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He introduced the terms full splinter and game splinter. A
full splinter over one-of-a-major starts at a good 14 suit points.
Game splinters are the 11-14 suit point hands on which we simply bid
game in 1
forcing. He thought you were allowed to splinter with
a singleton ace or king, and that you do not have to have control in
the other suits.
The rules:
or 1
opening, or to two- or four-of-the-other-major, or to five-of-a-minor. Both splinters and mini-splinters are on over overcalls, over
takeout doubles, and by passed hands.
to show a splinter in hearts, and 3NT over
1
to show a diamond splinter. (3NT is a splinter in the dearest suit.)
forcing, responder can
be limited and not able to force with a natural bid in a new suit.
supporting
diamonds, and to 4
supporting hearts.
The jump shifts that are not splinters are:
or 1
opening. Jumps to
the two-level have other meanings. 3
over 1
shows clubs and 5-10 high-card points. Other jumps over 1
to the three-level and
higher are preemptive, as in standard American. Even if partner
forgets that a delayed jump shift is a splinter, he recognizes that
these jumps are strong and continues bidding.
1 1 ![]()
1NT 3 ![]()
1 1 ![]()
1 3 ![]()
3
shows clubs and is nonforcing. To splinter in support of
opener's last bid suit in these cases you must jump to the four-level.
In 1
forcing, jump shifts over partner's response are
mini-splinters.
1 1 ![]()
3 1 1 ![]()
2
The non-club opening is limited to 15 points. The super two-suited
hand with less than 16 points is rare, and might have been opened
1
.
In the auction:
1 1 ![]()
3
the 3
bid is a mini-splinter in support of spades in our system and
ought to be in 2/1. This mini-splinter shows 16-17 suit points in
support of spades. It is a mini-splinter because partner can stop at
3
.
A second big-club auction where one less is nonforcing but one more is defined as a mini-splinter is:
1 1 ![]()
Suit Bid Jump shift
1
shows 16 or more high-card points, and 1
shows 0-6 points.
The jump shift is a mini-splinter because the 1
responder never has
the strength for a jump shift.
Here are principles that apply to splinter and mini-splinter auctions:
- Partner usually has shown a suit. An exception is after a transfer. For example:
1NT Transfer Response Jump shift
- A mini-splinter invites game. A mini-splinter in support of opener's major shows 9-10 suit points. A mini-splinter by opener in support of a one-level bid by responder shows 16-17 suit points.
- A splinter normally invites slam. If unlimited, this is approximately an extra ace, i.e. 29 suit points. If the count is minimum for a splinter, then it is in the form of useful aces and kings rather than slow queens and jacks in the off-suits. The splinterer expects to make five unless there is excessive duplication in the splinter suit.
If limited, for example, after a one-of-a-suit opening you splinter with less, but do have some extras.
- A splinter bid is made only when it is the most important feature of the hand that can be shown at that bidding turn. (If you judge that you should show a source of tricks in a suit, or look for a fit in the other major, then that is what you do.)
- If no suit has been raised, the splinter is in support of the last suit bid by partner. However, after one-major 1NT - jump shift, the jump to game is not a splinter.
- A splinter may be made into a previously bid suit. If a game force exists, a jump to game in a suit bid by partner is a splinter.
- A splinter in support of a major below three-of-the-major is a mini-splinter and an attempt to get to game.
- Above three-of-a-major, it is at least a mild attempt to get to slam.
- A response to a mini-splinter below three-of-the-major is a long suit game try (a maybe bid) in an attempt to get to game.
- Above three-of-the-major is a long-suit slam try (a maybe bid) in an attempt to get to slam.
- You may splinter in response to a splinter.
- A splinter in an inverted minor auction below four-of-the-minor is an attempt to get to game.
- A splinter in support of a minor in a game-forcing auction is an attempt to find the best game.
- Responses to splinters in support of minors follow the same principles as splinters in support of a major. Bids below four-of-the-minor are treated as attempts to get to game.
- A splinter tells partner to devalue honors in the splinter suit. It has been suggested that one should not splinter with a singleton ace or king. Though this is a good idea, there are exceptions.
Computer deals suggest that about one time in seven, the splinter is based on a void rather than a singleton. It would be nice to distinguish between these cases. We do not know how. To refuse to splinter with a void does not solve the problem now partner thinks you should have at least two cards in the suit.
A cue-bid in the splinter suit shows first round control.
