THE SYSTEM

Standard American.

Modern Standard American with 2/1 Game Force built in - not an option, the system. This is how the game is played at championship level today, and it is the system every natural hand in Bridge Sense is bid and graded against. Read it top to bottom, or jump to the part you need.

OVERVIEW

The Standard American experts play

This is not the textbook Standard American of decades past. It is the modern approach the expert game has settled on, upgraded in the places that decide contracts: the notrump structure carries a championship convention card, the minor openings play inverted raises, the major openings gain the game-forcing two-over-one with the forcing notrump and Two-Way Drury around it, and the competitive card runs from Lebensohl to splinters. Same five-card-major skeleton, modern muscles.

One precision worth learning early: the two-over-one response forces to game only from an unpassed hand - a hand that already passed cannot logically insist on game, so its two-level bids mean other things (see the game-force rule and Two-Way Drury below). Pick Standard American from the system selector on the practice screen and every call is graded against exactly what this page says.

BEFORE ANY OF IT

How to count the hand

Every range below assumes the same vocabulary. It's worth being precise about it, because most bidding disagreements between partners turn out to be arithmetic disagreements in disguise.

High-card points (HCP)Ace 4, King 3, Queen 2, Jack 1, 40 in the deck. Every range on this page is HCP unless it says otherwise.
Support pointsOnce a fit of three or more cards is known, add for shortness outside trumps: void 5, singleton 3, doubleton 1. Raises are judged on support points, not raw HCP, which is why a 5-count with four trumps and a singleton is worth a raise and a flat 7-count sometimes isn't.
The Rule of 20HCP plus the lengths of your two longest suits. Reaching 20 is worth an opening bid even below 13 HCP, because the shape compensates. ♠AQJ84 ♥KJ973 ♦K6 ♣2 is 11 HCP but 11+5+5=21: a clear opening. The majors go one step further: an eleven with a five-card major opens it without the rule, and a ten with a good six-card major opens on the rule alone.
Balanced shapeNo void, no singleton, at most one doubleton: exactly 4-3-3-3, 4-4-3-2 and 5-3-3-2. Everything else is unbalanced, including 5-4-2-2 and 6-3-2-2, which are semi-balanced and not eligible for a notrump opening.
Suit qualityFor preempts and two-level overcalls, a "good" suit means two of the top three honours, or three of the top five. It's what separates a sound weak two from a reckless one.
Working points and wasted pointsOnce a hand has shape, where the honours sit matters as much as how many there are. Honours in the trump suit and in a long side suit are working points: they pull on every trick the hand plays. An honour below the ace in a suit the opponents have bid is wasted: they bid it because they hold the cards sitting over yours. In a short suit only the ace is fully good; a king or queen in a doubleton is wasted about half the time. Aces are working wherever they sit.
When to ignore all thatFlat hands. Three notrump on a balanced 26 needs the raw count and nothing else: the second tier is for hands where shape is doing the work, and second-guessing quality on a flat hand loses more than it gains.

OPENING BIDS

What each opening promises

1♣3+ clubs (the “better minor” when 3-3 in the minors), 13-21 HCP. Not necessarily long: it's the default opening when nothing else fits.
1♦3+ diamonds under the same better-minor rule, 13-21 HCP.
1♥ / 1♠5+ cards in the suit, 11-21 HCP: every eleven with a five- or six-card major opens it, and a ten opens a good six-card major (two of the top three honours) when the rule of 20 is met. Seven-card suits preempt instead. This is a five-card-major system: a 4-card major is never opened at the one level.
1NT15-17 HCP, notrump shape. May contain a five-card major when the hand is 5-3-3-2 (the responses treat it as a four-carder), or a good six-card minor at 6-3-2-2 with two of the top three honours.
2♣Strong and artificial: 22+ HCP or game-forcing values with any shape. Forcing for one round.
2♦ (Flannery)Exactly four spades and five or six hearts, 11-15 HCP. The awkward hand that opens 1♥ and has no comfortable rebid says everything in one call; the weak 2♦ is given up for it, and weak diamond hands simply pass. Continuations below.
2♥ / 2♠Weak two: a good 6-card suit, 5-10 HCP. Not forcing.
2NTBalanced, 20-21 HCP.
3-level preemptsA long, weak suit well short of an opening hand, meant to eat the opponents' bidding room.
4♣ / 4♦ (Namyats)The strong four-level major openings, transferred: 4♣ shows the heart hand, 4♦ the spade hand. A solid, self-sufficient suit of seven or more, 7.5 to 8.5 playing tricks, an outside ace or king, and slam interest. Responder's step relay asks: opener signs off in the major with a minimum, or cues an outside control with a maximum. Bidding the major directly is the sign-off, and opener must pass.
4♥ / 4♠With Namyats in play, the direct four-level major is purely preemptive: a seven-card or longer suit with 5-10 HCP and the shape to play at the four level, and by inference not the strong version - that hand opens the minor below.

Two conventions decide the rest. Five-card majors means 1♥ and 1♠ always promise five, so a four-card major is opened one of a minor and shown later. Better minor means with no five-card major you open the longer minor, and with equal length, 1♦ on four-four, 1♣ on three-three. That 3-3 case is exactly why a 1♣ opening can be a three-card suit.

Opening 1♥ rather than 1♠ carries an extra message: with five-five in the majors you open the higher, so 1♥ denies five spades. 1♠ makes no such promise about hearts. Small asymmetries like this are what let partner draw real inferences later in the auction.

THE CORE RULE

Forcing to game

A new-suit response at the two level to partner's one-level suit opening (by a hand that hasn't already passed) is forcing to game. No matter what happens for the rest of the auction, the partnership has agreed not to stop below game (barring a disaster uncovered along the way, like finding a combined 18 HCP and an 8-card fit missing four top honors).

The one standard exception: a passed hand. If responder has already passed as dealer or in second/third seat, a later two-over-one is merely competitive and constructive, not forcing: you can't force to game with a hand that already denied opening values.

