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TresBoof
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P:  14+, any shape.
1C: 8-13, 4+ hearts, h>=s, possibly longer minor, possibly 4-4 majors.
1D: 8-13, 4+ spades, s>h, could contain 4+ hearts, possibly longer minor.
1H: 0-8, any shape.  Usually no 5-card suit except possibly clubs.
1S: 9-13, balanced, no 4cM unless 4-3-3-3.
1N: 9-13, 5+ diamonds, no 4cM.  (Implies 6+ diamonds and/or 4 clubs).
2C: 9-13, 5+ clubs, no 4cM.  (Implies 6+ clubs and/or 4 diamonds).
2D: 4-8 weak 2 in major, MULTI
2H: H+minor
2S: S+minor

Bids in "()" indicate an opponents intervening bid.
Keep in mind for 5-4-4-0 hands that one of the suits that you show before
the S2 scheme has to be the 5 carder.

P:  14+, any shape.
    (1C):
        P:  Forces X
            X: Forced
                P: penalty
                1D: shows 11+ with "something extra", denies 4+ spades.
                1H: 11+, see P-1H
                1S: 11+, see P-1S
                1N: 11+, see P-1N
                2C: 11+, see P-2C
                2H+: shows 6-9 and a good 6 card suit
        X:  8-10
        1D: 5-7, natural.
        1H: 5-7, natural.
        1S: 5-7, natural.
        1N: 0-4, any shape.
            P: minimal balanced hand.
            2C: please pick a suit pd
            2D: signoff
            2H: signoff
            2S: signoff
            2N: invite
            Cue bid of enemy suit is the only forcing bid.
            3C: invitational
            3D: invitational
            3H: invitational
            3S: invitational
        2C: 5-7, natural.
        2D: shows < 6 and a good 6 card suit
    (1D):
        P:  Forces X
            X: Forced
                P: penalty
                1H: 11+, see P-1H
                1S: 11+, see P-1S
                1N: 11+, see P-1N
                2C: 11+, see P-2C
                2H+: shows 6-9 and a good 6 card suit
        X:  8-10, denies 4+ spades.
        1H: 8-10, 4+ spades.
        1S: 5-7, natural.
        1N: 0-4, any shape.  See P-(1C)-1N.
        2C: 5-7, natural.
        2D: 5-7, natrual.
        2H: 5-7, natural.
        2S+: shows < 6 and a good 6 card suit
    (1H):
        P:  8+, denies 4+ hearts, X relay, Moscito switching H & S.
        X:  8+, 4+ hearts, 1S relay, Moscito switching H & S.
        1S: 5-7, natural.
        1N: 0-4 any shape.  See P-(1C)-1N.
        2C: 5-7, natural.
        2D: 5-7, natural.
        2H: 5-7, natural.
    (1S):
        P:  8+, denies 4+ spades.
            X: Relay
                1N: 4+ hearts, denies S or D.
                2C: HD 2-suiter.
                2D: C or D one suiter (relays off)
                2H+: shows CD 2 suiter
        X:  8+, usually 4 spades.  Natural responses.
        1N: 0-4 any shape.  See P-(1C)-1N.
        2C: 5-7, natural.
        2D: 5-7, natural.
        2H: 5-7, natural.
        2S: 5-7, natural.
    (1N):
        X:  8+
        Others: 5-7, natural.
    (2C):
        X:  Optional, 8+, 3+ decent cards in their suit.
        2D: Takeout -- leaning towards majors.  New suits by responder are
            forcing.
        2H: 8-10 points, good suit, non-forcing
        2S: 8-10 points, good suit, non-forcing
        2N: Diamonds, 8+, good suit
        Jump bids are natural, GF.
    (2D):
    (2H):
    (2S):
        X: Optional, 8+, 3+ decent cards in their suit.
        2 suit: 8-10 points, 4+ card suit.
        2N - 3S: Transfers.  Transfers to a lower suit than the opps
                 bid is 8+.  Transfer into their suit is 11+, 3-suiter.  
                 Transfer above their suit shows a game force and an 
                 excellent suit.
    (Others):
        X:  Penalty
        Others: GF

