TresBoof2003
------------
Most everything remains intact from Tresboof but a new 2-level bidding
structure is introduced. Also, some more notes added to clear up some
sequences.
P: 14+, any shape.
1C: 8-13, 4+ hearts, h>=s, possibly longer minor, possibly 4-4 majors.
1D: 8-13, 4+ spades, s>h, could contain 4+ hearts, possibly longer minor.
1H: 0-8, any shape. Usually no 5-card suit except possibly clubs.
1S: 9-13, balanced, no 4cM unless 4-3-3-3.
1N: 9-13, 5+ diamonds, no 4cM. (Implies 6+ diamonds and/or 4 clubs).
2C: 9-13, 5+ clubs, no 4cM. (Implies 6+ clubs and/or 4 diamonds).
2D: Wilkosz
2H: weak 2 in a major
2S: both minors, 9-13
2N: both minors, 0-8
Bids in "()" indicate an opponents intervening bid.
Keep in mind for 5-4-4-0 hands that one of the suits that you show before
the S2 scheme has to be the 5 carder.
P: 14+, any shape.
(1C):
P: Forces X
X: Forced
P: penalty
1D: shows 11+ with "something extra", denies 4+ spades.
1H: 11+, see P-1H
1S: 11+, see P-1S
1N: 11+, see P-1N
2C: 11+, see P-2C
2H+: shows 6-9 and a good 6 card suit
X: 8-10
1D: 5-7, natural.
1H: 5-7, natural.
1S: 5-7, natural.
1N: 0-4, any shape.
P: minimal balanced hand.
2C: please pick a suit pd
2D: signoff
2H: signoff
2S: signoff
2N: invite
Cue bid of enemy suit is the only forcing bid.
3C: invitational
3D: invitational
3H: invitational
3S: invitational
2C: 5-7, natural.
2D: shows < 6 and a good 6 card suit
(1D):
P: Forces X
X: Forced
P: penalty
1H: 11+, see P-1H
1S: 11+, see P-1S
1N: 11+, see P-1N
2C: 11+, see P-2C
2H+: shows 6-9 and a good 6 card suit
X: 8-10, denies 4+ spades.
1H: 8-10, 4+ spades.
1S: 5-7, natural.
1N: 0-4, any shape. See P-(1C)-1N.
2C: 5-7, natural.
2D: 5-7, natrual.
2H: 5-7, natural.
2S+: shows < 6 and a good 6 card suit
(1H):
P: 8+, denies 4+ hearts, X relay, Moscito switching H & S.
X: 8+, 4+ hearts, 1S relay, Moscito switching H & S.
1S: 5-7, natural.
1N: 0-4 any shape. See P-(1C)-1N.
2C: 5-7, natural.
2D: 5-7, natural.
2H: 5-7, natural.
(1S):
P: 8+, denies 4+ spades.
X: Relay
1N: 4+ hearts, denies S or D.
2C: HD 2-suiter.
2D: C or D one suiter (relays off)
2H+: shows CD 2 suiter
X: 8+, usually 4 spades. Natural responses.
1N: 0-4 any shape. See P-(1C)-1N.
2C: 5-7, natural.
2D: 5-7, natural.
2H: 5-7, natural.
2S: 5-7, natural.
(1N):
X: 8+
Others: 5-7, natural.
(2C):
X: Optional, 8+, 3+ decent cards in their suit.
2D: Takeout -- leaning towards majors. New suits by responder are
forcing.
2H: 8-10 points, good suit, non-forcing
2S: 8-10 points, good suit, non-forcing
2N: Diamonds, 8+, good suit
Jump bids are natural, GF.
(2D):
(2H):
(2S):
X: Optional, 8+, 3+ decent cards in their suit.
2 suit: 8-10 points, 4+ card suit.
2N - 3S: Transfers. Transfers to a lower suit than the opps
bid is 8+. Transfer into their suit is 11+, 3-suiter.
Transfer above their suit shows a game force and an
excellent suit.
(Others):
X: Penalty
Others: GF
1C: 8-10 pts, 2+ controls, any shape.
(X):
P: GF relay.
XX: 14-16 take out.
1D: 14-16, natural.
1H: 14-16, natural.
