Bids mean the same thing they meant without the intervening bid. It does not guarantee extra points. However it is sometimes necessary to pick a bid that would normally have been a second choice without the overcall:
1♦ | (Pass) | 1♠ | (2♣) | |
2♠ | With ♠ J43 ♥ A875 ♦ AQJ4 ♣ J3 (rebid 1NT if RHO has passed) |
Cuebidding RHO's suit shows values for game without clear direction for the moment. This is often used to show a game-forcing raise:
1♠ | (2♣) | 3♣ | Game force; usually a raise |
Responses at the 1 level to opener after an overcall have the same meaning as without. Responder should stretch to raise partner with support for opener's suit. New suit responses at the 2 level usually show at least 5 cards and 10 points. If at 3 level, it is game forcing.
Negative doubles are used through 2♠ promising four cards (at least) in one of the unbid major. Note: The exception is after 1♣-1♦, after which it promises both unbid majors. Bidding a major at the two level or higher shows 11 or more points and a five-card or longer suit.
1♣ | (1♦) | Double | 4-4 or better in the majors |
1♦ | (1♥) | Double | Exactly four spades (1♠ promises five) | |
1♦ | (1♠) | Double | Four hearts and 6+ points or five hearts and 5-10 points |
Responses to negative doubles are:
- Minimum bid (below game) with < 16 points, not forcing
- Jump bid with 16-18 points, not forcing
- Cue bid of the opponent's suit 19+ points, forcing to game
- Pass (rare) for penalties
With a negative double, partner is no longer able to double for penalties. Therefore, when an opponent's suit overcall is followed by two passes, opener should try to reopen with a double with 2 or less cards in the opponent suit, as partner might have passed with a good hand for penalties.
The modern trend is to play negative doubles to a higher level. It is common to play negative doubles to 3♠ or even higher.
If RHO makes a takeout double:
1♦ | (Double) | 1♥, 1♠ | Forcing, point count not limited | |
2♣ | 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 1♥, 1♠, or 2NT with the appropriate hand | |||
3♦ | Preemptive, good trump support but fewer than 10 points |
A responder's jump shift after a double is to play:
1♦ | (Double) | 2♥, 2♠, 3♣ | six-plus-card suit, like a weak two-bid or preemptive three-bid |
Responses to takeout double after opponent passes are:
- minimum bid = 0-9 points
- 1NT = 6-10 points, balanced, stopper in opponent's suit
- Jump bid = 10-12 points, not forcing
- 2NT = 10-12 points, stopper in opponent's suit, no 4 card major
- Cue bid = 13+ points or 10-12 with two 4 card majors
- 3NT = 13-16 points
- Double jump = less than 10 points, 6 card suit, preemptive
- Pass (rare) = 5+ cards in opponent's suit (worth 3 tricks)
- Pass = 15 points or less
- Raise = 16-18 points and 4 card support, 18-20 points if raise is at 3 level in non-competitive auction.
- Jump raise = 18-20 points, 4 cards
- New suit = 18-20 points, 5+ cards (less points if also has 4 card unbid major)
- New jump suit = 6 card self sufficient suit, strong hand, not forcing
- 1NT = 18-20 points
- 2NT = 19-21 points if non-jump, 21-22 points if jump
- 3NT = shows 9 tricks
- Cue bid = 21+ points, slam interest
Here are some guidelines as to when an X is penalty. Be wary of doubling the opponents for penalty on the strength of partner's overcall.
- When the X is made late in the auction: i.e. 1♠-P-2♠-P-4♠-X
- When the X's partner has accurately described both his strength and
distribution.
- When either partner has XX'ed earlier
- When either has earlier made a penalty X or a penalty pass of a takeout X
- When an artificial bid has been X'ed
- When the major suit response to a preempt has been X'ed
- In borderline cases, when the X'er is behind the original bidder
- To play if:
- Your side is at the four level or higher:
4♠ (Double) Redouble Penalty
- The opponents double an artificial bid:
1NT (Pass) 2♦ (Double) Redouble Penalty. good diamond suit
- A good hand if their double is for takeout:
1♠ (Double) 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:
1♦ (Pass) Pass (Double) Pass (Pass) Redouble SOS, responder can support at least two of the unbid suits
Examples:
1♥ | (1♠) | 2NT | Natural (12-14 HCP) |
2♣ | (Dbl) | 2♦ | Natural and Positive |
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.
1♠ | (2♠) | 3♥ | Game force | |
Double | At least 10 points, probably balanced |
A forcing pass is used when opponents are clearly competitively bidding for preemptive reasons and you are unsure if you should X or bid higher (usually past game). A pass forces partner to either X or bid.