    1C: 8-10 pts, 2+ controls, any shape.  
        (X):
            P:  GF relay.
            XX: 14-16 take out.
            1D: 14-16, natural.
            1H: 14-16, natural.
            1S: 14-16, natural.
            1N: 14-16, balanced.
            2C: 14-16, natural.
        (1D):
        (1H):
        (1S):
            P:  GF relay.
            X:  14-16 takeout.
            Suits: 14-16, natural.
            2Z: Michaels, 14-16.
        (1N): Are they insane?
            P:  Forces X then any bid is GF.
            X:  14-16.
            Suits: natural.
            2N: Unusual.
        (2C):
            P:  Forces X.
                X:  Forced
                    P:  Penalty
                    2D: takeout
                    3C: stronger takeout
            X:  Optional.
            2D: 14-16 takeout.
            2N: Invitational.
            others: 14-16, natural.
        (2D+):
            P:  14-16
            X:  Optional.
            Others: GF, natural.

        1D: 17+ GF relay
            Responder bids the first-round response structure below, 1H-2C.
        others: 14-16 followed by natural bidding
    1D: 0-7 pts, any shape.  
        (Anything):  Pretend he opened the bidding.  Use normal defensive
                     methods except our point count is known.

        1H: 17+ any shape
            1S: 0-4 any shape
                1N: 17-19
	        2N: 
            2C: 5-7, GF
        1S: 14-16 w/ spades
        1N: 14-16 bal
        2C: 14-16 w/ clubs
        2D: 14-16 w/ diamonds
        2H: 14-16 w/ hearts
        2S: 17+ w/ spades (to prevent wrong-siding if responder bids 1S after 1H)
        2N: 22-24 bal
        others: GF
    1H: 11+ pts, 4+ spades.
        1S: Relay
            1N: 4+ hearts.  Opener relays 2C:
                2D:  3-suited, both majors.  Opener relays 2H:
                     2S:  Low (club) shortage.  4441, 5440, 4540, 4450.
                     2N+: High (diamond) shortage.  4441, 5404, 4504, 4405.
                2H+: S2 scheme.
            2C: 4+ diamonds.  Opener relays 2D, then 2H+ is S2 scheme.
            2D: Spade 1-suiter or 4144, S1 scheme.
            2H+: 4+ clubs, S2 scheme.
        2C: 14-16, 4+ hearts, denies 4+ spades, 4+ diamonds.
            Responder relays then 2H+ is the S2 scheme.
        2D: 14-16, 5+ hearts, denies 4+ spades.
            Responder relays then 2S+ is the S1 scheme.
        2H+: 14-16, 4+ hearts, denies 4+ spades, 4+ clubs as in the S2 scheme.
    1S: 11+ pts, 4+ diamonds, denies 4+ spades.
        1N: Relay
            2C: 4+ hearts.  Opener relays 2D, then 2H+ is S2 scheme.
            2D: Diamond 1-suiter or 1444, S1 scheme.
            2H+: 4+ clubs, S2 scheme.
        2C: 14-16, 4+ spades, denies 4+ hearts, 4+ diamonds.
            Responder relays then 2H+ is the S2 scheme.
        2D: 14-16, 5+ spades.
            Responder relay then 2S+ is the S1 scheme.
        2H+: 14-16, 4+ spades, 4+ clubs as in the S2 scheme.
    1N: 11+ pts, 4+ hearts, denies spades or diamonds.
        2D: Heart 1-suiter, S1 scheme.
        2H+: 4+ clubs, S2 scheme.
    2C: 11-13 pts, balanced (4-3-3-3, 4-4-3-2, or 5-3-3-2 with no 5-card major).
        If responder doesn't respond 2C but later shows balanced he promises 14+ pts.
    2D: 11+ pts, club 1-suiter, S1 scheme.
    Others: 6-9 pts, good 6-card suit (7 if 3-level, 8 if 4-level).  Everything
            natural afterwards (raise is invitational, everything else GF).
1C: 8-13, 4+ hearts, h>=s, possibly longer minor, possibly 4-4 majors.
    (X):  XX shows 3 card heart support
    (1D): X is stolen bid, others are normal, see 1C-1H+.
    (1H-2D): Negative doubles, like a normal 1D response.  New suits forcing.
             Cheapest heart bid is signoff.  Cue bid of opp's suit shows invite+
             strength and 4 hearts.
    (2H+):  Penalty X's.  New suits forcing.  Cheapest heart bid is signoff.  
            Cue bid of opp's suit shows invite+ strength and 4 hearts.

