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posted by [personal profile] emperor at 01:48pm on 10/01/2012 under
As mentioned recently, I wrote down roughly how [livejournal.com profile] atreic and I (aim to) bid. I think there's at least one error (something to do with overcalling a 1NT bid?), so I'd be grateful for comments, but you might find this helpful, too, if you've not standardised your bidding yet...

* Executive summary:

Acol, 12-14 1NT, Strong twos, transfers, roman key card blackwood

* Magic numbers:

Part score: 19-24 points
3NT / Major game: 25+
Minor game: 27+
Suit small slam: 31+
6NT: 33+
Suit grand slam: 35+
7NT: 37+

* General notes:
new suits often force for one round
jumps to game are usually "shut up"
"invitational to x" means bid x if maximal for previous bid
"support" is usually 4 cards
if you make a limit bid, you usually shut up unless forced

** Opening **

Opening points are 12, and/or rule of 20 (points + lengths of two
longest suits); 11 or 19 if you feel aggresive / it looks good

1 [suit] promises at least the above - generally pick the longest suit
1NT is 12-14 points balanced (limit)
2C is 23+ points, at least 5 quick tricks. Usually game-forcing
2 [other] has one 6- or two 5-card suits, >=8 playing tricks. 1r force
2NT is 20-22 points balanced (limit)
3 [suit] pre-empt 7-card suit 7-9ish points
3NT pre-empt solid (AKQ at least) 7-card minor "Weak Gambling 3NT"
4 [suit] pre-empt as 3, but 8-card suit

(with 15-19 points balanced, open 1[suit] and rebid xNT - see below

** Replying **

* Reponse to 1 [suit]

pass - <6 points
2 [suit] - support, 6-9 points (limit)
3 [suit] - support, 10-12 points (limit, invites game)
4 [suit] - pre-empt. 5+support, 6-10 points (to play)
xNT - denies support for partner (other responses do not)
1NT 6-9 points (doesn't need to be balanced), no 2-level bid (limit)
2NT 10-12 points, balanced (limit)
3NT 13-15 points, balanced (limit)
1 [new] 6+ points, 4+ cards, 1-round force
2 [new < suit] 8-9+ points, 5+ cards, 1-round force
jump [new] 16+ points, 5+ cards (or support), game force

* Response to 1NT

pass - <11 points, no long suit
2C - Stayman (bid 2 of a 4-card major or 2D if none)
2D/2H - Transfer (3 of next suit if 4+card and maximal, 2 of next otherwise)
 [a break (3 of unexpected suit) shows maximum and xx in bid suit]
2S - 11 points or long minor (bid 2NT if minimum, 3C if maximum)
2NT 12 points; invites game if opener maximal
3 [suit] - 5 cards in suit, forcing 1 round
 [in a minor, this is a thinking-about-slam bid, in a major, aiming
 for 3NT if you have 2 in the suit, 4[suit] with 3 or 4 cards]
4H/4S - 6-card suit. to play
3NT/6NT - to play
4NT - invitational to 6NT if maximum
5NT - invitational to 6NT unless minimum

* Response to 2NT

3C - Stayman (as before, but forcing to game)
3 [suit] 5-card suit, forcing to game
others, as per 1NT

* Response to 2C (all game-forcing except 2C-2D-2NT (23-24 balanced))

2D - negative (<8 points)
2NT - balanced, 8+ points, game-force
2 [suit] 5-card suit with an honour ~7+ points. game-force
3 [suit] decent 6-card suit. game-force

* Response to 2[suit]

2NT - negative
[new] - 5+ cards, 8+ points. game-force
3[suit] - 3+support, 5-8 points. game-force
3NT - 8-11 points, flat hand

* Response to pre-emptive 3
pass - <15 points, no support
4[suit] - 3+support
new suit (forcing) / game[suit] - 16+ points

