han Posted October 31, 2005 Report Share Posted October 31, 2005 I've thought a bit about transfers in competion, and have written a small file about it. If you are interested, send me a pm with your email address. I'll write a summary here, comments are appreciated. It is not meant for casual partnerships, so if you think that this is too involved for you, no need to comment. I've played "equality" for a couple of months now, a method developed by Ben and Misho. Although I think that this meta-method is very intelligent and often works quite well, I have two problems with it: (1) it is too difficult (for me), and (2) I miss the negative double. You can download their method here: http://www.geocities.com/daniel_neill_2000/sys/ After discussions with Ben, Misho, Arend and Matt I wrote down the following structure, which is not as uniform as Equality, but I think that it is a lot easier. It doesn't use transfers in as many auctions as equality does, but it does use negative doubles. When we open. When we open 1X and they double we use transfers starting with a redouble. A transfer into partner's suit is a better raise than the direct raise. This is common, the only point of discussion is whether to use 1NT as a transfer or not. I chose not to, even though I think that it is wrong :). When we open in a minor and they overcall in spades, or when we open in a major and they overcall in clubs, we switch the meanings of the two unbid suits. This is an extension of Marty Bergen's "switch" idea, and I was not the first to extend it (I think the Granovetters wrote a bit about switch). I don't know if others have made the exact same extension, I would be interested if anybody knew (to be honest, I would prefer that some famous bridge player came to the same conclusion, as it would suggest that this structure is somewhat sensible). The highest overcall that we play this for is 4C (over higher overcalls it is not playable, you can figure out why). When switch applies, it allows a "transfer" to the unbid major, but you give up one or two steps when you show the unbid minor. There are two special auctions: 1D-(2C) and 1m-(1H). Over 1D-(2C) we use both 2D and 2H as transfers, and 2S is a negative freebid. The downside is that we have to go to the 3-level to support diamonds (2NT, 3C and 3D all show diamonds). Over 1m-(1H) transfers also work well, but I have chosen to keep it consistent. Double tends to deny 4 spades and is minor oriented, 1S shows 4+ spades. When they open. When we make a simple overcall of their 1-level opening, advancer's cuebid starts a series of transfers. This is also true if the responder (advancer's RHO) makes a call below the cuebid. Again, a transfer raise is weaker than a direct raise. We don't play transfers in any other competitive auction. To make this structure work well we need to be more precise about the exact meaning of a transfer, and about the meanings of follow-ups. Suggestions are welcome. Quote Link to comment Share on other sites More sharing options...
whereagles Posted October 31, 2005 Report Share Posted October 31, 2005 WE OPENI've once played a transfer scheme after 1M (int), where 'int' is up to two steps below the opening suit. It works fine on paper, and is probably a superior method. But in practice it doesn't come up often enough to bother memorizing all the stuff. Usual methodd, with negative doubles and suits as forcing 1 round are perfectly ok to deal with 95%+ of the hands. Later on I extended the method to 1m (int), where this time 'int' was at the 1-level. The gains exist, but are less than in the major-suit case and even more memory is required. THEY OPENHere is where the transfer methods really shine, especially after a preempt. They allow a considerable increase in flexibility and precision. The gains are high, and memory weight lessened So, in a nutshell, I'd say forget about transfers after our side opens, but play them in response to overcalls. Quote Link to comment Share on other sites More sharing options...
mikeh Posted November 1, 2005 Report Share Posted November 1, 2005 When They Open: I use transfers after responder's pass, 1-level suit bid, 1NT or double. The transfers usually start with the cue bid of opener's suit, but after a negative double, they start with redouble. Third Case: Whe we preempt and they double, transfers are on starting with redouble and ending with game in our suit. This is especially useful if you play wide-range 3-level preempts. Thus 3♦ (x) 4♣ is a transfer to 4♦, assuming captaincy. Opener has no rights here: bid 4♦ if doable, and otherwise pass: opener is NOT permitted to bid 5♦ over their major suit game. Typically responder either has defence or his hand is so flat that 5♦ will be a borderline or worse save. A direct 4♦ raise by responder transfers captaincy. It permits opener to save with the appropriate (ie very shapely) hand. The method also allows responder to describe two suiters with support, thus again potentially involving partner in high level decisions. Admittedly, just bidding the suit naturally can accomplish this, but once in a while, advancer passes and opener can bid responder's suit at the 3-level. You lose the ability to make a penalty-encouraging redouble, but when was the last time that opener could and did double advancer's bid? Quote Link to comment Share on other sites More sharing options...
