Forsvar mot 1 i farge:

Takeout Doubles



Direct double of one-of-a-suit opening is takeout double. This shows at least a mimimum opening hand with 3-4 cards support for each of the unbid suits, or very strong hand with 16HCP or above.

RESPONSE

  • Any mimimum new-suit bid: 0-9 HCP.
  • 1NT: 6-9 HCP, promises a stopper in the enemy suit, denies 4-card or longer unbid major suit.
  • Jump in a new suit: 10-12 HCP, invitational.
  • 2NT: 11-12 HCP, promises a stopper in the enemy suit, denies 4-card or longer unbid major suit, invitational.
  • Cue-bid: 13+ HCP, forcing.
  • 3NT: 13-16 HCP, promises good stoppers in the enemy suit, denies 4-card or longer unbid major suit.
  • Double Jump in a new suit: Less than 10 HCP, good 6-card suit, preemptive.
  • Pass: Convert takeout to penalty.

RESPONSES IN COMPETITION

  • Over Redouble, responder may:

o        Pass: Allow doubler to rescue himself, or

o        make normal response.

  • Over an Intervening bid, responder may:

o        New Suit: 6-9 HCP, or

o        Double: Penalty.

o        Normal response, or

o        Pass.

REBIDS BY TAKEOUT DOUBLER

  • Pass: < 15 HCP.
  • Single Raise: 16-18 HCP, with 4-card support.
  • Jump Raise: 19-20 HCP, with 4-card support.
  • New Suit: 16+ HCP, 5-card suit, invitational.
  • Jump in a new suit: Strong hand with 6-card or longer, invitational.
  • All NT Bids: Very strong hand with stoppers in the enemy suit. 1NT: 18-20 HCP; jump to 2NT: 21-22 HCP; non-jump to 2NT: 19-21 HCP.
  • Cue-bid: 21+ HCP, forcing.

 

 

Weak Jump Overcalls


Any overcall that jumps one or more levels is always considered weak. It describes a hand with no more than 10 points, at least a six card suit, and very little defensive strength. Count the playing tricks in your hand and bid by the following table:                              

Vulnerability Overbid by

Against                                    2 tricks
None or Both                            3 tricks
For              3-5 tricks

Responses

The most common response to a weak jump overcall is to pass. You know your partner has already overbid by a number of tricks based on the vulnerability. Having a good fit and some strength can make bidding worthwhile.

Any raise of partner's suit should be to obstruct the opponents bidding or to sacrifice

Naming a new suit is a natural bid and not forcing on your partner. This bid can also be used for lead direction.

A cue bid is a game or slam try and is forcing for one round on partner. If he has a minimal hand he rebids his suit at the lowest level. A better hand allows the opener the freedom to make any bid he chooses.

 

 

Unusual NT overcall


2NT Over 1 of a suit shows either a weak or a strong 2-suiter, forcing.

  • 2NT Over 1C: 5-card D and 5-card H.
  • 2NT Over 1D: 5-card C and 5-card H.
  • 2NT Over 1H/S: 5-card C and 5-card D.
  • 4NT Over 4H/S: 5-card C and 5-card D.

RESPONSES

  • Takeout to a suit shown by partner: No interest in game.
  • Jump Takeout to a suit shown by partner: Good support, preemptive.
  • Cue-bid: Game or slam try, forcing.
  • New suit: Natural, non-forcing.
  • 3NT: Play.
  • 4NT: Blackwood.

 

 

Copenhagen


This convention is used when your opponents open on the 1-level (not 1NT).

2NT: Two lowest unbidden suits.
3C: Highest + Lowest unbidden suit.
3D: Two highest unbidden suits.

Length should be 5-5.

 

CUE-BID K.A.T.
By Kenneth Konstam and L. Tarlo (Konstam And Tarlo).


(*) Named this way after the initials of his creators.

Cue-bid K.A.T. convention is used in order to enter into the bidding over an opening bid at 1 level made by an opponent, giving same time to partner indications enough accurately about the force and the shape of the hand. Proceeding from this convention, a direct cue-bid in the opponent's suit can be made with a weaker hand than usual and it is forcing only for one round, except the case when in the next round of bidding the cue-bid is repeated, showing this way enough force for making a game with minimum help from partner.

Example: 1)
E        S        W        N
1H     2H (a) pass   2S (b)
pass  3H (c) etc.

Explanations: a) forcing for one round; b) partner is obliged to show his best suit; c) game-force, partner is obliged to keep the bidding open until a game is reached or a penalty double is made against the opponents.
Relying on this principle, the overcalls within the framework of K.A.T. convention are made this way:

10-12 hcp - Take-out double with a good support in the unbid major(s).

