Opener quickly describes her hand after (1MAJ response by Responder) with her second bid -- rebidding 1NT shows a balanced hand too strong or, more rarely, too weak for the 1N opener (10-12 NV, 1st or 2nd seat 13-15 all others), rebidding Ds shows 5+ Ds and usually 6+, rebidding Cs shows a minors two suiter, a raise shows three to an honor with responder plus a singleton or void somewhere. Simple rebids are min for range, jump rebids are max for range. Opener is absolutely limited to 10-15 and for all practical purposes most opening hands will have at least 11HCP.
Responder does not bother to show a crappy 4 card MAJ or strain to keep the bidding open with bad hands generally. 8+HCP is the typical bottom of R's range but a few lead directers with as little as 6HCP may be in the mix.
Inverted minors, non-forcing 2c over 1d and variable JS (weak NV, strong VUL). We also use criss-cross principles -- jumps in Cs show good D support and stronger hands.
Rather than splinters, we use the double jump as immediate exclusion KCBW/1430. A few other esoteric slam tools fill out the higher levels of R's bids.
Let me know what you think. [FYI the outline is coded for ease O1 is opener's first bid; R1 responder's first bid; O2 is opener's second bid, etc. I finally gave up on the color coding -- too much for one night] Are we going to miss too many 5-3 MAJ fits when R is weak, O has no honor with her support? Is it too much memory work (bear in mind the the 1D opening is always the most complicated part of any forcing C system), etc.?
Quote
O1. 1D = 10-15 3+ diamonds, no 4 card major, Ds almost always equal or longer than Cs
R1. Responder generally passes with <8 HCP
R1. Exceptions:
Can bid 1M with 6+ HCP, 4+ Cards in MAJ AND lead directing value
Can jumpshift NV with weak 2-ish type hand that usually won’t make game
Can jump raise in diamonds with 5+ diamonds and 6-9HCP
R1. 1MAJ = 4+ cards in MAJ, 6+ HCP, lead directing value or any 8+ HCP, 5+ length
O2. 1S (Min Hand very str S)/1NT/2D = min (10-bad 12 HCP; NT is 13-15 if NV 1st or 2nd seat)
R2. 2C = NMF (or 4SF) with typical structure; at least INV values
O3. Opener shows any 3 card support for MAJ
R3. Responder promises another bid up to 2N or 3D
O3. Opener rebids 2N or 2D with 10-11 HCP (2x discouraging)
O3. Other rebids show at least 1 honor there, good 11 to 12 HCP
R2. 2D/2MAJ/2NT = sign off, attempt to improve contract
R2. 2S after 1H (R1) = Responder reverse (Good 13 HCP +) 1 round force
O3. 2N/3D =discouraging (10-bad 11 HCP; or 13-bad 14 HCP if strong earlier)
R2. 3C/2D = NM or 4th Suit game force, unspecified shape
O3. Cue bid high cards, not shape, stumbling to NT
R2. 3D/3MAJ rebid = invitational strongly suggesting play in this suit
O3. Accept with 12 + HCP or 14+ if stronger NT range early
O3. PASS with 10 HCP or 13 if stronger NT range early
O3. Guess with 11 HCP or 14 if stronger NT range early
R2. 3 other MAJ = Game Force 5/5 or better in MAJ, 6H/5S if reverse
O2. 2 of MAJ= min, strong 3card support in MAJ, some singleton
R2. New suit = help suit game try
O3. Any bid other than 3MAJ accepts and shows honor
R2. 3 of MAJ general game try
O3. Bidding on accepts and shows honor
R2. 2NT = forcing and probing for best denomination
O3. Bid length: 3C = 4+ Cs, 3D = usually 6+ Ds, 3MAJ = KJT or better in MAJ
R2. 3C = artificial game force
O3. Bid high cards/Stumbling toward NT
O2. 2N = 14-15 HCP balanced hand, at least honor single in Responder’s suit.