han Posted November 20, 2005 Author Report Share Posted November 20, 2005 Here is the FD code for competitive bidding using 2NT always as a raise and Switch when the unbid suits can be bid at the same level. *00=NYYYYYYCompetitive bidding001C1DD=NYYYYYY4+ hearts, 4+ spades.001C1D2D=NYYYYYY008invitational or better with clubs.001C1D2H=NYYYYYY208support jump shift001C1D2S=NYYYYYY208support jump shift001C1D2N=YYYYYYY0clubs, either very weak or GF.001C1D3C=NYYYYYY008shows some values.001C1D3D=NYYYYYY008splinter.001C1D3H=NYYYYYY608support jump shift.001C1D3S=NYYYYYY608support jump shift.001C1HD=NYYYYYYminor oriented, tends to deny 4 spades.001C1H1S=NYYYYYY548001C1H2N=YYYYYYY0clubs, either very weak or GF.001C1H3C=NYYYYYY048shows some values.001C1H3D=NYYYYYY008support jump shift.001C1H3H=NYYYYYY008splinter.001C1H3S=NYYYYYY608support jump shift.001C1H2S=NYYYYYY208support jump shift.001C1H2H=NYYYYYY008invitational or better with clubs.001C1SD=NYYYYYYnegative.001C1S2D=NYYYYYY0085+ hearts, at least constructive.001C1S2H=NYYYYYY0085+ diamonds, at least invitational.001C1S2S=NYYYYYY0084+ clubs, at least invitational.001C1S2N=NYYYYYY0clubs, either GF or very weak.001C1S3C=NYYYYYY008preemptive but not a bust.001C1S3D=NYYYYYY608support jump shift001C1S3H=NYYYYYY608support jump shift001C1S3S=NYYYYYY008splinter.001C1S3N=NYYYYYY0to play001C1S4C=NYYYYYY008preemptive001C1S4H=NYYYYYY068to play001C1ND=NYYYYYYvalues001C2C=NYYYYYY008natural001C2CD=NYYYYYYnegative001C2C2D=NYYYYYY008shows hearts001C2C2H=NYYYYYY008shows spades001C2C2S=NYYYYYY008diamonds, at least invitational001C2C2N=NYYYYYY4natural001C2C3N=NYYYYYY0to play.001C2SD=NYYYYYYnegative001C2S2N=YYYYYYY0clubs, either competitive or GF.001C2S3C=NYYYYYY448001C2S3D=NYYYYYY0085+ hearts, GF001C2S3H=NYYYYYY0085+ diamonds, GF001C2S3S=YYYYYYY508001C2S3N=NYYYYYY0natural.001C2S4C=NYYYYYY008preemptive001C2S4D=NYYYYYY008support jump shift001C2S4H=NYYYYYY068to play.001C2S4S=NYYYYYY001splinter.001C2S4N=NYYYYYY0RKC for clubs.001C3C=NYYYYYY008natural001C3CD=NYYYYYYtake-out, convertible.001C3C3D=NYYYYYY6085+ hearts.001C3C3H=NYYYYYY6085+ spades001C3C3S=NYYYYYY6085+ diamonds001C3C3N=NYYYYYY0To play.001C3SD=NYYYYYYasking for stopper.001C3S4C=NYYYYYY208natural.001C3S4D=NYYYYYY6085+ hearts.001C3S4H=YYYYYYY6085+ diamonds.001C3S4S=NYYYYYY708shows clubs.001CDR=YYYYYYY4+ diamonds001CDRP1D=NYYYYYY223001CDRP1H=NYYYYYY348001CDRP1S=NYYYYYY223001CD1D=YYYYYYY0084+ hearts.001CD1DP1H=NYYYYYY223001CD1H=YYYYYYY0084+ spades.001CD1HP1S=NYYYYYY223001CD1S=YYYYYYY008good club raise.001CD1N=NYYYYYY3natural.001CD2C=NYYYYYY008weak