X : double XX : redouble x : any suit, not a jump bid y : another suit, not a jump bid z : another suit, not a jump bid f : yet another (fourth) suit a : any suit, could be same as x, y, or z. j1 : one-level jump bid j2 : two-level jump bid m : minor (C or D) M : Major (H or S) G : Game bid NG : Not a game bid = : pass in between "bust" : weak hand, 6+ suit. "promises stoppers" only refers to the unbid suits. Standard conventions used: (Non-forcing) Stayman ------------------------------ NO-TRUMP openings: (12-14 HCP, balanced -> open 1x, rebid 1NT) 1N : 15-17 HCP, balanced, tends to deny a good 5+ major (18-19 HCP, balanced -> open 1x, rebid 2NT) 2N : 20-21 HCP, balanced, tends to guarantee all suits stopped (22-23 HCP, balanced -> open 2C, rebid 2NT) 3N : 24-25 HCP, balanced ------------------------------ NO-TRUMP responses: 1N = P : not enough for game. Could be <= 8 points, balanced. Tends to deny a 5+ suit. 1N = 2C : Stayman. 9+ points, at least one 4+ major and at least one doubleton. OR 9-10 points with only one 5+ major (between 2M and 3M). OR possibly "Garbage Stayman", weak 4441 or 5440 with short club, planning to pass anything. 1N = 2C = 2D : denies a 4+ major. 1N = 2C = 2M : 4+ major. Could have the other major. 1N = 2C = 2M = 3M : 9-10 points. Invitation to 4M. 1N = 2C = 2M = 4M : 11-15 points. Sign-off. 1N = 2C = 2x = 2N : 9-10 HCP, no fit in a major. Invitation to 3N. 1N = 2C = 2x = 2M : 9-10 points, 5+ major, invitational. 1N = 2C = 2x = 3D : 5+ in diamonds, game-forcing, searching for 3N or 5m. 1N = 2C = 2x = 3C : (oldstyle) club "bust" (newstyle) 5+ in clubs, game-forcing, searching for 3N or 5m. 1N = 2C = 2x = 3j : game force, tends to show 5+ suit. Often 5-4 in majors. 1N = 2C = 2S = 3H : 9-10 points, 5+ hearts, invitational. 1N = 2C = 2x = 3N : 11-15 HCP. Sign-off. 1N = 2C = 2M = 3N = 4(other major) : "I have the other major, too". 1N = 2D : <= 8 pts, 5+ diamonds. Sign-off. 1N = 2M : <= 8 pts, 5+ Major. Sign-off. 1N = 2M = 3M : RARE. 17 HCP, 5 trumps or a good 4, not 4333. 1N = 2N : invitation to game. 9-10 points, balanced. could be 9-10 points with long strong clubs. 1N = 3C : (oldstyle) 5+ in clubs, game-forcing, searching for 3N or 5m. (newstyle) club "bust" 1N = 3D : 11+ points, 5+ diamonds. Game force. 1N = 3D = 3N : could be a 3-card diamond suit. 1N = 3D = 4D : encouraging, slam invite. 1N = 3M : 11+ points, 5+ Major. Game force. Opener chooses between 3N and 4M based on trump fit. 1N = 3N : game, not enough for slam. 11-15 points, balanced. Also can be unbalanced with a strong 5+ minor. 1N = 4M : 10-15 points, 6+ major. Sign-off. 1N = 4N : invitation to 6N. 1N = 5N : forcing to 6N, invitation to 7N. 1N = 6N : sign-off (no interest in 7N) 2N = P : not enough for game. 2N = 3C : Stayman. 5+ points, might have a 4+ major, or might have good clubs, planning to rebid 4C. 2N = 3D : 5+ diamonds, enough for game. 2N = 3M : 5+ Major, enough for game. Forcing. OR 6+ Major, not enough points for game. Still forcing, planning to sign off at game anyway, since it will play better than 2N. 2N = 3N : enough for game, not enough for slam. No interest in majors. 2N = 4C : Gerber. 2N = 4M : no agreed-upon meaning. Tends to show a long suit, but some play as a force and some play as a signoff. 