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Board 5: 31 high card points and a diamond fit, but both North and South are flat. North has a clear-cut pass after deducting a point for no Ace (and no ten or nine either.) South upgrades for all four Aces (along with a ten and two nines) and opens 2NT. North, still counting his hand as 11, figures the hands total 31 or 32 points -- not enough for slam with such flat shape. A simpe raise to 3NT should end the auction, but 8 out of 13 pairs reached hopeless slams.
On lead against 6NT, I figured partner for zero points and so punted with a heart; underleading either King may also prove safe but seems unlikely to gain. Declarer cannot manufacture anything and is held to 10 tricks.
Board 14: East lacks two quick tricks and should deduct something for the doubleton Jack, but I suspect almost all duplicate players would open 1S. West trots out Jacoby 2NT and East's leap to 4S (showing a minimum) closes the bidding. We won't talk about that silly 3NT...well, OK, partner forgot to jump and I thought he had a big hand but wasn't sure how big so I stalled with 3NT to let him cue-bid (thinking 3NT would surely make even if he passed) and, er, on to the next board...I do recommend this use of 3NT ("Courtesy 3NT") after finding a big major suit fit; West would cue-bid with definite slam values but has nothing extra here; opener, however, is unlimited and 3NT says "if you cue-bid I'll cooperate but if you are minimum for your 3S rebid let's stop at game." Many experts play "Serious 3NT" but that seems wrong to me, as it forces cue-bidding on hands which lack the values for slam.
Board 19: West opens 1C, East replies 1S, and West raises to game. East has no club control, but if he cue-bids 5D it will be a guess whether sufficient controls are avaible for slam. I think 4NT is the practical bid, especially playing some version of RKCB. An RKCB auction might continue 4NT-5C (0 or 3 key cards) 5D (asking for the Queen)-6D (showing the Queen of spades and the King of diamonds)-6S. Seven makes on a finesse, which would be a poor bet. Here, 13 tricks can also be made at notrump, but neither player can be sure the other isn't counting on ruffing something so 6S is the proper spot.
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