Two Over One System Notes

Jessie & Sarah

Two Over One System Notes

Jessie & Sarah
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Jessie & Sarah

One Minor Opening

1m – 2m: inverted minor 1m – 2H: mixed raise or 16+ HCP balanced 1m – 2S: reverse flannery, Inv. 9–11 HCP 1m – 1NT 2NT: artificial GF. 3C asking. 3NT=18–19; o.w. Shortness

1C Opening

1D 4+ D, deny M if < GF. 1M = 1H/S: 4+ M 2M: 12–14 HCP, 4 M or minimum 3 M with shortness. Responder uses Spiral to check. 3M: 15–17 HCP, 4 M with or without shortness 3M+1: asking. 4-level response showing: 3M+2: Void in m or M, relay to ask. Then 2-level resp to show void in om or oM 3M+3: Singleton in om 3M+4: Singleton in oM 4M: No shortness 2NT: 18–19 HCP, may have 4 M 3C: Wolff signoff 3D: is GF checkback 4M: Shape hand, to play < 16 HCP (3/4) oM or 4om: Splinter 4m: 16+ HCP, 6 m + 4 M
1m 1S – 3H: splinter in H, inv. 1C 1H – ?   1S: does not promise unbalanced 1NT: denies 4 S 1NT: 6–10 HCP, balanced. 2NT: artificial GF 3C: asking 3NT: 18–19 HCP 3D: long C, singleton in D (om) 3H/S: long C, singleton in H/S 2D/H/S: reverse 54 3D/H/S: 6 C + 5 D/H/S, GF 3NT: long c, to play 2C: Inv+ (10+ HCP), 5+ C, force to 3C 2D/H/S: 5C + 4D/H/S 2NT: Forcing one round (incl 18–19 bal) 3X: shortness (<15 HCP) 3C: Min. Unbalanced. 3D/H/S: Splinter, non-minimal 4C: Optional minorwood 4D/H/S: Excluded RKC 2D*: Reverse flannery (S5+H4+, S≥H). Weak < 8 HCP. 2H*: Mixed raise 7–9 HCP in C (caseA) OR 15+ balanced hand (caseB), both deny M 1C 2H* – ? 2S*: Asking (unbalanced) 3C: Mixed raise in C (caseA) 2NT: 16+ HCP, balanced, GF 3C: 6+ C, slam interest 3D/H/S: shortness 2NT: 12–14 HCP, balanced. Pass or 3C (caseA) 3NT/4NT (caseB) 3D/H/S: 6 C + 5 D/H/S. GF 3NT: 18–19 balanced. 4C: Optional minorwood 2S*: Reverse flannery (S≥H). Shape Inv. 2NT: Inv. 11–12, balanced, deny M 3C: NF 3X: shortness 3C: Weak raise 3D/H/S: Splinter in C (15–17 HCP) 3NT: 13–15 HCP, balanced, deny M

1D Opening

1M = 1H/S: 4+ M. Similar to 1C 1M. Spiral 1D 1H – 1S does not promise unbalanced 1NT: 6–10 HCP, balanced. 2NT: artificial GF 3C: asking 3D: 5D4C 3H/S/NT: long D, singleton in H/S/C 3NT: 18–19 HCP 3C: GF 5–5 2C: GF (default 5 C) 1D 2C – ? 2D: 5+ D 2H/S: 4 H/S, deny 5 D 2NT: Balanced 3C: 4+ C 3D: Good D, good hand 3H/S: C fit, splinter 2D: Inv+ (10+ HCP), 4/5+ D, force to 3D 2H/S/3C: 5 D + 4 H/S/C 2NT: Forcing one round (incl 18–19 bal) 3X: shortness 3D: Min. 3H/S/4C: Splinter, non-minimal 4D: Optional Minorwood 4H/S/5C: Excluded RKC 2H*: Mixed raise 7–9 HCP in D (caseA) OR 15+ balanced hand (caseB), both deny M 1D 2H* – ? 2S*: Asking (unbalanced) 3D: Mixed raise in D (caseA) 2NT: 16+ HCP, balanced, GF 3D: 6+ D, slam interest 3C/H/S: shortness 2NT: 12–14 HCP, balanced. Pass or 3D (caseA) 3NT/4NT (caseB) 3C: 5 C + 5 D GF 3H/S: 6 D + 5 H/S. GF 3NT: 18–19 balanced. 4D: Optional minorwood 2S*: Reverse flannery (S≥H) 9–11 HCP Inv. 2NT: Inv. 11–12, balanced, deny M 3C: 2nd suit, NF 3D: to play, NF 3M: shortness, GF 4C: 5–5, slam interest 3D: Weak raise 3H/S: Splinter in D 3NT: 13–15 HCP, balanced, deny M