3N = 4C : Stayman. Should have slam interest. 3N = 4M : 6+ Major, slam unlikely. ------------------------------ NOTRUMP openings, COMPETITIVE BIDDING 1N - P - 2C - X : lead-directing double. 1N - P - 2C - X - 2x : 4+ suit. 1N - P - 2C - X - P : 3334, poor clubs. 1N - P - 2C - X - XX : AJ9x or better in clubs. 1N - P - 2C - 2x - 2y : 4-card major. 1N - P - 2C - 2x - X : Penalties, usually 4+ in x. 1N - 2x - 2y : 6-9 points, 5+ suit. Tends to be sign-off, but partner can raise with support and a maximum. 1N - 2x - 3x : Cue-bid. Game foce, 10-11 points, tends to show support for the unbid suits. Partner responds with 3N or a 4-card major. 1N - 2x - 3y : 6-9 points, 6+ suit or a very good 5. Tends to be sign-off. 1N - 2M - 3m - P - 3N : 17 HCP, stopper in x, decent fit in minor. 1N - 2S - 3H - P - 4H : 17 HCP, good heart fit. 1N - 2x - j1 : 10-11 points, 5+ suit. Forcing, asking partner to choose 3N or 4j. 1N - 2x - 2N : 9-10 HCP, no 5+ major. Does NOT promise stopper in x. 1N - 2x - 3N : 11-12 HCP, no 5+ major. Does NOT promise stopper in x. 1N - 2x - X : Penalties. 8+ HCP, tends to promise at least 4 good x. 1N - X - P : < 8 HCP, no 5+ card suit. 1N - X - 2x : rescue bid, 5+ card suit. 1N - X - XX : 8+ HCP, for penalties. ------------------------------- ONE-LEVEL suit openings and responses 23+ points: don't open at the 1-level! 14-22 points: always open 13 points: often open 12 points: rarely open (Bergen suggests "rule of 20" in close situations) ("rule of 15" is good for 4th seat) 1x = P : < 6 points. (Although occasionally a *good* 5-card suit can be bid even if hand < 6 points.) 1C = 1N : Controversial. Denies 4+ majors. Some play as 9-11, some play as 8-10, some play as 6-10. 1D = 1N : 6-10 points, denies 4+ majors. Tends to deny 5 diamonds. 1H = 1N : 6-10 points, no support. Denies 4+ spades. OR 6-7 points, 3 weak hearts. 1S = 1N : 6-10 points, no support. OR 6-7 points, 3 weak spades. 1x = 1N = P : 13-16 HCP, balanced or semibalanced. Doesn't promise stoppers. 1x = 1N = 2y : (y lower than x) 13-19 points. Not forcing. 1x = 1N = 2y = 2x : preference bid, may have only 7-card fit. Opener should pass if 13-16, bid something if 17-19. 1x = 1N = 2y = 2z : No support for x or y, all points in z (6+ or good 5). 1x = 1N = 2y = 3z : No support for x or y, all points in z (7+ or good 6). 1x = 1N = 2y = 3y : 4+ support, points in the correct locations, invitation to game in y. 1x = 1N = 2y = G : Sign-off. 1x = 1N = 2y : (y higher than x) (newstyle) Reverse. 17+ points. Forcing for one round. (y higher than x) (oldstyle) Reverse. 17-19 points. Not Forcing. 1x = 1N = 2y = 3x : No fit for y. Not forcing. 1x = 1N = 2y = 4x : Game-forcing (or game sign-off), trump fit. 1x = 1N = 2N : 17-19 HCP, balanced or semibalanced. Doesn't promise stoppers. 1x = 1N = 3N : 20-22 HCP, balanced or semibalanced. Doesn't promise stoppers. (?) Game-forcing. 1m = 2m : 6-10 points. Denies 4+ major. Tends to show 5+ support. 1H = 2H : 6-10 points. Shows 3+ hearts. Tends to deny 4+ spades. 1S = 2S : 6-10 points. Shows 3+ spades. 1x = 2x = P : 13-16 points (minimum). No game. 1m = 2m = 2x : 17-19, showing a stopper in x, looking for 3N if responder has the stoppers and has a good hand. 1m = 2m = 2x = 3N : 8-10 points, other suits stopped. 