1S: 14-16, natural.
1N: 14-16, balanced.
2C: 14-16, natural.
(1D):
(1H):
(1S):
P: GF relay.
X: 14-16 takeout.
Suits: 14-16, natural.
2Z: Michaels, 14-16.
(1N): Are they insane?
P: Forces X then any bid is GF.
X: 14-16.
Suits: natural.
2N: Unusual.
(2C):
P: Forces X.
X: Forced
P: Penalty
2D: takeout
3C: stronger takeout
X: Optional.
2D: 14-16 takeout.
2N: Invitational.
others: 14-16, natural.
(2D+):
P: 14-16
X: Optional.
Others: GF, natural.
1D: 17+ GF relay
Responder bids the first-round response structure below, 1H-2C.
others: 14-16 followed by natural bidding
1D: 0-7 pts, any shape.
(Anything): Pretend he opened the bidding. Use normal defensive
methods except our point count is known.
1H: 17+ any shape
1S: 0-4 any shape
1N: 17-19
2N:
2C: 5-7, GF
1S: 14-16 w/ spades
1N: 14-16 bal
2C: 14-16 w/ clubs
2D: 14-16 w/ diamonds
2H: 14-16 w/ hearts
2N: 22-24 bal
others: GF
1H: 11+ pts, 4+ spades.
1S: Relay
1N: 4+ hearts. Opener relays 2C:
2D: 3-suited, both majors. Opener relays 2H:
2S: Low (club) shortage. 4441, 5440, 4540, 4450.
2N+: High (diamond) shortage. 4441, 5404, 4504, 4405.
2H+: S2 scheme.
2C: 4+ diamonds. Opener relays 2D, then 2H+ is S2 scheme.
2D: Spade 1-suiter or 4144, S1 scheme.
2H+: 4+ clubs, S2 scheme.
2C: 14-16, 4+ hearts, denies 4+ spades, 4+ diamonds.
Responder relays then 2H+ is the S2 scheme.
2D: 14-16, 5+ hearts, denies 4+ spades.
Responder relays then 2S+ is the S1 scheme.
2H+: 14-16, 4+ hearts, denies 4+ spades, 4+ clubs as in the S2 scheme.
1S: 11+ pts, 4+ diamonds, denies 4+ spades.
1N: Relay
2C: 4+ hearts. Opener relays 2D, then 2H+ is S2 scheme.
2D: Diamond 1-suiter or 1444, S1 scheme.
2H+: 4+ clubs, S2 scheme.
2C: 14-16, 4+ spades, denies 4+ hearts, 4+ diamonds.
Responder relays then 2H+ is the S2 scheme.
2D: 14-16, 5+ spades.
Responder relay then 2S+ is the S1 scheme.
2H+: 14-16, 4+ spades, 4+ clubs as in the S2 scheme.
1N: 11+ pts, 4+ hearts, denies spades or diamonds.
2D: Heart 1-suiter, S1 scheme.
2H+: 4+ clubs, S2 scheme.
2C: 11-13 pts, balanced (4-3-3-3, 4-4-3-2, or 5-3-3-2 with no 5-card major).
If responder doesn't respond 2C but later shows balanced he promises 14+ pts.
2D: 11+ pts, club 1-suiter, S1 scheme.
Others: 6-9 pts, good 6-card suit (7 if 3-level, 8 if 4-level). Everything
natural afterwards (raise is invitational, everything else GF).
1C: 8-13, 4+ hearts, h>=s, possibly longer minor, possibly 4-4 majors.
(X): XX shows 3 card heart support
(1D): X is stolen bid, others are normal, see 1C-1H+.
(1H-2D): Negative doubles, like a normal 1D response. New suits forcing.
Cheapest heart bid is signoff. Cue bid of opp's suit shows invite+
strength and 4 hearts.
(2H+): Penalty X's. New suits forcing. Cheapest heart bid is signoff.
Cue bid of opp's suit shows invite+ strength and 4 hearts.
P: Any really weak hand, with or without clubs.
1D: No other bid available. Starts a totally natural sequence. Could be a
nondescript hand barely worth a response, could be a mediocre hand looking
for a fit, could be almost worth an invitation but wants to find out more
about partner's hand before evaluating.