RESPONDING TO 1♥ / 1♠

Responses to a major

1NT (forcing)5-11 HCP, forcing for one round: opener must bid again. Denies four-card support (four trumps always raise), but may hide a three-card limit raise that jumps in the major next round. By a passed hand it is only semi-forcing: opener may pass a balanced minimum.
2♥ / 2♠ (simple raise)6-9 HCP with 3+ card support, or up to 12 with four trumps, since the jump raise is preemptive and 1NT denies four-card support. Constructive but not forcing; opener with extras moves over it.
3♥ / 3♠ (jump raise)Weak: 0-9 HCP with 4+ card support, purely preemptive. The strong raise goes through Jacoby 2NT instead, so this jump is never a strong hand.
2NT (Jacoby)Game-forcing raise: 13+ HCP with 4+ card support. Opener rebids to show a singleton/void, extra shape, or minimum vs. maximum.
Splinter (double jump in a new suit)Four-card support, game-forcing values, and a singleton or void in the suit bid - 1♠–4♣ shows short clubs with spades agreed. With shortness this outranks Jacoby: opener can price every honour before anyone asks for aces. Kings and queens facing the singleton are wasted; low cards facing it are perfect.
New suit at the 2 level12+ HCP (some pairs play 10+), forcing to game, no fit promised yet, this is the bid that gives the system its name.
New suit at the 1 level (1♥–1♠)6+ HCP, not forcing.
2♣ / 2♦ by a passed hand (Two-Way Reverse Drury)Artificial limit raises after a third- or fourth-seat 1♥/1♠: 2♣ shows 10-12 with exactly three trumps, 2♦ the same with four or more. Opener's cheap return to the major says "light opening, no game" and responder passes; over 2♣, opener's 2♦ confirms a sound opening and responder clarifies bottom or top; after 1♠, opener's 2♥ is natural with four hearts and no promise of a full opening; any other bid is natural and game-forcing with slam interest.

THE FORCING NOTRUMP

After 1♥/1♠ – 1NT

The forcing notrump is the other half of the game-force rule: every hand of 5-11 that cannot raise and has no suit to show at the one level starts here, and opener must bid again. Opener's rebid tells strength and shape at once, and with nothing to say, the convention is a three-card minor.

2 of the opened suit12-15 with a sixth card in it. Length, not strength: with a six-card suit and a four-card minor on the side, a minimum still rebids the major.
A new suit at the 2 levelA lower-ranking second suit of four or more, up to about 17. With 12-15 and neither of those, bid the longer minor: it promises only three cards. The forcing notrump obliges opener to say something, and a three-card minor is the conventional nothing.
3 of the opened suit16-18 with a strong six-card suit, invitational. Partner may pass.
2NT16-18 balanced, invitational. The threshold is lower than the 17-18 most books give, because this system opens the major on a 15-17 balanced hand with a five-card major instead of opening 1NT, so a 16-count that opened 1♠ has concealed a third of its strength and has to show it now.
2♠ after opening 1♥ (reverse)17 or more with four spades, forcing. The suit that outranks the opening promises the extra strength to survive the level it consumes. After a minor opening the same reverse into a four-card major carries the strong three-suiters.
Jump to game in the major19 or more with a six-card suit: opposite a response that promised five, the game is there on arithmetic alone, so name it.
Jump shift to 3 of a new suit18 or more with a four-card suit, forcing. The 15-17 two-suiter bids its second suit cheaply instead and shows the extras with a game try if partner moves.
3NT19 or more, semi-balanced. Not an invitation: the response promised five, so 19 is already 24-plus between the hands.
Pass (passed hand only)Opposite a passed hand the 1NT response is semi-forcing, and a balanced 12-13 may pass it. An unpassed 1NT must be answered.

Responder's second bid

The 1NT response said almost nothing, so the second call carries the real message: weak hands take a preference or sign off, and the 10-11 hands invite.

PassWeak (5-9) with a clear preference: four-card support to pass a minor rebid, three to pass a 2♥ rebid after a 1♠ opening.
2 of opener's majorWeak preference on a doubleton. Partner's five-card major opposite two is at least a seven-card fit, which beats a possibly three-card minor.
A new suit, no jumpWeak with a real suit of its own: six or more cards. A sign-off, and partner is expected to pass.
2NT10-11, no fit, the unbid suits under control. Invitational: opener passes a minimum and accepts from 14.
Jump to 3 of opener's majorThe delayed limit raise: exactly three trumps and 10-12 in support. This is why the immediate raise stays 6-9, the 1NT-then-jump route keeps the ranges apart.
Raise of opener's minor10-11 with five-card support and an unbalanced hand: the raise says where the tricks are and lets opener judge between 3NT and stopping.
The Impossible 2♠After 1♥ - 1NT - 2♣/2♦: with four spades responder would have bid 1♠, so 2♠ cannot be natural. It shows an invitational raise of the minor with real five-card support - like 2NT, but promising the fit rather than the stoppers.
Jump in a new suitA strong six-card suit, invitational (as few as 8 points when the suit is good).
3NT or 4 of the majorA maximum 1NT (11) that improved on hearing the rebid: the doubleton opposite a six-card major rebid is a known eight-card fit.

In competition the convention is off: over an overcall or a double, 1NT reverts to its natural, non-forcing meaning with a stopper in their suit. And it applies only to the majors: a 1NT response to 1♣ or 1♦ is the standard 6-10.

RESPONDER'S SECOND CALL

When to stop inviting

The commonest way to miss a game is to invite one you could have bid. Partner opened, so the moment responder can count 25 between the hands the question is not whether to play game but which one.

14+ opposite an opening is a gameNot an invitation, and it applies to any opening rather than only to a suit opener has rebid. Partner opened, so there are 25 or more between the hands: raising one more level asks a question whose answer is already known, and lets partner pass it.
With a known eight-card major fitBid the major game. The trump suit is settled, so the only remaining question is the level, and 14 opposite an opening answers it.
Without oneBid 3NT. The major fit may be seven cards, and 3NT hands the choice back to the one player who knows their own length: opener passes, or corrects to four of the major holding the extra card.
Once the opponents are inThis arithmetic stops applying. The same values may be worth a penalty double or a competitive judgement instead, and neither follows from a point count.

THE STRONG RAISE

Jacoby 2NT

Because the direct jump raise is weak in this system, the game-forcing raise needs somewhere else to live, and Jacoby 2NT is it. Keeping the strong raise low is the whole point: it leaves the entire three level free for opener to describe shortness before the partnership commits.

2NT by responderArtificial and game-forcing: 13+ support points with four-card support for opener's major. Because it's forcing, there's room below game to investigate slam instead of just guessing. With a side singleton or void, the splinter says it better.
Opener's answers, in priority order1: a quality five-card side suit at the four level (two of the top three or three of the top five honours; a six-carder qualifies on an ace or king) - the strong two-suiter picture. 2: a new suit at the three level, showing a singleton or void there. 3: 3NT with 18-19 balanced - the strong balanced hand that was too good to open 1NT (the 15-17 version opens 1NT even with its five-card major, so it never arrives here). 4: game in the trump suit with a 12-14 minimum, a signoff. 5: three of the trump suit with 16+ and no other suitable call, asking responder to keep describing.
Responder over a 3-level answerAny new suit (besides trumps) shows a first-round control: an ace or a void. Not a singleton - a singleton king is a fine card and the wrong message. The controls picture, not the point count, is what settles the slam.

