SimonStocken.com

Simon started playing aged 10, together with his family (Brothers Jack and Zebedee make their living exclusively from teaching bridge), and was soon playing at club, county then national level. Simon represented England as part of the Under 25 squad, partnered with both brothers in turn. On completing a degree in Classics from Trinity College, Oxford, Simon began teaching bridge at the London School of Bridge, and then at The Acol Bridge Club with Andrew Robson. In 1995, Simon started the Andrew Robson Bridge Club in partnership with Andrew, establishing it (with help from brother Zebedee) as the world’s most successful bridge club. Simon left in summer 2000, pending the arrival of his son Max, and now teaches in London, the Cotswolds, and the Caribbean. In 2004 Simon played bridge on top of Kilimanjaro at a height of 19,335 feet.

Friday, April 11, 2008 

Double- Overview



CONTENTS:

1. HISTORY
2. TAKE-OUT DOUBLE
3. PENALTY DOUBLE

TAKE-OUT DOUBLE

4. REQUIREMENTS
5. RESPONSES
6. REDOUBLE



1. HISTORY:

When Auction bridge began around the turn of the century, as a development from whist, whether in Puna, India or from a Russian game called 'biritch' (or both simultaneously) we can never be certain. Milton Work had developed his well-known point system (4 for an Ace, 3 for a King....) as a way of evaluating balanced hands, although it was loosely applied. Three suits guarded and twelve or more points was considered enough to open One Notrump, although some reduced this to no more than an ace and a king and a lot of hope. One such man was R.F. Foster, a prolific writer on whist, auction bridge and mah-jong. Of him it was said that at a pinch he would even dispense with the Ace.

One evening in 1910 Foster, later known as The Grand Old Man of Bridge, was playing against a Colonel Patton, who was becoming increasingly irritated with Foster's light openings and suggested to his partner, "The next time Foster opens One Notrump, if I have a good hand I'm going to double. If you have a five-card suit, take me out" and so the take-out double was born.

Wilbur C. Whitehead, a leading American writer of the time was attracted to the idea and within two years the double of One Notrump had become a standard convention. He also developed, on his own initiative the double of one-of-a suit for take-out. These informatory doubles, as they were known, came under attack from many quarters, "a cheat's charter", "no better than rubbing your nose to show you hold a good hand and these were some of the more polite, but withstood early criticism and became a recognized feature of the game.

sourced: The Bridge Player's Bedside Book - G. Hervey




2. TAKE-OUT DOUBLE

Doubling an Opponents suit bid is a Take-out Double.
- provided partner has not made a positive bid.
- even on the 2nd, 3rd or even 4th round of bidding.
- even at the level of two, three or even four.

The Take-out Double demands a positive bid from partner.
Partner must take-out the Double.



3. PENALTY DOUBLE

Doubling an opponent's Notrump bid is always for penalties.
Partner should pass.
Double of an opening 1NT bid shows 15+ points any shape (16+ with no good lead).
Partner should nearly always pass.
Doubling an opponent's suit bid is only for penalties if partner has made a positive bid.

Double - Of - No - Trumps = DONT bid partner



TAKE-OUT DOUBLE

4. REQUIREMENTS
5. RESPONSES
6. REDOUBLE



4. REQUIREMENTS

There are three requirements: S - O - S

S - Shortage (0,1,or 2 cards in the opponent's suit)
O - Opening points at least
S - Support for all unbid suits

A 10 6 5
K 10 9 5
5
A Q 4 3

Your opponent opens 1. You have the perfect hand for double, satisfying all three requirements (S - O - S)



N.B. 1
Overcall a good 5-card major suit in preference to double.
(An overcall shows between 6-18 points).

N.B. 2
All hands with 19+ points should double first,
whatever their shape. There are also many hands with fewer than 19 points that are too strong to risk a simple overcall (this might be passed out resulting in a missed game).

Jump Overcalls always show six cards, either 12-16 points (traditional) or weak jump overcalls with 5-10 points and a good suit (cutting edge and 50 times more frequent).

N.B. 3
Hands with 4-3-3-3 shape, 12-14 points should Pass.
Hands with 4-3-3-3 shape, 15-18 points should Double with no stopper and bid 1NT with a stopper.
Hands with 4-4-3-2 shape, 12-14 points should only Double with the doubleton in the opponent's suit. Otherwise Pass.

