home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!ulowell!m2c!bu.edu!transfer.stratus.com!sw.stratus.com!tnh
- From: tnh@sw.stratus.com (Tim Hill)
- Newsgroups: rec.games.bridge
- Subject: yellow card system (was Re: Freak hand. YBTJ)
- Message-ID: <1e8ho3INN835@transfer.stratus.com>
- Date: 16 Nov 92 16:20:19 GMT
- References: <1dukuaINN7cq@leo.asc.slb.com> <davidm.721693161@voltaire>
- Organization: Stratus Computer, Inc.
- Lines: 551
- NNTP-Posting-Host: bigbootay.sw.stratus.com
-
- In article <davidm.721693161@voltaire>, davidm@voltaire.Rational.COM (David
- Moore) offers a sound analysis of two auctions that failed to reach slam with
- fourteen top tricks in the black suits and only one ace to lose.
-
- However, David takes some pot shots at the yellow card system, starting with:
-
- > >The pairs at both tables were playing the "yellow card."
- >
- > Why? Were they after points for difficulty?
-
- while indicating that he doesn't actually know the system:
-
- > ... (even if the yellow card
- > says bid 4 card spades before 4 or even 5 card diamonds).
-
- It doesn't. After a 1C or 1D opening, "bidding at the one level is
- up-the-line in principle."
-
- > If they are playing yellow card because they have never played [together]
- > before, ...
-
- A very good reason for playing the yellow card.
-
- > ... (4th suit forcing) but I expect yellow card doesn't know about that.
-
- It does. "A new suit response (other than after a 1NT rebid by opener) is
- a one-round force. If it is a fourth suit in the auction, it may be
- artificial."
-
- The yellow card system was designed "to provide a simple, modern method which
- will lead to a good, solid understanding in a partnership when both players
- have read" the 8-page system booklet. I think it accomplishes that goal
- quite well. (It doesn't claim to be the best system for an established
- partnership, and it isn't.)
-
- Two months ago, Morris Jones was good enough to transcribe and post the
- system booklet. I've taken the liberty of reposting it below.
-
-
- Tim
-
-
- Article: 7757 of rec.games.bridge
- Path: transfer!bu.edu!inmet!noc.near.net!news.centerline.com!uunet!decwrl!netcomsv!caere!mojo
- From: mojo@Caere.COM (Morris Jones)
- Newsgroups: rec.games.bridge
- Subject: ACBL Yellow Card (Part 1 of 5)
- Message-ID: <Bv0ny1.68r@Caere.COM>
- Date: 23 Sep 92 05:44:24 GMT
- Organization: Caere Corp.
- Lines: 499
-
-
- ACBL Standard Yellow
- Card System Booklet
-
- Revised September, 1988
-
- OVERVIEW
-
- The "ACBL Standard Yellow Card" game is one where all partnerships have
- agreed to play the system exactly as described in this booklet. The
- object is to provide a simple, modern method which will lead to a good,
- solid understanding in a partnership when both players have read this
- booklet.
-
- The beauty of the event is that players know in advance not only their
- own bidding agreements, but those of their opponents. The game is free
- of complex bidding systems. There are few Alerts (none unexpected) and
- there should be a minimum of director calls.
-
- (Few sequences are defined in the later rounds of "ACBL Standard Yellow
- Card" auctions. Players are free to assign forcing, invitational or
- non-forcing meanings to natural calls in such sequences. They are not,
- however, free to introduce their own sophisticated methods in these
- undefined areas.)
-
- The relaxed spirit of the ACBL Standard Yellow Card game is best
- achieved by group cooperation. Contestants are encouraged to adhere to
- both the letter and the spirit of the game.
-
- Players may still exercise their bridge judgments, such as in deciding
- to open a four-card major in third seat. The ACBL Standard Yellow Card
- "normally five-card majors" approach can withstand an occasional
- deviation. However players who routinely open a four-card major in
- third seat are not adhering to the spirit of the game. Similarly,
- partnerships that prefer to use light initial actions are expected to
- adjust their requirements or to choose the concurrent General
- Conventions Chart event.