** Rebidding **

* Rebidding after 1-level opening *

Minimum rebid own suit - 5+cards, 12-15 points
jump rebid own suit - 6+ cards, 15-19 points, very invitational

new suit < old suit - 12-15 points (old suit >= length new suit)
new suit > old suit [a reverse] - 16-19 points, 1-round force
 [first suit bid should be best suit when reversing]
jump new suit - 16-19 points, 1-round force

raise responder - 4+cards 12-15 points
single jump raise - 4+cards 16-18 points
game jump raise - 4+ cards 19 points

* NT rebids to show a balanced hand of 15-19 points *

[you opened 1[suit], and partner has replied at the 1-level]
1NT - 15-17 balanced (limit)
2NT - 18-19 balanced (limit)

[you opened 1[suit], and partner has replied at the 2-level]
2NT - 15-17 balanced (limit)
3NT - 18-19 balanced (limit)

** Later bids **

* 4th suit forcing *

The bid of the fourth suit at 2-level is forcing for one
round. Responder uses it where they lack a natural bid, but think the
partnership should go higher. It forces for one round, and opener bids
(in preference order):
raise responder's first suit with 3+support
NT with a stop in the fourth suit
raise the 4th suit with 4 cards in it
make the most natural rebid

* After the transfer *
e.g. after 1NT-1D-1H:

pass - weak hand
2NT - invitational to part-score or game in H or NT
3H - promises 6 hearts, invitational to game
new suit - promises 5-4 or 5-5, game-forcing
3NT - option to move to 4H or stay in 3NT
4H - promises 6 hearts, to play

* After a 1NT-2S transfer *

opener bids 2NT if minimum:
pass or bid a minor suit

opener bids 3C if maximum:
pass, bid 3D, or 3NT

** Slamming :-) **

*Roman Key Card Blackwood*

4NT once a suit has been agreed asks for the 5 key cards (trump K +
aces):
5C: 0/3 key cards
5D: 1/4 key cards 
5H: 2/5 key cards no trump Q
5S: 2/5 key cards with trump Q

*Cue bids*

These are a bit advanced, so we might not want to bother, but. Once a
suit has been agreed explicitly or implicitly (e.g. 1NT-3S) and you're
thinking about slam, bid of a side-suit shows first-round control of
that suit, which might be a void. A return by either partner to the
trump suit is often an end to the process

e.g. 1NT-3S-4D shows the first bidder to have 1st-round control in
Diamonds (and no such control in clubs); you can continue on to
2nd-round controls if you like.

** Overcalls **

Against a 1-level bid, 1NT shows 16-18 points and a stop in the bid
suit (you may bid stayman on top if relevant), unless in fourth place
where it is 12-14 as normal e.g. 1H-p-p-1NT.
With more points, double, then bid NT next time.

1[suit] overcall is 5+cards, 8-16ish points
2[suit] overcall is 6+cards, 12-15ish points
a game overcall in a major with 6+cards 17+ points can be worth a shot

** Doubles **

Takeout double needs about 13 points, shortage in the opponents suit.
Double then bid suggests more like 17+ points
Double then jump suggests a killer 21+ point hand

A takeout double is forcing unless you are very strong in the bid
suit:
pass [!!] 8+ points, good in trumps, requesting trump lead
suit - your best suit
jump-suit - 8+ points
1NT - 8-11, stop in bid suit
2NT - 12-13, stop in bid suit
3NT - 14+, stop in bid suit

A low-level double when the doubler's partner has passed is nearly
always a takeout.
"A double of a suit call below the four level is for takeout when made
at the player's first opportunity of doubling, providing that the
doubler's partner has not bid"
NT doubles are always penalty
doubles of suit escapes from doubled NT are always penalty
doubles of openings up to 3[suit] are usually takeouts
doubles of overcalls up to 2S are usually takeouts


ETAI appreciate that 1NT-4C would often be Gerber, but that's a "maybe in future we might want to consider this", so I didn't include it.
ETAAdjusted range of 3NT response to 1-level opener [to remove overlap with 2NT]
There are 26 comments on this entry. (Reply.)
 
posted by [identity profile] naath.livejournal.com at 02:58pm on 10/01/2012
Your system is not my system (so I don't understand it).