N.B. 4
If Opponents have bid two suits Double usually shows 5-4 shape, often five cards in the unbid minor and four cards in the unbid major.

N.B. 5
WARNING
While Double usally shows a 3-suited hand with 12-18 points, (5-4-4-0 shape, 4-4-4-1 shape, 5-4-3-1 shape, or 4-4-3-2) or any hand with 19+ points, experts also Double with 12+ points and two-suited hands with 5-4-2-2 shape. "This is called Equal Level Conversion." The five card suit must rank higher than the doubleton, so that when your partner takes out your double into your doubleton suit, you can bid your five card suit without raising the level of the bidding, hence Equal Level Conversion.


N.B. 6
When you are in the protective position (i.e. if you pass the auction is over), you can double for take-out on fewer points, essentially 'borrowing' a king from your partner's hand:

1 - Pass (partner) - Pass - You?

You can Double here with as few as nine points (borrowing a king from partner). Remember partner could have passed 1 with 12-14 points and a hand-shape unsuitable for doubling.

You can overcall 1NT in the protective position with fewer points (11-14 points or so - although experts play it as wide-ranging as 10-15 points). It does NOT promise a stopper in the opponent's suit. Balanced hands with 16+ points can't overcall 1NT in the protective position, so must double first.




5. RESPONSES

YOU MUST RESPOND.

0-8 points - Bid longest suit at lowest level
9-11 - Bid longest suit with a jump
12+ - Bid game in longest suit

Do not bid opponent's suit
Prefer to choose a suit.
Avoid Notrumps unless you've stoppers and no shape.
1NT promises 6-9 points, stopper(s) and no other option.
Look for any eight-card major suit fit first.
Bidding opponent's suit is forcing (for one round only n.b.)

DONT FORGET TO JUMP A LEVEL WITH 9+ POINTS.


Partner's message is clear, please choose any suit (except the opponent's)

9 8 7 4
3 2
8 7 4 2
10 3 2

1 - Double (partner) - Pass - You?

Respond 1.
You must bid - if you pass, the final contract will become 1 Doubled. This will make with overtricks, as your partner is short in diamonds.

1 - Double (partner) - 2 - You?

Pass.
The opponent's 2 bid has cancelled the double - there is no need for you to bid. If you choose to make a free bid you would promise some values (6+ points).




K 8 7 4
3 2
8 7 4 2
K J 2

1 - Double (partner) - Pass - You?

You would still respond 1 (0-8 points)

1 - Double (partner) - 2 - You?

Respond 2
You are now longer obliged to bid, but you have enough to make a free bid - all your points are working well, and partner looks to have at most one diamond (as the opponents have an 8-card fit).




K Q 8 7 4
3 2
8 7 4
K J 2

1 - Double (partner) - Pass - You?

DO NOT respond 1 (0-8 points) - you could have zero points for this bid.
You must jump to at least 2 (9-11 points)

Your nine points look particularly juicy: all your points are in the right places (no wasted values in s), your fifth spade is gold dust and your doubleton heart will undoubtedly be useful. It would not be wrong to bid 3 or even 4 (this would be my choice - imagine partner has: (a minimum hand)

A 6 3 2
A 8 6 5
2
A 10 7 3

and you could make 12 tricks by playing for the opening bidder to hold the Queen of Club: after trumping 2 diamonds in the short trump hand and then drawing trumps, your losing heart could be thrown on the fourth club).




Changing the hand by one card....

K Q 8 7
9 3 2
8 7 4
K J 2

1 - Double (partner) - Pass - You?

Just bid 2 (9-11 points). Your hand has one fewer spade,so one winner fewer and with one more heart it has one more loser. Beware the 4-3-3-3 shape - the worst possible pattern.




6. REDOUBLE -
WARNING

If an opponent doubles the opening side, responder should bid as normal with one important addition:

1. The 1st priority (as ever) is to support partner with 4+ cards.

2. The 2nd priority is to
Redouble with 10+ points and no fit.

3. Bid normally with 6-9 points.



SUPPORTING PARTNER (after a Double):
WARNING

a) Experts use 2NT after a Double to show a good raise to at least 3 of partner's suit: i.e. 4-card support with 10+ points.

b) This allows a direct raise to 3/4 of partner's suit to be used pre-emptively with shape and few points - a key distiction.

c) Likewise a raise to 2 of partner's suit can be bid on fewer points - even none. Sometimes just with three card support.

DO NOT REDOUBLE WITH SUPPORT



Redouble says two things:
1. We have the majority of the points.
2. We have no fit.

