home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Gambler 34 A
/
GAMBLERCD34A.BIN
/
Brydz
/
Programy
/
Lpbsetup.exe
/
HELP.TXT
< prev
next >
Wrap
Text File
|
1998-12-25
|
242KB
|
7,023 lines
[101
To play using the telephone be sure to
1. Select the COM port for your modem.
2. Select the humans playing at this computer. Do
not select those playing on the other computer.
3. Select the baud rate. A baud rate of 2400
is almost as fast as 9600 for the purpose of
playing this game.
4. Click on help for call waiting. This is
important.
Note: The databits are preset to 8, the stopbits to
1 and parity to N. These parameters cannot be changed.
[102
Just a reminder that your COM port, baud rate, and
call waiting selection are saved to disk for future
play.
[103
Be careful with the call waiting selection.
If you have call waiting, and someone calls you
while using the modem, you will most likely have
problems. Call your telephone company to find out
if either #70 or *70 will disable call waiting for
you. For example, Nevada Bell uses *70.
If you have call waiting and can disable it, you should
do the dialing. Do not attempt to disable call
waiting if you are answering the call. Your program
will crash.
Do not use a disabling feature if you don't have
call waiting. Your program will crash.
[104
Only select the hands to be played on this computer.
Only the proper hands will be shown face up on the
individual screens.
If more than one person is playing on this computer,
just click on the back of your hand to have the cards
shown face up. If playing the cards, click on the prompt
in the upper right hand portion of the screen to have
current player's hand (or declarer's hand when it
is dummy's turn) shown face up.
Note: When you click You Bid or You Play Cards,
the computer will print on the other screen the
people you show playing on the other computer.
_______________________
The names of all human players must be entered under
Options, screen top left.
[105
This option is for those situations when more
than one person is playing at the same computer.
When bidding or playing the cards, click on the
back of the cards to have the hand shown face up.
Dummy's hand and computer hands are not affected.
This option is not used with modem play.
_____________________________________________
Checking the lower square in this box allows you to
change your position around the table as well as
instantly change the primary offensive bidding system.
An icon will appear on the screen after the cards are
played or after a bidding sequence has been completed.
[106
When the computer is searching for a slam quality hand
(for example), it counts the number of hands dealt and
examined. This option reveals the number of hands
screened to find the type of hand you requested. This
option is for those who would like to know how often a
particular type of hand is dealt. It only works when
you select for Slam, Game or Better, Select Bids, or
Select Contract under Hands in the menu bar at the top
of the screen.
___________________________________________________
If you would like the computer to automatically play
the singleton cards in a suit, check this square.
Remove the check if you wish to play the singleton
cards in your hand.
[107
Click on this function to have the north, south, east,
and west seating arrangement printed on the screen.
[108
This option causes human player's names to be printed
on the screen. There are no names for the hands
played by the computer.
___________________________________________________
Select the suggest bid square if you would like
to know what the computer would bid in an
individual situation. When the square is showing
click the square to find the bid. Click a second
time to make the bid.
[109
Click on the back of the deck desired, the face
cards you like most, the table, and the background
color of the screen you prefer.
The computer does not show you your selection, but
it does make the change for you.
The items selected on this screen are all saved
to disk for your convenience.
[110 When playing a trump game, identify the losers
in the long hand and then determine the best means of
eliminating the excess losers. Four approaches:
1. Losers in the long hand are discarded on extra
winners in the short hand (examine game 1, random).
2. Losers in the long hand are ruffed in the short hand
(examine game 1112, random).
3. Losers in the long hand are discarded on long suit
winners developed in the short hand.
4. Cross ruffing requires the dummy to be void in one
suit and the declarer to be void in another. Both must
have trumps. Usually the high cards in the suits are
played first. If you can't draw all the trumps first,
you must have high trumps in both hands or risk losing
a trick.
[111
LONG HAND: The offensive hand with the most trumps is
called the long hand, the other the short hand. In
some cases either hand can be thought of as the long
hand when determining a line of play. The computer
examines both ways.
LOSERS: Losers are counted in the long hand only.
EXTRA WINNERS: Winners in a side suit in the short
hand which exceed the number in the long hand.
RUFFING WINNERS: A ruff in the short hand that
removes a loser in the long hand.
LONG SUIT WINNERS: Winners in a side suit in the short
hand that are developed by playing enough cards to void
this suit in both opponent's hands. The suit is trumped
in the long hand to avoid losing any tricks in the suit.
It is the trumping of some of the cards in the long hand
which distinguishes long suit winners from extra winners.
[112
To play notrump, determine the total winners in the
combined hands, then plan your attack to find the
additional winners needed to make game. The best suit is
one which will give you all the eventual winners you will
need without developing a second suit. Any suit with eight
or more cards in the combined hands is an obvious choice,
since it may give you one or more distribution winners.
The probability that 5 cards will break 3/2 is 62.5%.
Even a suit with seven cards in the two hands may split
3/3 in the opponent's hands. Here, however, the odds are
against you. Once you have decided on the suit you need
to develop, you usually attack this suit while you still
have control in the other suits. In some cases you may
have to finesse.
[113
Ready cash: Cards that can take an immediate trick.
Eventual winner: A winner that becomes ready cash after
the opposition has played the card blocking yours.
Distribution winner: This results when you have a longer
suit than either of your opponents.
Direct Finesse: Example, if dummy has the ace/queen and
declarer leads low to dummy, declarer is hoping that the
left hand opponent has the missing king. If the opponent
plays the king, dummy plays the ace, and if the opponent
plays low, dummy plays the queen (50/50 chance).
Indirect Finesse: When dummy has the king, declarer leads
a low card to dummy. If the opponent plays the ace,
dummy plays low; otherwise, dummy plays high.
[114
CARD COUNTING:
Count the number of cards in a suit held by you and
dummy, then subtract from 13 to find the number in
the two unknown hands. Imagine an equal or near
equal number in each hand. Reduce the number in
each hand as the suit is played.
[115
The reasoning behind the play of a card by the
computer can in some cases be obtained by clicking
the card once it appears on the table.
Click on the first card of every trick to get a brief
explanation of the reasoning behind the play of the
card.
One of the most important tricks for the defense is the
first trick of the game. Click on either card played
by the defense on the first trick. The partner's often
signal one another.
[116
To play using phone, do the following in the order shown:
1. Prearrange who will do the dialing, each player's
position, and how the OPTIONS table is to be filled out.
Both computers should have the same settings in the
OPTIONS table and in BIDSYS. Note: You must be able
to select game number, and you must have two people
typed in on the OPTIONS table.
2. Select Setup under MODEM and fill out the table.
3. If receiving partner, select Wait For Call.
4. If you are the dialing partner, select Dial and call.
Only the clicks on the main screen are transmitted
over the telephone lines (clicks for main menu selections
and OK buttons are not transmitted). You can type a
message directly onto the screen at any time and it will
not interrupt the game, or you can select Powwow under
MODEM and clear the whole screen for conversation purposes.
[117 Getting Started
Click Options (screen top left). Type in your name
as one of the players. The computer will play all
positions left blank. If you choose south, you can
make south declarer most of the time by choosing this
option on the same screen. Make the other options random.
Click BidSys (top left) and choose your bidding system.
Click Play (screen top center) to deal, bid, and
play the hands. Just keep going back to Play or, when
available, use the on screen icons to deal, bid, and
play the cards as you please.
Take your time and enjoy. Scan through each one of the
menu items at the top of screen to learn what information
or options they contain. See Booklet under Help.
[118
No information available.
[119
When beginning the play of the cards, it is best
to use the You Play Cards options under Play at the
top of the screen.
Click off all OK prompts quickly. It is a good
idea not to use any of the menu items which cause a
message box to be displayed unless you alert your
partner. If you have a message box displayed when
your partner sends a bid or plays a card, your
computer will likely miss the play.
When clicking to change possible bids be sure to
make deliberate clicks with a slight pause between
each click. If you don't do this, the two computers
will tend to get out of synchrony and the wrong bid
will be made on the receiving computer.
[120First alternative: Click on suggest bid once to
get a suggested bid. Click same area again to make
suggested bid. This option can be activated by going
to Decks, screen top right.
Second alternative: Using the blue area of the
Bid Box continue to click on the suit you prefer (or
notrump) to raise the bid to the desired level.
Once the bid you are after appears in the white center
area, click in this area to make the bid. This is true
for all bids when using the bid box.
In the green area: P stands for Pass, DB stands for
double, Redb stands for Redouble, and the down arrow
lowers any suit bid (or notrump) one level if allowed.
Note: When using preselected bids it is necessary
to use the down arrow to change PASS to DONE if it is
not showing.
[121
Each hand in duplicate is scored as a complete game.
There are no partials carried over. Who is vulnerable
and not vulnerable is assigned for each hand.
Duplicate differs in scoring as follows:
Honors are not counted
Bonus for a nonvulnerable game is 300 points.
Bonus for a vulnerable game is 500 points.
Bonus for a part score is 50 points.
For example a small slam in spades bid and made with one
overtrick, nonvulverable, would be scored as follows:
Bonus for game 300 points
Bonus for slam 500 points
Six spade tricks 180 points
One overtrick 30 points
Total 1010 points
[122 TRICK SCORE (below the line)
Majors: 30/trick. Minors: 20/trick. notrump: 40 first trick
and 30/trick thereafter. Doubled multiply by 2, redoubled
multiply by 4. Game: 100 points or more below the line
BONUSES (above the line)
Rubber Bonus: 700 for 2 games in a row, 500 for 2 of 3.
Small slam: Nonvulnerable 500 vulnerable 750
Grand slam: Nonvulnerable 1000 vulnerable 1500
Honors: 4 aces in one hand at notrump, 150; 5 trump
honors in one hand, 150; 4 trump honors in one hand, 100
Making Doubled Contract: 50 points.
Overtricks: Undoubled, trick value (no additional if vul)
Doubled, 100, redoubled 200 (multiply either by 2 if vul)
Penalties per trick: Not vul and not doubled, 50 per trick.
Vul and not doubled, 100 per trick. Not vul and doubled,
100 first trick and 200 thereafter. Vul and doubled, 200
first trick and 300 thereafter.
[123
BALANCED HAND: Two to five cards in every suit and only
one suit with two cards. 5 3 3 2, 4 4 3 2, 4 3 3 3
UNBALANCED HAND: Any hand with a void, singleton, or six
card or longer suit. The exception is the 5 4 2 2
distribution that is spoken of as semibalanced.
[124
HCPC is an abbreviation for High Card Point Count. It is
useful for estimating the strength of a hand. HCPC is
used when bidding notrump and in computing OPC and
RPC.
Ace..... 4 points
King.... 3 points
Queen... 2 points
Jack.... 1 point
[125 For weak one notrump only
OPC is an abbreviation for Opener's Point Count. It is
useful in evaluating a hand when bidding a suit. It is
not used in bidding notrump. First determine the
HCPC and then add the following to it.
Void............. 2 points.
Singleton........ 1 point.
Six card suit.... 1 point.
Seven card suit.. 2 points.
Eight card suit.. 4 points.
The partner who usually has the most trumps uses OPC
and partner RPC.
[126 For weak one notrump only
RPC is an abbreviation for Responder's Point Count.
Add to the HCPC the following:
void....... 5 points.
singleton.. 3 points.
doubleton.. 1 point.
It is important to deduct one point with less than 4 cards
in the suit.
The partner who usually has the fewest trumps in the
bidding sequence uses RPC, his/her partner uses OPC.
[127 Declarer must make book(6 tricks) plus the bid made.
notrump: To Make Contract Combined Count
Game: 3NT. 9 tricks (book + 3). HCPC 24-32*
Small Slam: 6NT. 12 tricks (book + 6). HCPC 33-36.
Grand Slam: 7NT. 13 tricks (book + 7). HCPC 37+
MAJOR SUIT GAMES:
Game: 4H(4S). 10 tricks (book + 4). OPC+RPC 24-28
Small Slam: 6 bid. 12 tricks (book + 6). OPC+RPC 29-33**
Grand Slam: 7 bid. 13 tricks (book + 7). OPC+RPC 34***
MINOR SUIT GAMES: (Slams same as for major suits)
Game: 5C(5D). 11 tricks (book + 5). OPC+RPC 27-28
*26 needed if points unevenly divided in two hands.
**31 needed for a conventional 6 bid when only checking
for aces or when flying blind. Only 29 needed if using
my system. Note: 4/4 distributions require 33.
***Combined count can be lower with a second strong suit.
[128
You should download booklet.doc. This 40 page booklet
contains: (1) Terry's complete weak 1NT bidding system.
(2) Terry's method of pinpointing combined point counts
and slam bidding. (3) A users manual for Let's Play
Bridge. (Modified 2/1/97). If you have "Microsoft Word"
just enter file manager and double click on booklet.doc.
[129
QT is an abbreviation for Quick Tricks.
QT are assigned as follows:
Ace alone......................... 1 QT
King alone....................... 1/2 QT
Combinations in the same suit.
Ace/King......................... 2 QT
Ace/Queen....................... 1 1/2 QT
King/Queen............................1 QT
[130
When the bidding chart is in view, click on a bid
already made to find the requirements for that bid.
Click on the Decks menu item top of screen to select
suggested bids. When this white display box is showing,
click on the box to get a suggested bid. Click again to
make the bid.
There are over 5,000 final bids programmed in this game,
plus the sequences used to explore slam. It is virtually
impossible to give a description of each. If there is no
information available when you click on the bid, hopefully
the reason for the bid will become clear upon examination
of the hands.
[131
2C: Artificial bid, strong suit, and OPC of 22(slightly
less for long major), or any time you have HCPC of 23.
2NT: Balanced distribution and 21-22 points.
1H or 1S: 5 card suit, OPC 12, 2 QT (OPC 13+, 1 1/2 QT).
1C or 1D: 5 card suit, OPC 14, 2 QT (OPC 13+, 2 1/2 QT).
OR Balanced Distribution, HCPC 15-20.
2D,2H,2S: Exactly 6 card suit, 1 1/2 QT to 2 QT,
OPC 9-11.
3NT: 7 card minor suit and HCPC of 18.
3C,3H,3D,3S: preemptive bids with 7 card suits and
few points, no aces. Do not bid when only team
vulnerable or after 3 passes unless showing 2QT
and good seven card suit.
Bids higher than the 3 level are usually preemptive
with 8 + cards and poor defensive hand unless only
tean vulnerable, in which case they must be strong.
[132 Weak 1NT system.
UNBALANCED HAND, 5 card minor suit (no 5 card major).
OPC 11+, 2 1/2 QT Also 1,4,4,4 hands.
OPC 12+, 2 QT
OPC 13+, 1 1/2 QT
With two 4 or two 5 card suits bid diamonds, then
rebid clubs if this seems desirable.
BALANCED HAND ( 2 3 3 5, 4 4 3 2, 4 3 3 3), at least 3
cards in minor suit, no 5 card major suit, and 15-20 HCPC.
Bid your best minor suit, then rebid 1NT if you want to.
Reminder:
HCPC 12-14, balanced hand, open 1NT
HCPC 15-20, balanced hand, open 1 minor suit
With 15-17 rebid 1NT.
HCPC 21-22, balanced hand, open 2NT
HCPC 23+, balanced hand, open 2C
[133 WEAK 1NT SYSTEM
The minimum requirements for an opening bid in a major
suit:
5 card major suit.
OPC 11+, 2 1/2 QT
OPC 12+, 2 QT
OPC 13++ and 1 1/2 QT
With two 5 card major suits, bid spades first. Opening
bids in a major suit should be made in preference to
1NT and most minor suit opening bids.
[134 WEAK 1NT SYSTEM
1NT: HCPC 11-14, sufficient QT, no 5 card major*,
balanced hand (2 3 3 5, 4 4 3 2, 4 3 3 3). Also bid
1NT with 2 2 4 5 distribution with a stopper in both
short suits (Ax or Kx or better).
HCPC 11+, 2 1/2 QT
HCPC 12+, 2 QT
HCPC 13-14, 1 1/2 QT
STRONG 1NT SYSTEM
1NT: requires either HCPC 15-17 or 16-18, depending on
your choice, balanced hand, no 5 card major*. Also bid
1NT with 2,2,4,5 distribution, and no 5 card major with
a stopper in both short suits (Ax or Kx or better).
*With no points in the 5 card major suit, a balanced hand,
and sufficient points, bid 1NT.
[135
Artificial 2C bid requires:
OPC 23+ and good 6 card suit (only 21+ in a
major suit), or any hand with a HCPC 23+.
2D,2H,2S automatically become weak opening bids.
Natural 2C requires a good 6 card suit (solid 5) and
OPC of 22 or more. When using natural 2C bids, 2D,2H,
2S bids have the same requirements as the natural 2C.
[136
When using artificial 2C, the weak 2-bid
in spades, hearts or diamonds has the following
requirements: A 6 card suit, OPC 9-11, and QT
of 1 1/2 OR 2. There are usually 6+ points
in the suit bid.
When using a natural 2C bid, 2D,2H,and 2S are strong,
natural bids showing OPC 22+ and a good
6 card suit (solid 5).
[137 An opening bid of two notrump.
Weak 1NT system
Balanced hand, HCPC 21- 22.
Strong 1NT system
Balanced hand, HCPC 21-23. Unless you are using the
artificial 2C opening bid. In this case it has the
same limits as the weak 1NT system.
[138
3C,3D,3H,3S:
A. When there is even vulnerability, or the other team
is vulnerable and there were not three passes in front of
the player, it shows a preemptive bid; a 7 card suit, 1
QT or less, HCPC 8 or less, no aces, and most of
the points in the suit bid. This is an offensive type
hand. Partner will usually pass. It is capable of
taking 5 or 6 tricks in the suit bid.
B. If you are the only team vulnerable, it shows
a 7 card suit, with about 2QT. It is capable of taking
7 tricks, mostly in the suit bid. With less make the weak
opening 2-bid (when bidding the artificial strong 2C)
or make a 1 bid which ever seems more appropriate.
[139 The opening bid of 3NT:
Weak 1NT
A gamble for game in notrump with a good 8 card
minor suit and a HCPC of 21 to 22.
Strong 1NT
This shows HCPC 24+ and balanced hand, unless you
are using the artificial 2C opening bid. In this
case it has the same meaning as in the weak 1NT
system.
[140
Any bid higher than the three level is usually
made as a preemptive bid in an 8 card suit, or two
suiter.
There should be seven or more winners in the hand
with most of the points in the suit bid. The hand
should be of little defensive value.
Never bid when vulnerable nor after 3 passes.
[141
The first defensive player was unable to bid
because the hand did not have the high cards and/or
distribution to bid at this time.
It is entirely possible that the hand has a
fairly high HCPC.
[142 Takeout doubles
1H DOUBLE?
1. 3-suiter, RPC* 12+ following a major suit and
RPC 11+ following a minor suit, 2 cards or less in
the opponent's suit, at least 3 cards in any other
suit: typical hand KQxx xx Axx Qxxx
2. HCPC 18+, a good 6+ suit (to be rebid).
Typical hand: AKQxxx xx AKxx Qxx
3. Strong atypical hands, hands with more than 2 of
the opponent's suit: AKx xxx AQ10xx Ax
Note: Do not double with two major 5 card suits nor
with 5/3 in the major suits. Do not double with a
6+ suit unless you have HCPC 18+.
*To HCPC, add 5 points for a void, 3 for singleton
and 1 for a doubleton.
[143 Overcalls at the one level*
An overcall at the one level requires a good 5
card suit, 1 1/2 QT, OPC 8+. If bid in a minor
suit, it usually denies the ability to double.
The upper limit for the one level overcall when using
the intermediate jump 2-bid system is 2 QT and OPC 13+.
A one level overcall might be made even with a strong hand
if the suit does not qualify for the jump 2-bid.
The player may choose to double with a long strong
suit and 18+ points, then later jump in this suit.
The upper limit for the weak jump 2-bid system is
about 11 points. With stronger hands, the player
makes a bid at the 1 level or doubles with 18 points.
*NOTE: If the enemy is vulnerable and you are not,
this bid only promises a good 5 card suit with
1 QT.
[144
1C,1D,1H,1S 1NT?
The bid of 1NT after an opening suit bid,
promises HCPC 16-18 and a balanced distribution.
It promises stoppers in the opponent's suit.
Reminder: Always double in preference to a
1NT with a 3-suiter excluding opener's suit.
[145
The competitive two level overcall requires QT 2+,
6+ suit (sometimes 5) and an OPC 12+.
The longer the suit the less QT required for a
competitive bid at the 2 level.
The requirements for the competitive two level
overcall are the same for both the intermediate and
weak jump 2-bid systems.
[146 Intermediate jump 2-bid system, preemptive bids
Make a double jump overcall to the 3 level with a 7
card suit and a weak offensive hand.
Typical hand: xx xx KQ9xxxx Qx
Make a single jump overcall to the 3 level with a 6
card suit or better and a weak offensive hand. For
example opener may have bid 1S and you are bidding in
diamonds. You must jump to the 3 level to show this
typical hand: xx xx KQ109xx Qj10
If you have passed previously, you may choose to show
a 6 card suit and a weak offensive hand; otherwise, you
would have opened the bidding. Example: xx xx KQ109xx Qj10
These hands tend to have HCPC less than 10 and QT 1 1/2
or less.
[147 Michael's Cue Bid
The rebid of opener's suit bid by the defense to show
a 2-suiter is know as Michael's cue bid. It promises
at least 5/4 in two suits, 1 1/2 QT, and about 8 points
if not vulnerable. 12 points if vulnerable. Most of the
points are usually in the two suits.
A cue bid of opener's minor suit promises hearts
and spades.
A cue bid of opener's major suit promises 5 cards
in the unbid major and 4 cards in one of the minor
suits.
[148 UNUSUAL NOTRUMP
When a 2NT bid by the defense is used to show a 2-suiter,
it is called an unusual notrump. If not vulnerable it
shows at least 8 points (mostly in the two suits), and
if vulnerable it promises 12 points and 2 1/2 QT.
Opponent Unusual NT Compare with Michael's cue bid
1C D & major Both majors
1D C & major Both majors
1H Both minors S & one minor
1S Both minors H & one minor
An unusual 4NT bid (or higher) promises a strong 2-suiter,
but the opportunity for such bids are extremely rare.
[149
A 4NT bid (or higher notrump) in this situation is
know as an 'unusual notrump'. It promises a strong two
suit hand.
A suit bid at the 4 level or above is probably a
sacrifice bid promising an eight card suit with
few points in the hand.
[150 After a WEAK 1NT opening bid.
2C: 3-suiter, HCPC 10+, 1 suit has to be clubs.
2NT: 2-suiter, HCPC 10+, never 2 majors and
never 2 minors if by passed hand.
Double: shows a HCPC 15+ and is for penalties unless a
passed hand, then shows 2-suiter (either 2 major or 2 minor)
and about HCPC 10+. Also double with a long strong suit
and less than HCPC 15.
2D: 5/4 in majors, HCPC 10+, unless by passed hand
which then shows 3-suiter playable in D,H,S.
Suit bid: natural except for 2C and 2D.
After a STRONG 1NT opening bid.
2C: 3-suiter, HCPC 10+, must include clubs.
Double: 2-suiter, HCPC 10+, (2 majors or 2 minors).
2NT: 2-suiter, HCPC 10+, never 2 majors or 2 minors.
2D: 3-suiter, HCPC 10+, playable in D,H,S.
Suit bid: Natural except for 2C and 2D.
Note: These bids are identical following a weak 1NT
if defender passed previously.
[151 ACTIONS OVER A WEAK 1NT
1NT ?
Double: If non-passed hand: (a) HCPC 15+, balanced
hand; (b) OPC 18+, strong 6+ suit. If double removed
rebid long strong suit or double again for penalties.
If passed previously, the double shows HCPC 10+,
a 2-suiter (5/4 in the majors or 5/5 in the minors).
2H,2S: Natural bids, fair 6+ card suit, HCPC 10+.
2C: HCPC 10+, 3-suiter, includes 4 clubs.
2D: HCPC 10+, and at least 5/4 in 2 major suits
unless a passed hand, then it shows a 3-suiter, one
being a 4 card diamond suit.
2NT: HCPC 10+, 2-suiter (5/5), any two suits other
than 2 majors unless a passed hand, then one suit
must be a major the other suit a minor.
Reminder: Same for second defender if you and opponent pass.
[152 ACTIONS OVER A STRONG 1NT
2H,2S: HCPC 10+, fair 6 card suit.
2C: HCPC 10+, 3-suiter, one of which is clubs.
2D: HCPC 10+, 3-suiter, playable in D,H,S.
2NT: HCPC 10+, 2-suiter, one must be a major the other
a minor suit.
Double: HCPC 10+, 2-suiter (both majors or both minors).
[153 Following a weak 1NT opening bid
1NT Double opponent ?
(A) If partner did not pass previously, the double
shows HCPC 15+ and balanced distribution.
Double: HCPC 6+ and 5 cards (4 with double stopper
or 3 honors) in the opponent's suit.
2NT: If opponent bids a minor suit it shows a 2-suiter
(5/4 in the major suits). If opponent's bid a major
suit it shows a 3-suiter.
4H (4S) HCPC 10+, a good 6 card major.
3H (3S) HCPC 10+, a good 5 card major
2C,2D,2H,2S 5 card suit and the inability to double.
The weaker the hand, the more important it becomes
to bid a long suit if the opponent passed.
(B) If partner passed previously, the double shows a
2-suiter (2 majors or 2 minors). Bid longest minor suit.
[154 Following a strong 1NT opening bid
1NT Double opponet ?
The double shows a 2-suiter, either 2 major suits or 2
minor suits.
Bid your lowest 4 card suit (if you have one in a major
and one in a minor), otherwise bid your lowest 3 card suit
at the 2 level.
[155
_2 level overcall: Jump bid requires a good 6 card
suit(solid 5); 2 1/2 QT; OPC of 13+.
_Double: Promises at least 3 cards in each of the unbid
suits. Over a minor it requires RPC 11+ and
over a major a RPC 13+.
_1 level overcall: fair five card suit, 1 1/2 QT, OPC 8+.
Requires only 1 QT if not vulnerable.
_Michael's cue bid(opponent's suit): If over a minor it
promises 5/4 in the major suits, and HCPC 8+.
Following a one bid in a major it promises 5 cards
in the unbid major and 5 in one of the minor suits.
_Unusual 2NT: Following a major it promises 5 cards
in both minors, and following a minor it promises
the other minor and hearts. HCPC 8+.(preemptive).
_preemptive 3 bids: Jump bids which promise 7 card
suits and hands with little defensive value.
[156
If opener's bid was at the two level or higher,
player's response depends upon whether the opening
bid was preemptive or a strength showing bid.
Greater latitude is taken if opener made a
preemptive bid. However, in either case your
response requires a long suit with good values.
[157
When partner opens with a suit bid at the 1 level
and the opposition passes, pass with less than
HCPC 5.
[158
1H (opposition bids 1S) ?
Strong responses are not affected by an intervening
bid by the opponents. But if you can't raise partner's
major suit bid and have only HCPC 9 or less, pass
a hand you would have bid 1NT. If your partner has
a decent hand, he or she will rebid the hand giving
you a chance to bid again.
Note in passing: When responder bids 1NT after
the opposition bids 1S, it shows a balanced hand
with 10 or 11 points and two stoppers in the
opponent's suit.
[159 TERRY'S 2S ASKING BID
When the right hand opponent PASSES and partner
opened with 1C or 1D, responder bids 2S with the
following hands:
2S: Balanced hand, HCPC of 18+, with at least
3 clubs or with stoppers in all unbid suits.
2S: 5+ card support and RPC 18+.
2S: 3+ card support, no 5 card major, RPC 15+.
2S: 6+ card suit, no 5 card major, OPC 14+.
Almost any hand that responder knows should be played
either in notrump or opener's minor suit qualifies
as long as the player is willing to bid to game.
This bid is asking partner to reveal the kind of
hand he/she is bidding.
[160
1C* (Defense 1H) 2H?
Supporting club bids
2H cue bid: OPC 12+, 4+ clubs, usually unbalanced hand
with less than 4 spades.
2C: HCPC 9+, 4+ clubs.
3C: HCPC 0-8, 5+ clubs (preemptive jump bid).
Reminder: Double to shows 4 spades.
*Analogous for 1D opening bids.
[161
No information.
[162
1C(1D) 1H(1S)?
If the first defensive player passes, the bid of
1H or 1S over a minor suit opening bid shows a 4 card
suit and HCPC 5+.
If the first defensive player bids, the bid of
1H or 1S over a minor suit is only made with a good
4 card suit and a HCPC 7+.
[163 1C* OPPONENT BIDS ?
1D,1S,1H: HCPC 7+, 4+ cards in suit.
2C: HCPC 9+, 4+ clubs.
3C(nonjump): 4+ clubs, HCPC 7+.
3C(jump): 5+ clubs, HCPC 0-8.
Cue bid of opponent's suit: OPC 17+, 5+ clubs.
2D,2H,2S(nonjump): HCPC 10, good 5 card suit.
2D,2H,2S(jump): preemptive, 6 card suit, weak hand.
3D,3H,3S(jump): preemptive, 7+ suit, weak hand.
Dble: HCPC 6+, 4 cards in any unbid major.
Dble: Also double with HCPC 13+ and 5+ cards in
your partner's minor suit (rebid this suit).
1NT: HCPC 8-9, opponent's suit stopped, bal. hand.
2NT: HCPC 12-14, appropriate stoppers.
3NT: HCPC 15+, appropriate stoppers.
*Analogous responses to 1D opening bids.
[164
1C PASS 2H*?
When the opponent passes, the jump bid shows
HCPC 17+ and a long, strong heart suit.
Reminders:
(1) To show strong support for opener's minor suit,
and a strong hand, use the 2S asking bid.
(2) If the opponent bids, the jump bid shows a weak
hand with a long heart suit.
*Analogous for 2H,3C,3S over 1D and 2H,2D,3S over
1C. The suit bid is always a long, strong suit.
[165
1C 2C?
Support of opener's minor suit at two level.
Requires 4 clubs and HCPC 9+. Opener will
usually bid again.
Same for 1D 2D.
[166
1C* (opponent bids) 3C?
The competitive 3C bid shows at least 4 clubs and
HCPC 9+.
Reminder: A jump 3C bid is preemptive. The bid requires
5 card club suit and HCPC 8 or less. If vulnerable, you
might not want to use this bid with zilch values.
