Vulnerable at IMPS
#1
Posted 2005-January-05, 00:34
This means that in vulnerable game auctions one or other of the players' bids must have a different range to what it would if non-vulnerable.
In Auctions like 1NT 3NT it is clear (isn't it?) that responder will have a lower lower limit for the 3NT raise than he would if non-vulnerable. But in an auction like
1♥ 1♠
2♦ 3♥ (Inv)
4♥
I can see three possibilities:
1. reponder invites on exactly the same hands he would when non-vulnerable and opener accepts more often
2. responder invites with a weaker hands than he would non-vulnerable (and bids game directly with the upper range of non-v invite) and opener accepts on exactly the same hands he would when non-vulnerable
3. a mixture of the above i.e. repsonder invites slightly more often and opener accepts slightly more often.
The same applies to all invitational auctions. So, in general, which method is best? Strangely enough, I have never seen this discussed in any books or heard of any partnership agreements on this topic. Yet if the partners are not on the same wavelength I can imagine responder inviting on a lower range (because we're vulnerable) and opener accepting on a lower range (because we're vulnerable) and so getting to vulnerable games which are well below the theoretical lower limit.
My hunch is that 2. is optimal (i.e. the person making the invite adjusts their range, their partner accepts or declines in the same fashion whatever the vulnerability), but I would be interested in other people's opinions.
Eric
#2 Guest_Jlall_*
Posted 2005-January-05, 00:53
This is actually more widely discussed than you think. Some say agressive invites, solid accepting, some say the opposite.
Solid invites and agressive accepting is a good strategy (especially at MP) because you will play 1N or 2M OR 3N or 4M more often but not usually 2N or 3M (death contracts in uncontested auctions) and makes sense to me. The other case can also be argued (and i'll let others do it). Or you can play like meckwell, agressive invites, agressive accepts, good luck partner
#3
Posted 2005-January-05, 00:59
Jlall, on Jan 5 2005, 06:53 AM, said:
This is actually more widely discussed than you think. Some say agressive invites, solid accepting, some say the opposite.
Solid invites and agressive accepting is a good strategy (especially at MP) because you will play 1N or 2M OR 3N or 4M more often but not usually 2N or 3M (death contracts in uncontested auctions) and makes sense to me. The other case can also be argued (and i'll let others do it). Or you can play like meckwell, agressive invites, agressive accepts, good luck partner
At MP there is no advantage to bidding vulnerable games compared with non-vulnerable games so ones strategy should be the same at any vulnerability (when you are bidding to make at any rate).
But at IMPS, even playing solid invites/aggressive acceptances still leaves the question open as to whether, when vulnerable, one should make less solid invites or more aggressive acceptances.
Now it seems even clearer that the inviter should adjust his range - there is less scope for the partner (who already accepts often) to accept even more often!
Eric
#4
Posted 2005-January-05, 01:21
Solid invites and agressive acceptances is undoutably correct at matchpoints at any vulnerability.
At IMPS vulnerable, however solid invites and agressive acceptances makes the example auction
1H-1S-2D-3H
forcing when vulnerable! Opener passes NV when only when dead minimum, so if he is more agressive vul, he will never pass.
Another good question is how much lighter the games should be. Jeff Rubens in his excellent The Secrets of Winning Bridge suggests 1 point. I suspect many modern players would bid a vulnerable game at IMPS 2 points lighter than NV--in that case, perhaps the optimum is for each partner to "borrow" a point.
Perhaps this "borrowing" should apply to one level openings vulnerable at IMPs?
#5
Posted 2005-January-05, 05:49
#6
Posted 2005-January-05, 08:05
#7
Posted 2005-January-05, 11:01
To make game with minimum HCP you need perfect fit or some distribution.
What I do vulnerable at IMPs is to give my distribution a little more weight.
Arguments to upgrade my hand are for example:
- A short suit and an extra trump
- A "long" solid side suit
- If it's likely to have a double fit
- Opponents bid suggests well placed values
- Indication of "right" values e.g. aces in p short suits, help in his long suits
#8
Posted 2005-January-05, 11:15
mikestar, on Jan 5 2005, 07:21 AM, said:
No way it should be 2 points lighter. Thomas Andrew's research can be read here; His double dummy analysis showed that, using the fifths count (4 - 2.8 - 1.8 - 1 - 0.4), 3NT will make >50% of the time with 24.4 points or more, and >40% of the time with 23.8 or more.
#9
Posted 2005-January-05, 11:40
I'm still in the solid invite / accept with almost anything camp even at IMPs. The problem with the opposite method is frequently you'll get to a hopeless game, down several, which tends to distort the IMP odds.
#10
Posted 2005-January-05, 12:01
I keep my 1NT opening bids unchanged, invite (and bid game) slightly lighter, accept slightly lighter. If you invite very light you play in hopeless 2NT contracts too often. If you keep your invites solid you miss some playable games. I upgrade 4-4 in the majors and a 17-count more often.
I bid game as responder after opener's jump rebid more often (e.g. 1C-1S-3C or 1C-1S-2NT).
After a 1NT rebid systemically responder with a 5-card major can make a "light invite". I do this far more often than at pairs where I'd usually just pass 1NT.
