For busy players who don't have time to read, here is the essence of the Structure in chart form:
RHO opens--> You bid: |
1 | 1 | 1 | 1 |
Double | 14+ HCP tends to be balanced | |||
1 | Simple
Overcall 4-14 HCP 4+ diamonds |
|||
1 | Simple
Overcall 4-14 HCP 4+ hearts |
|||
1 | Simple
Overcall 4-14 HCP 4+ spades |
|||
1NT | 1NT Takeout 4-14 HCP 3+ card support for all unbid suits |
|||
2 | Two-suited cue
bid (touching suits) 5+ diamonds 4+ spades 4+ HCP |
Two
level overcall 5+ clubs 4-14 HCP |
||
2 | Two-suited
jump overcall 5+ diamonds 4+ hearts 4-14 HCP |
Two-suited cue
bid (touching suits) 5+ clubs 4+ hearts 4+ HCP |
Two
level overcall 5+ diamonds 4-14 HCP |
|
2 | Two-suited
jump overcall 5+ hearts 4+ spades 4-14 HCP |
Two-suited cue
bid (touching suits) 5+ diamonds 4+ spades 4+ HCP |
Two level
overcall 5+ hearts 4-14 HCP |
|
2 | Weak jump
overcall 6+ spades |
Two-suited
jump overcall 4+ spades 5+ clubs 4-14 HCP |
Two-suited cue
bid (touching suits) 5+ hearts 5+ clubs 4+ HCP |
|
2NT | Strong 2-suiter
(8.5+ playing tricks) Non-touching suit + another |
|||
3 | Asks for stopper for 3NT | Intermediate
jump overcall 12-17 HCP 6+ clubs |
Two-suited
jump overcall 5+ clubs 5+ diamonds 4-14 HCP |
|
3 | Intermediate
jump overcall 12-17 HCP 6+ diamonds |
Asks for stopper for 3NT | Intermediate
jump overcall 12-17 HCP 6+ diamonds |
Two-suited
jump overcall 5+ diamonds 5+ hearts 4-14 HCP |
3 | Intermediate
jump overcall 12-17 HCP 6+ hearts |
Asks for stopper for 3NT | Intermediate
jump overcall 12-17 HCP 6+ hearts |
|
3 | Intermediate
jump overcall 12-17 HCP 6+ spades |
Asks for stopper for 3NT | ||
3NT | To play | |||
4 | NAMYATS Good 4 bid |
Preemptive, natural | NAMYATS Good 4 bid |
|
4 | NAMYATS Good 4 bid |
Preemptive, natural | ||
4 | NAMYATS preemptive, natural |
|||
4 | NAMYATS preemptive, natural |
This document is based on two main sources:
I have supplemented this material with a my own (very limited) experience and with some observations made while kibitzing Twineham and Hodges in actual play. I have tried to clarify places where the sources seemed obscure, and I have also indicated places where they are contradictory or where I just can't make sense out of them. My goal was to summarize the available information, not to create any new theory. This process has exposed enough loose ends that you and partner will have plenty to talk about the next time you meet at Starbucks.
Paul Cornelius
May 2001
HCP range | Probability |
0-5 | 18.18% |
6-8 | 27.65% |
9-11 | 28.55% |
12-14 | 19.02% |
15-37 | 6.60% |
38+ | 0.00% |
When the opponents open the bidding they have already gained an advantage. Standard defensive bidding methods allow you to compete if you have a decent hand, but this doesn't happen very often (see chart of probabilities at right). The main purpose of the Structure is to allow you to compete on weaker hands. The Structure is based on the theory that competing at the one- and two-level is superior to balancing at the three-level, which can be very dangerous as the opponents have already communicated their values.
The Structure often relies on the Law of Total Tricks to decide how high to compete. On most hands we possess at least an eight-card fit, which usually will allow us to compete successfully at the two-level; sometimes we will have two eight-card fits which will allow us to compete at the three-level. If we have a nine-card fit the three-level should be safe, etc. The opponents of course attempt to do the same depending on how big their trump fits are.
The Structure comprises the following tools: Simple Overcalls, No-trump for Takeout, the Power Double, Roman Jump Overcalls, the Two-suited Cuebid, Intermediate Jump Overcalls, NAMYATS, and a few other gadget bids.
The Structure applies only in direct seat when the opponents have opened with a natural bid of 1 in a suit. It is off in balancing seat or when both opponents have bid.