*Same for diamonds.
[167 Responder doubles opener's minor suit
1C* 1H DOUBLE
This double has two possible meanings.
1. HCPC 6+ and 4 cards in any unbid major suit.
Note: with a 5 card major suit, bid it directly
rather than double. The bid requires 9+ points
after an enemy 2-bid and 12+ points after a 3-bid.
Opener should respond just as if you had made a
major suit bid.
2. HCPC 13+, 5+ clubs. Rebid clubs with your next
bid if you cannot support partner's major suit bid.
*Analogous for 1D opening bids.
Reminder: If the opening bid is 1H or 1S, the double
by responder is for penalties.
[168 Terry's system
1C 2D?
If the opponent passes, the jump bid shows a long,
strong diamond suit with HCPC 17+.
Reminder:
(1) 1D HCPC 5+, 4 or more cards (usually 5).
(2) To show strong support for the club suit with
a strong hand, use the 2S asking bid.
(3) If the opponent bids, the jump bid shows a weak
hand with a long diamond suit.
[169
1D 2C?
This bid usually shows 4+ clubs and HCPC 6+.
It denies the ability to support diamonds. It also
denies a four card major and the ability to bid notrump.
[170
1C 1D?
HCPC 6+, 4+ diamonds (usually 5). This bid denies a
4 card major and the ability to raise clubs.
Reminder: when the right hand opponent passes,
bid 2D to show OPC 17+ and a long, independent
diamond suit.
[171
1C(1D) NT?
1NT: if opponent passes, it shows balanced hand,
HCPC 6-8. If opponent bids, it requires a
stopper in opponent's suit and HCPC 8-10.
It denies the values to raise opener's suit
and the ability to double or bid a major suit.
2NT: HCPC 12+, balanced hand, stoppers in appropriate
suits.
3NT: HCPC 15+, balanced hand, stoppers in approprite
suits.
[172 No information
[173 No information.
[174 No information.
[175
1H 2H? or 1S 2S?
The single raise of partner's major suit promises
3 card support and RPC 5-8.
[176
1H PASS 3H? or 1S PASS 3S?
The double raise of partner's suit promises
3 card support and RPC 10-11.
Reminder: with exactly RPC 9, bid 1NT then
3 of partner's suit.
[177 1H(1S) 1NT?
WHEN THE FIRST DEFENDER PASSES:
The 1NT bid describes a hand with HCPC 5-11. It
denies 3 card support in the major suit, with one
important exception. With exactly RPC 9, and 3 or
more trumps, bid 1NT and then on the next turn bid
3 of the major suit. Partner will know you have
support with exactly 9 points.
Note: You may want to bid 2 of the suit rather than
3 with a weak looking hand.
WHEN THE FIRST DEFENDER BIDS:
It shows a balanced distribution HCPC 10-11
and the opponent's suit securely stopped.
[178
1H(1S) 2C(2D)?
Either shows a good suit with HCPC 7+ in the suit
bid or a stopper in the suit and HCPC 12+.
[179
1S 2H?
The two heart bid shows a HCPC 10+ and 5 card
heart suit (OPC 10+ with competition).
[180
1H 1S?
Responder has HCPC 5+ and 5 card spade suit, or
HCPC 12+ and only 4 spades.
Responder lacks support for hearts.
[181 1H PASS 2S? TERRY'S WEAK 1NT SYSTEM
When the first defensive player passes, the bid
of 2S promises 3 card support and RPC 16+. It
asks partner to bid the number of points in hand.
Reminder: The full range of bids showing 3 card
or better support for the 1H bid are as follows.
2H RPC 5-8
1NT, followed by 3H, shows exactly RPC 9.
3H RPC 10-11
3C RPC 12-13 Following a pass by opponent
3D RPC 14-15 Following a pass by opponent
2S RPC 16+. Following a pass by opponent
The 2S bid is asking opener to bid point
count.
[182 1H PASS 3C? TERRY'S WEAK 1NT SYSTEM
When the opponent passes, the 3C bid promises
3 card support and RPC 12-13.
Reminder: The full range of bids showing support
for the 1H bid are as follows.
2H RPC 5-8
1NT, followed by 3H, shows exactly RPC 9.
3H RPC 10-11
3C RPC 12-13 Following a pass by opponent
3D RPC 14-15 Following a pass by opponent
2S RPC 16+. Following a pass by opponent,
the 2S bid is asking opener to bid point
count.
[183 1H PASS 3D? TERRY'S WEAK 1NT SYSTEM
When the opponent passes, the 3D bid promises
3 card support and RPC 14-15.
Reminder: The full range of bids showing support
for the 1H bid are as follows.
2H RPC 5-8
1NT, followed by 3H, shows exactly RPC 9.
3H RPC 10-11
3C RPC 12-13 Following a pass by opponent
3D RPC 14-15 Following a pass by opponent
2S RPC 16+. Following a pass by opponent
The 2S bid is asking opener to bid point
count.
[184 1S PASS 3C? TERRY'S WEAK 1NT SYSTEM
When the opponent passes, 3C bid by
responder promises 3 card support and RPC
of 16+. The bid is asking opener to
bid his/her OPC.
Reminder: The full range of bids showing 3 or
more card support for the 1S bid are as follows.
2S RPC 5-8
1NT, followed by 3S, shows exactly RPC 9.
3S RPC 10-11
3D RPC 12-13 Following a pass by opponent
3H RPC 14-15 Following a pass by opponent
3C RPC 16+. Following pass by opponent. The
3C bid is asking opener to bid point count.
[185 1S PASS 3D? TERRY'S WEAK 1NT SYSTEM
When the opponent passes, the 3D bid by
responder promises 3 card support and
RPC 12-13.
Reminder: The full range of bids showing support
for the 1S bid are as follows.
2S RPC 5-8
1NT, followed by 3S, shows exactly RPC 9.
3S RPC 10-11
3D RPC 12-13 Following a pass by opponent
3H RPC 14-15 Following a pass by opponent
3C* RPC 16+. Following pass by opponent. The
3C bid is asking opener to bid point count.
[186 1S PASS 3H? TERRY'S WEAK 1NT SYSTEM
When the opponent passes, the 3H bid by
responder promises 3 card support and
RPC 14-15.
Reminder: The full range of bids showing support
for the 1S bid are as follows.
2S RPC 5-8
1NT, followed by 3S, shows exactly RPC 9.
3S RPC 10-11
3D RPC 12-13 Following a pass by opponent
3H RPC 14-15 Following a pass by opponent
3C RPC 16+. Following pass by opponent. The
3C bid is asking opener to bid point count.
[187 1S* BID jump 3C,3D,3H?
When the opponent bids and responder makes a jump
bid, the bid is preemptive. It is made with a 7
card suit, no help in spades, and poor defensive
value in any other suit. This bid is similar to
an opening preemptive bid.
Analogous for other opening 1 bids and responses.
[188
1S (2C) ? WHEN THERE IS INTERVENTION
2S RPC 6-8, at least 3 spades.
3S: RPC 9-11, at least 3 spades.
3NT RPC 12-14, at least 3 spades.
3C* RPC 15+ and at least 3 spades.
Reminder: A double by responder following a major suit
bid by opener is for penalties. It requires a defensive
type hand with little support for partner. It must have
good length and strength in opponent's suit and usually
with scattered values in the other suits. Partner will
leave this double in for penalties with a good defensive
hand or take the double out with an offensive type hand.
[189 TERRY WEAK 1NT SYSTEM
1H(1S) Pass 2NT?
2NT: HCPC 12-13, appropriate stoppers, balanced hand,
not quite forcing to game.
3NT: HCPC 14-16, appropriate stoppers, and balanced hand,
forcing to game in notrump or major suit.
Reminder: In Terry's system 3NT is used to show support
for partner's major suit only if the opponent bids.
[190
1H (OPPONENT BIDS) jump 2S(3C,3D,3S)?
When the opponent bids and responder makes a jump
bid, the bid is preemptive. It is made with a 7
card suit, no help in hearts, and poor defensive
value in any other suit. This bid is similar to
an opening preemptive bid.
The 2S bid only promises a preemptive hand with
a six card suit.
[191
1H (1S) 3NT?
Supporting bids when defense intervenes
All show 3 card heart support
2S: Cue bid, RPC 15+
3NT (4H): RPC 12-14, forcing to game in hearts.
3H RPC 9-11
2H RPC 6-8
Reminder, hands without 3 card support:
1NT: Balanced hand, HCPC 10-11, stopper in spades.
2NT: HCPC 13+ forcing to game in notrump or hearts.
[192
1H(1S) double ?
The following bids show 3 card support for the major
suit following an opponent's double.
3NT RPC 13+
Redouble RPC 10-12
3H RPC 7-9
2H RPC 4-6
[193 1H 1S(or higher) ?
When supporting partner's heart bid
3H RPC 10-11, at least 3 hearts.
3NT* RPC 12+, at least 3 hearts
*Partner will bid 4H with OPC 12-16. Partner will
bid a side suit with OPC 17+ and first
round control in the suit bid (the combined point
count must be 29 or greater to investigate slam
using the computer's system).
Reminder: A double by responder is for penalties
if opener bid a major suit.
[194
1S (2C) ? WHEN THERE IS INTERVENTION
When supporting partner's spade bid after the
opponent's have bid
2S RPC 7-9, at least 3 spades.
3S: RPC 10-11, at least 3 spades.
3NT RPC 12-14, at least 3 spades
3C* RPC 15+ and at least 3 card support.
Reminder:
[195 Standard Stayman response to weak 1NT
1NT 2C?
Strong hands
1. HCPC 12+, at least one 4 card major suit, may
have a major 2-suiter (5/4 or 5/5);
2. HCPC 12+, weak 5 card major suit, balanced hand.
3. HCPC 12+ (OPC 15+), good 6+ minor (forcing to game).
Weak hands
4. HCPC 0-10, no 5 card major, void or singleton in clubs,
(ideal distribution 4,4,5,0). Pass opener's next bid.
5. HCPC 0-5, no 5 card suit, at least 3 cards in both major
suits, and preferably 4 diamonds. Once you make this
bid you are unlikely to be doubled for penalties.
NOTE: If responder passed previously, or right
hand doubled, then the 2C bid is natural.
[196
1NT DOUBLE 2C(2D,2H,2S)?
Any bid at the two level after partner is doubled is a
natural bid showing 5+ cards in the suit bid.
[197 When opener is doubled
1NT double pass?
If doubler did not pass previously, the double shows a
very strong hand. Either HCPC 15+ and a balanced hand
or OPC 18+ and a long strong suit. If the double is
taken out, the doubler rebids the long suit.
Responder does not pass with a 5 card or longer suit
because of the possibility that defender can defeat
contract with the long strong suit. With a 2-suiter
bid the major suit with 8+ points, otherwise bid
the lowest ranking suit.
If doubler passed previously, the double shows a
2-suiter, either two majors or two minors. Hopefully,
the responder will have the opportunity to bid again
once it is discovered whether the double was showing
two majors or two minor suits.
[198
1NT 3H(3S)?
If responder has not passed previously, it shows a
fair 5+ suit, HCPC 12+. There is no upper limit to
this bid. Partner will bid 3NT with only two
cards in the suit, or bid 4H(4S) with 3+ card
support.
If responder passed previously it only shows a
6+ card suit and OPC 11 or 12. Opener with a
maximum hand goes to game, otherwise passes.
[199
1NT PASS 2NT?
Requires a balanced distribution and:
HCPC 11 exactly, strong 5 card minor suit.
HCPC 12 exactly, no 5 card minor suit.
HCPC 12 exactly, weak 5 card minor suit, meaning
that most of the points are in the shorter suits.
Do not bid 2NT if opponent doubles, pass instead.
Reminder: When bidding the more complex sytem, these
same hands are first bid 2C, then 2NT.
[200 Bidding notrump with balanced hands
1NT PASS NT?
2NT*: HCPC 11, balanced hand, standard system.
3NT: HCPC 12-18**, balanced hand.
4NT: HCPC 19-20, balanced hand.
6NT: HCPC 21-24, balanced hand.
5NT HCPC 24 balanced hand.
7NT: HCPC 25+, balanced hand.
*Reminder: When bidding the more complex sytem with
HCPC 11 and balanced hand, bid 2C first, then 2NT.
**12 point hands with a weak 5 card minor (or no
5 card) should be treated as 11 point hands. In
this situation, the 8's,9's, and 10's in the 5
card suit may help persuade you to go one way or
the other.
Note: 6 card minor suits are often bid to 3NT.
[201
1NT 2bid 2D(2H,2S)?
If the opponents have intervened, a suit bid at the 2 level
in diamonds, hearts, or spades promises a 5 card suit and
HCPC 9-11.
Note: With a balanced distribution and HCPC 11+ the
responder could elect to bid 2NT with a double stopper
in the opponent's suit.
[202
1NT 4H(4S)?
This bid requires a good 6 card suit and OPC 12-18.
With a 5+ major suit and less points bid 2H(2S)
and with more bid 3H(3S) or 4C which is Gerber
asking for aces.
Upon hearing the 3H or 3S bid, opener will bid 3NT with
only 2 card support; with 3 card support opener will
bid a first round control in a side suit just in case
responder is interested in bidding slam.
[203
1NT pass 2D,2H,2S?
2D: 5+ diamonds, HCPC 0-6, balanced hand or
HCPC 0-10 and an unbalanced hand.
2H,2S: 5+ major suit, HCPC 0-10, balanced or
unbalanced hand.
Partner will pass any of these bids.
Reminder: With a club suit and a weak hand, it is
necessary to bid 3C in the standard system or
2NT in the more complex system. The 2D bid is made
in preference to other bids with a miserable
hand to encourage the opponents to bid.
[204 1NT pass pass?
Pass: HCPC 6-10, balanced hand, no 5 card major suit.
Pass: HCPC 11 exactly, balanced hand, no 5 card major
and no strong 5 card minor suit.
Reminder:
1. Do not pass any time with HCPC 0-5 if you have
a suit with 5+ cards.
2. Do not pass anytime if you have a 5+ major suit.
3. If the opposition doubles or you passed previously
all bids become natural including the 2C bid.
4. If the opposition did not double and you have not
passed previously,
a. do not pass any time with 4 hearts, 4 spades,
and 5 diamonds. Make the Stayman 2C bid
then pass partner with HCPC 0-10(11).
b. with HCPC 0-5, do not pass with 3 hearts,
3 spades, and 4 diamonds. Make the Stayman
2C bid, then pass partner.
[205 1NT bidding system, bidding major suits.
The same method is used for all systems.
1NT ?
1NT 4C: OPC 21+, Gerber, strong 6+ major suit,
slam try asking for aces.
1NT 4S,4H: OPC 13-17, good 6+ major suit, little
chance of slam.
1NT 3S,3H: OPC 13+, 5+ suit, no upper limit.
Opener with 3 trumps bids the lowest ranking
first round control or without one bids game.
Opener with 2 trumps bids 3NT.
1NT 2C: HCPC 12+, major 2-suiter or any hand
with a 4 card major suit.
1NT 2S,2H: HCPC 0-10, 5+ suit.
[206
2C ?
When partner opens with an artificial 2C, the player has
the following options:
2S(2H) OPC 8+, 5+ major suit.
3C(3D) OPC 8+, 6+ minor suit.
3NT HCPC 10+.
2NT HCPC 7-9.
2D HCPC 0-6, artificial bid showing point count.
[207 2NT ?
7NT HCPC 16+.
5NT HCPC 15.
6NT HCPC 12-14.
4NT HCPC 11.
4C Gerber (asks for aces). 7 card suit (or 2-suiter).
Try for slam. If responder then bids 5C it asks for K.
6 BID in a suit. OPC 12+, long, strong suit.
4H,4S OPC 8+, good 6 card suit, mild slam try.
5D,5C OPC 8+, good 6 card suit, mild slam try.
3S,3H OPC 4+ and 5 card suit. May also take
a chance with 6 cards and fewer points.
3C Three suit hand (D,H,S), OPC 5, or bust hand.
3D OPC 7+, 5 card suit.
3NT HCPC 4+, balanced hand.
Pass Three points or less.
[208 No information
[209 No information
[210 No information.
[211 No information
[212 Strong 1NT system
1C 1S DOUBLE PASS
?
4H: 4 hearts, HCPC 19+
3H: 4 hearts, HCPC 15+
2H: 4 hearts, opening bid values, usually HCPC 12+
3NT: HCPC 20, appropriate stoppers.
2NT: HCPC 19(18), appropriate stoppers.
1NT: HCPC 12-15, appropriate stoppers.
3C: OPC 18+, long strong club suit.
2D: HCPC 15+, 6+ clubs, stopper in diamonds.
2C: OPC 12+, 5+ clubs.
Pass: strong 4 spades (converts to penalty double).
Note: Partner will correct to clubs when holding
5+ clubs and HCPC 13+.
[213 1C* PASS ?
2S: 5 card support, RPC 18; bal dist, HCPC 18;
5 card support, RPC 15 (no 5 card major suit).
1H,1S: 4 card suit, HCPC 5+. With two 4 card
major suits, bid hearts first.
2D: good 6 or near solid 5 card suit, HCPC 16+.
2NT: Stoppers in all unbid suits, HCPC 12-14.
1D: 6 card suit, less than HCPC 10.
2C: 4 card support, HCPC 8+.
1NT: Balanced distribution, HCPC 6-8.
3C: 5 card support, HCPC less than 8. preemptive bid.
Any long suit when bid at the one level can be for
rescue purposes.
*Same for 1D opening bids except 2C over 1D shows
HCPC 6+, stopper or long suit in clubs, no other bid
available.
[214 1C* RIGHT HAND OPPONENT BIDS ?
Double: 4 cards in any unbid major, HCPC 6+,
2H,2S: 5+ major suit, HCPC 10+.
1H,1S: 4 card suit and HCPC 6+.
2D: good 6 or near solid 5 card suit, HCPC 10+.
2NT: Appropriate stoppers, HCPC 12-14.
Cue bid of opponent's suit to show 4 card support for
partner and OPC 12+, no 4 card major.
2C: HCPC 8+, 4+ club support, no 4 card major.
1NT: HCPC 6-8, balanced hand.
3C: HCPC 1-8, 5+ club support, preemptive bid.
*Same for 1D opening bids except 2C over 1D shows
HCPC 6+, stopper or long suit in clubs, no other bid
available.
[215 1H OPPONENT PASSES ?
*Artificial bids showing 3 card support(ONLY BID
IF RIGHT HAND OPPONENT PASSES).
*2S: RPC 15+. Asks partner to bid point count.
*3C: RPC 12-13.
*3D: RPC 14-15.
4H: Rare, indicates weak hand with lots of hearts.
3H: 3 card support, RPC 9-11.
2H: 3 card support, RPC 5-9.
1S: 5 spades, RPC 7+ (or 4 spades and 12 points).
2C,2D: Stopper in suit and HCPC 12+ (with balanced
hand it may have 3 hearts, bid hearts later).
Also may mean a long strong suit with HCPC 7+.
1NT: HCPC 5-11 (may have 3 hearts, 10-11 points)
and balanced hand. Will bid 3H later.
[216 1S OPPONENT PASSES ?
*Artificial bids promising 3 card support (ONLY
USED WHEN THE RIGHT HAND OPPONENT PASSES).
*3C: RPC 15 Asks partner to bid point count.
*3D: RPC 12-13.
*3H: RPC 14-15.
3S: 3 card support, RPC 9-11.
2S: 3 card support, RPC 5-9.
4S: Rare, indicates weak hand with lots of spades.
2H: Good 5 card suit, OPC 10.
2C,2D: Stopper in suit and 12 HCPC(with balanced
hand it may have 3 spades; will bid 3S later).
Also it may mean a long strong suit with as
little as HCPC of 7.
1NT: HCPC 5-11, (may have 3 spades, 10-11 points,
and balanced hand. Will bid 3S later).
[217
Responder's options following opener's 1 bid in
major suit when the player to the RIGHT BIDS.
With 3 card support for partner
Cue bid opponent's suit: RPC 15+.
3NT: RPC 12+.
*3Bid in trumps: RPC 9-11.
*2Bid in trumps: RPC 7-9.
Double: RPC 3-6
4Bid in trumps: RPC 12+
Some other possible bids
*2C,2D: Stopper in suit and 12 HCPC.
1NT: HCPC 10-11, balanced hand, opponent stopped
3Bid (jump)in suit other than hearts is preemptive
showing 7 card suit, no support for partner, weak hand.
*These bids remain mostly the same whether the
person to the right passes or bids.
[218
Responder's options following opener's 1 bid in a major
suit when the player to the right DOUBLES.
With at least 3 card support in future trumps
3NT: RPC 12+.
Redouble: RPC 10-11
3Bid in trumps RPC 7-9.
2Bid in trumps RPC 4-6.
4Bid in trumps RPC 12+
Other possible bids
2NT: HCPC 12-15, balanced distribution, stoppers in
all unbid suits (double in opponent's suit)
(partner goes to game at 3NT).
2C,2D: Stopper in suit and HCPC 12+ or a long,
strong suit and as little as HCPC 7+.
1NT: HCPC 10-11, balanced hand.
3Bid: (jump 2BID) jump other than hearts is preemptive;
7 card suit, no support for partner, weak hand.
[219 1NT PASS ? Standard weak 1NT system
7NT: HCPC 25; 5NT: HCPC 24; 6NT: HCPC 21-24; 4NT: 20
3NT: HCPC 12-19, balanced hand, or 2,2,5,4 with stoppers
in the two short major suits. HCPC 9+ and a good
6 card minor suit.
5C,5D: Minor 2-suiter, OPC 16+, slam unlikely.
4Bid major suit: HCPC 12-17, 6+ major suit.
3Bid major suit: 5+ major suit, OPC 12+
3Bid minor suit: 6+ minor suit (5 if clubs), weak hand.
2NT: HCPC 11, strong 5 card suit, balanced hand or
HCPC 12, weak 5 card minor or no 5 card minor.
2C: (1) HCPC 11+, at least one 4 card major.
(2) HCPC 11+, 5 card major, balanced hand.
(3) HCPC 0-10, 3-suiter, D,H,S. Ideal if void in clubs.
(4) HCPC 0-5, 3-suiter, D,H,S. 3,3,4,3 acceptable.
(5) HCPC 12+, unable to bid notrump or major suit.
(6) Natural after previous pass or opponent doubles.
2D,2H,2S: HCPC 0-10, 5 card suit.
4C: OPC 21+, asking for aces, long strong suit, slam try.
PASS: balanced hand, HCPC 6-10, no 5 card major.
PASS: balanced hand, HCPC 11, weak 5 card minor or none.
[220
1NT DOUBLE ?
3NT: HCPC 13-18 and balanced distribution.
4Bid major suit: good 6 card suit, OPC 12+.
redouble: fair 5 card major suit, OPC 12+.
2C,2D,2H,2S: The lowest ranking 5+ suit
2C bid is natural following a double.
PASS: With no 5 card suit and HCPC 5+.
With no five card suit and a terrible hand, bid your
lowest ranking four card suit.
[221
When the opening bid was 1NT and the player to the right
bids, you have the luxury of passing with a bad hand. Also
with sufficient length and strength in a suit, you can be
competitive or even try for game since you know the
composition of your partner's hand.
[222
2C ?
When partner opens with an artificial 2C, the player has
the following options:
3S(3H) OPC 8+, good 6 card major suit.
2S(2H) OPC 8+, fair 5 card major suit.
3C(3D) OPC 8+, 6 card minor suit.
3NT HCPC 11+.
2NT HCPC 7-10.
2D HCPC 0-6, an escape bid.
[223
After opening 2-bid in major:
4Bid: 4 winners in QT and ruffing tricks and two or
three card support. Bid can be preemptive with
4+ trumps and little defensive value.
3Bid: 1 1/2 QT (HCPC 10+). Competitive bid.
2NT: Wants partner to bid stopper in hopes of
eventually bidding 3NT. May end up 4 in
major suit. HCPC 15+.
After opening 2-bid in diamonds:
3NT: HCPC 14+ and stoppers in C,H,S. A couple of
diamonds would be useful.
5D: 5 winners in QT and ruffing tricks and three
card support.
2NT: Wants partner to bid stopper in hopes of
eventually bidding 3NT, HCPC 15+.
Greater values are needed after a weak two bid in third
position. Partner may have only HCPC 7.
[224 No information
[225
When partner opens with a 3-bid, the hand should be capable
of taking 5 or 6 tricks.
If a major suit was bid:
4Bid: (1) A hand that will take 4 or 5 tricks (QT plus
ruffing tricks).
(2) A hand with 4 trumps, and HCPC 6-9. This
is a sacrifice to prevent the enemy from
finding their suit.
If a minor suit was bid:
5Bid: (1) A hand that will take 5 or 6 tricks (QT plus
ruffing tricks).
(2) A hand with 4 trumps, and HCPC 8-11. This
is a sacrifice to impede the enemy.
Note: With void give yourself 2 ruffs and with singleton
1 ruffing trick. Should have 3 trumps.
[226 1H 1S opponent ?
Partner has a good suit but only promises OPC 8.
3NT* RPC: 18+, 3 spades (sometimes 2)
2H RPC: 15-17 (cue bid)**, 3 spades, sometimes 2
3H RPC: 12-14 (cue bid), 3 spades, sometimes 2
2S RPC: 8-11, 1 1/2 QT, 3 spades, sometimes 2
3S RPC: 8 or less, preemptive bid, less than 1 QT,
4+ spades, right hand opponent bids.
Similar when responder bids 1H(1S) following a minor
suit opening bid. Note: When the overcall is 1D
following a 1C bid, the 2C cue bid shows a three
suit hand (D,H,S) and 2 1/2 QT.
*Some use 3NT for a long, strong minor suit. It's
use here seems to be less rare and therefore
more useful. This will become an option soon.
[227
1C 1H* opponent ?
With no support for partner's major suit:
1S: 5 spades, OPC 8+.
2S: good 6+ spades, OPC 12+.
1NT: Stoppers in suits not bid by partner; HCPC 12+
2NT: Stoppers in suits not bid by partner; HCPC 15+
2D: good 6+ diamonds, OPC 10+.
Double: RPC 12+, at least 4 cards in any unbid suit.
*Analogous bids for partner's 1S bid.
Note: Cue bids in clubs and 3NT shows support for
partner's hearts.
[228 RESPONSE TO INTERMEDIAE JUMP OVERCALL
1C 2H* opponent ?
All require 2 card support or better
3NT(4H) RPC: 10+
3C RPC 8-9 Cue bid
3H RPC: 6-8 (slightly less if competitive
bid).
Without support for hearts.
2NT Double stopper in opponents suit, HCPC 12+.
3C,3D HCPC 12+, 4 card suit or better.
*Analogous bids following a 2S response.
Note: When bidding strong 1NT systems (distribution
calculated using 321/321), the requirement for RPC is 2
points higher.
[229 Complex defensive bidding system
1C 1D PASS ?
1S or 1H: 5+ major suit, HCPC 8+
2H,2S: good 6+ major suit, HCPC 9-13
2C: Cue bid, at least 4/4 in major suits, HCPC 8+
3C: Cue bid (next bid show type of hand)
HCPC 18+, notrump hand, stoppers in clubs
RPC 18+, 3+ diamond support.
HCPC 14+, good 6+ major suit.
2D: 3+ diamonds, RPC 8-11
3D: 3+ diamonds, RPC 12-15
4D: 3+ diamonds, RPC 16-17
5D: 4+ diamonds, weak offensive hand if not vulnerable
Notrump hand, double stopper in clubs
1NT: HCPC 9-12, 10+ if vulnerable
2NT: HCPC 13-15, 14+ if vulnerable
3NT: HCPC 16-17, 17+ if vulnerable
[230 No information
[231
The 2C bid by partner was natural (anytime it does
not follow a 1NT and is not a cue bid). The defensive
responder has several important options:
Bid
4C: 3 clubs, RPC 16+ in clubs.
3S: good 6 spades, OPC 10+.
3H: good 6 hearts, OPC 10+.
cue bid of opponents suit (2D,2H,2S) shows
support in all unbid suits and HCPC 10+.
2S: good 6 spades (strong 5 spades), OPC 8+.
2H: good 6 hearts (strong 5 hearts), OPC 8+.
5C: 3 clubs, RPC 14+ in clubs.
2NT: Double stopper in opponents, suit, HCPC 11+.
3C: 3 clubs, RPC 12+ in clubs.
[232
BID 2D OPPONENT ?
5D: 3 diamonds, RPC 14+ in diamonds.
3D: 3 diamonds, RPC 12+ in diamonds.
3S: good 6 card spade suit, OPC 10+.
3H: good 6 card heart suit, OPC 10+.
cue bid of opponents suit with (2C,2H,2S) shows
support in all unbid suits and HCPC 10+.
2S: good 6 spades (strong 5 spades), OPC 8+.
2H: good 6 hearts (strong 5 hearts), OPC 8+.
2NT: Double stopper in opponents, suit, HCPC 11+.
[233
[234
[235
1C 2C* OPPONENT ?
If the opponent passes or doubles, the player is
obligated to bid the better of the two major suits.
4H(4S) Preemptive bid: two suit hand (hearts and spades)
and few if any points. Don't bid if only team
vulnerable.
4H(4S) At least 4 card support and RPC 15+.
Give yourself an extra point for having a 5 card suit.
Also make this bid with a two suit hand (hearts and
spades, one being 5 cards long), if the combined points
in the two suits are 7+.
3H(3S) At least 4 card support and RPC 10+.
Or a two suit hand (hearts and spades, one
being 5 cards long) and with at least some
points in both suits.
2H(2S) Does not promise any values whatsoever.
[236
1H 2H* OPPONENT ?
With 3 card support in the major suit and a
RPC 12+, bid game. With slightly less values bid
3 of the major; otherwise, bid your best minor suit.
*Michael's cue bid of a major suit promises 5 cards
in the other major and one 4 card minor.
[237 1D double pass ?
Pass: 5 diamonds with 3 honors
2C: Cue bid shows 4 hearts and 4 spades
4S(4H): 4+ major, 12+ RPC*.
3S(3H)**: 4+ major, 9+ RPC.
2S(2H): 4+ major, 6+ RPC.
1S(1H): 4+ major, 0-5 RPC.