1H: 5+ hearts
1S: 4 spades, 4 hearts
1N: balanced
2m: longer minor suit
others: distributional max
1H: Either an invitation or a game-force.
1S: minimum, denies 4+ spades
1N: GF relay, Moscito
2C: 4+ diamonds. Opener relays 2D, then 2H+ is S2 scheme.
2D: heart 1-suiter or 4144, S1 scheme.
2H+: 4+ clubs, S2 scheme.
others: natural, invitational
1N: 4+ spades
2C: GF relay, Moscito
2D: 3-suited, both majors. Responder relays 2H:
2S: Low shortage. 4441, 5440, 4540, 4450.
2N+: High shortage. 4414, 5404, 4504, 4405.
2H+: S2 scheme except that we know H>=S so we shift
2N (equal length suits) to 2S and make 2N-3D
to be lower suit longer, showing various shortness
as in the notes.
others: natural, invitational
2C: maximum, 4+ diamonds, Opener relays 2D, then 2H+ is S2 scheme.
2D: maximum, heart 1-suiter or 4144, S1 scheme.
2H+: maximum, 4+ clubs, S2 scheme.
1N: 4-card support and 10-12 points in support.
1S: 5-card suit, usually weak, but game might be possible if partner has a fit.
2C, 2D: Weak hand, good suit.
Others: Signoff, preemptive.
1D: 8-13, 4+ spades, s>h, could contain 4+ hearts, possibly longer minor.
(X): XX shows 3 card spade support
(1H): X is stolen bid, others are normal, see 1D-1S+.
(1S-2H): Negative doubles, like a normal 1H response. New suits forcing.
Cheapest spade bid is signoff. Cue bid of opp's suit shows invite+
strength and 4 spades.
(2S+): Penalty X's. New suits forcing. Cheapest spade bid is signoff.
Cue bid of opp's suit shows invite+ strength and 4 spades.
P: Any really weak hand, with or without diamonds.
1H: No other bid available.
Starts a totally natural sequence. Could be a nondescript hand barely
worth a response, could be a mediocre hand looking for a fit, could be
almost worth an invitation but wants to find out more about partner's
hand before evaluating.
1S: 5+ spades
1N: to play
2X: invite since responder could have bid 2X directly to play
1N: bal
2m: longer minor suit
others: distributional max
1S: GF relay. Opener rebids as in Moscito.
1N: 4+ hearts. Normal relays except that in the S2 scheme both
2S and 2N responses are impossible (we already know S>H)
so we shift the normal 3C-3H responses down by 2 steps.
2C: 4+ diamonds. Opener relays 2D, then 2H+ is S2 scheme.
2D: Spade 1-suiter or 4144, S1 scheme.
2H+: 4+ clubs, S2 scheme.
1N: 4-card support and 10-12 points in support. Basically a raise which won't
go anywhere unless partner really likes his hand.
2C, 2D: Weak hand, good suit.
Others: Signoff, preemptive.
1H: 0-8, any shape. Usually no 5-card suit except possibly clubs.
(X):
XX: SOS. Usually no 4-card heart suit and no convenient 5-card suit.
Could be a strong hand with a good suit and will jump next.
1S: Weak runouts. Decent 5-card suit.
1N: Normal. See 1H-1N.
2C: Weak runouts. Decent 5-card suit.
2D: Weak runouts. Decent 5-card suit.
Jumps: Weak.
2N: Unusual.
After the first round actions, 1N tends to show the most awkward suit
that the bidder could hold. For example, 1H-X-1S-X-1N shows diamonds
(opener can't have good enough hearts to override partner's decision,
since he didn't open 2H). 1H-X-P-P-1S-X-1N shows hearts, since responder
could have something like 6 hearts. XX, of course, is always SOS.
P: Almost any 0-10 hand, and decent hands with hearts as well.
1N: ~18+, artificial, forcing.
2C: 0-4 any shape, auction reverts to natural (responder must jump to force).
2D: 5-6, no 4cM
2H: 5-6, 4+ hearts
2S: 5-6, 4+ spades
2N: 7-8, GF
2N: 21-23, natural.
2M,3*: Preemptive.
