Three Types of Responding Hands


Responding Hands



		Three Types of Responding Hands

	Once your partner has opened at the 1-level, doubled 
for takeout OR overcalled, your hand instantly becomes one 
of three types:  GAME-FORCIMG, INVITATIONAL or WEAK.  Each 
category is subdivided into two sub-types.  

	GAME-FORCING hands may be GAME-ONLY or SLAMMISH, the 
distinction being that the latter can, at the very least, 
consider a small or grand slam.  Because partner might
open 1-of-a-suit light in 3rd seat, a passed hand CANNOT 
be a GAME-FORCING one unless partner opens 1NT or makes 
strong rebid (e.g. 1D:1s:2H, reversing).

	INVITATIONAL hands may be STRONGLY or WEAKLY
invitational.  The former can make game unless partner
has a minimum.  The latter can only make game if partner
has a full-blown maximum.  A limit raise of 1H:3h would 
be STRONGLY INVITATIONAL, while 1H:2h would be WEAKLY
INVITATIONAL.

	WEAK hands are either SUPER-FITTING (aka "pre-emptive")
or NON-SUPER-FITTING.  This distinction only matters if the
SUPER-FITTING WEAK hand has enough trumps to consider a 
PRE-EMPTIVE action.
	
	Your first task should be to decide which category 
best describes your holding.  Subtract the LEAST your
partner could have from 26 points.  If you have that 
many or more, you have a GAME-FORCING hand.  Subtract
the MOST your partner could have from 26 points;  if 
you have LESS than that your hand is WEAK.  Otherwise,
you have an INVITATIONAL holding.  This is why we 
should respond with 6 HCPs opposite a 13-21 HCP
1-of-a-suit opening bid;  we may yet have game!

	Your bidding approach will be determined by which 
of these types you hold.  It is a good idea to stop an 
auction after one or two bids and ask yourself:  "What 
might I (or partner) do with a game-forcing hand here?  
With an invitational one?  With a weak one?"

			Game-Forcing Hands

	With a GAME-FORCING hand you would like to make
as many descriptive, forcing bids as necessary until
game is reached.  The "forcing bids" are usually either
new suit bids or, if the enemy has entered the auction,
a cuebid or two of the enemy suit.  Other options 
include 4NT (Blackwood), 4th Suit Forces, jump shifts
IN AN UNBID SUIT, etc.  The Principle of Fast Arrival
applies here:  if you are NOT slammish, (make one
strength-showing bid if necessary and then) bid game 
(once you know in which denomination you want to play).  
Do NOT "torture" partner unnecessarily!  Only if you 
ARE slammish should you make subsequent strength-showing
bids and then, perhaps, settle in game.

	In the following examples we see Responder 
distinguishing between a pre-emptive raise of Opener's
Spades (1st example) and a strong-showing raise (2nd
example).  In the 2nd example, Responder COULD have
4-3-3-3 and may be "temporizing" with the 2C bid, in
order to make this distinction.

	1S    (P)   4S  - Pre-emptive.  5+ Spades, 0-5 pts.

	1S    (P)   2C  - 10+ pts, 3+ (usually 4+) Clubs
   (P)  any   (P)   4S  - 13-16 pts., 3+ Spades.

			Invitational Hands

	INVITATIONAL hands will eventually sign off
below game.  1NT:2nt is the simplest such example.  
One hallmark of an invitational hand is a 1NT or
non-jump 2NT bid.  Another hallmark is a bid BELOW
GAME of a suit previously shown by the partnership.  
1H:3h qualifies, as does 1H:1s:1NT:3s.  Note:  even
JUMPS in previously bid suits are NOT forcing.

	Strongly INVITATIONAL hands can cuebid an
enemy suit ONCE, but only with support for partner's
suit.  Hence, 1H-2C-3c (cuebidding the enemy's Clubs)
can be done on a strongly invitational (or better) 
hand.  Opposite such a cuebid, partner can rebid
hir suit to show weakness. 

	e.g.	      1H    (2C)    3C  - 11+ pts., 3+ Hearts...
		(P)   3H    (P)    Pass - ...and nothing more. :(

		      1H    (2C)    3C  - 11+ pts., 3+ Hearts...
		(P)   3H    (P)     4H  - 13-18 pts., 3+ Hearts.

	But what if the strongly invitational hand CANNOT
support partner's suit over interference?  2NT, negative
doubles and free bids in a new suit are options here.

	Similarly, one can redouble a takeout double of our 
partner's opening bid with a strongly invitational hand (or 
better).  In this case, the Redoubler can make a limiting
bid later with the strongly invitational hand, and force
with the game-going holding.

	      1S    (Dble)   Rdble  - 10+ pts.
	(P)  Pass     2D       2S   - 10-12 pts.  3+ Spades.
				     3S   - 13+ pts., 3+ Spades.
				    2NT   - 10-12 pts., natural.
				     3D   - 13+ pts.  Game-forcing.

	Invitational hands should remember to do TWO things
as soon as possible:  LIMIT your hand quickly (i.e. with
a non-forcing bid or rebid) and SUPPORT partner quickly
(if you have support).  Partner's LOVE to hear you support
their suits!  :)

			Weak Hands

	WEAK hands are easy to bid.  Most often you PASS.  If
you happen to have LOTS of trumps for partner you might
make a pre-emptive jump (if one is available).  Another
case where WEAK hands do not pass is when partner's takeout
double has been passed by RHO (in which case you bid your 
longest suit cheaply).  In the first example below, you could 
have PASSed because RHO bid 1H.  Hence, the free bid of 1S 
shows some modicum of strength.  In the 2nd example below, 
though, RHO's pass "leaves you on the hook" and you are forced 
to bid.  Spades, presumably, are your longest non-Diamond suit.	
 
	(1D)   Dble  1H    1S   - 6-12 pts, 4+ Spades.

	(1D)   Dble  (P)   1S   - 0-8 pts., 3+ Spades.


Back to the Tutoring Web Page