3NT: HCPC 14, double stopper in diamonds
2NT: HCPC 12, double stopper in diamonds
1NT: HCPC 9, stopper in diamonds
5C: 5(4)+ clubs, RPC 15+
4C: 5(4)+ clubs, RPC 12+
3C**: 4+ clubs, RPC 9+
2C: 4+ clubs, RPC 0-8
*Discount points for distribution in opener's suit.
Use 5 points for void, 3 points for singleton, and
1 point for doubleton in any other suit.
**With opposition, reduce point requirement for
3-bids to RPC 7.
[238 1NT 2NT?
The defensive 2NT bid shows a 2 suit hand. If the
bid follows a weak 1NT, the defensive responder
bids as follows:
With 3 cards in the suit
3H HCPC 9+, 2 QT*
3S HCPC 9+, 2 QT*
3C No point requirement, just 3+ cards
3D No point requirement, just 3+ cards
3H No point requirement, just 3+ cards
*The bid of 3S guarantees 2 QT, while the bid of
3H is likely showing 2 QT. With a fit partner bids
game.
Following a strong 1NT, the responder simply bids the
lowest ranking suit with 3+ cards.
[239 1bid 2NT opponent ?
The unusual 2 notrump made by partner promises
a 2-suiter (any two suits not bid by opponent) and
about HCPC 10+.
Bid your lowest ranking 3 card suit until hopefully
you find a fit.
[240
1S pass pass double
This double requires support in all the unbid suits,
shortness in clubs, and RPC 11+. To the HCPC
add 5 points for a void, 3 for a singleton and
1 point for a doubleton.
A double in fourth position after two passes is made
with a lighter hand than in second position.
[241 Lead direct double
3NT PASS PASS DOUBLE
1NT PASS 3NT DOUBLE
2NT PASS PASS DOUBLE
A double used in this situation shows a long, strong
suit, usually with the ace. Partner will attempt
to lead your suit.
A lead directing double of an uncertain suit is
made in fourth position when it appears the
opponents are going to take the bid in notrump and
partner will lead off.
[242
1NT pass 2C Double?
The double of the artificial 2C bid shows a long,
strong club suit. Partner is expected to lead
clubs. This is a lead directing double.
[243
A Michael's cue bid by the person in fourth
position has much the same meaning as a Michael's
cue bid by the first defensive player.
If the opener bid a minor suit it shows at least
5-4 in the two major suits. After a major suit, it
promises 5 cards in the unbid major and 5 cards in
one of the minor suits.
It guarantees a RPC 9+.
[244
The unusual NT when bid by the player in fourth
position has the same meaning as if the first
defensive player made the bid.
The unusual 2NT promises a two suit hand with
some high cards in each suit. It should have at
least 1 1/2 QT, and HCPC 8+.
If opener bid a major, the 2NT promises 5 cards
in each minor suit.
If the opener bid a minor suit, it promises
5 hearts and 5 of the unbid minor.
[245 Standard responses
1H PASS PASS ?
A bid in this situation is known as balancing. You
are in part bidding your partner's hand too.
With 2 cards or less in opponent's suit:
2S: good 6+ spades, HCPC 10+, 1 1/2 QT (jump bid)
1S: 6+ spades, HCPC 4+.
1S: Good 4 card or fair 5+ spades, 1 1/2 QT, HCPC 8+
2D(2C): fair 6+ diamonds, HCPC 9+, 1 1/2 QT.
Double: HCPC 11+, 4 spades, 3+ clubs, 3+ diamonds.
1NT: Balanced hand, HCPC 9+, 2 QT, and stopper in
opponent's suit, but less than 4 cards in this suit.
[246
Anytime the partnership is investigating slam in a
MINOR suit, a 4NT bid is asking for partner's number
of aces. This bid is not often used for minor suits.
0 or 4 5c
1 5d
2 5h
3 5s
This is true for all bidding systems.
Reminder: When asking for aces by bidding 4NT
you need a minimum of 31 points (33 with 4/4 fit)
when bidding a weak 1NT system and 33 points when
bidding a strong 1NT system.
[247 TERRY'S WEAK 1NT SYSTEM
When the partnership is investigating slam in a
MAJOR suit and the trump suit is agreed upon at the
four level, a 4NT bid is asking for partner's
number of aces. Possible responses are:
0 or 4 5c
1 5d
2 5h
3 5s
When bidding a weak NT system, the partnership
should have a minimum of 31 points (OPC+RPC) to ask
for aces by bidding 4NT(33 points with a 4/4 fit).
NOTE: If the last trump suit bid was at the four
level and there was no attempt to determine
side suit controls, then the 4NT bid is asking for
the number of aces even though the trump suit was
confirmed before the four level.
[248 TERRY'S WEAK 1NT SYSTEM
In this situation*, the bid of 4NT affirms there are
sufficient points for slam (OPC + RPC is 29 or greater
or 31 with a 4/4 fit). It tells partner there are
sufficient controls in the three side suits to make
at least a small slam.
It asks partner to bid the number of top three cards
in trumps.
0 5c
1 5d
2 5h
3 5s
*The partnership is investigating slam in a
MAJOR suit and the trump suit was decided at the
level of three or less (including artificial bids
of 2S,3NT,3C,3D,3H); and either the last bid was
less than four of the trump suit or there was at
least one intervening bid showing a first round
control in a side suit.
[249
When playing notrump (except immediately
following a 1NT or 2NT), the 4NT bid is asking for the
number of aces.
4 5NT;
3 5S;
2 5H;
1 5D;
0 5C;
[250 1S 2C Double*
?
Partner's double shows little support for spades and
defensive values in all the other suits including
clubs (HCPC 9+).
3C This cue bid shows no clubs and a strong
interest in game.
PASS: Only a 5 card suit in spades, and strength
in other suits, makes partner's double for
penalties.
4S Strong 6 card suit, OPC 16+
3S Good 6 card suit, OPC 14+
2S 6 card suit, little defensive values.
Reminder only:
*Double following minor suit opening shows length
and strength in unbid major suits.
[251 cue bid
1C* 1D 2D
?
The 2D cue bid shows 5+ clubs, HCPC 17+.
Any suit bid other than clubs, shows first round control
in that suit and interest in slam (OPC 12+). Otherwise
use these approximate values to arrive at club bid.
7C OPC 20+
6C OPC 15+
5C opening hand.
*Applies to any suit bid by opener, although in the case
of a major suit, partner only needs 3+ card support to
make the cue bid.
[252
1S OPPONENT BIDS 3NT*
?
Any side suit bid in this situation is showing sufficient
points to attempt slam (OPC+RPC 29 or greater) and first
round control in the suit bid.
*Artificial bid showing at least 3 spades and RPC of
12+. Only used if the opponent bids.
Same following 1H opening bid.
[253
1C (1H) PASS PASS
Double?
This bid is not for penalties. It is referred to as
a takeout double, and in this case it is used as a
means of reentering the auction. The double promises
support in all the unbid suits.
Analogous situations exist for other opening 1 bids
where the opener is attempting to reenter the auction.
[254
1C 1H
3C?
3C OPC 18+, long strong club suit.
Reminder:
4H RPC 20+, 4 hearts.
3H RPC 18+, 4 hearts.
2H RPC 14+, 4 hearts.
1S OPC 15+, 4 spades.
2C OPC 13-14, 5 card suit, unbalanced hand.
1NT HCPC 15-17, balanced hand.
2NT HCPC 18+, approprite stoppers.
2D Forcing for one round. HCPC 15-22.
Inability to bid something more discriptive.
[255
1D 1H
3D?
3D OPC 18, and independent diamond suit.
Reminder:
4H RPC 20+, 4 hearts.
3H RPC 18-19, 4 hearts.
2H RPC 15-17, 4 hearts.
1S OPC 15+, 4 spades. May also have
a good 6 card diamond suit to rebid.
2D OPC 13-14, 5 card suit, unbalanced hand.
2C Two suit hand.
1NT HCPC 15-17, balanced hand.
2NT HCPC 18+, stoppers in unbid suits.
[256
1H PASS 3C(3D)
3H?
3H Sufficient points to attempt slam, but no
first round controls in the three side suits.
Other possible bids:
4H Insufficient points to attempt slam
3D,3S,4C First round control in the suit bid and
sufficient points to attempt slam.
4NT First round control in all three side suits
and sufficient points to attempt slam.
Asking partner for holding in trumps.
[257
1S PASS 3D(3H)
3S?
3S Sufficient points to attempt slam, but no
first round controls in the three side suits.
Other possible bids:
4S Insufficient points to attempt slam
3H,4C,4D First round control in the suit bid and
sufficient points to attempt slam.
4NT First round control in all three side suits
and sufficient points to attempt slam.
Asking partner for holding in trumps.
[258 TERRY'S WEAK 1NT SYSTEM
When the partnership is INVESTIGATING SLAM in a
MINOR suit, the bid of 4S shows that the partners
have sufficient points (OPC + RPC is 29 or greater)
and sufficient controls in the three side suits
to make at least a small slam. The bid is
asking for the number of top three cards in
trumps.* Responses expected are:
0 4NT
1 5C
2 5D
3 5H
* For this reason, 4S is never used as a cue bid
showing first round control when bidding in a
minor suit.
[259
When using 4NT to ask for the number of top 3 cards in
a major suit or 4S to ask for the number of top 3 cards
in a minor suit, the bid of 5NT means that the
partnership has
1. first round control in all three side suits.
2. the top three cards in trumps.
3. sufficient values to bid at least a small slam.
The 5NT bid asks partner to bid a grand slam if
1. the combined point count is 35 or higher (OPC + RPC).
2. partner has an excellent second suit (usually 5 or
more with the top three cards in the suit).
3. some other sound reason.
If a grand slam bid is not possible, then
partner bids a small slam to end the bidding.
[260
When 5NT is used following a 4NT ASKING FOR ACES, it
promises the ace and king of trumps and first round
control in all suits.
It asks partner to either bid a small slam or grand
slam depending on his/her hand.
[261
1H PASS 3C (heart support, RPC 12-13)
?
The bid of a side suit guarantees an OPC 17+
(OPC + RPC combinded 29+) and first round
control in the suit bid.
3D: First round control in diamonds.
3S: First round control in spades and
none in diamonds.
4C: First round control in clubs,
none diamonds and spades.
4NT: First round control in all three side suits,
and 17+ points.
Other bids.
3H: Sufficient points to make slam, no first
round controls in side suits.
4H: Insufficient points to make slam.
[262
1H PASS 3D (heart support, RPC 14-15)
?
The bid of a side suit guarantees an OPC of 15 or
more (OPC + RPC of 29+) and first round
control in the suit bid.
3S First round control in spades.
4C First round control in clubs, none in spades
4D First round control in diamonds,
none in spades and clubs.
4NT First round control in all three side suits,
sufficient points to attempt slam. Partner bids
the number of top three cards in trumps.
Other bids.
3H Sufficient points for slam, no first
round controls
4H Insufficient points to bid slam.
[263
1H PASS 2S*
?
2NT OPC 12-13
3C OPC 14-15
3D OPC 16-17
3H OPC 18+.
*Responder wants to know opener's point count.
[264
1S PASS 3C Asking partner for point count
?
3D OPC 12-13
3H OPC 14-15
3S OPC 16-17
3NT OPC 18+.
[265
1S 3D (support with 12-13 pts)
?
The bid of a side suit guarantees OPC 17+
(OPC + RPC combined 29+) and first round
control in the suit bid.
3H First round control in hearts.
4C First round control in clubs and
none in hearts
4D First round control in diamonds and
none in hearts,clubs.
Other bids.
3S Sufficient points to attempt slam, no first
round controls in side suits.
4S Insufficient points to bid slam.
[266
1S PASS 3H (spade support, RPC 14-15)
?
The following bids show an interest in slam
(OPC + RPC combined 29+).
4C First round control clubs
4D First round control diamonds, none in clubs
4H First round control hearts, none C & D.
4NT First round control in three side suits.
Asking for number of top three cards in
spades.
Other bids.
3S Sufficient points to attempt slam,
no first round controls in side suits
4S Insufficient points to initiate slam.
[267
1C(1D) PASS 2S (asking bid)*
?
3C OPC 13-14, 5 clubs
3D OPC 15-17, 5 clubs
3H OPC 18+, 5 clubs
2NT HCPC 15-17 and 3 or 4 clubs
3NT HCPC 18+ and 3 or 4 clubs
*Responder wants to know opener's point count
and distribution.
[268
1NT 3H(3S)
?
When the bid is in a suit other than responder's
suit, it shows three card support for responder's
major suit and first round control in the suit bid.
This sequence is used just in case the responder
is interested in investigating slam.
[269
1NT 3H*
?
4H 3+ hearts and no side suit with a first
round control.
3S,4C,4D: Any of these bids show 3+ hearts and
an ace in the suit bid.
3NT 2 card heart support.
*Same situation for 1NT 3S
[270
1NT PASS 2C
?
Only possible bids
2S: 4 card suit
2H: 4 card suit (with both bid hearts first)
2D: If can not bid major suit.
[271
(1D) 1H*
?
Shows 4 card support (sometimes 3)
2H* RPC 15-17**
3H* RPC 18-19
4H* RPC 20+
*Or in spades
**Some hands may have slightly less but
partner is expecting 15.
[272
1C(1D) 1H
1S?
The 1S bid promises 4 spades. Since the minor suit
was not rebid, it suggest a HCPC of 15+; however, the
player may have a 2-suiter with fewer high card points.
It denies support for hearts.
[273
1C(1D) 1H,1S
1NT?
The 1NT bid promises a balanced distribution and
a HCPC of 15-17. It denies 4 card support for
responder's major suit, and if responder bid 1H, it
denies 4 spades.
[274
1C(1D) 1BID PASS PASS
1NT?
The 1NT bid shows a balanced distribution, HCPC 18+,
and the opponent's suit securely stopped. It denies
a 5 card or better suit.
[275
1C* 1H
?
4H RPC 20+, 4 card heart suit.
3H RPC 18-19, 4 card heart suit.
2H RPC 15-17, 4 card heart suit.
1NT HCPC 15-17, balanced hand.
2NT HCPC 18-20, balanced hand with stoppers.
3C OPC 18+, good 6 card club suit.
2C OPC 13+, unbalanced hand, 5+ clubs.
2D HCPC 18+, stoppers all suits except spades or
a strong club suit, 15-17 points.
*Same analogy following 1D opening bids and for 1S
responses.
[276
1D 2C
?
4C OPC 18, 5 clubs
3NT HCPC 18 and stoppers in unbid suits
2NT HCPC 15 and stoppers in unbid suits
2H HCPC 15 and stoppers in hearts.
2S HCPC 15 and stoppers in spades.
4D HCPC 19-22, strong 7 card suit.
3D OPC 16-18, good 6 card suit.
3C OPC 15, four card suit (non forcing).
2D OPC 13+, 5+ diamonds.
[277
1C 1H(1S)
2D?
The 2D reverse bid forces the responder to bid
again. Opener has one of the following:
(1) HCPC 17+, stoppers in clubs and diamonds,
none in the unbid suit, and an interest in game in notrump.
(2) A good six card club suit, with HCPC 15-17, stoppers
in clubs and diamonds interested in game in notrump or
in clubs.
(3) A four card diamond suit, HCPC 16+.
Note: The player cannot support responder's major suit
and cannot bid 2NT either because of insufficient values
or because the hand lacks a stopper in the unbid suit.
[278
1D 1H(1S)
2C?
The 2C bid describes a two suit hand with at
least 4 cards in each of the two minor suits.
It denies help for partner's major suit and the hand
is likely to be unbalanced otherwise opener would have
bid notrump
[279
1D 1S
2H?
Responder should bid again. Opener with HCPC 15+
is probably trying to find game in hearts with a
4/4 fit, or in notrump.
[280
1C Pass 2D
?
Responder is promising a strong independent diamond
suit with an OPC 17+. Slam is likely. Any suit bid
other than diamonds is showing first round control
in that suit.
An anologous situation exists after 1C and responer's
2D,2H, or 3S response or after 1D and responder's bid
of 3C,2H, or 3S. The response of 2S is reserved as
an asking bid which is explained elsewhere.
[281 WEAK 1NT SYSTEM
1C(1D) Partner's bid: 1D,1H,1S
3NT?
3NT: HCPC 17+, appropriate stoppers*, and a
strong 6 card minor suit. It shows lack of
support for partner's major suit bid.
Reminder:
Opening bids:
1NT HCPC 12-14. No stoppers guaranteed, bal. hand.
2NT HCPC 21-22. No stoppers guaranteed, bal. hand.
2C HCPC 23+. No stoppers guaranteed.
Opener bids again
3NT As above.
2NT HCPC 19+, appropriate stoppers*, or 18
points with a strong hand.
1NT HCPC 15-17, no stoppers guaranteed, balanced hand.
*All suits except partner's.
[282 WEAK 1NT SYSTEM
1C(1D) 1D,1H,1S
2NT?
HCPC 19+ and stoppers (except partner's suit).
HCPC 18 with a strong hand; e.g., a king or better in
every suit, or 4QT, or a strong 5 card minor suit.
Reminder: NT hands are bid as follows:
Opening bids:
1NT HCPC 12-14. Balanced, does not guarantee stoppers.
2NT HCPC 21-22. Balanced, does not guarantee stoppers.
2C HCPC 23+. It does not guarantee stoppers.
Second bids:
3NT HCPC 17+, stoppers in all suits except
partner's, and a strong 6 card minor suit. This
hand is not balanced.
2NT as above.
1NT HCPC 15-17(18), balanced hand.
[283
1C DBLE PASS 1D(1H,1S)
2C?
At least 5 clubs and OPC 15+.
Partner may not have been able to raise opener's
club bid because of a lack of club support (opener
only guarantees 3 clubs). However, the bidding
suggests that partner likely has 3 clubs, and the
1Bid by the defensive responder shows relatively
poor high card value.
[284
1H 1NT (artificial,forcing opener to bid)
?
3NT HCPC 18, long strong hearts, stoppers
2NT HCPC 18-20, balanced,stoppers (game try)
3H OPC 18, good 6 hearts (game try)
3C,3D Strong 2 suit hand (HCPC 18).
2S OPC 15+, good 4 card spade suit.
2H Fair 6 card heart suit (final bid).
2C At least 3 card suit*
2D At least 3 card suit*
*Bid lowest ranking 4(3) card suit first.
Reminder: Following 1NT, a 2H bid shows a 6
card heart suit. However, opener's 2H bid following
responder's 1S,2C or 2D bid, only promises 5 hearts.
[285
1S 1NT (artificial,forcing opener to bid)
?
3NT HCPC 18, long strong spades, stoppers
2NT HCPC 18-20, balanced, stoppers
3S OPC 18, good 6 card suit
3C(3D) Strong 2 suit hand or HCPC 18
2S Good 6 card suit, a final bid
2H 5 card or good 4 card suit*
2C 3 cards or better*
2D 3 cards or better*
* Bid the lowest ranking 4 card suit, and with no
4 card suit, bid lowest ranking 3 card suit;
except with a good four card major, bid it first.
Reminder: 2S following 1NT requires a 6 card suit.
2S following 2C or 2D only promises 5 spades.
[286
1H 2C
?
4H: Strong 7 card suit, OPC 16+
3H: Fair 6 card suit, OPC 14+
3NT: HCPC 16, appropriate stoppers
2NT: HCPC 13-15, appropriate stoppers
2H: Minimum hand, 5 card suit.
2D: Two good 5 card suits, or HCPC 15+ with a
stopper in diamonds.
2S: 4 card suit, HCPC 13+.
6C: Good 5 card suit, OPC 21+.
5C(4C): Good 5 card suit, OPC 17+.
3C: 4 card suit, RPC 14+ in clubs.
[287
1S 2C
?
4S: Strong 7 card suit, OPC 16+.
3S: Good 6 card suit, OPC 14+.
3NT: HCPC 16+, appropriate stoppers
2NT: HCPC 13-15, appropriate stoppers
2S: Minimum hand, 5 card suit
2H: Minimum hand, good 4 card suit.
2D: Two good 5 card suits, or HCPC 15+,
stopper in diamonds.
6C Good 5 card suit, OPC 21+.
5C(4C): Good 5 card suit, OPC 17+.
3C: 4 card suit, OPC 14+.
[288
1H 2D
?
4H Strong 6 card suit, OPC 16+.
3H Good 6 card suit, OPC 14+*
3NT HCPC 16+, appropriate stoppers
2NT HCPC 13-15, appropriate stoppers
2H Minimum hand, 5 card suit
2S Good 4 card suit, HCPC 13+
6D Good 5 card suit, OPC 21+
5D(4D) Good 5 card suit, OPC 17+
3D 4 card suit, OPC 14+
3C 2 suit hand or HCPC 14+ with stopper
*Requires good 6 card suit and OPC 12+ if
made as a competitive bid.
[289
1S 2D
?
4S Strong 6 card suit, OPC 16+
3S Good 6 card suit, OPC 14-17
3NT HCPC 16+, appropriate stoppers
2NT HCPC 13-15, appropriate stoppers
2S Minimum hand, 5 card suit
2H Minimum hand, good 4 card suit.
6D Good 5 card suit, OPC 21+
5D(4D) Good 5 card suit, OPC 17+
3D 4 card suit, OPC 14+
3C 2 suit hand or HCPC 14 with stopper
[290
1S 2H
?
4S OPC 18+, strong 6 card spade suit.
3S OPC 15+, strong 6 card spade suit
2S OPC 12-14, no support for hearts
4H RPC 15+, 3 card heart support
3H RPC 12-14, 3 card heart support
3NT HCPC 16+, stoppers in all suits hearts.
2NT HCPC 14-15, stoppers as in 3NT
3C Stopper in clubs, HCPC 15+
3D Stopper in diamonds, HCPC 15+
PASS Terrible 5 card spades, minimum hand
and at least 1 heart
[291
1S* 2S
3C,3D,3H?
A try for game with a short suit.
The artificial bid promises a singleton or void
in the suit bid. If the suit is a singleton it
promises HCPC (14)15 in the other three suits. If a
void it promises HCPC 13.
With HCPC 7 or greater in the unbid suits, partner
will bid game(only the ace of the short suit can
be counted, and it is not given a full 4 point value).
*Analogous for 1H opening bid.
[292
1H(1S) 2H(2S)
2NT?
Try for game on power. Opener is showing a hand
with OPC 17+. It need not be a balanced
hand.
[293
Support for hearts
Point Count
1H 3H(10-11),3C(12-13),3D(14-15)
4H?
It promises sufficient points to make game but
not enough points to make slam
(combined OPC + RPC less than 29).
Note: The responder must pass the 4H bid.
Reminder: 1H (opponent passes) 2S? Responder's
2S bid shows 16+ points and is asking for opener's
point count.
[294
Support for spades
Point Count
1S 3S(10-11),3D(12-13),3H(14-15)
4S?
The 4S bid promises sufficient points to make
game but not enough points to make slam
(combined OPC + RPC less than 29).
Note: The responder must pass the 4S bid.
Reminder: 1S (opponent passes) 3C? The 3C bid
shows 16+ points and is asking for opener's
point count.
[295
1S* 3S
?
Any suit bid other than spades is showing first
round control in that suit, an OPC 20+,
and an interest in slam. If a lower ranking suit
was skipped it denies first round control in that
suit.
If opener bids 4NT, it shows first round control
in all side suits, OPC 20+, and is asking
for the number of top three cards in trumps.
*Same for hearts.
[296
1H 1S
?
MINIMAL HANDS, 14 POINTS OR LESS
2S 4(3 with an honor) or more spades
1NT Balanced hand (2 spades, 5 hearts).
2H 5+ hearts.*
RELATIVELY STRONG HANDS
4S RPC 20+, 4 spades
3S RPC 17-19, 4(3) card spade support
3H OPC 18+, 6+ hearts
2NT HCPC 18+, balanced distribution
3C OPC 18+, 5+ clubs.
3D OPC 18+, 5+ diamonds.
2C OPC 15+ or 2-suiter.
2D OPC 15+ or 2-suiter.
*Reminder: 6+ hearts required after hearing 1NT.
[297
2C 2D
?
4H(4S) Strong 6+ card suit
3H(3S) Strong 6+ card suit, less than game
in hand.
3NT Stoppers all suits , QT 4 1/2 or more,
and HCPC 25+.
3C(3D) Strong 6+ card suit
2NT Stoppers all suits, HCPC 23-24
2H(2S) Good 5+ card suit.
[298
2C 2H
?
3H 3+ hearts, interested in slam or game in hearts
3S Strong 6+ spades, interested in game or
slam in spades
3NT HCPC 25+, stoppers
4H 2 or 3 card support in hearts
2S Good spade suit, interested in game
or slam in spades
3C Good club suit, interested in game or slam
in clubs
3D Good diamond suit, interest in game or slam
in diamonds.
2NT Balanced distribution, HCPC 23-24.
[299
2C 2S
?
3S 3 card support interest in slam in spades
3H Strong 6 card suit, interested in game or
slam in hearts
3NT HCPC 25+, stoppers all suits except spades
4S 2 or 3 card support in spades
3C Good club suit, interested in game or slam
in clubs
3D Good diamond suit, interest in game or slam
in diamonds.
2NT Balanced distribution, HCPC 23-24.
[300
2C 2NT
?
7NT HCPC 30
6NT HCPC 26-29
3NT HCPC 23-25, balanced distribution
3Bid in suit Strong suit, interest in game in suit
or slam.
[301
2C 3C*
?
7C 3 clubs and RPC 28+, points in clubs
6C 2 clubs and RPC 24+, points in clubs
3D,4D Strong 6 card diamond suit
3S Strong 6 card spade suit
3H Strong 6 card heart suit
5C 2 or more clubs (must have high cards in clubs)
3NT HCPC 23+, stoppers
*Similar for 3D bid showing weak to fair 6 card suit
and OPC of eight or more.
[302
2C 3S* Strong 6 card suit, OPC 8+
? This bid is not used by LPB program
[303
1C(1D) PASS 2S When first defensive player passes
? An asking bid.
Expected Responses
2NT: 3 or 4 cards in minor and HCPC 15-17
3C: 5 cards in minor suit and OPC 13-14
3D: 5 cards in minor suit and OPC 15-16
3H: 5 cards in minor suit and OPC 17+
3NT: 3 or 4 cards in minor and HCPC 18+
[304
1C* 1H
?
3H: 4 card support for partner's major, RPC 18
2H: 4 card support for partner's major, RPC 15-17.
4C: 19+ points, long strong independent suit.
3C: 15-18 points, long strong suit.
2C: 13-14 points, minimal hand with 5 clubs.
1NT: Balanced hand, HCPC 15-17.
2NT: Balanced hand, HCPC 18+, stoppers.
1S over 1H: 4 spades and 15 HCPC
*Analogous situation with opening bid of 1D
or with response of 1S.
[305
1C* PASS 2C
?
4C OPC 18+.
3NT HCPC 17+ and stoppers
in all suits.
2NT HCPC 15-16 and stoppers in
all suits.
2D Stopper in diamonds.
2H Stopper in hearts.
2S Stopper in spades.
*Similar responses for 1D 2D
[306
1H PASS 2S When the first defensive player passes.
?
Responder is asking for opener's point count.
2NT: OPC 12-13
3C: OPC 14-15
3D: OPC 16-17
3H: OPC 18+
[307
1H PASS 3C(3D) When the first defensive player passes
?
Following a 3C bid(shows 12-13 points).
OPC 17, bid lowest ranking suit other than trumps with
first round control (void or ace). Slam try.
OPC 12-16: Bid 4H.
Following a 3D bid(shows 14-15 points).
OPC 15, bid lowest ranking suit other than trumps with
first round control(void or ace). Slam try.
OPC 12-14: Bid 4H
[308
1S PASS 3C* When the first defensive player passes
Responder is asking for opener's point count.
3D: OPC 12-13
3H: OPC 14-15
3NT: OPC 16+
*If the first defensive player had not passed this
jump bid would show a 7 card suit with few values
outside clubs(preemptive).
[309
1S PASS 3D(3H) When the first defensive player passes.
?
Following a 3D bid(shows 12-13 points).
OPC 17, bid lowest ranking suit other than trumps with
first round control (void or ace). Slam try.
OPC 12-16: Bid 4S.
Following a 3H bid(shows 14-15 points).
OPC 15, bid lowest ranking suit other than trumps with
first round control(void or ace). Slam try.
OPC 12-14: Bid 4S.
[310
1S 3S or 1H 3H
? ?
OPC 20+: Bid the lowest ranking non-trump suit
with a first round control (ace or void).
OPC 16-19: 4Bid in trump suit.
[311
1H 2H or 1S 2S
? ?
Bid 4H(4S) with 20+ points
With a void and HCPC 13 or singleton and HCPC 15
make 3-bid in the short suit. When responder has a
HCPC 7+ (not counting the short suit
except for the ace), he/she bids game.
[312
1S(1H) OPPONENT BIDS 3NT
?
Partner's artificial 3NT bid shows a supporting hand
with a responder's point count of 12+.
OPC 17+,bid a first round control in the lowest
ranking suit other than trumps.
OPC 12-16: Bid game.
[313
1S(1H) 2C(2D)
?
Responder will bid again over all these bids.
2Bid in original suit: Shows minimum opening hand with
with less than OPC 14.
2NT: HCPC 15, stoppers in all non-bid suits.
Forcing to game.
3Bid in responders minor suit: RPC 15, 3 card support
2Bid in second suit: Shows 3QT, OPC of 14+, or
a fairly strong two suited hand. Must have
at least one stopper in suit bid.
EXCEPTION: 1S 2C(2D)
2H
The 2H bid shows good 4 or 5 card heart suit
but the hand may have no extra values.
[314
1H(1S)* 1NT
?
3NT: HCPC 18, long strong major, stoppers in
all suits
2NT: HCPC 18, balanced distribution, stoppers in
all suits
3Bid original suit: 6 card suit, OPC 18+
3Bid minor suit: HCPC 18+. May have
strong 6 card major suit.
2Bid original suit: 6 card suit
2Bid second suit: Longest lower ranking suit with,
a stopper, searching for fit. May be 3 card suit.
*If the original bid was 1S a rebid of 2H, should
only be made with 4 or 5 cards in the suit.
[315
1-bid pass 2-bid opener's suit pass
pass ?
2-bid in suit: RPC* 9+, fair 5+ suit, and
shortness in the enemy's suit.
For example, after hearing 1H raised to 2H by the
offense, bid 2S with:
example hand: Kjxxx x Qxxx xxx
When the opposition finds a fit and stops at a low
level, it is likely the defense also has a fit and
sufficient high strength to make a bid. In bridge
language this is known as balancing. You have the suit
and by inference your partner has the high card strength.
