ª © ¨ § BRIDGE FOR BEGINNERS: LESSON 10 ª © ¨ §
OVERCALLS (or Interposes)
At last! Bidding after the opponents open: overcalls, doubles and cuebids
Simple overcalls are the most common way to enter the auction after the opponents have opened the bidding. Why do you overcall?
To try to win the contract – game, even slam, is possible after the opponents open (even though beginners' lesson hands so far have not demonstrated this at all).
To rob the opponents of comfortable bidding room to their best spot.
To suggest a good suit for partner to lead if the opponents buy the contract.
To pave the way for a profitable sacrifice (a deliberate bid to a contract you know will fail, but which may yield a better score - even if it is doubled - than allowing the opponents to make their contract).
While it is considered
compulsory to open the bidding with a decent 12HCP, it is not at all uncommon,
after RHO has opened and you are in the overcall position, to pass certain hands of 12-15 HCP because they are unsuitable for
either an overcall or a double.
The requirements for a simple overcall
An overcall at the one
level requires at least a five-card suit and roughly 8-16 HCP. The
emphasis in overcalling is on suit quality rather than HCP (unlike opening
bids).
If your hand is borderline, base your decision on suit quality. Ask yourself: 'Do I want partner to lead this suit?' In two hands of similar strength, say 9 HCP, holding Q9xxx, the answer is no. But with KQTxx, the answer is yes. And I’d always overcall on nothing more than AKxxx at the one level.
A
simple (i.e. non-jump) overcall at the two level shows about 10-16 HCP, and at
the three
level (e.g. over a pre-empt) 12-16 HCP. A suit of good quality is even more desirable when you enter at these higher levels.
A simple overcall must not be made at the one or two level if the hand would qualify instead for any of the following:
a weak jump overcall showing 6-10 HCP and a good 6-card suit (a hand you would have opened with a Weak Two)
a pre-emptive double jump or triple jump overcall based on playing tricks and vulnerability (a hand you would have opened with the same pre-emptive bid)
a 1NT overcall showing a balanced 15 - 18 HCP with a stopper in the opened suit
a takeout double showing either
12-16 with at least 4-4-3 in the unbid suits or any hand too good for a simple overcall - better than a good 16
(excluding a balanced 15-18 with a stopper in the enemy suit – a 1NT overcall)
QUIZ
1. What call do you make
after RHO opens 1¨?
a. ªAJx ©Qxxx ¨AJxx §Qx
b. ªKJTxxx ©x ¨Kxx §xxx
c. ªKJxx ©AJx ¨xxx §KTx
d. ªAKQJ ©xx ¨xxx §xxxx
e. ªJxxxxx ©Ax ¨QJxx §x
g. ªAQx ©KQxx ¨xx §KTxx
j. ªAxx ©KQJxxx ¨AQx §x
2. What call do you make
after RHO opens 1ª?
a. ªQJx ©x ¨AKxx §Qxxxx
b. ªxx ©Kx ¨KQJxxx §xxx
c. ªxx ©Ax ¨AQJxxx §xxx
d. ªAJTxx ©x ¨AKxx §Qxx
e. ªx ©AKJxxxx ¨Axxx §x
Replying to a simple overcall
(in bridge jargon called ‘advancing’)
There is less urgency to respond to an overcall with
very few values than to an opening because a suit overcall is usually limited
to a maximum of 16. An opening bid, on the other hand, may have up to as many
as 21 HCP and so it is necessary to keep the bidding alive with a good 5+ HCP.
With support for a one-level overcall
Nonetheless, whenever you have a fit, you should be
keen to raise an overcall immediately as
high as you dare at the prevailing vulnerability. The modern approach is very aggressive with a
fit.
What will this mean in practice?
Pass with 0-5 TP with 3-card support (but I’d raise with only an ace and support)
Simple raise to the two level with 6-9 TP and only 3-card support (= 8-card fit)
Make a pre-emptive jump raise with 4-card support (= 9-card fit) and 0-7TP.