1m = 2m = 2x = 3y : y suit is stopped, asking to bid 3N if the fourth suit is stopped. 1m = 2m = 2x = 3m : tends to be sign-off. 1m = 2m = 2x = 4m : maximum hand for 2m, tends to have good trump support. 1x = 2x = ?y : 17-19 points (invitational). Game try, forcing for one round. Shows a good suit in y. Partner should raise assessment of cards in y, and lower assessment of cards in other suits. 1x = 2x = 2N : 17-19 points (invitational). Promises stoppers. 1x = 2x = 2N = 3x : sign-off, unwiling to play 2N. 1x = 2x = 3x : 17-19 points (invitational). Good trumps. 1x = 2x = Game : Sign-off. 1x = 1y : "One-over-one". 6+ points. 4+ suit. Forcing for one round. Does not deny higher majors! [ For further responses, see section below ] 1x = 2y : "Two-over-one". 11+ points. Tends to be 5+ suit. 4+ minor is possible. Tends to deny majors in between. (passed hand) : not forcing. (unpassed hand) : forcing for one round. Could be "waiting", 11-12 points with a fit in x. Tends to promise another bid. [ For further responses, see section below ] 1m = 3m : 13-16 points, 4+ trump support, denies 4+ major. Game-forcing. 1M = 3M : (unpassed hand) 13-16 points, 4+ trump support. Game-forcing. (passed hand) 11-13 points, 3+ trump support. (Note: this is a 10-12 limit-raise in SAYC.) 1x = 3x = G : Sign-off. 1x = 3x = NG : Slam try. Cue bid, shows first-round control. 1x = 2N : (unpassed hand) 13-15 HCP, balanced, stoppers in other suits, no 1-level 4+ majors. Game-forcing. 1x = 2N = G : Sign-off. 1x = 3x = NG : Slam try; natural suit. 1x = 2N : (passed hand) 12 HCP, or a good 11 HCP. Tends to deny a 5-card suit. 1x = 3N : 16-18 HCP, balanced, stoppers in other suits, no 1-level 4+ majors. (although perhaps slower bidding is better) 1x = j1 : (unpassed hand) 17-19 points. Game force, but slam might not be there. Should know which trump to play (either a fit for x, or a 7+ suit, or balanced for NT). (With a two-suited hand, don't jumpshift - explore trumps). (With 20+ points, don't jumpshift.) (passed hand) (oldstyle) not forcing, 11-12 points, good 5+ suit (newstyle) 13+ points, excellent fit and shape 1m = 4m : 5+ trumps, weak. Around 5 HCP. Except for 5m, any rebids by openers are slam tries. 1M = 4M : 5+ trumps, weak. Around 5 HCP. Any rebids by openers are slam tries. 1x = j2 : Good 7 or 8+ suit, weak. Around 5 HCP, mostly in the suit. ---------------------------------- after a ONE-OVER-ONE response 1x = 1y = 1z : 13-19 points. Not forcing. 1x = 1y = 1z = 1N : balanced hand, abuout 7-10 points. Opener should pass with 13-16 and invite with 17-19. 1x = 1y = 1z = 2x : tends to be signoff, but opener can correct to 2y. 1x = 1y = 1z = 2y : 7-10, not forcing. 1x = 1y = 1z = 2z : 4+ support, abuout 7-10 points. Opener should pass with 13-16 and invite with 17-19. 1x = 1y = 1z = 2f : Forcing for 1 round 1x = 1y = 1z = 2N : Game-forcing, 13+ points. 1x = 1y = 1z = 3x : Game-forcing, 13+ points. 1x = 1y = 1z = 3y : Game-forcing, 13+ points. 1x = 1y = 1z = 3z : Game-forcing, 13+ points. 1x = 1y = 2z : (z lower than x) 13-19 points. Not forcing. 