Example: 2)

SOUTH
S- A J 9 5                     E        S        W        N
H- K Q J 10 3              1D     dbl      pass     2C
D- 8 4                         pass   2H      etc.
C- 7 5

13-17 hcp - Cue-bid K.A.T. with a good own suit and good support for the unbid major(s).
Forcing only for one round.

Example:  3)

SOUTH
S- Q J 9 5                    E        S        W        N
H- 7 3                          1H      2H      pass   2S
D- A K J 8 3                pass    3S      etc.
C- K 7

15-17 hcp - 1NT, balanced shape, two stoppers in the suit of the opponents and probably short in one major.

Example: 4)

SOUTH
S- A Q 7                       E        S        W        N
H-
9 4 2                        1S      1NT   etc.

D- A Q J 4
C- Q J 5

18+ hcp - Cue-bid K.A.T. followed in the second round of bidding by a repeated cue-bid with an unbalanced hand or 2NT with a balanced hand.
These two rebids - first being game-force and second being strong invitational - has to
be made only with hands that assures making the final contract even when it happens
that partner has a very weak hand.

Example: 5)

SOUTH
S- A K 5                      E        S        W        N
H- A K Q 9 7              1D      2D     pass     2S
D- 4 2 pass                3D (a) etc.
C- K Q 3

Example: 6)

SOUTH
S- A Q 7 4                   E        S        W        N
H- K 10 6                    1D      2D     pass     2H
D- A Q J pass            2NT (b) etc.
C- Q J 9

Explanations: a) repeated cue-bid, game-force; partner will bid further on, repeating the spade suit if it is a 5-card suit or a second 4-card suit; b) game-invitation; with any useful values partner will bid the most attractive game contract.

It is to be noticed that for overcalling with a cue-bid K.A.T. over an 1S opening bid of an opponent, the hand should be a little stronger because there is the danger of the bidding growing up fast to a higher level. Conversely, over an 1C opening (normal opening, not strong) the cue-bid K.A.T. can be a little lighter because there are good chances the bidding will stop at a lower level.

Within the framework of this convention, the suit overcalls at level 1 show a weak hand with an acceptable suit, while the jump overcalls show a strong 1-suiter hand, too strong for a take-out double.
K.A.T. convention is highly appreciated in Great Britain. It can be used with success so much in the 2nd seat or in the 4th seat.

 

 

Gardener Notrump Overcall


A 1NT overcall may be either:
* a strong, natural NT overcall with 16-18 points, or
* a weak hand with a long suit

Advancer bids 2C to inquire which, and overcaller rebids 2NT 
with the strong no trump version.

 

 

Vienna NT


Vienna NT in defense is used after opening on the 1-level. You bid 1NT that shows:
17 Hcp + Undefined ./ 19 Hcp + NT hand.

I have used this one before and can only say good things about it. The down thing is that you can't bid 1NT with 15-18 Hcp.
You have to double. But hey, you cant get everything in life. The answers on 1NT is:

2C : 0-7 Hcp.
2D : 8-12 Hcp. Game forcing.
2H : 8 Hcp +. 5+heart suit.
2S : 8 Hcp +. 5+Spade suit.
2NT: 13 Hcp +
3C : 8 Hcp +
3D : 8 Hcp +
3H : 5-7 Hcp. 5+heart suit.
3S : 5-7 Hcp. 5+Spades suit.
3NT: 8-12 Hcp. At least 5-5 in minors.
4H : Not to many honors, but very long suit.
4S : Not to many honors, but very long suit.

Further bids:

1NT - 2C
2D: Ask partner to bid his best major.
With 6/7 Hcp. he can jump to the 3-level.

1NT - 2NT
Now you can use 3 club as Baron. This is a conventions where you bid you 4 card suit as low as possible.

When you are going to answer on 1NT you bid your suit even if your opponents has open
in that suit. The reason is that even if they has shown a 4 card suit in spade you still can have game in that suit. Many  laugh about this, but I can promise you that it works. (TheOne)

 

 

Michaels Cue-Bid


  • 2C Over 1C: Both majors.
  • 2D Over 1D: Both Majors.
  • 2H Over 1H: Spades and a minor.
  • 2S Over 1S: Hearts and a minor.

Strength should be about 7-11 HCP, but you can of course agree to other pointranges.