-
- Psychs are a sensitive subject to players in this event. A very rare,
- totally unexpected psych is not illegal, but pairs who wish to psych
- with any degree of frequency are encouraged to enter other games.
-
- Please read the booklet before entering the game and understand that
- you have agreed to play the system as described. Enjoy!
-
- CHOICES
-
- If you are playing in an ACBL Standard Yellow Card game, you have only
- five choices to make. They involve defensive card play--see DEFENSIVE
- LEADS AND SIGNALS.
-
- GENERAL APPROACH
-
- Normally open five-card majors in all seats.
- Open the higher of long suits of equal length: 5-5 or 6-6.
- Normally open 10 with 4-4 in the minors.
- Normally open 1C with 3-3 in the minors.
- Notrump openings show a balanced hand and can be made with a five-card
- major or minor suit.
- 1NT = 15-17
- 2NT = 20-21
- 3NT = 25-27
- Strong artificial 2C opening.
- Weak two-bids in diamonds, hearts and spades.
-
- RESPONSES AND LATER BIDDING AFTER A 15-17 1NT OPENING
-
- 2C is "non-forcing" Stayman, meaning that the bidding can stop in two
- of a suit. Opener bids 2H with 4-4 in the majors. If responder rebids
- three of either minor, he is showing slam interest and at least a
- five-card suit.
-
- Jacoby transfers showing a five-card suit are used for the majors: 2D
- is a transfer to hearts, 2H is a transfer to spades. Opener accepts the
- transfer though he can jump to the three level with 17 points and
- four-card support for responder's major, for example:
- 1NT -- 2D
- 2H = normal acceptance of the transfer
- 3H = 17 points and four-card heart support
- If, after the transfer is accepted, responder bids a new suit, that is
- natural and game forcing. Possible calls after the accepted transfer
- are:
- 1NT -- 2H
- -- Pass = content to play 2S.
- -- 2NT, 3S = invitational. Over 2NT opener can pass or
- return to 3S with a minimum hand; bid 3NT or
- 4S with a maximum.
- -- 3C, 3D, 3H = natural and game forcing.
- -- 3NT = asking for a choice between 3NT and 4S.
- -- 4S = placing the contract, with a six-card or longer suit.
-
- A 2S response requires the 1NT bidder to rebid 3C, which can be passed
- with a club bust, or responder can rebid 3D with a diamond bust.
- Example:
- 1NT -- 2S
- 3C -- Pass = club bust.
- -- 3D = diamond bust (notrump opener passes).
-
- Other responses to 1NT:
- 1NT -- 3C, 3D = invitational to 3NT with a six-card or longer suit.
- -- 3H, 3S = At least a six-card suit and slam interest (otherwise
- responder uses a transfer bid).
- -- 4C = Gerber, asking for aces. 4C IS GERBER OVER ANY 1NT OR
- 2NT BID BY PARTNER INCLUDING A REBID OF 1NT or 2NT.
- Responses show the number of aces, by steps, just as
- over a Blackwood 4NT. (5C is used to ask for kings.)
-
- Ace Asking King Asking
- 1NT -- 4C 1NT -- 4C
- 4D = 0 or 4 aces 4x -- 5C
- 4H = 1 ace 5D = 0 or 4 kings
- 4S = 2 aces 5H = 1 king
- 4NT = 3 aces 5S = 2 kings
- 5NT = 3 kings
-
- If the player using Gerber makes any bid other than 5C, that is to play
- (including 4NT).
-
- A direct raise of 1NT to 4NT is natural and invites 6NT. 4NT is slam
- invitational only because 4C is available as Gerber.
-
- INTERFERENCE AFTER 1NT OPENING BIDS
-
- If the opponents double, all conventional responses are "on." For example:
-
- 1NT -- (double) -- 2C = (Stayman).
