2Over1
Balancing
It is usually not correct to allow your opponent to play a one-level contract. The important thing, then, is to get in there and dislodge them from safety. Occasionally your side will miss a game, but that will be more than made up for by the numerous other plusses your side gains. To help in the quest to get into the bidding, liberalize the one notrump overcall as far as strength requirements. For that matter, all the other requirements are reduced somewhat, strengthwise, compared to a direct call. One of the results of liberalizing the 1NT overcall is the requirement of a strength asking convention. The extra strain on memory is probably too much for most casual partnerships. Many thanks to Eric Kokish and the Bridge Bulletin, especially the September 1997 issue, for ideas.
Summary of Balancing Calls
- Takeout Double
- The shape of a takeout double never changes. The doubler should have, at most, two cards in opener's suit, and at least 3 cards in each remaining suit. The strength should be in inverse proportion to the rank of the suit, because the higher the suit rank, the more likely partner had a lower ranking suit, but not the strenth to overcall. The Retropoet recommends that a minimum on one of these doubles be made up of pure points:
- Balancing Double of 1S = 7+ HCP
- Balancing Double of 1H = 8+ HCP
- Balancing Double of 1D = 9+ HCP
- Balancing Double of 1C = 10+ HCP
- Balancing Double, followed by 1NT
- In all cases, this shows 15 to 18 HCP
- Balancing Double, followed by 2NT
- If a non-jump, then similar to above, perhaps 16 to 19 HCP. If a jump, then it shows 22-24 HCP
- Balancing Double, followed by a suit bid.
- No change from the same sequence in direct seat. A strong hand.
- Balancing Double, followed by a cue bid or a jump in a new suit.
- Very strong. Game forcing.
- Balancing One-level Overcall
- A one level overcall should have at least 8 pts.
- Balancing One Notrump Overcall
- The high end of the 1NT overcall increases as the rank of the suit being overcalled increases, because the overcaller has fewer options:
- 1NT over 1C = 09 to 14 HCP
- 1NT over 1D = 10 to 15 HCP
- 1NT over 1H = 11 to 16 HCP
- 1NT over 1S = 12 to 17 HCP
- Balancing Two-level Overcall (non-jump)
- A two-level overcall is more dangerous because the likelihood is that responder may have had a good holding below opener's suit but not enough strength to show it. So these bids cannot be shaded as much. The retropoet guesses 11+ pts. ought to do it.
- Balancing Jump Overcall (2 or 3 level)
- Intermediate. A good opening hand with a 6 or 7-card suit.
- Balancing 2NT (jump)
- Not a two-suiter. HCP. Balanced with 19-21 HCP. Stopper(s)
- Balancing Double Jumps in suit
- Typically, a preemptive-style hand with extra strength. Bidder expects to make the bid when partner has a scattered 6 or 7 pts.
- Balancing 3NT (jump)
- Typically based on a long running suit with a stopper in opener's suit.
- Balancing Cuebid
- Most of my (casual) partnerships play this bid as a two-suiter, with the same meaning as it would have in direct seat. It may not be theoretically sound, but memory seems to be a major factor here.
- Balancing Jump Cuebid
- Asks Advancer to bid 3NT with a stopper in opener's suit. Based on a long running suit with no stopper.
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2 Over 1 Summary
Bridge Table of Contents
The Overcall Structure (an alternate method)
2Over1, Balancing / Retropoet / Geocities / retropoet@oocities.com / revised December 1998