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Responses after strong 1C = 14+ any


serapuff

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Hi,

 

I was wondering what people thought is best after opener bids 1C (14+ any) - pass -? with a non game force hand.

 

I'm considering 2 options:

 

1) 0-9 = 1D, 10+ = 1h and up, some kind of relays

2) Some kind of semi positive responses (1D = GF, 1H = 6-9 bal/C+D/etc., 1S = 0-5, 1N and up shows some sort of shape)

 

Any thoughts?

 

Thanks!

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I'd also go for 1 GF, 1 double negative, and descriptive semi positive calls. It's important to describe your semi positives immediately, after a 1 GF you can handle interference a lot easier. Using (for example) 1 as any semi positive is imo asking for trouble: you have most HCP, but you don't know anything about distribution. You'll be poorly placed for a competitive auction.
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What Sam and I play should work here with some adjustments to the point ranges, but is very complicated. A fairly recent version is on my webpage. The features of this method:

 

(1) Most direct bids show a hand in the semi-positive to minimum game-force range, often transfer oriented to let opener declare. Opener can relay with a game-going hand to get exact shape and location of values, or can break relays immediately to show a minimum strong opening. Normally when opener breaks relays slam is out of the picture, so we can often blast game contracts (or bid naturally to investigate the best game, or pass with a semi-positive to get out). Opener also has the opportunity to upgrade and force game when a big fit is discovered early in the bidding.

 

(2) The 1 response encompasses both double-negative hands and very strong game-forcing hands. Opponents bidding destructively over this is often risky, because it may be their hand (double negative) or they may go for more than the value of our game (super-positive). In any case the two hand types are so opposite that distinguishing in competition is rarely difficult. Opener's rebid after 1-1 is typically natural, after which responder can relay opener's exact shape and location of values when holding the super-positive hand (reverse relay). This approach is especially beneficial when responder's hand is balanced (allowing the shapely hand to describe); thus we also reply 1 with some weaker game forces with balanced shape.

 

For something simpler, I second Gerben's suggestion.

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A 14+ 1 fits between 2 system stools -- strong club & weak opening systems. Either you open decent hands with 1 as a smallish subset of these, or you try the effect of opening the 45% of hands with 8-12 HCP and make do with a nebulous 1 on the rest.

 

If you go the latter route, it's sensible to make 1 13+ with 8-12 for limit openings. This suggests 4-card majors since you don't want to open 1NT with 9-12 bal at all vuls. This sort of system is strategically different; you budget for a small loss with a 13+ 1 and make up for it with limit openings that are both descripive and obstructiive.

 

Don't throw too much science at 1. For one thing, most auctions starting with a 13+ 1 will be competitive. Marston-style 1 as second negative, 1 GFR and the rest 6-10 is pretty complicated, though better than 1 0-10.

 

A simple improvement on tradition is to split the negative, though it pushes the positives up and conceals shape on the rest. Really it's all bad.

 

A very, very minor change is to swap 1 and Pass. This regains the lost step but is deemed a threat to civilisation as we know it.

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A 14+ 1 fits between 2 system stools -- strong club & weak opening systems. Either you open decent hands with 1 as a smallish subset of these, or you try the effect of opening the 45% of hands with 8-12 HCP and make do with a nebulous 1 on the rest.

I think this makes a lot of sense (in context of the system).

 

How would you define the other openings? Should the 1 be a canonical 13+ hand or would you asssign say 13-15 balanced to say 1 (in conjunction with some other hands types).

 

BTW, this isn't my creation -- I am just curious about ideas :angry:...

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Ok, somewhat same theme. 1 15+ and I have relay structure I want to use. So far I have played 1 as 0-8, game forcing all total 24 counts. I'd sort of like however to have semipositives possible. Now I think two realistic possibilities is to put 1 as GF+ (Actually 10 or 11+) or double negative (0-5 or so) or include all balanced hands in 1 GF and have double negative right away.

 

Good thing about putting double negative and GF in one is that I get the hand type across asap on most hands. Bad side is that some of relay breaks won't work like in GF sequence.

 

Good thing about GF+bal is that I make better use of relay reversals over 1 response (weak balanced hand can get to be the relayer and sign off)

 

Any new ideas? ;)

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Ok, somewhat same theme. 1 15+ and I have relay structure I want to use. So far I have played 1 as 0-8, game forcing all total 24 counts. I'd sort of like however to have semipositives possible. Now I think two realistic possibilities is to put 1 as GF+ (Actually 10 or 11+) or double negative (0-5 or so) or include all balanced hands in 1 GF and have double negative right away.

 

Good thing about putting double negative and GF in one is that I get the hand type across asap on most hands. Bad side is that some of relay breaks won't work like in GF sequence.

 

Good thing about GF+bal is that I make better use of relay reversals over 1 response (weak balanced hand can get to be the relayer and sign off)

 

Any new ideas? ;)

I wouldn't combine the GF and double negative in 1 bid. It lifts your relays even higher and opener can't easily reverse relays like he would when 1 is GF. Also, when opps intervene after 1-1. When it's GF, you can use forcing passes, saving space. If it's 2-way, opener may have a problem, and so can responder.

 

The 1 bid you save by combining isn't worth it imo.

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