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Overview

Jugglers Club No-trump (16+, artificial) singleton)

Clown Diamond (10-15, artificial)

Tempered Majors (10-19, 5+ suit, 5-7 losers)

Dwarf (9-12, no

(L3)

(L4 NV)

(L4 Vul)

Surgeon 2C 2H/S (5-10, 4+H, 4+S) C/D) (5-10, 5 card Major)

Saboteur 2C (0-6, 4+D/H/S)

Digger 2C

Multi-coloured 2D

Boxing

(5-10, 4S, 5+m/4+H)

(Wk 2 H/S or Str

(L3)

(L4)

Shape-shifter 2NT Samurai 4NT (7-10, 5-4+ minors) (7-10, 5-4+ in 2 suits, not S) 15, 6-5+ minors)

Ninja 2NT

Gambling 3NT (10-15, 7+ minor)

Lightning 4C (Which aces?) (0-

Contents 1) History and Motivations 2) Legality 3) Memory and Effort Requirements 4) Benefits in playing Jugglers Club 5) Learning the System 6) Opening Bids (L2-5 Versions) 7) Strong Hands 8) Pre-empting 9) Slam investigation 10) 11) 12) 13) 14) 15) 16) JC in Depth Overcalling 1NT Overcalling suit bids Escaping 1NT doubled Dealing with interference Super Structure for slam-bidding Suggestions for play-defence

Note: For what follows JC will be intended to mean the Level 3 version of Jugglers Club unless otherwise stated. 1) History & Motivations of the System In the late 1990s Ben Beever and Graham Currie found themselves joining their first bridge club (in Chorlton, Manchester), and being drawn into playing ACOL, as is almost everyone who plays at a British bridge club (4 card majors & a 12-14 1NT opening). Strong 2s in 3 suits were the order of the day, and questioning this wisdom was close to sacrilege. Both partners felt the system to be rather dull, and that pass was employed somewhat too often. Over the next 8 years, this led to the following major modifications: Benjification (2D became artificial & game forcing, whilst 2H & 2S became weak with 6 card suit) 5 card majors (1H/S openings showed 5 or more in the suit) Artificial 1D (since 1C/D openings were rather pointless, 1D became 10-15 artificial) Strong or natural 1C (with a 1D relay to allow opener to show their hand), and 2C = 5+ clubs, 10-15 Multi 2D (weak with 6 card major or strong with 7 card minor) 5 card weak 2H/S openings Both minors, weak 2NT opening 2C later became 5-10 with both majors Ben, Graham and Eddie Thornton-Chan continue to develop the system as problematic situations arise and improvements come to light. 2) Legality As bizarre as it may sound to the uninitiated, it soon emerged that there were restrictions on the meanings that the EBU allowed us to assign to our bids, and the 1C opening then necessarily became artificial & 16+ HCP, as this was the closest (level 3) legal meaning to what we wanted it for. As there are 5 different convention levels defined by the EBU, and level 1 doesnt allow an artificial 1C of any kind, the system has 4 different versions to exploit the freedom available at each of levels 2 to 5, level 5 affording the most freedom to creativity. Level 2 is allowed almost everywhere within the UK. Level 3 is allowed in the vast majority of British clubs. Level 4 is allowed at most tournaments and several clubs in the UK. Level 5 is allowed only in a small number of British clubs or in certain top-level events, and on BBO (excepting some tournaments, if specified by the host in the tournament rules). 3) Memory & Effort Requirements Jugglers Club is not for everyone, but if you are reasonably bright and like gadgets, you should be able to use the system reasonably well within 2 or 3 sessions. The more subtle auctions and relays are there for those who wish to refine their bidding accuracy to a high level. For those wishing to play the system without having to remember anything, BBO currently provides the Full Disclosure convention card facility which allow a pre-designed system/convention card to be loaded in to the table, and will subsequently show the meaning of bids automatically to everyone at the virtual table (these FD CCs as they are known, can be found at Gerts excellent site http://bridge.downagain.be/FD/index.php; you must register before downloading them). For those who wish to play the system face to face, the opening bids can be learnt in half an hour. Responses are natural whenever it is sensible to have them as such. For example, after a 1H/S opening, the auction is always natural (barring purely optional conventions) and in many cases would be the same as in SAYC (the main difference being JCs 15+ NT rebid). However, 2C is often used by responder to ask for more information from opener.

Although JC has its own techniques for 1NT auctions, the reader is advised to initially keep whatever structure they already use, at least until some familiarity with the system in general is attained. Similarly slam bidding methods need not change, at least until confident with the 1C/D openings. Once you have become convinced that JC is the way forward, you will need to find a like-minded partner. The internet is likely to provide the easiest way to achieve this. Social networking sites or BBO (Bridgebase Online) are good bets. At time of writing, around 10-15 players in and around Manchester are able to wield the system with a fair degree of accuracy; on BBO there are many more, and most prefer to use the FD cc facility to reduce the chance of misunderstandings and gain access to the well-developed game & slam try structure of the full system. 4) Benefits in Playing Jugglers Club Fun: Using JC, you able to open the bidding on over of hands you pick up. This is considerably more fun that passing which occurs with around 2/3 of hands when playing ACOL, SAYC, 2/1 or most other systems in common use. Even strong club systems such as precision must pass more than half the time as dealer. Being able to open at the 2 level on tram-tickets is particularly appealing to those with the risk-taking gene. Accuracy: If opponents dont interfere, the vast majority of hands are bid using the system rules without the need for judgement, and once the 5 or so special techniques for game & slam tries have been learnt, the system will allow finding of perhaps 80-90% of reasonable games and slams. Very rarely does it reach a hopeless slam. In competitive auctions, the system compares well to any other, with most opening bids defining a hands strength-range quite tightly. Pre-emptivity: Being able to open (at the 2 or 3 level) more weak hands than possibly any other system makes JC the most aggressive system on the market and therefore is the hardest system for the opponents to bid accurately against. Pass occurs only when holding 0-4 HCP hands or 5-9 HCP hands with no particularly interesting features, and even these hands may usually be opened if the level 4 or 5 versions of JC are being used. Assuming a passed partner holds a balanced 7 count is a good strategy given no additional information. Brain-training: The act of learning and using a new system and its gadgets is immeasurably good for someone, enabling them to see things from a different perspective. Learning JC also helps players to deal more effectively with opponents who use unusual systems and conventions, as in many cases they will have already developed an understanding of the features and playing strength of the hand described by the opponents. The system also encourages a very logical approach to the game, with the captain of an auction having to picture his partners hands as it emerges and envision how the hand will play before dummy comes down. Creativity: After learning the basics of JC and having thought about why the bids mean what they do, most players will be in a good position to attempt to improve JC or even create their own system. Both are very much encouraged. If you believe you have found an improvement to JC, or indeed would like feedback on your own system or convention idea, please email me at benbeever@hotmail.com. Results: It is very likely that your results will improve significantly after you begin playing JC. In part this will be due to improved bidding accuracy, and in part because your frequent pre-empting makes opponents have to guess much more often. Some opponents suggest their unfamiliarity in playing against JC gives its exponents an additional advantage and indeed it does. I have yet to determine why they believe this to be a criticism of it. 5) Learning the System The system can (and probably should) be learnt in stages. Those who already play 5 card majors are already a step closer than those who play ACOL. Those who play Precision have a further advantage. For what follows I will assume you currently play 4 card majors, and know the basics of bidding. For