*To the HCPC, add 5 points for a void in the enemy's
suit, 3 for a singleton, 1 for a doubleton.
[316
1C(1D,1H,1S) PASS 1NT PASS
PASS DOUBLE
The double in this situation is for penalties.
It is made when the player has length(at least 5) and
strength in the opponent's suit. You are betting that
your partner has the additional strength to defeat the
contract.
[317
1NT 2C offense 2NT (etc)
pass ?
The player's response of 2NT is asking for partner
to bid 3 clubs with 5 clubs, else bid the next lowest
ranking 4 card suit.
The defensive opener will usually pass* any bid less
than 2NT with 4 card support; otherwise, the player
will bid the next lowest ranking 4 card suit.
*Note: The defensive opener can try for game after
a response of 2H or 2S by raising the bid with a
HCPC 16+. Partner will continue to game with
HCPC 10+ (with 5+ card support, the player goes to
game with HCPC 8+).
[318
1C DBLE PASS 1S
2C(pass) 2S?
The 2S bid shows at least 5 spades and OPC 15.
The player hopes that partner did not bid higher
for lack of spades. With some luck the
partnership may make 4S.
[319
1C 1S
3C ?
TRY FOR SLAM WITH AT LEAST 2 CARD SUPPORT
3D RPC 14, first round control in diamonds.
3H RPC 14+, first round control in hearts.
3S RPC 14+, first round control in spades.
This is not a try for game in spades.
TRY FOR GAME
5C HCPC 12+ and 1 or more clubs.
4S HCPC 8, strong 6 card spade suit*.
3NT HCPC 8, stoppers in appropriate suits.
*ONLY EXCEPTION: The 4S bid here is after game and
not asking for number of top cards in clubs.
[320
1C 1H
3C ?
Slam try with 2 or more clubs.
3D RPC 14+, first round control diams.
3H RPC 14+, first round control in
hearts, none in diamonds. Note: This
is not a try for game in hearts.
3S RPC 14+, first round control in
spades, none in diamonds and hearts.
Try for game
5C RPCC 12+ and 2 or more clubs.
4H OPC 8+, good 7 card heart suit.
3NT HCPC 8+, stoppers in appropriate suits.
[321
1D 1S
3D ?
Try for slam with 2 or more diamonds
3H RPC 14+, first round control in hearts.
3S RPC 14+, first round control in spades.
4C RPC 14+, first round control in clubs.
Try for game
5D HCPC 12+ and 1 or more diamonds.
4S* HCPC 8+, good 7 card spade suit.
3NT HCPC 8+, stoppers in appropriate suits.
*In Terry's system, this is an exception to the rule
that a 4S bid is asking for number of top cards.
[322
1D 1H
3D ?
Try for slam with 2 or more diamonds
3H RPC 14+, first round control in hearts.
Is not showing a long strong heart suit.
3S RPC 14+, first round control in spades.
4C RPC 14+, first round control in clubs.
Try for game
5D HCPC 12+ and 2 or more diamonds.
4H HCPC 8+, good 6 card heart suit.
3NT HCPC 8+, stoppers in appropriate suits.
[323
1S pass 3D,3H
3H,3S,4C,4D ?
Opener's second bid initiated a slam sequence.
Responder's second bid has the following meaning.
4NT Shows first round control in all three side suits
Bid is asking for the number of top three cards
in spades.
3 or 4-bid in a side suit. Shows first round control
in the suit and lack of control in any lower
ranking suit skipped by bidder.
3S No first round controls in side suits.
4S No first round controls in side suits.
[324
1H pass 3C,3D
3D,3H,3S,4C ?
Opener's second bid initiated a slam sequence.
Responder's second bid has the following meaning.
4NT Shows first round control in all three side suits
Bid is asking for the number of top three cards
in spades.
3 or 4-bid in a side suit. Shows first round control
in the suit and lack of control in any lower
ranking suit skipped by bidder.
3H No first round controls in side suits.
4H No first round controls in side suits.
[325
1C PASS 2S (RPC 15)
3C (OPC 13-14) ?
The first 4 bids below show sufficient points to
bid at least a small slam (OPC + RPC 29 or greater).
3D 3 clubs, first round control diamonds
3H 3 clubs, first round control hearts,
none in diamonds
3S 3 clubs, first round control spades,
none in diamonds and hearts.
4C No first round controls but with support
and sufficient points for slam bidding.
Try for game
3NT Balanced hand, insufficient points for slam.
5C Unbalanced hand, insufficient points for slam.
[326
1C PASS 2S
3D (OPC 15-17) ?
The first 4 bids below show sufficient points to
bid at least a small slam (OPC + RPC 29 or greater).
3H 3 clubs, first round control hearts
3S 3 clubs, first round control spades
none in hearts.
4D 3 clubs, first round control diamonds
none in spades and hearts
4C No first round controls but with support
and sufficient points for slam bidding.
Try for game.
3NT HCPC 14-19, balanced distribution
6NT HCPC 19+.
[327
1C PASS 2S
3H(OPC 18, at least 5 clubs) ?
The first 4 bids below show sufficient points to
bid at least a small slam (OPC + RPC 29 or greater).
3S 3 clubs, first round control spades
4D 3 clubs, first round control diamonds
none in spades
4H 3 clubs, first round control hearts,
none spades, diamonds
4C No first round controls but with support
and sufficient points for slam bidding.
6NT HCPC 18-21, balanced distribution
7NT HCPC 22+, balanced distribution
[328
1C PASS 2S
3S ?
7NT HCPC 22
6NT HCPC 18-21
3NT HCPC less than 18
The following bids show an interest in slam
(OPC + RPC 29+) and a minimum
of 5 clubs.
4D First round control in diamonds.
4H First round control hearts, none diamonds
4S Appropriate controls in all three
side suits, asking for the number
of top 3 cards in clubs.
[329
1C PASS 2S
3NT ?
7NT HCPC 19
6NT HCPC 15-18
3NT HCPC less than 15
The following bids show an interest in slam
(OPC + RPC 29+) and a minimum
of 5 clubs.
4C No first round controls.
4D First round control diamonds.
4H First round control hearts, none in
diamonds.
4S Appropriate controls in all three side
suits, asking for the number of top
3 cards in clubs.
[330
1D PASS 2S
3C (OPC 13-14 and 5 dias) ?
(OPC + RPC 29+) and a minimum
of 3 diamonds.
3D No first round controls.
3H First round control hearts.
3S First round control spades, none in hearts.
4C First round control clubs, none in spades
and hearts
4S First round control 3 side suits
Asking for number top 3 cards in trumps
Other attempts at game or slam.
6NT HCPC 19+.
3NT HCPC 14-18 balanced distribution.
5D 3 diamonds, RPC less than 16.
[331
1D PASS 2S
3D OPC 15-17 and 5 dias. ?
(OPC + RPC 29+) and a minimum
of 3 diamonds.
3H First round control hearts.
3S First round control spades, none in hearts
4C First round control clubs, none in S & H
4D No first round controls but with support
and sufficient points for slam bidding.
4S First round control 3 side suits
Sufficient points for small slam
Asking for number top 3 cards in trumps
Other attempts at game and slam.
3NT HCPC 15-18, balanced distribution
6NT HCPC 18+.
[332
1D PASS 2S
3H (OPC 18 and 5 diamonds) ?
With RPC 11+ and 3 card diamond suit (try for slam)
3S First round control spades.
4C First round control clubs, none in spades
4H First round control hearts, none in C & S
4D No first round controls in side suits, but
with support and sufficient points for slam.
4S First round control 3 side suits
Sufficient points for small slam
Asking for number top 3 cards in trumps
Other attempts at slam ad game.
7NT HCPC 19+.
6NT HCPC 15-18.
3NT HCPC less than 15, balanced hand
[333
1S PASS 3C (RPC 16+)
3D (12-13) ?
3H* First round control in hearts
3S* No first round controls.
4C* First round control clubs, none in
hearts.
4D* First round control diamonds, none
in hearts and clubs.
4S Enough points for game only.
*These bids required responder to have at least
RPC 17, a sufficient number to attempt slam
(OPC + RPC 29+).
[334
1S PASS 3C (RPC 16+)
3H (OPC 14-15) ?
3S No first round controls.
4C First round control clubs.
4D First round control diamonds, none
in clubs.
4H First round control hearts, none
in clubs and none in diamonds.
4NT First round control in all three
side suits, asking for top
three cards in spades.
[335
1S PASS 3C (RPC 16+)
3S (OPC 16-17) ?
The partnership has more than sufficient points
to bid slam (OPC + RPC 29 or greater). Grand
slam is in view.
4C First round control in clubs
4D First round control diamonds, none
in clubs.
4H First round control hearts, none
in clubs and diamonds.
4S Sufficient points for slam but
no first round controls in side
suits.
[336
1S PASS 3C (RPC 16+)
3NT (OPC 18+) ?
The partnership has more than sufficient points
to bid slam (OPC + RPC 29 or greater). Grand
slam is in view.
4C First round control in clubs
4D First round control diamonds, none
in clubs.
4H First round control hearts, none
in clubs and diamonds.
4S Sufficient points for slam but
no first round controls in side
suits.
[337
1H PASS 2S (RPC 16+)
3C (OPC 12-13) ?
bid made meaning
3D* First round control in diamonds
3H* No first round controls
3S* First round control in spades, none
in diamonds
4C* First round control clubs, none
in spades and diamonds.
4H Enough points for game only.
* These bids require the responder to have at
least 17 points (sufficient points to attempt
slam, OPC + RPC 29 or greater).
[338
1H PASS 2S(RPC 16+)
3D (OPC 14-15) ?
Combined point is at least 30 (slam try)
3H No first round controls in side suits.*
3S First round control spades,
4C First round control clubs, none in spades
4D First round control diamonds, none in S & C
4NT* First round control in all three side suits
Asking for top three cards in trumps.
*Note: When investigating slam in a major suit,
controls in trumps are determined by bidding
4NT after the controls in the side suits are
are accounted for.
[339
1H PASS 2S(RPC 16+)
3H (OPC 16+) ?
There are more than sufficient points for
attempting slam.
3S First control in spades
4C First control in clubs, none in
spades
4D First control in diamonds, none in
spades and clubs
4H No first round controls but sufficient
points to make game.
4NT First round control in all three side
suits. Asking for the number of
top three cards in hearts.
[340 1C 1H
1S ?
4S: RPC 13+, 4 spades
4H: OPC 15+, strong 6 card heart suit
3NT HCPC 12+, stoppers in hearts and diamonds.
5C: OPC 15+, 5+ clubs
2NT: HCPC 9-11, stoppers in hearts and diamonds.
3S: RPC 11+ and 4 spades (3 with honors)
3H: OPC 11+ and good 6+ hearts (strong 5)
3C: OPC 11+ and 5+ clubs (4 with honors)
2D: HCPC 9+, stopper in diamonds
2H: HCPC 9+, fair 6+ hearts (good 5)
2S: RPC 8+, 4 spades (3 with honors)
2C: OPC 8+, 5+ clubs (4 with honors)
Pass: 4 spades, 5 points or less
2C: 5+ clubs (possibly slightly less than expected
by partner)
1NT: HCPC 5-8, escape bid showing poor values
[341
2C 2NT
3H(3S) ?
BID MADE MEANING
4H(4S) 3 card support and HCPC 7-10
3NT Balanced distribution, HCPC 7-10.
[342
2C 2D*
2S ?
3C,3D,3H All show 3 card support for spades,
RPC 8+, and first round control
in suit. This is a try for slam.
4S 3 card support, RPC 6+.
3S 3 card support, RPC 3-5 points
2NT less values than a 3S
Note: Player denies a worthy suit to bid.
[343
1C 1H Note: 1NT bid, guarantees HCPC 15-17
1NT ?
6NT: HCPC 18+
4NT: HCPC 17, try for small slam
3NT: HCPC 10-16, balanced hand or stoppers
2NT: HCPC 8-9, balanced hand or stoppers
4H: OPC 10+, fair 6 card heart suit
5C: OPC 13+, 5 clubs (partner has at least 3)
4C: OPC 11+, 5 clubs
3C: OPC 9+, 5 clubs, if not competitive bid
3C: OPC 6+, 5 clubs, competitive bid only
2C: 5 clubs or unbalanced hand and 4 clubs.
3H: OPC 9+, fair 5 card heart suit
2D: HCPC 11+, stoppers in diamonds and hearts.
3D: OPC 11+, good 6 card diamond suit.
5D: OPC 13+, good 6 card diamond suit.
6D: OPC 17+, strong 6 card diamond suit.
2S: HCPC 11+, good 4 card spade suit
2H: HCPC 5+, 6 card or fair 5 card heart suit
PASS: Balanced hand, 5-6 HCPC
[344
1C* 2C (HCPC 9+, 4 clubs)
2D(2H,2S)** ?
3NT: HCPC 10+, stoppers in both unbid suits
2NT: HCPC 9+, stoppers in both unbid suits
2H: HCPC 9+, stopper in hearts
2S: HCPC 9+, stopper in spades
*Analogous following a 1D opening bid.
**Opener's second bid shows HCPC 15, a stopper in
the suit bid and a desire to play game in notrump.
[345
1H 1NT
2BID 3H?
Promises 3 or more trumps and RPC exactly 9.
[346
1H* 2H
3C(3D,2S) ?
3H: Less than HCPC 7 in hearts and the other
two suits that have not been bid.
4H: HCPC 7+ in hearts and the other two
suits that have not been bid.
*Analogous if bid in spades.
[347 Responder passed previously
pass pass
1NT pass ?
All bids in this situation are natural.
Attempting game in major suit
3S,3H: 6+ major, OPC 11+, interested in game in major.
3D,3C: 6+ minor, HCPC 10+, interested in notrump game.
Attempting game with balanced hand
2NT: HCPC 11, any good 5 card suit, balanced hand.
2NT: HCPC 12+, balanced hand, inability to open bidding.
Partial game
2S,2H 0+ points, 5 card suit.
Pass 8+ points, no major suit, balanced hand.
2C,2D: Natural bids showing 5+ card suit.
[348
1H* 2H
3C**(3D,2S) ?
3H: Less than HCPC 7 in the non bid suits.
4H: HCPC 7+ in the non bid suits.
4C**: Cue bid in partner's short suit. Asking opener
to bid game in spades or hearts. Has 4 strong
spades, 3 hearts, balanced hand.
4D: Bid in a new suit shows a short suit (void or
singleton) and lots of hearts for cross ruffing.
*Analogous bids if bid in spades.
[349
1C 1H
3C ?
The first three bids invite a slam in clubs and show first
round control in the suit bid.
3D: 2 clubs, RPC 11+ (responder's point count clubs)
3H: 2 clubs, RPC 11+
3S: 2 clubs, RPC 11+
4S: 2 clubs, RPC 11+
First round control in diamonds, hearts, spades,
sufficient points to invite slam, asking for the
top three cards in clubs.
3NT: Stoppers in spades, diamonds, hearts, HCPC 7+.
4H: 6 hearts, HCPC 7+. Game in hearts
5C: Club support, RPC 9+. Game in clubs.
[350
1C 1S
3C ?
The following three bids invite a slam in clubs and show
first round control in the suit bid
3D: 2 clubs, RPC 11+
3H: 2 clubs, RPC 11+
3S: 2 clubs, RPC 11+
3NT: Stoppers in spades, diamonds, hearts, HCPC 7+.
4S: 6 spades, HCPC 7+. Game in spades
5C: 1 clubs, RPCC 9+ Game in clubs
[351
1D 1H
3D ?
The first three bids invite a slam in diamonds and show
first round control in the suit bid.
3H: 2 diamonds, RPC 11+
3S: 2 diamonds, RPC 11+
4C: 2 diamonds, RPC 11+
4S: 2 diamonds, RPC 11+
First round control in clubs, hearts, spades,
sufficient points to invite slam, asking for the
top three cards in clubs.
3NT: Stoppers in spades, clubs, hearts, HCPC 7+.
4H: 6 hearts, HCPC 7+. Game in hearts
5D: Diamond support, RPC diamonds 9+. Game in diamonds
[352
1D 1S
3D ?
The first three bids invite a slam in diamonds and show
first round control in the suit bid
3H: 2 diamonds, RPC 11+
3S: 2 diamonds, RPC 11+
4C: 2 diamonds, RPC 11+
3NT: Stoppers in spades, clubs, hearts, HCPC 7+.
4S:* 6 spades, HCPC 7+. Game in spades
5D: Diamond support, RPC 9+. Game in diamonds
*This 4S bid is an exception to the 4S cue normally
given following a minor suit bid. It is not showing
first round controls.
[353
1NT 3S
4C,4D,4H ?
Any suit bid other spades shows an interest in slam
and first round control in that suit.
[354
1NT 3H
3S,4C,4D ?
Any bid other than 4H shows a combined point count
29+ and an interest in slam.
1. A suit bid other than spades shows first round
control in the suit (either a void or ace).
2. A 4NT bid shows controls in all three side
suits and is asking for the number of opener's top
three cards in hearts.
[355
1C(1D) 1S
3S 4C,4D,4H?
Any of these bids show first round control in the
suit bid (either a void or an ace) and sufficient
points to investigate slam in spades (a combined
point count of 29 or greater).
[356
1C(1D) 1H
3H 3S,4C,4D?
Any of these bids show first round control in the
suit bid (either a void or an ace) and sufficient
points to investigate slam in hearts (a combined
point count of 29 or greater, 31 with 4/4 fit).
[357
1C 1S*
2D ?
4S OPC 10+, good 7+ spades or strong 6+ spades.
3S OPC 9+, good 6+ spades, or solid 5 spades.
3NT HCPC 9+, stoppers hearts and spades.
5C RPC 12+, 3+ clubs
4C RPC 9+, 3+ clubs
3D HCPC 9+, 4+ diamonds
2H 5+ hearts
2S 5+ spades
3C 3+ clubs
2NT HCPC 5-8
*Analogous following a 1H bid.
[358
1H (1S) (OPPONENT PASSES) 1NT
2C (2D) 2NT?
The 2NT bid requires HCPC 10 to 11, balanced
distribution, and no 4 card support for
partner's major suit. It may or may not have
3 card support for the suit. It requires
stoppers in the suits not bid by opener.
[359
When investigating slam in hearts, any side suit bid
shows first round control in the suit bid. It
denies first round control in any lower ranking side
suit it skipped. It denies the ability to bid 4NT
(a recognition of controls in all three side suits).
A bid of 4 hearts denies any additional first round
controls in the side suits.
[360
When investigating slam in spades, any side suit bid
shows first round control in the suit bid. It
denies first round control in any lower ranking side
suit it skipped. It denies the ability to bid 4NT
(a recognition of controls in all three side suits).
A bid of 4 spades denies any additional first round
controls in the side suits.
[361
When investigating slam in clubs, any side suit bid
below 4S shows first round control in the suit bid.
It denies first round control in any lower ranking
side suit it skipped. It denies the ability to bid
4S (a recognition of controls in all three side suits).
[362
When investigating slam in diamonds, any side suit bid
below 4S shows first round control in the suit bid.
It denies first round control in any lower ranking
side suit it skipped. It denies the ability to bid
4S (a recognition of controls in all three side suits).
[363
No information available.
[364
A small red dot will appear on the button clicked.
You can then click on the cards you would like in that
hand. Click on any card to change the selection. The
number of cards selected appears on the buttons.
When finished with your selections, click Finished.
1. The computer will finish all hands by selecting
at random from the available cards not chosen
by you.
2. The screen will be painted your favorite color.
3. Next deal the cards, then either you or the
computer can bid the game and play cards.
Note: To get out of manual selection mode, you must
go to Hands, menu item top of screen, and change your
selection. You can do this anytime.
[365
This version of Let's Play Bridge has three offensive
bidding systems and two variations for the defense. Even
greater choices are in the works. Please note: When
you buy Let's Play Bridge, your access number is good for
future upgrades. The access number is computer
specific.
When selecting slam hands, game or better hands, final
contract, and selected bids, you should consider having
both teams use the same bidding system.
[366
1H* 2D*
2H ?
4H RPC 15, 2 hearts with an honor
4H RPC 13, 2 hearts, good diamonds
4H RPC 13, 3 hearts
3NT HCPC 16, appropriate stoppers.
2NT HCPC 13, appropriate stoppers (not forcing).
3C HCPC 14, two suit hand or stopper in clubs
3H RPC 10, 2 hearts (competition only)
4D(5D) OPC 16, near solid 6 card diamond suit,
possible game in diamonds
3D Good 6 card diamond suit (no hearts)
Wants to play in diamonds
*Analogous for the other major and minor suits.
[367
1C* 2C
?
Partner's 2C response requires 4 clubs and HCPC 9
to 20+ points.
6C OPC 22+ 4 card club support (or jump in another
suit).
5C OPC 18+ 4 card club support
4C OPC 15+ 4 card club support
3C OPC 12+ 4 card club support, minimum hand.
3NT HCPC 17+ Appropriate stoppers
2NT HCPC 15+ Appropriate stoppers
2D,2H,2S HCPC 15+, stopper in suit bid
*Analogous for 1D opening
[368
1S* 2S
3S?
This try for game requires a 5 card suit
and OPC 18+.
*Analogous for 1H opening bids.
Reminder: Can also try for game with a void
and HCPC 13+ in the other suits or
with a singleton and HCPC 15 in the
other suits. Cue bid the short suit.
[369
1C* 1S**
2C ?
Opener's rebid of 2C indicates 5 clubs and a minimal
hand (13 points).
6C 3 clubs, RPC 18+
5C 3 clubs, RPC 14-17
3C 3 clubs, RPC 10-13
4S 7 good spades, OPC 14+.
3NT HCPC 16+, stoppers in appropriate suits
2NT HCPC 13+, stoppers in appropriate suits
2S Long suit, preference for spades.
2H 5 Hearts (two suit hand).
*Analogous for diamonds.
**Analogous for hearts
[370
1C 1D
?
5D RPC 20+, 4 diamonds, 5+ clubs.
3D RPC 18+, 4 diamonds, 5+ clubs.
2D RPC 15+, 4 diamonds, 5+ clubs.
3NT HCPC 19+, strong club suit, stoppers.
2NT HCPC 19(18)+, appropriate stoppers.
3C OPC 18+, good 7+ suit (strong 6).
2H(2S): HCPC 19+, good 4 card suit, 5+ clubs.
1H(1S): HCPC 15+, good 4 card suit, 5+ clubs.
1NT HCPC 15-17, balanced hand.
2C OPC 12-14, 5+ clubs.
[371
1S 2H
3H ?
3S: First round control in spades
4C: First round control in clubs none in spades
4D: First round control in diamonds and none
in spades and clubs.
4NT: First round control in all suits, asking
for the top three cards in trumps.
Any suit bid other than hearts tells partner
that you are interested in attempting slam, that
you have first round control in the suit bid,
and that the partnership has a combined point
count (OPC+RPC) 29+.
[372
1H 1S
3S ?
4C: First round control in clubs
4D: First round control in diamonds none in clubs
4H: First round control in hearts and none
in diamonds and clubs.
4NT: First round control in all side suits, asking
for the top three cards in trumps.
Any suit bid other than spades tells partner
that you are interested in attempting slam, that
you have first round control in the suit bid,
and that the partnership has a combined point
count (OPC+RPC) 29+.
[373
1S (suit bid)* Double?
When partner bids a major suit, the double by responder
is for penalties. It requires HCPC 9+, at
least 5 cards in the opponent's suit with honors, no
support for partner's spades, and with some strength in
all the other suits.
Opener will leave the double in for penalties unless
opener has a good 6+ major suit, with little strength
in the opponent's suit. With this type of hand, opener
will rebid spades at the appropriate level.
*Reminder: When opener bids a minor suit and partner
doubles, the double is for takeout. It shows strength
in the unbid major suits. A double after the opponent
makes a cue bid shows support for partner's major suit.
[374
You might want to print or read booklet.doc. This is
a 40 page copyrighted booklet which contains:
(1) Terry's complete weak 1NT bidding system.
(2) Terry's method of pinpointing combined point counts
and slam bidding.
(3) A users manual for Let's Play Bridge.
If you have "Microsoft Word" enter file manager and
double click on booklet.doc. If your word processor
can read this file you should consider printing it.
However, even if you don't, the numerous prompts built
into the program are more than ample to guide you
along the way.
[375
2C 3NT
?
The 3NT bid shows the lack of a suit to bid and HCPC of
10+. This bid occurs with a greater frequency
than you might imagine. It is an invitation to slam or
game in declarer's suit or in notrump.
Make 6 bid in a long strong suit with first round
controls in at least 3 suits. Your partner
may not have any first round controls.
Make game bid in a long strong suit if lacking
controls for slam bid. Partner will go to slam
with two first round controls.
7NT Combined count of 37+
6NT Combined count of 33-36.
[376
2C 2NT (HCPC 7-9)
3C,3D,3H,3S ?
Opener is showing a long strong suit with interest
in game in suit or slam.
Any suit bid other than opener's suit initiates
slam try. It shows
1. First round control in suit bid.
2. At least two card support for partner's suit.
3. RPC 9+.
3NT shows lack of support for partner's suit. Partner can pass
or bid game in his/her suit.
Game bid in partner's suit shows support for suit but either no
first round controls or insufficient points to initiate slam.
Opener can bid slam or pass.
[377 Response to a takeout double with competition
1D double 2D ?
4S(4H): 4+ major, 13+ RPC*
3S(3H): 4+ major, 8+ RPC.
2S(2H): 4+ major, 6+ RPC.
3NT: HCPC 14, double stopper in diamonds
2NT: HCPC 12, double stopper in diamonds
5C: 5(4)+ clubs, RPC 15+
4C: 5(4)+ clubs, RPC 12+
3C**: 4+ clubs, RPC 7+
*Discount points for distribution in opener's suit.
Use 5 points for void, 3 points for singleton, and
1 point for doubleton in any other suit.
NOTE: Choose major suits over minor suits, especially
when it appears you might have enough for game.
[378
1H double (responder) ?
xxx ?
Doubler uses the combined point count of the two hands
to determine the final bid. With 24+ points, bid game
in a major suit, and with 27+ points, bid game in a
a minor suit.
If doubler initially made the double to show a strong
hand and a long strong suit, then doubler shifts to the
new suit (a jump bid may be in order).
[379
2S* ?
Responder makes final bid (usually passes).
4S 2 spade support and either 4 taking tricks
or RPC 15+.
4S preemptive bid if player to right bids.
At least 4 spades and few points.
Taking tricks = QT + ruffing tricks.
Give yourself 2 ruffs with a void and 1 ruff with
a singleton. Should have at least three trumps to
count two ruffing tricks.
*Analogous for 2H opening bid
[380
With the exception of those hands entered manually, every
game has a game number. The previous and current game
numbers can be found under Game_i. Numbers can be
negative or positive.
You can choose whether to enter the game number yourself
or have the computer choose games at random (click on
Options at the top of the screen). Note, the access
number is needed to activate the game number option.
One advantage to using game numbers is that you can play
specific games not saved to disk. This is essential for
phone play.
Note: With preselected hands (such as slam) you must
choose this option and game number to get the same game.
[381
1H Double Opponent bids 2H
?
Partner's cue bid of the opening bid shows 4 spades
and an OPC 9+. This may be slightly less
with a good two card suit. It denies a five card
spade suit; otherwise, the player would have bid
spades directly.
4S 4 spades*, RPC 16+.
3S 4 spades*, RPC 12-15 (required for double).
2NT Double stopper in hearts, stopper in other suits,
HCPC 12+
2S 3 spades
*With higher values, the bidder might choose to respond
with 3S or 4S with only 3 card support.
Note: The cue bid following 1C or 1D promises 4 cards
in both spades and hearts.
[382
1S 2C(2D)
2H ?
Opener may have two five card suits, but 4 hearts is
more likely, and with a minimum hand.
Four hearts required to show support (in a pinch only 3
if responder can not bid notrump and can not support
spades).
With appropriate stoppers in the unbid suits, bid 2NT
with 11 or so points and 3NT with 13 points.
[383
1C 1D
1NT?
Opener's 1NT bid requires HCPC 15-17 and a balanced
hand.
[384
1D 1S*
2C ?
The 2C bid indicates a 2 suit hand, with at
least 4 cards in each suit.
4S OPC 14+, fair 6+ spades.
3S OPC 12+, fair 6+ spades.
3H OPC 12+ 5 hearts, two suit hand.
5C(5D) RPC 14+, 4+ suit.
4C(4D) RPC 12+, 4+ suit.
3C(3D) RPC 10+, 4+ suit.
3NT HCPC 14+ and stoppers in hearts and spades
2NT HCPC 11+ and stoppers in hearts and spades.
2D Preference for diamonds
2H HCPC 7+, 5 hearts, two suit hand.
2S HCPC 7+, 5 spades.
*Similar for 1H
[385 WEAK 1NT
This is a standard weak 1NT system used by many
players around the world. When using this system,
just click on the bid made to obtain the requirements
for this bid. Also see Bid_i at the top of the
screen.
[386 STRONG 1NT (15-17)
This is a standard bidding system that lowers the
requirement by one point for a 1NT opening bid.
Otherwise the bidding remains much the same as
the 16-18 range.
Requirements for individual bids can be obtain by
clicking on the bids once they appear on the
screen.
Go to Bid_i top of screen for more information.
[387 By checking this square, you choose the
artificial 2C bid. It is bid with any hand HCPC 23+
with a good six card major suit and OPC 21+, or
good six card minor suit and OPC 23+.
When 2C is chosen as an artificial bid, the 2D, 2H,
and 2S bids automatically become weak bids (6 card
suits with slightly less than standard opening bid
values).
If this square is left unchecked, all opening suit bids
are strong, natural bids showing 22+ points and
a good six card suit. Only available with the strong 1NT
system.
Reminder: The weak 1NT systems always use the artificial
2C.
[388 Standard, strong 1NT system
All opening 2 bids in suits are strong, natural
bids showing 22+ points and a good six
card suit. Only available with the strong 1NT
system.
Reminder for NT opening bids:
1NT HCPC 16-18, balanced hand.
2NT HCPC 21-23, balanced hand.
3NT HCPC 24+, balanced hand.
[389 No information.
[390 Standard, strong 1NT system
An opening bid of 1H or 1S requires a 5 card
suit and OPC 13+. With two 5 card suits, bid
spades first.
