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xxhong

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Everything posted by xxhong

  1. This is not a Soloway jumpshift hand. The correct bid is 2H, not 3H. This design is simply wrong. If gib has no suitable rebids, it really should not make a jumpshift.
  2. The constraint for 5D is wrong. It not only shows a strong rebiddable suit, but also shows a void in S, or a singleton but really long D suit. With the wrong constraints, of course no simulation can get you to the right spot.
  3. The second negative is a bad convention, which would create a lot of problems when responder holds clubs.
  4. The basic idea is that if partner holds spades and passed, he must hold a rather weak hand. So it make no sense at all to bid 2S with 16 total points. A lot hands would show 16 total points, like KJxx xx x AKQxxx, bidding 2S here is simply maniac. Offering this hand to any expert panels, very few would suggest 2S here.
  5. Of course it's wrong. There is no point to play 2S to show 16+, with 16 to 18, 1S would do the job.
  6. This 3D to show 9+ is also very very wrong. Facing a strong jumpshfit, 3D should be gameforcing and show 6+. The conclusion is that the whole design of the bidding is simply bad.
  7. This 3C to show 8- is also a huge nonsense. 2S shows at least good 18 or more. So 3C should show 5-. Anything stronger should force to game.
  8. This 2D to show 11 + points is a huge nonsense. It should show 6-10. With 11+, responder usually can bid 2D directly.
  9. Any 6 card suit should be rebiddable regardless the suit quality. For example: Ax AKJx x xxxxxx, after 1C and 1S, 2C is the only bid.
  10. I think playing K to deny A, Q to deny K, J to deny Q, T to deny J and 9 to deny T is a must in switching when holding sequences. It's easy to implement and may improve the performance a lot. That's actually what wbridge5 is doing in its defense I think.
  11. I only play gerber as a jump after NT bids. Still, I almost never used it. Anyway, it's difficult to assign some other meanings here. Perhaps in some sequences it can be a RKC in clubs. For example: 1C 2N 4C or 1N 4C This usually simplifies the bidding sequence and make opps unable to double your transfer bids.
  12. Can gib implement some simple logic unit like this: you hold xx QJxx - AKJTxxx dummy shows: Axx xx AKJxxxx x You successfully pushed opps to 5S. You lead CA and switch HQ. Partner wins HA and returns H, declarer holds good trumps and DQ, so he claims after drawing trumps. Here the major defensive mistake is due to the lack of definition of HQ from partner, which should deny HK. So the only line to defeat the contract is to cash HA and offer partner a ruff. This logic unit should only apply when partner leads a honor, which shows top of nothing when leading or switching. This hand happened in money bridge game of human gib pair vs. human gib pair. There are simply many such kind of defensive failures every day, which cost the good guy a lot of money and make the game random and unpleasant to play.
  13. I think suit quality is not as important as shape. Therefore, if a bid shows the right shape but wrong suit quality, the other bid shows a right suit quality but wrong shape, one should choose the right shape.
  14. xxhong

    ATB

    I probably double 2NT to show a good hand with defense with north's hand, because your plan is always to bid 4S over 3H or 4H. A direct 4S should show a very offensive oriented hand. I think the most important thing is still to demonstrate power first, then later the shape. This is a good problem, which also indicates that a "bad" 5H over a wide 4S can sometimes win you a lot of IMPs. (of course, sometimes, it can cost you a lot of IMPs.)
  15. This design is very bad. What happens in human's world is that you open light with some 11 or 10 HCP with distribution and force to game with most 12 HCP (either unbalanced or balanced with good fit) and all 13 HCP hands. You may go down in 3NT sometimes when you find no fit, but that's the cost you open some distributional 10 or 11 HCPs, which may often allow you to find 4M. Also, Gib's actual opening style is not light at all, so it makes no sense to play 2/1 to show 14 TP.
  16. A three level 4-9 TP is totally not playable. There is simply no way for a hand with 19 HCP to move over 3C. Also, this upgrade doesn't make sense.
  17. That's not the cure for such kind of problems. Gib has to have a rule to play a 9 or 10 card fit instead of 5-1 fits.
  18. This rule is simply wrong. Deciding whether to bid 4S is usually based on the trump length, shape, not merely on HCPs. With some shortness and 5 spades, usually 6 HCP would be enough. For example, you can bid 4S over 4H with AQxxx x xxx xxxx, because you have two ways to win, either they may make 4H and 4S would be cheap or you may make 4S and partner can't balance with double. It can be rather rare that they can't make 4H and you can't make 4S, especially against sane players. Here, the range for 4S should be quite wide, from 8 total points to 16 total points IMO, it should be usually based on an offensive oriented hand and it is at the lower end, it should have some extra length in S.
  19. I think help suit slam try is a nonsense in bridge bidding. Slam bidding requires high accuracy and help suit slam try can never reach the accuracy that slam bidding requires. Instead, cuebidding would be much better. Now gib's cuebidding is a mess. I frequently see gib cuebidding 5D, which denies SA, CA, but it turned out that it holds SA when H is the trump.
  20. Looks like a 4H bid. You can have good plays vs quite a few minimum hands: for example: AKx xxx Axx xxxx
  21. This hand is quite impossible. It is a 3H bid over 2H to show hands like this I think. So x then 2S should be a limit bid. I think 5H should just say "I am defeating 5H if partner holds no much extra distributions".
  22. A simple transfer auction: 1S 2D 2H(6+S) 2S (fit) 2N(balanced) 3C(cue) 3H(cue) 4D(cue, serious slam interest) Later, it would be quite straightforward. A standard method: 1S 2D 2S 2N 3S 4C (cue, extra) 4H (cue) 5D(cue) 6C(cue) 6S (sign off)
  23. Thanks. This information is very useful. That means it gives signals on the first card of the suit played if it doesn't or can't win the trick.
  24. seems a normal 5D hand when white, you go down 3 usually when partner have no help.
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