You omit what you are supposed to do if you wanted 2C but can't because it has special meaning (not bid? 1C? 3C?).
emperor: (Default)
posted by [personal profile] emperor at 03:02pm on 10/01/2012
1C for a club hand with at least opening points - you can show strength by subsequent bids.
 
posted by [identity profile] naath.livejournal.com at 03:02pm on 10/01/2012
No, I mean you have 6 clubs and not-very-many points.
emperor: (Default)
posted by [personal profile] emperor at 03:03pm on 10/01/2012
Oh, then pass. I don't play weak twos (maybe I should as all the cool kids do, but we've been playing strong twos for years).
 
posted by [identity profile] naath.livejournal.com at 03:06pm on 10/01/2012
Ah right.
 
posted by [identity profile] atreic.livejournal.com at 03:18pm on 10/01/2012
Or a preemptive 3, if you have _enough_ clubs.
 
posted by [identity profile] bitty.livejournal.com at 03:23pm on 10/01/2012

I still can't play strong twos. It's all about who taught you and the habits you've formed.

OTOH, weak twos won us a duplicate contract and put us in second place for a tournament years ago - because we're not afraid to bid a minor suit if it's great, we wound up in the contract that makes the slam and no one else did - they all stayed with the major on principle. Which only made 5.
 
posted by [identity profile] cartesiandaemon.livejournal.com at 04:33pm on 10/01/2012
I think weak twos are probably useful (if you have a strong 2C bid, I think you can usually open a strong suit bid with that, and then use weak 2 bids to prevent your opponent making partscores and games), but I think for casual play it's probably much better to stick to what you're used to.
emperor: (Default)
posted by [personal profile] emperor at 04:44pm on 10/01/2012
Acol-style strong twos (as used here) are somewhat weaker (and therefore more common) than a 2C hand.
 
posted by [identity profile] cartesiandaemon.livejournal.com at 05:34pm on 10/01/2012
Sorry, I didn't mean to say every strong 2 could be translated into a strong 2C, but rather most people don't seem to feel the lack of an intermediate level between "ok to open at the one level" and "open as 2C" if they're playing weak 2s.

Reminding myself from google, it looks your system is very much based on standard acol, even when it wasn't what I expected (I was nominally taught ACOL for a little, but now I'm much more familiar with the specifics of what SGO and UBC people play, and no longer really remember any of the details), so anything I don't understand I shouldn't attribute to you :)
 
posted by [identity profile] robert-jones.livejournal.com at 09:49pm on 10/01/2012
I usually play 2C as indicating an ACOL 2 in any suit, and 2D as indicating an ACOL 2C, leaving 2H and 2S free to be weak bids. This is called Benjamin, and seemed to be hugely popular among club players a few years ago.

I think strong 2s are more natural, and therefore simpler to learn, though.
 
posted by [identity profile] cartesiandaemon.livejournal.com at 03:33pm on 10/01/2012
That looks reasonable to me (and a lot better explained than I usually manage :)). I'm used to some of the details being different, and a few of the gadgets, but it basically makes sense as something similar to what I originally learned :)

I would suggest, if you often play with someone who forgets transfers, to leave them out (and the same for anything else you don't think they're going to remember). I don't know if I'm right -- I think transfers are definitely useful, but I don't think they add any benefit until the weaker partner definitely feels "ok, I know what contract I'm trying to get to here, but I don't have the tools to do the job, I wish we were playing transfers"...
fluffymark: (worldwrong)
posted by [personal profile] fluffymark at 04:14pm on 10/01/2012
Very much seconded on only playing conventions you *both* will fully remember. Even if you can use a convention, it often gets you to the same contract as not using it - only a few hands do you gain an advantage by using the convention. If you're more likely to forget the convention than it to be useful, best not to use it at all. Often simple is best. I lose count of the number of people I've played against at tournaments who play a million fancy conventions, but can't remember them (or even better, haven't considered what happens if I overcall over their conventions) giving me a good result through them just messing up.