[391 No information.
[392 Standard, strong 1NT system
2NT opening bid shows HCPC 21-23, balanced hand.
3NT opening bid shows HCPC 24+, balanced hand.
[393 STRONG 1NT (16-18)
This is a standard bidding system that many American
players use. It should allow you to play with most
individuals as partners.
Requirements for individual bids can be obtain by
clicking on the bids once they appear on the screen.
Go to Bid_i top of screen for more information.
[394 Strong 1NT
An opening bid of 1NT requires HCPC 16-18
(one point lower if you select the 15-17 range),
and a balanced hand. In some cases a strong 1NT
is bid with semibalanced hands with strength in the
two short suits and no 5 card major.
[395 Strong 1NT system
An opening bid of 1C or 1D requires at least
three cards (usually 4+) in the suit bid and
OPC 13+. With two 5 card minor suits, or
two 4 card minor suits, diamonds is bid first.
Reminder for notrump hands:
Opening bid
1NT HCPC 16-18.
1C(1D) HCPC 13-15 is shown by rebidding 1NT.
1C(1D) HCPC 19-20 is shown by rebidding 2NT.
2NT HCPC 21-23.
3NT HCPC 24+.
[396 No information.
[397 TERRY'S PINPOINTING SUPPORT FOR SPADES
Pinpointing support in spades. Discussed in
detail in booklet.doc.
(when first defensive player passes)
2S RPC 5-8, 3 spades
1NT RPC 9 exactly, 3 spades
3S RPC 10-11, 3 spades
3C RPC 16+, 3 spades (asking bid)
3D RPC 12-13, 3 spades
3H RPC 14-15, 3 spades
Opener must have at least a 5 card spade suit
to open 1S. With only 3 spades and a balanced
distribution, the responder has the option of
bidding 2C(2D), then supporting spades. This
rarely works to his/her benefit.
[398 TERRY'S PINPOINTING SUPPORT FOR HEARTS
Consult booklet.doc for a detailed description.
(when first defensive player passes)
2H RPC 5-8, 3 hearts
1NT RPC 9 exactly, 3 hearts
3H RPC 10-11, 3 hearts
2S RPC 16+, 3 hearts (asking bid)*
3C RPC 12-13, 3 hearts
3D RPC 14-14, 3 hearts
Opener must not open a 4 card major.
*Asking bid is answered by bidding OPC beginning
with 2NT (12-13 points), 3C (14-15), 3D (16-17),
etc. Analogous situation for spades.
[399 TERRY'S 2S ASKING BID FOLLOWING 1C(1D)
When the right hand opponent PASSES and partner
opened with 1C or 1D, responder bids 2S with:
2S: Balanced distribution and HCPC 18+.
2S: 5 card or better support and OPC 18+.
2S: 3 card or better support, no 5 card major,
RPC 15+ (easily switch to notrump).
2S: 6 card or better suit, no 5 card major, OPC 14+
(hand probably best played in clubs).
Opener's responses for opening bid of 1C*
2NT HCPC 15-17, 3 or 4 clubs.
3C OPC 13-14, 5 clubs.
3D OPC 15-17, 5 clubs.
3H OPO 18+, 5 clubs.
3NT HCPC 18+, 3 or 4 clubs.
*Analogous for diamonds.
[400
Consult booklet.doc for a complete description of
slam bidding used in Terry's system.
[401
[402 TERRY'S WEAK 1NT
Terry's method of pinpointing bids in major suits, as
well as several other innovations, often allows the
players to know within one or two points the exact
combined point count of the two hands. The second
reason this system out performs the other two is a
comprehensive method of bidding slam.
This bidding system is presented in detail in
booklet.doc (see Help, booklet.doc for details). Even
without this booklet you can follow the bidding by
clicking on the bid once it is made on the screen. See
Bid_i top of screen for other details.
[412 Standard strong 1NT system
1D 2C (10 points, 4 clubs)
?
5C Points 19+, 5 clubs
4C Points 17+, 4 clubs
3C Points 13+, 4 clubs
2NT HCPC 14+, balanced hand, both
unbid suits stopped.
3NT HCPC 16+, balanced hand, both
unbid suits, stopped.
[413 Standard strong 1NT system
1NT ?
When you do not respond in notrump
2S,2H,2D HCPC 0-7, 5+ card suit.
3C HCPC 0-7, 6+ clubs.
Pass HCPC 0-7.
2C HCPC 8+, 4 hearts or 4 spades.
2C HCPC 0-7, 3 suit hand (D,H,S), no
5 card suit except diamonds (pass any bid by opener).
4H,4S 6 card suit, HCPC 10+ (possibly
8-9 points and good 6+ card suit).
3H,3S 5 card suit, HCPC 10+.
3D 6 card suit, HCPC 10+.
5D 6 card suit, OPC 13+.
5C 6 card suit, OPC 13+.
6 bid Strong 6 card suit, OPC 17+.
7 bid Strong 6 card suit, OPC 21+.
[414 Standard strong 1NT system
1NT ?
When you respond with a notrump bid
points are high card points
Pass: Balanced hand, HCPC 7 or less.
2NT HCPC 8-9, balanced hand or strong
5+ card minor suit.
3NT HCPC 10-14, balanced hand or strong
5+ card minor suit.
4NT HCPC 15-16.
6NT HCPC 17-18.
5NT HCPC 19-20.
7NT HCPC 21+.
[415 Standard, strong 1NT system.
1S ?
Pass Points 0-5
2S: Points 6-9, 3+ spades.
1NT: All other hands with HCPC 6-9.
4S: 5+ spades, less than 10 points. Preemptive
type bid.
3S: 4+ spades, points 13-16.
3NT: HCPC 16+, balanced hand, appropriate stoppers.
2NT: HCPC 13-15, balanced hand, appropriate stoppers.
2H: HCPC 10+, 5+ hearts.
2C,2D: HCPC 10+, 4+ minor suit or if necessary with
HCPC 10-12 and spade support.
3C,3D,3H(jump shift) OPC 17+, either 4+ spades
or long, strong suit in C,D,or H. (When
opponent intervenes, the bid is preemptive).
[416 Standard, strong 1NT system.
1H ?
Pass: Points 0-5.
2H: RPC 6-9, 3+ hearts.
1S: HCPC 6+, 4+ spades.
1NT: All other hands with HCPC 6-9.
4H: 5+ hearts, less than 10 points. Preemptive
type bid.
3H: 4+ hearts, points 13-16.
3NT: HCPC 16+, balanced hand, appropriate stoppers.
2NT: HCPC 13-14, balanced hand, appropriate stoppers.
2C,2D: HCPC 10+, 4+ cards, or if necessary with
with 3 cards and support in hearts.
3C,3D,2S(jump shift): OPC 17+, either 4+ hearts or
long, strong suit in C,D,or S.(When opponent
intervenes, the bid is preemptive).
[417 Standard, strong 1NT system.
1D ?
Pass: HCPC 0-5.
1S: HCPC 6+, 4+ spades.
1H: HCPC 6+, 4+ hearts.
2D: HCPC 6-9, 4+ diamonds.
1NT: All other hands with HCPC 6-9.
3NT: Stoppers in unbid suits and HCPC 16-17.
2NT: Stoppers in unbid suits and HCPC 13-15.
3D: 5+ diamonds, HCPC 13-16.
2C: HCPC 10+, 4+ clubs or if necessary with 3 clubs
and diamond support.
3C,2H,2S(jump shift): OPC 17+, either 5+ diamonds
or long, strong suit in C,H,or S.(When
opponent intervenes, the bid is preemptive).
[418 Standard, strong 1NT system.
1C ?
Pass: HCPC 0-5.
1S: HCPC 6+, 4+ spades.
1H: HCPC 6+, 4+ hearts.
1D: HCPC 6+, 4+ diamonds or if necessary with
10-12 points, 3 diamonds, and club support.
2C: HCPC 6-9, 4+ clubs.
1NT: All other hands with 6-9 points.
3NT: Stoppers in unbid suits and HCPC 15-17.
2NT: Stoppers in unbid suits and HCPC 13-14.
3C: HCPC 13-16, 5+ clubs.
2D,2H,2S(jump shift): OPC 17+, and 5+ clubs or a
long, strong suit in D,H,or S. (When opponent
intervenes, the bid is preemptive).
[419 No information.
[420 1S* (opponent's suit bid) ?
2S: Points 6-10, 3+ spades.
3S(jump): Points 13-16, 4(3) card spade support.
3S(competitive): Points 7-11, 4(3) card spade support.
4S(competitive): Points 12-16, 4(3) card spade support.
Cue bid: Points 17+, 3 card spade support.
2NT(nonjump): HCPC 10-12, stoppers.
2NT: HCPC 13-14, appropriate stoppers.
3NT: HCPC 15+, appropriate stoppers.
2C,2D,2H: HCPC 10, 5 card suit or possibly 3 spades.
3Bid(nonjump): HCPC 11+, usually forcing
to game either in suit bid or partner's suit.
3Bid(jump): preemptive bid with long suit, weak hand.
Double: For penalties. Four cards in opponent's
suit with honors, HCPC 12+, few spades.
*Analogous for 1H opening bids.
[421 Standard strong 1NT system
1S* (opponent 1NT) ?
2S: Points 6-10, 3+ spades.
3S: Points 11-12, 3+ spades.
4S: Points 13+, 3+ spades.
Double: HCPC 9+.
Any other suit bid shows a long suit with less
than 9 points, a nonforcing bid. *Similar for
1H opening bids.
[422 Standard, strong 1NT system.
1C opponent bids ?
1D,1S,1H: HCPC 7+, 4+ cards in suit.
2C: HCPC 7-9, 4+ clubs.
3C(nonjump): 4+ clubs, HCPC 7+.
3C(jump): 5+ clubs, HCPC 13-16 (or double).
Cue bid of opponent's suit: OPC 17, 5+ clubs.
2D,2H,2S(nonjump): HCPC 10, good 5 card suit.
Jump shift: Shows 7+ card suit, weak hand
Dble: HCPC 6+, 4 cards in any unbid major.
Dble: Also double with HCPC 13+ and 5+ cards in
your partner's minor suit (rebid this suit).
1NT: HCPC 8-9, opponent's suit stopped, bal. hand.
2NT: HCPC 12-14, appropriate stoppers.
3NT: HCPC 15+, appropriate stoppers.
[423 Standard, strong 1NT system.
1D opponent bids ?
1S(1H): HCPC 7+, 4+ cards in suit
2D: HCPC 7-9, 4+ diamonds.
3D(nonjump): 4+ diamonds, HCPC 10+
3D(jump): 5+ diamonds, HCPC 13-16.
Cue bid of opponent's suit: HCPC 17, 5+ diamonds.
2C,2H,2S(nonjump): HCPC 10+, 5+ card suit.
Jump shift: 7+ card suit, weak hand.
1NT: HCPC 8-9, opponent's suit stopped, bal. hand.
2NT: HCPC 13-14, stoppers, bal. hand.
3NT: HCPC 15+, appropriate stoppers, bal. hand.
Double: Two suit hand, at least 4 cards in any
unbid major suit, OPC 10+.
[424
In the strong 1NT system, opener shows support
for responder's major suit as follows:
1C(1D) 1H*
?
2H: Points 13-15 and 4 hearts.
3H: Points 16-18 and 4 hearts.
4H: Points 19+ and 4 hearts.
*Analogous for 1S response.
[425 Standard, strong 1NT system.
1C 1H (similar for 1S response)
?
2H: Points 13-15, 4 hearts*.
3H: Points 16-18, 4 hearts*.
4H: Points 19+, 4 hearts*.
1S: OPC 13+, good 4 spades.
1NT: HCPC 12-15, balanced hand.
2NT: HCPC 19+, appropriate stoppers.
2C: OPC 13-15, 6 card suit (sometimes 5).
4C: OPC 19, strong 7 card club suit.
3C: OPC 17+, good 6 card suit.
2D: Reverse shows intermediate type hand, 5+ clubs and 3+
diamonds, HCPC 16+. Forcing bid.
2S(jump bid): HCPC 19+, strong 4 card suit.
*Sometimes must make do with good 3 card support.
[426 Standard, strong 1NT system
1D* 1NT
?
Pass HCPC 16 or less and balanced hand
3NT HCPC 19-20, balanced hand, stoppers
2NT HCPC 17+, balanced hand, stoppers.
2H,2S HCPC 19+, good 4 card suit.
2C 4+ clubs, OPC 13+.
2D 6+ diamonds (solid 5), OPC 13+.
*Similar for 1C opening bid.
[427 Strong 1NT system
1C* 2C
?
Pass HCPC 19 or less.
3C 5+ clubs, HCPC 20+.
*Analogous for 1D opening bids.
[428 Standard, strong 1NT system
1C 1D
?
1H(1S) good 4 card suit, OPC 13+.
2D 4+ diamonds, Points 13-18
3D 4+ diamonds, Points 19+
1NT 13-15 HCPC, balanced hand.
2NT 19+ HCPC, balanced hand.
2C OPC 13-18, good 6+ card suit
3C OPC 19+, long strong suit.
[429 Strong 1NT system
1C* 3C
?
Add point count to partner's point count and
with about:
OPC 26-28, bid 4C
OPC 29-32, bid 5C
OPC 33+, initiate a slam try by bidding
a first round control in a side suit.
OPC 37+, think of a grand slam.
*Analogous for 1D opening bid.
[430
1C* Pass 2H (jump bid)
?
Partner already knows the suit (hearts or clubs).
Computer responds to show point count only.
2S 13-14 points (1 above partner).
2NT 15-17 points (2 above partner).
3C 18+ points (3 above partner).
*Analogous for all 1 bids where partner jump shifts.
Reminder: When the opponent bids, jump shifts are
preemptive showing a long suit, weak hand.
[431 Strong 1NT system
1H* (opponent 1S) 2S**
?
Cue bid shows 4 card support for hearts and 17+
points.
3H 13-15 points.
3C,3D 16+ points and first round control
in the suit bid. May have to either make a
false bid (second round control), or bid 4H,
4NT, or slam directly.
*Similar for other opening 1 bids.
**Cue bid shows 4+ hearts, 17+ points, and first
round control in spades.
Note: Without first round control in spades, jump
shift.
[432 Strong 1NT system
1C (opponent bids) 2H,2S(nonjump)
10 points, good 5+ card suit.
?
With 3* card support for partner's major suit,
add points in your hand to partner's points:
23-25 points, bid 3 of partner's suit
26-32 points, bid 4 of partner's suit
33+ points, initiate slam by bidding a
third suit, or bid slam directly.
Without support:
4C 19+ points, long, strong suit
3C 13+ points, 6+ clubs.
2NT stoppers in unbid suits, double stopper in
opponent's suit, HCPC 16 or higher.
*May have to make do with strong 2 card support.
[433 Strong 1NT system
1H* 2H,3H,4H
?
Add point count of hand to point count of
partner's hand. With 33+ points,
try for slam by cue bidding a first round control
in a second suit or bid 4NT, asking for aces.
With 26-32 points, bid game.
With slightly less than 26 points, bid 3H.
*Analogous for 1S opening bids.
[434 Strong 1NT system
1S 1NT
?
Pass 16 points or less and balanced hand.
2S 6+ spades, 13-16 points.
3S Strong 6+ spades, 17-19 points.
4S Long, strong suit, 20+ points.
2C,2D,2H 4+ suit, 13+ points.
2NT 19+ points, balanced hand.
3C,3D,3H 4+ suit, 19+ points.
[435 Strong 1NT system
1H 1NT
?
Pass 16 points or less and balanced hand.
2D,2H 4+ suits, 13-18 points.
2H 6+ spades, 13-16 points.
3H Strong 6+ card suit, 17-19 points.
4H Long strong suit, 20+ points.
2NT 19+ points, balanced hand, stoppers.
3C,3D,2S 4+ suits, 19+ points.
[436 No information.
[437 Strong 1NT system
1H 1S
?
2S 13-16 points, 4 spades
3S 17-19 points, 4(3) spades.
4S 20+ points, 4 spades
1NT 13-15 HCPC, balanced hand.
2C,2D 13+ points, 4+ minor suit.
2H 13-16 points, 6+ hearts.
3H 17-19 points, strong 6+ card suit.
4H 20+ points, long, strong suit.
2NT 19+ HCPC , appropriate stoppers.
3C,3D 4+ minor suit, 19+ points.
[438 Strong 1NT system
1S 2H
?
4H 16+ points, 3+ hearts.
3H 13+ points, 3+ hearts.
4S 19+ points, long, strong independent suit.
3S 17+ points, good 6+ card suit.
2S 13+ points, 5+ card suit.
2NT stoppers in unbid suits, HCPC 16 or higher.
[439 Standard, strong 1NT system
1NT 2C
?
2S 4 spades (possibly 4 hearts too).
2H 4 hearts, no 4 card spade suit.
2D denies a major suit.
Note: With two 4 card major suits, bid 2H.
[440 Standard, strong 1NT system
1NT 3H or 3S
?
With 3+ cards in partner's major suit,
bid game (4H or 4S), otherwise bid 3NT.
[441 Standard, strong 1NT system
The following guidelines are useful in determining
whether to bid game or slam.
3NT 26-32 HCPC
6NT 33-36 HCPC
7NT 37+ HCPC
The following are commonly used values when HCPC
is adjusted the same for both players (3 points for
a void, 2 for a singleton, and 1 for a doubleton).
4H,4S 26-32 points
5C,5D 29-32 points
6 bid in a suit 33-36 points
7 bid in a suit 37+ points
[442 Standard, strong 1NT system
Both players use the same point count. Points are
added or subtracted from HCPC as follows:
void +3 points
singleton +2 points
doubleton +1 point
6 card trump suit +1 point
7 card trump suit +2 points
8 card trump suit +4 points
For the opening bid, adjust points as follows:
4 aces or two suit hand +1 point
no aces or less than 2Q -1 point
Unprotected king, queen or jack -1 point
[443 Standard, strong 1NT system
1S 2C
?
2S 13-16 points, 6+ spades.
3S 17+ points, good 6+ spades.
4S 20+ points, long, independent suit.
2NT 14-15 HCPC, balanced hand, stoppers.
3NT 19 HCPC, balanced hand, stoppers.
5C 20+ points, 5+ clubs.
4C 17+ points, 4+ clubs.
3C 13-16 points, 4+ clubs (possibly 3).
2D 13+ points, 4+ diamonds.
2H 13+ points, 4+ hearts.
Note: Similar following a 2D response.
[444
Standard, strong 1NT system
1H 2C
?
2H 13-16 points, 6+ hearts.
3H 17+ points, good 6+ hearts.
4H 20+ points; long, independent suit.
2NT 14-15 HCPC, balanced hand, stoppers.
3NT 19+ HCPC, balanced hand, stoppers.
5C 20+ points, 5+ clubs.
4C 17+ points, 4+ clubs.
3C 13-16 points, 4+ clubs (possibly 3).
2D 13+ points, 4+ diamonds.
2S 13+ points, good 4 card spade suit,
good 5 card heart suit.
Note: Similar following a 2D response.
[445 Standard, strong 1NT system
2S* ?
2NT 0-5 points.
Bid slam direct with 11+ points and 2 card
support for partner's suit (15 for grand slam).
Bid game in partner's suit with 9+ points
and 2 card support, mild try for slam.
Bid partner's suit at 3 level to show 2 card support.
Bid 3NT with balanced hand.
Bid at lowest level to show a 5 card suit (bid a
major suit if possible).
*Analogous responses for other strong 2 bids.
[446 Standard, strong 1NT system
1D 1H (similar for 1S response)
?
4H 19+ points, 4 card suit*.
3H 16-18 points, 4 card suit*.
2H 13+ points, 4 card suit*.
1S 13+ points, 4 card suit.
1NT 13-15 HCPC, balanced hand.
2NT 19+ HCPC, appropriate stoppers.
2D 13-15 points, 6+ diamonds (sometimes 5).
3D 16-18 points, good 6+ diamonds.
2C 13+ points, usually 4+ clubs.
2S,3C 19+ points, usually a 4 card suit.
May have strong 7+ diamond suit with 19+ points.
*May have to make do with good 3 card support.
[447 Standard, strong 1NT system
1C(1D) 1H*
2H(3H) ?
Any suit bid other than hearts below a 4H bid
is showing an interest in slam, a combined point
count of 33 points, and first round control in
the suit bid.
*Analogous for a 1S response.
[448 Standard, strong 1NT system.
3NT ? Partner has 24 points.
7NT Combined count is 37+.
5NT Combined count is 36 (try for grand slam).
6NT Combined count is 33+.
4NT Combined count is 31+ (for for slam).
Bid slam in a long, strong suit with combined
count of 33+.
Try for game or even slam in a long suit with an
honor or two.
[449 STANDARD WEAK 1NT
1S pass ?
Pass RPC 0-4.
2S: RPC 5-8, 3+ spades in support.
3S: RPC 9-11, 4+ spades in support.
3NT: RPC 12-16, 4+ spades in support (strong 3).
Jump shift (following a pass) OPC 17+, 4+
spades, or long, strong, independent suit.
2H OPC 10, 5+ hearts.
1NT 5-11 points. With 9-11 points and 3+ spades
support, bid 1NT then rebid 3S.
2C,2D Good suit and 10+ points, or HCPC 12+. With
3 card spade suit, rebid 3S if desired.
2NT HCPC 13-16, balanced hand, appropriate stoppers.
[450 STANDARD WEAK 1NT
1H pass ?
Pass RPC 0-4.
1S 5+ points, 4+ spades. Usually denies
heart support.
2H RPC 5-8, 3+ hearts.
3H RPC 9-11, 4+ hearts.
3NT RPC 12-16, 4+ hearts, (strong 3).
Jump shift: OPC 17+, 4+ hearts, or long, strong,
independent suit.
1NT RPC 9-11, 3+ hearts in support, rebid 3H.
2C,2D: Good suit and HCPC 10+, or HCPC 12+, or
with 3 hearts and RPC 12+.
2NT HCPC 13-16, balanced hand, appropriate stoppers
[451 STANDARD WEAK 1NT
1D pass ?
Pass HCPC 0-4
1S,1H HCPC 5+, 4+ cards in suit.
1NT HCPC 6-8, balanced hand (denies major suit).
2C HCPC 8+, usually 4+ clubs.
2NT HCPC 12-14, balanced hand, stoppers.
3NT HCPC 15-17, balanced hand, stoppers.
Jump shift: 17+ points, with 5+ diamonds in
support or strong independent suit.
3D RPC 8 or less, 5+ diamonds.
2D RPC 9+, 4+ diamonds.
[452 STANDARD WEAK 1NT
1C pass ?
Pass HCPC 0-4
1S,1H HCPC 5+, 4+ cards in suit.
1D HCPC 5+, 4+ diamonds (usually 5 or more).
1NT HCPC 6-8, balanced hand.
2NT HCPC 12-14, balanced hand or stoppers.
3NT HCPC 15-17, balanced hand or stoppers.
Jump shift: OPC 17+, 5+ clubs or a strong,
7+ cards in the suit bid.
3C RPC 8 or less, 5+ clubs (preemptive).
2C RPC 9+, 4+ clubs.
[453 STANDARD WEAK 1NT
1S opponent bids ?
Pass RPC 0-5.
2S: RPC 5-8, 3+ spades.
3S: RPC 9-11, 3+ spade.
3NT: RPC 12+ points, 3+ spades support.
Cue bid: RPC 17+ and 3+ spade support.
Jump shift: preemptive bid.
2C,2D Good suit and HCPC 10+, or HCPC 12+.
2NT HCPC 13+, balanced hand, double stopper
in opponent's suit, stoppers in the unbid suits.
Double: For penalties, HCPC 10+, strength in
opponent's suit, some strength in unbid suits.
[454 STANDARD WEAK 1NT
1H opponent bids ?
Pass: RPC 0-5.
2H: RPC 5-8, 3+ hearts.
3H: RPC 9-11, 3+ hearts.
3NT: RPC 12-16, 3+ hearts.
Cue bid: RPC 17+ and 3+ hearts.
Jump shift: preemptive bid (7 card suit, weak hand).
1NT: 9-11 points (stopper in opponent's suit).
2C,2D: Good suit and HCPC 10+, or HCPC 12.
2NT: HCPC 13+, balanced hand, double stopper
in opponent's suit, stoppers in unbid suits.
Double: For penalties, HCPC 10+, 4 card length
in opponent's suit, some strength in unbid suits.
[455 STANDARD WEAK 1NT
1D opponent bids ?
Pass: HCPC 0-5.
1H,1S HCPC 6+, 4+ major suit.
3D: OPC 8 or less, 5+ diamonds.
2D: OPC 9+, 4+ diamonds.
Cue bid: RPC 17+, 5+ diamonds.
Jump shift: preemptive bid (long suit, weak hand).
1NT HCPC 9-11, stoppers in opponent's suit.
2NT HCPC 12-13, appropriate stoppers.
3NT HCPC 14+, appropriate stoppers.
Double: HCPC 7+, 4 cards in any unbid major
suit. Use this bid if possible rather than 1H or
1S with only 4 cards in the suit.
2C Good 5 card suit, HCPC 10+, or HCPC 12.
[456 STANDARD WEAK 1NT
1C opponent bids ?
Pass: HCPC 0-5.
1H,1S 4+ major suit, HCPC 7+.
3C: RPC 8 or less, 5+ clubs.
2C: RPC 9+, 4+ clubs.
Cue bid: RPC 17+, 5+ clubs.
Jump shift: preemptive bid (long suit, weak hand).
1NT HCPC 9-11, stoppers in opponent's suit.
2NT HCPC 12-13, appropriate stoppers.
3NT HCPC 14+, appropriate stoppers.
Double: HCPC 7+, 4 cards in any unbid major
suit. Use this bid if possible rather than 1H or
1S with only 4 cards in the suit.
2C Good 5 card suit, HCPC 10+, or HCPC 12.
[457
WARNING: Turn off battery gauge if you are using a
battery powered computer. Go to Start/Control Panel/
Power Properties, then remove the check in front of
Enable battery meter on taskbar.
If using Windows 95 and this program is using the whole
screen, lower the Windows 95 menu at the bottom of
screen. The best method to eliminate this problem is to
go to Start/settings/taskbar and check Always on top and
Auto hide. The Start menu bar will still come up but only
if you touch the bottom of the screen with your cursor.
A second method is not permanent: After your cursor
enters the grey area and changes to a double arrow, click
your left mouse button and drag the window to the bottom.
Don't worry about the temporary change in color. Later
it is easy to move it back up the same way.
[458
If you are a beginner, you might want to start with
the strong 1NT, 16-18 point range, as a bidding system.
Many bridge players know this system, making it
possible for you to bid and play with them if you get
the opportunity. As you develop your feel for the
game, try the other bidding systems. It is fun to
compare all three for any one game. After you have
decided upon a bid, use the suggested bid option to
compare yourself with the computer.
[459
After you have physically connected the two computers
fill out the Null Modem Table. Be sure to include all
players who use this computer, but not those on the
other computer. All players at both computers must be
entered under Options, screen top left. The other items
under Options should be the same including the ability
to select game number. As you can imagine both
computers must be playing the same game number.
Make sure both computers use the same bidding system.
After you have filled out the table, click Exit, then
click Connect This Computer found under Modem/Direct
Connection. If you choose Close Serial Port, it
terminates the game as well as closing the port.
[460
Two computers can be connected by their serial ports
without the use of a phone. You will need a null
modem and a cable. The connections are made at the
back of your computer. See your friendly computer hardware
supplier. These items are not expensive.
If you don't know the number for your serial port, you
will need to do some experimentation. On some computers
it may be necessary to put a serial port on line by
using your port function on the control panel. Make the
settings the same as for your regular modem port.
The advantage of using two computers for two players
is that you can always view your own hand while the
other player's hand will be face down on your screen.
[461
Hopefully no additional information is needed.
[462 Gerber Convention, asking for aces
A bid of 4C following an opening bid of 1NT or 2NT is
made when responder feels that with sufficient aces
there is a good possibility of slam.
It is normally made with a long strong suit.
[463 Gerber convention
The response of 4C following an opening bid of 1NT or 2NT
is asking for aces. The reponses are
4D 0 or 4 aces
4H 1 ace
4S 2 aces
4NT 3 aces
After opener makes this bid, responder may ask for kings
by bidding 5C.
[464 Lead Directing Double
When offensive responder bids 4C following an opening bid
of 1NT or 2NT, the defense doubles if it has the ace of
clubs or is void in clubs. The player is asking partner
to lead a club.
[465 STRONG 1NT SYSTEM or STANDARD WEAK 1NT
When attempting slam in a suit in a standard system, the
bid of 4NT is almost always asking for the number of aces
(the exception is immediately following an opening bid of
1NT or 2NT, then it shows a point count slightly less
than that needed to bid 6NT).
Possible responses when asking for aces:
5C 0 or 4 aces
5D 1 ace
5H 2 aces
5S 3 aces
When using a strong 1NT system (where both opener and
responder use the same system for evaluating voids,
singletons and doubletons), a combined point count
of 33 is necessary to make this bid. When using a
weak 1NT system and its method of evaluating the hand,
a combined point count of 31 is sufficient.
[466
When attempting slam in a suit, the bid of 5NT is asking
partner to bid a grand slam in the trump suit with the
appropriate values, else bid a small slam. When bidding
Terry's system, it shows that the partnership has the
top three cards in trumps and first round control in
all three side suits.
Immediately following a 1NT or 2NT opening bid, it is
asking partner to bid a grand slam with a point or two
higher than minimum for the opening bid, else bid a small
slam.
The use of 5NT is the same for both weak and strong 1NT systems.
[467 STRONG 1NT SYSTEM
1D 2C
?
4D Long independent diamond suit, OPC 19.
3D Good 6+ diamonds, OPC 16+.
3NT Appropriate stoppers, HCPC 16+.
2NT Balanced hand or appropriate stoppers, HCPC 12-15.
5C 4+ clubs, RPC 19
4C 4+ clubs, RPC 16
3C 4+ clubs, RPC 13
2D 5+ diamonds, OPC 13
[468 TERRY'S BIDDING SYSTEM
1C,1D,1H 1S*
2S 3C,3D,3H
Any of these cue bids show first round control in the suit
bid and sufficient points to investigate slam. It requires
a combined count of 29 (31 with 4/4 fit).
Analogous situation when 1H is bid over 1C or 1D and
partner bids 2H showing RPC of 15-17.
