PhilKing, on 2015-June-30, 17:26, said:
Anyway, I have reluctantly come to the conclusion that solving range and differentiating between singletons and voids is just too difficult - not systemically, but in practice it just increased the chances of partner making a fatal error and/or using up so much extra time remembering the responses that we get in to time trouble yet again. So I just use continuations that can be used in multiple sequences.
Not sure I agree with this PK. A logical extension of the scheme I mentioned earlier is to use the first step after a relay to show a void and subsequent steps for singletons. That also happens to match one way of handling splinters so you can take the same logic with you to other sequences. So
1
♥ - 2NT
==
3
♣ = min + shortage
... - 3
♦ = relay
... - ... - 3
♥ = void (3
♠ asks)
... - ... - 3
♠ = sgl spade
... - ... - 3NT = sgl diamond
... - ... - 4
♣= sgl club + spade cue
... - ... - 4
♦= sgl club + diamond cue
3
♦ = extras + shortage
... - 3
♥ = relay
... - ... - 3
♠ = void (3NT asks)
... - ... - 3NT = sgl spade
... - ... - 4
♣= sgl club
... - ... - 4
♦ = sgl diamond + club cue (or use your usual splinter logic for the additional piece of information (Last Train or whatever)
... - ... - 4
♥= sgl diamond - club cue
3
♥ = min without shortage
... - 3
♠ = Frivolous
3
♠ = extras without shortage
... - 3NT = spade cue
Most would want to reverse the min/extras steps to give extra space on hands in the slam zone. Similarly for using the first step as any singleton and higher steps for specific voids. Within the context of playing 1
♥ - 3
♠ as a void splinter (any suit) and 3NT/4m as singleton splinters, the above makes perfect sense. And it is really not at all difficult to remember.