I raise a 1-major response to the 3-level slightly lighter.
I rarely make a 3-card invite of partner's opening bid, tending just to bid game more often. When I do, opener needs a solid acceptance to bid game.
As responder to an overcall my raises are unchanged, but I make slightly lighter game tries as the overcaller.
Sometimes you have a hand where you know if partner has the right cards you are making game, but you can't find out. At matchpoints you might pass since the right cards are not sufficiently likely. At total points you just bid game and hope.
I keep responder's 2NT bids up to strength in an uncontested auction. Auctions such as 1H-1S-2D-2NT-3NT get doubled when they are going off.
#11
Posted 2005-January-05, 13:06
Here is why I changed... I find that most of the time I am looking at a hand that is close between invite or bid game that when I am vulnerable, I simply bid the game. This is true rather or not I am opener on auctions like...
1H-2H
?
Where I press to game with most good 15/16 point and some 14 hcp hands when vul (I will not be balanced), or as responder where I hold like a balanced 9 and partner opens 1NT (my NT range is 14-16, lower this to most balanced 8's if yours is stronger).
So if I am willing to leap willynilly to game when it is close (as responder or opener), this naturally lead to the a lowering of the stregnth for an invite. Do I end up in 3H down one when I issue a light invite after 1H-2H where others might stop safely in 2H? Sure. But I also get to 4H where others are lanquishing in 2H.
I think, either way (normal invite, light accepts; or light invites, normal accepts) will work. But ask yourself, do you find yourself pressing to game on some light hands without inviting? I can't help myself, so this is why I do it "backwards".
Let's assume an auction 1S-P-2S you are vulnerable at imps, which of these hands will you leap to game on.
I think the answer is (assuming you play normal 1S-2S) you will bid or force to game on most of these hands. How much less do you need to invite (or how much more to force to game)?
#12
Posted 2005-January-05, 13:21
#14
Posted 2005-January-05, 18:17
#15
Posted 2005-January-05, 19:15
#16
Posted 2005-January-06, 06:56
1nt-p-2nt-p
?
Responder is a boss here. I opened and I described my hand very well. I accept with maximum and pass with minimum. No problem.
1s-p-2s-p
?
Opener is a boss. I use 3cdh as invit. Partner with minimal hand bid 3s with maximum 4s. With avarage hand must downgrade or upgrade - he knows how the hands go together.
Opener can bid more agressive vul. at imp but it's only his problem.
p-p-4s
We don't have an agreement how strong 4s shoud be. Opener is a boss here. His partner is well described by initial pass.
.....
#17
Posted 2005-January-06, 07:46
i.e. all vul, no one vul, EW or NS permenantly one or the other so people can practice at the tables, still maintaining randon deals but just allowing us to set the vulnerability in the main lounge or at certain tourneys i.e. vunerable tourneys etc
#18
Posted 2005-January-06, 14:57
Fluffy, on Jan 5 2005, 09:15 PM, said:
Give a talk to your dad.... at imps, part of my judgement, is how close I am to game and when to push and when not too. I find it amazing you ignore condition of contest when bidding.
#19
Posted 2005-January-06, 15:06
So for the auction 1NT-2NT-3NT, I think that the 2NT bid should be solid, and the accepting should be aggressive (e.g with 15-17 notrumps, accept with your average 16 counts). However, an invite like 1M-2M-3C (whatever it means) can be made much more aggressively, since partner will have a good idea of when to accept and when not to.
So when I can't give a good description of my hand, I usually guess (and guess a bit more aggressively when vulnerable at IMPs). When I can give a good description of my hand (especially when dummy!) I often invite, and I invite fairly light.
- hrothgar
#20
Posted 2005-January-06, 15:33
OPENER:
AFTER SINGLE RAISE (which promises about 9 losers)
- use judgment for game try with 5.5/6 losers and or 16-17 hcp
- bid game with 5.5 (use judgment) or 5 losers or 18+
- the choice also depends on the knowledge of whether the constructive raise were done with 3 trumps or with 4+ trumps
AFTER INVITATION
- refuses invitation with 7 losers;
- accepts invitation with 6 losers, uses judgment with 6,5 losers
- here too the choice depends from the promised length in the trump support
RESPONDER
- CONSTRUCTIVE raise with 9 losers
- INVITE: with 8 losers
- FORCE GAME with the tools available with 7 losers or less
- ALLOW FOR SLAM INVESTIGATION with 6 or less losers
----------------------------------------------------
In light of this, the 4 hands will be easy evaluated after 1S:2S, assuming 2S is 8-9/10, 9 losers (e.g. weaker raises would use 1NT forcing)
6 losers hand,
Here I will make a game try, whatever GT you play
Less than 6 losers hand (0.5 in S, 3H, 1D, 1+ in C), I use a game try
little less than 5.5 losers, I bid game vulnerable, GT nonvuln.
Over the game try, with exactly 9 losers, responder will need some redeeming features in order to bid game (nice sidesuit, shortness, great support, etc), with 8.5 losers he'll bid game.
Considering the extra length in spade and pard support, it is likely that we have no spades losers (1 loser only with 3-0 split and Q offside): in this case the hand is worth 4 losers.
I bid game.

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