Reminder: When bidding with a standard weak 1NT, you
need a combined 31 points to initiate slam (33 points
with a 4/4 fit).
[469
Help on using the internet.
[470
The access code is the same one given to you when you
purchased the game from Terry Inc.
The internet name is decided upon when you register with
Terry Inc. to play over the internet. It is the name
you show to the world when you play bridge on the web.
It can be a code name only you will know. This
is the place where you enter your internet name.
When you go to the web page (www.letsplaybridge.com) to
arrange for an internet game, you will need your access
code number and your internet name to play.
[471 TERRY'S INTERMEDIATE JUMP 2-BID SYSTEM
The only difference between this system and the other
intermediate jump 2-bid is the use of 4NT to ask for
the top three cards in trumps when the suit is decided
upon below the 4 level. For all practical purposes this
only happens when an overcall is supported with a cue
bid of the opponent's suit, or after 3NT is used to
show support for a major suit bid. See Bid_i for a
more detailed discussion of opening defensive bids.
[472 INTERMEDIATE JUMP 2-BID SYSTEM
The intermediate jump 2-bid requires a good 6 card suit,
2 1/2 QT and about OPC 14+.
Note: If you passed previously, your partner passed,
and your left hand opponent passed, then you can make
the weak jump 2-bid.
In this system the double jump bid is used to show a
weak offensive hand. Make the double jump bid to the
3 level with a 7 card suit and a weak offensive hand.
Typical hand: xx xx KQ9xxxx Qx
With a 6+ suit and a weak offensive hand, make a
single jump to the 3 level. For example opener may
have bid 1S and you are bidding in diamonds. You
must jump to the 3 level to show this hand.
Typical hand: xx xx KQj10xx QJ10
This hand may also be bid at the 3 level if the
opponent opened with 1C.
[473 WEAK JUMP 2-BID SYSTEM
Make a single jump bid to the 2 level with a 6+ suit
and a weak offensive hand (6-11 points).
Typical hand: xx xx KQ109xx QJx
Make the double jump bid to the 3 level with a 7
card suit and a weak offensive hand.
Typical hand: xx xx KQ9xxxx Qx
With a 6+ suit and a weak offensive hand, make a
single jump to the 3 level. For example opener may
have bid 1S and you are bidding in diamonds. You
must jump to the 3 level to show this hand.
Typical hand: xx xx KQj10xx QJ10
Partner may be inclined to sacrifice by raising the suit
to the 4 or 5 level with weak offensive hand (at least
4 cards in the suit, 1 1/2 QT or less, HCPC 10 or less).
To raise the bid with the intention of making game
requires a strong hand with some help in the
first defender's suit. There is no purpose in ever
raising the bid to the 3 level.
[474 ONE LEVEL OVERCALL, WEAK JUMP 2-BID SYSTEM,
The one level overcall denies the ability to make a
weak jump bid (6+ suit, 6-11 points), and it denies the
ability to double because of strong hand (18+ points) or
to double because of desirable distribution.
An overcall at the one level requires a good 5 card suit,
1 1/2 QT, OPC 8+, or 12-17 points and a fair 6 card suit.
NOTE: If the enemy is vulnerable and you are not,
this bid only promises a good 5 card suit with 1 QT.
[475 WEAK JUMP 2-BID SYSTEM
Make a single jump bid to the 2-level with a 6+ suit
and a weak offensive hand (6-11 points).
Typical hand: xx xx KQ109xx QJx
Make the double jump bid to the 3 level with a 7
card suit and a weak offensive hand.
Typical hand: xx xx KQ9xxxx Qx
With a 6+ suit and a weak offensive hand, make a
single jump to the 3 level. For example opener may
have bid 1S and you are bidding in diamonds. You
must jump to the 3 level to show this hand.
Typical hand: xx xx KQj10xx QJ10
Partner may be inclined to sacrifice with 4 or more
trumps and a weak hand by raising to the 4 or 5 level.
Terry's varies only in the use of 4NT to ask for the
number of top three cards in trumps when the major suit
is immediately supported below the level of a 4-bid.
[476 Opener rebids
1C 1S pass pass
?
In this situation the opening bidder usually bids
again.
2S: Cue bid showing good length and strength in all
suits except spades. Requires 18+ points.
Double: At least 3 cards in each of the two unbid
suits, 2 cards or less in the opponent's suit
(defensive type hand).
2C: At least 5 clubs (offensive type hand).
2D: A two suit hand, clubs and diamonds in this case.
Pass: Hands that do not qualify for the above bids.
[477 Weak Jump 2-bid System, Preemptive Bids
Make the double jump bid to the 3 level with a 7
card suit and a weak offensive hand.
Typical hand: xx xx KQ9xxxx Qx
Make a single jump bid to the 2 level with a 6+ suit
and a weak offensive hand (6-11 points).
Typical hand: xx xx KQ109xx QJx
With a 6+ suit and a weak offensive hand, make a
single jump to the 3 level. For example opener may
have bid 1S and you are bidding in diamonds. You
must jump to the 3 level to show this hand.
Typical hand: xx xx KQj10xx QJ10
These hands tend to have HCPC less than 10 and QT 1 1/2
or less.
[478 Standard weak NT or standard strong NT systems
When responder makes a jump bid showing a strong hand,
opener gives point count. Responder merely adds points
to arrived at the combined count and bids accordingly.
Standard weak 1NT
35+ points, bids 7 (either in partner's suit or
31+ points, bids 6 responder's suit).
With less bids game.
Strong 1NT system
37+ points, bids 7 (either in parnter's suit or
33+ points, bids 6 responder's suit).
With less bids game.
Note: A 4NT asking bid (not used by computer) will
be interpreted as if a natural bid was made by
responder. 1D 2H
3D 4NT (taken to mean a strong heart suit)
[479 Bidding aggressively
I suspect this is mostly just for the fun of it, but you
can make the computer bid more aggressively by choosing
one of these:
Attack 1: When playing a weak 1NT system, it causes
the computer to determine OPC by using 3 for a void, 2 for
a singleton, and 1 for a doubleton (verses normal 2,1,0).
RPC and HCPC remain the same.
When playing a strong 1NT system, it causes the computer
to determine RPC by allowing 5 for a void, 3 for a singleton
and 1 for a doubleton (verses normal 3,2,1). OPC remains
the same, as well as HCPC.
Attack 2: The computer plays as if it has one additional
point for OPC, RPC, and HCPC.
Consult Bid_i for discussion of OPC, RPC, and HCPC.
[480
2S* Double
This double is for takeout promising a 3-suiter
not including spades.
*Analogous for light opening bids of 2D,2H,2S.
[481 DEFENSIVE INTERMEDIATE JUMP 2-bid
1D 2H*
If the player has not passed previously, the two
heart response requires a good 6 card heart suit
and 2 1/2 QT. OPC is usually 14+. The
requirements for this bid are more than for a
competitive bid at the two level.
If the player has passed previously, the bid has
the same requirements as a weak jump 2-bid.
Consult Bid_I for information on other possible
preemptive jump bids for the player using the
intermediate jump bid system. Other bidding
options such as Michael's cue bid, doubles, and
unusual notrump have the same requirements as
in the weak jump 2-bid system.
*Same requirements for other suits.
[482 RESPONSE TO A COMPETITIVE 2-bid OVERCALL
1S 2H opponent ?
all require 2 card support or better
3NT(4H) RPC: 12+
2S RPC 10-11 Cue bid
3H RPC: 8-9 slightly less if right hand bids
Without support for hearts
2NT Double stopper in opponents suit, HCPC 12
3C,3D HCPC 12+, 4+ minor suit.
Note: If using a standard strong 1NT system, make
the requirements for RPC one or two points higher.
[483 TERRY WEAK 1NT SYSTEM
1H pass ?
3NT: HCPC 14-16 (sometimes more), stoppers in all
suits except hearts, forcing to game in hearts
or notrump.
2NT: HCPC 12-13, stoppers in all suits except
hearts, not quite forcing to game.
1NT: HCPC 6-11, distribution unknown at this point.
Reminder: If the opponent had intervened, then 3NT
would be showing 3 card heart support and RPC 12-14.
In this case 2NT would show 13-16 points and be
forcing to game.
[484 2S Double Responder bids Your bid?
When offensive responder passes, the player is usually
forced to bid:
Pass: HCPC 9+, no long suit, two spade tricks.
3Bid: 0-8 points, 4+ suit.
4Bid: 9-11 points, 4+ major suit.
4Bid: 9-11 points, 5+ minor suit.
5Bid in minor suit: 12+ points, 5+ minor suit.
When offensive responder bids, make a free bid with good
values only.
3Bid 6-8 points, 4+ suit.
4Bid 9-11 points, 4+ cards (5 card minor suit)
5Bid (minor suit): 12+ points, 5+ minor suit
[485 2H* Double Responder bids Your bid?
When offensive responder passes (forced to bid):
Pass: HCPC 9+, no long suit, two heart tricks.
2S: 0-5 points, 4+ spades.
3S: 6-8 points, 4+ spades.
4S: 9-11 points, 4+ spades.
3C(3D) 0-8 points, 4+ minor suit.
4C(4D): 9-11 points, 5+ minor suit.
5C(5D): 12+ points, 5+ minor suit.
When offensive responder bids, make a free bid with good
values only.
3Bid 6-8 points, 4+ suit.
4Bid 9-11 points, 4+ cards (5 card minor suit)
5Bid (minor suit): 12+ points, 5+ suit
*Analogous for other suits doubled at the two level.
[486 DEFENSIVE BIDDING SYSTEM
When opponent opens with a weak 1NT, and responder
makes a relatively weak 2-bid, the defense may choose
to bid:
1NT P (2D,2H,2S) ?
Double: Takeout, 3-suiter not including opponent's suit
and about 10 points.
2NT: 2-suiter, not including opponent's suit and
about 10 points.
2-bid: 6+ cards, but can be a fairly weak hand.
You can not afford to lose more than one trick if
vulnerable
[487 DEFENSIVE BIDDING SYSTEM
1NT Pass (2D,2H,2S) Pass
Pass ?
2Bid overcall: Natural, 5 or 6 card suit and
about 10 points, light bid when not vulnerable
Double: 3-suiter, not including opponent's suit and
about 10 points, discount points in opponent's suit.
2NT: 2-suiter (not including opponent's suit), 10 points.
Reminder: The penalty double is only used against the weak
1NT immediately following the 1NT bid and by second
defender if the preceeding two players passed.
In both cases it requires 15 points and a balanced hand or
a long strong suit and strong hand. If this player doubles
again it is still for penalties, partner's is takeout.
[488 DEFENSIVE BIDDING SYSTEM
1NT Pass (2D,2H,2S) 2-bid or 3-bid
Pass ?
It is difficult to know how many points partner had
when he overcalled in this situation. All you can
count on are points in the suit bid. However, it
seems advisable to bid if you meet the following
requirements.
Pass: Less than 10 points in support.
3-bid in a major suit: 10+ points and 2 trumps.
4-bid in a major suit: 15+ points and 2 trumps.
You should tend to discount points in the opponent's
suit and distribution points unless you have several
trumps.
[489 Defensive bidding system
1NT Pass (2D,2H,2S) Pass
Pass 2-bid Pass ?
You can count on partner having about 10 points and
a fair 6 card or good 5 card suit for the 2-bid.
Pass: Less than 10 points in support.
3-bid in a major suit: 10+ points and 2 trumps.
4-bid in a major suit: 15+ points and 2 trumps.
You should tend to discount points in the opponent's
suit and distribution points unless you have several
trumps.
[490
When playing duplicate bridge, the computer will not
provide you with a suggested bid. Also it will not
provide you with the requirements for your partner's
bid.
It does allow you to determine the requirements for
your opponent's bid if available.
The purpose is to allow you to see how well you do
in duplicate with no help from the computer.
This same game when played outside duplicate will
allow the computer to give you bidding information.
[491 WEAK 1NT SYSTEM
1C(1D) 1D,1H,1S
2NT ?
Play partner for having HCPC 19
4C: Asks partner for the number of aces in hand.
This is the bid used by the computer with
13+ points.
3NT HCPC 6 or greater
4H 4S OPC 7, good six card major suit, when you would
rather play for game with a trump suit.
3-bid Little support for minor suit, weak hand, 6 card
suit (responder bid suit to protect partner).
[492 WEAK 1NT SYSTEM
1C(1D) 1D,1H,1S
3NT ?
4C: Asks partner for the number of aces in hand.
This bid used by the computer with 13+ points
[493 STRONG 1NT SYSTEM
1C(1D) 1D,1H,1S
2NT ?
4C: Asks for the number of aces in partner's hand.
Make this bid with 13+ points.
3NT HCPC 6+
4H 4S OPC 7+, good 6+ card suit, preference is to
try for game with a trump suit.
3-bid Usually made with a poor hand and long suit which
was bid to save partner from a potentially bad minor fit.
It has little or no support for partner's minor suit.
[494 STRONG 1NT SYSTEM
1C(1D) 1D,1H,1S
3NT ?
4C Asks for the number of aces in partner's hand.
Make this bid with 13+ points, then decide
whether to bid slam or end up at 4NT.
[495 STRONG 1NT SYSTEM
1C(1D) 1D,1H,1S
?
2NT* 19+ HCPC, stoppers all suits except
partner's suit. Also 18 points with a good hand;
for example, a strong 5 card minor suit, or
king or better in every suit (including partner's).
3NT 17+ HCPC, stoppers all suits except
partner's suit and a strong 6 card or solid 5 card minor
suit.
[496
1C* 2C DOUBLE?
The double of the defensive cue bid shows a hand with
at least 10 points and the inability to raise partner's
clubs at this time, and the inability to make a more
precise descriptive bid.
Opener should rebid clubs with a good club suit.
*Analogous situation for 1D opening bid.
[497
1C* 2C Double 2H,2S
?
Double: The defense made a cue bid. The double of a
cue bid by responder shows strength only, about HCPC 10.
If opener doubles again it is for penalties with length
and strength in opponent's suit. A defensive type
hand.
3C: Long, strong, club suit with most of the strength
in the club suit. This is an offensive type hand.
*Analogous for diamonds.
[498 After a weak or strong 1NT bid
1NT 2C opponent ?
Partner's 2C bid shows a 3-suiter, one of the suits
being clubs.
3D: 5 hearts and 5 spades, 12 points in c,h,s.
Attempt at making game in a major suit. Cue
bid showning a 2-suiter.
2NT: Forces opener to bid his/her lowest 4 card suit
above clubs. Make this bid with at least 4 cards
in two different suits above clubs.
Bid your lowest 4 card suit at the 2 level or with
4 cards in clubs, pass.
[499 After a weak 1NT opening bid
1NT 2D opponent ?
If this is partner's first turn to bid, the 2D bid
shows at least 5/4 in the majors.
Bid your best major suit.
4S (4H) About 15 points and 4 card support (may
have to make do with strong 3 card support)
3S (3H) Try for game with slightly less points
and 4 card support.
2S (2H) Choice of trumps only.
If partner passed previously, the bid shows a hand
playable in diamonds, hearts, and spades. Bid a 4
card major suit if possible (more competitive).
[500 After a strong 1NT opening bid
1NT 2D opponent ?
The bid shows a hand playable in diamonds, hearts,
and spades. Bid a 4 card major suit if possible.
[501 After a weak 1NT
1NT 2NT opponent ?
Bid your lowest ranking 3 card suit at the 3 level.
(A) If its partner's first chance to bid, then the 2NT
shows a 2-suiter (at least 5/5) in any two suits
other than the majors.
(B) If partner passed previously, the 2NT shows
a 2-suiter (at least 5/5). One suit must
be a major the other a minor.
[502 After a strong 1NT opening bid
1NT 2NT opponent ?
If partner passed previously, the 2NT bid shows
a 2-suit hand (at least 5/5). One suit must
be a major the other a minor.
Bid your lowest ranking 3 card suit, at the 3 level.
[503 After a weak 1NT opening bid
1NT Double 2C,2D,2H,2S PASS
PASS Double?
If the original bid showed HCPC 15 and a balance
distribution, the defender's second double is made
with 5 card length (or 4 with honors) in the
offensive suit.
[504 After a weak 1NT opening bid
1NT Double Pass ?
In this situation the offensive responder usually
passes with 6-10 points and no 5 card suit.
2C,2D,2H,2S All natural bids showing a 5 card suit
(any 5 card suit is acceptable) and less than
6 HCPC. This bid usually produces good results
for the defense. You may make the bid or you
may go down 1 trick. Either way you are a
winner because the offense can usually make
their 1NT bid which is worth more than you going
down 1 trick if you are not vulnerable.
Pass: No 5 card or better suit or 6 HCPC or greater.
[505
1NT 2H* Double?
This offensive bid is made with a 3-suiter,
excluding hearts, and about 10 HCPC. It is
best to have 2 cards in the opponent's suit but
not more.
With a good 4 card heart suit partner will pass,
converting this takeout double to a penalty double.
This is an important reason to double in the first place.
Otherwise partner should bid his/her longest, strongest
suit at the lowest level.
*Analogous for all other suit bids made by opponent
at the 2 level.
[506 Defensive bidding following a weak 1NT
1NT pass 2D ?
2H(2S) Natural bids, fair 6 or good 5 card suit and
few diamonds. You may go down 1 or 2 tricks, but
if not vulnerable you will likely be ahead of the game.
Points outside trumps not necessary.
Double For takeout. A 3-suiter, excluding diamonds,
and 10 points not including diamond points.
2NT: A 2-suiter, any two suits other than
diamonds, and about 10 points.
Reminder: The double by first defender is for penalties
if he/she doubles immediately following the weak 1NT bid
provided the player has has not passed previously. Any
double after this penalty double is also for penalties.
[507 Over a weak 1NT
1NT pass pass ?
Double: (A) If first turn to bid, (1) balanced hand,
HCPC 15+ or (2) good 7 card suit (strong 6). If
partner or opponent removes double, rebid suit.
(B) If passed previously it shows 10 points and a
2 suit hand (5/4 in the majors or 5/4 in the minors).
2H,2S: 10 points, fair 6 or good 5 card suit if not
vulnerable (especially not only team vulnerable).
2C: 10 points, 3-suiter, includes 4 card club suit.
2D: 10 points, and at least 5/4 in 2 major suits
unless a passed hand; then it shows a 3-suiter, one
being a 4 card diamond suit.
2NT: 10 points, 2 suit hand (5/5), any suits other
than 2 majors unless a passed hand, then one suit
must be a major the other suit a minor.
Reminder: Same requirements for first defender.
[508
1NT 2NT pass 3C
pass 3D pass ?
The original 2NT promised a 2-suiter (any but 2 majors).
Because the 2NT bidder rejected clubs, he/she must
either have hearts or spades. With poor support for
diamonds and at least 3 hearts and 2 spades, it is
better to bid 3H, otherwise, pass with a 2 card
diamond suit.
[509 DEFENSE
1NT 2NT opponent ? or 1NT pass pass 2NT
opponent ?
(A) Opponent weak 1NT. Partner has pronounced
2-suiter (5/5) in any two suits except two majors.
try for game in major suit
4H: 4QT, 3 hearts, 3 spades, (3 clubs or 3 diamonds).
4S: 4QT, 3 spades (3 clubs or 3 diamonds)
Otherwise bid lowest ranking 3 card suit
(B) Opponent strong 1NT or partner passed previously.
Partner must have pronounced 2-suiter (5/5), one in
a major suit and one in minor. Bids similar to (A)
except with 3 hearts and 3 spades, always bid hearts and
with RPCH 12 or greater, bid 4H.
[510 DEFENSE
1NT 2D opponent ? or 1NT pass pass 2D
opponent ?
(A) Opponent weak 1NT. 2D bid shows 10 points
and major 2-suiter (5/4, 5/5).
4H(4S): 4 card support (strong 3), RPC 12 with some help
in both major suits, otherwise 14 points.
3H(3S): Same as 4 except with RPC 10.
2H(2S): Best major suit.
(B) Opponent strong 1NT or 2D bidder passed previously.
2D bid shows 10 points, 4 diamonds, 4 hearts, and 4 spades.
Responses similar to (A) but 4-bid and 3-bid require a
stronger hand.
[511 Defense after opener's weak 1NT bid
1NT double opponent ? or 1NT pass pass double
opponent ?
The double promises a balanced hand, HCPC 15, or strong
hand, long strong suit.
If opponent bids
Double: 8 points, 3-suiter, 4 cards in any major suit
not bid by opponent. Partner may raise in one of these
suits or leave double in with 5 cards in opponent's suit.
2NT: 2-suiter, in suits other than opponent's suit.
2Bid or possibly 3Bid with 5 card suit and 7 points or so.
If opponent passes
Might try for game in major with long suit.
Pass: At least HCPC 6+, leaving double in.
2Bid: Five card suit and weak hand, few points, attempt
to save partner from bad double.
[512 Defense after a 1NT bid.
1NT double opponent ? or 1NT pass pass double
opponent ?
(A) Strong 1NT or doubler passed previously. Double shows
10 points and pronouced 2-suiter (2 majors or 2 minors).
4H(4S): 4QT, 3 card support in suit, (3 clubs or 3 dia)
3H(3S): RPC 12, 3 card support in suit,(3 clubs or 3 dia).
2C(2D): Bid best minor suit regardless of length.
(B) Weak 1NT, doubler's first bid. The double promises
a balanced hand, HCPC 15, or a long strong suit that
doubler intends to bid if the double is removed.
[513 DEFENSE
1NT double opponent bids 2NT
pass ?
When double was a strength showing bid by partner
following a weak notrump (player had not passed
previously). The 2NT shows a 2-suiter (5/5) in any
suits not bid by the opponent.
Bid lowest ranking 3 card suit not bid by opponents
or jump bid in a very long strong suit of your own.
[514
When playing duplicate you can play any combination
of human and computer players. However, you will not
be able to get a suggested bid nor can you ask the
computer for the meaning of your computer partner's bid.
This is a true test to determine how you do against
the computer (or another human). For this reason, Let's
Play Bridge makes it convenient to test yourself in
duplicate with every game when using the standard
method of playing cards.
When playing rubber bridge you can play with any
combination of human and computer players. You will
still be able to get help on bidding and play of cards.
[515 TWO SUIT HANDS (NOT BEING USED AT THIS TIME)
Used by either first or second defender, 8 points in two
suits if not vulnerable, otherwise, 12 and 2 1/2 QT.
Opponent Unusual 2NT Michael's cue bid
1C D & major Two majors
1D C & major Two majors
1H Both minors S & one minor
1S Both minors H & one minor
1NT(strong) 2NT: one major/one minor.
1NT(strong) Double: 2 majors or 2 minors
1NT(weak, passed hand) Same as after strong 1NT
1NT(weak,non passed hand)
2NT shows a strong hand but is NOT a 2-suiter.
2D At least 5/4 in majors
2D,2H,2S (weak 2-bids) 2NT response shows any 2-suiter
except one involving opponent's suit. Also next example
1NT(weak) (partner doubles with non-passed hand) 2C,2D,2H,2S
[516 THREE SUIT HANDS (not used as a prompt)
Opponent
1C,1D,1H,1S Double, 12 points
2D,2H,2S (weak) Double, 12 points
1NT(strong, or weak) 2C (3-suiter including clubs)
1NT(strong) 2D (3-suiter including diamonds)
1NT(weak) partner 2C,2D,2H,2S double
1NT(weak) pass 2D,2H,2S pass
pass double
[517 Instanly change your position at the table by
clicking N for north, S for south etc. The change will
not be written on the screen until the play of cards or
bidding begins. This method of changing positions, saves
going to Options (top of screen) to make this change;
however, using Options is always available, and it is
the only means of entering more than one name.
Change the OFFENSIVE bidding system by clicking the
appropriate square. Please note this changes both teams
to the same primary offensive bidding system:
S1 Strong 1NT 16-18 point range.
S2 Strong 1NT 15-17 point range.
W Standard weak 1NT 12-14 point range.
T Terry's weak 1NT 12-14 point range.
If you want one team bidding strong 1NT and one bidding
weak 1NT, you will have to go to BidSys, screen top left.
[518 Defensive bidding system
1C* 1H pass pass
2C ?
2D 13 points, 5/4 in hearts and diamonds
2H 13 points, good heart 5 card heart suit
3D 19 points, 5/4 in hearts and diamonds
3H 19 points, strong heart suit
Reminder: 1C 2C The 2C cue bid shows at least 5/4 in
spades and hearts.
*Analogous for a 1D opening bid.
[519 Defensive bidding system
1C* 1S pass pass
2C ?
2D 13 points, 5/4 in spades and diamonds
2S 13 points, good 5 card spade suit
3D 19 points, 5/4 in spades and diamonds
3S 19 points, strong spade suit
Reminder: 1C 2C The 2C cue bid shows at least 5/4 in
spades and hearts.
*Analogous following a 1D or 1H opening bid.
[520
1C(1D) 1D,1H,1S
2NT(3NT) 4C
?
The 4C bid is asking for the number of aces in my hand.
Possible responses are:
4D 0 or 4 aces
4H 1 ace
4S 2 aces
4NT 3 aces
[521
1C(1D) 1C,1D,1H,1S
2NT(3NT) 4C
response ?
7NT: 4 aces, HCPC 18+.
5NT: 4 aces, HCPC 17+.
6NT: 3-4 aces, HCPC 14+.
4NT: 13 points
The 4NT bid shows at least 13 HCPC (regardless of the
number of aces), but the inability to bid slam. Opener
is, however, free to go to slam with 20+ points
regardless of the number of aces (combined count 33).
[522
see info bitmap (name found nsbidsys page) to write a
comparison between terry and std. weak system
1/25 games there is a difference and terry's twice as
likely to achieve the best contract where they do
differ.
[523 Response to Stayman 2C bid
1NT 2C
2S: 4 card spade suit.
2H: 4 card heart suit.
2D: Only other possible bid.
Reminder:
With two 4 card suits, bid hearts first.
[524
The more complex responses to partner's strong 1NT opening
bid can be obtained by clicking on the handy prompts
that appear on this screen. This game only allows you
to select all or none of the options.
The first purpose of these bids is to provide a means
for the player to describe his/her hand more accurately.
The second is to arrange, where possible, for the player
who bid the strong 1NT to become declarer and thus hide
the stronger hand from the opponents. This type of bid
is referred to in the literature as a transfer bid.
[525 More complex Stayman bid following strong 1NT.
1NT 2C?
Responder bids 2C with:
1. HCPC 0-6, 3-suiter (D,H,S). Pass any bid made by partner.
2. HCPC 7+, at least one 4 card major suit.
(a) With 4 card support for opener's major suit, support
opener at appropriate level. (b) If opener bids 2H and
with less than 4 hearts, bid 2S to show the spade suit.
(c) Hearing 2D and with 5/4 in hearts and spades make a
Smolen transfer by bidding the 4 card suit at the 2 level.
With 3 card support for the other suit, opener will either
bid 3 or 4 of that suit. With less than 3 cards, opener
rebids 2NT (or 3NT with 18 points). With 5/5 in hearts and
spades, bid 3H. Opener can choose between hearts and
spades.
3. HCPC 7+, balanced hand. Over the expected 2S,2H,
or 2D bid, respond with 2NT with HCPC 7-8 or bid 3NT (9-14).
4. HCPC 10+, fair 6+ minor suit, no stoppers in majors.
Want partner to either bid 3NT or game in minor suit.
[526 Jacoby transfers
1NT 2D(2H)?
2D: (1) 5 hearts. Opener with 3 card or better support,
bids 2H, otherwise bids 2NT. Opener may also bid 3C or
3D to show 3 card support for the major suit as well as
a good minor suit: responder rebids diamonds, opener then
bids hearts.
(2) Responder's 2D bid may also show a strong minor suit
with hopes of slam in that suit. To signal this hand,
responder next bids 2S after hearing a 2H bid by opener.
Opener then bids 2NT to allow responder the opportunity
to bid the long strong suit. However, if opener bids
2NT, responder bids the long strong minor suit immediately.
2H: 5+ spades. With 3 spades, opener bids 2S,
else bids 2NT.
[527 Texas Transfers
1NT 4D(4H)?
4D HCPC 8+, 6+ heart suit.
4H HCPC 8+, 6+ spade suit.
Texas transfer is also used after a defensive bid.
The Texas transfer is not used when there is interest
in slam.
Reminder: Bid 3H or 3S to initiate slam in a broken 6 card
or longer major suit. Use 4C immediately following the 1NT
bid with a strong 6+ major suit to ask for aces, since
partner will have no voids or singletons. Jacoby transfers
can also be used in a try for slam in a major suit.
[528 Minor Suit Stayman
1NT 2S
Responder has one of these types of hands:
1. Diamond bust (at least 6 diamonds, few points).
2. Weak minor 2-suiter (5 diamonds, 5 clubs) and not more
than 3 or 4 points.
3. 5/4 or better in minors and near slam quality hand, but
unable to bid slam directly. With a void in a major suit,
make this bid with 12+ points outside the short suit.
With a singleton in a major suit, make this bid with 13 or
more points outside the short suit. With a doubleton in
both major suits, the 2S bid requires 14 points.
Opener must bid lowest ranking 4 card minor or lacking
one bid 2NT.
Note: Do not use the minor suit Stayman with a good
6 card suit and a strong hand even if you do have 6/4
or 6/5 in the minor suits.
[529 2NT Transfers
1NT 2NT?
Responder has two possible types of hands.
1. Club bust (at least 6 clubs, 2 or 3 points).
2. 3-suiter with at least 4 cards in each suit,
HCPC 10+ in the 3 long suits, distribution 4,4,4,1
or 4,4,5,0. Should not have a 5 card major suit.
Opener is ask to bid 3C. With a club bust, responder
passes. With strong values, the short suit is bid by
responder, opener then bids longest suit which becomes
trumps.
[530 Some Jump Responses
1NT ?
3C,3D: HCPC 6+, fair 6+ suit, asking partner to bid 3NT
with some help in minor suit, else pass.
5C,5D: OPC 12-16, 8(7) card suit, unsuitable for notrump
play and less than needed for slam.
3H,3S: OPC 15+, broken 6 card or longer major suit,
interested in slam.
3NT: HCPC 9-14, balanced hand or good minor suit, little
prospect for slam.
4C: Gerber asking for aces. Bid when slam is likely if
interested in number of aces in partner's hand.
6 bid: OPC 15+, 6 card suit or longer (or bid 4C
and ask for aces).
[531 More complex sytem following strong 1NT with competition.