    P:  Any really weak hand, with or without clubs.
    1D: No other bid available.  Starts a totally natural sequence.  Could be a 
        nondescript hand barely worth a response, could be a mediocre hand looking 
        for a fit, could be almost worth an invitation but wants to find out more 
        about partner's hand before evaluating.  

        Opener bids (in order of priority): 1H with 5+ hearts, 1S with 4 spades, 
        1N with balanced, 2m with a longer minor suit, and something else with a 
        really nice *distributional* max.  (Rebid 1H usually with 4-5 majors, since 
        partner can bid 1S to find a spade fit.)  Most bids after 1D response are 
        nonforcing, but many raises and jumps are invitational.
    1H: Either an invitation or a game-force.
        1S: minimum, denies 4+ spades
            1N: GF relay, Moscito
                2C: 4+ diamonds.  Opener relays 2D, then 2H+ is S2 scheme.
                2D: heart 1-suiter or 4144, S1 scheme.
                2H+: 4+ clubs, S2 scheme.
            others: natural, invitational
        1N: 4+ spades
            2C: GF relay, Moscito
                2D:  3-suited, both majors.  Responder relays 2H:
                     2S:  Low shortage.  4441, 5440, 4540, 4450.
                     2N+: High shortage. 4414, 5404, 4504, 4405.
                2H+: S2 scheme.
            others: natural, invitational
        2C: maximum, 4+ diamonds,  Opener relays 2D, then 2H+ is S2 scheme.
        2D: maximum, heart 1-suiter or 4144, S1 scheme.
        2H+: maximum, 4+ clubs, S2 scheme.
    1N: 4-card support and 10-12 points in support.
    1S: 5-card suit, usually weak, but game might be possible if partner has a fit. 
    2C, 2D: Weak hand, good suit.
    Others: Signoff, preemptive.
1D: 8-13, 4+ spades, s>h, could contain 4+ hearts, possibly longer minor.
    (X):  XX shows 3 card spade support
    (1H): X is stolen bid, others are normal, see 1D-1S+.
    (1S-2H): Negative doubles, like a normal 1H response.  New suits forcing.
             Cheapest spade bid is signoff.  Cue bid of opp's suit shows invite+
             strength and 4 spades.
    (2S+):  Penalty X's.  New suits forcing.  Cheapest spade bid is signoff.  
            Cue bid of opp's suit shows invite+ strength and 4 spades.

    P:  Any really weak hand, with or without diamonds.
    1H: No other bid available.  
        Starts a totally natural sequence.  Could be a nondescript hand barely 
        worth a response, could be a mediocre hand looking for a fit, could be 
        almost worth an invitation but wants to find out more about partner's 
        hand before evaluating.  
        Opener bids (in order of priority): 1S with 5+ spades, 1N with balanced,
        2m with a longer minor suit, and something else with a really nice
        *distributional* max.
    1S: GF relay.  Opener rebids as in Moscito.
        1N: 4+ hearts.  Normal relays.
        2C: 4+ diamonds.  Opener relays 2D, then 2H+ is S2 scheme.
        2D: Spade 1-suiter or 4144, S1 scheme.
        2H+: 4+ clubs, S2 scheme.
    1N: 4-card support and 10-12 points in support.  Basically a raise which won't
        go anywhere unless partner really likes his hand.
    2C, 2D: Weak hand, good suit.
    Others: Signoff, preemptive.
1H: 0-8, any shape.  Usually no 5-card suit except possibly clubs.
    (X):
        XX:  SOS.  Usually no 4-card heart suit and no convenient 5-card suit.
             Could be a strong hand with a good suit and will jump next.
        1S:  Weak runouts.  Decent 5-card suit.
        1N:  Normal.  See 1H-1N.
        2C:  Weak runouts.  Decent 5-card suit.
        2D:  Weak runouts.  Decent 5-card suit.
        Jumps: Weak.
        2N:  Unusual.