Game raise a major, even with very few HCP, if you have a shapely hand with 5-card support (= 10-card fit), another version of the weak freak.
SUMMARY: The conclusion from the above guide is that when you raise partner’s overcall with a weak hand, you advance immediately to the level of your likely combined number of trumps.
What do you do with support and strength?
Bid the enemy suit – i.e. make a cue raise - with 3+ support and 10+ TP.
With a hand not quite good enough for this action, but with 4-card support and better than a weak pre-emptive jump raise, make a mixed raise jump-cue.
W N E S
1© 1ª P/X ?
South might raise to a
simple 2ª with
ªQxx ©Jx ¨Kxxx §Qxx
or jump to 3ª with
ªQxxx ©xx ¨Kxxx §xxx
or jump to 4ª with
ªQxxxx ©xxx ¨KJxx §x
or make a cue raise of 2© with
ªAxx ©xxxx ¨AQxx §xx
or make a mixed raise jump-cue
of 3© with
ªAxxx ©Ax ¨xxxxx §xx
Cue raises are of course forcing for one round – you have no desire to play in the enemy suit! They ask overcaller to rebid her suit with a minimum overcall and to do something else with better: usually to bid game, or possibly to bid a second suit with a shapely hand where a supporting high card in advancer’s hand would improve the overall fit of the two hands, or else to bid NT with a stopper in the enemy suit.
Advancer, partner of the overcaller (or doubler), having made some sort of cue raise, may then pass a minimum rebid of the overcalled suit or a game bid, and choose whether or not to bid game if opener shows a second suit or bids notrumps.
Instead of raising
directly or making a cue raise of some kind, advancer may jump shift with a
strong hand with support and her own excellent suit – more descriptive than a
cue raise. Overcaller cannot pass a jump shift.
e.g. LHO opens
1¨, partner overcalls 1ª, RHO passes:
Jump shift to 3§ with ªAxx ©Axx ¨x §KQJxxx and bid 4ª next
Advancing in notrumps
Notrump advances show at least semi-balanced hands,
probably only a doubleton in the overcalled suit and, most importantly, at least one
stopper in the enemy suit.
Use this guide after a one-level overcall:
Advance to 1NT with 8-11
HCP
Advance to 2NT with 12-14
HCP
Advance to 3NT with 15-16
HCP
With a fitting honour(s) in the overcalled suit you may shade these values a little. Stoppers are, of course, still essential.
With support for a two-level simple overcall
Overcaller has 10-15 HCP now, and so raises may be adjusted downward a little:
· Raise to the three level with something like 7-10 TP and 3+ support.
· Jump to game in an overcalled major with shape (4+ trumps and a singleton/void) and not many HCP.
· Cue the enemy suit and then bid the major game with 10+ TP
· After a minor suit overcall bid notrumps if possible, as long as you have a stopper in the enemy suit, nine tricks being easier than eleven.
· With game values but no stopper, cuebid the enemy suit to ask overcaller for one (another use for the cuebid).
e.g. LHO opens 1ª, partner overcalls 2¨, RHO passes:
Raise to 3¨ with ªJxxx ©Qxx ¨Qxx §Kxx
Bid 2NT with ªAxx ©Qxx ¨Qx §KJxx
Bid 3NT with ªAxx ©Kxx ¨Kxx §KQxx
Cue bid 2ª with ªxx ©AJx ¨Kxx §AQxx
Without support for overcaller’s suit
· With a poor hand and no support, even with a moderate suit of your own, just pass.
· The bid of a
new suit is not forcing but shows constructive values & a decent 5+ suit.
· Advancing at the one level shows about 8-15HCP, and at the two level 10-15HCP. Overcaller should raise with a fit for advancer, even on minimum values.
· With an excellent suit of your own and 16+ advancer should jump shift as a one-round force. You may shade these values over a two-level overcall.
e.g. LHO opens 1§, partner
overcalls 1©,
RHO passes.