those who know only 1 or 2 natural systems, it is recommended that each of the first 4 stages be learnt at the rate of roughly 1 per month to allow plenty of time to absorb and assimilate the new structures. For those adept at using conventions or learning new systems, this process should of course be considerably faster. The 5th stage is almost open-ended, and it will take quite some time to get to grips with all the system details and nuances therein. However, some may wish to switch to other versions of the system (levels 2, 4 or 5) well before the 5 th stage is fully implemented. The suggested modification stages are: Part 1) The Easy Bit: 1H/S Openings: 5 card majors. Sometimes you will have to open a 3 card minor, so remember not to raise partners 1C/D openings with only 4 card support if you can avoid it. Part 2) The Scary Bit: 1NT Opening: 10-12 HCP (not unbalanced). A 1NT rebid should now show 13-16, and a jump 2NT rebid will show 17-18 (jump to 3NT with 19). 2C over a 13-16 1NT rebid is inquiry, with 15-16 point openers responding at the 3 level. When the bidding has already reached the 2 level, 2NT rebid = 13-14, and 3NT rebid = 15-19. It is suggested that 5332, 5422, and 6322 (6 card minor) hands are ok shapes for 1NT. You may find it quite unnerving at first opening 1NT with only 10 points. Indeed, it would be sensible to discuss an escape strategy for when the 1NT is doubled (your strategy may be different depending on whether the double occurs immediately or after 2 passes). A simple but fairly effective method (when 1NT has been doubled) is to bid a 5 card suit if you have one. If not, then pass (if partner still has a bid) or redouble (if partner has already passed the double). After one of you has passed and the other has redoubled, you bid 4 card suits up the line until you find a 7/8 card fit. There are occasional problem hands using this method, so it is suggested that you learn the JC escape strategy at some point, which largely solves them. Part 3) The Hard Bit: 1C/D Openings: Strong, artificial 1C opening (16+) & intermediate, artificial 1D (10-15). As the 10-12 balanced hands have been dealt with by 1NT opening, 1D promises 13-15 or else an unbalanced hand. When partner opens 1C, respond 1D unless 6+ points with a 5+ card major, then respond 1H/S. 1C-1D-1H/S-1NT = 0-6 HCP. With 7+ pts after the same start to the auction, responder can use 2C to ask opener to describe their hand further opener now responds at the 2 level with a poor 16/17 HCP, or at the 3 level with a good 17+ Note: Hands containing 16-19 HCP and a 5+ major that have 5 or more losers should still be opened 1H/S. When partner opens 1D, respond naturally (you can pass with long diamonds and few points), being aware that 1H/S shows a 4+ card suit, but not necessarily any HCP. With no 4 card major, responder bids 1NT with 0-9 HCP and 2C (asking for more information) with 10+; 3NT is also allowed if desired, as opener is limited to 15 HCP. After 1D, opener may rebid 1NT without showing any additional information. Over a 1NT rebid by opener at any point, 2C by responder shows 10+ and asks for more information, with responses at the 3 level if 14-15. After 1D-1H/S, opener should normally raise the major to the 2 level with 4 card support or 3 card support and a singleton. Only if opener has 4 card support and 6 losers or better should he consider raising to the 3 level, and this usually via a mini-splinter (jump shift into your singleton suit). After you open 1C, with a balanced hand, show HCP ranges with your rebid as follows: 1NT = 16-18 2C = 19-20 / 25-26 3rd bid: 2NT if 19-20, 3NT if 25-26 2D = 21-22 / 27-28 3rd bid: 2NT if 21-22, 3NT if 27-28 2NT = 23-24 With an unbalanced hand containing a 5+ card major or 6+ card minor, along with 4 losers or better, open 1C and rebid as follows: 2C if 5 card major precisely (20+ or 4- losers), or 6+ minor (20+ or 3- losers): partner must now respond 2D and allow opener to bid once more without interfering with his plans (this 2D waiting bid will be slightly revised later). Opener rebids his suit at the lowest level.

2H/S if 6+ card major. 3C/D if 6-7 card minor with 16-19 HCP and 4-5 losers (open 2D with 7 card minor AND 4 losers though). After opener has shown his suit, use whatever continuations you currently use after a strong 2C opening and suit rebid for now. Finally, note that a 1NT rebid is now no longer 13-16 HCP; after 1C and 1D openings, its 16-18 & 10-15 respectively. After 1H or 1S openings, the lowest NT rebid shows 15-17, and a jump NT rebid is 18-19. Part 4) The Fun Bit: 2C/D/H/S/NT openings: Now that all the strongest hands have been collected into 1C, you have the whole of the 2 level available for pre-empts: 2C = 5-10 HCP with both majors (4-4 or better). Use 2D response to ask for more information. 2D = multi (5-10 HCP with 6 card major or else exactly 7 card minor with exactly 4 losers). Use 2NT response to ask for more information. 2H/S = 5-10 HCP with 5 card major exactly. Use 2NT response to ask for more information. 2NT = 7-10 HCP with both minors (5-4 or better). 3C/D responses are to play, 3H/S are forcing. The bids that request more information can be regarded as simply game-tries at this stage; the way JC responds to these asking bids can be left until later. Part 5) Miscellaneous: Now that the JC skeleton is formed, all that remains is to add depth and more gadgets. The system is described in full later in the book. You and your partner can of course choose what order to learn the sections in, but a suggested order of importance might be: 1) 1NT opening sequences, escaping 1NT doubled, and dealing with interference (using takeout doubles & Lebensohl in particular see below). 2) The rebids after 2C-2D, 2D-2NT, 2H/S-2NT. 3) 1D opening sequences (Eg. 1D-1H-2H-2S) and dealing with interference. 4) 1C opening sequences (particularly the responses to eg. 1C-1D-2H/S) and dealing with interference. 5) 1H/S openings the raise-structures and continuations. 6) Overcalling their 1 level openings, particularly 1NT, and the jump overcalls and 2-suited overcalls of 1 of a suit. 7) Learning minor-wood (raise to 4C/D = 1430 with step 1 ask-back). Lebensohl is a particularly useful convention for dealing with the more experienced opponents who bid over our 1NT (1NT-(2?)-2NT = Please bid 3C partner I may be weak with a long suit). It also comes in handy when the opponents open a weak 2, and our partner doubles, and we have a very weak hand with a long suit again we bid 2NT and partner is forced to bid 3C (unless game is in his own hand), which we pass or correct to our long suit. Double is also particularly useful as a competitive tool (e.g. after 1NT-(2?)), and is essential to avoid guesswork and in preventing opponents buying the auction too cheaply. It is recommended that your double of a suit is always played for takeout (ostensibly showing the un-bid suits), with the following exceptions: a) b) c) d) e) There are fewer than 2 suits left un-shown in the auction. You and partner have already agreed a suit. A takeout double has already been made by partner or an opponent. The current bid is 4 spades or above. You failed to make a takeout double of the same suits earlier in the auction.

Those familiar with support doubles will note these are an additional exception.

