This week we look at using jump bids in competitive auctions as weak actions and using a cuebid of the interferer's suit as a limit raise or better, Q=LR+.
When the opponents are playing a “Weak 1NT” opening bid (for example, 12-14 points), we need to bid only when we have a decently valued hand. We tend to bid with hands that would normally have overcalled at the 2-level, hands with about opening values. Here we are primarily bidding constructively because when the opponents open a “Weak 1NT” our side may still have game. If we bid destructively (with only shape and without much strength) then if partner has values, they may push the auction too high. It is common to use a different bidding system against the opponents’ Weak 1NT opening bid than the one you use against a strong 1NT opening. These systems usually contain a penalty double that allows us to show a very good hand as well, and thus penalize the opponents when partner also has some values.
There are many artificial systems for competing over the opponent’s 1NT opening bid. Systems like DONT or Meckwell are built around finding a fit and competing in the bidding as efficiently as possible – allowing us to show all our suits at the 2-level. One downside of playing DONT or Meckwell is when we show a 2-suited hand (like a Major + minor) then we do not know which suit is longer (either one could be a 5-card or 4-card suit). This can lead to missing a Major suit fit. There is another system, called Woolsey (named after its creator Kit Woolsey, one of the top bidding theorists) that is focused on finding Major suit fits while allowing us to compete as cheaply as possible. Let’s see how this system works.
One of the ways that we investigate slam in a suit contract is the use of control showing bids. When one member of the partnership is interested in slam then they show this interest by making a control showing bid. Based on our partnership agreement this control showing bid either shows a 1st round control or a 2nd round control in the suit bid. Once we start the process of making control showing bids then we continue to do so to explore slam. But as the auction approaches game we have a big decision to make, should we go past game or not. This can be a difficult decision; we should not go past game without a good reason -- some extra values. In this situation we would like to have a way to make “one more try for slam”. The way that we do that is with a convention called the Last Train to Clarksville (“Last Train”). Let’s see how this gadget works!
When we find a Major suit fit at the 3-level in a game forcing auction, then partner is usually expressing interest in slam (because without slam interest, partner would have applied the Principle of Fast Arrival and bid 4M.) In this case, now we usually express whether we have slam interest or not by either making a cuebid or simply bidding game with 4M. A partnership can use a gadget called “Non-Serious 3NT” to gain even further clarification about a player’s level of slam interest.