Pass
with ªJxx ©xx ¨KQJxx §xxx
Bid
a mildly encouraging 1ª with
ªKQTxx ©xx ¨Axx §xxx
Force
by a jump shift to 2ª with
ªKQJxxx ©Ax ¨x §Kxxx
QUIZ
3. LHO opens 1§. Partner overcalls 1©.
RHO passes. What is your call as
advancer?
a. ªKxxx ©x ¨Kxxxx §xxx
b. ªxx ©Kxxx ¨Axxx §xxx
c. ªAxx ©Jx ¨Qxxx §Kxxx
d. ªAKx ©Kxx ¨QJxxx §xx
e. ªAKxxx ©xx ¨AJxxx §x
f. ªAKxxx ©AJxxx ¨xx §x
g. ªAJx ©Qxx ¨JTxx §KQx
h. ªAQx ©x ¨KQxxx §Jxxx
i. ªAJTxx ©Kx ¨AKQx §xx
4. RHO opens 1§. You overcall 1ª. LHO passes and
partner advances with 1NT, showing 8-11 and a club stopper. What is your call?
a. ªKQxxx ©Ax ¨Jxxx §xx
b. ªAQJxx ©Jxx ¨Axx §Kx
c. ªAJxxx ©J ¨AQxxx §xx
ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨
TAKEOUT DOUBLES
Takeout
doubles are made holding 3-suited hands of 12+ with shortage in the opened suit,
or with very strong single-suited hands that are too good for an overcall. (Note that
a double of an opening 1NT is a penalty double, usually 16+, or a little less
with a very good suit.) Overcalls are made on hands with a decent 5+ suit in
the 8-16 range. There is obviously an overlap with takeout doubles in the 12-16
range. Do not prefer to double with any 12+, telling yourself that ‘at least
partner will know my strength’. Partner
also knows that an overcall may include opening values. The double is reserved for a particular type of hand.
What do you need for a takeout double?
There are shape requirements as well as HCP requirements. The more HCP you have, the more you may relax the shape conditions a little, and vice versa. But remember, you can always pass. The pass of an opening suit bid does not automatically deny opening values - it merely denies a hand suitable for an overcall or a takeout double.
Here are some important guidelines:
· Ideally, the double of a suit opening at the one level shows shortage in the enemy suit, 12+ HCP and at least 4-card support for the three unbid suits
· In reality, the double of a major shows 12+, no more than a doubleton in the enemy suit, 4 of the other major and at least 4-3 in the remaining suits.
· The double of a minor shows at least 4-3 in the majors, no more than a doubleton in the enemy suit and at least 3 in the other minor.
· With 16+ HCP balanced hand unsuitable for a 15-18 1NT overcall (e.g. no stopper) and no more than 3 in the enemy suit, double.
· With an unbalanced 17+ and a very good 5+ suit, you are too strong for a simple overcall. Double first and bid your suit at the next opportunity.
· With a balanced 19+ with a stopper in the enemy suit, double first. Then, over partner’s response, bid minimally in notrumps to show 19-20 (yes, minimally – it shows a hand too good for an immediate 1NT overcall), but jump in notrumps to show 21-22, cuebid the enemy suit with more.
· If the opponents have bid two suits, a double shows at least 4-card support for each of the other two suits if it is in the 12-15 range.
· If the doubler
is a passed hand, the double should be an ideal shape and 9-11 HCP.
4.g. RHO opens 1¨.
Pass
with ªQx ©ATxx ¨KQxx §Qxx
Double
with ªAJxx ©KQJx ¨xx §Kxx
Double
with ªKQx ©AQxx ¨Axx §KJx, planning
to bid notrumps next - too good for an immediate 1NT overcall
Double with ªAKJxxx ©Kx ¨AQxx §x, planning to bid ªs next - too good for an immediate 1ª overcall
QUIZ
5.
What is your call over 1§ from
RHO?
a.
ªAJxx ©Qxxx ¨ATxxx §-
b.