With no fit and more points it could be possible to take the opponents for a LARGE penalty.
The perfect redoubling hand would mirror the doubler's shape:

A 10 7 6
2
Q 9 8 7
K 10 5 4

1 (partner) - Double - (You) ?

Redouble! Even with a good nine points - you have the perfect lead (partner's singleton) and good intermediates.



AFTER THE REDOUBLE:
WARNING

A. OPENING SIDE - the Opener and Redoubler
- see 2 and 4 below

Your side has the majority of the points:
- either you must double them for penalties.
- or continue bidding.

B. DOUBLING SIDE
- see 1 and 3 below

Your side has the minority of the points:
- try and find your best fit at the lowest level.
- you may well get doubled - don't panic.



1. Doubler's partner:

Pass - leaving partner to choose a suit.
Bid a suit - with marked preference, holding:
- four cards in a major.
- five cards (usually) in a minor.
- 1NT (rare) - usually double stopper in their suit.

2. Opener:

Double - with a suitable holding in their suit (you are looking for a penalty - PRIMARY GOAL)
Pass - partner, the redoubler, MUST bid again - you can not let them play Undoubled.
Bid - only with a hand unsuited for defending, often weak one-suited hands with few aces (KQJxxx, KJxx, xx, x)

3. Doubler:

Trust your partner's choice of suit, and try to escape at the lowest level. Your opponents are on the warpath - they have told you they have the points and that the hand is a misfit. Try and bid confidently and quickly.
If partner Passes, bid your longest suit at lowest level. Try and bid confidently and quickly.

4. Redoubler:

Double - (with a suitable holding in their suit).
Pass - but only if partner has another chance to bid. This would be FORCING. Remember you can not let them have the contract undoubled. If neither of you is able to double for penalties (much harder if the opponents escape at the 1-level) or they find a good fit you must bid on to at least 2 of opener's original suit.....
Bid - If unable to double or pass (see above)




VULNERABILITY
is often a key element - four figure penalties are not uncommon against vulnerable opponents. Although a difficult area, the key is to remember that the Redouble initiates a situation to relish, "Let's take the opponents for a big penalty, because we have all the points and no fit".

Your side either has to play the contract or double the opponents (who have fewer points and hopefully no 8-card fit). Both partners in the bidding sequence (after one of them has redoubled) have the option to make a 'FORCING PASS' - obviously provided partner has another chance to bid.




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7:30 PM | |

Thursday, April 10, 2008 

Stayman - Overview




TO SEE THIS IN SMALLER PRINT CLICK HERE
TO SEE THIS IN SMALLER PRINT CLICK HERE


STAYMAN - CONTENTS:

OVERVIEW
1.
History
2.
Requirements
3.
Hand Types



REGULAR STAYMAN:
1. Point Requirements
2. Responses
3. Examples




WEAK STAYMAN (More Advanced):
1. "Weak-take-out" in
s
2. Five-four in both majors, 0-10 points
3. Esoteric Stayman -
WARNING




ADVANCED STAYMAN:
1. Stayman 3
to 2NT
2. Stayman cancelled after Double
3. Conventional Redouble option -
MAJOR WARNING
4. Stayman after intervention -
WARNING
5. Intervention after Stayman
6. Extended Stayman -
WARNING
7. Stayman with Transfers -
WARNING
8. Doubling Stayman
9. Five-Card Stayman (over 2NT) -
WARNING
10. Puppet Stayman (over 2NT) -
MAJOR WARNING
11. Modified Puppet -
MAJOR WARNING

If you really want to get to grips with Stayman, you need to read everything except those topics given a WARNING. These sections are for serious partnerships and duplicate players. If you have any questions - please don't hesitate to contact me.




HISTORY

Sam Stayman (1909-1993) was an American bridge player, part of the US team which won the inaugural Bermuda Bowl in 1950 and subsequently in 1951 and 1953. Although the convention bears the name of Sam Stayman, it is widely accepted that he did not invent it. Initially in London during the early 40s, Mr Ewart Kempson and later 'Skid' Simon, developed ways to exchange information opposite an opening 1NT. Subsequently Jack Marx (also in England) and George Rapee took up the mantle. George Rapee was Stayman's regular partner and is often believed to be the true founder of the Stayman 2 convention. Jack Marx may have been prevented from publishing it until 1946, because all bridge publications were suspended due to paper-shortage in England. Stayman fine-tuned Rapee's convention and then promoted and published the convention under his own name in 1945 in "The Bridge World".

