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.

    Source: geocities.com/drtodd13/bridge_files

               ( geocities.com/drtodd13)