        After the first round actions, 1N tends to show the most awkward suit 
        that the bidder could hold.  For example, 1H-X-1S-X-1N shows diamonds 
        (opener can't have good enough hearts to override partner's decision, 
        since he didn't open 2H).  1H-X-P-P-1S-X-1N shows hearts, since responder 
        could have something like 6 hearts.  XX, of course, is always SOS.

    P: Almost any 0-10 hand, and decent hands with hearts as well.
    1N: ~18+, artificial, forcing.
        2C: 0-4 any shape, auction reverts to natural (responder must jump to force). 
        2D: 5-6, no 4cM
        2H: 5-6, 4+ hearts
        2S: 5-6, 4+ spades
        2N: 7-8, GF
    2N: 21-23, natural.
    2M,3*: Preemptive.
    1S,2m: General runout, probably decent hand (since most really lame hands 
           pass).  Up to 17 pts.  1S shows 4+, 2m shows 5+.  Opener should raise
           with a max and a good fit.
1S: 9-13, balanced, no 4cM unless 4-3-3-3.
    (X):    XX is SOS and everything else normal.
    (Suit): X is penalty, 2N is artificial GF, jumps are invitation, bids are signoff.

    P: Bad hand, 4 or (weak 5) spades.  With good spades, respond 2S (also a
       signoff, but more preemptive)
    1N: To play.
    2C: Puppet to 2D.  Either a diamond signoff, or any invitational hand.
        With an invite, responder next bids his suit.
    2D: Artificial game force.  Opener bids (in order of priority):
        2H: doubleton heart.  3244, 3235, 3253.
        2S: doubleton spade.  2344, 2335, 2353.
        2N: 4-3-3-3.  3343, 3433, 4333, 3334.
        3C: 3325
        3D: 3352
    2N: Light invitation to 3N.  With a strong invitation, bid 2C then 2N.
    Others: Signoff.
1N: 9-13, 5+ diamonds, no 4cM.  (Implies 6+ diamonds and/or 4 clubs).
    (X):     XX is SOS, raise is competitive, new suits are invitational.
    (Suit):  X is penalty, raise is competitive, new suits are invitational.
             Cue bid asks for a stopper.

    2C: Puppet to 2D, either a signoff or an invitational hand.  Responder bids
        his suit next with an invitation.
    2D: Game-forcing relay.  Then 2H shows 4 clubs (S2) and 2S+ is 1-suiter (S1).
        Normally, 2H in the S2 scheme would show longer clubs than diamonds but
        we know this is impossible here.  Responder will frequently break out of 
        relays to find out about stoppers.
    2N: Invitational.
    2H, 2S: Good suit, nonforcing.
    3*, 4*: Signoff.  3C tends to imply a mild diamond fit.
2C: 9-13, 5+ clubs, no 4cM.  (Implies 6+ clubs and/or 4 diamonds).
    2D: Game-forcing relay.  Opener bids 2H with secondary diamonds (S2 scheme), or 
        2S or higher with a 1-suiter (S1 scheme).
    2H, 2S, 2N, 3C, 3D: Invitational, natural.
    Others: Preempts.  
2D: 4-8 weak 2 in major or 20-21 balanced, MULTI
    2H: Pass or correct.
    2S: Invite in hearts.
    2N: General inquiry.
        3C: Top of range.
            3D: Name your suit.
                3H: Hearts.
                3S: Spades.
            4C: Transfer responder into your major.
                4D: Weak 2 in hearts.
                4H: Weak 2 in spades.
        3D: Bottom of range, weak 2 in hearts.
        3H: Bottom of range, weak 2 in spades.
        3S: 20-21 balanced (yeah right!).
    3C: Natural, forcing.
    3D: Natural, forcing.
    3H: Pass or correct but more preemptive.
    4C: Transfer responder into your major.
        4D: Weak 2 in hearts.
        4H: Weak 2 in spades.
    4H: To play.
    4S: To play.
2H: 4-8 hearts + minor
    2S: To play.
    2N: General inquiry.
        3C: Weak hand with secondary clubs.
        3D: Weak hand with secondary diamonds.
        3H: Good hand with secondary clubs.
        3S: Good hand with secondary diamonds.
    3C: Pass or correct.
2S: 4-8 spades + another suit
    2N: General inquiry.
        3C: Weak hand with secondary clubs.
        3D: Weak hand with secondary diamonds.
        3H: Weak hand with secondary hearts.
        3S: < What do we do here with the good hands? >
    3C: Pass or correct.
2N: 8-12, 5-5 or more in minors.
    In response to 2N, 3m is a signoff, 4m is invitational to game, 4N is
    invitational to slam in a minor (opener bids 5C to reject, 5N or something
    else high to accept), and 5m, 6m, 7m are signoffs.  3M is forcing.  3N and 
    4M are signoffs, and opener should *not* pull.
3N: 8-13, solid 7-card or 8-card minor.
    In response to 3N, pass is to play and should only be done with a couple of
    outside tricks and a couple of outside stoppers.  Any club bid is a signoff 
    in opener's minor.  4D asks for an outside second-round control (4H=H, 4S=S, 
    4N = other minor, 5m = none).  In general, the cheapest N is natural, but a 
    N raise or jump is forcing and invitational to slam in opener's minor if 
    opener has undisclosed extras.
Others (?): Preempts of various sorts.  Wild, both because of our general 
       style, and because often the only alternative is a 1H opening.