1x = 1y = 2z = 2x : Preference for x over z, although might only be a 7-card fit. Not forcing. Partner could sign off in 2y; other bids are invitational. 1x = 1y = 2z = 2f : Fourth-suit forcing. Probably searching for a stopper in the fourth suit. 1x = 1y = 2z = 2N : 11-12 points, Invitational. Stopper in the fourth suit. 1x = 1y = 2z = 3z : 11-12 points, 4+ support. Not forcing. 1x = 1y = 2z : (z higher than x) (newstyle) Reverse. 17+ points. Forcing for one round. (z higher than x) (oldstyle) Reverse. 17-19 points. Not Forcing. 1x = 1y = 2z = 2N : Stopper in fourth suit. Non-forcing. 1x = 1y = j1 : 20-22 points (maybe a good 19). Game-forcing. May not actually have length in the jumped suit! 1x = 1y = 1N : 12-14, balanced. Doesn't promise stoppers. 1x = 1y = 1N = 2x : Signoff. 1x = 1y = 1N = 2y : Signoff. 1x = 1y = 1N = 2z : (z lower than y) Not forcing. Partner should sign-off in 2y, pass, or bid 3y or 3z with excellent fit. 1x = 1y = 1N = 2z : (z higher than y) Reverse. Forcing. 1x = 1y = 1N = 2N : Invitation to 3N. 1x = 1y = 1N = 3a : Game-forcing. [Note that there is no good invitational suit bid after 1x = 1y = 1N.] 1x = 1y = 2N : 18-19, balanced. Should promise stoppers. Invitational (NOT forcing), but almost all hands should accept. 1x = 1y = 3N : Sign-off. Long running suit, stoppers in other suits. (might need partnership agreement) 1x = 1y = 2y : 13-16 (minimum), 4+ fit (or a really good 3) 1x = 1y = 2y = 3y : Invitation to game in y (probably 11-12). 1x = 1y = 2y = 2N : Invitation to game in y or NT (probably 11-12). Probably 4 cards in y, promises stoppers. 1x = 1y = 2y = 2z : Forcing. Invitation to game in y or NT (probably 11-12). Partner declines with 2N or 3y. 1x = 1y = 2y = 3x : Forcing. Invitation to game in x or y (probably 11-12). Probably 4 cards in y. Partner declines with 3y. 1x = 1y = 3y : 17-19 (invitational), 4+ fit 1x = 1y = 4y : 20-22 (game force), 4+ fit 1x = 1y = 2x : 13-16 (minimum), 6+ suit (or a 5 when no better bid available) 1x = 1y = 2x = 2y : Could be few points with a very good 6+ suit 1x = 1y = 2x = 2z : Forcing. Tends to be 11+ points. 1x = 1y = 2x = 2N : Invitational. 11-12 HCP, suits stopped. 1x = 1y = 3x : 17-19 (invitational), 6+ suit 1x = 1y = 3x = NG : Forcing (yes, even 3y is forcing!) 1x = 1y = 4x : 20-22 (game force), 7+ suit (or a solid 6), or really good distribution ---------------------------------- after a TWO-OVER-ONE response 1x = 2y = 2N : (Some players consider this non-forcing) 13-14 HCP, balanced, promises stoppers. 1x = 2y = 2x : (Some players consider this non-forcing) 13-16 (minimum), tends to show at least a good 5-card suit, but can be a poor 5-card suit with no convenient bid. 1x = 2y = 2x = 2y : 11-12 points, not forcing. 6+ in y. 1x = 2y = 2x = 2z : Forcing, unlimited (11+), two-suiter. y should be better than z. 1x = 2y = 2x = 2N : 11-12 points, not forcing. Promises stoppers. 1x = 2y = 2x = 3x : 11-12 points, not forcing. Support in x. 1x = 2y = 2z : (z higher than x) Reverse. Tends to show 15+ points, but can be < 15 with no convenient other bid. Forcing. 1x = 2y = 2z : (z lower than x) 13-19 points, just showing a second suit. Forcing. 1x = 2y = 2z = 2x : 11-12 points, not forcing. Might not have an actual fit in x, but other bids are unsuitable. 