ªAJxx ©Kxx ¨Qx §KJxx
c.
ªAQxxx ©x ¨AKxxx §xx
d.
ªAx ©Kxx ¨AQJx §KQxx
6.
What is your call
over 1ª from RHO?
a.
ªKQxx ©Axx ¨Axx §Jxx
b.
ªAx ©KQxx ¨Axxx §Jxx
c.
ªx ©Jxxx ¨AKxxx §KQx
d. ªAKTxx ©xx ¨Axx §Kxx
Advancing over a takeout double
You are obliged, if RHO (right hand opponent) passes, to bid with a weak hand. Why? Because, if you pass, the takeout double becomes a penalty double. And since partner is short in their suit and you are weak, they are likely to make their contract with a couple of doubled overtricks and a very good score! The only time it is sensible to pass is with a very strong holding in their suit and little hope of a better score for your side.
Advancing with a suit bid
· Add DP to HCP when you can be confident of an 8+ fit. Remember that the doubler has promised at least 3-card support for unbid suits, almost certainly 4 of the other major over a 1M opening.
· With 0-7 TP bid your longest suit (very occasionally this will be a 3-card suit when your longest is their opened suit) at the lowest level. You are in effect telling the doubler: 'If you had opened at the one level, I would likely have passed.
· With 8-11 TP, jump in your longest suit, preferring a 4-card major to a 4-card minor.
· With 7-10TP, 5+ trumps and a singleton or void, jump to game in a major – a pre-emptive game raise (PGR).
· With 12+ TP, even with an 8+ fit, first cuebid the enemy suit to show enough HCP for game and bid game the next time.
e.g. LHO opens 1¨. Partner
doubles and RHO passes.
Bid
1© with ªxx ©Qxxx ¨Jxx §xxxx
Bid
2§ with ªxxx ©Kx ¨xxx §QTxxx
Bid
2ª with ªQTxx ©Qx ¨xxxx §Axx
Jump
to 3§ with ªKx ©Jxx ¨xxx §KQJxx
Jump
to 4© with ªAxx ©Kxxxx ¨xxxx §x
Cuebid 2¨ with ªAxxx ©KQx ¨Axxx §Qx
Advancing in notrumps
Partner
has shown shortage in their suit. You
need a sound stopper, preferably two.
· Bal 0-7 HCP – bid a suit, not NT
· Bal 8-10 HCP with stopper – bid 1NT
· Bal 11-12 HCP – bid 2NT
· Bal 13-15 HCP – bid 3NT
· Bal 16+ -
cuebid first
If RHO bids a suit or NT over the double:
· You are no longer obliged to bid with a weak hand and will be happy to pass with 0-5
· With 6+ and a fit, bid if at all possible.
· You may choose to make a penalty double if RHO bids
notrumps and you have a good 9+ HCP.
If RHO redoubles (showing 10+, not much fit with his partner, and a desire to double you in something):
Your side may be in trouble. Thus it is especially important to bid your best fit at once. Don’t pass in panic! Partner has asked you to bid your longest suit – just do it.
QUIZ
7.
Partner doubles
LHO’s 1¨ opening. RHO passes.
What is your call?
a.
ªxxxx ©xx ¨Txxx §Kxx
b.
ªxxxxx ©JTxxx ¨Jx §x
c.
ªJxx ©x ¨xxxxxx §Jxx
d.
ªKxxx ©Qx ¨xxx §AJxx
e.
ªxx ©Ax ¨KQJTx §Jxxx
f. ªKJxx ©Axxx ¨Jxx §Ax
Further action by the doubler
As doubler, revalue your hand in the light of any
announced fit by adding distributional points and then act on the knowledge of
your combined assets, just as you do when you are opener.
After a minimum suit advance showing 0-7
· Pass with 12-15TP – remember that partner’s bids here are not necessarily true responses promising normal values for a reply to an opening bid. You forced her to bid even if her hand is worthless. Don’t punish her for doing exactly what you asked.