Stayman is usually the third (and often the last) convention learnt by bridge-players. The first is the opening 2 bid, which signifies 23+ points and the second Blackwood, 4NT ("how many aces do you have partner?"). The responses are also conventional.

A conventional bid is an artificial bid and says nothing about the suit bid. Stayman 2 is a conventional bid: it is 'forcing' and must never be passed. It says nothing about s but asks, "Do you have a 4-card major suit partner?"




FUNDAMENTAL REQUIREMENTS for STAYMAN:

1. You need to have agreed to play it with partner.
2. You partner has opened 1NT (or 2NT) or overcalled 1NT.
3. You can cope with any response from partner.




HAND TYPES for STAYMAN:

A. Precisely 4 cards in s or s (or both), game values.
B. A weak hand with long s (typically 6+ cards).
C. A weak hand which can handle any response.



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6:39 PM | |

 

Regular Stayman



REGULAR STAYMAN


HAND TYPE A:
. Precisely 4 cards in s or s (or both), with at least enough points to invite game.

Hand-Type A (see above) is most frequent. The hand below represents the minimum point requirement if partner has opened a weak Notrump (12-14 points). You must have the values to invite game, i.e. eleven or more points.

You must hold PRECISELY 4 CARDS in s or s or both.

A J 6 5
10 9 5 3
A Q 5
6 4



POINT REQUIREMENTS for STAYMAN:
a) Partner opens a weak 1NT, 11+ points are required.
b) Partner overcalls 1NT, 8+ points are needed (or a good 7).
c) Partner opens 2NT, 4+ points are required.

If you are playing a strong Notrump, treat it in the same way you would a 1NT overcall - see category b) above.




RESPONSES to STAYMAN 2
:
a) 2
- No 4-card major, partner
b) 2
- I have 4 (or 5) hearts and maybe 4 spades too.
c) 2
- I have 4 (or 5) spades and not 4 hearts.

THERE ARE NO OTHER RESPONSES.
NEVER RESPOND 2NT.
NEVER RESPOND AT THE 3-LEVEL.




A J 6 5
10 9 5 3
A Q 5
6 4

On the hand featured above, respond 2 to your partner's Weak Notrump opening.

If she responds 2 you bid 2NT, inviting 3NT, if partner holds fourteen points (or a good thirteen).

If she responds 2 or 2 you can raise to 3 or 3 inviting game.




Changing the hand slightly:
A J 6 5
10 9 5
A K Q 5
6 4

You respond 2
looking for a 4-4 fit.

If partner responds 2
you bid 3NT.

If partner responds 2 (might also have four s) you also bid 3NT, which partner will convert to 4 if she holds four cards in both the majors. (Remember you must have precisely four cards in s or s to use Stayman originally - you didn't support s, so you must have four cards in s.

If partner responds 2 you raise to game - 4.




Changing the hand again:
A J 6 5 3
10 9 5 2
A K 5
6

This time you would like to investigate a potential 4-4 fit and also the potential eight+ card fit. As ever we use Stayman to discover whether we have a 4-4 fit.

Respond 2 over partner's 1NT opening.

If she bids 2 you jump to 3 - the bid you would have made if you weren't playing Stayman. This shows five cards in spades and asks partner to choose between 3NT (with only two cards in spades) or 4 (holding three cards).

If she bids 2 or 2 you can raise to 4 or 4.




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6:38 PM | |

 

Weak Stayman



WEAK STAYMAN

CONTENTS:
1. Weak with long s
2. Weak with 5-4 in Majors
3. Weak with 5-5 in Majors
4. Weak 3-suited Hand



1. Hand-Type B (0-10 points with long s) is much rarer.

By agreeing to play Stayman, you are no longer able to bid 2 in a natural sense. Previously this would show five+ cards in s and 0-10 points (i.e. no chance of game). This is known as the "Weakness Take-Out" and must be passed by the 1NT opener. Playing Stayman, if you want to make a Weakness Take-Out in s you start by bidding 2 and then bid 3 over partner's response (cancelling Stayman), which partner must of course pass. This means you are contracting for nine tricks, so it is usually best to have six+ cards in your suit. With only five s it is usually best to opt for seven tricks and pass 1NT.

6
10 9 5
Q 5 2
Q J 10 8 6 4

Bid 2
over partner's 1NT and then 3 over partner's response to your Stayman.