Redouble is best used to say the same thing as a takeout double, namely, please pick a different suit partner. The only sensible exception is when there has been suit agreement. 6) Opening Bids (Level 2 to 5) JC level 2 is the same as JC L3, except that the 2 level openings are rough 2s (all 5-10 HCP). This means: 2C = 4+ clubs & a 4+ card major. 2D = 4+ diamonds & a 4+ major. 2H = 5-6 hearts. 2S = 5-6 spades. This avoids the legality problems of the artificial 2C & 2D openings. JC level 3 is the standard version of Jugglers Club as it is the most advanced version acceptable for use at most bridge clubs in the UK. The openings (in 1 st and 2nd seats) are (frequencies in brackets based on 2 million hands): 1C 16+ artificial. With 16-19 HCP and a 5 card major, open 1H/S unless 4 losers or better. (7.7%) 1D 10-15 artificial. Unbalanced with no 5cM or 13-15 balanced. May be 5M332 if 13-14 HCP. (16.0%) 1H/S 10-19, 5+ card suit, 7 to 5 losers (even 4- losers if <16 HCP). With 10-14, open 1NT or 1D if 5332/5422. (6.2%/6.6%) 1NT 9-12 (10-12 Vul.), no singleton/void. 5 card major/7 card minor ok. (20% approx, depending on vulnerability) 2C 5-10, 4+ hearts, 4+ spades. (3.9%) 2D Multi: [5-10, 6 hearts or 6 spades] OR [15-20, 4 losers exactly, 7 clubs or 7 diamonds]. (2.8%) 2H/S 5-10, 5 hearts or 5 spades (0-3 in other major). Should have 4+ card minor or 8-10 HCP when vulnerable. (3.1% each) 2NT 7-10, 5-4 or better minors. 5422 shape ok only if non-vulnerable. (1.3%) 3C/D 7-10, 6-8 card suit, no 4 card major. (0.7% each) 3H/S 5-10, 7 card suit, fewer than 4 cards in the other major. (0.3% each) 3NT 10-15, usually with a long running minor (occasionally hearts); may have high cards in other suits. (0.7% approx) 4C Beeverized Kabel semi-specific ace ask; useful for investigating slam, pre-empting or both. (0.05% approx) 4D/H/S 5-10, 8 card suit (usually). (0.05% each approx) 4NT 5-10, 6-5 or better minors. (0.1%) JC Level 4 uses the same 1-openings as JC2 and 3, and in fact the only difference between JC3 and 4 are the 2C and 2NT openings, which allow more weak hands to be opened, and in the case of the nonvulnerable 2C opening, allows us to attempt to sabotage the auction with absolutely nothing of value. 2C NV 0-6 HCP: 4+ diamonds or 4+ hearts or 4+ spades. 2C Vul 5-10 HCP: [4-4 or better majors] OR [4 spades and a 5+ card minor] (therefore always promises 4+ spades) 2NT 7-10 HCP: [5-4 or better minors] OR [4 hearts and a 5+ card minor] JC Level 5 is the same as JC4, except for the 1-level openings which are essentially 1 step lower. This therefore requires a forcing pass to manage the strong openings, but forcing pass systems are not permitted below level 5. There are several constructive advantages over JC4: in particular, tightening of the 1NT opening to 10-12, fert bids with 7-9 balanced hands, 3-5 major-fit finding advantages after 10-15 openings, and creation of negative responses to strong hands and 5 card major openings. Pass 0-6 (and unable to open at the 2 level) or 16+ as per JC3s 1C opening. Resp: 1C=0-6, 1D=7-18, 1H/S=6-18 with 5+ suit, 1NT=16-18, 2C+=19+, same as JC3s 1C-1D-2C+.

Passer will not bid again if 0-6 over a 1 level response, but if 16+, he will continue as if he opened 1C in JC3. 1C 10-15 (as per JC3s 1D). Resp: 1D=no 5 card major, 1H/S=5+ major suit, 1NT=0-9 no 4 or 5 card major, 2C=10+ ask. 1D 10-19, 5+ hearts. Resp: 1H=0-5 HCP, 0-3 hearts, others as normal. After 1D-1H, opener can pass only with 6+ hearts otherwise he must bid another suit or 1NT. Responder will correct back to 2H with 3 of them. 1H 10-19, 5+ spades. Resp: 1S=0-5 HCP, 0-3 spades, others as normal. After 1H-1S, opener can pass only with 6+ spades otherwise he must bid another suit or 1NT. Responder will correct back to 2S with 3 of them. 1S 7-9, usually balanced. Resp: 1NT=To play. 2C+ = as 1NT-2C+ in JC3. Vulnerable, 1S openings are always balanced. Non-vulnerable, it may be one of the unbalanced hands that can be opened 2C vulnerable (4-4 or better majors OR 4 spades and a 5+ minor). 1NT 10-12. Responses as with JC3. 2C+ As JC4. 7) Strong Hands 1C: The default option for opening strong hands is of course 1C. However, unlike most other strong club systems, JC does not open 1C with most hands containing 16-19 HCP and a 5 card major, unless the hand contains 4 losers or fewer; systems which do open an artificial (and therefore very ambiguous) 1C on such hands are liable to be severely hampered by weak or intermediate jumpovercalls from opponents. Opening 1H/S with a 5 card major and 16-19 HCP, you are likely to have chance to convey your strength later (or at least find out partners strength), as opponents will not be overly desperate to make silly jump overcalls, as the hand could still belong to them, and even if they do, partner will be able to support your major most of the time. Now consider how useful it is for an opponent to interfere against a nebulous 1C (16+) opening which may contain a 5 or 6 card major in a semi-balanced shape; opener is in desperate trouble if he wishes to show his major after an opponent has rudely made a jump overcall mainly because he is still unlimited and doesnt wish to convey any extra strength. This is why JCs 1H/S openings are 10-19 HCP rather than the common 10/11-15 that Precision and other strong club systems employ; if JC opens 1C and then bids a major at the 2 level or above, its virtually game-forcing (unless responding to a double), as it guarantees either 20+ HCP, or else 4 losers or better, so opener need not fear overstating his hand after interference. Another advantage of the 1C opening over other strong club systems is to be able to find most major fits easily at the 1 level. If opener rebids 1H/S he shows EXACTLY 4 cards in the suit. Subsequently, opener can bid a minor to show 5+ cards in it and 19+ HCP. Responder can even show 4 spades without any strength at all, in the sequence 1C-1D-1H-1S. 1H/S: The rule when holding a 5+ card major is thus: open 1H/S if 10-19 HCP; open 1C if 20+. However, there is an additional rule involving losers: with 4 losers or better and 16-19 HCP, open 1C, as this is worth as much as 5332 with 20 HCP. 1H/S openings promise 10-19 HCP and 5-7 losers (or 10-15 with 4- losers). With more losers you should look to open 1NT or 1D. With fewer, look at 1C. 2D: The strong option within the multi 2D opening is mainly present due to legal reasons (a multi 2D must contain at least 1 reasonably common strong option), but by constraining the strong hands so precisely as JC does, it actually becomes useful again, so you should open 2D whenever you have exactly 7 card in a minor and exactly 4 losers (unless you wish to try 3NT instead). By doing this, you will enable partner to be able to judge the contract very accurately indeed! 3NT: This opening is designed to pre-empt the opponents out of a good save (or even game) in 4H or 4S. It relies on you having a running (or probably running) 7 card minor (or rarely a major) with the hope that between you and partner, you can garner 9 other tricks before the opponents take 5 tricks. 10-15 HCP is roughly a sensible range for this opening.

4C: Sometimes you are dealt a really freaky hand and dont want to let the opponents in to find a very likely good save or even a making contract. 4C is here to help in this situation. As long as you are prepared to play at the 4 level in a major or the 5 level in a minor if partner has nothing of value, then the convention usually works well. The procedure is that 4C asks partner which aces he has, and he responds 4D if no aces, 4H is holding exactly 1 minor suit ace, 4S with a major suit ace, 4NT with 2 aces of the same rank, 5C with 2 aces of the same colour, 5D with 2 odd aces (C+H or D+S), and 5H with 3 aces. After that, 4NT asks for kings in the same way, as does step 1 over a 2+ ace response, whilst any other bids are to play. If a king-ask ensues, then 5NT (or step 1 over a 2+ king response) asks for queens in the same way. This opening is particularly useful when very short in one or both majors, as it creates acute problems for the opponents, without foregoing the finding of slams when partner happens to have crucial aces and kings. 8) Pre-empting As mentioned already, the pre-empting opportunities using JC are vast compared to other systems. Many systems now use weak 2s (6-10 HCP) in hearts and spades, and some even have a natural, weak 2D, but it is considered necessary to hold 6 cards in the long suit, which renders the bids fairly infrequent (roughly 1.4%). After some experimentation, we have found it to be fairly safe to open 5 card majors by agreement at the 2 level with 5-10 HCP. The only proviso is that when we are vulnerable, the hand must be either 8-10 HCP or else contain a 4+ card minor, to give some protection against losing the dreaded 200. It also seemed important to retain the ability to show a 6 card major, and a convention already exists for this purpose the multi 2D, which telescopes 6 card weak 2s in hearts and spades, along with a reasonably common strong option (necessary due to the EBU restrictions at level 3) which we chose to be 7 card minor, 4 loser hands exactly. 1NT: The Dwarf (or Mini) No-Trump is certainly pre-emptive. It stakes an immediate claim to the sacred 1NT ground on the basis of an average hand, and leaves opponents with quite a problem. They may easily miss a cold game due to not having sufficient HCP in either hand to take any action at all (both of them holding 11-14 HCP). The downside is that when an opponent does double, youd better have learnt how to escape being butchered, but dont worry chapter 17 explains how to do this, if you dont already know an effective escape structure. Finally, it is recommended that these openings should rarely be done with 9 HCP, particularly when vulnerable, unless the intermediate cards are excellent, or else you have a 5+ card suit to escape to if things turn ugly. 2C (L3): Showing 5-10 HCP, 4+ hearts and 4+ spades. The first time you open 2C with 5 HCP and 4432 shape, you may feel as though you deserve to be sent to the naughty corner, as if you stole a chocolate bar from the supermarket perhaps. But the information you provide allows partner to use the law of total tricks to bid as high as he dare in his best major immediately, or else ask for more information using 2D. This 2C opening was suggested to me around 2004 by Matt Haag (echognome on BBO). 2C (L4, Vul.): 5-10 HCP: 4/4+ majors or 4 spades & 5+ card minor. With spades being assured, partner will only ask for more information with 0-2 spades or else game interest (usually about 14+ HCP). I developed this 2C convention from the L3 version in 2008 to enable even more hands to be opened. 2C (L4, NV): 0-6 HCP: 4+ cards in a suit other than clubs. This saboteur or fertiliser opening is designed purely to obstruct the opponents in their quest for the right contract, and is certainly too dangerous to use when vulnerable. The idea for this opening came from a pair of England juniors who used something similar. Hands in the 7-9 HCP range which would have opened 2C, now have to be passed, but this is felt a worthy trade-off, as pass now becomes 7-9 (or 0-6 with only a club suit). 2D (Multi): 5-10 HCP with a 6 card major, or a 15-20 HCP hand containing exactly a 7 card minor and 4 losers. This gadget telescopes 4 different hands into 1 bid, and, in the vast majority of cases, when the hand is weak, its nearly as pre-emptive as the weak 2H and 2S bids it replaces. The bid is illegal in many countries, but, like alcohol, it is allowed in the UK due to its relatively long history of use.

