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How do you play after overcall/double?

#1 User is offline   Miron 

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  Posted 2006-May-30, 03:02

Hi,

I have new investigation. How to play after overcall. Now I play two systems and two absolutely different styles:

1) 2/1
We rather ignore overcalls on 1st level
1 - 1 - 1 = 5+, 4+, F
1 - 1 - 2/1=9+, 5+cards, F, we play Hardy Raises here
We play standard defense on jump overcall of 1
1 - 2 - color = 8-12, 5+cards (13+ is jump color)
We play after 2nd level overcall of 1 Hardy raises:
double is 8-12 whatever,
color is 4+cards, FG,
2NT is FG on lower color then overcall.
The double thing is loosing a bit (you often play one level higher), but the plus from Hardy raises outweighes the disadvantage.

After double there is modification that pass is weak or FG, 5+ any. The rest is rather common.
xx = 10+, usually 4-4, non fit
1st level color = as without double (5+, 4+cards, usually up to 11, semiF)
2nd level color (not jump) = 7-11, 5+, NF
pass = 0-7 or 12+, GF, 5+
After major we still play Hardy Raises.

2) Precision
After any overcall we change to this:
color 8-12, 5+
jump 13+, 6+ (well no idea what with 13+, 5+cards - probably t/o double and then color-bid)
some fit-jump

What is your style? How do you fit major after overcall? And the minor?
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