Throughout this document the term "advancer" is used to name the partner of the player who first makes a competitive bid (overcall or double). The Advancer plays a critical role in the Structure since it is almost always his job to make the final decision about how high to compete on the combined offensive values of the partnership. Advancer must bear in mind that many calls in the Structure are limited and do not promise defensive values. The most important concept in the Structure is summarized this way by Spaulding:
"Get in, get out; bid limit of offensive values but don't hang your partner." |
Of all the tools in the Structure, the simple overcall (SO) occurs the most frequently. The inferences that can be drawn from an SO, or even a pass, are many. Because the overcaller has several other possible bids in the Structure, the choice of an SO denies possession of certain other hand types. This will become clear as the other bids are presented.
There are several reasons to make an SO:
The requirements for an SO are modest: generally 4-14 HCP and a 5+ card suit; however, 4 card suits are common when the hand contains length in opener's suit. The SO denies holding a side 5 card suit and tends to deny a higher ranking 4 card suit, although there are 4-4, 5-4, and 6-4 hands that cannot be described with a single systemic bid. The SO is alertable.
There are no specific requirements for suit quality. While the average is something like KJ9x, lesser holdings are acceptable if the hand's general strength suggests getting into the auction. For example, if RHO opens 1 and you hold: KQx T9xx xx AKxx, the recommended bid is 1. (This paragraph is from Fout).
The inferences from partner passing in an auction like this: (1) - P - (1), are very revealing. It's known that partner could not even compete at the one-level. Partner almost surely denies possession of all the hands mentioned in this section, and denies the three-suited takeouts, two-suited hands, and other holdings that will be described below. The hands most likely to be passed are either very weak, are 4-3-3-3 (or some other balanced pattern) with length in opener's suit, or have a bad suit and only average values, e.g., Jxxx or worse and 6-9 HCP.
The aggressive nature of the SO implies that advancer must act with caution, particularly when considering a raise on 3 card support. Advancer's holding in LHO's suit is of critical importance [Fout]: the situation is especially dangerous when holding three small, Jxx or Qxx of LHO's suit, or with a modest 4-3-3-3 hand.
In an uncontested auction the advancer has four ways of raising overcaller's suit:
1. Simple raise. This generally requires 4+ card support and is blocking. Advancer has no interest in game.
2. Double raise. When non-vulnerable this is blocking and denies interest in game. When vulnerable it is invitational.
3. Bid 1NT (forcing, see below) and then support opener's suit on the next round [Fout; not mentioned by Spaulding].
For example:
W N E S 1 1 Pass 1NT (forcing) Pass 2 (forced relay) Pass 2 This sequence shows some game interest so overcaller should continue with a maximum.
4. Bid 2NT (Jacoby style). This promises an opening hand with 4+ trumps and is forcing for one round. Overcaller responds as follows:
A. Rebid his suit with less than 8 HCP [Spaulding] or a generally poor hand. This is not forcing.
B. Bid a new suit at 3 level to show a singleton or void. Presumably this also implies 8+ HCP [my interpretation].
C. Jump to a new suit at the 4 level to show 6-4 distribution and maximum HCP.
Lacking support for overcaller's suit, advancer must bear in mind that overcaller is very likely to have shortness in one of the unbid suits (otherwise he would have overcalled 1NT - see below). Advancer can choose among these possibilities:
1. Pass. Strongly tends to have fewer than 4 cards in overcaller's suit.2. New suit at the one level. Non-forcing and non-constructive, this denies interest in game and merely suggests an alternative spot. This strongly implies fewer than 3 cards in overcaller's suit.
3. 1NT is similar to Lebensohl and asks overcaller to make an artificial rebid of 2. Assuming the relay is accepted, advancer can now continue in one of several ways:A. Pass, or bid a suit at the 2-level that is lower-ranking than overcaller's suit. This is weak and non-forcing with no interest in game. It shows a 5+ card suit and strongly implies less than 3 cards in overcaller's suit.
B. Bid a suit at the 2-level that is higher ranking than overcaller's suit. This is mildly invitational but non-forcing.
C. Make a mild game invitation by rebidding overcaller's suit (see above).
Overcaller may break the relay to 2 if his original suit was 6 cards long. With a minimum hand he rebids his suit; with a good hand he can bid a new suit to show 3 or 4 cards in the suit bid and 11+ HCP.
4. A new suit (non-jump) at the two level is a one-round force. This is often made with 3+ card support for opener's original suit in reserve.