1NT (2H) ?
Double: HCPC 6, 4 card heart suit with stopper.
6S: HCPC 15+, good 6 card spade suit.
4S: HCPC 8-14, 6 card spade suit.
3NT: HCPC 10+, no heart stopper.
3H: HCPC 10+, cue bid, Stayman, 4 card spade suit,
no stopper in hearts.
2C,2D,2S: HCPC 5-7, 5 card suit, non-forcing.
2NT*: HCPC 8+, stopper in hearts. After hearing
opener's 3C response, bid 3H with 4 card spade suit, 3S
with 5 card spade suit, or 3NT with support in all suits.
2NT: Club bust or diamond bust; either pass opener's 3C
bid or bid 3D (opener will pass).
3C,3D: HCPC 7+, good 5 or 6 card suit, non-forcing.
3S: 5 card suit, HCPC 8+, no stopper in hearts, forcing.
*The only sequence that requires a stopper in opponent's suit.
[532 More complex system following strong 1NT, no competition.
1NT ?
2C: HCPC 7+, Stayman (4 card major) or 2NT type hand
(7-8 pts). Also 0-6 points and 3-suiter(D,H,S).
2D: 5+ hearts (Jacoby) or slam try with
HCPC 14+ and a good 6+ suit.
2H: 5+ spades (Jacoby transfer).
2S: Diamond bust, or minor 2-suiter (strong or weak).
2NT: HCPC 7+ and 3-suiter or club bust (2NT transfer).
4D: HCPC 8+, fair 6+ hearts (Texas transfer).
4H: HCPC 8+, fair 6+ spades (Texas transfer).
3C,3D: HCPC 7-8, 6+ card broken suit, invites 3NT.
3H,3S: HCPC 11+, 6+ card broken suit, invites slam.
3NT: HCPC 9-14, no 4 card major and no prospects for slam.
4C: Gerber asking for aces, slam intentions.
4H(4S): HCPC 9-12, 6+ major suit (natural).
May jump directly to slam with sufficient values.
[533 Standard responses, strong 1NT, with competition.
1NT (2H) ?
Double: HCPC 7+, stopper in hearts (usually 4 hearts).
6S: HCPC 15+, good 6+ spades (or 4C).
4S: HCPC 9-14, 6+ spades (Texas transfer not available).
3S: HCPC 9+, 5+ spades, forcing jump bid.
2S: HCPC 5-8, 5+ spades, natural, non-forcing.
3C,3D: HCPC 5-8, good 6 card suit (strong 5 card).
3H: HCPC 9+, cue bid, Stayman type bid, 4 card spade
suit. Does not promise stopper in opponent's suit.
4H: HCPC 8+, 6 card spade suit (Texas transfer).
2NT: HCPC 7-9, balanced hand, does not guarantee stopper
in opponent's suit.
3NT: HCPC 10-14, balanced hand, does not guarantee
stopper in opponent's suit.
[534 When defender doubles opener's strong 1NT.
1NT double ?
The double, as used in this computer program, shows either
a major 2-suiter or a minor 2-suiter. The doubler's
partner is expected to bid. For this reason it is not
necessary to make any bid whatsoever. The player will
have the opportunity to bid again and at that time will
know the actual distribution of the doubler's hand.
With 9+ points and a strong 6 card major the computer
goes to game regardless; otherwise, it adopts a wait
and see attitude to determine course of action.
[535 Defender uses unusual 2NT following opener's strong
1NT bid.
1NT 2NT ?
The 2NT bid shows that defender as a major/minor 2-suiter
and defender's partner is expected to bid again. For
this reason it is not necessary to make any bid whatsoever.
The player will have the opportunity to bid again and at
that time will have a better idea as to the actual
distribution of the doubler's hand.
With 9+ points and a strong 6 card major the computer
goes to game regardless; otherwise, it adopts a wait
and see attitude to determine course of action.
[536 Summary standard responses without competition.
1NT ?
Pass: HCPC 7 or less and a balanced hand.
2C: HCPC 8+, Stayman, at least one 4 card major.
2C: HCPC 7 or less. 4,4,5,0 distribution. Pass
any bid made by opener.
2D,2H,2S: HCPC 0-7, 5 card suit or longer.
3C: Club bust, long suit, few values in hand.
2NT: HCPC 8-9, balanced hand or strong 5 card or
longer minor suit.
3D: HCPC 10-14, 5 card or longer diamond suit.
3H,3S: HCPC 10+, 5 card major, forcing.
3NT: HCPC 9-11 and any hand with no 4 card major and
without a long minor that might produce slam.
4H,4S: HCPC 8-14, 6 card major.
4C: Gerber, asking for aces, slam prospects.
4NT: HCPC 16.
6NT: HCPC 17-19.
5NT: HCPC 20.
7NT: HCPC 21 or greater.
[537 More complex Stayman bid, strong 1NT
1NT 2C
2D ?
2NT: HCPC 7-9, no 5 card suit.
3NT: HCPC 10+, no 5 card suit.
2H(2S): Responder's rebid is a Smolen transfer
showing 5/4 in the major suits (HCPC 7+). The
4 card suit is bid and responder with 3 cards in
the other major, bids that suit, otherwise bids 2NT.
3H; HCPC 8+, 5/5 major 2-suiter, bids hearts.
With 3 cards in either of these suits partner goes
to game in that suit, otherwise bids notrump.
[538 More complex Stayman bid, strong 1NT
1NT 2C
2H ?
6H; Bid or attempt slam with 4 hearts, 15+ points.
4H: 9 points, 4 hearts.
3H: 7-8 points, 4 hearts.
2S: 4 or more spades.
2NT: 7-8 points, no 4 card major.
3NT: 9-15 points (if waited to bid rather than making it
the first response)
[539 More complex system, Stayman bid.
1NT 2C
2S ?
6S; Bid or attempt slam with 4 spades, 15+ points.
4S: 9 points, 4 spades.
3S: 7-8 points, 4 spades.
3C(3D): OPC 12-16, fair 6+ minor suit, no stoppers in
major suits (partner will either bid 3NT or
game in minor suit).
2NT: 7-8 points, no 4 card spade suit.
3NT: 9-15 points (if waited to bid rather than making it
the first response).
[540 Dual nature 2D Jacoby bid
1NT 2D
?
Opener always bids as if responder is showing a 5 card
heart suit with HCPC 7+, but makes the following
bids in case responder has a strong minor suit with
hopes of slam in that suit.
2H: 3 hearts, minimum hand
2S: Strong heart support, maximum hand
2NT: Only 2 hearts.
[541 Dual nature 2D Jacoby bid
1NT 2D
2H ?
Pass: 5+ hearts, weak hand.
6H: 15 HCPC, 5 hearts, either bid slam or initiate slam with
a cue bid in some suit or bid 4NT asking for aces.
4H: 9-14 HCPC, 5 hearts.
3H: 7-8 points, 5 hearts.
2S: Strong independent minor suit, slam possible. Partner
is ask to bid 2NT.
3C,3D: Strong hand, 6 card broken minor suit. With help in the
minor suit, partner bids slam, 4NT, or cue bids a
control in another suit. Otherwise partner must either
bid 3NT or game in the minor suit.
[542 Dual nature 2D Jacoby bid
1NT 2D
2S ?
3H: 5+ hearts, weak hand.
6H: 13 HCPC, 5 hearts, either bid slam or initiate slam with
a cue bid in some suit or bid 4NT asking for aces.
4H: 7-12 HCPC, 5 hearts.
2NT: Strong independent club or diamond suit, slam possible.
Partner is ask to bid 3C. If this is not the correct
suit, then responder corrects to 3D. If it is correct
responder can either bid slam, 4NT, or cue bid in a
major suit.
3C,3D: Strong hand, 6 card broken minor suit. With help in
the minor suit, partner bids slam, 4NT, or cue bids a
control in another suit. Otherwise partner must either
bid 3NT or game in the minor suit.
[543 Dual nature 2D Jacoby bid
1NT 2D
2NT ?
3H: 5+ hearts, weak hand.
3NT: HCPC 8+.
3C,3D. The suit bid is promised to be a good 6 card minor suit
and the player has interest in slam. Partner
is ask to bid the lowest ranking ace, 4NT, or slam.
[544 Jacoby transfer showing 5 spades
1NT 2H
?
2S: 3 card spade support.
2NT: 2 card spade support.
[545 Minor suit Stayman
1NT 2S
?
3C; 4 card suit.
3D: 4 card suit.
2NT: No 4 card minor suit.
[546 Minor suit Stayman
1NT 2S
2NT ?
3C: Weak 2-suiter.
3D: Diamond bust. In some cases partner might be able to
bid 3NT after hearing this bid. It requires 5QT and
a 4 card diamond suit headed by the ace, king.
3H(3S): Strong minor 2-suiter (5/4), either a singleton or
void in the suit bid. If it is a singleton, the hand must
have at least 13 points outside this suit. If it is a void
it must have at least 12 points outside the major suit.
3NT: Strong minor 2-suiter (5/4) with a doubleton in hearts
and a doubleton in spades. Opener requested to bid
3 card minor suit at the 4 level. Willing to play at 4NT.
Must have at least HCPC 14 to make a 2S bid with this hand.
[547 Minor suit Stayman
1NT 2S
3C ?
3D: Diamond bust. In some cases partner might be able to
bid 3NT after hearing this bid. It requires 5QT and
a 4 card diamond suit headed by the ace, king.
Pass: Weak 2-suiter.
3H(3S): Strong minor 2-suiter, singleton or void in the
major suit bid, try for slam.
3NT: Strong minor 2-suiter (5/4) with a doubleton in hearts
and a doubleton in spades. Partner will bid slam in
clubs or pass.
6C: May at this point bid slam directly with an extra strong
minor 2-suiter (maximum points and a 5 card minor
for trumps).
[548 Minor suit Stayman
1NT 2S
3D ?
Pass: Either a diamond bust hand or a weak 2-suiter.
3H(3S): Strong minor 2-suiter, void or singleton in the
major suit bid, try for slam.
3NT: Strong minor 2-suiter (5/4) with a doubleton in hearts
and a doubleton in spades.
6D: May at this point bid slam directly with an extra strong
minor 2-suiter (maximum points and a 5 card minor for
trumps).
[549 Minor suit Stayman
1NT 2S
2NT 3H,3S
?
Responder's 3H or 3S bid is showing either a singleton or
void in that suit.
4C,4D. Shows 3 cards in the suit bid and most of the points
in the hand outside the short suit (an ace in the
suit is acceptable).
3NT: 16-17 points and either has no 3 card minor or has
too many points in partner's short suit.
4NT: 18 points and either has no 3 card minor or has
too many points in partner's short suit.
[550
1NT 2S
2NT 3H,3S
?
Responder's 3H or 3S bid is showing either a singleton or
void in that suit. Asks partner to bid a 3 card minor if
seems advisable otherwise bid 3NT (4NT).
4C,4D. Shows 3 cards in the suit bid and most of the points
in the hand outside the short suit (an ace in the
suit is acceptable).
3NT: 16-17 points and either has no 3 card minor or has
too many points in partner's short suit.
4NT: 18 points and either has no 3 card minor or has
too many points in partner's short suit.
[551
1NT 2S
3C 3H,3S
?
Responder's 3H or 3S bid is showing either a singleton or
void in that suit.
6C: Most of the points outside partner's shortsuit (ace
in the suit is acceptable or with HCPC 18).
5C: Trusting that responder can go to 6C with a little
stronger hand than minimal.
[552 More complex system, 2NT bid
1NT 2NT
3C?
Opener must bid 3C. This allows responder to clarify
hand.
[553 2NT transfer bids
1NT 2NT
3C ?
Pass: Club bust.
3D: Singleton or void in diamonds.
3H: Singleton or void in hearts.
3S: Singleton or void in spades.
3NT: Singleton or void in clubs.
[554 2NT transfer bids
1NT 2NT
3C 3H* (short suit is hearts in this example)
?
Show a hand with good distribution and points by
making a jump bid in some suit with 4 or more cards.
4S: 4 card spade suit, 2 hearts or less, HCPC 17+.
4 card spade suit, 3 hearts or less, 15+ points
in the 3 long suits.
3S: Standard hand, 4 card spade suit, good 3 if
no other bid available.
5C: 5 card club suit, 2 hearts or less, HCPC 16+.
5 card club suit, 3 hearts or less, 14+ points
in the 3 long suits.
5D: 5 card club suit, 2 hearts or less, HCPC 16+.
5 card club suit, 3 hearts or less, 14+ points
in the 3 long suits.
3NT: Stopper in hearts.
4C: Standard hand, 4 card club suit.
4D: Standard hand, 4 card diamond suit.
*Analogous for other short suits.
[555 2NT transfer bids
1NT 2NT
3C 3H (short suit is hearts in this example)
3S,4C,4D ?
4S,5C,5D
1. If opener bids game, responder is able to bid slam
with an adjusted* point count of 16+.
2. If opener bids less than game, it is probably best
just to go to game unless the hand is unusually
strong.
*Reminder, adjust points as follows: Discount all points
except the ace inside the short suit (in this case hearts).
Add 5 points to the HCPC with a void in hearts and 3 points
with a singleton in hearts.
Note: If partner bids 4NT (showing 18 points and the
inability to bid a suit), go to 6NT with HCPC 15+.
If partner bids 3NT, pass.
[556 Texas transfer
1NT 4D* (6 hearts, 8+ points)
4H?
The only bid possible.
*Analogous following responder's bid of 4H showing
8 points and 6 spades.
[557 Texas transfer
1NT 4H* (6 spades, 8+ points)
4S 4NT?
4NT bid requires 16 points* However, with such
a powerful hand, responder should consider bidding
3S to initiate slam, or 4C immediately after partner's
1NT bid depending on the quality of the trump suit.
With a solid trump suit, bid 4C immediately, with a
ragged trump suit bid 3S.
*Points arrived at by adding 2 points for a void and 1 point
for a singleton to the HCPC.
[558 When opponent doubles
1NT double ?
The opponent's double, as used in this program, is
promising either 5/4 in the major suits or 5/5 in the
minor suits.
Pass: No long suit, 0-5 points.
Redouble: 6+ points. The bid alerts partner that
the side belongs to them for potential penalty double.
The player is waiting for the defense to disclose the
nature of the 2-suiter.
2S,2H,2D,2C: 0-5 points, 6 card suit, non-forcing.
[559 When opponent doubles
1NT double redouble 2C,2D
pass pass
The defense must have a minor 2-suiter (5/5). The
responder now has the opportunity to either reach game
in notrump or a major suit or double with strong values
in the minor suits (especially if the minor is diamonds).
[560
1NT double redouble 2C,2D
pass 2H ?
The player knows now that the double promises 5/4 in
the major suits. The player can use this information
to place the final contract in notrump, the minor suit
not bid by the opponent, or pass with strong values in
the major suits.
Partner may choose to double for penalties.
[561 Competitive bids at the one level.
1NT opponent bids 2D,2H,2S?
Natural bids, 5 card suit, HCPC 6 or greater.
Reminder: If you would like to see a summary of the bids
available to the responder, go to Bidsys, screen top left,
click on either the north/south or east/west bidsystem.
This screen provides red help icons that give summaries of
responder's bids after opener bids 1NT.
[562 Variable nature of 2NT response after opponent bids.
1NT opponent bids 2NT?
This bid has several potential meanings:
1. Bust hand in either minor suit.
2. HCPC 10+ with a stopper in the opponent's suit,
and a 4 card major. Player intends next turn to cue bid
in the opponent's suit to show the 4 card major.
3. HCPC 10+ with a stopper in the opponent's suit.
Player intends to bid 3NT next. This shows values for
game as well as the stopper in the opponent's suit.
[563 Three bid in a minor suit after opponent bids.
1NT opponent bids 3C,3D?
The 3-bid in the minor suit shows a hand with about 8 points.
Stopper in the opponent's suit is not guaranteed. Partner
is encouraged to bid 3NT with appropriate values; otherwise,
the hand is played in the minor suit.
Reminder: If you would like to see a summary of the bids
available to the responder, go to Bidsys, screen top left,
click on either the north/south or east/west bidsystem.
This screen provides red help icons that give summaries of
responder's bids after opener bids 1NT.
[564 Three bid in a major suit after opponent bids.
1NT opponent bids 3H,3S?
The 3-bid in a major suit promises a fair 5 card suit
and 10 points. It does not guarantee a stopper in the
opponent's suit. It is forcing to game in the major
suit or notrump.
[565 Immediate bid of 3NT after opponent bids.
1NT opponent bids 3NT?
This bid promises 10 points, but it does not promise a
stopper in opponent's suit. If a major suit was bid
(which shows length and strength in the suit), opener
will pass with a stopper; otherwise, opener may elect to
scramble into a suit contract by bidding a 5 card suit at
the 4 level. If the opposition bids 2C or 2D showing a
3-suiter, opener will pass this bid because no one will
have a long suit to worry about.
Reminder: There are only two sequences that responder
guarantees a stopper in opponent's suit:
1NT 2H,2S 2NT 1NT 2H* 2NT
3C 3NT 3C 3H* *spades
Opponent's 2C and 2D bids are artificial showing a 3-suiter.
[566 Immediate cue bid of opponent's suit
1NT 2H 3H?
This bid is a version of Stayman showing 4 card spade suit,
HCPC 10, and no stopper in hearts.
Reminder: There are only two sequences that responder
guarantees a stopper in opponent's suit:
1NT 2H,2S 2NT 1NT 2H* 2NT
3C 3NT 3C 3H* *or spades
Opponent's 2C and 2D bids are artificial showing a 3-suiter.
[567 Continuation after opponent bids and responder bids 2NT
1NT opponent bids 2NT
3C?
3C: Opener bids 3C and waits for responder to clarify hand.
Reminder: There are only two sequences that responder
guarantees a stopper in opponent's suit:
1NT 2H,2S 2NT 1NT 2H* 2NT
3C 3NT 3C 3H* *or spades
Opponent's 2C and 2D bids are artificial showing a 3-suiter.
[568 Following Stayman response after opponent bids.
1NT 2H* 3H (no stopper in hearts, 4 spades, 10 points)
?
4S: 4 spades or strong 3 if there is no stopper
in hearts.
3NT: Stopper in hearts and no 4 card spade suit.
4C,4D: 5 card suit if all else fails.
*Analogous for other suits.
Reminder: There are only two sequences that responder
guarantees a stopper in opponent's suit:
1NT 2H,2S 2NT 1NT 2H* 2NT
3C 3NT 3C 3H* *or spades
Opponent's 2C and 2D bids are artificial showing a 3-suiter.
[569 After opponent bids, responder clarifies hand.
1NT (2H) 2NT
3C ?
Pass: Club bust.
3D: Diamond bust. Partner will pass.
3H: 10 points, stopper in hearts, 4 spades. Partner
will either bid 4S or 3NT after this Stayman* bid.
3NT: 10 points, stopper in hearts. Partner will pass.
*Analogous for spades but not clubs and diamonds.
Reminder: There are only two sequences that responder
guarantees a stopper in opponent's suit:
1NT 2H,2S 2NT 1NT 2H* 2NT
3C 3NT 3C 3H* *or in spades
Opponent's 2C and 2D bids are artificial showing a 3-suiter.
[570 Penalty double
1NT 2H* double?
This double is for penalties. This double requires HCPC 7,
four or more hearts, 2 or more heart points and 2 or more
honors in the suit.
If the opponent changes suits, either partner can continue
to double for penalties.
*Same for spades. Doubling clubs or diamonds only
requires jack or better in a 4 card suit and 6 points.
[571 1NT 2C? More complex system, Stayman bid.
Strong hands
1. HCPC 12+, at least one 4 card major suit.
2. HCPC 12+, major 2-suiter (5/4 or 5/5).
3. OPC 15+, good 6+ minor with no stoppers in either
major suit (or 6/5 in minor suits).
4. OPC 19-20, strong 6+ minor, near slam, rebid 4C( 4D).
Some Intermediate Type hands
1. HCPC 11, a 4 card major and good 5 card minor.
2. HCPC 11, major 2-suiter (5/4 or 5/5).
3. HCPC 11, good 5 card major, balanced hand
4. HCPC 11, good 5 card minor suit, rebid 2NT.
5. HCPC 12, weak or no 5 card minor suit, rebid 2NT.
6. RPC 11, 4/3 or 4/4 in majors and 4+ diamonds.
If major supported, raise to 3 level otherwise pass.
Weak hands
1. HCPC 0-10, 3-suiter, D,H,S. Will pass partner's
expected 2D, 2H, or 2S bid. Ideal hand, 4,4,5,0.
2. HCPC 0-5, 3-suiter, D,H,S. 3,3,4,3 distribution OK.
[572 2NT response, more complex weak 1NT system,
opponent passes.
1NT pass 2NT?
1. Minor 6+ suit, HCPC 3+, club or diamond bust. After
opener's required 3C bid, pass with a club suit, bid 3D
with diamond suit. Opener will pass the 3D bid. Use
when game is unlikely. Requires 9 points if vulnerable.
2. HCPC 12+ (no upper limit), 3-suited hand with
void or singleton (4,4,4,1 or 4,4,5,0), no 5 card major,
game forcing bid, possible interest in slam.
With major short suit, rebid suit at 3 level.
If the void or singleton is in a minor suit:
1. HCPC 17 or less in 3 long suits, bid 3NT.
2. HCPC 18+ in 3 long suits, bid short suit
at 4 level. This strongly invites slam.
[573 1NT ? More complex responses to weak 1NT
2C:(1) HCPC 0-10, 3-suiter (S,H,D, ideal 4,4,5,0).
Only requires (S,H,D of 3,3,4,3 with 0-5 points).
(2) HCPC 11+, major 2-suiter (5/5 or 5/4) or
at least one major 4 card suit.
(3) OPC 15+, good 6+ minor, weak in both major suits.
(4) HCPC 11, strong 5 card minor; HCPC 12, weak 5 card
minor (points in short suits), or HCPC 12, no 5 card.
2H,2S: Natural, 5 card suits, HCPC 0-10.
2D: Natural, 5 card minor, HCPC 0-6 if balanced and 0-10
points with singleton or void.
2NT: (1) HCPC 0-10, 6 card minor. (2) HCPC 12+ in three
suits, 3-suiter (4,4,4,1 or 4,4,5,0).
3H,3S: 5+ major, HCPC 12+ (no upper limit).
3NT: HCPC 12-17, balanced hand; HCPC 13, good 6+ minor,
inability to bid as 2C; HCPC 9+, A,K,Q in 6+ minor.
4H,4S: 6+ major, HCPC 12-17 (slam unlikely).
5C,5D: 8 card suit, OPC 16-18, unsuitable for notrump.
3C,3D: HCPC 9 or less, A,K in 6+ minor suit; HCPC 10-12,
good 6+ minor (always has ace with only 10-11 points).
4C: OPC 21+, long strong suit, Gerber for aces.
[574 1NT ? Standard responses to a weak 1NT
2C: (1) HCPC 0-10, 3-suiter (S,H,D, 4,4,5,0 is ideal).
also 3-suiter, HCPC 0-5, (S,H,D, 3,3,4,3 is OK).
(2) HCPC 12+, at least one 4 card major.
(3) HCPC 12+, major 2-suiter (5,5 or 5/4).
(4) HCPC 12+, good 6 card minor.
2H,2S: HCPC 0-10, 5 card suit.
2D: HCPC 0-6, 5 card suit, balanced hand (HCPC 0-10
with unbalanced hand).
2NT: HCPC 11, strong 5 card minor; HCPC 12, no 5 card
minor or with weak 5 card minor (points in short suits).
3NT: HCPC 12+, balanced hand . Also with good 6 card
minor, HCPC 9+, strong honors in suit.
3H,3S: 5+ suit, 12+, no upper limit.
4H,4S: 6+ suit, 12-17 points, slam unlikely.
3C,3D: HCPC 0-10, 6+ suit (only 5 clubs if necessary).
4C: Gerber asking for aces (slam interest).
[575 Weak 1NT more complex system, Stayman bid.
1NT 2C
2D ?
2NT: HCPC 11, strong 5 card minor; HCPC 12, no 5 card minor
or HCPC 12 and weak 5 card minor (points in short suits).
3NT: HCPC 13+ or HCPC 12 with fair 5 card minor.
2H(2S): 5 card major, HCPC 11 or weak 12 points. Bid hearts
first with 5/5 in major suits.
3H(3S): 5 card major, HCPC 13 or HCPC 12 and good major
suit. Bid hearts first with 5/5 in major suits.
3C,3D: OPC 15+, good 6 card minor, weak in both major
suits. Opener with stoppers in both, bids 3NT
otherwise bids 4 or 5 of minor suit.
4C,4D: OPC 19-20, good 6+ minor, near slam, with just a
little extra partner bids a small slam.
[576 1NT 2C Weak 1NT, more complex system, Stayman bid.
2H ?
4H: HCPC 12+, 4+ hearts.
3H: HCPC 11, 4 hearts.
2S: HCPC 12+, 4 spades.
2NT: HCPC 11 exactly, strong 5 card minor; HCPC 12 exactly,
no 5 card minor, HCPC 12 exactly, poor 5 card minor
(most of the points in short suits).
3NT: HCPC 13 (12, good 5 card suit), can't support hearts.
3C,3D: OPC 15+, good 6 card minor, weak in both major
suits. Opener with stoppers in both, bids 3NT;
otherwise bids 4 or 5 of the minor suit.
4C,4D: OPC 19-20, good 6+ minor, near slam, with just a
little extra partner bids a small slam.
[577 1NT 2C
2S ? Weak 1NT more complex system, Stayman.
4S: HCPC 12+, 4 spades.
2NT: HCPC 11 exactly, 5 card minor; HCPC 12 exactly,
no 5 card minor; HCPC 12 exactly, weak 5 card minor
(points in short suits not the 5 card minor).
3NT: HCPC 13+, or HCPC 12 and good 5 card suit.
3C,3D: OPC 15+, good 6 card or longer suit, but weak
in both majors. Opener with stoppers in both,
bids 3NT; otherwise bids 4 or 5 of the minor suit.
4C,4D: OPC 19-20, good 6+ minor, near slam, with just a
little extra partner bids a small slam.
[578 Standard responses to weak 1NT with competition
1NT (2H) ?
Double: HCPC 9+, takeout* double, usually a 3-suiter
but may be a minor 2-suiter if the opponent bids 2H.
5C,5D: OPC 15+, good 6+ minor, not suitable for
notrump or a major suit.
4S: HCPC 12+, 6+ spades.
3S: HCPC 12+, 5+ spades. Partner bids 4S or
3NT but the 3S bid does not promise a heart stopper.
3NT: HCPC 13+, balanced hand, guarantees stopper
in opponent's suit. Also some long strong minor suits.
2S: HCPC 11 or less, 5 card suit, natural, non-forcing.
3H: HCPC 12+, 4 spades, stopper in hearts, cue bid.
3C,3D: HCPC 5+, good 6 card suit. Looking for partial score.
*Takeout doubles are also referred to as negative doubles
since they deny strength in the opponent's suit.
[579 More complex responses to weak 1NT with competition.
1NT 2H ?
Double: HCPC 9+, takeout double, 3-suiter showing
support for all unbid suits. May be a minor 2-suiter
if the opponent bids 2H, the only exception.
4S: HCPC 12+, 6+ spades.
3S*: HCPC 12+, 5+ spades, stopper in hearts.
3NT*: HCPC 12+, balanced hand, stopper in hearts.
3H*: Cue bid, 4 spades, HCPC 12+, stopper in hearts.
2NT: Minor suit bust (if vulnerable it requires OPC 10
but less than a direct 3C(3D) bid; HCPC 10 and minor
2-suiter; With HCPC 12+ and no stopper in hearts:
with 4 spades (rebid 3H); balanced hand, rebid 3NT;
with 5 spades (rebid 3S). None show a stopper in hearts.
3C,3D: HCPC 12+, good 6+ minor, no stopper guaranteed.
*Make these bids without guaranteeing a stopper by first
bidding 2NT. Note: analogous after other intervening
2-bids, except 2NT Stayman not possible after hearing
2C and Stayman after 2D bid is only used if the player
who made the bid passed previously; otherwise the
defensive player is showing a major 2-suiter.
[580 After opponent bids, responses to special 2NT bid.
1NT (2H) 2NT*
3C ?
Pass: Club bust or 10 points and minor 2-suiter.
3D: Diamond bust, or 10 points and minor 2-suiter.
3S: HCPC 12+, 5+ spades, no stopper in hearts.
Opener with 3 card support will go to 4S or with
only 2 cards, bid 3NT with stopper in hearts.
3H: HCPC 12+, Stayman type cue bid, 4 spades, no
stopper in hearts. Opener will support spades (may
have to do so with only 3 card support) or bid 3NT with
a stopper in opponent's suit.
3NT: HCPC 13+, balanced hand, no stopper in hearts.
Analogous after other intervening 2-bids, except after
2C there is never a Stayman type bid, and after 2D
only if the 2D bidder passed previously.
[581 Possible responses to opener's 1NT bid.
1NT ?
The more complex system of responding to a weak 1NT
bid is quite different than the standard system. It
is Terry's own modification of the standard system
and evolved after studying numerous hands. It
permits the identification of many more specific
types of hands, their distributions, and strengths. It
permits a more reliable method of arriving at the best
contract. The requirements for these bids can be found
by clicking on the help prompts on this screen.
The responses to a weak 1NT opening bid are placed here
for your convenience. The requirements for most bids
are found by clicking on a bid once it appears on the
bidding chart during the bid of the game or immediately after.
[582 Standard responses to the 1NT opening bid
No bidding system is simple but the standard system
is the least complex of the two systems presented in
this program.
A quick review of the responses following a 1NT opening
bid, with and without competition, are shown below.
The requirements for all major bids can be found by
clicking on a bid once it appears on the bidding chart
during the bid of the game or immediately thereafter.
[583 Responses following the 2NT bid in the more
complex system, no intervention.
Weak notrump system
1NT 2NT
3C 3NT*
?
Pass: No 4 card major. It is best to have a stopper in
both minor suits; however, it is very likely that your
best minor will be the one partner is short in.
4S: 4 card spade suit.
4H: 4 card heart suit.
*Responder has no interest in slam. Player has a void or
singleton in one of the minor suits and two 4 card majors.
[584 Responses following 2NT, no intervention, more
complex weak notrump system.
1NT 2NT
3C 3H*
?
3S: 4 card spade suit, less than 10 points in S,C,D.