2H/S (5 card weak 2s): Non-vulnerable, you can open any hand with a 5 card major and 5-10 HCP at the 2-level without fear of being penalised. This may sound like a bold statement, but the danger for the opponents in allowing a non-vul 2H/S doubled contract to play is too great in the vast majority of cases, and even when there is only a 5-1 or 5-0 fit, there is often a simple way for JC to find a safer contract, again allowing the system to avoid disaster. When vulnerable, things are a little different, so 8-10 HCP or at least 5-4 shape is required, to reduce the chance of opponents collecting 200 or more. 2NT (L3): Using 2NT to show both minors (7-10 HCP, 5-4 or better) makes life rather difficult for the opponents, and is a much more common hand than 20-22 balanced (which most systems use the 2NT opening for). When vulnerable, it makes sense to at least have a singleton or void, in order to reduce the danger of being taken to the cleaners. 2NT (L4): The Shape-shifter 2NT (7-10 with 5-4 or better in 2 suits, 0-4H, 0-3S) is even harder to defend against, as none of the suits are known. Similar safeguards should be used to the JC3 2NT opening: 5431 or better when vulnerable. 3C/D: (7-10 HCP, 6+ suit): Most players in 2009 UK only open 3C with a 7 card suit. This is considered unnecessary, and JC suggests that a 6 card suit is quite adequate (and is significantly more common!). As usual with pre-empts at the 2 level or higher, it pays to need reasonably good shape or maximum HCP when vulnerable. 3H/S: (5-10 HCP, 7 card suit): Fairly standard pre-empts. 4NT: (5-10 HCP, 6-5 or better minors): Giving the opponents no chance to bid a major below the 5 level, and with likely good fits present for both us and the opponents, the Samurai 4NT opening is the most devastating pre-empt in the JC arsenal, though hands fitting the bid are fairly few and far between.

9) Slam investigation Slam bidding sequences are often the highlight of a bridge evening, but most players are not capable of bidding them with confidence. JC has a sophisticated method (which incidentally, may be tagged onto any system) for allowing the majority of good slams to be found, using only a few gadgets. It is based on the following principles: a) Suit agreement is possible as soon as an 8+ card fit is found (so for example 1H/S openings can be raised with only 3 card support). Examples of this are: 1H-2S (step 6 = side singleton, at least 3 card heart support, 8+ HCP, 8- losers). 1H-2NT (step 7 = exactly 3 card heart support, no singleton or void, 8+ points, 8- losers). 1C-1D-1H-2S (step 6 = side singleton, 4 card heart support, 6+ HCP, 8- losers). 1C-1D-2C-2D-2H-2NT (step 2 after 1C opener shows a 5+ suit in a 4- loser hand = 3+ card (heart) support, 9- losers). 1S-2H-3H (responder shows 5+ hearts, opener shows 3).

b) After such a fit has been found, if there is potential for a slam, step 1 is used as 1430 Roman Key-card Blackwood, unless an undisclosed singleton has been shown (in which case step 1 asks for the singleton and step 2 is 1430). For example: 1H-2S (side singleton)-2NT = where is your singleton? 1H-2S-3C = 1430 in hearts. 1H-2NT (balanced raise with 3 hearts)-3C = 1430 in hearts. 1C-1D-2H-2NT (agreeing H)-3C = 1430 in hearts. [You will notice that 1430 takes place 7 steps below game in these examples (3C+7 steps=4H), which is the most common amount of space left below game in JC after a suit has been agreed. It turns out that, with a bit of ingenuity, this is just enough space to enable opener to determine the number of key-cards and the precise 2nd round controls held by partner, at or below game

level in most situations, but this is somewhat involved, so will be covered later in the superstructure chapter.] c) A raise of a natural minor suit bid to the 4 level in an uncontested auction, is 1430 in the suit, with step 1 response excluded, allowing partner to reverse the captaincy and ask the 4-minor bidder 1430 when appropriate. d) All NT bids are signoffs, following a minor suit 1430 ask (unless partner has just given an ambiguous response to 1430 (1/4 or 3/0), in which case the NT bid is a signoff if and only if partner has the lower number of key cards). e) After 1430 responses are completed (the trump queen having been shown or denied), suit bids (except the trump suit and additionally excluding NT if the trump suit is a minor) are asking partner for 2nd and 3rd round control in this suit. The responses are: Step 1 = no 3rd or 2nd round control of this suit (Axx(x...) or xxx(x...)) Step 2 = 3rd round control, but not 2nd (AQ(x...) or Ax or Qx(x...)). This response is somewhat ambiguous, so opener may later clarify by bidding the suit again, with responses: Step 1 = No Q (therefore doubleton) Step 2 = Q (but not doubleton) Step 3 = Q doubleton (Qx or AQ). nd Step 3 = 2 round control, but not 3rd (AKx(x...) or Kxx(x...)). Step 4 = 3rd & 2nd round control (AK or AKQ(x...) or Kx or KQ(x...) or K singleton). This is again ambiguous, so there is again a clarification ask, with responses this time being: Step 1 = No Q, not singleton K (therefore Kx (or AK)) Step 2 = Q (but not doubleton) Step 3 = Q doubleton (therefore KQ) Step 4 = K singleton Step 5 = singleton or AKQJx or KQJxx or AKQ10x or KQ10xx (singleton or a good 5 card suit). Step 6 = void or AKQxxx or KQxxxx (void or good 6 card suit). There are no clarification asks after a step 5 or 6 response it is assumed that the answer will not be ambiguous in these cases. NT bids, except for d) above, are used artificially, to ask in the hardest-to-ask-in suit, saving space. 4-4 fits by 2C then 2/3 M, and 5-3 fits by 2C then pass/raise. This structure works particularly well with such a weak opening NT, as it makes the stronger, more unknown hand declarer when in a 4-4 major fit game, and in a 3-5 or 2-6 major fit game or slam after responder has bid a suit immediately at the 3 level or used the 2S puppet. 10) JC in Depth
1 = 16+ pts, artificial & forcing. No 5 card-major unless 20+ pts or 4- losers. [7.7%]

THE 1 CLUB OPENING:

It is felt that in an efficient system, a strong club opener should not have to compete for space with his partner, so after 1C is opened, responder generally bids in such a way as to allow opener to show his hand, mostly uninterrupted, with just occasional chip-ins from partner where useful and unobtrusive. Hand which are opened 1C can be split into 3 categories: Balanced, 1-suited and 2-suited. Balanced hands of: 16-18 HCP can show a 4 card major along the way by rebidding it at the 1 level. Otherwise rebid 1NT. 19-20 HCP rebid 2C, and then 2NT. 21-22 HCP rebid 2D, and then 2NT.