RESPONSES

  • Takeout to a suit shown by partner: No interest in game.
  • 2NT: Ask for minor.
  • Jump takeout to a suit shown by partner: Preemptive.
  • Cue-bid: Game or slam try, forcing.
  • New suit: Natrual, non-forcing.
  • 3NT: Play.

 

 

Cue Raises


In competitive sequences, responder cuebids an opponent's bid to show a limit raise or better in opener's major. Also used on defense. A jump raise in competition is therefore preemptive.

example

1H - (2C) - 3C = show heart support and at least invitational.
                 3H = Pre-empt.

I prefer to use it after our side overcalls. Cuebids of opponent's suit now show a good raise or GF.

example

(1H) - 1S - (Pass/1NT/2C/2D) - 2H = Good raise in spade OR GF.

 

 

Herbert


Herbert is used after a take out double at the 1-level. If responder bid the suit above, it show 0-5/6 HCP. He don't promise any card in the suit. All other bids show a positive hand with at least 6 HCP+

Example:

(1D) - Double - (Pass) - 1H = Herbert. 0-6 HCP.

 

Frosvar mot 1 NT:

Astro


Named for its American creators Allinger, Stern and Rosler, Astro is a defensive convention for use against an opponent's 1NT opening. 

Over an enemy 1NT,
2C: Hearts and a minor, 12+ points
2D: Spades and another suit, 12+ points

Double and all other overcalls are natural.

Advancer's rebids to 2C are:

Pass: Long club suit, signoff
2D: An artificial relay denying 3 cards in the anchor suit (hearts)
2H: Signoff
2S: Long spade suit, signoff
2NT: 10+ points, one-round force, asking overcaller to bid his second suit
3H: Invitational

Advancer's rebids to 2D are:

Pass: Long diamond suit, signoff
2H: An artificial relay denying 3 cards in the anchor suit (spades)
2S: Signoff
2NT: 10+ points, signoff, asking overcaller to bid his second suit
3C: Long club suit, signoff
3S: Invitational

If advancer gives the relay response (2D to 2C and 2H to 2D), overcaller's rebids are:

Pass: The relay response happened to be overcaller's second suit
Two of the anchor suit: A good five-card suit or better. Opener should bid his good
anchor suit first before showing a good second suit.
Cheapest second suit: A good five-card suit or better

If overcaller rebids two of the anchor suit, advancer may rebid 2NT to ask for his second suit.

Pinpoint Astro 

Pinpoint Astro uses the following overcalls of 1NT:

2C: Clubs and hearts
2D: Diamonds and hearts
2H: Hearts and spades
2S: Spades and a minor

 

 

Brozel


A defensive convention for use against an opponent's 1NT. All two-level overcalls show two suits, while Double shows all one-suited hands. As with other NT defensive conventions that give up the natural penalty double, Brozel is best used against a strong 1NT.

The structure is:

X: One-suited hand; a relay to 2C. 
2C: Clubs and hearts
2D: Diamonds and hearts
2H: Hearts and spades
2S: Spades and a minor
2NT: Clubs and diamonds
3C/3D/3H/3S: Takeout for the unbid suits, with a stiff or void in the bid suit. 

After

(1NT) - X - (P) - 2C 

Overcaller passes with clubs or bids his suit. If responder has an excellent suit of his own, he may
ignore the relay request and bid it at the two-level. 

After

(1NT) - 2C/2D/2H

Advancer is asked to either pass or correct to the second suit. 

After

(1NT) - 2S 

Advancer can ask for partner's minor by bidding 2NT

Brozel applies in both direct and balancing seat.

 

 

Cappelletti (Mizrock)


Cappelletti defense convention against 1NT opening.

(1NT)-?
Doubl: Take out. At least as strong as the NT opener.
2C: Undefined long suit. Request partner to bid 2D if he don't have his own good suit.
2D: Both major suits.
2H: 5+heart and a side suit in minor. With a good major suit suit in you may be better off not showing your your side suit. It is often better to play 5-1 at the 2-level than 4-3 at the 3-level..
2S: 5 spade and a side suit in minor. With a good major suit suit in you may be better off not showing your your side suit.
2NT: Both minor suits.

(1NT)-2C-?
Pass: A lot of clubs and little points.
2D: Request partner to show his side suit. Max 12 HCP.
2H/2S: Own suit. Ca. 8-12 HCP.
2NT: forcing. At least 12 HCP+

 

 

Crash


This is a defense convention against opponents 1NT opening.

X = 2 suits of the same color (reds or blacks)
2C = 2 suits of the same rank (majors or minors)
2D = 2 suits of the same shape (D and S or C and H)
2M or 3m = natural

Different variations are possible. Note that this method is now illegal under the revised ACBL general convention chart.