RESPONDING IN THE OTHER MINOR

New suits over a minor opening

1♦ over 1♣Four or more diamonds and 6+. A new suit at the one level costs nothing and is forcing, so it keeps every strain alive: partner can still show a major, raise diamonds, or bid notrump. Ranked below a four-card major: with both, bid the major, since a major fit is worth more at the same level.
2♣ over 1♦Five or more clubs and 11+. Going past 1NT promises more than a minimum: what the two level costs is values, not length.
1♦ or a raise, on a minimumHolding four diamonds and four clubs opposite 1♣, bid 1♦ on a hand worth a second bid, the diamond suit may be the contract, and there is room to support clubs later. On 6-10 there is no later: partner passes or rebids, and the club fit never gets shown, so raise instead.

RESPONDING TO 1♣ / 1♦

Responses to a minor

New major at the 1 level6+ HCP, not forcing, bid up the line (cheapest suit first).
1NT6-10 HCP, balanced, no 4-card major to show, not forcing.
2♥ (Reverse Flannery, weak)Five spades and four or more hearts, 5-9 HCP: the two-suiter that otherwise responds 1♠ and can never safely show the hearts. Opener passes with heart tolerance, puts it back to 2♠ with a spade fit or a doubleton, and moves only with a real maximum.
2♠ (Reverse Flannery, invitational)The same shape - five spades, four-plus hearts - with 10-12. Opener declines by passing or taking the heart preference, and accepts with fifteen-plus: four spades with three-card support, four hearts with four, 3NT balanced without a fit.
The game-forcing major two-suiterWith the values for game and long spades, respond 1♠ as usual - the strength shows up next round, through XYZ or a jump. The old game-forcing jump shift to two of a major is retired in favour of Reverse Flannery.
2♣ / 2♦ (inverted raise)10+ HCP, 4+ card support, forcing. Most expert partnerships play “inverted minors,” where the jump raise is weak and the direct raise is the strong one: the reverse of majors.
3♣ / 3♦ (weak jump raise)Preemptive, 4+ card support, well under opening values, the counterpart to the inverted raise above.
After the inverted raiseThe raise is forcing, so opener always answers: 2NT with a minimum and both majors stopped, three of the minor with a major unstopped, 3NT outright from fifteen with stoppers. Responder raises 2NT to game with thirteen or more.
1♦–2♣Two-over-one game force with at least FOUR clubs, 12+ HCP. It may conceal a four-card major (the club suit goes first and the major surfaces naturally under the force) but never a five-card major, which responds one of the major instead. With exactly four clubs and a four-card major, the major still goes first, up the line.

Note the inversion. Over a major, the jump raise is the weak one and the strong raise goes through 2NT. Over a minor, it's the reverse: the cheap raise is strong and forcing, the jump is preemptive. The logic is that minor-suit games are rare and distant, so the partnership needs room to explore 3NT, and the strong raise is the one that needs the room.

OPENER'S REBIDS

Bidding naturally once game is forced

Once a two-over-one response has forced the auction to game, opener no longer needs to jump the bidding to show extra strength: there's no danger of the auction stopping too low. That turns opener's rebids into plain, natural description:

Rebidding the same suit6+ cards in that suit.
A new suitA second suit, and (for now) no support for responder's suit.
Raising responder's suit3+ card support.
A notrump rebidA balanced hand with no fit established yet.

ONCE GAME IS FORCED

Describing under a game force

Describe before you name a contractOnce the auction is forced to game, partner cannot pass below it, so every call under game is free, and jumping to one buys no safety while throwing away the room the force was made to collect. Show the second suit, repeat the six-carder, raise the fit. A contract named early is a shape never shown.
What that room is worthIt is the difference between a game and a slam, and between a small slam and a grand. A sixth card in partner's suit, a five-three fit nobody has mentioned, or a second suit can each change the target, and none of them can be asked about once you have bid the game.
Explore before Blackwood tooAn ace-count cannot ask whether partner's suit is five long or six. When a game-forcing response is available, making it costs nothing (partner cannot pass) and what comes back may be the difference between twelve tricks and thirteen.
Slow arrival is the strong routeWith a fit found under the force, the cheap raise and the jump to game arrive at the same contract, so the jump is reserved for the minimum with nothing more to say, and going slowly is what shows slam interest. Fast arrival ends the conversation; the hand with extras keeps it open.
When to stop describingWhen there is nothing left to say cheaply, no unbid suit worth showing, no six-card suit to repeat, no fit to raise. Then naming the contract is the informative call rather than the lazy one.

SHOWING EXTRAS

Reverses and jump shifts

A simple new suit at the cheapest levelShows a second suit and nothing more. It does not promise extra strength: a 12-count with 5-4 shape rebids exactly like an 18-count would if the suits are ranked conveniently.
A reverse (e.g. 1♦ – 1♠ – 2♥)A second, higher-ranking suit that forces partner back to the three level to give preference. Because it costs so much room, it promises real extra strength (16+) and is forcing for one round - responder counts the game from it, and the fourth-suit machinery leans on exactly that count.
A jump shift (e.g. 1♥ – 1♠ – 3♣)Eighteen or more with four-plus cards in the new suit, forcing to game - the shape and the strength in one call. The simple change of suit is unlimited but lighter; the jump is what sets the force from opener's side, and responder's later support of the first suit is a slam move, not a preference.
Why it mattersReverses and jump shifts are how opener shows extra strength when responder has only promised six points. Once a game-forcing response is on the table, opener doesn't need them: every rebid can stay natural and cheap.

AFTER THREE ONE-LEVEL BIDS

XYZ

Whenever our side's first three bids all come at the one level - 1♣ – 1♠ – 1NT, 1♦ – 1♥ – 1♠, any of them, uncontested - responder's 2♣ and 2♦ stop being natural. The convention splits every hand into three lanes: sign off cheaply, invite through 2♣, or force to game with 2♦. Neither bid says anything about the suit it names.

2♣ (puppet to 2♦)Forces opener to bid 2♦, no exceptions. It carries two hand types: a weak hand with long diamonds, which passes the 2♦ and plays there, and EVERY invitational hand (10-12), which bids again over 2♦ to name its feature.
…then responder's rebidAfter 2♣ – 2♦: two of responder's major shows five cards and the invite; three of opener's suit is a four-card invitational raise; 2NT is the balanced invitation; pass plays 2♦. Opener passes or takes the cheap preference with a minimum, and bids game with fourteen-plus - the major with three-card support, 3NT without.
2♦ (artificial game force)12-13+ HCP, forcing to game, says nothing about diamonds. It buys the whole auction below game: both hands describe naturally - suits, support, notrump - until the right game or slam is found, exactly the job the fourth-suit ask does in higher auctions.
Direct rebids stay naturalEverything other than 2♣ and 2♦ keeps its ordinary meaning: rebidding a suit at the two level is weak, raises are raises. With the invite and game-force lanes reserved, the direct calls are free to be signoffs.