- -- 2D = (transfer to hearts)
-
- If the opponents bid over your 1NT opener, Stayman and transfers are
- "off." Bids are natural except for a cuebid, which can be used with
- game force strength as a substitute for Stayman.
-
- If the opponents intervene over a conventional response, bids carry the
- same meaning as if there were no intervention. A bid says, "I'm bidding
- voluntarily, so I have a real fit with you."
- 1NT -- (Pass) -- 2D -- (Double)
- 2H = Real fit for hearts (pass with only two hearts)
-
- RESPONSES TO A 2NT OR 3NT OPENING
-
- Stayman and Jacoby transfers for the majors are used.
-
- 2NT -- 3C = Stayman.
- -- 3D, 3H = Jacoby transfers to hearts and spades respectively.
- -- 4C = Gerber.
- -- 4NT = Inviting a slam in notrump.
- 3NT -- 4C = Stayman.
- -- 4D, 4H = Jacoby transfers to hearts and spades respectively.
-
- RESPONSES AND LATER BIDDING AFTER A 1 H OR 1 S OPENING
-
- 1H and 1S openings show a five-card or longer suit. Responses:
- 1H -- 1S = at least four spades, 6 or more points. Tends to deny
- a heart fit.
- -- 1NT = 6-10 points, denies four spades or three hearts. NOT
- forcing.
- -- 2C, 2D = 11 points or more, promises at least four of the suit.
- -- 2H = three-card or longer heart support; 6-10 dummy points.
- -- 2NT = Game-forcing raise ("Jacoby 2NT"), 13+ dummy points.
- Asks opener to show a short suit to help responder
- evaluate slam prospects.
- -- 2S, 3C, 3D = strong jump shifts. Invite a slam.
- -- 3H = limit raise (10-12 dummy points with three or more hearts).
- -- 3NT = 15-17 HCP, balanced hand with two-card support for partner.
- -- 4H = usually 5+ hearts, a singleton or void, and fewer than 10 HCP.
-
- Opener's rebids are natural and standard.
- Rebids with a minimum hand (13-16 points):
- Rebidding notrump at the cheapest available level;
- Raising responder's suit at the cheapest level (this can be done
- with good three-card support if desired);
- Rebidding a new suit (but not reversing);
- Rebidding opener's suit at the lowest level.
- Rebids with a medium hand (17-18) points:
- Jump raise or jump rebid of opener's suit;
- Reverse in a new suit
- Non-reverse bid in a new suit (this has the wide range of 13-18
- points).
- With a maximum hand (19-21 or 22 points) opener must make a very strong
- rebid:
- Jump in notrump;
- Double jump raise in responder's suit or double jump rebid of opener's
- suit;
- Jump shift in a new suit.
- If responder jumps to 2NT over a 1H or 1 S opening, that is
- Jacoby 2NT, asking opener to show a singleton or void. If
- opener has no short suit, he shows his hand strength;
- 1H -- 2NT
- 3C, 3D, 3S = singleton or void in that suit. Other bids
- deny a short suit.
- 4H = minimum hand.
- 3NT = medium hand (15-17).
- 3H = maximum hand (18+).
-
- Responder follows up by attempting to sign off in game, bidding 4NT
- Blackwood, or cuebidding if still interested in trying to cooperate
- with opener in making the slam decision.
-
- SUBSEQUENT BIDDING BY RESPONDER
-
- If responder has bid a suit at the one level, he next determines
- whether he wishes to sign off in a partscore, invite game, sign off in
- game, or force to game and get more information about opener's hand.
- Having made his choice, he selects the best available bid.
-
- Bids available for signoff in partscore: Pass, 1NT, 2 of a previously
- bid suit.
- 1H -- 1S
- 2C -- Pass, 2H, 2S = 6-10 points, signoff in partscore.
-
- Bids available for inviting game: 2NT, 3 of a previously bid suit:
- 1H -- 1S
- 2D -- 2NT, 3D, 3H, 3S = 11-12 points, inviting game.