 

DONT


Dbl: Undefined onesuiter. Shows some strength since partner can pass. 
2C : Clubs + another suit. 
2D : Diamonds + a majorsuit
2H : Hearts + Spades. 
2S : Spadesuit. Has not enough strength to double. 

Woodgroves Commentaries. I don't like this system, but if my partner sticks a gun to my head, I play it with this changes: 
2C : Clubs + a majorsuit (4 card suit). 
2D : Diamonds + majorfarge (4 card suit). 
2NT: Both minor. 

Since it often is better to play 5-2 in a major suit instead of 4-3 with a minor suit, should the minor suit be at least 5 card. With a good 5 card major suit, you should double if you have some strength, even if you have a 4/5 card minorsuit.

 

 

Landy


Devised by expert Alvin Landy, this convention stipulates that a 2C overcall of 1NT shows at least
4-4 in the majors and 12+ points. All other overcalls of 1NT are natural, and Landy applies in both direct and balancing seat. 

The responses to 2C are:

Pass: Long, strong clubs with no interest in the majors
2D: Long, strong diamonds with no interest in the majors
2H/2S: Signoff, although overcall is allowed to bid again. 
2NT: 12+ points, one-round force. Partner is asked to bid a five-card major if he has one, or 3C/3D
to show the respective minor-suit stopper with 4-4 in the majors. 
3H/3S: Invitational

 

 

Ripstra defense to 1NT opening


2C = major suit takeout, longer clubs than diamonds
2D = major suit takeout, longer diamonds than clubs
2H/2S = natural
X = penalty 

With equal minor suit lengths, bid 2C.

 

 

Trash 


Defense system after opps 1NT opening

Trash (TRAnsfer or SHape) allows you to describe all one or two suited hands usually at the two level, to allow either partner to show extra strength, and retains a penalty double by either partner. I learned the system from a local expert (Tampa Florida) who claims Trash originated from Harold Feldheim. The system doesn't seem to appear in any of the standard references such as Kearse's. (Ron Klinger's "Bridge Conventions, Defenses and Countermeasures" does describe a similar but hideously complicated system.) Trash can also be played after 2NT, over either strong or weak notrumps. After 1NT:

dbl - for penalty
2C - transfer to diamonds, or 10 cards in hearts and spades
2D - transfer to hearts, or 10 cards in spades and clubs
2H - transfer to spades, or 10 cards in clubs and diamonds
2NT - transfer to clubs, or 10 cards in diamonds and hearts

After advancer (the overcaller's partner) accepts the transfer:
pass - weak one-suited hand
next suit - weak two-suited hand
raise - invitational one-suited hand
jump shift - invitational two-suited hand
(Note: no hand should be too weak; this is an overcall after all!)

2S - 10 cards in clubs and hearts, or 10 cards in diamonds and spades

Advancer bids 2NT to find out which hand; with the round suits (clubs and hearts) you will rebid 3C. With the pointy suits (diamonds and spades) you will rebid 3D.

With very strong hands you can make the Trash bid one level higher. Or if advancer is very strong he can accept the transfer by bidding one level higher, or by refusing to accept the transfer (e.g., 1NT - 2C - P - 2H or 2S or 2NT or 3C). If you find requiring 10 cards for the shape bid is too restrictive, you can agree instead that a shape bid shows at least 9 cards in the two suits.

I like Trash because the regular structure reduces memory lapses, because both partners can penalty double, because I can show any one or two suited hand, and because both overcaller and advancer can show different strength ranges.

Besides, it's fun to be able to claim "We play Trash overcalls!"

 

 

Woolsey
by Kit Woolsey 


A defense convention against a strong 1NT opening.

X = a mystery 4-card major, and a mystery 5+ card minor (after you play this for a while, you can use the Tunafish variation:
you also double with a decent 1-suiter in one of the minors)

Over this, 
2C says: pass if your minor is clubs, correct if your minor is diamonds
2D asks doubler to bid his major
2M is natural

2C = both majors (with equal length in the majors, 
advancer can bid 2D to ask overcaller to pick)

2D = a 1-suiter in one of the majors
2M = at least five cards in that major, and a side minor suit
2N = minors
3m = natural

Woolsey makes it much easier to find your best combined fit. Against that you sometimes end up at the 3-level, and if the opponents bid over the double, it may be hard to compete, since doubler's suits are not known.

 

 

Etter sperreåpninger:


Bekkevold

(Made by Thomas Bekkevold and Tor Ivar Bang)


This convention looks like Lebensohl, but in stead 3D asks for 3H. 

