Precision


GENERAL APPROACH
Artificial 1 club opening showing 16 HCP+
Other opening bids showing 11-15
5 card major opening.
1D showing 2+diamond and 2C 5+club
2D showing 1/0 diamond and 4441 or 5044
Weak 2H/S


Index
GENERAL APPROACH
Responses to 1C
Further to 1C
Responses and further to 1D 
Responses and further to 1H/1S
Responses and further to 1NT
Responses and further to 2C
Responses and further to 2D
Responses and further to 2H/2S
Responses and further to 2NT
Defensive bidding
Competitive bidding
Slam bidding
Defensive leads and signals


Responses to 1C

1C: 16 or more, 15 with 5-5 or 14 with 6-5


Further to 1C

NEGATIVE : 1D: 0-7 or Impossible negative(4441) 8 pts


  After a CONSTRUCTIVE response

POSITIVE: 1H/1S/2C/2D: 8 points, 5 carder

POSITIVE: 1NT: 8-10 balanced

POSITIVE: 2NT: 11-13 balanced


POSITIVE: 3NT: 14-15 balanced

After a POSITIVE suit response, 

Raise of that suit is TRUMP ASKING BID called TAB. 

Jump shift=19pts, semi solid 6 carder with max 1 top honor missing this is ACE ASKING BID (AAB)

After opener has applied TAB or AAB, any suit bid is CONTROL ASKING BID (CAB).

TAB and CAB after intervening bid by opponents:


Response and further bidding to 1D

1D: 11-15, min. 2 carder diamond. This bid is a kind of denial bid. If you can't open 1C/1H/1S/1N/2S/2D, then 1D is you opening bid. Always open 1maj with 5 card suit unless you have a longer diamonsuit and the majorsuit is much better than diamond.

RESPONSES AFTER INTERVENTION

            Double:
                  Redouble: 11 or more
                  Other:    natural as without intervention
            Overcall:
                   Double at 2 level: 1 4 card major
                   Double at 3 level: for penalties
                   Cue Bid: min 11, opener to bid side suit


Response and further bidding to 1H/1S

1H/1S: 11-15 5 carder.

RESPONSES (NO INTERVENTION)

  • Pass: 0-7 no game , poor support
  • Single raise: 8-10, 3 card support
    • pass with minimum         
    • new suit with max
  • Jump Raise: 11-13, 3 carder support
  • Triple Raise: min 10 points, 14-15 with distribution, 4 carder
  • Triple Jump in new suit: 11-15, 4 card support void or singleton in suit
  • 3NT: 14-15 points, good 3 card support
  • Jump in new suit: 16 with good 5 carder
    • raise with 3 carder
    • less support min NT
    • show 4 carder with unbalanced hand
  • Jump to 2NT: 16 points, 3 card support, no good 5 carder
  • New suit without jump: 8-15 
             Opener to show 11-13 or 14-15
             11-13:
    • raise 3 card support    
    • rebid 6 carder  
    • min NT
    • bid new suit, 4 carder at 2 level
      14-15:          
    • Jump Responders major with 3 card support   
    • Jump in own good 6 carder    
    • new suit (good, at least KQxx) at 3 level
    • Jump to 3NT
    • Raise Responders minor to 3 level with 3card support  
  • 1NT: 8--15 forcing, no good suit, no support
              11-13: Rebid own suit       
    • Bid 2nd lower 4 carder                      
    • 3 carder minor if necessary
      14-15: Bid 2nd higher suit at 2 level                   
    • raise to 2NT
    • Bid new good suit at 3 level
    • Jump rebid own 6 carder

RESPONSES AFTER INTERVENTION

After Double by opponents:

  • raise to 2,3,4: max 7 pts, preemptive
  • 1NT: 8-10, min 3 card support
  • 2NT: 8-10, min 3 card support
  • Redouble: 11 or more
  • Other calls: natural as without intervention

After an overcall

  • Raises=natural as without intervention    
  • 1NT: 8-10, 1 stopper     
  • 2NT: 11-12, 1 stopper       
  • Cuebid: 11 points, good support     
  • Double: holding 2nd 4 carder major        
  • Other calls: natural as without intervention

Responses and later bidding to a 1NT 13-15 opening: 

1NT: 13-15 balanced. No 5 card major.