4S: 4 card spade suit, 10+ points in S,C,D**.
3NT: Stopper in hearts.
5C,5D: 5(4) card suit, no stopper in hearts**.
*Analogous for bids following 3S response, except player
can not bid major suit at 3 level.
**Partner will bid slam in suit with 18 points in S,C,D.
[585 Responses following 2NT, no intervention, more
complex weak notrump system
1NT 2NT
3C 4C*
?
With 10 points in D,H,S consider bidding a small
slam, especially with a 5 card diamond suit, otherwise
bid game.
4S,4H: 4 card major suit.
5D: 4 card diamond suit.
4NT: Inability to bid a suit, stoppers in clubs.
*Analogous following a 4D response. Partner has
a slam going hand with short club suit.
[586 Responses following 2NT, no intervention.
1NT 2NT More complex weak notrump system
3C* ?
Pass: 6+ clubs, HCPC 0-10.
3D: 6+ diamonds, HCPC 4-10. Partner will pass.
3H: HCPC 12+, void or singleton in hearts.
No upper limit to bid. Heart points discounted.
3S: HCPC 12+, void or singleton in spades.
No upper limit to bid. Spade points discounted.
3NT: HCPC 12+, a void or singleton in a minor
suit, points in short suit discounted.
4C: Void or singleton in clubs, OPC 21+.
Strong slam interest.
4D: Void or singleton in diamonds, OPC 21+.
Strong slam interest.
[587 Responses following 2NT, no intervention
More complex weak notrump system
1NT 2NT
3C 3S*
?
4H: 4 card heart suit, less than 10 points in C,D,H.
5H: 4 card heart suit, 10+ points in C,D,H**.
3NT: Stopper in spades.
5C,5D: 5(4) card suit, no stopper in spades**.
*Analogous for bids following 3S response, except player
uses 3S or 4S following a 3H bid to show the two different
types of hands.
**Partner will bid slam in suit with 18 points in C,D,H.
[588 Defense against a long club or diamond suit
1NT pass 2NT pass
3C pass pass* ?
The 2NT bidder shows HCPC 4-10 and a 6+ minor suit.
Intervention requires a good 5+ card suit and at least
10 points (other than in opponent's suit). It is
impossible to know whether the offense has more points
than the defense. However, the defense will have at
least 16 combined points if you require 10 for the bid.
*Or bids 3D
[589 Responses following 2C, no intervention.
More complex weak notrump system
1NT 2C
2D(2H,2S) ?
3C: good 6 card suit, OPC 15+.
3D good 6 card suit, OPC 15+.
Reminder: To show a 6+ minor with less values than
needed for game, first bid 2NT then end in 3C or 3D
to show a bust hand. Also bid 3C or 3D directly to
show a hand that needs a little help to bid 3NT, but
it does not guarantee game.
[590 Responses following 3C*, no intervention
More complex weak notrump system
1NT 3C*
?
3NT: HCPC 14 or a high honor in clubs.
Pass: Inability to bid 3NT.
*Same for a 3D response. The minor suit bid does not
guarantee game as it does after a Stayman bid.
[591 Cue bid of opener's suit
1C double 1H* 2C?
The cue bid of opener's suit after partner
doubles shows a weak 4 card spade suit*
and a good diamond suit. You are asking partner to
bid spades with a good 4 card spade suit, otherwise
bid diamonds or notrump.
With a 5 card spade suit or good 4 card spade suit,
player would bid spades directly because partner's
double shows support in all suits except clubs.
*If this person passes, the 2C cue bid shows about
9 points, with values in both hearts and spades.
Doubler is ask to make a choice. It doesn't
promise a 4 card suit, however,
[592 Standard Stayman bid, weak 1NT
1NT 2C
2D ?
Pass: Weak hand, 3-suiter, S,H,D. Ideal
distribution is 4,4,5,0 but with only
0-5 points, 3,3,4,3 is acceptable. The
longest suit is diamonds.
2H,2S: HCPC 12+, 5 card major. With two
5 card suits, bid hearts first.
3NT: HCPC 12+, no 5 card major.
2NT: HCPC 11.
3C,3D: HCPC 12+ (OPC 15+), 6+ minor, forcing to game.
[593 Standard Stayman bid, weak 1NT
1NT 2C
2H ?
Pass: Weak hand, 3-suiter, S,H,D. Ideal
distribution is 4,4,5,0 but with only
0-5 points, 3,3,4,3 is acceptable. The
longest suit is diamonds.
4H: HCPC 12+, 4 hearts.
2S: HCPC 12+, 4 spades.
3NT: HCPC 12+.
2NT: HCPC 11.
3C,3D: HCPC 12+ (OPC 15+), 6+ minor suit.
[594 Standard Stayman bid
1NT 2C
2S ?
Pass: Weak hand, 3-suiter, S,H,D. Ideal
distribution is 4,4,5,0 but with only
0-5 points, 3,3,4,3 is acceptable. The
longest suit is diamonds.
4S: HCPC 12+, 4+ spades.
3NT: HCPC 12+.
3C,3D: HCPC 12+ (OPC 15+), 6+ minor suit.
[595 More complex system, Stayman bid
1NT 2C
2H 2S
3S ?
Opener's 3S bid shows 13 points, 4 spades.
4S: HCPC 11 (weak 12), 5 card spade suit, and
some other good 4 card suit.
[596 If the defending bidder did not pass previously,
then the 2D bid is showing a major 2-suiter. All bids
are natural for standard and more complex weak 1NT
systems.
1NT 2D ?
// game in a minor suit
5D,5C: OPC 15+, good 6+ minor suit.
//partial in a minor suit
3D,3C: HCPC 5+, good 6+ minor suit.
[597 Bidding 6+ card minor suits, more complex version,
when opponent passes, player did not pass previously.
1NT 4C: OPC 21+, Gerber cue bid asking for aces,
slam try in either minor suit.
1NT 2C then
4C*,4D*: OPC 19-20, strong slam interest.
3C*,3D*: OPC 15+ (HCPC 12+), 6+ minor with
no stopper in either major suit.
1NT 5C*,5D*: OPC 16+, usually an 8 card suit.
1NT 3NT: 6+ minor, A,K,Q in minor suit. Also with
semibalanced hand with stoppers.
1NT 3C*,3D*: HCPC 9 or less and A,K in 6+ minor. Also
HCPC 10-12 with good 6+ minor (A,Q,J,9,x,x, if missing
ace must have 12 points, example: K,Q,J,9,x,x)
1NT 2NT* HCPC 3+, 6+ minor, club or diamond bust.
*Different meanings in standard system.
[598 Standard method of Bidding long minor suits when
opponent passes and the player did not pass previously.
1NT pass ?
4C: OPC 21+, good 6+ minor, Gerber asking for aces.
3NT: HCPC 9+, 6+ minor headed by A,K,Q or HCPC 12+
and good 6+ minor.
2C: OPC 15+, good 6+ minor. Opener bids 3NT with
appropriate stoppers, else goes to game in minor.
5C,5D: OPC 16+, poor distribution for 3NT.
3C,3D: HCPC 3+, club or diamond bust. In the case
of clubs, the bid is necessary even with 5 cards
because 2C is used for Stayman.
[599 Abbreviations used for bidding prompts.
Because of the benefit of keeping the information
confined to one small screen, abbreviations are
are used in all prompts, some examples follow:
HCPC 12+: the hand has 12 or more high card points.
6+ spades: The spade suit has 6 or more cards.
Solid 5+ suit: the suit has at least 5 cards and
all 5 honors. A,K,Q,J,10 (minimum hand)
Strong 6+ spades: the spade suit has at least 6 cards
and usually 4 honors. A,K,Q,10,X
Good 6+ minor: the suit has at least 6 cards and
and usually 3 honors. K, Q, J, 9, X, X
Good 3 card suit: A,Q,x, usually 2 honors.
Fair 5 card suit: the suit has 5 cards and usually
2 honors. K, Q, X, X, X or A, Q, X, X, X
Bust hand, 6+ diamonds: the suit has at least 6 diamonds
and few points in suit and hand. K,X,X,X,X,X.
[600 No information.
[601 When the defense bids 2D
1NT 2D pass?
If the defense bid 2D with a non-passed hand, it shows
a major 2-suiter. All bids made by responder are natural.
5C,5D: OPC 15+, good 6+ minor suit.
3C,3D: HCPC 6+, fair 6+ minor suit, for partial game.
If the defense bid 2D with a passed hand, it shows a
3-suiter, one of the suits being diamonds. In this case
the bidding proceeds as it generally does following
intervention by the opponent.
[602 When the defense bids 2NT
1NT 2NT pass?
The 2NT bid shows a 2-suiter (5/5). If the 2NT bidder
was bidding with a non-passed hand, it shows either a
minor 2-suiter or a minor/major 2-suiter. If the bid
was made with a passed hand it shows a minor/major
2-suiter.
Since the defense can have any kind of 2-suiter except
a major 2-suiter, responder passes and waits for an
opportunity to bid again after the defense has declared
the distribution more fully.
[603 Following 2NT bid, more complex responses.
1NT 2H 2NT
3C pass ?
Pass: Club bust or 2-suiter with strong clubs
3D: Diamond bust or 2-suiter with strong diamonds
3S: HCPC 12+, 5 spades, no stopper in hearts.
3H*: HCPC 12+, cue bid showing 4 spades, no stopper
in hearts.
3NT*: HCPC 13+, balanced hand, no stopper in hearts.
*Opener may not have a stopper in hearts and be forced
to bid some other suit; therefore, it is best to have
some support in the other suits in case opener feels
compelled to bid the unexpected.
[604 When responder passed previously
pass pass
1NT pass 2C
This 2C bid is natural showing a weak hand and
5+ clubs.
[605 Reaching 3NT, more complex system
1NT pass ?
BALANCED HANDS
3NT: HCPC 13-19, balanced hand.
3NT: HCPC 12, good 5 card minor suit, balanced hand.
3NT: HCPC 13+, semibalanced hand with stoppers.
UNBALANCED HANDS
3NT: HCPC 9+, 6+ minor headed by A,K,Q or HCPC 13+,
good 6+ minor (unless missing stoppers in both major
suits, then bid 2C).
2C: OPC 15+, good 6+ minor, no stopper in either
major suit. Opener with stoppers in both major suits,
bids 3NT, otherwise bids 4 of minor with HCPC 12 and
5 of minor with HCPC 13-14.
3C,3D: HCPC 7+ requires A,K in 6+ minor; with
HCPC 10+, it requires good 6+ minor(A,Q,J,9,x,x). When
the missing ace, it requires HCPC 12+ and a good suit
(K,Q,J,9,x,x). Opener with HCPC 14 (or 13 with high
honor in minor suit) bids 3NT; otherwise passes.
[606 Reaching 3NT, standard method of bidding.
BALANCED HANDS
3NT: HCPC 13-19, balanced hand.
3NT: HCPC 12, good 5 card minor suit, balanced hand.
3NT: HCPC 13+, semibalanced hand with stoppers.
UNBALANCED HANDS
3NT: HCPC 9+, 6+ minor headed by A,K,Q or HCPC 12+,
good 6+ minor. Hand tends to be semibalanced.
2C: OPC 15+, good 6+ minor shown with next bid.
Opener either bids 3NT with stoppers or game in
minor suit.
[607 Terry's method of getting the most out of
your long minor suits when opponent passes and
the player did not pass previously.
1NT pass ?
4C: OPC 21+, good 6+ minor, Gerber asking for aces.
3NT: HCPC 9+, 6+ minor headed by A,K,Q or HCPC 13+
and good 6+ minor (unless missing stoppers in both
major suits, then bid 2C).
2C: OPC 15+, good 6+ minor, no stopper in either
major suit. Opener with stoppers in both major suits,
bids 3NT, otherwise bids 4 of minor with HCPC 12 or
less, and 5 of minor with HCPC 13-14.
3C,3D: HCPC 9 or less requires A,K in 6+ minor; with
HCPC 10-12, requires good 6+ minor (A,Q,J,9,x,x When
missing ace, requires HCPC 12, in a good suit
K,Q,J,9,x,x). Opener with HCPC 14 (or 13 with high
honor in minor suit) bids 3NT; otherwise passes.
5C,5D: OPC 16+, usually with an 8 card minor suit.
2NT: HCPC 3+, club or diamond bust.
[608 Standard method of bidding long minor suits
when opponent passes and the player did not pass
previously.
1NT pass ?
4C: OPC 21+, good 6+ minor, Gerber asking for aces.
3NT: HCPC 9+, 6+ minor headed by A,K,Q or HCPC 12+
and good 6+ minor.
2C: OPC 15+, good 6+ minor. Opener bids 3NT with
appropriate stoppers, else goes to game in minor.
5C,5D: OPC 16+, poor distribution for 3NT.
3C,3D: HCPC 3+, club or diamond bust. In the case
of clubs, the bid is necessary even with 5 cards
because 2C is used for Stayman.
[609 Modified 3C(3D) response to 1NT
1NT 3C(3D)
?
Opener bids 3NT anytime with HCPC 14 or with HCPC 13
and a high honor in the minor suit; otherwise, opener
passes.
[610 Standard 3C(3D) response to 1NT
1NT 3C(3D)
?
Pass: The only option after hearing the 3C or 3D bid.
[611 Double, standard system
Penalty Double: Only follows a 1NT bid, shows HCPC 15+,
balanced hand. It is usually passed by partner.
Double opponent's suit bid with HCPC 18+, clarify next bid.
Take out Double: requires OPC 13+, 3+ cards in all suits
except opener's suit, and not more than 2 in opener's suit.
[612 1 level overcall, standard system
1 level suit overcall requires 5+ card suit and HCPC 10+
and the inability to make a jump 2-bid in your chosen
jump 2-bid system and the inability to double.
Partner's responses with 3-card support or longer.
HCPC 8-10, raise partner one level.
HCPC 11-13, jump raise partner's suit.
HCPC 14+, cue bid opponent's suit or bid game in major suit.
Partner's responses without 3-card support.
HCPC 8-13, bid a good 5-card suit of your own.
HCPC 14+, cue bid opponent's suit, then jump in your suit.
Partner's responses with stoppers in opponent's suit.
1NT, HCPC 8-10; 2NT, HCPC 11-13; 3NT HCPC 14-16;
HCPC 17+, cue bid opponent's suit, then bid notrump.
[613 Jump 2-bids, competitive 2-bids, double jump bids.
Jump 2-bids.
1C 2H?
The player may choose between the weak jump 2-bid system
and the intermediate jump 2-bid system. Click the red
squares provided to find information on these two systems.
Competitive 2-bids.
1S 2H? The 2H bid promises 6+ hearts and OPC 12+.
Double jump bid.
1C 3H? The double jump bid is preemptive. It promises
a weak hand, and a long suit (in this case hearts).
[614 Double opener's suit bid, complex system
Double a suit bid to show 18+ points, clarify next bid.
Take out double: requires OPC 12+, 3+ cards in all suits
except opener's suit, and not more than 3 cards in opener's
suit.
Partner's responses to take out double:
Pass*: 5+ cards in opponent's suit with 3 or 4 honors.
Pass: if right hand bids and less than 8 RPC.
RPC 0-9, bid longest suit at lowest level.
RPC 10-12, jump bid in longest suit.
RPC 13+, 5(4)+ hearts or spades, bid game in major suit.
RPC 16, 5(4)+ clubs or diamonds, bid game in minor suit.
With two stoppers in opponent's suit, bid
1NT: HCPC 7-10; 2NT: HCPC 11-12; 3NT: HCPC 13+
[615 Complex system, overcall in a major suit
1C 1H?
The one level overcall requires HCPC 8-17, a
good 5+ suit (usually 6+ suit), and the inability
to make a jump bid in hearts.
The partner of the overcaller
3NT*: 3+ hearts, RPC 18+
2C: 3+ hearts, RPC 15+
3C: 3+ hearts, RPC 12+
2H: 3+ hearts, RPC 8+
3H: 4+ hearts, weak preemptive hand.
1S: 5+ spades, HCPC 10+ (or less points and longer suit).
2D: 5+ diamonds, HCPC 10+ (or less points and longer suit).
1NT: HCPC 12+; 2NT: HCPC 16+, (either bid requires a
double stopper in clubs, and stoppers in S & D).
*If 3NT is chosen as a non-supporting bid, the following
applies. 1NT: HCPC 10-12; 2NT: HCPC 13-15; 3NT: 16+.
[616 Standard defensive bidding system
In the standard system, there are no elaborate sets of
defensive bids following an opening 1NT bid by the offense.
There are other major differences as well. Click the red
squares below to gain an appreciation of some of the more
important elements of the standard system.
As is true of all the bids made in Let's Play Bridge,
appropriate prompts are available during the play of the
game just by clicking on a bid made.
[617 Complex defensive bidding system
The red help squares explain the essential requirements
for various possible bids by the defensive player.
If first defender passes, second defender can make use
of these same bids depending on the action of right
hand opponent.
Reminder:
pass pass pass
1NT ?
If the offensive player is bidding a weak 1NT, then
bids by defensive player with a passed hand are the same
as if the offense were using a strong 1NT system.
[618 Cue bid, standard defensive system
This cue bid promises a very strong hand, HCPC 22 or
more, and a good 6 card suit. Usually with few cards in
the opponent's suit. This bid is forcing to game.
Slam may be possible.
[619 Jump 2-bids
You are free to choose either a weak jump 2-bid or an
intermediate jump 2-bid. The limited research I have done
on the two suggests the intermediate jump 2-bid can be
applied just as frequently and is just as helpful in
befuddling the enemy and is more helpful in advancing
your own bidding system.
[620 Complex, after a 1NT opening bid
3C(3D): A good 6+ suit with 10+ points.
3H(3S): 7+ suit, less than 10 points, preemptive.
[621 Response to strong cue bid by first defender
1C 2C opponent ?
Jump bid in suit: 5+ suit, OPC 10+, invites slam
3NT: Stopper in opponent's suit.
Competitive bid: 5+ suit.
2NT: None of the above.
[622 Double, standard system
Penalty Double: Only follows a 1NT bid, shows HCPC 15+,
balanced hand. It is usually passed by partner.
Double opponent's suit bid with HCPC 18+, clarify next
bid.
Takeout Double: requires OPC 13+, 3+ cards in all suits
except opener's suit, and not more than 2 in opener's suit.
[623 Standard defense, responses to takeout double
Pass*: 5+ cards in opponent's suit with 3 or 4 honors.
Pass: if right hand bids and 7 RPC or less.
RPC 0-9, bid longest suit at lowest level.
RPC 10-12, jump bid in longest suit.
RPC 13+, 5(4)+ hearts or spades, bid game in major suit.
RPC 16, 5(4)+ clubs or diamonds, bid game in minor suit.
With two stoppers in opponent's suit, bid
1NT: HCPC 7-10; 2NT: HCPC 11-12; 3NT: HCPC 13+
*Converts takeout double to penalty double.
Note: When the offense bids after partner's double,
a 3-bid response only requires RPC 7 and a 2-bid, RPC 4.
Determine RPC by discounting distribution in opponent's
suit, then add 5 points for a void, 3 for a singleton and
1 for a doubleton in any other suit. Add one point for
every card in the suit over 4 cards in length.
[624 Standard responses to suit bid
Partner's responses with 3-card support or longer.
HCPC 8-10, raise partner one level.
HCPC 11-13, jump raise partner's suit.
HCPC 14+, cue bid opponent's suit or bid game in major suit.
Partner's responses without 3-card support.
HCPC 8-13, bid a good 5-card suit of your own.
HCPC 14+, cue bid opponent's suit, then jump in your suit.
Partner's responses with stoppers in opponent's suit.
1NT, HCPC 8-10; 2NT, HCPC 11-13; 3NT HCPC 14-16;
HCPC 17+, cue bid opponent's suit, then bid notrump.
[625 Complex defensive bidding system
1C 1D 1H ?
1S: good 5+ spades, HCPC 8+
2S; good 6+ spades, HCPC 9+.
Double: HCPC 8+, 4+ spades (with some diamond support).
2C: Cue bid forcing to game (next bid show type of hand)
HCPC 18+, notrump hand, stoppers H,C
RPC 18+, diamond support.
HCPC 14+, good 6+ spades.
2D: RPC 8-11, 3+ diamonds
3D: RPC 12-15, 3+ diamonds.
4D: RPC 16-17, 3+ diamonds.
5D: 4+ diamonds, weak offensive hand, if
not vulnerable.
Notrump hand with stoppers in clubs and hearts
1NT: HCPC 9-12, 10+ points if vulnerable
2NT: HCPC 13-15, 14+ points if vulnerable
3NT: HCPC 16-17, 17+ points if vulnerable
[626 Complex defensive bidding system
1C 1D 1S ?
2H: Good 6+ hearts, HCPC 9+
Double: HCPC 8+, 4+ hearts
2C: Cue bid forcing to game (next bid show type of hand).
HCPC 18+, stoppers in clubs and spades
RPC 18+, 3+ card diamond support
OPC 14+, good 6+ heart suit.
2D: RPC 8-11, 3+ diamonds
3D: RPC 12-14, 3+ diamonds
4D: RPC 15-17, 3+ diamonds
5D: 4+ diamonds, weak offensive hand, if not
vulnerable.
Notrump hand with stoppers in clubs and spades
1NT: HCPC 9-12, 10+ points if not vulnerable
2NT: HCPC 13-15, 14+ points, if not vulnerable
3NT: HCPC 16-17, 17+ points, if vulnerable
[627 Complex defensive bidding system
1C 1D 2C ?
2H,2S: good 6+ major suit, HCPC 9+.
double: 4/4 in major suits, HCPC 8+
2D: RPC 8-11, 3+ diamonds
3D: RPC 12-15, 3+ diamonds
4D: RPC 16+, 3+ diamonds
5D: 4+ diamonds, weak offensive hand, if not
vulnerable
Competitive notrump hand, double stopper in clubs
2NT: HCPC 11-14, points 12+ if not vulnerable
3NT: HCPC 15+, points 16+ if not vulnerable
[628 Penalty double by responder when opener bids
1S or 1H, but not after opener bids a minor suit.
1S 2D ?
Responder doubles with
1. HCPC 9+, defensive type hand.
2. Prospects of at least 1 trump trick.
3. Shortness in partner's opening suit bid.
4. About 1 1/2 QT (or more) in the unbid suits.
Typical hand: 8, A732, Q1043, K852
Opener should take this double out with an offensive
type hand; namely, with a long spade suit and poor
values in the other suits, opener should rebid the
spade suit again.
[629 Penalty Double using trick values
Double when you can defeat contract two or more tricks.
1. Estimate total probable tricks in trumps, adjust
as follows:
Add 1 trump trick for having 5 trumps or 1/2 trump
trick for having 4 trumps.
Deduct 1 1/2 trump tricks if opener is left hand.
Deduct 1 trump trick if left hand suported trumps.
2. Add your QT other than in trumps, adjust as follows:
Add 1/2 trick for fair 4 card suit bid by opponent.
Only count 1 trick in a 6 card or longer suit.
3. Add tricks promised by partner's bid. For example:
Opening bid or intermediate jump 2-bid, 2 1/2 tricks.
Overcall 1-bid or weak jump 2-bid, add 1 trick.
Overcall competitive 2-bid, add 2 tricks.
Strong 1NT opening bid, add 4 tricks.
Deduct 1/2 trick with 4+ cards in partner's suit.
4. Add 1/2 trick for non-bidding partner.
[630 Inferential penalty doubles of Game Suit Bids
Double when cards appear to split badly for opponents
if offensive responder did not support trumps strongly.
Example bidding
1S 1NT
2H 2S
3S 4S
With 5 spades (may be weak), 1 heart or less, and as
little as 1QT, double even if partner never bid. Also
double if the reverse distribution is true (zero trumps
and length and some strength in hearts).
[631 Double opponent's off the wall' game bid.
1S pass 3S pass
4S 5C dble
If the opponent is not vulnerable, and you do not
double, the most you can gain is 50 points per trick
for every trick you set them. Even if you set them
by 10 tricks, the most you will get for the set is
500 points. A game in spades if vulnerable is worth
620. If you double them, and set them by the same
number of tricks you will make 1700 points.
Opponent doubled at game
Vulnerability Number set to
Yours opponents' come out ahead
yes(620) no 4 (700 points)
no (420) no 3 (500 points)
yes(620) yes 3 (800 points)
no (420) yes 2 (500 points)
[632 Sacrificing to prevent opponent from taking the
contract.
The best time to sacrifice is early. This interrumpts
the opponents' bidding. If this does not seem
practical, then the next best time arrives when there
have been two passes in front of you. At this point
the opponents have arrived at their best contract, and
it may seem right to you to bid higher, especially
if you are not vulnerable. You may steal a contract and
never be doubled. When the sacrifice bid is less than
game, it is much more difficult for the opponent to
double. You may be doubled into game or you may deny
the enemy a profitable contract of their own.
[633 Reassessing hand after the opponent overcalls
When the opponent overcalls and there is a good chance of
making a bid one higher than originally intended, then it
may be in your best interest to bid higher unless you decide
to double.
Reminder:
OPC + RPC*
24 points Minimum for a 4-bid.
27 points Minimum for a 5-bid.
31 points Minimum for a 6-bid.
35 points Minimum for a 7-bid.
*Use a point or two higher if you adjust for
distribution for OPC by using 3 for a void, 2 for a
singleton, and 1 for a doubleton (the strong 1NT
system).
[634 1C 1S DOUBLE PASS
?
4H: 4 hearts, HCPC 19+
3H: 4 hearts, HCPC 15+
2H: 4 hearts, opening bid values, usually HCPC 12+
3NT: HCPC 20, appropriate stoppers.
2NT: HCPC 19(18), appropriate stoppers.
1NT: HCPC 15-17, appropriate stoppers.
3C: OPC 18+, long strong club suit.
2D: HCPC 15+, 6+ clubs, stopper in diamonds.
2C: OPC 12+, 5+ clubs.
Pass: strong 4 spades (converts to penalty double).
Note: Partner will correct to clubs when holding
5+ clubs and HCPC 13+.
[635 Complex responses
1H PASS PASS ?
A bid in this situation is known as balancing. You
are in part bidding your partner's hand too.
With 2 cards or less in opponent's suit:
2S: 6+ spades, HCPC 9+, 1 1/2 QT (jump bid)
1S: 6+ spades, HCPC 4+.
1S: Good 4 card or fair 5+ spades, 1 1/2 QT, HCPC 8+
2D(2C): 6+ diamonds, HCPC 9+, 1 1/2 QT.
2NT: Unusual notrump showing minor 2-suiter (5/5).
Double: HCPC 11+, 4 spades, 3+ clubs, 3+ diamonds.
Double: HCPC 15+, good 6+ spades (rebid, spades).
2H: Cue bid, 2-suiter (4 spades, 5-card minor).
(after a minor suit it would show a major 2-suiter).
1NT: Balanced hand, HCPC 9+, 2 QT, and stopper in
opponent's suit, but less than 4 cards in this suit.
[636
1C pass pass 1NT
pass 2C?
This cue bid shows a major 2-suiter (5/5).
Partner will bid in his/her best major suit.
A cue bid of a major suit shows a minor 2-suiter.
[637 Raising a suit bid.
The player continues to raise the suit if there is a
chance for game. The combined points, as suggested by
partner's previous bid, are used as a guide.
OPC+RPC*
3-bid 21
4-bid 24 4-bid in minor to suggest game requires 25+
5-bid 27 5-bid in major suit only when forced to
6-bid 31 or cue bid in a different suit to show
7-bid 35 control and slam interest
*Values shown are for the weak 1NT system, where opener
allows 2 for a void and 1 for a singleton, and responder
uses 5,3,1 for void,doubleton,singleton respectively.
The computer requires one additional point when using the
strong 1NT system(void 3, singleton 2, and doubleton 1).
[638 1C 1H
1S ?
4S: RPC 13+, 4 spades
4H: OPC 15+, strong 6 card heart suit
3NT HCPC 12+, stoppers in hearts and diamonds.
5C: OPC 15+, 5+ clubs
2NT: HCPC 9-11, stoppers in hearts and diamonds.
3S: RPC 11+ and 4 spades (3 with honors)
3H: OPC 11+ and good 6+ hearts (strong 5)
3C: OPC 11+ and 5+ clubs (4 with honors)
2D: HCPC 9+, stopper in diamonds
2H: HCPC 9+, fair 6+ hearts (good 5)
2S: RPC 8+, 4 spades (3 with honors)
2C: OPC 8+, 5+ clubs (4 with honors)
Pass: 4 spades, 5 points or less
2C: 5+ clubs (possibly slightly less than expected
by partner)
1NT: HCPC 5-8, escape bid showing poor values
[639 1C 3D,3H,3S?
A. When there is even vulnerability, or the other team
is vulnerable, it shows a preemptive bid; a 7 card suit,
1 QT or less, HCPC 8 or less, no aces, and most of
the points in the suit bid. Typical hand:
x KJ109xxx xx xxx This is a weak offensive type hand
and partner will usually pass. It is capable of
taking 5 or 6 tricks in the suit bid.
B. If you are the only team vulnerable, it shows
a 7 card suit with about 2 QT. Typical hand:
x KQJ10xxx xx Axx It is capable of taking 7 tricks,
mostly in the suit bid. With fewer QT make the weak
jump 2-bid (if available) or 1-bid whichever seems
more appropriate. With 2 1/2 QT or greater, make the
intermediate jump 2-bid (if available), or make a 1-bid.
[640 1NT pass ?
4C: HCPC 15+, good 6+ minor suit (asks for aces), or
bid slam directly.
2D: HCPC 13+, good 6+ minor, at least one suit with a
singleton or void (slam try). This is one
feature of the dual nature Jacoby bid.
3NT: HCPC 9+, may have good 6 card minor suit.
2C: HCPC 10+, no stoppers in either major suit, 6+ minor
suit (partner will either bid game in minor or 3NT).
This is one of four possible reasons for bidding 2C.
3C(3D): HCPC 6+, ragged 6+ minor. Asks partner to bid 3NT
with top card help in minor suit or pass.
5C(5D): HCPC 8-14 (OPC 12+), 8(7) card minor suit with
little hope of slam and unsuitable for notrump play.
2NT: Club bust. Pass when partner bids manditory 3C.
2S: Diamond bust. Bid 3D after partner bids manditory 2NT.
Note: add a point when using 15-17 strong 1NT system.
[641
not used 172,173,174