· or raise partner’s one-level advance with 4+ support & a sound 16-18TP.
· with 17-19 and no fit, bid your own strong 5+ suit
· Jump in your suit or jump raise partner’s suit with a hand when you require little more than one trick from partner.
· Rebid cheaply in notrumps with 19-20 balanced with a stopper (stronger than it sounds, remember).
· Jump in notrumps with 21-22 & a stopper.
· Cuebid their suit with only 3 losers or 23+ to tell
partner you have enough for game.
e.g. You double RHO's opening bid of 1§. LHO passes
& partner responds 1©. RHO passes.
Your call:
Pass
with ªAQxx ©Kxx ¨KJxxx §x
Rebid
1NT with ªAQxx ©KQx ¨Kxx §AJx (=19-20)
Bid
2¨ with ªAQx ©Kxx ¨AKJTxx §x
Jump
to 3ª with ªAKQxxx ©Ax ¨KQx §xx
Cuebid 2§ with ªAKJxx ©A ¨KQJxx §Kx
After 1NT 6-10 HCP or a jump to two of a suit showing 8-11TP
· Over a suit reply, pass with a mini, invite with a midi & a fit, bid game with a maxi & a fit, bid your own suit with 16-18, jump to three of your own strong suit when you need only one trick from partner.
· Over a 1NT response, pass if minimum; make an invitational raise to 2NT with just a bit more if semi-balanced; bid a strong 5+ suit with 16+.
After 2NT or 3 of a suit showing 10-12
· Pass with 12-13
· Raise a suit to game with a good fit and 14-18 or raise 2NT to game
· Over a suit bid 3NT with 19-20 and no fit
· Cuebid with a bigger balanced hand
· With 16+ bid a strong 5+ suit
After a cuebid showing 13+, game-forcing
· Rebid in natural order i.e. longest first; higher of fives; cheapest of fours
· Rebid NT to show a stopper. Or cue bid to ask partner
to bid NT with a stopper
QUIZ
8. What do you rebid after the given auction with the hands below?
RHO You LHO Partner
1¨ X P 1ª
P ?
(b) ªKQxx ©AKxx ¨x §AQJx
(c) ªx ©AKJ9x ¨AKx §AQxx
(d) ªAKx ©AQJx ¨xx §Jxxx
9.
And after this
one?
RHO You LHO
Partner
P ?
(b) ªAJx ©AQxx ¨Qxx §AKx
(c) ªAxxx ©AKJ ¨xxx §KQx
(d) ªAxxx ©AKJxx ¨x §KQx
(e) ªAQxxx ©KQJx ¨AK §xx
(f) ªAQJxx ©KQJxx ¨x §AK
RHO You LHO Partner
P ?
(a) ªKQxx ©AJxx ¨x §Axxx
(b) ªAJx ©Kxxx ¨xx §Axxx
(c) ªAQJxx ©AJ ¨xx §KQxx
(d)
ªAQxx ©xx ¨AKJ §KQxx
Board 1 Dlr: N
Nil Vul
NORTH
ª 9
©
AJT
¨ QT72
§ AK987
¨ K3 ¨ A964
§ QJT2 § 4
SOUTH
ª QT6543
© 9
¨ J85
§ 653
Bidding: W N E S
1§ X P
2© P 4©
East has a classical takeout double. South should pass with such a weak hand. The modern treatment when RHO has doubled is for responder to bid normally. The only exception is that if responder holds 10+ HCP and sees the likelihood of penalizing the opponents, it is customary to redouble, after which any further doubles by either partner are for penalties - 'for blood'.
West knows there is at least an 8-card heart fit and her hand is thus worth 11 TP and a jump ‘raise’ to 2©. East has 17 TP and enough to accept the invitation.
North leads §A and switches
to ª9. As declarer, missing 3 trump honours,
your plan is to lead towards dummy’s honours. Thus win ªK in hand and lead a low heart. North should play low (=’duck’). When your king wins, do not play another at
once, or will lose two trump tricks on this layout. Return to hand with ¨K and lead another low heart.