Spiral

1m – pass – 1M – pass 2M – pass – 2M+1* asking; all 4 M invitations go through 2M+1) 1st step (2M+2): 3 M + shortness in om. 2nd step (2M+3): 3 M + shortness in oM. 3M-1 (=2M+4): 4 M support, non-min 3M: 4 M support, min 3NT: 4333, 4 M, max 4m: 6 m + 4 M 4om/(3/4)oM: 4 M, shortness 4M: 4 M, max, to play 3X helper suit with 5 M 3m/3M GF with 5 M

Reverse

Good 16+, 5-4 or 4441 The cheapest 2NT or the 4th suit is kind of Lebensohl. Then show an NF hand. Any bids after 2NT/4th suit are GF. 1C – 1S – 2H – ?   2NT*: relay to 3C, then show an NF hand All other biddings incl 2S are GF 1C – 1S – 2D – ?   2H*: relay to 2NT, then show an NF hand All other biddings incl 2S are GF 1C – 1H – 2D – ?   2S*: relay to 2NT, then show an NF hand All other biddings incl 2H are GF

XYZ

1X   1Y 1NT   ? 2C: relay to 2D, then pass to show weak D or bid to invite 2D: GF. Opener clarify M holding from low to high 2Y: NF 2Z (Z > Y): new suit, GF  (e.g., 1C 1D // 1NT 2H/S showing 5 D + 4 H/S) 2NT: relay to 3C, then pass to show weak C 3X: X fit, GF 3Y: single Y suit, GF 3Z (Z < Y): new suit, GF  (e.g., 1C 1H // 1NT 3D: showing 5 H + 4 D) 3Z (Z > Y): self-splinter, long Y suit, GF  (e.g., 1C 1H // 1NT 3S: H suit + short S) 1X   1Y – 1S – ?   2C/2D/2NT etc. same as above 3S: GF 1C   1D – 1H – ? 2C/2D/2NT etc. same as above 1S: forcing one round (flawed 1NT: no S stopper or not good to declare). < Inv. 1NT: natural 2S: GF 5 D + 4 S

Interference over 1m

1m (Dbl) ? 2m: 4 support 2/3 om: inv+ 2H/2S: weak, 6+ 2NT: m support weak (4–6) 3m: mixed raise (7–10) 1M forcing 1 round, as if it's non-forcing. Later 2-way check back system on

One Major Opening

1H Opening

1S: 4+ S, forcing. Opener's 2NT is Artificial GF. 2NT: Art. GF 3C: Asking 3D: 5 H + 4 D 3H: 5 H + 4 C 3S: 5 H + 3 S 4C/D: 6+ H, cuebid, deny 3 S 3NT: 18–19 HCP, balanced 4H: 6+ H, No extra 3D: 7–9 HCP, 6+ good suit 3S: 4 S, 15–17 HCP 4H: <18 HCP, long H 1NT: Semi-forcing. pass: 5332. 12 HCP 2C/D: 2/3-card. 12–17 HCP 2H: 6 H, 12–15 HCP. Could be 4522 with good 5 H 2S: Reverse. 4 S + 5 H 2NT: Artificial GF 3C: Asking 3D: 5 H + 4 D 3H: 5 H + 4 C 3S/4C/D: 6+ H, cuebid 3NT: 18–19 HCP, balanced 4H: 6+ H, No extra 3D: 7–9 HCP, 6+ good suit 3C/D: 18+ HCP, GF, 5 H + 5 C/D 3H: 16–18 HCP, 6+ good suit 3NT: 16–18 HCP, 6+ solid H 2C: 2+ C, general GF 2H: 6 H 2NT: Waiting 3H: Semi-solid H. Partner can raise with singleton 2D: 5+ D, GF 2H: 3+ H, constructive raise 8–10 HCP 2S: 4 H + 5 S, fitshowing GF 2NT*: 4 H, Inv+ 3C: 16+ 3D asking. Response in BLMH: 3H=bal; 3S=C short; 3NT=D short; 4C=oM short 3D: Accept inv., more to show. 3H asking. Response in BLMH: 3S=bal; 3NT=C short; 4C=D short; 4D=oM short 3H: Minimum. Do not accept inv. 3S/4C/D: 2nd suit. Source of tricks. 3NT: 18–19 HCP, balanced 4H: No extra. No shortness After interference: 1M pass 2NT* X: shortness pass: no control, non-min Bid: control + cuebid 3M: not accept inv. 1M – pass – 2NT – pass – 3C/D – pass – 3D/H – X (XX, Pass) show the first two levels in response (D0P1) 3C/D: Natural, Inv., usually no fit in H 3H: Vul: mixed raise Non-vul: preemptive 3S: S, weak 3NT: Splinter in S (oM) 4C/D: Splinter in C/D 4S: To play