-
- Second-round forcing bids. A new suit response (other than after a 1NT
- rebid by opener) is a one-round force. If it is a fourth suit in the
- auction, it may be artificial.
- 1H -- 1S
- 2C -- 2D = one-round force, could be artificial.
- ... but ...
- 1H -- 1S
- 1NT-- 2C, 2D = non-forcing. Responder must jump shift to 3C or 3D
- to force game.
-
- Second round forcing bids following a 1NT rebid by opener: A reverse or
- jump shift into a new suit is a game force.
-
- 1C -- 1H
- 1NT -- 2S or 3D = game force.
-
- Bids available for signing off in game.
- 3NT, 4H, 4S, 5C, 5D.
-
- If responder initially bids a new suit at the two level, the same rules
- apply EXCEPT that a subsequent jump raise of opener's first suit to the
- THREE LEVEL is game forcing (responder should make a limit raise
- directly over the opening with 10-12 points and at least three-card
- support):
-
- 1S -- 2C
- 2H -- 2NT, 3C, 3H = Invitational to game (11-12 points).
- -- 2S = Preference, not forcing. Responder has 11-12 points and
- a doubleton spade.
- -- 3D = Game force, could be artificial.
- -- 3S = Game force.
-
- NOTE: Responder promises to bid again if he responded with a new suit
- at the two level unless opener's rebid is at the game level.
- 1S -- 2C
- 2D = forcing one round. Responder can limit his hand by bidding 2S,
- 2NT, 3C, or 3D at this point. He should not pass, since opener
- could have 18 points (just short of a jump shift rebid).
-
- RESPONSES TO A 1C or 1D OPENING
-
- A 1D opener suggests a four-card or longer suit, since 1C is preferred
- on hands where a three-card minor suit must be opened. The exception is
- a hand with 4-4-3-2 shape: four spades, four hearts, three diamonds,
- and two clubs, which should be opened 1D.
-
- Responses and later bidding generally follow the ideas set down in the
- previous section. Bidding at the one level is up-the-line in
- principle. Responder needs more trumps to raise (4 to raise 1D; 5 to
- raise 1 C, though one less trump will do in a pinch in a competitive
- sequence). Responses of 2NT and 3NT are standard:
- 1C -- 2NT = 13-15, game forcing
- -- 3NT = 16-17
- There is no forcing minor-suit raise.
-
- A 2C OPENING, RESPONSES AND LATER BIDDING
-
- A 2C opening shows at least 22+ points, or the playing equivalent.
- Responses:
- 2C -- 2D = artificial, could be "waiting" with a good hand not
- suited to a positive response.
- -- 2H, 2S, 3C, 3D = natural and game forcing. At least a
- five-card suit and 8 points.
- -- 2NT = a balanced 8 HCP.
-
- If opener rebids 2NT after a 2D response (showing 22-24 points), the
- same responses are used as over a 2NT opening:
- 2C -- 2D
- 2NT -- 3C = Stayman.
- -- 3D, 3H = Jacoby transfers to hearts and spades respectively.
- -- 4C = Gerber.
- -- 4NT = Inviting a slam in notrump.
-
- If opener rebids a suit over a 2D response, the bidding is forcing to 3
- of opener's major or 4 of opener's minor.
- 2C -- 2D
- 2H -- 2S
- 3H = not forcing.
-
- SEQUENCE AFTER A WEAK TWO-BID OF 2D, 2H, OR 2S
-
- Weak two-bids show a six-card suit of reasonable quality and 5-11 HCP.
- On rare occasions it may be a very good five-card suit. It is possible
- to open a weak two with a poor seven-card suit (not good enough to open
- with at the three level). Responses:
-
- A 2NT response is forcing, showing game interest. (This applies
- also if the opponents intervene with a double or a bid.) Opener
- rebids his suit with a minimum weak two (5-8 points). With a
- maximum hand opener bids another suit to show a "feature" (ace or
- king in that suit); lacking a feature he raises to 3NT and lets
- responder place the contract.