1S,2m: General runout, probably decent hand (since most really lame hands
pass). Up to 17 pts. 1S shows 4+, 2m shows 5+. Opener should raise
with a max and a good fit.
1S: 9-13, balanced, no 4cM unless 4-3-3-3.
(X): XX is SOS (bid 1N after XX w/o a 5 card suit) and everything else normal.
(Suit): X is penalty, 2N is artificial GF, jumps are invitation, bids are signoff.
P: to play
1N: to play
2C: Puppet to 2D. Either a diamond signoff, or any invitational hand.
With an invite, responder next bids his suit.
2D: Artificial game force. Opener cbids (in order of priority):
2H: doubleton heart. 3244, 3235, 3253.
2S: doubleton spade. 2344, 2335, 2353.
2N: 4-3-3-3. 3343, 3433, 4333, 3334.
3C: 3325
3D: 3352
2N: Light invitation (12 to bad 13) to 3N. With a strong invitation (good 13 to 14, bid 2C then 2N.
Others: Signoff.
1N: 9-13, 5+ diamonds, no 4cM. (Implies 6+ diamonds and/or 4 clubs).
(X): XX is SOS, raise is competitive, new suits are invitational.
(Suit): X is penalty, raise is competitive, new suits are invitational.
Cue bid asks for a stopper.
2C: Puppet to 2D, either a signoff or an invitational hand. Responder bids
his suit next with an invitation.
2D: Game-forcing relay. Then 2H shows 4 clubs (S2) and 2S+ is 1-suiter (S1).
Normally, 2H in the S2 scheme would show longer clubs than diamonds but
we know this is impossible here. Responder will frequently break out of
relays to find out about stoppers.
2N: Invitational.
2H, 2S: Good suit, nonforcing.
3*, 4*: Signoff. 3C tends to imply a mild diamond fit.
2C: 9-13, 5+ clubs, no 4cM. (Implies 6+ clubs and/or 4 diamonds).
2D: Game-forcing relay. Opener bids 2H with secondary diamonds (S2 scheme), or
2S or higher with a 1-suiter (S1 scheme).
2H, 2S, 2N, 3C, 3D: Invitational, natural.
Others: Preempts.
2D: Wilkosz
Wilkosz 2D: 5-5 weak with a major
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*^*^*^*^*^*^*^*^*^*^*^*
Defense:
X = 13-15 balanced, or any 18+ hand (leb continuations and penalty doubles)
2M/3m = natural
2NT = 16-18 balanced, systems on
3M = strong, but NF
4m = 5m + 5 either major (relay for major)
*^*^*^*^*^*^*^*^*^*^*^*
OUR BIDS
Responses to 2D Wilkosz
Pass = a) diamonds
b) hope pard has diamonds
c) tactical
if they balance with X, opener's pass = diamonds, XX = H-S, 2M = M
2H = P/C (2NT = 6S-5H max, 3m = 6m-5H max, 3H = 6H max)
2S = P/C (2NT = 5S-6m max[m p/c], 3M = 6M-5oM max)
3C = natural, NF
3D = both majors, invit
3H = P/C
3S = S + minors P/C
3N = to play
4D = asks for M
4C/H/S = to play
2NT = strong relay
3C = C + higher [3D GF asks M, 3M = p/c, 4C = invite]
3D = D + H [4D = invite, 4M to play]
3H = H + S
3S = S + D [4M to play]
After 2 suits shown: set suit cheaply, else cue for higher suit
Intervention Handling:
2D-(Dble)-
Pass = diamond tolerance or better (if passed around, pass = D, XX = H-S, 2M = M-C)
later X's for penalty
Rdble = run like hell; asks to bid suits up the line (even to 3m)
2H/S = to play, not correctable
2N = 3-suiter (asks bid lowest suit), may be weak
higher = as if undisturbed
2D-(2 major)-
Dble of 2M = asks for a suit, pass if suit bid [later 2N invit, 3C P/C]
2NT = both minors, should be sure pard does not have majors
3 suit = to play
cue = stopper-ask
2D-(2NT)-
dble = penalty
3C = p/c
3D/4D = asks major
4C/4M = to play
3NT = mega-p/c
2D-(3 minor)-
dble = penalty
3H = p/c
4D = asks major
4C = slam try both majors
4M = to play
2H: Weak 2 in either major
Normal weak 2 in either major. If 2H-(P), we have to guess what to do!