23-24 HCP rebid 2NT. 25-26 HCP rebid 2C, and then 3NT. 27-28 HCP rebid 2D, and then 3NT. 29-30 HCP rebid 3NT. If you find yourself with more than 30 HCP, someone probably fixed the deal. 1-Suited hands: 16-19 HCP with 6+ minor rebid 3C/D. 20+ HCP (or 3- losers) with 6+ minor rebid 2C then 3C/D. 20+ HCP (or 4- losers) with 5 card major rebid 2C, then 2H/S. 20+ HCP (or 4- losers) with 6+ card major rebid 2H/S.

2-Suited hands:

5+ card major and 4+ minor, see 1 suited hands above. 16-18 HCP with 4 card major and 5+ minor rebid 1H/S. If partner bids 1NT, pass (dont show minor). 19-22 HCP with 4 card major and 5+ other rebid 4cM. If partner bids 1NT, bid 23+ HCP with 4 card major and 5+ other rebid 4cM. If partner bids 1NT, bid

2C/D/H/S. 3C/D/H/S. 16-18 HCP with 5-4 or better minors rebid 1NT (treat as balanced). 19+ HCP with 5-4 or better minors rebid 2D then 3C (if 5+ clubs) or 3D (if only 4 clubs).
Responses 1// = Artificial default response / 6+ HCP with 5+ cards in a Major. 1H/S = 4 card suit (16-18 OR 19+ with 5+ minor). 1S/1NT = 4 card suit, 0+ HCP / no 4+ card major, 0-6 HCP. 2C/D = 6+ card suit (forcing): Step 1 = 0-1 card support, s2-4 = 2-4 cards, s5 = 0-3 HCP, 2+ card supp. Then RN mode. 2C = 7+ HCP, asking for more info. Step 4 (2H over 1S or 2D over 1H) = 4-6 HCP, 4 card support. Step 5 (simple raise) = 0-3 HCP, 4 card support. Step 6+ = 1M raise structure (see step 6+ after 1H/S openings) with 1 trump more and 1 HCP fewer (4+ trumps, 7+HCP). 1NT = 16-18, no major show-able, or 4333. 2C = 7+ HCP, asking for more info. 2D = 16-18 minors (4441 or 5/4+). 2 = GF relay. 2 = 6+ suit or 5c440 (if possible) 2NT = Relay. 3C=6c4d 3D = Relay. 3H/S = 6421 (2 cards in major bid). 3NT = 6430 (should be obvious which major). 3D = 6d4c21 3H = Relay. 3S/NT = 2 spades / 2 hearts. 3H/S/NT = 6d4c3h0s / 6d4c3s0h / 5c4d40. 2NT = 5-5 or 4441 (if possible). 3C = Relay. 3D = 5521. 3H = Relay. 3S/NT = 2 spades / 2 hearts. 3H/S = 5-5 minors, 3 card major. 3NT = 4441. 3C = 5c4d. 3D = Relay. 3H/S/NT = 3 heart / 3 spades / 2-2 majors. 3D/H/S/NT = 5d4c: 22 / 3h1s / 3s1h / 40. 2 = Asking for longer minor (majors not well stopped). 2NT = Invite to 3NT. 3/ = To play. 2H/S = 16-17, natural. 2NT = 16-17 no major.

3/ = 16-18, 5-6 card suit. 3/ = 17-18, natural. 3NT = 17-18, no feature. 2D/H = 0-5 HCP, 5+ hearts/spades (transfers). 2S = Puppet to 2NT (slam interested). ->2NT: 3 suit = 1430 RKCB in suit bid (6+ cards if minor. 7+ cards if major). 3NT = 0-1 cards if minor shown, void if major shown: 4C/D = 1430(C/D). 2NT = 0-6 HCP, asking for best minor (usually 5-5 or better minors). 3 suit = 5 card minor/ 6 card major (1430 in this suit except for 3NT response): 3NT = 0-2 cards in minor / 01 in major. 2C = 19+ or 4- losers (artificial, forcing). Not 21-24 balanced (use 2D or 2NT rebid). 2D/H = 0-3 hearts (or =5 if 5+ already shown) or 0-3 HCP / 4+ hearts (6+ if 5 already shown) with 4+ pts. 2H/S = 5 hearts/spades, [20+ HCP or 4- losers] (forcing). Step 1 = 0-2 card support, [0-2 HCP or 5+ HCP] Natural (4+ suit). If this is non-jump, responder may pass with 0-2 HCP. Step 2 = 3+ card support. 9 losers or 4+ HCP. 1430/Noyesy continuations. Steps 3 & 4 = 0-2 card support, natural if possible, 3-4 points. Natural continuations. Step 5 = 3-4 card support, 11 losers, 0-3 points. Step 6-8 = 3+ card support, showing void. 1430/Noyesy continuations. Game = 10 losers, 0-3 points. 2NT = 19-20 balanced. 3C = 4 card major/5 card minor Stayman 3D/H/S = 5 card minor/4 hearts/4 spades 3H = Which minor? 3S/NT = 5 clubs/5 diamonds. 3D/H = 5+ hearts/spades (transfers). 3S = Minor suit stayman (asking for 4 card minor), slam interest if fit. 3NT = No. 4C/D = 4+ minor, 1430 in it. 3C/D = 6+ suit, 3- losers. Step 1 = No agreement, forcing. Step 2 = 2+ card support, 3+ HCP, GF, some slam interest. 1430/Noyesy continuations. Step 3 = 2+ card support, 0-4 HCP. After 1C-1M-2C-2D/H: 2M = 3+ card support (sets trumps, game-forcing). Steps 1/2/3 = 5/6/7 trumps without a void. Steps 4-6 show voids. 2oM = 5 card suit precisely, 4- losers or 20+ HCP. *2NT = 19-20 balanced. 3C = 4 card major/5 card minor Stayman 3D/H/S = 5 card minor/4 hearts/4 spades 3H = Which minor? 3S/NT = 5 clubs/5 diamonds. 3D/H = 5+ hearts/spades (transfers). 3S = Minor suit stayman (asking for 4 card minor), slam interest if fit. 3NT = No. 4C/D = 4+ minor, 1430 in it. 3C/D = 3- losers, 6+ minor (forcing). Step 1 = 0-1 card support (forcing). Responder may pass openers next bid if 0-2. Step 2 = 2+ card support, no side voids. Step 3 = 2-4 card support, 0-2 HCP. Higher bids = 2+ card support with void in suit bid. 3H (only over 2H showing 4+ hearts) = 19-20 HCP, 4 hearts (non-forcing). 3S (only over 2H showing 4+ hearts) = 4+ hearts, game-forcing. 3NT = 25-26 balanced. 4C/D/H = 4-card-major-5-card-minor Stayman /transfer to hearts /transfer to spades 2S = 0-3 HCP, 5 spades. 2NT = 0-3 HCP, 5-5+ minors. 2D = 21-22 HCP, balanced or 5-4+ minors. 2H/NT/3C/D = 0-2 HCP, transfer to next suit up. 2S = Relay. 2NT = 21-22 HCP, balanced/semi-balanced, no 5 card major or 6 card minor. See *2NT above for continuations. 3C = 5+club, 4+ diamonds, non-forcing (if 0-2 HCP) 3D = 0-3 HCP with 4+ diamonds. 3H = 0-3 HCP with 3 clubs. 3S = 0-3 HCP with 3 diamonds, 0-2 clubs. 3NT = 3-8 HCP with 0-2 clubs, 0-2 diamonds. 2H/S = 5 hearts/spades, [20+ HCP or 4- losers] (forcing). Step 1 = 0-1 card support, [0-2 HCP or 5+ HCP].