club raise.001CD2D=NYYYYYY008support jump shift001CD2H=NYYYYYY208support jump shift001CD2S=NYYYYYY208support jump shift001CD2N=NYYYYYY0clubs, either GF or very weak.001CD3C=NYYYYYY948shows some values.001CD3D=NYYYYYY508support jump shift, at least 5-5.001CD3H=NYYYYYY608support jump shift001CD3S=NYYYYYY608support jump shift001CD3N=NYYYYYY0to play.001CD4C=NYYYYYY008preemptive.001C2DD=NYYYYYYnegative.001C2D2H=YYYYYYY0085+ spades. at least constructive.001C2D2S=NYYYYYY0085+ hearts, at least invitational.001C2D2N=NYYYYYY0clubs, either GF or competitive.001C2D3C=NYYYYYY448001C2D3D=YYYYYYY608001C2D3H=NYYYYYY608support jump shift.001C2D3S=NYYYYYY608support jump shift.001C2HD=NYYYYYYnegative.001C2H2S=NYYYYYY558001C2H2N=YYYYYYY0clubs, either competitive or GF.001C2H3C=NYYYYYY448001C2H3D=NYYYYYY558001C2H3H=YYYYYYY608001C2H3S=NYYYYYY608support jump shift.001C2N=NYYYYYY0red suits.001C2N3C=NYYYYYY348001C2N3D=YYYYYYY008clubs, GF.001C2N3H=NYYYYYY008spades, GF.001C2N3S=NYYYYYY358001C2ND=NYYYYYYvalues, usually at least one of their suits.001C3DD=NYYYYYYnegative.001C3D3H=YYYYYYY6085+ spades.001C3D3S=NYYYYYY6085+ hearts.001C3HD=NYYYYYYasks for stopper.001DDR=YYYYYYY4+ hearts.001DDRP1H=NYYYYYY223001DD1H=YYYYYYY0084+ spades.001DD1HP1S=NYYYYYY223001DD1S=YYYYYYY0085+ clubs.001DD1N=NYYYYYY3natural.001DD2C=YYYYYYY008good diamond raise.001DD2D=YYYYYYY008weak raise.001DD2H=NYYYYYY208support jump shift001DD2S=NYYYYYY208support jump shift001DD2N=YYYYYYY0diamonds, either weak or GF001DD3C=NYYYYYY508support jump shift001DD3D=NYYYYYY908shows some values.001DD3H=NYYYYYY608support jump shift001DD3S=NYYYYYY608support jump shift001DD3N=NYYYYYY0to play.001DD4C=NYYYYYY508support jump shift, at least 5-5001DD4D=NYYYYYY008preemptive.001DD4H=NYYYYYY208natural001DD4S=NYYYYYY208natural001DD4N=NYYYYYY0RKC for diamonds.001DD5C=NYYYYYY208natural.001D1HD=YYYYYYYminor oriented, tends to deny 4 spades.001D1H1S=YYYYYYY0084+ spades.001D1H1N=NYYYYYY0natural.001D1H2C=NYYYYYY508natural001D1H2D=NYYYYYY308natural001D1H2H=YYYYYYY0084+ diamonds, invitational or better.001D1H2S=NYYYYYY408support jump shift.001D1H2N=YYYYYYY0diamonds, either very weak or GF.001D1H3C=NYYYYYY508support jump shift.001D1H3D=NYYYYYY948shows some values.001D1H3H=YYYYYYY001splinter.001D1H3S=NYYYYYY608support jump shift.001D1SD=NYYYYYYnegative.001D1S2C=YYYYYYY0085+ hearts, at least constructive.001D1S2D=NYYYYYY348001D1S2H=YYYYYYY5085+ clubs, at least invitational.001D1S2S=YYYYYYY508diamonds, invitational or better.001D1S2N=YYYYYYY0diamonds, either GF or very weak.001D1S3C=NYYYYYY558support jump