1S Opening

1NT: Semi-forcing. Mostly same as 1H 1NT. 2C: 2+-card 2D/H: 4-card suit. 12–17 HCP 2NT: Artificial GF 1S – 1NT – 2NT – ? 3C: Asking 3D/H: 5 S + 4 D/H 3S: 5 S + 4 C 4C/D/H: 6+ S, cuebid 3NT: 18–19 HCP, balanced 4S: 6+ S, No extra 3D/H: 7–9 HCP, 6+ good suit 3C/D/H: 18+ HCP, GF, 5 S + 5 C/D/H or 4 with shortness 2C: 2+ C, general GF 2D/H: 5+ D/H, GF 2S: 3+ S, constructive raise 8–10 HCP 2NT*: 4 S, Inv+. Similar to 1H 2NT 3C/D/H: Natural, Inv., usually no fit in S 3S: Vul: mixed raise Non-vul: preemptive 3NT: Splinter in H (oM) 4C/D: Splinter in C/D 4H: To play

3rd / 4th Seat Opening

pass – pass – 1M – pass – ? 2C*: Reverse Drury. 3+ card support. Inv. 2D: Normal opening. Any new suit afterwards is Inv. 2M: Light opening New suit: GF. Slam interest 4M: To play 2NT: 4+ card support with singleton 3C asking. Response in LMH: 3D=C shortness; 3H=D shortness; 3S=oM shortness

Interference over 1M

After 1M overcall, 2NT always shows 4 card support, Inv+. 3M after overcall: preemptive (Non-vul) / mixed raise (Vul). 3M after X: weak; mixed raise if jump oM. Cuebid opp's suit = 3 card support, Inv+ Jump cuebid = Splinter Jump new suit = fit-showing Dbl jump new suit = splinter New suits force 1 round. 1H (X) ? XX: 10+ HCP, no fit. Tend to penalize. New suit after XX is GF. 1NT/2C: C/D suit. 6+ HCP. < GF. Partner bids as if non-forcing. 2D: 3 hearts support. Constructive. 8+ HCP. Unlimited 2H: Weak raise. 0–7 HCP 2S: Mixed raise. 7–9 HCP. 4 hearts support. 2NT: Limited raise. 10+ HCP. 4 hearts support 3C/D: 4 H, fit-showing 3H: Preemptive 3NT/4C/D: Splinter in S/C/D 1S (X) ? XX: 10+ HCP, no fit. Tend to penalize. New suit after XX is GF. 1NT/2C/D: C/D/H suit. 6+ HCP. < GF. Partner bids as if non-forcing. 2H: 3 hearts support. Constructive. 8+ HCP. Unlimited 2S: Weak raise. 0–7 HCP 3H: Mixed raise. 7–9 HCP. 4 hearts support. 2NT: Limited raise. 10+ HCP. 4 hearts support 3C/D: 4 H, fit-showing 3S: Preemptive 3NT/4C/D: Splinter in H/C/D 1H (2H) ? 2S: Forcing raise in H 2NT: C suit, Inv+ 3C: D suit, Inv+ 3D: Limited raise. 3+ H 3H: Competitive raise 1S (2S) ? 2NT: C suit, Inv+ 3C: D suit, Inv+ 3D: Forcing raise in S 3H: Limited raise. 3+ S 3S: Competitive raise 1M (2NT) ? — HHLL 1H (2NT) ? 3C: H fit, limit raise or better 3D: Spades, GF 3H: Competitive raise 3S: Spades, Inv. 1S (2NT) ? 3C: Hearts, GF 3D: S fit, limit raise or better 3H: Hearts, Inv. 3S: Competitive raise