2NT = 20-22 HCP, 6322 (non-forcing). 3X / 3OM = Natural (3+ suit). If this is non-jump, responder may pass with 0-2 HCP. 3NT = 23+ HCP, 6322 shape: 4C/D = 1430 in this minor. Step 2 = 2+ card support, 5+ HCP. After this opener may do step 1 for 1430 or steps 2-4 as noyesy 1430. Steps 3/4 = natural (usually 5+ suit) 3-4 HCP, 0-1 card support (non-forcing). 2NT = 23-24 HCP, balanced/semi-balanced, no 5 card major or 6 card minor. See *2NT above for continuations. 3C/D = 16-19 HCP, 6+ suit, no 4 card major. Natural, forcing continuations. 3/4 = Beeverized Kabel. 3 = Modified BK: S2,3 = Red/Black. 3NT = Modified BK version 3: S2/3 = Odd suits c/h / d/s (S4-7 = 2R 2C 2O 3 in resp to any BK ask). 1NT = 0-3 HCP, 6+ clubs 2C = 0-3 HCP, 6+ diamonds 2D = 0-3 HCP, 6+ hearts (1NT to 2H are pre-emptive transfers, allowing a very weak hand to slow down a strong hand immediately) 2H = 0-3 HCP, 6+ spades 2S/2NT/3C/3D = 7- losers, 7+ spades/7+ hearts/7+ clubs/7+ diamonds (the 10-2000 convention. Step 1 = 1 card support, s2 = void in the suit, s3 = 2+ support & no voids, s3-5 = 2+ support, showing a void. After 1-1X-2-2 3 = Sets h, 4-5 lsr (passable with 0-4 pts, else S1 = no void, S2-4 = void). 3 = Sets hearts, 3- losers GF (S1 = no void, S2-4 = void). After 1-1X-2-2X-2M/3m S1 = 0-2/5+pts no ag, S2 = ag 5+pts (S1=RKB, S2-4=Noyesy), S3/4 = 3-4 pts nat. S5 = ag 11-12 lsr. S6-8 = void spl. S10 = ag 10 lsr. After 1-1M-2-2X-2sameM S1 = No void (then S1=RKB, S2-4=Noyesy), S2-4 = void (then S1=RKB, S2-4=Noyesy).

THE 1 DIAMOND OPENING: with 5H/S-332 ok) [15%].

1D = 10-15 HCP, artificial. 10-15 unbalanced (no 5 card major) or 13-15 balanced (13-14

Without a major-oriented hand, JC is designed to divulge very little minor suit information to the opponents unless at least invitational values are present, and no major fit exists. Unlike most strong club systems, the 1D opening may contain no diamonds at all, and can be thought of as an opening Stayman bid. Responder never has to pass with a weak hand, as 1H/S/NT responses may be made with a yarborough (0 HCP), with the 2C response covering invitational or better hands with no 4 card major. One of the essential features of the 1D opening is that the worst hands have been removed by the 1NT opening, leaving only 13-15 hands, along with unbalanced 10-12s, which are rare by comparison and have roughly similar playing strength anyway, the shape making up for the slightly lower HCP. This setup appears to have been overlooked by the more traditional strong club systems, which do not refine their 1D opening in this way, leaving the unsavoury minimum balanced hands within the remit of their 1D opening, making the 2 level a place of trepidation for a 10-12 HCP responder.
Responses 1H/S = 0+ HCP, 4+ card major. 1S = 4-5 spades. 1NT = 0-9, <5 hearts or <3 spades. 2C = Asking for more information (harder to investigate possible 4-4 fit spade slam after this bid). 2D = 2H = 0-9, 5 hearts, 3 spades (semi-transfer). 2S = To play. 2NT = 4+ spades, singleton, 8+ HCP, 7- losers. 3C = 4 spades, no singleton or void, 8+ HCP, 7- losers. 3D = 5+ spades, no singleton or void, 8+ HCP, 7- losers. 3H = 5+ spades, 8 losers. 3S = 5+ spades, 9 losers. 2H/S (raise) = 4 etc Step 1 = Sing ask: S1 = no, S2/3/4/5 = yes, S6/7/8 = void: then S1=Mod 1430 (S1=3, S2+ = 4+ tr), S2+=Mod N Step 2/3/4 = Modified Noyesy 1NT = 0-9, no major. 2C = 10+ HCP, no major. 2D = 10-12 artificial. 2D/H = Transfer: 0-7 HCP or GF, 6+ card Maj. tM = transfer-shown Major (the suit shown by this transfer). oM = other Maj. 2tM = standard acceptance of the transfer (can refuse the transfer with a void, bidding 6+ card suit or 2NT instead). 2NT = Asking for length in tM: Step 1 = 1, S2 = 2, S3 = 3 etc. Then Step 1 = 1430, higher bids are NoYesy.

3C = Forcing 3-way ask (for 2+ in tM, 4+ clubs). 3D = singleton in partners major, 5+ clubs. 3tM = 2+ card support. This response is top priority. Step 1 excl. 3NT = 1430 in tM. Higher bids are NoYesy. 3oM = singleton in partners major, 4 clubs. 3NT = 1 in tM, 0-3 clubs, 2-4 in other major (therefore 5+ diamonds). 3D = 4+ diamonds, some slam interest. 3tM = 2+ in tM. Then step 1 excl. 3NT = 1430 in tM. Higher bids are NoYesy. 3oM = 1 in tM, 4+ diamonds. Then 4C = 1430 in diamonds. 3NT = 1 in tM, 0-3 diamonds. 2S = Puppet to 2NT, after which responder will bid a 7+ card suit and expect 1430 responses to this bid, excepting 3NT. 2NT = Forced relay. 3C/D/H/S = 1430 in this suit, excepting 3NT. 3NT = void in the suit. 3NT = Lightning ace-ask version 2 (4C=no, 4D=red ace, 4H=black ace, 4S/N/5C=RCO 2 aces, 5D=3 aces). 4C = Lightning ace-ask version 3 (4C=no, 4D=club/heart ace, 4H=dia/sp ace, 4S/N/5C=RCO 2 aces, 5D=3 aces). 2NT = Minors, weak or game-forcing. Opener rebids his longest minor. Responder can then bid a major to ask for a stop. 3C/D/H/S = 6 card suit, asking for 1430 responses (excluding 3NT) if opener has 2+ card support (3NT otherwise). 3NT = To play. 4C = Lightning ace-ask version 1 (4C=no, 4D=minor ace, 4H=major ace, 4S/N/5C=RCO 2 aces, 5D=3 aces). 1 10-15 pts: diamonds / clubs / balanced / 4441. May have 5cM if 5332 with 13-14pts. [16%]

1H-1S-2S: 2N = as 1D-1M-2M-S1, 3C/D/H = Double-modified Noyesy ace asks (step 1 = no, step 2 = yes & 3 trumps, step 3+ = yes, 4+ trumps) 1) Responding to 1NT Playing a 9-12 or 10-12 no-trump, you will be opening around 1 in 5 hands with 1NT. It is therefore especially important that the continuation structure is efficient. After reading about ideas including Klingers Bid Better...over 1NT, it appeared that finding any major fit was actually possible, assuming responder had invitational or better strength, by using standard transfers to 5 card suits, a 3C subsequent ask/relay, and using 2C as 5 card Stayman with subsequent 4-card-suit-invites and gameforces. More explicitly, after 1NT by partner: 2C = Asking for 5 card major/6 card minor (2D=no, 2H/S=5 of them, 3C/D=6-7 card minor). 2D = No 5 card major (can be passed by responder holding 5+ diamonds). 2H/S = 4 card suit, invitational (13-14). 2NT = no 4 card major, invitational strength (13-14). 3C/D = 5 card suit, same as immediate 3C/D/H/S response (see below). 3H/S = 4 card suit, game-forcing (15+). 2H/S = 5 card major. 2NT = 0-2 in this suit, but invitational strength. 3C/D = 5 card suit, same as immediate 3C/D/H/S response (see below). 3 raise = 3 card support, invitational. 3 other M = 4 card suit, invitational. 3C/D = 6-7 card minor. 2D/H = Transfer (5+ hearts / 5+ spades). tM = transfer-shown Major (the suit shown by this transfer). oM = other Maj. 2tM = standard acceptance of the transfer (can instead super accept with maximum, showing side doubleton). 2NT = invitational to 3NT. 3C = Forcing 3-way ask (for 3+ in tM, 5 cards in other major, 3+ clubs). 3D = 2 cards in partners major, 2-4 cards in other major, 3+ clubs. 3oM = 5-5 or better in the majors. 3tM = 1430 in clubs. 3tM = 3-4 card support. This response is top priority. Step 1 excl. 3NT = 1430 in tM. 3oM = 5 card major, 2 in responders suit. This response is 2 nd priority.