shift001D1S3D=NYYYYYY908shows some values.001D1S3H=NYYYYYY508support jump shift.001D1S3S=NYYYYYY601splinter.001D1S4C=NYYYYYY558support jump shift.001D1S4D=NYYYYYY958001D1S4H=NYYYYYY168001D2CD=NYYYYYYnegative.001D2C2D=NYYYYYY0085+ hearts.001D2C2H=YYYYYYY0085+ spades, at least constructive.001D2C2S=NYYYYYY008diamonds, constructive.001D2C2N=YYYYYYY0diamonds, either very weak or GF.001D2C3C=NYYYYYY008diamonds, invitational or better.001D2C3D=NYYYYYY908shows some values.001D2C3H=NYYYYYY508support jump shift.001D2C3S=NYYYYYY508support jump shift.001D2C3N=NYYYYYY0to play.001D2C4C=YYYYYYY601splinter.001D2C4D=NYYYYYY908001D2C4H=NYYYYYY168001D2C4S=NYYYYYY168001D2C4N=NYYYYYY0RKC for diamonds.001D2SD=NYYYYYYnegative.001D2S2N=YYYYYYY0diamonds, competitive or GF.001D2S3C=NYYYYYY0085+ hearts, Gf.001D2S3D=NYYYYYY408natural.001D2S3H=YYYYYYY6085+ clubs.001D2S3S=YYYYYYY508001D2S3N=NYYYYYY0to play.001D2S4C=NYYYYYY008support jump shift.001D2S4H=NYYYYYY168001D2S4S=NYYYYYY601splinter.001D2S4N=NYYYYYY7RKC for diamonds.001D2D=NYYYYYY008majors.001D2DD=NYYYYYYvalues, at least one of their suits.001D2D2H=YYYYYYY508clubs, invitational or better.001D2D2S=NYYYYYY008diamonds, invitational or better.001D2D2N=NYYYYYY4natural001D2D3C=NYYYYYY358001D2D3D=NYYYYYY348001D2D3H=NYYYYYY601splinter.001D2D3S=NYYYYYY601splinter.001D2H3S=NYYYYYY508support jump shift.001D2HD=NYYYYYYnegative.001D2H2S=NYYYYYY558001D2H2N=YYYYYYY0diamonds, competitive or GF.001D2H3C=NYYYYYY558001D2H3D=NYYYYYY408001D2H3H=YYYYYYY508001D2N=NYYYYYY0clubs and hearts.001D2ND=NYYYYYYvalues, at least one of their suits.001D2N3C=YYYYYYY008diamonds, invitational or better.001D2N3D=NYYYYYY308001D2N3H=YYYYYYY608spades, GF.001D2N3S=NYYYYYY358001D2N3N=NYYYYYY0to play001D3CD=NYYYYYYnegative.001D3C3D=NYYYYYY308001D3C3H=YYYYYYY6085+ spades.001D3C3S=NYYYYYY6085+ hearts.001D3C4C=YYYYYYY708diamonds.001D3C4H=NYYYYYY168001D3C4S=NYYYYYY168001D3C4N=NYYYYYY0RKC in diamonds.001D3D=NYYYYYY008natural001D3DD=NYYYYYYnegative.001D3D3H=NYYYYYY6085+ spades.001D3D3S=YYYYYYY6085+ hearts001D3HD=NYYYYYYasks for stopper.001D3H3S=NYYYYYY558001D3H3N=NYYYYYY0to play001D3H4C=NYYYYYY558001D3H4D=NYYYYYY348001D3H4H=YYYYYYY708diamonds001D3H4S=NYYYYYY168001D3H4N=NYYYYYY0RKC in diamonds.001D3SD=NYYYYYYasks for stopper001D3S3N=NYYYYYY0to play001D3S4C=YYYYYYY6085+ hearts/001D3S4D=NYYYYYY308001D3S4H=YYYYYYY6085+ clubs.001D3S4S=YYYYYYY708diamonds.001D3S4N=NYYYYYY0RKC in diamonds.001D4CD=NYYYYYYnegative.001D4C4D=NYYYYYY308001D4C4H=NYYYYYY168001D4C4S=NYYYYYY168001HDR=YYYYYYY4+ spades001HD1S=NYYYYYY0085+ clubs001HD2C=YYYYYYY5085+ diamonds001HD2D=YYYYYYY008good