1x = 2y = 2z = 2N : 11-12 points, not forcing. Stoppers in fourth suit. 1M = 2C = 2D = 3D : 11-14 points, not forcing. 4+ Support in diamonds. 1S = 2m = 2H = 3H : 11-12 points, not forcing. 4+ Support in hearts. 1x = 2m = 3m : (Some players consider this non-forcing) Promises 3+ good trumps. 1x = 2m = 3m = 3y : Showing a stopper in y, searching for 3NT. Forcing. 1S = 2H = 3H : (Some players consider this non-forcing) Promises 3+ hearts. 1x = 2y = 3z : 15+ points. Forcing (of course). 1x = 2y = 3N : 17-19 HCP, balanced or semibalanced, promises stoppers. Not forcing. --------------------------------- opening PRE-EMPTS General guidelines for pre-empting: Do not have too many HCP. Most pre-empts have 6-9 HCP. Estimate # of tricks and play appropriately. E.g: Jxxxxxx = 3 tricks Jxxxxxxx = 5 tricks QJTxxxx = 5 tricks AQxxxxx = 6 tricks 4-card side suit = 1 trick (but avoid if the side suit is an okay major) At unfavorable vulnerability, bid to go down 2. At equal vulnerability, bid to go down 3. At favorable vulnerability, bid to go down 3, 4, or even 5. In fourth seat, do NOT pre-empt below game. In 3rd or fourth seat, you can pre-empt with a bit more HCP if at the game level. General guidelines for responding to pre-empts: You almost always want to raise. Not NT or other suits. Count the tricks you have (quick-tricks, plus 1 trick for each honor in partner's suit, plus ruffing tricks for singletons or voids), and bid game if it is makable. With trumps, extend the pre-empt even if you can't make game. 3NT is to play (stoppers in the unbid suits, communication in the suit OR a long-running suit of your own). A new suit bid below game is FORCING, shows a good 6+ suit, and is asking for a 2+ fit in that suit. Should generate 7+ tricks by itself. A new suit bid at game is a SIGN-OFF. Partner must pass, even with no fit. ---------------------------------------- STRONG TWOS 2x : 17+ HCP, 22+ points, or 21+ with a really good suit or a two-suited hand. Forcing. 2x = 2N : Negative. < 8 HCP. A 7 HCP needs to be AK or AQJ in the same suit to be non-negative. 2x = 2N = 3x : Invitational. This is the ONLY invitational sequence; partner should accept if he has even one trick! All other sequences are game-forcing. 2x - bid - P : Negative (2NT is no longer negative) 2x = 3N : 8-10 HCP, balanced. 2M = 4M : 4+ trumps (Qxxx or better), and NOTHING in the other suits. --------------------------------------- WEAK TWOS Weak twos are opening 2D, 2H, or 2S. 5-11 HCP, reasonably good 6-card suit, less than 3 quick tricks (favorable vul) QTxxxx or better (unfavorable vul) AJTxxx or better Usually denies a 4-card major on the side. Rarely: 7-card suit, would have bid 3 at equal or favorable vul. Rarely: 5-card suit, AKJTx or better, 3rd or 4th seat. Responses: Raises are pre-emptive. Opener should not bid again. New suit: 7-13 HCP, strong 6+ suit. Not forcing (although some, such as SAYC, play that it is). Partner should pass on most hands, but raise with 3+ support. 2W = 3N: to play. 2W = 2N: artificial, forcing. Says nothing about hand. 2W = 2N = 3W: minimum weak-two. 2W = 2N = 3x: feature in x (some high-card strength) 2W = 2N = 3N: AKQxxx in the suit. 2C : 22+ HCP balanced, or a "strong two" hand. 2C = 2D : artifical, negative, 0-7 HCP 2C = 2M : 8+ HCP (or 7 with 1.5 QT), unbalanced hand. 2C = 2N : 8+ HCP (or 7 with 1.5 QT), balanced hand. 2C = 2N = 3C : Stayman! 