-
- Any raise of opener's suit is to play and could be preemptive. A
- 3NT response is also to play.
-
- "RONF" on the card means "Raise Only Non-Force." A new suit
- response is forcing one round and shows at least a five-card suit.
- Opener should raise a major suit response with a three-card fit, or
- perhaps with a doubleton honor.
-
- With no fit for responder's suit, opener rebids:
-
- With a minimum weak two-bid (5-8 points), rebid the suit at the
- cheapest level.
-
- With a maximum weak two-bid, name a new suit or bid notrump.
-
- SLAM BIDDING
-
- Blackwood 4NT is used to ask for aces. Responses show the number of
- aces by steps. 5NT is then used to ask for kings; 5NT guarantees the
- partnership holds all four aces.
- -- -- -- -- -- --
- -- -- 4NT -- -- 4NT
- 5x -- 5NT
- 5C = 0 or 4 aces 6C -- 0 or 4 kings
- 5D = 1 ace 6D -- 1 king
- 5H = 2 aces 6H -- 2 kings
- 5S = 3 aces 6S -- 3 kings
-
- A jump to 5NT (and some 5NT bids when the auction is at the five level)
- is "Grand Slam Force", asking partner to bid a grand slam with two of
- the three top trump honors;
- 5NT -- 6 of the trump suit = fewer than two top trump honors (A, K,
- or Q).
- -- 7 of the trump suit = two of the three top trump honors.
-
- DEFENSIVE BIDDING
-
- Overcalls show 8-16 points (double and bid the long suit with a
- stronger hand). The only forcing response is a cuebid of opener's suit,
- asking the overcaller about the quality of his overcall:
-
- (1D) -- 1S -- (Pass) -- 2D
- (Pass) -- 2S = minimum overcall.
- -- other = extra strength (11 or 12 points minimum).
-
- A 1NT overcall shows 15-18 points and a balanced hand (preferably a
- stopper in opener's suit). No artificial responses are used to the 1NT
- overcall except 2C, which is Stayman.
-
- A jump overcall of 2NT shows at least 5-5 in the lower two unbid
- suits.
-
- Jump overcalls are preemptive, showing the same values as an opening
- bid at the same level:
- (1D) -- 2S = a hand that would open a weak two-bid in spades.
- -- 3C = a hand that would open 3C.
-
- A cuebid overcall when the opponents have bid two suits is natural in
- either suit.
-
- A cuebid overcall, when the opponents have bid only one suit, is a
- "Michaels cuebid", showing a 5-5 two-suiter (or more distributional).
- If the opening is in a minor suit, the cuebid shows the majors; if the
- opening is in a major, the cuebid shows the other major and an
- unspecified minor.
- (1D) -- 2D = at least 5-5 in the majors, 8 points or more.
- (1S) -- 2S = at least 5-5 in hearts and a minor; 10 points or more.
- Responder can bid 2NT over a major suit cuebid to ask for partner's
- minor.
- (1H) -- 2H -- (Pass) -- 2NT (asks for the minor).
- (Pass) -- 3C = club suit.
- -- 3D = diamond suit.
-
- Reopening bids mean much the same as direct seat bids, though they can
- be lighter at the minimum end. A reopening 1NT after an opponent has
- opened shows 10-15 points. This is a wide range but there will not
- usually be a game on for you.
-
- Doubles are for takeout over opening partscore bids (4 D or lower);
- penalty over opening game bids (4H or higher). A below-game jump
- response to a takeout double is invitational. To force, responder
- cuebids opener's suit.
-
- Versus opening preempts, overcalls in suits or notrump are natural;
- cuebids are Michaels.
-
- COMPETITIVE BIDDING
-
- There is almost an endless variety of possible sequences, so it pays to
- have simple guidelines to prevent bidding misunderstandings:
-
- Bids mean the same thing they meant without the intervening bid.