NoTrump Openings

1NT Opening — 15–17 HCP

2C: Stayman 2D: No 4 M 2H: Garbage stayman. 4/5 H + 4 S. Opener corrects to 2S with 2 H and 3 S 2S: 5 S, unbalanced Inv. 2NT is max without S fit. Responder can continue 2nd suit 3S is inv. with S fit. 2NT: Inv 3C/D: 5+ C/D, GF 3H/S: Smolen 4M5+oM, GF 4C: Gerber (04)123 4D/H: Transfer to H/S 4NT: Quantitative 2H: 4 H 2S: 5 S, unbalanced inv. 2NT: 4 S, Inv. 3C/D: 5+ C/D, GF 3S: 44 majors 3NT: no fit Others: cuebids in 2nd suit 3H: 4 H, Inv. 3S*: 4 H, shortness somewhere. 3NT ask. Response in LMH 4C: 4 H, quantitative. Then 4D is last train. 4D: RKC in H: (14)(30)(2)(2+) 4NT: Quantitative with 4 S. 2S: 4 S 3H*: 4 S, shortness somewhere. 3S ask. Response in LMH 4C: 4 S, quantitative. 4D: RKC in S: (14)(30)(2)(2+) 4NT: Quantitative. 2D: Transfer to H 2S (2M+1): Superaccept, max, 4+ support 2NT (for S)/3C: 2nd suit 3D (3M-1): re-transfer 4X (3S): shortness 3H: Nuisance superaccept (non-max, good shape, 4+ support) 1NT / 2D / 2H / 2S = 54 Inv.    1NT / 2D / 2H / 4H = mild slam interest, bal. 2H: Transfer to S 2NT (2M+1): Superaccept, max, 4+ support 3C/D: 2nd suit 3H (3M-1): re-transfer 4X: shortness 3S: Nuisance superaccept (non-max, good shape, 4+ support) 1NT / 2H / 2S / 3H = 55 GF    1NT / 2H / 2S / 4S = mild slam interest, bal. 2S: Range asking or 6+ C 2NT: Min 3C: C, to play 3D/H/S: Shortness 4C: Optional minorwood 3C: Max. Same as above. 2NT: D (any strength), or D+C (usually weak) 3C: Better C than D 3D: D, to play 3H/S/4C: Shortness, a single D suit GF 3NT: 6+ D, mild slam interest (14–15 HCP) 4D: 6+ D, optional minorwood 3D: Better D than C. Same as above. 3C: Least-Info Puppet Stayman 3D: No 5 M 3H/S: 4 oM 3NT: To play 4m: Minor suit, optional minorwood 3H/S: 5 card H/S 3/4 oM: Set trump, slam interest 3NT: To play 4m: Minor suit, optional minorwood 3D: 5–5 minors, GF 3H/S: C/D fit 3NT: No fit 4C/D: Good C/D fit, shortness 3H: 31(54), GF 3NT: to play 4m: 4 card support 4H (singleton): max, ask partner to bid longer minor 4S: C KC 4NT: D KC 4S: to play 4NT: min, ask partner to bid longer minor 3S: 13(54), GF 3NT: to play 4m: 4 card support 4H: to play 4S (singleton): max, ask longer minor 4NT: 2-suit KC (14)(03)(2+0Q)(2+1Q)(2+2Q) 4NT: min, ask partner to bid longer minor 3NT: To play 4C: Gerber: (04)-1-2-3 4D/H: Texas transfer to H/S 4S: Pick a minor < 8 HCP. 65+ 4NT: Quantitative 5C/D: To play