2.3  S1 scheme
--------------

A good memory device is that the "1" in S1 stands for one-suited hands but it
will also handle the hands with 3 equal suits.  The S1 scheme always starts
with responder bidding 2D and opener relaying 2H, then:

2S: Either low shortage or 6-3-2-2.  Opener relays 2N:
    3C: 6-3-2-2.
        3H: Low 3-card suit.
        3S: Mid 3-card suit.
        3N: High 3-card suit.
    3D+: 5-3-3-2, 6-3-3-1, 7-3-2-1, 7-3-3-0
2N: Mid shortage.  5-3-3-2, 6-3-3-1, 7-3-2-1, 7-3-3-0.
3C: Three equal suits.  4-3-3-3, 4-4-4-1 (one major), 7-2-2-2.
3D+: High shortage. 5-3-3-2, 6-3-3-1, 7-3-2-1, 7-3-3-0.

2.4  S2 scheme
--------------

A similar memory device for this scheme is that the "2" in S2 corresponds to
two-suited hands but this scheme also handles the rare unequal 3 suiters
(5-4-4-0).  The S2 scheme always starts with responder bidding 2H and higher:

2H: Lower suit longer.  Opener relays 2S:
    2N: Lower suit longer, low shortage.  
        5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.
    3C: Lower suit longer, 3-suiter (both minors) or equal shortage.
        5-4-2-2, 5-4-4-0, 6-5-1-1, 7-4-1-1.
    3D+: Lower suit longer, high shortage.  
        5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.
2S: Equal-length suits.  Opener relays 2N:
    3C: Low shortage.  4-4-3-2, 5-5-2-1, 5-5-3-0, 6-6-1-0.
    3D+: High shortage.  4-4-3-2, 5-5-2-1, 5-5-3-0, 6-6-1-0.
2N: Higher suit longer, low shortage.  
    5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.
3C: Higher suit longer, 3-suiter (both minors) or equal shortage.
    5-4-2-2, 5-4-4-0, 6-5-1-1, 7-4-1-1.
3D+: Higher suit longer, high shortage.  
    5-4-3-1, 6-4-2-1, 6-4-3-0, 6-5-2-0, 7-4-2-0.


2.5  Balanced scheme
--------------------

Responder responded 2C, opener relayed 2D, then:

2H: 4 spades.
    2N: 4 hearts.  4432, 4423.
    3C: 4 diamonds.  4342, 4243.
    3D: 4333.
    3H+: 4 clubs.  4324, 4234.
2S: 4 diamonds.
    3C: 4 hearts.  3442, 2443.
    3D: 3343.
    3H+: 4 clubs.  3244, 2344.
2N: 4 hearts.
    3D: 3433.
    3H+: 4 clubs.  3424, 2434.
3C: 5 diamonds.  3352, 3253, 2353.
3D: 3334.
3H+: 5 clubs.  3325, 3235, 2335.