ASKING FOR MORE

Fourth suit forcing

When the auction has touched three of the four suits and responder bids the last, untouched suit, it is artificial: fourth suit forcing. One family of auctions is carved out first: when all three of our bids came at the one level, XYZ (above) owns responder's 2♣ and 2♦ regardless of the suits, and the fourth-suit machinery applies to the rest. It may not be a suit at all - it says nothing about the suit it names - and it activates the game force after any opening, major or minor, whether the fourth suit arrives at the two level (1♥ – 1♠ – 2♣ – 2♦) or the three level (1♦ – 1♠ – 2♥ – 3♣). It exists to create the force: when a two-over-one has already set one, the fourth suit is a natural bid again - a real suit and extra strength - because under a live force every call is free and nothing artificial is needed. Opener keeps describing: a second suit, three-card support for responder's suit, and otherwise notrump - the default, with no stopper test, because unless the opponents have intervened there is no asking-for-stoppers paradigm in this system. And with no eight-card major fit anywhere, 3NT is the default game - a minor-suit game enters the picture only for an unbalanced hand with a nine-card minor fit and a void or singleton in a major partner has never bid - partner's silence there caps them at three cards, so that suit is wide open in notrump and ruffable in the fit.

THE 2♦ OPENING

Flannery 2♦

2♦ opens the hand with exactly four spades and five or six hearts, 11-15 HCP - the shape with no comfortable rebid after a 1♥ opening. Responder knows both majors and the range at once, so most responses are signoffs; 2NT is the one forcing call, and opener's answer pins the exact shape.

2♥ / 2♠Signoffs in the known fits: hearts with three-card or better tolerance (opener has five), spades on the four-three or better. Opener passes.
3♥Invitational raise of the known eight-card heart fit, 9-10 HCP. Opener bids the game with a maximum and passes without.
Game bids (4♥ / 4♠ / 3NT)To play, 13-16: opener's shape and range are already on the table, so responder just counts - the heart fit first, the four-four spade fit next, 3NT with neither.
2NT (forcing ask)11+ HCP, the one forcing response. Opener answers: 3♣ shows three clubs (so 4=5=1=3 exactly), 3♦ three diamonds (4=5=3=1), 3♥ a 4=5=2=2 minimum (11-13), 3♠ the same shape at maximum (14-15).
…then responder places itAfter a maximum answer game is automatic (the ask promised eleven); after the 3♥ minimum it takes fourteen opposite, and short of that 3♥ is the stop. The minor answers are never passed short of five-card support - responder signs off in 3♥ (a five-two or better), bids the game with thirteen, or passes 3♣/3♦ only with real length there.

NOTRUMP STRUCTURE

1NT, 2NT, and the conventions built on them

Stayman (2♣ over 1NT)Asks opener for a 4-card major. 2♦ denies one; with both majors opener bids hearts first, and a five-card major answers exactly like a four-carder. If the opponents overcall the 2♣, opener still shows a major when the bid is available, and passes to deny one - there is no artificial step to spare once they have taken it.
After 2♣ - 2♦ (no major)2♥ / 2♠ invitational with five of the suit bid and four of the other major: opener passes or raises to game with three-card support by range, and bids 2NT or 3NT without it. 2NT invitational (a four-card major not promised). 3♣ / 3♦ natural with five-plus, game forcing: opener bids 3NT, or raises with four-card support and a maximum to keep slam in view. 3♥ / 3♠ Smolen.
After 2♣ - 2♥2♠ invitational with four spades and not four hearts (opener raises to 4♠ with four and a maximum, passes with four and a minimum, else 2NT or 3NT by range). 2NT invitational denying four spades. 3♣ / 3♦ five-plus, game forcing. 3♥ invitational raise, accepted above a minimum. 3♠ / 4♣ / 4♦ splinters: a singleton or void in the suit bid, four-plus hearts, slam interest - opener asks keycards with no king, queen or jack facing the shortness and more than a minimum, otherwise 4♥.
After 2♣ - 2♠2NT invitational (does not promise four hearts). 3♣ / 3♦ five-plus, game forcing. 3♥ artificial slam try with four-plus spades, usually balanced: opener bids 4NT with a maximum and 4♠ otherwise. 3♠ invitational raise. 4♣ / 4♦ / 4♥ splinters with four-plus spades and slam interest.
Jacoby transfers (2♦ / 2♥ over 1NT)Shows 5+ cards in the next suit up and forces opener to bid it, responder then passes, raises, or explores further having kept the strong hand (opener) declarer. Super-accept: with a maximum and four trumps opener jumps to three of the major; responder passes a bust (0-6), bids the game with anything more, and asks keycards in the slam zone.
After 2♦ - 2♥ (the completion)2♠ five hearts and five spades, invitational: opener bids the better major game with a maximum and a fit (3NT with neither), and with a minimum passes holding spades, bids 3♥ holding hearts, or 2NT. 2NT exactly five hearts, invitational. 3♣ / 3♦ five-plus hearts and four-plus of the minor, game forcing: opener bids 4♥ with three, raises the minor with four and a maximum, else 3NT. 3♥ invitational with six. 3NT exactly five, choice of games. 3♠ / 4♣ / 4♦ splinters with six-plus hearts and slam interest. 4♥ six-plus, no shortness, mild slam interest. After 2♥ - 2♠ the same one suit over: 3♥ is the five-five game force, and 4♣ / 4♦ / 4♥ the splinters.
…then 2NTInvitational with exactly five in the major and no four cards in the other. Opener selects from the full menu: pass (minimum, no fit), three of the major (minimum with three-card support - declining in the right strain), 3NT (maximum, no fit), or four of the major (maximum with support).
…then three of the majorInvitational with a good six-card suit. Six settles the trump suit, so the only question left is the level. The same pair one level higher (3NT and four of the major) carry game values rather than an invitation.
4♣ / 4♦ over 1NT (slam ask)Six or more hearts (4♣) or spades (4♦) with strong slam interest - fifteen or more opposite 15-17, or thirteen with a strong seven-card suit, or even ten when the seven-carder comes with a side singleton or void - the 33-point rule is a notrump rule, and a hand with a long strong suit counts its slams in winners, not points. Note the mapping: classic Texas transfers use 4♦ for hearts and 4♥ for spades; here 4♣ shows hearts and 4♦ spades, which keeps both game bids natural. Opener answers one question: the cheapest step shows a maximum - and three aces count as a maximum whatever the point count, because a long-suit slam ask is asking about controls; the trump game denies extras. Over the step - or with a hand that carries slam alone - 4NT asks keycards in the major the ask already set.
4♥ / 4♠ over 1NTTo play: a six-card suit with game values and no slam interest (10-11), or a hand whose game is written in shape - a seventh trump, or a sixth with a side singleton or void. Opener passes.
Transfer, then 4♥/4♠The mild slam try: 12-14 with six trumps. The direct raise to four was available as a signoff, so transferring first and jumping says game values with a little more. Opener passes with a minimum or a doubleton, and asks keycards with a maximum, three-card support, and every side suit controlled.
They double the transferThe lead-directing double changes nothing about the obligation: opener completes. And it can upgrade responder's hand - their double marks the missing honours in the suit it names, so a responder with no king, queen or jack there has nothing wasted, every point working, and a mild try becomes a keycard ask.
2♠ / 2NT over 1NT (minor transfers)Six-plus cards in the minor, weak OR game-going: 2♠ transfers to clubs, 2NT to diamonds. Opener's step BELOW the completion (2NT over 2♠, 3♣ over 2NT) is the super-accept: honour-led support (Axx, KTx, Qxxx, QJx), inviting 3NT on the strength of a running minor. Responder's rebids: pass or correct with the weak escape; a new suit at the three level is game-forcing showing at most a singleton there (11+), and opener places 3NT or five of the minor by whether the short suit is covered from the strong side; 3NT signs off; four of the minor is the slam try. The natural 2NT invitation lives in Stayman-then-2NT.
3♣ / 3♦ over 1NTGame-forcing shape bids: 3♣ shows five-five in the minors, 3♦ shows six diamonds and four clubs. Opener chooses between 3NT and a minor with a fit and a maximum.
3♥ / 3♠ over 1NT (shortness)Game-forcing 5-4-3-1: a void or singleton in the major actually bid, exactly three cards in the other, and both minors. Opener bids 3NT with the short suit genuinely held, or a minor when the honours there would be wasted.
Smolen (after 2♣ - 2♦)With five-four in the majors and game values, jump in the four-card suit to show five of the other. Opener bids the five-card major's game with three-card support, staying declarer, or 3NT without it.
5-5 in the majors, game forcingTransfer to spades, then bid 3♥: both suits shown, game forced, opener picks the major and the level.
4NT over 1NT (quantitative)A flat hand just short of slam: opener passes with a minimum and accepts with a maximum. Not Blackwood - no suit was ever agreed.
2NT opening (20-21)3♣ Stayman. Over 3♦ (no major): 3♥ / 3♠ Smolen, 4♣ / 4♦ five-plus with slam interest. Over 3♥: 3♠ is the artificial slam try with four-plus hearts, 3NT offers the choice of games and promises four spades (opener with four corrects to 4♠), 4♣ / 4♦ slam interest. Over 3♠: 3NT is to play with four hearts, 4♥ the artificial slam try with four-plus spades, 4♣ / 4♦ slam interest. 3♦ / 3♥ transfer; after the completion 3NT is exactly five (choice of games, opener corrects with three), four of the major is six-plus to play, 4♣ / 4♦ show four-plus of the minor with slam interest, and the five-five hands bid 3♠ after the heart transfer with slam interest or 4♥ after the spade transfer for the choice of games.