heart raise001HD2H=YYYYYYY038weak heart raise001HD2S=NYYYYYY408support jump shift001HD2N=YYYYYYY04+ hearts, invitational or better.001HD3C=NYYYYYY558support jump shift.001HD3D=NYYYYYY558support jump shift001HD3H=NYYYYYY948001HD3S=NYYYYYY658support jump shift.001H1SD=NYYYYYYnegative001H1S2C=YYYYYYY0085+ diamonds, at least constructive.001H1S2D=NYYYYYY0085+ clubs, at least invitational.001H1S2H=NYYYYYY238001H1S2S=NYYYYYY008invitational or better, typically only 3 hearts.001H1S2N=NYYYYYY0invitational or better, 4+ hearts.001H1S3C=NYYYYYY558support jump shift.001H1S3D=NYYYYYY558support jump shift.001H1S3H=NYYYYYY908001H1S3S=NYYYYYY601splinter.001H1S4C=NYYYYYY658support jump shift.001H1S4D=NYYYYYY658support jump shift.001H1S4H=NYYYYYY108001H1S4S=NYYYYYY000exclusion RKC001H2C2D=YYYYYYY0085+ spades, at least constructive.001H2CD=NYYYYYYnegative001H2C2H=NYYYYYY238001H2C2S=NYYYYYY0085+ diamonds, at least invitational.001H2C2N=YYYYYYY5invitational or better, 4+ hearts.001H2C3C=YYYYYYY008invitational or better, typically 3 hearts.001H2C3D=NYYYYYY508support jump shift.001H2C3H=NYYYYYY908001H2C3S=NYYYYYY658support jump shift.001H2C4C=NYYYYYY008splinter.001H2C4D=NYYYYYY658support jump shift.001H2C4H=NYYYYYY108001H2C4S=NYYYYYY168001H2C4N=NYYYYYY0RKC for hearts.001H2DD=NYYYYYYnegative.001H2D2H=NYYYYYY238001H2D2S=NYYYYYY558001H2D2N=YYYYYYY5invitational or better, 4+ hearts.001H2D3C=NYYYYYY658001H2D3D=NYYYYYY008invitational or better, typically 3 hearts.001H2D3H=NYYYYYY908001H2D3S=NYYYYYY608support jump shift.001H2D4C=NYYYYYY658support jump shift.001H2D4D=NYYYYYY708splinter.001H2D4H=NYYYYYY108001H2D4S=NYYYYYY168001H2D4N=NYYYYYY0RKC for hearts.001H2H=NYYYYYY008spades and a minor.001H2HD=NYYYYYYvalues, tendsd to deny 3 hearts.001H2H2S=NYYYYYY008invitational or better, 3+ hearts.001H2H2N=YYYYYYY04+ hearts, invitational or better.001H2H3C=NYYYYYY558001H2H3D=NYYYYYY558001H2H3H=NYYYYYY338001H2H3S=NYYYYYY008splinter.001H2H4C=NYYYYYY008support jump shift.001H2H4D=NYYYYYY658support jump shift.001H2H4H=NYYYYYY008to play.001H2SD=NYYYYYYnegative.001H2S2N=YYYYYYY5invitational or better, 4+ hearts.001H2S3C=YYYYYYY6085+ diamonds.001H2S3D=YYYYYYY6085+ clubs001H2S3H=NYYYYYY338001H2S3S=YYYYYYY508001H2S4C=NYYYYYY658support jump shift.001H2S4D=NYYYYYY658support jump shift.001H2S4H=NYYYYYY038to play.001H2S4S=NYYYYYY708splinter.001H2S4N=NYYYYYY0RKC for hearts.001H2N=NYYYYYY0minors001H2ND=NYYYYYYvalues, usually at least minor.001H2N3C=NYYYYYY008hearts, inv+001H2N3D=NYYYYYY008spades, GF001H2N3H=NYYYYYY308001H2N3S=NYYYYYY358001H2N3N=NYYYYYY0to