2H-(X)
P = P/C
2S = spades
2N = system on
3C/D = natural, NF
3H = P/C
3S = natural and forcing
4H = P/C
2H-(2S)
X = negative
3H/4H = to play in partners heart suit
2N = systems on
3C/D = natural, NF
2H-(3C/D)
X = penalty
3H = P/C
3S = Natural, forcing
4C/D = bid your suit
4H/S = to play
2H-(P)
2S = P/C
3H = P/C
4H = P/C
2S: 5-5 minors, 8-12
In response to 2N, 3m is a signoff, 4m is invitational to game, 4N is
invitational to slam in a minor (opener bids 5C to reject, 5N or something
else high to accept), and 5m, 6m, 7m are signoffs. 3M is forcing. 3N and
4M are signoffs, and opener should *not* pull.
2N: 5-5 minors, 0-7
3N: 8-13, solid 7-card or 8-card minor.
In response to 3N, pass is to play and should only be done with a couple of
outside tricks and a couple of outside stoppers. Any club bid is a signoff
in opener's minor. 4D asks for an outside second-round control (4H=H, 4S=S,
4N = other minor, 5m = none). In general, the cheapest N is natural, but a
N raise or jump is forcing and invitational to slam in opener's minor if
opener has undisclosed extras.
Others (?): Preempts of various sorts. Wild, both because of our general
style, and because often the only alternative is a 1H opening.
2.3 S1 scheme
--------------
A good memory device is that the "1" in S1 stands for one-suited hands but it
will also handle the hands with 3 equal suits. The S1 scheme always starts
with responder bidding 2D and opener relaying 2H, then:
2S: Either low shortage or 6-3-2-2. Opener relays 2N:
3C: 6-3-2-2.
3H: Low 3-card suit.
3S: Mid 3-card suit.
3N: High 3-card suit.
3D+: 5-3-3-2, 6-3-3-1, 7-3-2-1, 7-3-3-0
2N: Mid shortage. 5-3-3-2, 6-3-3-1, 7-3-2-1, 7-3-3-0.
3C: Three equal suits. 4-3-3-3, 4-4-4-1 (one major), 7-2-2-2.
3D+: High shortage. 5-3-3-2, 6-3-3-1, 7-3-2-1, 7-3-3-0.
2.4 S2 scheme
--------------
A similar memory device for this scheme is that the "2" in S2 corresponds to
two-suited hands but this scheme also handles the rare unequal 3 suiters
(5-4-4-0). The S2 scheme always starts with responder bidding 2H and higher:
2H: Lower suit longer. Opener relays 2S:
2N: Lower suit longer, low shortage.
5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.
3C: Lower suit longer, 3-suiter (both minors) or equal shortage.
5-4-2-2, 5-4-4-0, 6-5-1-1, 7-4-1-1.
3D+: Lower suit longer, high shortage.
5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.
2S: Equal-length suits. Opener relays 2N:
3C: Low shortage. 4-4-3-2, 5-5-2-1, 5-5-3-0, 6-6-1-0.
3D+: High shortage. 4-4-3-2, 5-5-2-1, 5-5-3-0, 6-6-1-0.
2N: Higher suit longer, low shortage.
5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.
3C: Higher suit longer, 3-suiter (both minors) or equal shortage.
5-4-2-2, 5-4-4-0, 6-5-1-1, 7-4-1-1.
3D+: Higher suit longer, high shortage.
5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.
2.5 Balanced scheme
--------------------
Responder responded 2C, opener relayed 2D, then:
2H: 4 spades.
2N: 4 hearts. 4432, 4423.
3C: 4 diamonds. 4342, 4243.
3D: 4333.
3H+: 4 clubs. 4324, 4234.
2S: 4 diamonds.
3C: 4 hearts. 3442, 2443.
3D: 3343.
3H+: 4 clubs. 3244, 2344.
2N: 4 hearts.
3D: 3433.
3H+: 4 clubs. 3424, 2434.
3C: 5 diamonds. 3352, 3253, 2353.
3D: 3334.