THE BIG HANDS

The strong 2♣ opening

Every other opening is limited. 2♣ is the one bid that isn't, which is why it's artificial: it buys a round of bidding in which opener can describe a hand too strong to risk being passed out.

2♣ opening22+ HCP, or any hand with game in its own right, roughly nine playing tricks. Artificial: it says nothing whatsoever about clubs.
2♦ responseThe standard artificial waiting bid. It doesn't deny values: it simply gives opener room to describe the big hand.
Opener rebids 2NT22-24 balanced. Responder can now use Stayman and transfers exactly as over a 1NT or 2NT opening.
Opener rebids 3NT25+ balanced.
Opener names a suitAn unbalanced hand: pure shape description. The strength is already known from the 2♣ opening, so the suit bid carries no extra message about values.

BIDDING BIG

Slam bidding

Slam bidding is a different activity from the rest of the auction. Everywhere else you are establishing how strong the hands are; here strength is largely known and the question is whether specific cards are present. That is why the tools are asking conventions rather than descriptive bids.

4NT, RKC 1430With a trump suit agreed, 4NT is Roman Key Card Blackwood. It asks for five cards, not four: the four aces plus the king of the agreed trump suit. Bridge Sense grades Standard American auctions with 1430.
4NT, quantitativeWith no suit agreed, over a notrump bid, 4NT is not Blackwood at all. It is a natural invitation to 6NT: accept on a maximum, pass on a minimum. Reading this as an ace ask is one of the most expensive mistakes in bridge.
No GerberStandard American does not play Gerber. Over the 1NT opening 4♣ is the slam ask in hearts (and 4♦ in spades), 4NT stays quantitative, and the keycard ask lives in RKC 1430 once a suit is agreed.
Cuebids (control bids)A new suit below game after a fit shows a control - first round (ace or void) or second (king or singleton), cheapest first, Italian style - and invites partner to do the same. Slower than Blackwood and far more informative, because it answers where the controls are rather than only how many. A cue from partner also outranks the point floor on the later 4NT ask: it is the conventional way of saying more than I have promised.
Which to reach forCuebid when you need to know where; ask when the only remaining question is how many. Most slams that fail on 33 points fail because the partnership counted instead of locating.

Roman Key Card, 1430. The responses are worth knowing cold — miscounting them is the single most expensive error in slam bidding, because the penalty for getting it wrong is a slam off two aces:

5♣1 or 4 key cards. The response is deliberately ambiguous: the asker can nearly always tell which, because only five key cards exist: if you hold three yourself, partner's 5♣ cannot be four.
5♦0 or 3 key cards. "1430" names the order: 1-or-4 first, then 3-or-0. The older 3014 ordering reverses them; the modern preference puts the more frequent answer at the cheaper step.
5♥Exactly 2 key cards, without the trump queen.
5♠Exactly 2 key cards, with the trump queen.
5NTBy agreement, 2 key cards plus a useful void. Rarer, and worth an explicit partnership agreement before you need it.
6 of a lower suitBy agreement, an odd number of key cards plus a void in the suit bid. Also worth agreeing in advance rather than working out at the table.