5. A new suit (jump) at the two level or above is preemptive.
6. A cuebid of opener's suit is a strong no-fit game try. Advancer has at most 3 card support for overcaller, and is looking for game either in no-trump or in his own suit. This shows 15+ HCP and asks overcaller for a further description.
I have to say that both sources are very vague in their treatment of this situation.
The advancer again has four ways of raising the overcaller, but they are different from Case 1.
1. Redouble. This is a "support redouble" promising exactly 3 cards.
2. Single raise. Promises 4+ cards and denies interest in game.
3. Jump raise. Promises a very good 4 cards or 5+ card support. If non-vulnerable it is purely blocking and denies game interest; if vulnerable it is invitational [This is my interpretation of the sketchy descriptions available].
4. Cue bid. This now shows a fit (since the negative double makes it unlikely that a non-fit game is available). Fout describes it as a "limit raise", whatever that might be in this situation; presumably overcaller should bid game if he is near maximum.
Apart from these bids Spaulding simply says that "all other bids are as in standard." Presumably this implies that new suits by advancer are nonforcing, and 1NT is a balanced hand with stoppers and 7-10 points. I recommend some partnership discussion on this point.
The possible responses here are much more limited.
1. Double. This shows 3 card raise if the suit can be bid at the two level; otherwise it is value-showing and responsive.
2. Any direct raise promises at least 4 card support. It is purely competitive "unless vulnerable vs. not [Spaulding]".
3. I assume that a cue bid shows support for overcaller's suit and invites game (if bidding space permits).
The centerpiece of the system. The NTO comes up frequently and creates problems for the opponents, while letting us know the suits in which we can compete. The NTO can be described as a light three-suited takeout, showing 3+ cards in each of the unbid suits and generally 6 -15 HCP. The bid implies a doubleton or less in the opener's suit, i.e., it should not be used with 4-3-3-3 hands. The bid is alertable.
The sources differ in their description of the point count requirements. Spaulding gives the range as 4 to a bad 14, or up to a bad 15 opposite a passed partner. Fout says 6-15 at equal vulnerability. At the table Twineham and Hodges, at unfavorable vulnerability, said their range was 8-14.
Fout opines that certain hands should make a NTO with extra values and the wrong shape to make a Power Double (PD). The PD tends to show a doubleton or greater length in opener's suit; thus responder will often convert a PD for penalties. For example:
AJT9 AQTx -- KQxxx
when RHO opens 1 , bid 1NT and follow up with a double on your second turn.
Fout says that the only specific requirement is 3 cards in each of the unbid suits, and suggests that the NTO should be made with a 7-3-3-0 pattern. Spaulding is far less radical, giving as typical hand patterns "4-4-4-1, 4-4-3-2, 5-3-3-2, 5-4-3-1, etc."
Here are two examples given by Fout:
"1. At IMPs both vulnerable, you hold: Jx AKTxxx J9xx x. Over a one diamond opening by LHO, partner bids a NTO while RHO follows with 2. You gamble out a 4 bid. It goes down one -- barely -- when partner holds a mere six count, but the opponents are gin for 5, win 10 IMPs.
"2. At matchpoints you hold: QJxx Qxxx -- QJxxx. Your RHO opens 1; you bid a NTO. Your LHO doubles, and partner leaps to 5! What does partner have? You pass, happy for now until your LHO chimes in with 5 while partner and RHO pass it around to you. What does partner have? Well, work it out; with any six-card suit partner should bid 3; with a little shape and a good six-card suit that would constitute a 4 bid. So, partner must have seven clubs and it seems likely partner has one or fewer hearts. Since partner couldn't hammer five hearts, you're going to have to follow the LTT and bid 6 with a twelve-card fit. Score it up. Partner held: Kxx -- Jxx AKTxxxx; the kind of hand you would expect. It's unlikely standard bidders could possibly draw these inferences from such a short auction, and find a way to preempt the opponents out of their cheap 6 save."
This bid shows a good 15+ HCP [Spaulding says 14+] and any shape. Since certain distributional hands are expressed in other ways, the PD tends to be balanced like a standard 1NT overcall. It does not, however, guarantee a stopper or a minimum length in any particular suit. It is alertable.
Responding to the PD is very similar to responding to a standard takeout double. The responder should be alert to the possibility of converting the double for penalties, especially at favorable vulnerability. This happens much more often with the PD than with standard doubles, for example:
Kxx Axx QJ9x xxx
When LHO opens 1 and partner doubles, we would pass for penalty. We could make 3NT but the penalty pass rates to bring in much more.
1. 1NT shows 4-7 HCP and a stopper. Alertable, I think.