2.6  Control relays
-------------------

1) 3N is NEVER a relay.  When relayer bids 3N, it is to play.
   So, if responder bids 3S, 4C is the relay.

2) Relayer can always sign off by making a non-relay minimum game bid.

   If relayer has determined that 3N or 4M is impossible, and is unsure that
      partnership values are sufficient for 5m, he can bid a non-relay 4m
      as strongly invitational, but not forcing.

   If relayer is interested in slam but does not think further relays will help
      him, he can make a natural, invitational jump in a new suit.

3) The first relay after shape has been determined asks for controls.
   An ace is two controls, a non-singleton king is one control.
   Responder must have 3 controls for a bid promising 11+ points, so he skips
      no steps to show only 3, skips 1 step to show 4, skips 2 to show 5, etc.
   Responder must have 2 controls for a bid promising 8+ points, so he skips
      no steps to show only 2, skips 1 step to show 3, skips 2 to show 4, etc.

4) After that, responder orders his suits by length, ignoring singletons and
      voids, breaking ties by rank.  For example, for 3532 the order is 
      H-S-D-C, while for 1453 the order is D-H-C.

5) Responder then makes a list like:

A xor K of first suit      (not both, opener can always distinguish
A xor K of second suit      between 0 and AK)
* A xor K of third suit  
* ** A xor K of fourth suit (if applicable)
Q of first suit
Q of second suit
Q of third suit
** Q of fourth suit (if applicable)
*** "something extra"
*** "something extra"
*** "something extra"

* if this suit is a doubleton, the check is reversed, and this should read 
  "0 or AK of nth suit"

** if the fourth suit is a singleton or void, it is completely ignored, so
   this item does not exist.

*** this is pure judgement.  if nothing else is left on the list, responder can
    skip an extra step or two to show that he still has extra values that he
    hasn't shown yet.  this could be the jack of a long suit, a singleton
    honor, etc.

6) Responder looks at the current list, and skips n steps to show that his 
hand meets the first n conditions on the list but not the (n+1)th.  He then
crosses off the n+1 conditions, to get a new, shorter list, starting with the
(n+2)th condition.

3.4  Intervention after a game-forcing relay has been established
------------------------------------------------------------------

Double of responder: Relayer may redouble to play, or pass as the usual relay.
  Then redouble by responder shows extra values (14+ or compensating strength)
  (1-step relays), and a 1-step bid shows control in the doubled suit, no
  extras, and denies the cheapest response (2-step relays).  Other bids by
  responder are as normal.

Double of relayer: Responder may pass to show extras (double relays), redouble
  to show a high card in that suit and deny the 1-step response (1-step relays)
  or make his normal response with neither of the above.

1-step interference over responder: Double by relayer is penalty.  Pass relays,
  after which responder may either make his normal bid or double to show
  values in the doubled suit and deny the cheapest response (opener may pass
  for penalties or 2-step to relay).

1-step interference over relayer: Pass and double both show a 1-step response,
  but double shows a high card (for defense or N) in the opponent's suit while
  pass denies it.  Opener may penalize the boofa or 2-step to relay.  Other
  bids are as normal.

2-step interference, then we conduct our relay auction as normal, with pass 
  substituting for the 1-step bid and double substituting for the 2-step bid.

3+ step interference over responder:
   Relayer may double for penalty.
   Pass resumes relays n-2 steps higher.  Responder by use X as a step if they
   have denied 4+ of the opponents suit.

3+ step inteference over relayer: Drop relays, bid naturally.  Responder should
   either double with undisclosed defense or pass without, should not get in
   the way if relayer wants to double.  Afterwards cheapest suit by
   relayer may be artificial (depending on how deep we are in relays)
   to give responder more room to say something.

Intervention in control relays over responder: Relayer may double for penalty,
   or pass to continue relays (X by responder subs for first step).

Intervention in control relays over relayer: Responder doubles to show an
   undisclosed control in that suit, or passes to deny such.  Relayer may then
   bid the cheapest step to relay, the intervention suit being skipped over
   since we have the info already.

Notes
-----
If relayer attempts to signoff in game without asking controls, responder may
continue on and show controls starting with 4.

Text file Source (historic): geocities.com/drtodd13/bridge_files

geocities.com/drtodd13

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