| Home | Contents | Chapter 10 | Chapter 12 | 03-22-2006 20:01:24 |
The purposes of the weak two-bid are:
These are the rquirements for a Bailey Two-Bid:
These requirements allow only five distributions 5-3-3-2, 6-3-2-2, 6-3-3-1, 5-4-2-2, and 5-4-3-1. These distributions are shown in the five examples of weak two-bids:
K x x
x x
J x
J x x
A x x
Q x x x x
K Q J 10 x x
K Q 10 x x
A J x x x
Q 10 x x x x
A x x
A x x
Q x x x
K x x x
K J x
x x
x x
x x
x
x
The suit can be weak as in the first example, or strong as in the second example. The remaining examples show more typical suits. The five to the queen rule is tricky. Is six small better than Q-x-x-x-x? This rule was chosen so partner could confidently lead from a king high suit.
The point count rule could be stated:
To open a two-bid with 5-3-3-2 distribution requires 9-11 HCP: all other allowed distributions require only 8-10 HCP.
The point count rules of Chapter 2 are used. Because of flaws, 8-10 may sometimes include 11 HCP and 9-11 may sometimes include 12 HCP. There is no gap between a two-bid and a one-bid.
The requirements are chosen so that weak two-bids arise frequently (1.3 times per session) and so that partner can intelligently decide between passing, improving the contract, inviting game, competing, bidding game, and doubling the opponents. Major suit length is more restricted than minor suit length because responder is more apt to want to improve to a major, and because the opponents are more apt to compete in a major. Knowing that opener has two or three cards in the majors, responder can judge the offense (or defense) at a major suit contract.
We reserve the right not to open a hand that qualifies as a weak two-bid. Not vulnerable, I open everything that qualifies. Vulnerable, I am using judgment which means that two-bids are made approximately on the following: hands with a six-card suit, hands with a strong five-card suit, hands at the top of the point count range; or I do not choose to be conservative at the current score situation (behind in a team match or soft results in a pair game), or the opponents are harmless. We do it on most hands that qualify.
You ask about deviating in third seat? I hate that question. You should not deviate until you master the fundamentals. The only deviation I believe in is a side four-card major in third and fourth seat. In third seat, I might open J-10-x-x-x or x-x-x-x-x-x. I would not be too bothered with 8 points in a 5-3-3-2 hand. You could follow me forever and I won't ever have a seven-card suit, 10 cards in two suits, a void, or a singleton in an unbid major.
Fourth seat weak two-bids are reasonable. One would expect length in the majors and a near maximum count.
Weak two-bids have a suit count of 11-14 (15) suit points. Thus, over two-of-a-major, responder should invite game with 12 suit points and bid game with 14 suit points. The notrump count of a weak two-bid is 9-12. A computer study convinced me that it is right to pound into game with 15 notrump points.
The responses are:
, 2NT is to play.
Responder is captain. Opener has described his hand and leaves future decisions to partner. Contrast this with other two-bids where responder's actions are restricted to keep the partnership out of trouble. From the requirements for the weak two-bid and by looking at his hand, responder should be able to evaluate the offense of both partnerships. He has the freedom to place the contract. It is up to him to see that the best result is achieved from the bid. Both partners must favor the use of weak two-bids. If one partner is opposed, he will not use the best judgment over his partner's two-bid, and he will fail to open two-bids when his partner could use good judgment.
Evaluation of responder's support:
Here are some generalizations (exceptions exist) to direct responder's actions:
bid with a five-card major. The major is either
a seven-card or an eight-card fit.
unless there is a reasonable hope of making 2NT.
K Q J 10 x
Q x x
x x
x x x
?
Pass. This is not a weak two-bid. With 5-3-3-2 you need 9 HCP.
x x
Q J 10 9 x x
K Q J x
x
?
Pass. You have 10 cards in two suits. Offensively, you can
take seven tricks at hearts. If you open 2
and the opponents
compete, you will want to bid 3
. If you open 2
, partner will
misjudge both the offense and defense. He will correct to inferior
contracts, miss 4
, etc..
A Q x x x x
K x x x
K x x
2 Pass ?
Bid 2
over 2
. Takeouts are nonforcing and you will play
2
which you know to be a better contract than 2
. If takeouts
were forcing your choices would be to pass 2
, or to bid 2
and
then 3
. 2
may be the last makeable contract for either side.
You have to be able to find and then play your best contract over
your own preempts.
K Q x x x
x
x x x
A K x x
2 Pass ?
Bid 2
over 2
. It is worthwhile to predict the auction at
other tables. Here, if partner passed, we would open the bidding,
and it could go:
Pass 1 ![]()
1NT 2 ![]()
2 Pass Pass 1 ![]()
2 Pass Pass 1 ![]()
2 2 ![]()
Pass Pass 1 ![]()
3 Pass, 4 ![]()
We guess that most of the time this deal will play in a spade part-score. We don't believe in "going with the field," but it is nice to know what they are doing. If the opponents enter any of these "other table" auctions, they are apt to be doubled.
Q x x x
K x x
A x
J x x x
2 , 2
, 2
Pass ?