2. 2NT shows 8-9 HCP and a stopper. Alertable, I think.
3. Cuebid asks doubler to bid his best suit. This promises no particular strength; responder will clarify that at his next bid. In response to a cue bid the doubler should jump or make a return cue bid to show 17+ points.
4. "Other bids are similar to standard."
Spaulding doesn't say so, but I think the responder needs to take opener's promised strength into account. Hands with only 10+ points must force to game, so hands with only about 7+ must jump (in my opinion).
1. Double is negative for the unbid suits.
2. A new suit at a minimum level is competitive only.
The TLO shows 4-14 HCP and 5+ card suit. In many cases it looks just like a standard overcall, but since there are almost no pre-empts available in the Structure it can also be hand that would have made a standard weak jump overcall. In general it tends to show a balanced single-suited hand without the playing strength for an Intermediate Jump Overcall, or with the wrong shape for an NTO. It is alertable.
The responses to the TLO are mostly natural and similar to standard bidding. Most of this information is from Fout.
1. Raise of partner's suit. Always blocking; avoid making this bid on a honor doubleton as overcaller is less likely to have a 6+ card suit than in standard bidding. Alertable.
2. Cue bid. Game invitational.
3. 2NT. Natural and invitational.
4. A new suit at the 2 level is non-forcing, but overcaller can raise with a maximum and 3 card support.
1. A double (or redouble) is a strong raise to 3 of the overcaller's suit. Advancer may have as much as an opening bid. This is alertable.
2. A direct raise to 3 is blocking and denies interest in game. Alertable.
3. Cue bid is a good hand, either in support of overcaller's suit or in another suit.
The two cheapest jump overcalls over a one-level bid by opener show the suit bid and the higher touching suit, with generally 6-15 HCP [This is Fout; Spaulding says 4-14 HCP]. There will always be at least nine cards in the two suits. If there are only nine cards, the lower ranking will always [Spaulding says "almost always"] have five cards and the higher ranking will have four. The bids are as follows with minimum holdings and tendencies:
2/1 | 5+ diamonds and 4+ hearts |
2/1 | 5+ hearts and 4+ spades |
2/1 | 5+ hearts and 4+ spades |
2/1 | 5+ clubs and 4+ spades; 5+ spades if vulnerable |
2/1 | 5+ clubs and 4+ spades; 5+ spades if vulnerable |
3/1 | 5+ clubs and 4+ diamonds; 5+ diamonds almost always |
3/1 | 5+ clubs and 4+ diamonds; 5+ diamonds almost always |
3/1 | 5+ diamonds and 4+ hearts; 5+ hearts almost always |
The point ranges and limitations are very sensitive to relative vulnerability. Non-vulnerable vs. vulnerable opponents, 2/1 with Jxxxxx Txxxxx x --, would be acceptable. Vulnerable vs. non-vulnerable opponents, 2/1 with KJxx AJxxx Qx KQ, would be reasonable, as opposed to a double, especially opposite a passed partner [Spaulding].
As a general rule, hands that have a 5-4-3-1 pattern, with the singleton in opener's suit, should prefer an NTO to the RJO.
1. A cue bid shows the best possible hand with strong game interest. Such a hand may want to play in the 4th suit, which advancer indicates by bidding the 4th suit at his next turn. More often it is a strong game try in one of overcaller's suits.
Overcaller responds as follows:
A. The cheapest suit bid (one step up the line) shows a minimum hand with minimum shape.
B. The second cheapest suit bid shows a 5-5 or better shape with minimum HCP.
C. A bid of 3NT, if available, shows a stopper in opener's suit and maximum HCP.
D. 4 of openers suit, or the 4th suit at the 4 level shows shortness in the suit bid, at least 5-5 distribution, and maximum HCP.
E. A jump to game in the lower-ranking of the RJO suits shows 4-6 distribution with some extra HCP. [This is Fout; Spaulding says "generally 5-5, maybe 4-6, average values"]
For example after the auction 1 - 2 - Pass - 3:
3 weak hand, 4-5 in majors 3 weak hand, 5-5 in majors 3NT stopper in , "good hand" 4 5-5 in majors, shortness in , maximum HCP 4 5-5 in majors, shortness in , maximum HCP 4 4-6 in majors, average HCP 2. 2NT is invitational and tends to show interest in the higher-ranking suit. Tends to show a stopper [Spaulding].
