Thursday, April 14, 2011

Thursday 4/14/2011

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Passed Hand Raise -- Board 10:
East might open 1C (Rule of 20, or Goren 13 count, including an Ace and two quick tricks) but I expect most passed. Add the 10 of diamonds to bolster that Jack and I would open. Assuming three passes, North opens 1H and East overcalls 2C. South has a complicated hand: x KQxx Q10xxx Kxx . Goren bidders would count 10 hcp, minus one for no Ace, plus three for a singleton with four trumps, for 12 points -- enough to invite game with a cue-bid of 3C. Losing trick counters would count 6 losers and consider inviting slam, not game! (But they, too, should deduct for the two Queens not balanced by Aces.) Cover card bidders assume the opening bid has 7 losers and expect to cover two with the high trumps, one each with the singleton and side King, one-half for the diamonds, so 7 minus 4.5 leaves about 2.5 losers, enough to bid game.

When raising, I try to visualize partner's hand. He's opened, so figure 12 hcp and at least 5332 shape. A plausible hand might be xxx Axxxx KJx Qx; only 10 hcp but pretty much a laydown 10 tricks. Since I can see a laydown game opposite a plausible sub-minimum hand, I would force to game. If I needed a full 12 hcp for a laydown game, I would merely invite -- if partner passes, he is more likely to have a not-so-perfect minimum than the one I'm hoping for. (Passed hand note - be cautious about overbidding opposite a third seat opening, but fourth seat openings should be full strength.)

Having decided to raise to game, South should consider finding a more descriptive bid than a simple blast to 4H. North could have a good hand for slam, or East/West might compete over 4H. It's true that East/West may benefit from any information South provides, but on balance I'm convinced partner will benefit more than the enemy. A direct raise to game traditionally shows five trumps, a singleton, and about 5-9 hcp; the theory is that even if game doesn't make, the opponents could make a part-score or game worth more than any penalty conceded.

South can cue-bid 3C, showing at least limit raise values, and then raise to game even over a sign-off. However, the most descriptive bid for South is a splinter jump to 3S: four trumps usually at least Qxxx, a singleton or void in spades, 10 hcp, and no otherwise no startling distribution on the side -- perfect!

 North, holding xxx AJxxxx AK Ax, has five losers and can expect South to ruff two spades, cover the two trump losers, and provide the Queen of diamonds or King of Clubs to dump the club losers. 4NT reveals one key card (or zero Aces using plain Blackwood) and North bids the excellent slam.

25 points! -- Board 13:
West counts his hand three times to make sure it's really 25, then opens a strong 2C after three passes. No reason to preempt the bidding with 3NT on a strong hand, which is why many players play Gambling 3NT. (With partners who don't play Gambling 3NT, I describe 3NT as "9 tricks", typically seven running tricks in a minor and two side aces.) East replies according to style; my favorite is "2H bust", so East bids 2D here promising 4+ points (or at least one King or Ace as some play.) This mildly positive response is forcing to game, so West can save some bidding room with a 2NT rebid, confident partner won't pass. East now bids 3D as a transfer -- systems are "on" when notrump is the first natural bid for our side. West dutifully bids 3H and East bids 3NT. West has extra values and would like to make a slam try -- but looking at all the Aces, how likely is East to cooperate? Well, if East has two Kings or the KQ of trumps he should. West cue-bids 4C but East should assume "if all he needs is the King of hearts he'll use RKCB" and sign off at 4H. That should end the bidding; West cannot count 12 likely tricks opposite Kxxxx and out. The slam makes double-dummy and is likely to make in practice on anything but a spade lead, but note two finesses and a 3-2 trump break are needed -- not good odds.

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