HomeContentsChapter 26Appendix 1
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03-22-2006 20:01:25

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Good Ideas, Toys, and Bad Ideas

These items are characterized by low frequency.  All the good conventions have already been invented.  The poorer a new idea the quicker the world accepts it.  And then the bad idea slowly disappears into the sunset.

Some of these ideas I think are terrible.  Some I play with no evidence of their validity.  Some I play because I have verified with computer studies that they are good.  Some I think are right, but don't play because I think there are hidden problems.

My list of good ideas:  Stayman, major-suit transfers, Blackwood, negative doubles, unusual notrump, unusual versus unusual, support doubles and redoubles, new-minor forcing, immediate cue-bid as top and bottom, 2NT = Do the right thing, limit raises, splinters, long-suit (help-suit) game tries, source-of-tricks bidding, cue-bidding, 1NT forcing over a major, two-over-one forcing to game, Kokish, Grand-Slam Force, Lightner doubles, and Law of Total Tricks.

I am close to putting the following in the okay list:  responsive doubles, inverted minors, and Granovetter's switch in time theories.

Read nothing into the order of the following list.  They simply are a set of topics we might choose to talk about.  My list of good ideas, toys and bad ideas includes:

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