play001H2N4C=NYYYYYY701splinter.001H2N4D=NYYYYYY701splinter.001H2N4H=NYYYYYY008to play.001H2N4S=NYYYYYY168001H2N4N=NYYYYYY0RKC for hearts.001H2N5C=NYYYYYY000001H2N5D=NYYYYYY000001H3CD=NYYYYYYnegative.001H3C3D=YYYYYYY6085+ spades.001H3C3H=NYYYYYY338001H3C3S=NYYYYYY6085+ diamonds.001H3C4C=NYYYYYY708hearts.001H3C4D=NYYYYYY658support jump shift.001H3C4H=NYYYYYY038to play.001H3C4S=NYYYYYY168001H3C4N=NYYYYYY0RKC for hearts.001H3C5C=NYYYYYY008exclusion RKC.001H3DD=NYYYYYYnegative.001H3D3H=NYYYYYY338001H3D3S=NYYYYYY558001H3D4C=NYYYYYY558001H3D4D=NYYYYYY708hearts.001H3D4H=NYYYYYY008to play001H3D4S=NYYYYYY168001H3D4N=NYYYYYY0RKC for hearts.001H3D5D=NYYYYYY008exclusion RKC.001H3SD=NYYYYYYasking for stopper.001H3S4C=YYYYYYY6085+ diamonds001H3S4D=YYYYYYY6085+ clubs.001H3S4H=NYYYYYY208sign off001H3S4S=NYYYYYY708hearts.001H3S4N=NYYYYYY0RKC for hearts.001H4CD=NYYYYYYnegative.001H4C4D=YYYYYYY6085+ spades001H4C4H=NYYYYYY238001H4C4S=YYYYYYY6085+ diamonds.001H4C4N=NYYYYYY0RKC for hearts.001SDR=NYYYYYY5+ clubs.001SD2C=NYYYYYY0085+ diamonds.001SD2D=YYYYYYY0085+ hearts.001SD2H=YYYYYYY008good spade raise001SD2S=NYYYYYY038weak raise001SD2N=YYYYYYY54+ spades, invitational or better.001SD3C=NYYYYYY558support jump shift001SD3D=NYYYYYY558support jump shift.001SD3H=NYYYYYY558support jump shift.001SD3S=NYYYYYY908001SD4C=NYYYYYY008support jump shift.001SD4D=NYYYYYY008support jump shift001SD4H=NYYYYYY168001SD4S=NYYYYYY948001SD4N=NYYYYYY0RKC for spades.001S2CD=NYYYYYYnegative.001S2C2D=YYYYYYYA085+ hearts, at least constructive.001S2C2H=YYYYYYYA085+ diamonds, at least invitational.001S2C2S=NYYYYYY238001S2C2N=NYYYYYY04+ spades, invitational or better.001S2C3C=NYYYYYY008invitational or better, usually 3 spades.001S2C3D=NYYYYYY548support jump shift.001S2C3H=NYYYYYY558support jump shift.001S2C3S=NYYYYYY908001S2C4C=NYYYYYY701splinter001S2C4D=NYYYYYY658support jump shift.001S2C4H=NYYYYYY168001S2C4S=NYYYYYY908001S2C4N=NYYYYYY0RKC for spades.001S2DD=NYYYYYYnegative.001S2D2H=NYYYYYY558001S2D2S=NYYYYYY238001S2D2N=NYYYYYY0invitational or better, 4+ spades.001S2D3C=NYYYYYY658001S2D3D=NYYYYYY008invitational or better, usually 3 spades.001S2D3H=NYYYYYY558support jump shift.001S2D3S=NYYYYYY908001S2D4C=NYYYYYY658support jump shift.001S2D4D=NYYYYYY701splinter001S2D4H=NYYYYYY168001S2D4S=NYYYYYY948001S2D4N=NYYYYYY0RKC for spades.001S2HD=NYYYYYYnegative.001S2H2S=NYYYYYY238001S2H2N=NYYYYYY0invitational or better, 4+ hearts.001S2H3C=YYYYYYY6085+ diamonds.001S2H3D=NYYYYYY6085+ clubs.001S2H3H=NYYYYYY008invitational or better, 3+ spades.001S2H3S=NYYYYYY938001S2H4C=NYYYYYY658support