Here are some examples: 
3C - x - pass - 3D= Bekkevold 
                     3H= invitational with hearts 
                     3S= invitational with spades 
                     3NT= To play with club stopper. 

Further after 3C - x - pass - 3D 
                     pass - 3H - pass - ? 
pass: Weak with hearts 
3S: Weak with spades 
3NT: To play without a club stopper. 
4C: Slam invitational with both major suits. 
4D,4H,4S: Slaminvitational

Some other typical Bekkevold position: 
3C - pass - pass - x 
pass - 3D= Bekkevold 

1C - pass - 3C - x 
pass - 3D= Bekkevold 

2NT - pass - 3C - x 
pass - 3D= Bekkevold

 

 

Anteater Convention


This is a defense convention against weak 2 in heart/spade: 

2 H / 2S - ? 
Cue: Asking for a stopper. 
4C: Strong two suit hand with club and the opposite major suit. 
4D: Strong two suit hand with diamond and the opposite major suit. 
4NT: Strong two suit hand with both minor suits.

 

 

Scrambling 2NT


The scrambling 2NT bid is used after partner makes a takeout double at the two level, and you hold two four 
card suits. 

E.g. 
(1S)-p-(2S)-x; p- ??? and you hold: 
S: Kxx/ H: Qxxx/ D: Jxxx/ C: xx
If you bid hearts, you could wind up in a 4-3 fit (and the same with bidding diamonds). 
Why guess? If you bid 2NT as a scramble, partner can bid his four card suits up the line. 
With S: xx/ H: Kxxx/ D: AKx/ C: QJxx , partner bids 3C over which you bid 3D to deny holding four clubs and then partner bids 3H to 
show that suit. 

Why play this convention? 

1.    First, you and your partner may make more aggressive doubles knowing that you can find your 4-4 fits safely.

2.    Second, if partner does not go thru Scrambling 2NT, then the doubler will know that the suit is a five 
card or longer suit. 

3.    Third, what else is 2NT supposed to mean? Natural? Why not just pass their doubled bid then?

 

 

Flannery Defense


Flannery is a 2D opening bid which shows 5 hearts and 4 spades.

Overcaller defends as follows:

  • 2H is like a takeout double of hearts, showing the other three suits
  • 2S/3C/3D are natural
  • 2NT shows the minors
  • double shows a strong NT hand.

 

 

Multi-Fryer
by Bill Treble, Winnipeg, Man.


Nowadays, a number of topflight partnerships play a "multi" two-diamond opening, showing a weak two-bid in one major or the other. Many defenses to this opening have been suggested, but none seems to have gained universal acceptance. An effective defense should exploit the fact that, while the opponents don't know what opener's major is, neither does his partner. My suggestion:

Directly over the opening two-diamond, suit overcalls are natural. Jump overcalls are intermediate, promising a long, strong suit with opening-bid values or slightly better. Two notrump shows 16-18 in a
balanced hand, usually no four-card major. Three notrump is to play, and may be semi-gambling.

The direct double is strong takeout of one major or the other, 16+ HCP.
For example, 
(a), S- KJTx H- x D- AQJx C- KQxx
(b), S- xx H- AKJx D- KJx C- AJxx

Doubler, at his next turn, shows which major he is taking out. After,
SOUTH WEST NORTH EAST
  2D      Double    2H     Pass
Pass         ?

doubler would bid two spades with (a). This cannot be great spade length, since he would have overcalled. Therefore, this shows takeout of hearts. With (b), opener could double again to show takeout of spades, i.e., a desire to penalize two hearts. If doubler's partner had a good heart holding, he would have doubled two hearts - he knows he is facing a strong hand because of the initial double.

With takeout hands too weak for the direct double, such as, 
(c), S- KJxx H- x D- AQxxx C- KTx
(d), S- xx H- AJ9x D- KQx C- Axxx
you must pass the two-diamond opening. The, after,

SOUTH WEST NORTH EAST
   2D     Pass      2H      Pass
Pass        ?

you bid two spades with (c), to show a minimum takeout of hearts. You can double with (d), to show a minimum takeout of spades. Partner, knowing you have fewer values than if you had doubled directly, will be well placed to select the final contract.

The opponents might make the auction awkward fot you if responder preempts in a major (he has to have both to do this).

SOUTH WEST NORTH EAST
   2D    Double    4H        ?

Here, a double by advancer (doubler's partner) is takeout-oriented, with some values, enabling the original doubler to pass if he has the opponent's suit. If advancer passes, doubler's repeated double is for
takeout.