2C = 3m : 8+ HCP (or 7 with 1.5 QT), unbalanced hand. 2C = 2D = 2N : 22-24 balanced. Nonforcing. 2C = 2D = 3N : 25-27 balanced. Nonforcing. 2C = 2D = 4N : 28-30 balanced. Nonforcing. The only other non-forcing bids from opener is a natural rebid, e.g.: 2C = 2D = 2H = 3C = 3H. 2C = 2D = suit : unbalanced, forcing. If playing with "second negative": 2C = 2D = 2M = 3C : 0-4 HCP, no aces. 2C = 2D = 3C = 3D : 0-4 HCP, no aces. 2C = 2D = 3D = 3NT : 0-4 HCP, no aces. All other bids show 5-7 HCP. If not playing with "second negative": Raise with trump support. Bid NT with no trump support and balanced hand. Bid another suit otherwise. ---------------------------------------- DIRECT OVERCALLS Overcall requirements are liberal, depending on level and vulnerability. 1x - 1y : 9-17 points, a good 5+ suit (KT98x or better) or (rarely) a really good 4-card suit (AKJT or better) 1x - 2y : 11-17 points, a good 5+ suit (AQxxx or better) and good shape (5-4-2-2 or better) 9-17 points, a good 6+ suit (KQJxxx or better if vul, QTxxxx or better if non-vul) 1N - 2y : Very good suit or very good distribution. 1x - 1N : 15-18 HCP, stopper in x. With 18-19 points and a two-suited hand, overcall the longer one or the higher one if they are of equal length. (However, most players play Michaels and Unusual 2NT.) 1x - 2N : Unusual 2NT, at least 5-5 in the two lower unbid suits, Usually < 12 points, sometimes 17+ points. 1x - P - 1y - 2N : Unusual 2NT in the other suits. 2(strong) - 2N : Unusual 2NT. 2(weak) - 2N : 16-19 balanced, stopper in enemy suit. With > 17 points, double and rebid a suit. With > 19 HCP and balanced, double and rebid NT. 1x - 3N : Gambling; stopper in x, long running minor. ---------------------------------------- BALANCING OVERCALLS Same as direct overcalls, but shade the point requirements by about 3 points. ---------------------------------------- RESPONSES TO DIRECT OVERCALLS Point ranges are guidelines only. Also note vulnerability! 1x - 1y - P - 2y : 7-11 points. Not forcing. 1x - 1y - P - 3y : 12-14 points. Not forcing. 1x - 1y - P - 2x : Cue bid. Forcing, probably 15+ points. 1x - 1M - P - 4M : 15+ points. (or weak with good fit) Not forcing. 1x - 1m - P - 5m : 15+ points. (or weak with good fit) Not forcing. 1x - 2y - P - 3y : 7-11 points. Not forcing. 1x - 2y - P - 4y : 12+ points. Not forcing. 1x - 2y - P - 2x : Cue bid. Forcing, probably 12+ points. 1x - 1y - P - 1z : 8-13 points, constructive. 5+ card suit. Not forcing. 1x - ?y - P - 2z : 8-13 points, constructive. Good 5+ card suit. Not forcing. 1x - 2y - P - 3z : 8-13 points, constructive. Good 6+ card suit. Not forcing. 1x - 1y - P - jz : 12-14 points, constructive. Good 6+ card suit. Strong invite, but still not forcing. (Some experts play as forcing.) 1x - ?y - P - (double-jump in z) : Pre-emptive. 