2NT Opening — 20–21 HCP

3C: Muppet Stayman 3D: One or two 4-card major 3H/S: 4 card oM 4D: Both Majors 3H: No 4 or 5 card major 3S: 5 S + 4 H GF 3S: 5 S 3NT: 5 H 4C: H fit, slam interest 4D: Transfer to 4H 4H/S: No H fit, C/D suit 3D/H: Transfer H/S suit 2NT – p – 3D – p – 3H – p – 3S: 5 H + 4 S 2NT – p – 3H – p – 3S – p – 4H: 5 H + 5 S 3S: Minor suit, slam interest. Relay to 3NT, then: 4C/D: Single C/D suit. Optional minorwood 4H/S: Shortness. Both minors. 4NT/5C/5D: to play

3NT Opening — Gambling

A single 7+ card suit with AKQJ 4C: Pass or correct 4D: Ask singleton 4H/S: H/S singleton 4NT: No singleton 5C/D: Other minor singleton 4H/S/5D: To play 4NT/5NT: Bid slam with 8 card suit

Interference After Opener

1NT (2C) ? If (2C) = two majors: X: defensive, tend to penalize 2D: to play 2H/2S: C/D, inv+ 3C/3D: C/D, weak 2NT: minors, competitive+ 3H/3S: shortness (usually minors) GF If (2C) = other artificial, or C suit:   X: stayman System on 1NT (2D) ? If (2D) = an unspecific suit:   X: values Pass then X: negative Lebensohl on. If (2D) = two majors, see 1NT (2C). 1NT (2M) ? — (2M) is a real suit. Lebensohl. X: negative 2S (if M=H): sign off 3S (if M=H): GF 3C/D/(3H if M=S): GF 2NT forces partner to bid 3C pass: long C, weak 3C/D/(3H if M=S): sign-off 3S (if M=H): invitational 3M: 4 card oM, GF, no stopper 3NT: 4 card oM, GF, with stopper 3M: shortness, GF, minors 3NT: to play. half-stopper+ 4D/H: Texas Transfer (off when opp compete at 3D or above) 1NT (Dbl) ? If (Dbl) = penalty: System on XX: force pd to bid 2C; usually have one minor pass: to play If (Dbl) = artificial: System on XX: show values

Interference After Responder

After Stayman — Opponent doubles 2C (assuming club lead directing) 1NT (p) 2C (X) – ? 2M: has stopper in clubs. Ignore X, system on. Pass: No stopper in C. Major holding unknown. 1NT (p) 2C (X) – pass (p) – ? 2D: 3-suit garbage Stayman. Opener bids major if having one 2H: 2-suit garbage stayman (H+S) 2S: 5 spades unbalanced inv. 3H/S: Smolen XX: re-stayman. Invitational+ 1NT (p) 2C (X) – pass (3C) – ? X: stayman. Invitational+ 3D: 5 S, unbalanced Inv. 3H/S: Smolen After Transfer — 1NT (p) 2D/H (X): ? Pass: 2-card in responder's M 2H/2S: 3-card support XX: 3-card support, Max 1NT (p) 2D/H/S (X) – pass (p) – ? XX: re-transfer. New suit after XX is forcing. New suit directly: competitive

2C Opening

2D: Positive, waiting. Min is K&J 2H*: Relay to 2S. Then transfer Kokish 2NT: 25+ HCP. Response same as 2NT opening 3C: 5 H + 4 D 3D: good D fit 3H: good H fit 3D: 6 H 3H: good H fit, like non-serious 3S/4C/D: H fit, cuebid 3H: 5 H + 4 S 3S: good S fit 4C/D: good H fit, cuebid 3S: 5 H + 4 C Responder can break relay: 2NT/3C/D = C/D/S 3H = C+D 2S/3C/3D: Single suit 2NT: 22–24 HCP. Same as 2NT opening 3H/S: 4 H/S + 5 D 2H: Busted hand, max is 2 Q's 2NT: 22–24 HCP. Same as 2NT opening 3NT: 25+ HCP 4C: Stayman 4D/H: Transfer 2S/3C/3D: 6-card suit with 2 of AKQ

NT Overcall

Direct Seat: (1X) 1NT: 15–18 HCP with X stopper (1X) 1NT (pass) ? system on (2X) 2NT (pass) ? 3C: Regular stayman 3D/3H: Transfer 4D/H: Texas Transfer Balanced Seat: (1m) pass (pass) ? 1NT: 11–14 HCP X and then NT: 15–17 HCP 2NT: 18–20 HCP (1m) pass (pass) 1NT: System on (2X) pass (pass) 2NT: Regular Stayman, same system as (2X) 2NT