RESPONSES (NO INTERVENTION)

RESPONSES AFTER INTERVENTION

Double

Suit bid


Responses and further bidding to 2C opening: 

2C: 11-15 good 5 carder. With 5 card club, you have a 4 card major. Never 5332, or 5C-4D.

RESPONSES (NO INTERVENTION)

RESPONSES AFTER INTERVENTION        

After Double:

After overcall at 2 level:
                

After overcall at 3 level:


Response and further bidding to 2D:

2D: 11-14 4414 or 4405 


Response and further bidding to 2H/2S:

2H/2S: 8-10 good 6 carder


Responses and further bidding to 2NT:

Stayman and Jacoby transfers for the majors are used.


Defensive bidding:


Competitive bidding:

There is almost an endless variety of possible sequences, so it pays to have simple guidelines to prevent bidding misunderstandings:

Cuebidding RHO's suit shows values for game without clear direction for the moment. This is often used to show a game-forcing raise:

1S - (2C) - 3C = game force; usually a raise.

Negative doubles are used through 2S promising four cards (at least) in any unbid major. Bidding a major at the two level or higher shows 11 or more points and a five-card or longer suit.

If RHO makes a takeout double:

1D - (Do) - 1H, 1S = forcing, point count not limited.
                 - 2C = non-forcing (6-10 points, usually a six-card suit).
                 - 2NT = limit raise (at least 10 points) -- or better.
                 - Redouble = 10 points or more, but it is better to make a more descriptive bid of 1H, 1S, or                    2NT with the appropriate hand.
                 - 3D = Preemptive, good trump support but fewer than 10 points.

A responder's jump shift after a double is to play:

1D - (Do) - 2H, 2S, 3C = six-plus-card suit, like a weak two-bid or preemptive three-bid.

A redouble can have one of three meanings:
To play if:

  • Your side is at the four level or higher: 4S - (Do) - Redouble = Penalty:
  • The opponents double an artificial bid: 1NT - (Pa) - 2D - (Do) - Redouble = Penalty. good diamond suit;

A good hand if their double is for takeout:

  • 1S - (Do) - Redouble = 10+ points;

SOS, requesting a different suit, if your side is doubled for penalty in a trump suit at the three level or lower:

1D - (Pa) - Pass - (Do)
Pa - (Pa) - Redouble = SOS, responder can support at least two of the unbid suits.

Unless otherwise noted elsewhere, any bid or double by the opponents cancels a convention intended for non-competitive sequences.

Examples:
1H - (1S) - 2NT = Natural (11-12 HCP).

If the opponents use a convention (such as Michaels or the unusual notrump), you can double to show at least 10 points, or you can cuebid one of their shown suit(s) to force to game.

1S - (2S) - 3H = game force.
                 - Double = at least 10 points, probably balanced.

Slam bidding:

Gerber 4C are used after NT bids.

Blackwood 4NT is used to ask for aces. Responses show the number of aces by steps. 5NT is then used to ask for kings; 5NT guarantees the partnership holds all four aces.
 


Defensive leads and signals:

This is the one area where choices are offered. The following are specified: Defensive signals when following suit or discarding are "high encourages, low discourages." Leads are top of touching honors (with choices from AKx and interior sequences). Many precision players like to use even cards as encourage, and uneven as discourage. But this should be agreed to.

Pairs must choose from the following options. Where no card is pre-marked in bold italics, pairs must mark their leads.

  • Which card is led from AKx.
  • Which card is led from xxx, xxxx or xxxxx.
  • Whether 4th best, or & 5th best leads are used.
  • Whether 3rd best is led from KJ10x, K109x, or Q109x, (and from AJ10x or A109x versus NT). Must be indicated by circling the card led.
  • Whether or not frequent count signals are given.

It is Declarer's responsibility to look at opponents' carding agreements. In the absence of a circle, cards in bold italics are presumed to be the agreement.


Edited by Woody from several documents found on Internet for Bidding Quest