This cancels Stayman - partner must pass. It does not promise a 4-card major.




2. Hand-types C are the least-known Stayman hands.
You are able to use Stayman with 0-10 points, provided you have 5-4 in the majors.


If partner responds in your major, you can pass, raise or use the Losing Trick Count (assume seven LTs for the 1NT opener).

If partner bids 2
you bid your 5-card major, as a Weakness Take-Out.

J 10 6 5 2
K 10 9 5
5
6 4 3

Before Stayman, you would simply respond 2
to partner's 1NT opener. With Stayman you are able to look for a 4-4 fit, passing if partner bids 2 or 2. If partner responds 2 you make the bid you would have made, 2 and partner must pass.

A 10 6 5
K 10 9 5 3
5
Q 4 3

On this hand you can respond Stayman 2
, and if partner responds 2 you can settle for 2. If partner responds 2 or 2 to your 2 you can raise to game, by virtue of your singleton . Those using the Losing Trick Count will arrive at the same answer.




3. You can also use Stayman on all hands with 5-5 in the majors and 0-10 points.

If partner bids 2
simply choose a major and bid 2 of that suit as a weak-take-out, which partner will pass. If you find a 5-4 fit, you can use the Losing Trick Count to see whether game is viable. See Extended Stayman for more on 5-5 hands:

9 7 6 5 2
10 9 8 5 3
K 3
2

Bid 2
, intending to pass any major suit response, and over 2 choose one of your major suits, best to choose the stronger so bid 2.




4. There are various 3-suited hand-types that can handle any response by partner:

Q J 6 5
10 9 5 3
Q 8 4 3 2
-

Perfect for Stayman - you can pass any response.

J 9 5
10 9 5 3
K Q 5 4 3
6

Not quite so perfect as partner may respond 2
(with four cards, occasionally five). This will however often prove to be a better contract than 1NT, especially if they don't find a trump lead, as you can trump s in dummy. 4-3 trump fits work well when there is a singleton in the shorter trump holding. Put it this way, if partner were to open 1 the best response would be to raise to 2. "Moysian" fits (four trumps opposite three) require delicate handling and are much loved by experts.

A J 6 5
10 9 5 3
-
J 10 9 6 4

Many would bid 2
on this hand also. It works fine when partner bids a major suit (55% of the time), but over a 2 response, you are now compelled to bid 3 which may result in a 5-2 fit at the 3-level. This is probably worth the risk as on average, partner will hold three cards in s and sometimes four or even five cards.



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6:37 PM | |

 

Advanced Stayman




ADVANCED STAYMAN

CONTENTS:
1.
Stayman 3 to 2NT
2.
Stayman cancelled after Double
3.
Conventional Redouble option - MAJOR WARNING
4.
Stayman after intervention - WARNING
5.
Intervention after Stayman
6.
Extended Stayman - WARNING
7.
Stayman with Transfers - WARNING
8.
Doubling Stayman
9.
Five-Card Stayman (over 2NT) -WARNING
10.
Puppet Stayman (over 2NT) - MAJOR WARNING
11.
Modified Puppet - MAJOR WARNING





1. STAYMAN 3
over an OPENING 2NT

This works in exactly the same way except the bids are all one level higher.

Stayman is now 3
and there are again only three possible responses (not 3NT). There is no weak take-out opposite 2NT (unless you have agreed to play "Transfers"), so any bid requires 4+ points and commits the partnership to game....with one exception:

9 7 6 5
10 9 5 3
9 8 4 3 2
-
Bidding 3
on this hand works well even with no points, as you can pass any response.

RESPONSES to STAYMAN 3
:
a) 3
- No 4-card major, partner
b) 3
- I have 4 (or 5) hearts and maybe 4 spades too.
c) 3
- I have 4 (or 5) spades and not 4 hearts.

THERE ARE NO OTHER RESPONSES.
NEVER RESPOND 3NT.
NEVER RESPOND AT THE 4-LEVEL.

STAYMAN in RESPONSE to OTHER 2NT BIDS

A. Stayman applies equally well after the bidding begins
2
- 2 - 2NT (showing 23/24 points and a balanced hand):
this is the only 2
auction that can stop below game.
Two points (or a good one-point hand.....!) are required.