jump shift001S2H4D=NYYYYYY658support jump shift001S2H4H=NYYYYYY701splinter001S2H4S=NYYYYYY908001S2H4N=NYYYYYY0RKC for spades001S2S=NYYYYYY008hearts and a minor001S2SD=NYYYYYYvalues, pernalty oriented.001S2S2N=NYYYYYY04+ spades, invitational or better001S2S3C=NYYYYYY558001S2S3D=NYYYYYY658001S2S3H=YYYYYYY008invitational or better, usually 3 spades.001S2S3S=NYYYYYY338001S2S4C=NYYYYYY658support jump shift.001S2S4D=NYYYYYY658support jump shift001S2S4H=NYYYYYY001splinter.001S2S4S=NYYYYYY108001S2S4N=NYYYYYY0RKC in spades.001S2N=NYYYYYY0minors.001S2ND=NYYYYYYvalues, penalty oriented.001S2N3C=YYYYYYY008invitational or better, 5+ hearts.001S2N3D=NYYYYYY008invitational or better, 4+ spades.001S2N3H=NYYYYYY358001S2N3S=NYYYYYY338001S2N4C=NYYYYYY701splinter.001S2N4D=YYYYYYY701splinter.001S2N4H=NYYYYYY168001S2N4S=NYYYYYY138001S2N4N=NYYYYYY0RKC for spades.001S3CD=NYYYYYYnegative.001S3C3D=YYYYYYYA085+ hearts.001S3C3H=NYYYYYY6085+ diamonds001S3C3S=NYYYYYY308001S3C4C=NYYYYYY708spades001S3C4D=NYYYYYY608support jump shift.001S3C4H=NYYYYYY168001S3C4S=NYYYYYY138001S3C4N=NYYYYYY0RKC for spades.001S3C5C=NYYYYYY700exclusion RKC.001S3DD=NYYYYYYnegative.001S3D3H=NYYYYYY658001S3D3S=NYYYYYY338001S3D4C=NYYYYYY658001S3D4D=YYYYYYY708spades001S3D4H=NYYYYYY168001S3D4S=NYYYYYY138001S3D4N=NYYYYYY7RKC for spades001S3D5D=NYYYYYY708exclusion RKC001S3D5S=NYYYYYY008slam try without diamond control.001S3HD=NYYYYYYasking for stopper.001S3H3S=NYYYYYY338001S3H4C=NYYYYYY558001S3H4D=NYYYYYY558001S3H4H=NYYYYYY708spades.001S3H4S=NYYYYYY138001S3H4N=NYYYYYY0RKC for spades.001S3H5H=NYYYYYY008esxclusion RKC.001S3H5S=NYYYYYY738denies heart control.001S4CD=NYYYYYYnegative.001S4C4D=YYYYYYY6085+ hearts.001S4C4H=YYYYYYY6085+ diamonds001S4C4S=NYYYYYY138001S4C4N=NYYYYYY0RKC for spades.001S4C5C=NYYYYYY708spades. 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akhare Posted November 23, 2005 Report Share Posted November 23, 2005 When They Open: I use transfers after responder's pass, 1-level suit bid, 1NT or double. The transfers usually start with the cue bid of opener's suit, but after a negative double, they start with redouble. <snip> Seems very interesting indeed -- can you elaborate on the continuations? Is 1N a transfer also? Also, I had a few specific questions: a) What are the requirements for responder's hand? :P Do the transfers end at 2 of overcaller's suit?c) Is overcaller allowed to reject the transfer? If so, what does it mean?d) How do you compensate for the potential loss of the cue bid? Atul Quote Link to comment Share on other sites More sharing options...
