♠(2♠)3 Game force
  Double At least 10 points, probably balanced

A forcing pass is used when opponents are clearly competitively bidding for preemptive reasons and you are unsure if you should X or bid higher (usually past game). A pass forces partner to either X or bid.