If North wins you will win the
return and draw the last trump. If he
ducks, you will win ©Q and
abandon trumps, leaving the ace out.
Now cross to hand with a diamond or spade ruff and take a ruffing finesse in clubs. That's a new one!
You know from the lead of §A that North also has §K. Play your §Q and ruff it only if North ‘covers’ with the king. If he does cover, your §JT will be winners. If he doesn’t, you will repeat the manoeuvre by leading your §J. Either way you will end up with 11 tricks & a score of 5x30 + 300 = 450.
ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨
Board 2 Dlr: E
NS Vul
NORTH
ª KQJ65
©
J43
¨ KQ6
§ 5
©
9652 © AKQT8
¨ T9 ¨ J842
§ A976 § QJT
SOUTH
ª AT73
© 7
¨ A753
§ K842
Bidding: W N E S
1© X
3© 4ª
South has perfect shape for a
takeout double to compensate for minimum HCP.
West makes a pre-emptive jump raise - good to be aggressive with a fit in a competitive auction, especially at
favourable vulnerability. Undeterred,
North sails to game in spades.
East leads ©A and switches to §Q on seeing the singleton heart in dummy. As declarer you try §K but lose two club tricks and ruff the
third. You can now lose no more tricks
and have to find 10. The two losing
hearts in your hand will have to be ruffed in dummy. Thus trumps
cannot yet be drawn.
Ruff a heart, return to hand with ¨K & ruff the last heart. Then draw trumps in 3 rounds and play your winning diamonds for ten tricks & a score of 4x30 + 500 = 620.
ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨
Board 3
Dlr: S EW Vul
NORTH
ª KQJ
©
T93
¨ KQJT8
§ 73
©
AQ © KJ82
¨ 9432 ¨ A6
§ KJ854 § AT2
SOUTH
ª 7652
© 7654
¨ 75
§ Q96
Bidding: W N E S
P
P 1¨ 1NT P
3NT
While a takeout double is very possible
with the East hand, 1NT sums up the hand nicely too. With 10 HCP, West is happy
to raise to 3NT – give no thought to 5§ with barely game values and a
semi-balanced hand.
South leads ¨ 7. There is no
reason not to lead partner’s suit, and the conventional card is top of a
doubleton. Declarer can count eight top
tricks, but with only one stopper in diamonds will have to find a ninth without
losing the lead.
The only hope is in clubs. Which defender holds §Q?
Most likely North, on the bidding.
But what if you finesse through North and South turns up with §Q after
all? He will promptly lead a diamond
back to North’s winners – disastrous if North started with five diamonds.
There’s the clue to solving the
problem! If North started with five
diamonds, South will have only two. All
you have to do is hold up ¨A on the first round. Don't play ¨A. Play ¨6.
South will continue with ¨5, his
last diamond. Now you win ¨A, cross to dummy’s ©A and play a low club to your ten.
This is an example of avoidance play. You don’t mind losing a
trick to the safe hand, South, because he can’t do you any damage. He may win a club trick but has no diamonds
left to enter North’s hand. Magic!
On a different layout, South might have started with three diamonds. There is still no problem because, in that case, North will have started with only four and will only have a total of 3 winners in the suit.
This time you will win South’s return and carefully (hearts need to be untangled) cash
the remainder of your 10 tricks for 4x30 + 10 + 500 = 630.
ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨
Board 4 Dlr: W
All Vul
NORTH
ª 984
©
J65
¨ QJ532
§ K2
©
42 © A3
¨ 9874 ¨ AT6
§ T9653 § Q87
SOUTH
ª A73
© KQT987
¨ K
§ AJ4
Bidding: W N E S
P P 1ª X
P 2¨ P 2©
P 3© P 4©
South is a little too strong
for an initial 2© overcall
(10-15) and so doubles. North's 2¨ response
shows 0-8 TP. When South bids again she
guarantees 17+. North offers some
support and South bids on to game.