9 7 6 5
J 10 9 5 3
9
7 6 3

After the auction 2
- 2 - 2NT you can bid 3 - Stayman.
If partner bids a major, raise to game.
If partner bids 3
(denial) bid 3 showing 5 cards, looking for either 4if partner has three cards otherwise 3NT.

B. If an opponent opens a Weak-two, and partner overcalls 2NT, showing 15-18 balanced, with a stopper, it is winning strategy to employ 3
as Stayman. (Transfers can also be played - "systems on"). This needs to be agreed with partner.




2. STAYMAN after OPPONENTS DOUBLE

If your partner's 1NT opening bid (or 1NT overcall) is doubled, all bids are natural:

2
after a Double is no longer Stayman, but natural and weak and with five+ s. It is vital that you are able to play in s at the lowest level i.e. 2. Tournament players often choose to keep 2 as Stayman, so they use redouble as a rescue into s (see below), and forego the use of redouble in a natural sense (Normally redouble is for business as in the auction: 1NT - Double - Redouble "We are going to make at least seven tricks in Notrumps - show me the money").


9 7 6 5
5 3
9 2
9 8 7 6 3

1NT - Double - ?
Bid 2
- natural, five+ s weak and to play (yes, they are likely to double you, but you must surely make more tricks than you would left in 1NT doubled).


********************************************************************************************************************************
WARNING - EXTRA ADVANCED .
********************************************************************************************************************************

3. REDOUBLE FOR RESCUE

Having said this, many regular partnerships, especially at tournament level, agree to have "systems on" after a Double (including Transfers). They use Redouble to escape to 2
/2, holding a 5-card minor suit - partner must bid 2, after which they pass or correct to 2. Sometimes it leads to the exotically named "Staveley Wriggle":

9 8 6 5
10 9 5 2
8 6 5 4
5

1NT (Partner) - Dble (opponent) - Redble (you) - Pass (oppo)
2
(Partner) - Dble (opponent) - Redble (you):

The first redouble forced partner to bid 2
, and then you wait until the opponents double you again (you don't mind being left to play there with your singleton trump, making perhaps no tricks if you are undoubled).
The second Redouble says "choose any suit except
s partner". It is called an S.O.S Redouble, and demands partner choose any suit except s, as clearly you could not want to play in 2 redoubled. Be careful with this one - only for the top tournament players (last time I did this my partner supported me to 3 and then left me there Redoubled - she did have five good s so I managed to 'escape' for a mere 1000 points on a part-score hand.) We hadn't had that all important discussion about what system we were playing....

********************************************************************************************************************************
END OF WARNING ;
********************************************************************************************************************************


4. STAYMAN after OPPONENT'S OVERCALL

Bidding the opponents suit is Stayman, Bidding 3 shows s (unless the opponents have overcalled s in a natural sense - a 2 overcall is often used conventionally to show a 2-suiter: the 'Landy" convention promises both majors).

If an opponent overcalls a suit after partner has opened 1NT, this obviously prevents you from bidding 2
. If you want to ask partner whether she has a 4-card major, you must bid the opponent's suit at the 3-level, committing you to 3NT.

Q J 6 5
A 9 5 2
K 5
Q 10 2

1NT - 2
(opponent) - 3 (you)
or
1NT - 2
(opponent) - 3 (you)

Your bid of the opponent's suit is 'Staymanic' and asks partner whether she has a 4-card major. The denial would be 3NT, so you need enough points for game, ideally 13+ or a good 12.




5. INTERVENTION after STAYMAN

If an opponent intervenes after Stayman has been bid, the 1NT opener must only make the bid he would have made without any intervention, i.e. at the 2-level, but NOT 2NT.

If an opponent overcalls 2
you can still bid 2/2.
If an opponent overcalls 2
you can still bid 2.
If an opponent overcalls 2
however, the 1NT opener can no longer make one of the three possible responses and must pass, or perhaps Double.

DO NOT BID 3
, as the Stayman 2 might be one of the weak varieties (e.g. very weak with long s and your bid will have forced partner to bid 4 - not what she wanted).




6. EXTENDED STAYMAN

I did play this with my brother Zeb for a while, but it is of questionable value, especially given its frequency and particularly for players who use Transfers.