What the asker does with the answer matters as much as the answer itself:

Two key cards missingSign off at the five level. This is the answer Blackwood exists to get: the opponents can cash two tricks. Asking and then bidding slam anyway defeats the purpose of asking.
One or none missingBid the small slam. Twelve tricks can absorb one loser.
The queen askAfter a 5♣ or 5♦ answer the trump queen is still unknown. The cheapest non-trump bid asks for it: partner signs off in the trump suit without it, and bids the slam or shows a side king with it.
5NT, the king askGuarantees the partnership holds every key card and asks about kings, which only matters when a grand is live. Answering means showing a specific king rather than counting them, so partner can tell whether it is the thirteenth trick.
Trump qualityWith ten trumps between the hands the queen usually falls, so the queen ask matters most on a 5-3 or 4-4 fit. This is why the response carries the queen at all: the alternative is guessing.

When not to ask. Roman Key Card is a precision instrument for one specific question, and reaching for it reflexively is how good hands get bid badly:

When 4NT is worth askingA plain eight-card fit is priced like a notrump slam: about 33 combined. A feature discounts it to 30 - a singleton or void in either hand, or a strong five-card side suit. A nine-card fit with a running side suit is counted in winners and needs no point bar at all, and opposite a hand announced at sixteen or more the ask goes even from a six-loser hand. A void bars the ask only while it is a secret: once the void has been control-bid, partner can weigh the answers, and 4NT is back on: the limited rock cannot ask about a suit it cannot name, so the hand that knows must captain.
Which suit is trumpsKey cards are counted in the last suit agreed. When two suits have been supported the partnership must know which one 4NT refers to, and this is the most common source of RKC disasters. If it is genuinely unclear, do not ask.
Never ask holding a voidAn ace-count is meaningless opposite a void, the ace you are counting may be facing your own void and worth nothing. Cuebid instead, or use Exclusion.
Never ask with two fast losersPartner can hold every key card and the opponents still cash the first two tricks in an uncontrolled side suit. Blackwood counts how many; it cannot tell you where, and here where is the whole question.
Never ask when 5 is not safeThe answer may take you past the level you can make. Before asking, check that you can live with the worst answer: if partner's cheapest response already puts you too high, ask a different question.
Exclusion BlackwoodAn unusual jump in a side suit asks for key cards outside that suit, which is exactly what you want opposite a void. Powerful, and completely unplayable without prior agreement.
DOPI / ROPI over interferenceIf they bid over your 4NT: Double = 0 key cards, Pass = 1 (DOPI), then steps upward. Over a double, Redouble = 0, Pass = 1 (ROPI). Interference is common precisely because it works: agree this in advance.

Before reaching for an ace-ask at all, cuebid. Cuebidding finds the duplicated values Blackwood cannot see: two hands with 33 combined points and their losers in the same suit still cannot make twelve tricks, and no count of aces will ever reveal that. See Controls for what you are actually counting.

WHEN THEY INTERFERE

Your system under fire

OvercallsNatural, roughly 8-16 HCP with a decent 5+ card suit. Wide range because overcalls are about description and lead-direction as much as raw strength.
Takeout doublesShortness in the opponent's suit with support for the other three, asks partner to pick a suit rather than defend for penalty.
Negative doublesAfter partner opens and the next hand overcalls, a double shows the unbid suit(s) instead of penalty, typically played through 3♠, by agreement.

Everything below is part of THIS system, not a separate subject: when you open and the opponents interfere, the conventions that protect the auction - negative doubles, support doubles, the redouble structure, Lebensohl, the forcing pass - are agreements between you and partner, exactly like the openings above. Entering THEIR auction is the different subject, and it lives on the Competitive Bidding page.

THE CORE TOOL

Negative doubles

When partner opens and RHO overcalls, a double by you is negative: it shows the unbid suit(s) rather than penalty. It's the single most important competitive convention in a 2/1 system: it lets you compete for a fit without jumping the auction past a comfortable level.

1♣/1♦–(1♥)–1♠A real spade suit of four or more, forcing for one round - every four-card-spade hand comes through here, however strong. Opener raises with four (three-card support when nothing else fits), bids 1NT with their hearts held, shows a second suit, or rebids the minor as the conventional nothing.
1♣/1♦–(1♥)–DblDENIES four spades - with four or more you bid 1♠ yourself. The double shows values (6+) with four cards in the unbid minor: a hand that wants to compete but has no spade suit to name. Opener bids notrump with hearts held, raises the implied minor, or rebids the opened suit.
1♣/1♦–(1♠)–DblPromises four or more hearts - the one unbid major - so opener can count the heart fit exactly and answer in it with four.
Through a low-level overcall (e.g. 1♣–(1♦)–Dbl)Shows the unbid suit(s) instead of penalty, typically both majors 4-4, or a single 4+ card major, roughly 6+ HCP.
Through higher-level overcallsMost partnerships play negative doubles through 3♠ (or “as high as it's practical to define”), with the promised strength scaling up as the overcall gets higher, there's less room to show a suit and compete again later.
What it does not promiseExtra length beyond 4 cards, or extra values beyond a minimum at the higher levels. Read a low-level negative double as “I can compete,” not as a guaranteed big fit, unless the rest of the auction confirms it.
Converting to penaltyEven at the two level, a double stays takeout by default - it's not an exception. Your partner does have the option to pass and convert it to penalty, but that's realistic only when the opponents' point count is unusually well-defined, such as after an opposing 1NT opening: a known, narrow range makes it possible to judge you're sitting over real tricks rather than guessing.

BIDDING INSTEAD OF DOUBLING

Responder's other options over an overcall

New suit at the cheapest level (a “free bid”)Non-forcing in modern style, a decent suit, not enough to insist on game opposite a minimum opener. Bidding at all already shows something in a competitive auction, so this doesn't need to promise as much as it would uncontested.
Jump in a new suitForcing, real extra values, since nothing required competing at all.
Cuebid of the overcaller's suitTwo meanings, by what partner opened. Over a major opening: the classic limit raise or better in partner's suit. Over a minor opening and their major overcall: game-forcing with four cards in the OTHER major - the minor may be three cards, so the cue hunts the major fit first, and the same four cards with less than game-forcing values go through the negative double instead.
1NTA stopper in the overcaller's suit plus roughly the uncontested 1NT range, shaded down slightly since bidding at all already promises something here.
PassDenies enough to act. With a genuinely weak hand, passing and trusting opener to reopen (often with a double) is completely normal: see Reopening below.

THEY DOUBLED PARTNER'S OPENING

Responder after a takeout double

When partner opens one of a major and RHO doubles, the ordinary raise structure stops working: a simple raise now covers everything from a hand competing on air to a hand worth an invitation, and opener cannot tell them apart. Their double solves the problem it created: a hand that wanted to bid notrump naturally can redouble instead, which frees both notrump calls to describe raises.