Pass your partner's two-bid. To raise preemptively makes the
unwarranted assumption that the opponents are going to bid. If you
pass, your hand remains an unknown quantity, and for this and for
the ability to invite game, we give up the preemptive raise. Over
the pass, the opponents can only guess about your count and
distribution. If the opponents bid, raise spades or hearts to the
three-level. This is a minimum competitive raise of hearts. If the
opponents bid 3
(they can have only seven spades), you expect to
set them. A part-score double on this hand, though, will lose more
matchpoints than it gains. I would double 3NT because this double
helps partner on defense by announcing that the opponents have
misfired.
K 10 9 x x
x x
Q J x
K Q x
2 Pass ?
Yes, it was partner who opened 2
. Pass. A converse of a
Goren rule is: "A passed hand opposite a passed hand will not produce game." Neither do you need to bid 4
as a save. If game
makes in an experienced field you will get a zero because one
partner will open 1
and the other will bid 4
. If you think 4
should make more often than not, then run a simulation. Rarely will
partner's weak two have a 50% or better play for game.
K 10 x x
K x
A K x x
J x x
2 Pass ?
Pass. This is a maximum pass. With one more point you would
drive to game over 2
. Because you have an opening bid, feel free
to double the opponents when they come into the auction.
Q J x
K Q x x
A J x x
x x
2 Pass ?
With a full opening bid, this part-score should belong to you.
It is all right to let the opponents overcall push you to the three-level. With no intervention, this hand qualifies as a spade raise
(your 12 suit points plus partner's 11 suit points equals 23 suit points) - a pass of 2
may work out. If partner had opened 2
,
raise to 3
. If partner had opened 2
, pass, or raise to 3
to
invite 3NT.
Q 10 x x x x
x
K Q x
A x x
2 , 2
Pass ?
Bid 2
over 2
or 2
. The correction promises nothing and
partner is expected to pass. If 2
is overcalled with 2
, your
bid of 2
is still nonforcing, but may be raised. If they compete
with 3
, I would bid 3
.
Q x x
x
A x x
K J 10 x x x
2 , 2
Pass ?
A maximum pass of 2
. A clear cut 3
bid over 2
. To
improve the contract to the three-level, you would like to have a
six-card suit.
K Q x x
Q J x
A Q J x
x x
2 , 2
Pass ?
With 15 points bid 3NT over 2
. A second choice would be to
raise 2
to 3
to invite 3NT. Fourteen suit points is enough to
bid 4
over 2
.
A K J 10 x
Q x
K Q x x
x x
2 Pass ?
In principle you jump shift to 3
to force to game and to find
five-three major fits. This five-card spade suit is adequate to
play a 5-2 spade fit, so jump directly to 4
.
A Q x x x
K Q J x x
Q x
K
2 Pass ?
Science allows the jump shift to 3
. With three spades and
two hearts, partner bids 3
as a check back for spades, and usually
this allows the stronger hand to play 3NT. With five spades we then
raise to 4
. We have just dummy reversed the hand.
10 x x x x
Q x x x
J x x x
2 Pass ?
Fortunately, when you pick up a rag like this, partner does not
open 2
. Your action depends on the opponents and the
vulnerability. Supposedly you bid 2
over 2
. If the opponents
forget to double 2
, we might let partner obtain experience in a 5-0 trump fit.
The types of hands responder may have for the 2NT forcing response are:
Opener's response to 2NT is to choose a minor, and that caters to:
x
x x
A J x x x
K 10 x x x
2 Pass ?
Bid 2NT over 2
. Partner will pick his longest minor. Over
a not vulnerable 2
, it is probably right to bid 2NT as this forces
the opponents to find spades at the three-level. Vulnerable, and
over a 2
opening, it may be right to pass, i.e. you surrender and
allow the opponents to easily find their spade fit rather than go
for 200 at a minor.
x
A K x x x
K 10 x x
A J x
2 2NT 3 3 ![]()
J x
A K x x x
K 10 x
A J x
2 2NT 3 3 ![]()
Partner raises with three hearts, bids 3
with six spades, or
bids 3NT.
A K x x x
x
K 10 x x
A J x
2 2NT 3 3 ![]()
Partner raises with three spades, or bids 3NT. You could also
jump directly to 3
. Then, with no spade fit, partner plays 3NT.
The difference between the two responses is who declares 3NT.
A K x x x
J x
K 10 x
A J x
2 2NT 3 3 ![]()
This auction is forcing and shows exactly two hearts. If
partner is on the ball, he will bid 3
with three spades, and we
will find our 5-3 spade game. If he is sloppy, he may rebid 3NT
with three spades, and we will miss our spade fit.
K 10 x
J x
A K x x x
A J x
2 2NT 3 ?
Responder can bid either 3NT or 3
. The delayed 3NT bid shows
uncertainty about which game to play, and the only other strain that
has been mentioned is hearts.
K x x x
A K
A Q x x x
K x
2 2NT 3 4 ![]()
?
Here the uncertainty is between game and slam.
I cannot recall a minor-suit game force initiated with a 2NT response. Here is a possibility:
K x x
A Q x
A x x x x
K x
Q x x x
x
x
K Q J x x x x
2 2NT 3 3 (or 4
)
3 4 ![]()
4 5 ![]()
Pass
Once responder bid 3
(or 4
) a game force was created.
A corollary to the 2NT response is that a jump to 3NT sets the contract, and opener can rebid his suit only if it is playable opposite a void.
| Home | Contents | Chapter 10 | Chapter 12 |