A 9 7 6 5
A J 10 9 2
5
4 2

When holding moderate hands with 5-5 in the majors (for weak 5-5 hands see Weak Stayman above), you can use Stayman. If partner bids 2
or 2 you can raise to game. If partner bids 2 you can bid 3 - "Extended Stayman" - this asks partner for 3-card majors, and will help you discover your 5-3 major-suit fit. Hands which are 5-5 in the majors with slam interest are often best handled by going through Stayman 2. If you unearth a 5-4 fit, you chances of slam are vastly improved, and you can jump to the 4-level over partner's 2/2 - a splinter, which shows a singleton or void in the bid suit and agrees partner's major, with interest in slam.

Extended Stayman is rare and most players use 3 after a 2 response to Stayman to show 5+ s with game values or more.




7. STAYMAN with TRANSFERS

If you are playing red-suit Transfers over 1NT, this allows you to use the 2
transfer to show a weakness take-out in either s or s. The 1NT opener bids 3 and the responder passes if weak in s or corrects to 3 if weak in s. This means you no longer need to go through Stayman 2 followed by 3 to show a weak hand with s. This sequence is therefore forcing showing 5+ cards in s, a 4-card major and slam interest.

When holding 5-4 in the majors, it is possible for experienced partnerships to distinguish between invitational hands and game-forcing hands. Transfers can be used to show the invitational types, but this is an area that must be agreed.




8. DOUBLING STAYMAN

All doubles of conventional bids are lead-directing.

If your opponent bids Stayman, you should be hesitant to overcall on marginal values, especially vulnerable, as your opponents are likely to hold at least 23 points between them (Stayman usually shows 11+ points). You are guaranteed to have a second chance to bid, so pass and await developments, unless you have a good six card suit.

Doubling Stayman shows
s and is meant as a lead-directing bid (as is Doubling the 2 response). Please lead a partner. To make such a double, you need at least five good s. If the opening side Redouble this is "To Play". You need to be cautious when doubling their Stayman (I doubled a 3 Stayman bid opposite a 2NT opener, which the opponents promptly redoubled, and I was only able to take two tricks with my five good s. Redoubled overtricks are expensive.....





9. FIVE-CARD STAYMAN

It is normal practice for tournament players to use 5-card Stayman when their partner opens 2NT. This asks partner whether they have a 4-card or 5-card major suit. Responder needs 3+ cards in at least one of the majors and 4+ points.

The responses are:
3
- No 5-card major, but at least one 4-card major
3
- I have 5 cards in s
3
- I have 5 cards in s
3NT - I have no 4-card or 5-card major.

After 3
, responder shows her cheapest 4-card major and any 4-4 fit will be unearthed.




10. PUPPET STAYMAN

This is one for regular partnerships, usually advanced tournament players. It is a winning convention, but comes up rarely (like nearly all conventions), so it should be taken with a pinch of salt by all but the truly dedicated.

The bidding is the same as for 5-CARD STAYMAN, except after the 3
response, the Stayman bidder bids such that the strong hand always plays the hand.

2NT - 3
- 3 (at least one four-card major) - ?

3
- shows 4 cards in s but not in s.
3
- shows 4 cards in s but not in s.
3NT - no 4-card major.
4
- 4 cards in both majors with slam interest.
4
- 4 cards in both majors with no slam interest.

K 10 9 7
J 10 9 2
9 5 2
4 2

When partner opens 2NT, you bid 3
, and partner responds 3 which denies a 5-card major but promises a 4-card major. You can now bid 4 which shows 4 cards in both majors and ensures the lead comes around to the strong hand, protecting partner's strength and concealing the big hand. Partner bids her major suit at game-level as you have denied slam-interest.




11. MODIFIED PUPPET (aka MUPPET)

I could also tell you about Modified Puppet, which allows responder to discover any available major suit fit even when holding five cards in
s and four cards in s (with five cards in s and four cards in s you simply transfer), but I'll wait until you ask. If you've made it this far you've done well. Any questions? Please don't hesitate.



Back to OVERVIEW (in new window)
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CONTENTS:
1.
Stayman 3 to 2NT
2.
Stayman cancelled after Double
3.
Conventional Redouble option - MAJOR WARNING
4.
Stayman after intervention - WARNING
5.
Intervention after Stayman
6.
Extended Stayman - WARNING
7.
Stayman with Transfers - WARNING
8.
Doubling Stayman
9.
Five-Card Stayman (over 2NT) -WARNING
10.
Puppet Stayman (over 2NT) - MAJOR WARNING
11.
Modified Puppet - MAJOR WARNING

