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Bidding is easy The play's the thing...

#21 User is online   Cyberyeti 

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Posted Yesterday, 03:42

View PostSlamhound, on 2025-August-18, 03:10, said:

I didn't read the replies. No idea what dummy reversal play refers to and thread too long to read all of it. I'm pitching my bidding and play, that's all. As I said, if diamonds break 5-1, you can ruff the 5th. The heart lead tells you suit won't break 4-0!


Dummy reversal is where before drawing trumps, you ruff several times in the long trump hand then drawing trumps with the shorter.

Example: you have AKxxx opposite QJ10 and you take 3 ruffs in the long hand to make 6 trump tricks because there wasn't a sensible ruff to take in the short hand before drawing trumps.

Heart lead tells you whether trumps are 4-0 and that the leader doesn't have none, his partner can still discard
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#22 User is offline   smerriman 

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Posted Yesterday, 04:43

 Slamhound, on 2025-August-18, 03:10, said:

As I said, if diamonds break 5-1, you can ruff the 5th. The heart lead tells you suit won't break 4-0!

You've drawn 3 rounds of trumps and ruffed a spade - you have no trumps left to ruff a diamond too. 5-1 may be unlikely, but it was still a situation where you should make the contract.
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#23 User is offline   johnu 

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Posted Yesterday, 16:18

View PostSlamhound, on 2025-August-18, 03:10, said:

Like you, I don't like jump-shifts because of the space consumption but this is an ideal hand. You should end up in NT if opener has 4 spades, or hearts if he holds 2+, or diamonds if he takes out your hearts to 3D. Whether he bids diamonds or spades, he will usually have 4, so holds either a very unusually shaped strong club hand if he repeats clubs, or one he can reverse, also strong. Slam is almost guaranteed as you hold a 4-loser hand opposite a 7-loser hand, and two good suits (jump-shifts usually hold only one).

While strong jump shifts may have been played by most people maybe 50+ years ago, they are played by a minority of experts these days.

For those who do play strong jump shifts, most play a version of Soloway jump shifts. In Soloway jump shifts, you have 3 types of strong hands.
1. Independent single suit
2. Good suit, with 4+ card support for opener's opening bid suit
3. Good suit, NT type of hand.

Jump shifting with a 2 suiter is not done, because jump shifting takes up an extra round of bidding when you haven't found a fit yet.
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#24 User is offline   johnu 

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Posted Yesterday, 16:59

View PostSlamhound, on 2025-August-18, 03:10, said:

Like you, I don't like jump-shifts because of the space consumption but this is an ideal hand. You should end up in NT if opener has 4 spades, or hearts if he holds 2+, or diamonds if he takes out your hearts to 3D. Whether he bids diamonds or spades, he will usually have 4, so holds either a very unusually shaped strong club hand if he repeats clubs, or one he can reverse, also strong. Slam is almost guaranteed as you hold a 4-loser hand opposite a 7-loser hand, and two good suits (jump-shifts usually hold only one).

While strong jump shifts may have been played by most people maybe 50+ years ago, they are played by a minority of experts these days.

For those who do play strong jump shifts, most play a version of Soloway jump shifts. In Soloway jump shifts, you have 3 types of strong hands.
1. Independent single suit
2. Good suit, with 4+ card support for opener's opening bid suit
3. Good suit, NT type of hand.

Jump shifting with a 2 suiter is not done, because jump shifting takes up an extra round of bidding when you haven't found a fit yet.
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#25 User is offline   mike777 

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Posted Yesterday, 22:57

 Cyberyeti, on 2025-August-18, 02:43, said:

Interested to hear what most people think is the best bid over the 1-1 start, I don't think you're quite good enough for 3 or the equivalent in our system, but it's close.

Agree, probably rebid 2H, rather than 3S.
South will certainly investigate for 7.

Granted, 3S rebid definitely makes it easier to get to 7.
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#26 User is online   Cyberyeti 

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Posted Today, 02:09

View Postjohnu, on 2025-August-18, 16:18, said:

While strong jump shifts may have been played by most people maybe 50+ years ago, they are played by a minority of experts these days.

For those who do play strong jump shifts, most play a version of Soloway jump shifts. In Soloway jump shifts, you have 3 types of strong hands.
1. Independent single suit
2. Good suit, with 4+ card support for opener's opening bid suit
3. Good suit, NT type of hand.

Jump shifting with a 2 suiter is not done, because jump shifting takes up an extra round of bidding when you haven't found a fit yet.


This is a 2-3 card club strong NT point of view, weak jump shifts are superior in that type of system.

Where the club is 4+ cards and 5+ unless 4414 or 15+ in a weak NT context, SJSs work much better. We play ours only types 1 or 2 of those you listed and assumed to be type 2 most of the time, there are specific rebids for type 1s.

This is not a jump shift for us.
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#27 User is online   Cyberyeti 

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Posted Today, 02:31

View Postmike777, on 2025-August-18, 22:57, said:

Agree, probably rebid 2H, rather than 3S.
South will certainly investigate for 7.

Granted, 3S rebid definitely makes it easier to get to 7.


I can see arguments for 2/3/4.

Whatever you do, it's difficult for partner to evaluate his hand with more normal holdings.

That KQJx, Q10xxx, Jx, Kx doesn't make game but xxxx, AK10xx, xx(x), x(x) might makes it very difficult to judge.

I think I would bid 3 and accept I could be in a bad 4. In some ways it's actually much easier to bid the grand after 2 than 3, as the 3 ostensibly LSGT gets a 3 cue bid confirming Q, a spade control and a max, now S can simply launch into KC.
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#28 User is offline   DavidKok 

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Posted Today, 06:58

In a more standard system I think the North hand does well to rebid either 2 or 3. In my opinion 4 is too much (and, in fact, this bid is undefined in our partnership). I'd probably go for 2. In Dutch Doubleton, where 1 promises values, I think 3 is appropriate. This also has the benefit of showing the 5(+) suit along the four card support, whereas 2 for me can be on three card support or a balanced hand (but not both).

Some openers might bid 1-1; 2-3; 4! and then have a more difficult time. Responder now has to take a plunge without knowing of the spade stopper, and it's not completely clear that opener has the Q rather than a generic maximum. This is one of the costs of making game tries dual purpose for slam investigation. Notice how, on this start, opener hasn't shown the unbalanced hand while responder hasn't shown slam interest and we're already at 4.
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