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1m:1M 2m:?


jillybean

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Just went through these with Sathya.

1. 1♣:1♥ 2♣:2♦

 

2. 1♣:1♥ 2♣:3♦

 

3. 1♣:1♥ 2♣:4♦

 

1. Inv + checkback. Forcing on opener. Responder can pass.

 

2 . Walsh jump - 4 hearts, 6-7 diamonds, less than 9 points.

 

3. Probably kickback if you play it. Splinter is more universal.

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2/1 , how do you play these sequences and please also explain the why  :)

 

1.  1:1 2:2

 

2.  1:1 2:3

 

3.  1:1 2:4

 

 

tyia

1) game force, artificial.

2) invite, long d natural

3) splinter

 

 

That means with a weak hand I pass very often or rebid 2h with 6, weak. Yes, that means weak can be quite a wide range, I live with it.

 

That means with other invite hands I must rebid 2nt or 3c, I live with it.

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2C is a wide range bid although not forcing, but it is passed nearly never.

With like-minded partner:

 

1C-1H-2C-2D = forcing. This I believe is universally true whatever the system.

1C-1H-2C-3D = 4 hearts 6 diamonds, to play unless opener overrules with significant extras. If this is not the agreement, then it is 4-5 hearts, 5 diamonds, and invit

1C-1H-2C-4D = splinter with clubs as trump. Some play it as RKC for clubs I suppose.

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#1 3rd suit forcing, kind of NMF

#2 inv. 5-5, the inv. strength is a consequence of #2, strong

2-suiter go via 3rd suit forcing and than bidding the suit

#3 splinter for clubs, again basically a consequence of #1 and #2

It is also not an auto splinter, since a strong 1-suiter would also

go via 3rd suit, and fter that rebidding ones own suit showes

the strong 1-suiter

 

With kind regards

Marlowe

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1.  1:1 2:2

 

2.  1:1 2:3

 

3.  1:1 2:4

1. Forcing , semi-natural (I would prefer 2 with a GF hand with a stopper, but no stopper).

 

2. 5-5 GF

We think it is better that 2 then 3 show the inv 5-5, and direct 3 show the GF 5-5. One reason is that with the inv hand , if opener after 2 rebids 2, or 3 we may judge to pass and play there.

 

3. Splinter, fit.

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GF artificial.

GF with 5-5. Maybe inv is better but it's easier to remember that all jumps from responder are GF.

Splinter.

 

I disagree very strongly with peachy, 2m is not so wide ranging and you will pass it often. The default action from all 4-8 counts is to pass it (unless your major is long/strong). In contrast 1x-1y; 2z is much more wide ranging and you will try to pass it infrequently.

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GF artificial.

GF with 5-5. Maybe inv is better but it's easier to remember that all jumps from responder are GF.

Splinter.

 

I disagree very strongly with peachy, 2m is not so wide ranging and you will pass it often. The default action from all 4-8 counts is to pass it (unless your major is long/strong). In contrast 1x-1y; 2z is much more wide ranging and you will try to pass it infrequently.

We play FSF as inv.+.

 

FSF and 3rd suit have lots in common, so it makes sense to

play 3rd suit as GF, if you also happen to play FSF as GF.

Similar, if you play a jump in the 4th suit as GF, than ...

 

Maybe GF is better, but the inv. thing is easier to remember, ...

at least for us.

 

With kind regards

Marlowe

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I would play 2D as an artificial forcing bid. I would play 3D as 5-5 invitational. I would play 4D as a splinter. Not sure how standard any of this is though.

That's exactly how I play it as well, although 2 is just 3+ (not completely artificial).

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1: NMF, forcing for one round. Easier to play it as GF though or "forcing on opener", as Phil plays it.

 

2: GF, 5-5, if 2 is only a one round force. If you play 2 as GF or "forcing on opener", so 2 followed by 3 would be forcing, you should play this as invitational. With Shogi I play it as a splinter.

 

3: Some kind of splinter. I think I would like to play it as exclusion keycards.

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After the auction:

 

1 - 1 or 1

2 - ?

 

I play the following:

 

2 is extended new minor forcing. It is artificial, and while it is not technically a game force, the auction rarely ends below game.

 

3 is natural and invitational.

 

4 is minorwood.

 

4 is a splinter, but it has never come up.

 

After the auction:

 

1 - 1 or 1

2 - ?

 

3 is extended new minor forcing. As above, it is not technically a game force, but the auction rarely ends below game.

 

4 is a splinter (to make a natural game forcing club bid, one bids 3 first).

 

4 is minorwood.

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I am not a fan of 3 5-5 invitational since it's a small range and since 3 could be our best contract. I would choose to play it as 5-5 game forcing and the slow route invitational, or if the slow route must be game forcing then I make it a splinter.
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