Slam Conventions

Optional Minorwood

4m: optional minorwood in the bidding suit m Response: 4m+1: no interest; then 14 – 30 – 2w/oQ – 2w/Q If response shows trump Q: +1 level is specific king asking If response does not show trump Q: +1 level is trump Q asking; +2 level is specific king asking Applies in the following sequences: 1m – 2m/(2m+2) – 4m 1m – 2m – 2NT/3m – 4m* 1NT – 2S – 2NT/3C – 4C* 1NT – 2NT – 3C/3D – 4D* 2NT – 3S* – 3NT – 4m*

Convention Overcalls & Two-Suit Overcalls

(1M) 2M = m + oM    (1M) 2NT = minors    (2M) 4m = m + oM    (3M) 4m = m + oM (1M) P (2M) 4m = m + oM    (1M) P (3M) 4m = m + oM (1m) 2m = Majors    (1m) 2NT = two lower suits (2D) 3D = Majors    (3D) 4D = Majors    (2D/3D) 4C = C + M (partner bids 4D to ask) (3C) 4C = Majors    (3C) 4D = D + M (partner bids 4H as p/c)

Continuations

(1M) 2M (p) ? — 2M shows 5 oM + 5 m 2NT: Ask minor 3C: Pass or correct 3D: Good fit in oM 2/3 oM: To play (1m) 2m (p) ? — 2m shows 5–5 majors 2D/H/S: To play 3H/S: Mixed raise 3C/D: Good fit in H/S 2NT: Asking range and shape. Inv+ 3C: 5–5 min 3D: 5–5 max 3H: 5 S + 6 H max 3S: 6 S + 5 H max (1M) 2NT (p) ? 3C/D: To play 3H: Good fit in C 4C: to play 3S: Good fit in D 4D: to play

Curly Cuebid

(1m) X (1H) ? Jumps are preemptive 2m (low cue) = good hand with om 2H (high cue) = good hand with S X = hearts, constructive+ (1m) X (1S) ? Jumps are preemptive 2m (low cue) = good hand with H 2S (high cue) = good hand with om X = spades, constructive+ (1H) X (1S) ? Jumps are preemptive 2H (low cue) = good hand with C 2S (high cue) = good hand with D X = spades, constructive+ Curly cuebid also applies in (1x) P (1y) X (p) ? (1NT) ? X: Show values 16+ HCP 2C: Two majors (54) 2D: Pick a major 2H/S: To play 3H/S: Competitive 2NT: All invitations go through 2NT 3C: 5–4 or 4–5 min 3D: bid your 5 card suit 3H: 4 H, to play 3S: 4 S, to play 3D: 5–5 min 3H: 4 S + 5 H, max 3S: 5 S + 4 H, max 3NT: 5–5 max 2D: One major 2H/S: 5 H/S + 4+ m 3C: Pass or correct 3D: Good raise in M 3H/S: Competitive 2NT: Constructive+ 3C/D: C/D, min 3H/S: C/D, max 2NT: Two minors 3C/D: Single C/D suit

(1C Precision) CRASH + Transfer

(1C) ? X: 2 suits of the same color (red HD or black SC) 1D: H 1H: S 1S: 2 suits of the same rank (majors or minors) 1NT: 2 suits of the same shape (rounded HC or pointed SD) 2X: Natural (1C) p (1D) ? X: 2 suits of the same color (red HD or black SC) 1H: H 1S: S 1NT: 2 suits of the same rank (majors or minors) 2C: 2 suits of the same shape (rounded HC or pointed SD) 2X: Natural

(2D Flannery) Defense

(2D): 5 H + 4 S X: 16+ 2H: Takeout. 2S/3C/3D: Natural 2NT: Minors

(2D Multi) Defense

2D = any major preempt (2D) ? pass: After figuring out the opponent's suit, treat it as a 2M opening. X: takeout 2NT: minors 4m: leaping michael X: 13–15 Balanced. Or bid suit afterwards to show 16+ HCP 2H/S: 5 card natural 2NT: 15+–18 HCP, bal. Strong NT 3H/S: 6 card suit, good hand.