Step 1 excl. 3NT = 1430 in oM. 3NT = 2 in partners major, 2 clubs, 2-4 in other major (therefore 5+ diamonds). 3D = 4+ diamonds, some slam interest. 3tM = 3+ in tM. Then 4C = 1430 in tM. 3oM = 2 in tM, 3+ diamonds. Then 4C = 1430 in diamonds. 3NT = 2 in TM, 2 diamonds. Then 4C = clubs length ask: 4D = 6+, 4H = 5, 4S = 4. 2S = Puppet to 2NT, after which responder will bid a 6+ card suit and expect 1430 responses to this bid. 2NT = Forced relay. 3C/D/H/S = 1430 in this suit. 3NT = Lightning ace-ask version 2 (4C=no, 4D=red ace, 4H=black ace, 4S/N/5C=RCO 2 aces, 5D=3 aces). 4C = Lightning ace-ask version 3 (4C=no, 4D=club/heart ace, 4H=dia/sp ace, 4S/N/5C=RCO 2 aces, 5D=3 aces). 2NT = Minors, weak or game-forcing. Opener rebids his longest minor. Responder can then bid a major to ask for a stop. 3C/D/H/S = 5 card suit, asking for 1430 responses (excluding 3NT) if opener has 3+ card support (3NT otherwise). 3NT = To play. 4C = Lightning ace-ask version 1 (4C=no, 4D=minor ace, 4H=major ace, 4S/N/5C=RCO 2 aces, 5D=3 aces). The above scheme means you need not fear missing a major fit by opening 1NT with a 5 card major. 2-6 major fits are dealt with by transfer and pass/raise, 3-5 fits are found by transfer and pass/NT/3C,

1/ 10-20 pts. 5+ major (14-20pts 3rd seat). [6-7% each] Responses 1NT 6-9pts. Raise (step 5) = 6-9pts, 3 card support, 9 losers usually. Step 6 = 3+ card supp, 8- lsrs, singleton. Step 7 3 card supp, 8- lsrs, no singleton/void. Step 8 = 4 card supp, 8- lsrs, no singleton/void. Step 9 4 card supp, 9 losers, approx 6-9pts. Double raise (Step 10) = 4 card supp, 0-5pts. Steps 11-14 (3NT) Void splinters. 3NT = Beeverized Kabel (specific ace ask). 1NT 9-12 pts, semi-balanced, may have 5 card major or 7 card minor (10-15 pts 3 rd & 4th). [L2, 22%] Responses 25cM S/M: 2 = No. Then: 2/ = 4 cd suit inv, 2NT = bal inv, 3/ = slam int (3M/3NT=only 2, 4cM / no 4cM, others = 3+ 1430 resps), 3/ = 4cM GF]. 2/ T/F (5+) (super-A=dblt, 4-5). Then: 2 inv w/ 4s, 3 Ask (int in c slam/3M/5oM), 3 = 5M-5d si (Resp: 3M / 3NT = nat, 4C+ = 1430 () resps), 3oM = 5-4 GF. 2Transfer to 2NT. Then: 3X = 1430(X), 3NT = mod BK: S1=0, S2,3=R/B, S4+=RCO3. 4C = mod BK with S2,3=c/h / d/s. 2NT5-4+ in minors, weak or GF: Opener bids best minor, then 3 / = G/F, asking for 1 stoppers in suit. 3///5 card suit, slam interest: 1430 responses, except 3NT = 2 cards in suit. 4 = Beeverized Kabel (specific ace ask). L3: 2 5-10 pts, 4-4 or better in majors (3rd seat: 3-3 or better majors, 0-15 pts) [L3, 5%] Responses 2Ask: 2/ = 5-8pts 4/5s. Then 2NT = Further ask: 3/ = 5-6pts, 3+ suit (2+ suit after 2S). 3 = 5-6pts, 5h. 3 = 7-8pts, 5h. 3NT = 7-8pts, 4h. 2NT = 9-10pts, 4-4. 3/ = 9-10pts, 5h/s (then S1 = 1430 in 5 cs, but 4C/D still = 1430 in h/s). 3 / = 5-7 pts, 6+ suit. 3NT = 8-10pts, 5-5. 4/ = 8-10pts, 6+h/s (then S1 = 1430 in 6cs, 4NT = 1430 in other). //3 To Play.2NT = 17-18, then no 4cM. 3card S/m & Trans. 3 (without 2D) = p/c to best minor. 3 (after 2D) = To play. 4/ (anytime)= RKB in H/S. L4 vul: 2 5-10 pts, 4 spades and [4+ hearts (may have >4 spades in this case) OR 5+ cards in a minor] (3 rd seat: 4 spades, 0-15 pts) [L3, 5%] Responses 2 Ask: 2= 5-7pts, 4+h. Then 2NT = 2nd ask: 3/ = 5-6pts, 3+ suit (4-4 majors). 3 = 5-7pts, 5h (may have 5s). 3 = 5-7pts, 5s. 3NT = 6-7pts, 4-4 h/s. 2= 5-7pts, 5+ minor. Then 2NT = 2nd ask: 3/ = 5-6pts, 5+ suit. 3 = 5-7pts, 5h (may have 5s). 3 = 5-7pts, 5s. 3NT = 6-7pts, 4-4 h/s. 2NT = 8-10pts, 4-4 majors. 3/ = 8-10pts, 5h/s (then S1 = 1430 in 5 cs, but 4C/D still = 1430 in h/s). 3 / = 57 pts, 6+ suit. 3NT = 8-10pts, 5-5. 4/ = 8-10pts, 6+h/s (then S1 = 1430 in 6cs, 4NT = 1430 in other). //3 To Play.2NT = 17-18, then no 4cM. 3card S/m & Trans. 3 (without 2D) = p/c to best minor. 3 (after 2D) = To play. 4/ (anytime)= RKB in H/S. 2 Multi: Weak with 6 card major (5-10pts) (may deviate in 3 rd seat) or Strong with 7+ minor (4 losers). [L3, 4%] 2 5-10 pts, 5 hearts, 0-3 spades (3rd seat: 5-6 hearts, 0-15pts). [L2, 4%] 2 5-10 pts, 5 spades, 0-3 hearts (3rd seat: 5-6 spades, 0-15pts). [L2, 4%] 2NT 7-10 pts, 5-4 or better in the minors (3rd seat: 4-4 or better in minors, 0-15pts). [L2, 2%] 3 7-10 pts, 6-8 clubs (3rd seat: 5-7 clubs, 0-15pts). [L2, 2%] 3 7-10 pts, 6-7 diamonds (3rd seat0: 5-7 diamonds, 0-15pts). [L2, 2%] 3/ 5-10 pts, 7 card suit (3rd seat: 6-7 card suit, 0-13pts). [L2, 3% Total] 3NT To play. Usually about 10-15 pts with long minor. May have outside aces or kings. [L3, 1% ish] 4 BK (Specific Ace Ask): 0,m,M,R,C,O,3 then 4N (/ S1 if response is 4NT or higher) = king ask in same way, others to play. [0.2% ish] 4// 5-10pts, 8+ card suit (0-15pts 6+ suit 3rd seat). [L2, 0.2% Total] 4NT 5-10pts, 6-5 or better in the minors (0-15pts 5-5 or better 3rd seat). [L?, 0.2% Approx] Responses to 2 opening / P/C. [After 2-2: 2NT = Hearts (-> 3C = Ask -> 3D/H/S = 5-6/ 7-8/ 9-10 -> S1(3NT) = RKB); 3 /= Strong minor (3N to play, 3X asking for stop). 2NT Ask: 3 = 7-8 pts, (then 3D = ask to bid other major, 3M = pass/correct), 3 / = 5-6 pts, hearts/spades, 3/NT = 910 pts, h/s, 4/ = Strong minor (RKB).