I have never ever found any hand where I'd have found Gerber useful, or had it used against me successfully. I have gained lots of points on many occasions in tournaments by people attempting Gerber against me, and failing to rememeber it, and ending up in absolutely the wrong slam. My conclusion to this is to not play Gerber. And there are sometimes hands you really want a natural 4C bid.
 
posted by [identity profile] cartesiandaemon.livejournal.com at 04:20pm on 10/01/2012
I think gerber may be useful if (a) you're trying to bid a no-trump slam in response to a no-trump bid and (b) you're not comfortable agreeing when 4NT/5NT will be blackwood and when they're to play (or invitational/quantitative). (I think experts would play something else there, but intermediates may prefer a specific non-NT ace-ask bid.) However, I'm not sure I ever HAVE seen that come up :) I agree in any other situation there's no point playing it :)
fluffymark: (worldwrong)
posted by [personal profile] fluffymark at 04:31pm on 10/01/2012
Entirely agree in theory that there are hands that must exist where partner opens 1NT and you want to know how many aces in order to bid the slam. In reality I have never seen one (any hand that strong, you usually have 3 of the aces yourself, so you can just bid a small slam anyway).

In any other situation Gerber is madness and even more likely to be confused, particularly if the suit/NT hasn't been definitively agreed, or clubs have already been bid. I've even found pairs that play *any* bid of 4C anywhere, in *any* situation as Gerber. Rather them than me, frankly.
 
posted by [identity profile] atreic.livejournal.com at 04:42pm on 10/01/2012
I don't know if you know that whenever I see that (really cute!) icon, I read it as 'the previous comment is Wrong and Upsetting'. There are lots of times on the internet where I wish I could say that in such a polite and cute way, but I'm not sure you're really intending to communicate 'your suggestion one might occassionally want to play Gerber is deeply upsetting me'. Or maybe you did, in which case it worked :-)
fluffymark: (buttercup)
posted by [personal profile] fluffymark at 04:54pm on 10/01/2012
Ooops, sorry if the icon give you that idea. It's meant as it's says on the icon - something in the *world* is wrong, not the thing I am replying to is wrong. Usually I am in fact agreeing with the previous commenter that something is wrong in the world. In a cute way, of course :)

< -THIS is my cute icon for "the previous comment is wrong" (Which, I am purely using in this particular comment to show you the icon, nothing else is meant by it here)

Which reminds me, all of my icons are several years old now, and I really should find time to make new ones. Mainly cute and friendly ones. Maybe I need an icon for bridge?
 
posted by [identity profile] ilanin.livejournal.com at 05:11pm on 10/01/2012
Whenever I see your "the world is wrong" icon I always read "the workl is wrong" and have a prolonged period of "huh?" before I manage to read it as "world".

This happens even if the last time I did exactly the same thing was only an hour ago or something.

Not that I necessarily think you need to change it, but, you know, iconchat.

(none of my icons are particularly thematic of anything).
mair_in_grenderich: (Default)
posted by [personal profile] mair_in_grenderich at 09:48am on 11/01/2012
oh, what fun, I was just looking for this picture the other day, but having long since abandoned all my own userpics I didn't know it could still be found :D
 
posted by [identity profile] atreic.livejournal.com at 10:58am on 11/01/2012
I think you gave it to me in the first place, so feel free to take it back!
 
posted by [identity profile] cartesiandaemon.livejournal.com at 05:14pm on 10/01/2012
I've even found pairs that play *any* bid of 4C anywhere, in *any* situation as Gerber.