West leads ªQ - top of a
doubleton in partner's suit. As declarer
you are confronted with the possibility of 4 losers - 2 aces and 2 spades -
once the opponents gain the lead. What
can you do? Before playing trumps you
must attempt to finesse in clubs to dispose of a spade loser. East, who opened
the bidding, is odds-on to hold the missing queen.
Win ªA and play a club to dummy's §K. Now play a low club back to the jack in your
hand (East should play low and not help you).
When that wins, play a third club and discard one of dummy's losing
spades.
You still can’t afford to play a trump. Play a spade, happy to lose one in preparation for trumping your third spade in dummy. Only then will you be able to find your way to ten tricks and a score of 4x30 + 500 = 620.
ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨ § ª © ¨
ANSWERS TO QUIZ
1. (a) P - wrong shape with length rather than shortage in the enemy suit and no suit of your own
(b)
2ª WJO 6-10 & a decent
6-card suit
(c)
P – not really the right shape for a double
(d) 1ª - as good as 5, and you dearly want partner to lead a spade
(e)
P – rotten suit
(f)
1© - not X with only one spade
(g)
X
(h) 1NT
(i) X – planning to rebid NT next to show a hand too good for an immediate 1NT
(j)
X – to be
followed by ©s - too good for simple overcall
2.
(a) P – wrong shape for X, §s too weak to overcall
(b) 3¨WJO 6-10 & a 6-card suit (would have opened with a weak 2¨ if RHO had passed
(c) 2¨ - too strong for WJO
(d) P - good ªs & no suit of your own
(e) 4© - OK to pre-empt to game with a 5-loser hand with opening points after they open
3. (a) P – don’t try to improve matters
(b) 3© - with a weak hand advance immediately to the level of your combined number of trumps (9)
(c) 1NT 8-11 HCP & a club stopper
(d)
2§ - a cue raise 14TP with
support
(e) 1ª - a good 5-card suit, encouraging but not forcing
(f) too strong for an immediate 4© - jump shift (forcing) to 2ª and bid 4© next time. Slam is a possibility.
(g) 2NT – preferable to raising ©s or cuebidding with a 4-3-3-3 and a § stopper
(h) 2¨ - encouraging, but non-forcing
(i) 2ª - to jump consumes useful space, and suit quality is less than ideal, but too strong to risk a pass from partner
4. (a) P - balanced-ish
(b) 2NT – inviting game if partner has 10-11
(c) 2¨- 2nd suit, distinctly unbalanced
5. (a) Double (= X) only 11 HCP, but dream shape
(b) P – poor shape for a double
(c) 1ª - not double – planning to bid ¨s next
(d) X – planning to rebid notrumps; too strong for a 1NT overcall.
6. (a) Pass - rotten shape
(b) X
(c) X - better than a 2¨ overcall because it implies 4©s
(d) Pass when they have bid your suit
7. (a) 1ª - must bid when so weak
(b)
1ª - higher of fives
(c)
1ª - aagh!
(d) 2ª - 11 TP in what is very likely an 8-card fit
(e) P – for penalties. No guarantee that you have enough for game.
(f) 2¨- cuebid, GF, asking for further info; you don’t want to leap to game in a major and find that the doubler has only three in that one and four in the other. Get partner to confirm a 4-card suit first.
8. (a)
P
(b) 3ª - needing little more than one trick from partner
(c)
3© - ditto
(d) P
9. (a)
P
(b)
3NT
(c) 2NT – invitational
(d) 3© - shows 17+ & 5+ ©s
(e) 3ª - offering choice of games: 4ª with a fit or else 3NT
(f) 2¨- cuebid, GF, encouraging partner to bid maybe a 3-card major or else 3NT
10. (a) 3 © -
invitational
(b)
P
(c) 2ª - strong 17+
(d) 2NT - showing a hand too strong for an original NT call & thus 19-20 bal
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