- However it is sometimes necessary to pick a bid that would normally
- have been a second choice without the overcall:
- 1D -- (Pass) -- 1S -- (2C)
- 2S with S J43 H A875 D AQJ4 C J3 (rebid 1NT if RHO has passed).
-
- Cuebidding RHO's suit shows values for game without clear direction for
- the moment. This is often used to show a game-forcing raise:
- 1S -- (2C) -- 3C = game force; usually a raise.
-
- Negative doubles are used through 2S promising four cards (at least) in
- any unbid major. Bidding a major at the two level or higher shows 11 or
- more points and a five-card or longer suit.
- 1C -- (1D)-- Double = 4-4 or better in the majors.
- 1D -- (1H)-- Double = exactly four spades (1S promises five).
- 1D -- (1S)-- Double = four hearts and 6+ points or five hearts and
- 5-10 points.
-
- If RHO makes a takeout double:
- 1D -- (Double) -- 1H, 1S = forcing, point count not limited.
- -- 2C = non-forcing (6-10 points, usually a six-card
- suit).
- -- 2NT = limit raise (at least 10 points) -- or
- better.
- -- Redouble = 10 points or more, but it is better to
- make a more descriptive bid of 1H, 1S,
- or 2NT with the appropriate hand.
- -- 3D = Preemptive, good trump support but fewer
- than 10 points.
-
- A responder's jump shift after a double is to play:
- 1D -- (Double) -- 2H, 2S, 3C = six-plus-card suit, like a weak
- two-bid or preemptive three-bid.
-
- A redouble can have one of three meanings:
-
- To play if:
-
- Your side is at the four level or higher:
- 4S -- (Double) -- Redouble = Penalty:
-
- The opponents double an artificial bid:
- 1NT -- (Pass) -- 2D -- (Double)
- Redouble = Penalty. good diamond suit;
-
- A good hand if their double is for takeout:
- 1S -- (Double) -- Redouble = 10+ points;
-
- SOS, requesting a different suit, if your side is doubled for penalty
- in a trump suit at the three level or lower:
- 1D -- (Pass) -- Pass -- (Double)
- Pass -- (Pass) -- Redouble = SOS, responder can support at least
- two of the unbid suits.
-
- Unless otherwise noted elsewhere, any bid or double by the opponents
- cancels a convention intended for non-competitive sequences.
-
- Examples: 1H -- 1S -- 2NT = Natural (12-14 HCP).
- 2C -- Double -- 2D = Natural and Positive.
-
- If the opponents use a convention (such as Michaels or the unusual
- notrump), you can double to show at least 10 points, or you can cuebid
- one of their shown suit(s) to force to game.
- 1S -- (2S) -- 3H = game force.
- -- Double = at least 10 points, probably balanced.
-
- DEFENSIVE LEADS AND SIGNALS
-
- This is the one area where choices are offered. The following are
- specified: Defensive signals when following suit or discarding are
- "high encourages, low discourages." Leads are top of touching honors
- (with choices from AKx and interior sequences).
-
- Pairs must choose from the following options. Where no card is
- pre-marked in bold italics, pairs must mark their leads.
-
- . Which card is led from AKx.
- . Which card is led from xxx, xxxx or xxxxx.
- . Whether 4th best, or & 5th best leads are used.
- . Whether 3rd best is led from KJ10x, K109x, or Q109x, (and from
- AJ10x or A109x versus NT). Must be indicated by circling the card
- led.
- . Whether or not frequent count signals are given.
-
- It is Declarer's responsibility to look at opponents' carding
- agreements. In the absence of a circle, cards in bold italics are
- presumed to be the agreement.
-
- NOTE
-
- If you are playing the ACBL Standard Yellow Card in an open game, you
- may add defenses to opponents' conventions (e.g., Unusual vs. Unusual,
- and Mathe over big club). Put these convention-defenses in the section
- "Defenses vs. Opp's Conventions" on the left-hand side of the
- convention card.
-
- SP3 Rev 9/88
- --
- Morris Jones
- Caere Corp.
- mojo@caere.com
-