Yeah. I understand why people want to do this; they want to completely avoid ambiguity (and honestly, you don't often REALLY want to play in 4C, and these people are probably not using cue bids). But if they're not sure whether they want to be ace asking or not, ace asking probably won't help them...[1] As we say, it's rare that gerber is actually useful (I suppose it does have the advantage of letting you ace-ask a bit lower than 4NT, but that's most useful for bidding a club slam, when Gerber is the worst possible convention :)).

It's even more common to assume any 4NT is blackwood: most partnerships haven't agreed how strong a natural/quantitative 4NT should be anyway, so they almost never do use it for anything else, but it's still problematic to assume 4NT is ALWAYS Blackwood. (If only because it encoourages you to treat other conventions as pattern-matching a particular bid, rather than knowing what you expect your partner to be saying.)

[1] I'm sure I heard of someone playing roman key-card gerber, with the obvious meanings, although I don't know if they really did :)
emperor: (Default)
posted by [personal profile] emperor at 05:19pm on 10/01/2012
I'd be surprised to find someone who thought 1NT-4NT was blackwood!
 
posted by [identity profile] cartesiandaemon.livejournal.com at 05:26pm on 10/01/2012
I agree it shouldn't be, and maybe everyone who was taught standard acol was taught to use 4NT as quantitative at the appropriate point, but I think lots of beginners may be taught blackwood and not be taught (or not remember) a quantitative 4NT, in which case I expect an even split between "oh 4NT, must be blackwood" and "no, wait, can't be Blackwood because we're already in NT, not sure". I think I've seen or experienced that, although I'm not sure.
fluffymark: (worldwrong)
posted by [personal profile] fluffymark at 03:53pm on 10/01/2012
I would normally say a minor game (5C,5D) needs 29 points (or a good 28) to have a good chance of making. Of course subject to suit lengths, and how well the hands fit etc. Probably best to use the losing trick count. With 25-27/28 points and a minor fit I'd normally want to take a chance at 3NT instead of a minor game, and hope that the opposition cannot take 5 tricks from the start (or just fail to realise they can).

Having said that, sometimes if one bends the rules one can bid and make a small slam on just 27 points, like on Saturday. The rules need to be bent to fit the hands in question at times.
 
posted by [identity profile] robert-jones.livejournal.com at 09:33pm on 10/01/2012
Minor game: 27+
Suit small slam: 31+
Suit grand slam: 35+


I think those point ranges are iffy. The problem is that points just break down as a method for evaluating hands at high levels, and you need to be counting losing tricks or some such thing. There are plenty of 27 point hands with a minor suit fit but no game possible, and similarly for 31/35 point hands and slams.

"support" is usually 4 cards

"Support" is a lot more flexible than that. First round support is usually 4 cards, but later on much less would be needed. Perhaps one might say, "'Support' is usually enough cards that together with the smallest number of cards partner can have in his suit, the partnership have at least 8 of that suit".

1 [suit] promises at least the above - generally pick the longest suit

Always pick the longest suit.

2C is 23+ points, at least 5 quick tricks. Usually game-forcing

I've never seen anybody else include the second part of the condition, and I don't see the point of it.

Many people pre-empt with much weaker hands than 7-9 points, but perhaps those people are reckless fools.

The response to a transfer over 1NT is always 2 of the relevant suit. Transfers are often used on very weak hands, when you're not seriously expecting to make even 2, but think that a suit contract will be less bad than 1NT. You wouldn't ever want partner to bid 3. If your system does allow partner a choice to bid 2 or 3, then you need to alert the bid instead of saying "transfer to X".

Also, with 6-11 points, you would pass 1NT even with a long suit, unless you had 11 points and your long suit was a major.

An opening 2 of a suit is passable with a very weak hand. Your system seems to suggest that with 0 points, partner should convert a winning 2S to a losing 2NT.

ETA Also, any positive response to 2C suggests slam possibilities.
Edited Date: 2012-01-10 09:40 pm (UTC)
 
posted by [identity profile] queex.livejournal.com at 03:06pm on 11/01/2012
What is this devilry? I know of no compiler that'll accept this syntax.

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