New suit at the one levelA five-card suit that can still be shown at the one level goes in before any raise: their double makes the raise tempting, but a suit passed over now is buried for good, and the raise is still there next round.
RedoubleTen or more points and no fit worth showing. It says the hand belongs to us, and it is the one call in this structure that is about the point count rather than the fit: with support, every rung below describes the raise better.
1NT, constructive raiseThree or four trumps with about 6-8. The notrump range is freed up entirely by their double, because a hand that wanted to bid notrump naturally can redouble instead. Says “I have a fit and a little something” without using up the two level.
2NT, limit raiseAn invitation to three of the major, and nothing above it. Not “limit raise or better”: a hand worth more bids the game directly rather than inviting one and hoping partner reads it. This is the Jordan / Truscott convention.
Jump raise (2, 3 or 4 of the major)Preemptive, not invitational. Raise to the level of the total trumps: nine trumps to three, ten to four. It takes room away and says nothing about values, which is exactly what makes 1NT and 2NT readable.
Game raise on shapeFour-plus trumps with a six-card side suit headed by the ace or king, or five trumps with a void. Bid the game. The point count badly understates these: a control in a suit long enough to establish is a source of tricks once trumps are drawn.
New suitNatural and non-forcing. With the raise ladder carrying every hand that has support, a new suit here is a suit, not a stopgap.

This applies over a major, not a minor. A minor opening does not promise five cards, so raising it is not the known eight-card fit the structure is built on.

ANSWERING THE RAISE

Opener, once responder has raised

Both notrump raises are limited at the top as well as the bottom, which makes opener's next call close to arithmetic: partner has promised a range, and opener knows whether the sum of the two hands reaches game at the bottom of it, only at the top, or not at all.

Two of the trump suitThe sign-off. Even the top of partner's range leaves the partnership short of game, and repeating the agreed suit at the cheapest level says exactly that.
Three of the trump suitThe general invitation, and not forcing, partner may pass it. Right when no single side suit is where the contract will be decided.
A new suit (2♠, 3♣, 3♦ over hearts)The trial bid: an invitation that is also forcing for one round. It names the suit where partner's help would do the most good: three or more cards with neither top honour, where a king opposite turns two losers into one. Better than the general invitation whenever such a suit exists, because it asks a question partner can actually answer.
Four of the trump suitEven the bottom of partner's range is enough for game. Nothing to ask about, so name the contract.
Control bids past gameOnly when a slam can actually be there. A limited raise puts a ceiling on the partnership, and a control bid over a game already agreed does not merely ask a question: it removes the contract that was already right, pushing a sound four-level game to the five level.

Responder then answers the trial bid:

Bid the gameEither because this is the top of the range already shown, or because of help in the suit partner named, a top honour there, or a shortage to ruff with once trumps are drawn. The question was about that suit, not about the point count.
Return to the trump suitNo help and no extra values. Partner may pass. An invitation everybody accepts is not an invitation, so declining has to be a real option.

WHAT A RAISE IS WORTH

The values move with the shape

The thresholds above are not one number. What a raise is worth depends on the shape far more than on the point count, and the bigger the fit the less the count tells you.

Four trumps, no shape9-10 high card points to invite. A flat hand has to have the values, because it has nothing else to offer.
Five trumps and a shortageTwo points lighter. The shortage takes a trick the count never sees, and the fifth trump is what lets you use it.
Four or five trumps and a six-card side suitLighter again, and with a top honour in the long suit, bid the game rather than inviting. Partner opens 1♠, you hold ♠Kxxx and ♥Axxxxx with seven points: that is 4♠, doubled or not.
Which points, not how manyWhere the honours sit decides whether a marginal hand is worth the invitation. ♠KJ875 ♥842 ♦63 ♣A63 is eight points, and every one of them works: king-jack in the trump suit and an outside ace. That is a sounder raise than nine points spread across queens in the suits the opponents have bid, and it is worth 2NT rather than a preemptive jump.
Why not support pointsSupport points price a singleton the same whether you hold four trumps or five, which is precisely where the equivalence breaks down. For super fits the high card count is a weak guide: singletons and voids decide it.

THEY DOUBLED THE RAISE

Opener, when partner's raise is doubled

2NTExtra values, roughly 15+, with a long minor and their suit stopped, the suit they have actually named, not just any major. Where the call was a takeout double and they named none, the majors are what the double promised, so those are what need stopping. Better than jumping in the minor: it shows the strength, keeps 3NT in reach when nine tricks are the right target, and leaves room to return to the minor if the opponents name a suit you cannot stop. Not with a four-card unbid major: that is the more useful thing to say, because it can find an eight-card fit and notrump cannot.
A jump in the minorAnswers the strength question with the strain question still open. It takes the room the partnership needs and contracts for eleven tricks when nine may be all that is there.
3NT over a takeout doubleNeeds the majors stopped, not merely the suits they have bid. A takeout double promises the unbid suits and names none of them, so the stopper test has to include them: otherwise the doubler is sitting with a running major on lead.

PARTNER CUEBID

Answering the cuebid of their suit

What the cuebid askedAdvancer's cuebid of the opponents' suit shows a limit raise or better in the overcalled suit. It is an invitation, so it is answered by how much this hand has beyond the minimum an overcall already promised: not by repeating the suit as cheaply as possible whatever it holds.
Sign offCheapest level in the overcalled suit. A minimum: the hand is what it already claimed to be, no more.
JumpRoughly 12+. More than the minimum an overcall guarantees, without committing to a game partner may not have the values for.
Bid the gameRoughly 14+. An overcall promises little, so the bands sit below where they would opposite an opening: two hands that good belong in the game rather than signing off and hoping partner bids again.

A BETTER FIT, LATER

Opener's second suit

Opener bids a second suitAfter responder has raised, naming a new suit (usually an unbid major) looks for a better fit rather than settling for the first one. A major that goes unmentioned at the two level is rarely findable later.
Responder supports itFour cards in that suit is an eight-card fit nobody had found yet, and it outranks the fit already agreed when it is a major. Raise to the cheapest level with a normal hand: partner bid at the two level, so the cheapest raise is already the invitation, and jump to game only on a genuine game count.
Counting the raiseHigh cards against partner's promised minimum for the game decision, because the two sides of that sum have to be in the same unit, adding your support points to partner's high-card minimum counts a shortage in your hand as though it were honours in theirs. Shape is allowed for separately, at a higher bar: a level bought by a shortage needs more of it.