Splinters can use a lot of space. Example:
1 4 ![]()
We would bid 3NT instead of 4
to show a diamond splinter. If you
bid 4
, opener has no way of investigating below game whether cards
in the unbid suits are useful for slam. This splinter is a preempt
by the side with the majority of the cards. Such a splinter should
be considered only if it has an exact definition. This splinter
makes the opener captain of the hand.
Or splinters can use a minimum of space. Example:
1 2 ![]()
3
Here, the splinter conserves bidding space. It indicates the
strength for a jump to 4
, and allows a final contract of 3NT.
This is useful, and does not create a captain-mate relationship.
Q x x x
x
K x x x
Q x x x
Q x x
x
A Q x x x x
x x x
1 Pass ? 1 2 ? 1 Dbl ?
Bid 3
. The mini-splinter is the most descriptive bid
available. Obviously, you might prefer to show diamonds with the
second hand, as that would be more descriptive, but there is no
diamond bid available. The mini-splinter can be used when the
opponents are in the auction either with an overcall or with a
double.
Q x x x
A x x
x
A K x x x
1 2 ![]()
2NT ?
Bid 2
to show your source of tricks at your first turn. A
full splinter is a possibility, but the most descriptive bid is 2
.
If opener rebids 2
or 2NT, you then follow with a splinter to 4
.
If the rebid is something else, you don't get to splinter at your
second turn.
Q x x x
A x x
x
A K x x x
1 2 ![]()
2 2 ![]()
2NT, 3 ?
Bid 4
. In this auction you do get to splinter at your third
turn. Remember that the name of the game is not "splinters," so if
you don't get to splinter it doesn't matter.
K Q x x
K J x x
K J x x
K
1 Pass ? 1 Non-jump ?
The previous example had a good 15 suit points. This hand has
a bad 17 suit points. This hand has a singleton king in the
splinter suit. Nevertheless, 4
is the most descriptive bid. It
will get partner to bid slam with the following "right" hand:
A J x x x
A x
A x
x x x x
A mini-splinter to 2
is not allowed.
x
Q x x x
K Q x x x
x x x
K x x x
Q J x x x
x x
x x
1 Pass ?
Bid 3
with both of these hands. You have an indeterminate number
of spades when you limit raise to 3
. At least, uncertainty in the
number of spades shown with a limit raise does not help the
opponents.
A x x x
x
A Q x x
A x x x
1 Pass 1 Pass ? 1 1 1 Pass ? 1 1 1 2 ![]()
? 1 Pass 1 2 ![]()
? 1 Pass 1 2 ![]()
?
Bid 3
. The mini-splinter describes this hand and I think that
3
over 2
is a mini-splinter. The 3
bid is not needed for any
other purpose. (Chapter 20 discusses negative double - support double implications in the competition.)
A x x x
A Q x
A x x x x
x
1 1 ![]()
?
Bid 3
in the one-club system as this is a mini-splinter by
special agreement.
A x x x
K J x x x x
A x x
1 1 ![]()
?
Bid 3
. One time in seven you will have a void rather than a
singleton.
K Q x x
A x x x x
x
A J x
1 1 ![]()
1 ?
You have several choices. The most descriptive bid is 4
a
splinter in opener's first suit.
A J x x x
x
A x x
K Q x x
1 1 ![]()
2 ?
Because 2
is forcing, 3
is a splinter. If partner fails to
alert, and then bids 3NT assuming you stop hearts, ethics requires
that you pass. Both directors and committees should treat you
harshly if you bid.
x
K Q x x
A K x x x
Q x x
1 2 ![]()
2 ?
Bid 3
. This is another example of splintering into a suit
previously bid by partner. I love this splinter, and have had
success with this auction.
K J x x
A K x x x x
x x
x
1 2 ![]()
2 2 ![]()
?
A splinter to 4
is reasonable. In hands where a game force
exists, there is probably always an alternative to the splinter.
The purpose of the splinter is to increase the accuracy of slam
bidding.
A x x
x
K Q J x x
K J x x
1 2 ![]()
?
Bid 3
in this inverted minor auction as you have the extra
points needed for a 3NT game, or to invite a diamond game. The
splinter is the best route for choosing between 3NT, 4
, 5
, and
6
.
A Q J x x x
A x x
K Q x
x
1NT 2 ![]()
2 ?
Because I never heard of Gerber I would bid 4
. This is an
example of splintering in a Jacoby auction. Partner should
recognize the magic hand.
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