6:36 PM | |

Monday, April 07, 2008 

Bridge Quiz Results

Many of you may remember our bridge day in Winterbourne Basset, where thanks to Mr and Mrs Knight, admirably aided by Gillian Fallon and her able team, we managed to raise a good deal of money for the Mark Cross Bone Cancer Fund and also play some fun bridge. I hope some of you still have your bridge booklets, from which you all completed a 'bridge quiz'. I have recently gone through your quiz answer sheets and marked them. Below is a list of the top scores:

Score

151   Nemmy Elliott
142   Mandy Weldon
139   Brian Twigger
130   Anthony Surteees
126   Annie Stone
---------------------
116   Diana Waterlow
115   George Weldon
107   Meg Davidson
107   Jane Laing
106   David de Saye
102   Susan Selby
102   Marina Penna
102   Patricia Coates
101   Rosemary Stockton
101   Jane Twines
100   Carol Donnelly
---------------------
99    Peter Hill
96    Mrs. E. Salmond
96    Virginia Ashton
95    Tessa Begg
95    Sir Padraic Fallon
93    Janette Roch
92    Belinda Barrow
92    Fayleen Billington
92    Clarissa Roe
90    Alison Clvin-Wright
90    Berit Swahn
---------------------
89    Jean Hart
89    Linda Weldon
88    Penny Rankin
87    Judy Burdett
87    Susanna Parsons
87    Penelope Burgess
86    Gillie Southcott
86    Prue Shepheard
85    Susie Crofton-Atkins
85    Susan Dinilildein
83    Andrea Kerr
82    Caroline Scott
82    Fiona Soames
82    Dolly Beresford-Jones
82    Susan Holland
80    John Evans
80    Gilly Doel
80    Sarah Buchanan
----------------------

Do not forget that there are 100 scores below the 80 mark - 80 is still a pretty good score (see below). While the maximum possible was in theory 200, the last six questions (worth 45 points) were a little bit random and even tougher than the rest of the quiz. The top three scores are truly excellent - particularly Nemmy.


140+     You should be teaching bridge - perhaps you already are?
120-139   I would be happy to have you sitting opposite me.
100-119   Excellent scores - you have a fine understanding of the game.
80-99     You would score beta+ in your bridge exam - one or two holes to plug.
>80        Bridge lessons anyone?

As promised way back in 2006 there are some prizes for the best scores. As well as coming from a family of bridge teachers, we are also well known as jigsaw puzzle makers, since my granny cut her first puzzle in 1915. Prizes are either in the form of jigsaws or bridge lessons - you have the choice. The jigsaws can be specially commissioned - simply choose a picture and specify any names you'd like to be included. I teach bridge lessons regularly in The Cotswolds (Little Barrington) and am increasingly running 'bridge days' - and mornings, afternoons and evenings - privately around the country, Devon to Shropshire to Yorkshire to London and everywhere in between.


1st Prize:   Free bridge course or free jigsaw (up to a value of £130)

2nd Prize:  2-for-1 bridge course or free jigsaw (up to a value of £65)

3rd Prize:   Free bridge day or half-price jigsaw (up to value of £130)
-------------------------------------------------------------
4th Prize:   2-for-1 bridge day or half-price jigsaw (up to value of £65)

5th Prize:   2-for-1 bridge day or half-price jigsaw (up to value of £65)
-------------------------------------------------------------
6th Prize:   Free bridge lesson or child's jigsaw (up to value of £25)

7th Prize:   Free bridge lesson or child's jigsaw (up to value of £25)
-------------------------------------------------------------
8th Prize:   2-for-1 bridge lesson or 2-for-1 child's jigsaw
- down to
14th Prize:  2-for-1 bridge lesson or 2-for-1 child's jigsaw
-------------------------------------------------------------

If you have finished with a score of 100 or more, you have won a prize. If it is bridge lessons you would like, you can come to my classes in the Cotswolds (£130 for a course of 8 weeks), or come to one of my bridge days or organise one yourself. If it is a jigsaw you require, choose a picture or request a brochure:

Children's jigsaws start at £25 and are suitable for 3 years upwards. They are hand-cut and wooden, and will contain the child's name cut into individual letters, as well as various animal silhouettes - the perfect present for grandchildren.

My regular jigsaws are difficult and can be made fiendish for the connoisseur. Typically a 10 x 8 photo can be made into a 200-250 piece puzzle at a cost of £65 and a 10 x 15 costs £130. Pictures are not provided on the puzzle box.....

Please claim any prize by Christmas 2008.

3:23 PM | |