O2. 3C = minor suit distributional freak with equal or longer diamonds, 5-5+
R2. Suits forcing to at least 3N
R2. 3N = to play
O2. 3D = 14-15 HCP, 6+ diamonds
R2. 3MAJ = sign-off
R2. Anything else accepts and shows high card(s)
O2. 3H/1S or 2S/1H = splinter, max, very good support
R2. 3N = suggest to play
R2. Any suit = cue bid
O2. Double Raise = max, strong 3 card support, some singleton
R2. 3N = suggest to play
R2. Any suit = cue bid
R1. 1NT = 8-11- HCP, balanced or weak hand with 5+ Cs
O2. PASS = <14 HCP, balanced
O2. 2C = <14 HCP minor 2 suiter, at least 5-4 in minors with longer diamonds
R2. Responder generally passes or corrects.
R2. Any other bid is honor showing, stumbling to NT or slam interest
O2. 2D = <14 HCP 6+ diamonds, retreat from NT
R2. Responder generally passes.
O2. 2H/2S = 14-15 HCP, concentration of values in suit bid
R2. Responder places contract
O3. Opener must respect Responder’s decision
O2. 2N = Invitational to game, scattered values or running diamonds
R2. Responder places contract
O2. 3C= >13 HCP 2 suiter, at least 5-5 in minors with equal or longer diamonds
R2. Responder, if MIN, passes or corrects.
R2. Any other bid is honor showing, stumbling to NT or slam interest
O2. 3D = >13 HCP, 6+ diamonds
R2. Responder generally passes
R2. Any other bid is honor showing, stumbling to NT or slam interest
R2. 3NT is to play, showing fitting D honor and two more tricks
O2. 3N = 7 running diamond tricks + an outside card (A or K)
R2. Responder passes or (rarely) bids 4D (if very weak and afraid)
R1. 2C or 2D = 10/11- + HCP 5 card suit
O2. Except for 2 below, auction forced to 2N
O2. 2D after 2C = 6+ diamonds, minimum, don’t like clubs
R2. Responder gives up with a minimum misfit
O2. 2H or 2S = concentration of values any strength
R2. 2N or 3 of either min = INV only
R2. Any other bid on R’s 2nd round =GF, stumbling to NT
R1. 2MAJ NV = weak jump shift with 6+ length and lead directing value
O2. Opener usually PASS
O2. Do not RESCUE even with 7 Ds. NDNT (no double, no trouble)
O2. 3 MAJ = INV (Upgrade honors in MAJ and Ds, only count As in others)
O2. 4 MAJ = To make or, over interference, possible SAC
R1. 2MAJ VUL=Game Force with 6+ length and slam interest
O2. Rebid 2NT with minimum and no fit
R2. Responders 3D on second bid is game forcing and fitting
O3. Stumbling to NT
R2. Other bids are still game forcing and show shape
O3. Stumbling to NT
O2. Rebid 3D with maximum and no fit (not fitting a 6 card MAJ = 5+ diamonds)
R2. Generally, stumbling to NT
R2. Responder is Captain and must drive to proper level and strain
R2. Situation is strongly suggesting forced to game even if 5D is that game
R1. 2NT = 12-13 HCP may have 1 or more 4 card MAJ
O2. 3D is an attempt to sign-off
R2. Any bid by R is a game force attempt to elicit more information.
O2. PASS is another great sign off call
O2. Any other accepts and stumbles to NT
R1. 3C = long diamonds and slam interest
O2. Cue bid Aces
R1. 3D = long diamonds and preemptive
O2. Cannot imagine anything that would not pass this one
R1. 3MAJ – 4CLUBS = Exclusion Ace Asking (Responder may have self-sufficient suit)
O2. Ds Trump, answer 1430
[color="#FF0000"] R1. 3NT = 14-16, to play
[color="#0000FF"]O2. Might try for slam with AQx, xx, AKQxxxx, x or something similar
[color="#FF0000"]R1. 4D = Ace Asking (minorwood 1430)
R1. 4MAJ = to play
R1. 4NT = balanced 17-18HCP; General Slam Try, not Ace asking
[color="#0000FF"]O2. PASS with 11-12 HCP; except accept with A,A,A
O2. Bid A, up the line, with 13 HCP
O2. Can bid 5NT with 2+ Aces and 15 HCP
[color="#FF0000"] R1. 5C = long diamonds and strong slam try
[color="#0000FF"]O2. Try to cooperate, but can sign off with a really bad hand
[color="#FF0000"] R1. 5D = to make if opener is min and for slam otherwise
R1. 5H/5S/6C = bid 7 if you have this Ace
R1. 5N = bid 7D if you have 2 D honors (A,K,Q)