EXACTLY THREE, NOT FOUR

Support doubles and redoubles

After opener rebids and responder shows a suit, if RHO now doubles or overcalls, opener's double (or redouble, if RHO doubled) is a support double: it shows exactly 3-card support for responder's suit, as opposed to bidding it directly, which would show 4. That precision matters when responder is deciding whether to compete further.

Support double (after RHO overcalls)Exactly 3-card support for responder's suit and real extra values (about 15+). Bidding the suit directly instead would show 4: the double preserves that distinction, and a minimum opener simply passes.
Support redouble (after RHO doubles)Same idea one notch up: shows 3-card support after the opponents have doubled responder's suit.
Cuebid of their suit (opener's strong raise)Four-card support for responder's major and about 17 or more: too much for the direct jump to game, which would end the story. The cheapest bid of their suit promises nothing in it and everything in partner's - game values at least, with slam still in the picture if partner has extras.
Responder rebids the majorWith five cards opposite the three the double promised, name the major again rather than raising opener's minor, an eight-card major fit beats a longer minor one, because ten tricks are cheaper than eleven. Constructive and not forcing: the first response promised nothing in high cards, so bidding again over their competition is what shows the values.

FAST DENIES, SLOW SHOWS

Lebensohl

Lebensohl is the standard tool for a natural two-level overcall (2♦, 2♥ or 2♠) of partner's 1NT opening. One distinction runs through the whole convention: a direct three-level call denies a stopper in their suit, and the slow route through the artificial 2NT relay shows one. The game-forcing threshold is about 10 opposite a 15-17 notrump and about 12 opposite Precision's 13-15. The same framework covers their conventional gadgets (DONT, Cappelletti): every such 2♦/2♥/2♠ that promises the suit it names is treated as a natural overcall of that anchor suit, and Lebensohl applies unchanged.

Their double of our 1NTSystems ON, whatever the double means (DONT's one-suiter included): Stayman, the transfers, the Stayman-then-2NT invitation and the direct games all keep their normal meanings, and a strong balanced hand simply bids 2NT or 3NT as it would have anyway.
Redouble over their doubleThe run to a minor, not a values card: weak (0-7) with five or more clubs or diamonds. Opener must bid 2♣, a puppet that says nothing about clubs; responder passes with clubs or corrects to 2♦, to play. If they bid over the redouble the puppet is off, opener passes, and responder names the minor only if it is still cheap.
Their 2♣ over our 1NTSystems stay on: DOUBLE is Stayman (same 8+ and a four-card major), and the 2♦/2♥ transfers are untouched since both bids are still available. Opener answers the Stayman double one step up, passes to convert with four good clubs, or bids 2♦ to deny; after the answer, responder invites or bids the game on ordinary arithmetic. A redouble is not a legal call over a bid, so the minor runout exists only over their double.
Their two-suited 2♦/2♥/2♠ (DONT, Cappelletti)Treated as a natural overcall of the ANCHOR suit - each of those bids promises the suit it names - so Lebensohl applies exactly as against a natural overcall, and doubles of the known second suit stay penalty-oriented.
2 of a suitNatural sign-off with a weak hand (0-7), available only when the suit outranks theirs. To play; partner passes.
DoublePenalty: four or more of their suit sitting over the overcaller, with the values (9+) to defend. Partner's narrow notrump range is what makes this a judged double rather than a guess.
Direct suit bid at the 3 levelNatural and game-forcing, and it denies a stopper in their suit. Fast denies: a real suit and the values, but nothing to hold up notrump.
Direct cue-bid of their suitStayman: game values with a four-card major, and no stopper. Opener names a major or falls back on notrump.
Direct 3NTTo play, and it denies a stopper. The values are there and nothing else describes the hand.
2NT, the relayArtificial puppet: opener must bid 3♣. Two kinds of hand travel this road, the weak one about to sign off and the game-going one with their suit stopped - slow shows.

After the relay: 1NT – (2x) – 2NT – pass – 3♣

Opener's 3♣ is compulsory, and responder's next call places the hand.

PassSign-off in 3♣: the relay was heading here all along with long clubs and a weak hand.
A lower suit than theirsSign-off. The relay let a weak hand compete at the three level without ever sounding strong; opener passes.
3NTTo play, and - because it took the slow road - it guarantees a stopper in their suit.
Cue-bid of their suitStayman with the stopper shown: game forced, four-card major sought, and notrump safe if no fit comes to light.

THE LAST WORD

Reopening and balancing your own auction

When your own opening gets overcalled and the auction comes back around to you (partner passed, RHO passed) you're in the reopening seat, a close cousin of balancing seat. With extra shape or strength, especially shortness in the opponents' suit, reopen with a double (showing support for the other suits, exactly like a normal takeout double) rather than let a partscore go by uncontested. Reserve an outright pass for hands with no realistic play for anything else.

UNDER PRESSURE

Interference over an ace ask

Slam auctions are the most attractive time for the opponents to interfere, because your responses are step-based and steps are exactly what a bid takes away. The counters are simple, and completely useless without a prior agreement.

Why they interfereBidding over an opposing 4NT is cheap and effective: it removes the responding steps the partnership was relying on. Expect it, and agree the counter before you need it.
DOPI (they bid over our 4NT)Double = 0 key cards, Pass = 1, then the cheapest bid = 2, next = 3. "Double 0, Pass 1": the name is the mnemonic.
ROPI (they double our 4NT)Redouble = 0 key cards, Pass = 1, then steps upward as usual. "Redouble 0, Pass 1."
DEPO (higher-level interference)Some partnerships prefer "Double = Even, Pass = Odd" when the interference is high enough that step responses would carry past the slam. Cruder, but it keeps you below six.
The real defenceNot asking in the first place. If the opponents are bidding actively, a control-showing auction leaks less and survives interference better than a convention whose steps they can take away.

Bridge Sense does not yet grade auctions where the opponents interfere over 4NT — the engine handles ace asks in uncontested auctions only. The conventions are here because you will meet them at the table long before the coach can mark them.

TAKING UP ROOM

Preempts

Weak two (2♥/2♠)5-10 HCP, a good 6-card suit, not forcing. The 2♦ opening is Flannery, not a weak two. Covered above under opening bids: listed again here because it's the most common preempt you'll see.
3-level openingA 7-card suit (occasionally 6), well under opening strength, aimed at taking away room from the opponents rather than making a contract.
4-level opening (4♥/4♠)An 8-card suit with game-going shape but not enough defense or outside strength for a sound game try, bid it and get out of the way.

See the system in a real auction.

Every deal in the practice library is a genuine bidding decision: with a coach explaining exactly why the right call is right.

Start practicing free