3Pass or correct to cheapest 3 card suit. 4 (after suit determined) = RKB in the major. Responses to 2 opening Responses to 2 opening 2 5+ spades, 6-7 lsrs [Then 2NT = 4-3+ in minors, 3 /=5+ suit]. 2NT n-vAsk: 3// = 5-7, 4+c / d / 5332, 3 / NT = 810, 4+ minor / 5332. 2NT n-v Ask: 3// = min 4+c / d / 5332, 3/NT = max, 4+minor / 5332. 2NT vul Ask: 3/ = min 4+c / d, 3///NT = max 4+c / d / 5332. 2NT vul Ask: 3/ = min 4+c / d, 3///NT = max 4+c / d / 5332. 3P/C to best minor. 3 5+ d, NF. 3 5+ h, Inv. 3P/c to best minor. 3 5+ d, NF. 3 5+ s, GF.Over 2 or 2: 4 by resp anytime = RKB in major. 4 = RKB minor (if) shown. Responses to 2NT opening 3/ = To Play. 3/ = 5+ suit, F1R. 4 = RKB (c). 4 = RKB (d). Responses to 3 opening 3// = 5+ suit, F1R. 4 = RKB (c). Responses to 3 opening 3//4 = 5+ suit, F1R. 4 = RKB (d). Responses to 3/ openings 4 = RKB in openers suit. 4 = BK Ace Ask. Openers Re-bids After 1-1/ 1/NT = 4-5 spades/0-3 spades. Then: 2C = Ask. Then: 2/3 ps M = 3 card supp (13-14 / 14-15). Then S1 (exc NT) = 1430. 2/ = 6+ suit (6-4+ or 7-3+ minors), 10-12pts, 0-1 cards other maj. 2NT = 5-5+ minors, 11-15pts. J-S = Good 6-lsr, sing; in bid, 4 tr. Dbl J-S = 4 card supp, void. 2 over 1 = 13-14pts, 5h 3s 32. After 1-1/-S5-S1(ask): S1-3 = 3-4 supp, sing. S4 = 13-14, 4 tr, no sing. 3NT = 14-15 no sing. S5-8 exc 3NT = 3 tr, void]. 4M = 5332. Openers Re-bids After 1/-Step 6 (singleton) S1 = Ask for singleton (ans S1-3). S2 = 1430. S3-5 = Void showing (then S1 = RKB). Openers Re-bids After 1/-Step 7/8 S1 = 1430. 3M = Min. 3M-1 = Near min. 3M+1/2/3 = Void showing (then S1=1430). Slam Conventions Roman Key-card Blackwood (RKB) [1430, 2w/o tr Q, 2with tr Q, higher bids show 2KC + more trumps]. 2nd round, then Queen scan (step 1) after RKB. Responses: S1 = No ctrl, S2-4 = control there or in other 2 suits. Suit asks after RKB (Answers: Step 1 = No 2nd/3rd ctrl, S2 = 3rd, S3 = 2nd, S4 = 2nd & 3rd, S5 = Singleton / HHHxx, S6 = Void / HHHxxx etc). 4/ by responder on 2nd or 3rd bid = 1430 C/D in auctions beginning 1-any/2NT/3C/D, except after 25+pt 3NT by opener (then 4cd S/m). Noyesy RKB (asking for the ace of a particular suit): Responses: S1 = No. S2-5 = Yes: 1 or 4 Key cards, 3 KC, 2 KC no Q tr, 2 KC + Q tr. Overcalls (over 1-of-a-suit) 1NT 15-18 [Then 2 checkback]. 11-15 protective. Simple 8-15pts, 5+ suit, 8- lsr (normally). Then (after pass) T/F advances (see Other conventions) inc 2NT. Then 3C=1430 RKB. 2-level Cue Over 1: 5+c 4+h. O/w: 4+s 5+ other. [These 3 OLH overcalls may be any strength, with the lower suit always 2NT 5-4 in 2 lowest ranking remaining suits. 5+ cards. Shown-suit bids are signoffs. Cheapest non-shown-suit bid is 3 Over 1. 5+d 4+h. O/w: weak & natural. loser ask: 9+, 8, 7, 6 etc.] Jumps (not 3) If partner un-passed: 6+ cards, 4-9pts NV, 7-12pts Vul. If partner has passed: 0-15pts, 5+ suit. 3-level Cue Asking for stopper for 3NT. Doubles Takeout / Negative / Sputnik / Responsive etc. through (including) 4 . LIGHT DOUBLES (may be very weak). Shows 5+ suit over artificial 1 3 level bids. Lead directing over artificial 4 7 level bids. 1NT-Related Bidding Methods Over Their 1NT: Pass = 0-14 no 5 cd suit / 19+. Pard can then bid 5 card suit. Or dbl [then Pass=19+, or 4 card suits up the line]. Dble = 15-18. [Then 2= Ask for 4 card suits up line (forcing), 2// = 5+ suit, (to play). 2NT = Transfer to 3] 2/// = 5+ suit, 0-14pts. 2NT = 5-4 or better minors. 5-5 or better when vulnerable vs non-vul. Over their immediate dble of our 1NT : 2 = clubs & diamonds. 2// = 5+ suit. 2NT = 5-5 in minors. Pass = Forces opener to bid a 5 card suit or redouble. [Then: Pass = to play, 2 = c & major , 2 = d & h, 2 = majors, 2 = 5s & 4c. Rdble = Forces opener to bid a 5 card suit or bid 2. [Then: Pass = 5+ clubs, 2 = d & s, 2 = majors (>), 2 = 5s & 4d. Over their protective dble of our 1NT : Re-double = 5+ suit, 11-12 pts. 2/// = 5+ suit, 10-11 pts. Pass = No 5 card suit. [Then Re-double = 0-8 pts, no 5 card suit, asking for 4 card suits up the line. 2 /// = 5+ suit, 0-9 pts] Defence To Pre-Empts Dble for takeout. 3NT to play. 4NT over 4S for takeout. Double of 4S is optional.

Defence to interference over our 2c/d TBC Defence To Iinterference Over Our 1/1 OVER 1NT: See Over Their 1NT above (Double = 6+ / 9+). Pass = 0-2 or 9+ (0-2 or 12+). OVER 2+: 0-5 (0-8).Dble/Rdble = 6-8 (9-11).OVER 2(nat)+: 6+ (9+). (2NT: 0-5 (0-9) Leb) 1// = 5+ suit,7+ (0-8). 1NT+ = 3-5 (3-8) pts. 2+ = Suit bid + highest remaining. Cue = Lower suits [2NT asks for longer]. Special Methods We rarely let opponents play in 1NT. We may value long suits and intermediate cards as well as standard high card points. Other Conventions Fourth Suit Forcing, Lebensohl over (Wk 2)-Dbl-(Pass) & 1D/NT-(2X). 5-4 shape precision cues (after 2 suits shown by opponents), Transfer Advances E.g. (1) 1 (P) : 2 = 5+H. 2 = 3+S, 8 or 6- lsrs. 2 = 3+S, 9 lsrs. 2NT = 3+ S, 7 lsrs. Raise to 3 = Wk, 4 cds. DOPI/ROPI over Blackwood Interference (i.e Pass = 1/4, (Re)dble = 0/3, Step 1 = 2KC no Q trumps, Step 2 = 2KC + Q trump

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