Robert Posted November 23, 2005 Report Share Posted November 23, 2005 Hello everyone Sad to say that I am not a famous bridge player. Infamous perhaps? :P Have you considered trying to obtain the lead advantages when playing transfers?You also can gain additional advantages in the bidding. :) 1H-(X)-XX* shows 4+ spades, 1S* is semi balanced(which suggests your 'for the minors' interest at least somewhat) If you have 2-3 spades and only 2 hearts(if five card majors are used) you tend to have 8-9 minor cards. :) Partner will declare any spade or NT contract and the doubler will be leading away from his honors 'into' openers hand. If you hold Kxx and opener has Qx(x) a lead from the doubler permits two winners. If the doublers partner is on lead in this same suit, you should only make one trick. You also get to show various spade type hands after 1H-(X)-XX*-1S should suggest 'only' 3 cards or a 'minimum' opener. 2S should show 14-15HCP and 4 card support. Reponder with an average invitational hand should often pass after 1H-(X)-XX*-1S auction since opening is either minimum or holds only 3 card support. Responder with an invitational hand should be able to jump to game over 1H-(X)-XX*-2S since opener is showing 14-15HCP and 4 spades. You can narrow the range of your opener bid and also often gain any possible lead advantage. 1H-(X)-1S*(semi balanced NT type hand)-1NT which either ends the auction or you can invite/bid game. Whatever the contract, the doubler is on lead. :) Axx in dummy and Qx in your hand. With the doubller leading away from his honors you have a certain two tricks. If this suit was led thru the Queen, you are likely to get only one trick. Weaker holdings still gain from the lead advantage. Axx in dummy and J10x in hands is two tricks if the doubler leads the suit and often only one trick if the lead is from the other hand or you have to 'break' the suit yourself. Right siding the contract is often a good idea. 1H-(X)-1S*-1NT might find opener with AJ Kxxxx Kxx Kxx and any lead 'into' this hand has some advantage. That AJ holding opposite as little as !0xx in dummy is worth two tricks 'with' the doubler on lead. :) Regards, Robert Quote Link to comment Share on other sites More sharing options...
Robert Posted November 23, 2005 Report Share Posted November 23, 2005 Hello MikeH You might want to try using 3D-(X)-3NT to 'consult' partner, 4C would be lead directing and 4D would retain captaincy in your hands. I play some very non standard preempts so it is often a good idea to suggest possible higher bidding 'only' if I hold a suitable hand type. Since that 4C(and some other bids) is lead directing bid, there are certain 'negative' inferences when partner does not make a lead directing 4C(or those other) bid. Over 3D-(X) a whole new enterprise can open up, if you do not mind a little memory work: XX* shows the next higher bid(3Hs),3H* transfers to spades, 3S*=consults partner3NT*=clubs, 4C* transfers to 4D and 4D suggests that partner bids higher. Since you have two ways to 'consult' partner here, you may chose to show various degrees of interest in bidding higher. :P If the partnership plays standard preempts, you can bid XX as a two way bid, asking partner to double with extra defense or bid higher with shortness in their suit with a suitable hand. 3NT* can also be suggesting ownership of the hand. I am bidding 4D to make and wish to consult with you if you hold extra defense or extra offense. Pass is also an option and I can perhaps make a smart decision after your 'non forcing' pass. Regards, Robert Quote Link to comment Share on other sites More sharing options...
akhare Posted November 23, 2005 Report Share Posted November 23, 2005 When They Open: I use transfers after responder's pass, 1-level suit bid, 1NT or double. The transfers usually start with the cue bid of opener's suit, but after a negative double, they start with redouble.Seems very interesting indeed -- can you please elaborate? What are the requirements for responder's hand, is opener compelled to accept the transfer? Are responder's rebids after the transfer forcing or merely invitational? Atul Quote Link to comment Share on other sites More sharing options...
microcap Posted November 24, 2005 Report Share Posted November 24, 2005 I have been interested in transfer advances--it seems that when partner overcalls, normal bidding just cannot describe all the different hand types, ESPECIALLY when I have a good hand but no fit with partner. For instance, if bidding goes LHO 1♠, 2♣ partner, RHO pass. Sitting with a singleton ♣ and a 5 card suit, you might be better off bidding or not, plus partner won't know if you have 6 points or 12... Any simple suggestions or links--thanks....... :P :D Quote Link to comment Share on other sites More sharing options...
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