1x - 1y - P - 1N : 8-11 HCP, semibalanced, stopper in enemy suit. 1x - 1y - P - 2N : 12-14 HCP, semibalanced, stopper in enemy suit. 1x - 1y - P - 3N : 15+ HCP, semibalanced, stopper in enemy suit. 1x - 2y - P - 2N : 9-11 HCP, semibalanced, stopper in enemy suit. 1x - 2y - P - 3N : 12+ HCP, semibalanced, stopper in enemy suit. 1x - 1N - P - 2C : Stayman. Although some prefer 2x as Stayman, with 2C to be a club bust. ------------------------------------------- DIRECT CUE BID 1x - 2x : 22+ points, game-forcing, takeout. (However, most players play this as the Michaels convention.) Some players play 1m - 2m as natural. ------------------------------------------- JUMP OVERCALLS 1x - ?j : Weak, similar to opening pre-empts. 1N - 3x : Strong, 8+ tricks. 1x - P - P - ?j : Strong, 8+ tricks. 3x - ?j : Strong. 4x - ?j : Strong. ------------------------------------------- DOUBLES Standard takeout double: 1x - D : 10+ points with 4-4-4 (or better) in the unbid suits, or 12+ points with 4-4-3 in the unbid suits, or 13+ points with 4-3-3 in the unbid suits, or 18+ points with a suit, or 19+ HCP with a balanced hand. ?x - P - ?N - D : also takeout. 1x - P - 1y - D : takeout. 9+ points with 5-5 11+ points with 5-4 13+ points with 4-4 Double of any other NT is penalty. (And you better have a good suit to lead!) Double when partner has done anything but pass is penalty. Double of a pre-empt is takeout. Double of an artificial bid is lead-directing. ------------------------------------------- RESPONDING TO A DIRECT TAKEOUT DOUBLE Pass if you have good trump (QJTxx or better). You'll expect partner to lead a trump. 0-6 points: Pass if RHO bids. Bid an unbid suit otherwise. Do not bid 1NT. 6-9 points: If RHO redoubles, pass if you have no suit preference. Bid even if RHO bids. Bid 1NT if you have a stopper, balanced, and no 4-card major. 10-12 points: Jump bid in a suit. (Not forcing.) Bid 2NT if you have a stopper, balanced, and no 4-card major. Cue bid if you have both 4-card majors. 13+ points: Bid game. Cue bid if you don't know which game to play, or to look for slam. Pre-emptive hand: double or trip jump. ----------------------------------------------- OVERCALLING PRE-EMPTS In direct seat, only enter the bidding with sound values, especially if vul. In balancing seat, you can enter with dubious values. ----------------------------------------------- RESPONSES OVER INTERVENING BIDS 1x - ?y - 2x : 6-10 points, 8+ card fit. 1x - ?y - 3x : 12-16 points, 8+ card fit. Forcing. (Some people play this as a limit raise: 10-12 points) 1x - ?j - 3x : 7-11 points, 8+ fit. or < 7 points, 10+ fit. 1x - ?j - 4x : Forcing. 1x - 1y - 1z : 8+ points, 4+ suit. 1x - 1y - 1N : 8-11 HCP, stopper in y. 1x - ?y - 2z : 10+ points, or a good 9. Good 5+ suit. Forcing. Does not promise another bid. 1x - 1y - 2N : 12-15 HCP, stopper in y. Game-forcing. 1x - 2y - 2N : 10-12 HCP, stopper in y. Not forcing. 1x - 1y - 3j : 17-19 points, fit in x or an excellent j. 1x - ?y - ?y : Cue bid. Support for x, game force, slam interest, control in y. 1x - 1N - D : 9+ HCP. Penalties. 1x - 1N - 2x : 6-10 points, 5-8 HCP, 8+ fit. 1x - 1N - 2y : 5-8 HCP, good suit. 1x - D - P : <6 HCP. 1x - D - RD : 10+ HCP. Indicates that either we'll get the auction, or opponents will be doubled everywhere. 1x - D - anything else : 6+ points, < 10 HCP. 1x - ?y - P - P - 2x : 6+ suit. 1x - ?y - P - P - ?z : Two-suiter. 1x - ?y - P - P - D : Takeout. 1x - ?y - P - P - 1N : Balanced, around 19 HCP.