Overcaller responds as follows:
A. Pass with a minimum shape and size.
B. Take out to 3 of overcaller's lower-ranking suit with 4-6 shape and a weak hand.
C. Take out to 3 of overcaller's higher-ranking suit with 5-5 shape and a weak hand.
D. Bid 3 of opener's suit, or 3 of the fourth suit, to show 5-5 shape and good values. [Spaulding says that this bid is a "fragment", but Fout implies that it shows shortness].
E. Bid 3NT with maximum HCP.
For example after the auction 1 - 2 - Pass - 2NT:
3 Shortness in , 5-5 in majors, good hand 3 Shortness in , 5-5 in majors, good hand 3 weak hand, 4-6 in majors 3 weak hand, 5-5 in majors 3NT maximum HCP 3. A correction to overcaller's higher ranking suit, or a raise of either of overcaller's suits, is generally a sign-off. The only exception is a raise to 3 of a major when vulnerable, which is a mild game try.
This bid shows the pair of suits that cannot be shown by the RJO, i.e., the suits that are touching the cuebid suit. For this purpose spades and clubs are considered to touch each other. An important difference between the QB and the RJO is that the upper range of the QB is unlimited, since overcaller is guaranteed another bid. Here's a list of the suits shown:
2/1 | 5 diamonds and 4 spades |
2/1 | 5 clubs and 4 hearts |
2/1 | 5 diamonds and 4 spades |
2/1 | 5 clubs and 4 hearts, tends to be 5-5 |
The responses for these are the same as for the RJO. Since overcaller's hand is unlimited, when he has a strong hand he must take charge of the auction.
2NT over a one-level suit bid shows a good two-suited hand. One suit is always the non-touching suit (over 1 it's hearts and over 1 it's spades, and vice versa); the other suit is initially unknown. The suits are almost always 5-5 and the hand is less than 5 losers as evaluated by Losing Trick Count.
Here are three examples: Fout gives (over a 1 opening): A x AK9x KQT9xxx. Spaulding gives over 1: x AKJxx AQJxx xx and AQ10xx KQ10xxx x x.
In this section the known suit is called the "anchor" suit; the other one is called the "back" suit.
1. A bid of the anchor suit is to play with a very weak hand.2. A bid of the cheapest non-cuebid suit also shows a weak hand, looking to play in the back suit.
3. Bypassing the cheaper non-cuebid suit implies an ok hand for the back suit and a tolerance for the anchor suit, but essentially, it's still weak.
4. A cuebid asks for a further description; tends to be a good invitation or better. Doesn't promise more than 1 trick, since 2NT has 4-1/2 losers or fewer.
5. A jump in the known suit is either to play (if it's game) or invitational (if it's not game).
6. A jump in the unknown suit or opener's suit is a splinter for overcaller's known suit. This shouldn't be difficult to remember since it's sure to come up several times per session ;-)
1. A bid of the anchor suit is to play.
2. Double is the same as a cuebid in case 1 if the anchor suit can be bid at three-level; otherwise it's value-showing.
1. A bid of the anchor suit is to play.
2. A redouble is the same as a cuebid in case 1.
3. A pass forces either (a) a redouble, or (b) a bid of the back suit if it's lower than the anchor.
Bids at the three-level (when higher than the two cheapest jump shifts) show a single suited hand with the values to bid to the three level in competition. The hands generally range from 12 HCP and a 7-card suit to a bad 17 HCP with a 6-card suit. Suit quality is generally about a 1 loser maximum. The available bids are: 3-3-3/1, 3-3-3/1, 3-3/3 and 3/1. Treat with respect to vulnerability. In a major, one top trick and a fit by responder is usually sufficient to bid game vul. vs. nonvul, but nonvul vs. vul even 1-1/2 tricks with a fit would probably be insufficient (overcaller has a NAMYATS bid available showing 8 to 8-1/2 tricks). All game bids are to play, and four-level bids below game are usually slam tries for overcaller's suit.
Bids at the four-level follow the NAMYATS convention. With 8 to 8-1/2 playing tricks, bid 4 of the corresponding minor to show a strong hand with a long major suit; bid 4 of a major directly to show a pre-emptive hand. Thus 4 transfers to 4 and 4 transfers to 4. The exceptions are logical: over 1 and 1, 4 and 4 are normal four-level minor preempts since a transfer would make no sense.
This is the only existing jump preempt available below the four-level; treat this as you would in standard. A 1 overcall of 1 thus tends to deny the preemptive style hand.
One of the easiest bids in the system, the three-level jump cuebid asks advancer for a stopper in the bid suit and tends to show a long minor with a couple of outside cards.