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strong jump shift

#1 User is offline   123600 

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Posted 2018-March-01, 18:47

(a) how many pts required for responder to jump shift.
(b) how many pts for opener to jump shift
© is any jump shift on or off with competition
TKS
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#2 User is online   Cyberyeti 

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Posted 2018-March-01, 18:54

This is all subject to agreement:

a) depends on your style, whether your SJS is purely the single suited rock crusher or can be GF 5+ in suit bid, 4+ in partner's suit
b) slightly depends on whether you agree to very rarely pass a non jump shift
c) the jump shift is normally better used as one of weak or fit (but weaker than GF) in competition
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#3 User is offline   spotlight7 

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Posted 2018-March-01, 20:03

View Post123600, on 2018-March-01, 18:47, said:

(a) how many pts required for responder to jump shift.
(b) how many pts for opener to jump shift
© is any jump shift on or off with competition
TKS



Goggle Soloway Jump Shifts for a good explanation of strong jump shifts.


Italian jump shifts start at about 12+HCP and a good suit.


English jump shifts start at about 16+


American jump shifts tend to be stronger.


Your mileage can and will vary.


B) Opener is game forcing so 19+HCP and often less HCP values with better shape.


C) Jump shifts in competition are normally not strong.

Weak jump shifts are common.


You might like Fit Showing jumps.
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#4 User is offline   smerriman 

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Posted 2018-March-01, 21:43

View Post123600, on 2018-March-01, 18:47, said:

(a) how many pts required for responder to jump shift.

I'd say the most important thing to note is that it shouldn't (just) be about points. Given it takes up a lot of bidding room, you have to know you're going to be able to exchange the right information in time. As above, there are various ways to play them, but most involve certain shapes - some strong hands you definitely don't want to jump shift with.
Challenge event 14 is underway.

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#5 User is offline   Tramticket 

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Posted 2018-March-02, 02:20

A responder's jump in a new suit takes up a lot of bidding space, you need to show points (traditionally 16+) AND certain tightly defined hand patterns. These are traditionally:
(1) A strong self-supporting suit. At least 6+ length, good honour strength and will play well opposite a singleton. You will rebid the suit, if necessary, to show this type.
(2) A good 5+ card suit and support for partner's suit. You will support partner at the next bid.
(3) A good 5-card suit in a balanced 16+ hand. You will rebid NT at the next bid.

In each of these hand types you are giving partner useful information and have a clear vision about the final denomination. The worst thing to do is to jump with some random 16+ hand, take up bidding space and fail to help identify the final contract.
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