3H+: 5 clubs. 3325, 3235, 2335.
2.6 Control relays
-------------------
1) 3N is NEVER a relay. When relayer bids 3N, it is to play.
So, if responder bids 3S, 4C is the relay.
2) Relayer can always sign off by making a non-relay minimum game bid.
If relayer has determined that 3N or 4M is impossible, and is unsure that
partnership values are sufficient for 5m, he can bid a non-relay 4m
as strongly invitational, but not forcing.
If relayer is interested in slam but does not think further relays will help
him, he can make a natural, invitational jump in a new suit.
3) The first relay after shape has been determined asks for controls.
An ace is two controls, a non-singleton king is one control.
Responder must have 3 controls for a bid promising 11+ points, so he skips
no steps to show only 3, skips 1 step to show 4, skips 2 to show 5, etc.
Responder must have 2 controls for a bid promising 8+ points, so he skips
no steps to show only 2, skips 1 step to show 3, skips 2 to show 4, etc.
4) After that, responder orders his suits by length, ignoring singletons and
voids, breaking ties by rank. For example, for 3532 the order is
H-S-D-C, while for 1453 the order is D-H-C.
5) Responder then makes a list like:
A xor K of first suit (not both, opener can always distinguish
A xor K of second suit between 0 and AK)
* A xor K of third suit
* ** A xor K of fourth suit (if applicable)
Q of first suit
Q of second suit
Q of third suit
** Q of fourth suit (if applicable)
*** "something extra"
*** "something extra"
*** "something extra"
* if this suit is a doubleton, the check is reversed, and this should read
"0 or AK of nth suit"
** if the fourth suit is a singleton or void, it is completely ignored, so
this item does not exist.
*** this is pure judgement. if nothing else is left on the list, responder can
skip an extra step or two to show that he still has extra values that he
hasn't shown yet. this could be the jack of a long suit, a singleton
honor, etc.
6) Responder looks at the current list, and skips n steps to show that his
hand meets the first n conditions on the list but not the (n+1)th. He then
crosses off the n+1 conditions, to get a new, shorter list, starting with the
(n+2)th condition. If responder knows that relayer knows that all of
responders controls have been shown, then responder skips further A xor K
steps and progresses to "Q of first suit" step.
3.4 Intervention after a game-forcing relay has been established
------------------------------------------------------------------
Double of responder: Relayer may redouble to play, or pass as the usual relay.
Then redouble by responder shows extra values (14+ or compensating strength)
(1-step relays), and a 1-step bid shows control in the doubled suit, no
extras, and denies the cheapest response (2-step relays). Other bids by
responder are as normal.
Double of relayer: Responder may pass to show extras (double relays), redouble
to show a high card in that suit and deny the 1-step response (1-step relays)
or make his normal response with neither of the above.
1-step interference over responder: Double by relayer is penalty. Pass relays,
after which responder may either make his normal bid or double to show
values in the doubled suit and deny the cheapest response (opener may pass
for penalties or 2-step to relay).
1-step interference over relayer: Pass and double both show a 1-step response,
but double shows a high card (for defense or N) in the opponent's suit while
pass denies it. Opener may penalize the boofa or 2-step to relay. Other
bids are as normal.
2-step interference, then we conduct our relay auction as normal, with pass
substituting for the 1-step bid and double substituting for the 2-step bid.
3+ step interference over responder:
Relayer may double for penalty.
Pass resumes relays n-2 steps higher. Responder by use X as a step if they
have denied 4+ of the opponents suit.
3+ step inteference over relayer: Drop relays, bid naturally. Responder should
either double with undisclosed defense or pass without, should not get in
the way if relayer wants to double. Afterwards cheapest suit by
relayer may be artificial (depending on how deep we are in relays)
to give responder more room to say something.
Intervention in control relays over responder: Relayer may double for penalty,
or pass to continue relays (X by responder subs for first step).
Intervention in control relays over relayer: Responder doubles to show an
undisclosed control in that suit, or passes to deny such. Relayer may then
bid the cheapest step to relay, the intervention suit being skipped over
since we have the info already.
Notes
-----
If relayer attempts to signoff in game without asking controls, responder may
continue on and show controls starting with 4.
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