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Following On to Interference of a Strong Club

#1 User is offline   keylime 

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Posted 2003-February-20, 08:34

Greetings friends...I wanted to ask the strong/prepared club players how they combat the likely interference they encounter over the 1C opening. I wanted to see what ideas everyone had in overcoming this situation. I have my own ideas which I'll share with you once this topic moves forward.
"Champions aren't made in gyms, champions are made from something they have deep inside them - a desire, a dream, a vision. They have to have last-minute stamina, they have to be a little faster, they have to have the skill and the will. But the will must be stronger than the skill. " - M. Ali
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#2 User is offline   hrothgar 

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Posted 2003-February-20, 08:59

Quote

Greetings friends...I wanted to ask the strong/prepared club players how they combat the likely interference they encounter over the 1C opening. I wanted to see what ideas everyone had in overcoming this situation. I have my own ideas which I'll share with you once this topic moves forward.



Here is the structure that I use playing MOSCITO.
The defense depends on both the level of the interference and whether or not the opps have shown a known anchor suit.  [Some of my comprades are trying to convince me to switch to a system where double shows strong hands and there is an immediate zoom with semi-positives]

Interference is 2S or higher
X = Penalty
New suits = Natural and forcing

Interference is between 1N and 2H
With a known anchor suit
   
    X is for takeout
    New suits are natural and game forcing
    Jump shifts are weak
    2NT = Game forcing, natural, balanced
    Cue bid shows 5+/5+ shape

With no known anchor suit

    X = Game forcing balanced hands
    New suits are game forcing
    Jumps are weakl
    2NT = 5+/5+ shape

Interference is 1H or 1S

With a known anchor suit

    X = 6-9 HCP, takeout oriented
    1NT = 6-9 HCP, natural, promises a stopper
    Cue bid = balanced, game forcing, no stopper
    2NT = Game forcing, natural
    New suit = game forcing, natural
    Jump shift = weak

With no known anchor suit

    X = balanced, game forcing
    1NT = 6-9 HCP, natural
    2NT = 5+/5+ shape
    Jump shift = weak

After 1D

   Pass = Double negative
   X = game forcing
   1H+ = systems on
   1S = Freak  

After X

   1H+ = System on
   1D = Game forcing, unbalanced hand
   XX = Game forcing, balanced hands
   
 
Alderaan delenda est
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#3 User is offline   keylime 

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Posted 2003-February-20, 09:20

I also wanted to ask this...what do you do after a positive response has been offered by responder, THEN RHO interferes?

By the way, my method uses forcing passes, cuebids, and doubles in concert to communicate the intent of responder.
"Champions aren't made in gyms, champions are made from something they have deep inside them - a desire, a dream, a vision. They have to have last-minute stamina, they have to be a little faster, they have to have the skill and the will. But the will must be stronger than the skill. " - M. Ali
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#4 User is offline   hrothgar 

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Posted 2003-February-20, 09:34

Quote

I also wanted to ask this...what do you do after a positive response has been offered by responder, THEN RHO interferes?

By the way, my method uses forcing passes, cuebids, and doubles in concert to communicate the intent of responder.


With MOSCITO this depends completely on whether Relay has been established.

If relay is established, then the following set of rules applies

1.      Double or Redouble by the relay bidder is
        always to play
2.      Double or Redouble by Relay Responder is to
        play if RR could have 4+ cards in the suit.
3.      Otherwise, relays continue so long as the level
        is < +3
4.      If relay is established, but then broken due to high
        level interference, new suits are game forcing and
        natural.
Alderaan delenda est
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#5 User is offline   csdenmark 

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Posted 2003-February-20, 13:23

Dwayne I really don't understand your question. I am sure you quite well know that interference handling are integrated parts of as well Precision as Blue Team. - Of course there are other strong club systems - maybe you think of such ones!

http://groups.msn.co...erence_file.htm


http://groups.msn.com/bridgeFILES/Document...nterference.htm

Claus - csdenmark   ::)
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Posted 2003-February-20, 13:40

Quote

Dwayne I really don't understand your question. I am sure you quite well know that interference handling are integrated parts of as well Precision as Blue Team. - Of course there are other strong club systems - maybe you think of such ones!
[


Claus this is not quite correct. While you may find some cursory discussion of how to handle intervention, methods change from partnership to partnership even within the same system. What you read in Bridge books are just the author's ideas on how to handle intervention for example, look at the differences in Jannersten's and in Rigal's books on Precision. The method described in the msn article is hardly played by any one I know. Control showing responses are very inefficient and liable to severe pre emption.

Some pairs play that a X of 2 level intervention shows 5-8 and bids are GF, others play the opposite.

Others still play Archimedes, a neat innovation invented by Bob Sebesfi. In Archimedes a X of 1 level intervention shows a negative, Pass shows a positive and bids are semi positives. If you play a relay system, note the advantages in steps that this gives you!! The Truscotts played this for a long time.

In my case we play that over 2 level intervention, 2 level bids are semi positives and 2NT+ is Rubensohl. Over 1 level intervention if a bid can retain its meaning it does, while a X shows that you would have made that bid.

Cheers
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#7 User is offline   keylime 

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Posted 2003-February-20, 15:26

For the record, I use an adjunct of Archimedes that I think is better...but I know there's more people than just 3-4 that have ideas about handling interference over a strong club!!
"Champions aren't made in gyms, champions are made from something they have deep inside them - a desire, a dream, a vision. They have to have last-minute stamina, they have to be a little faster, they have to have the skill and the will. But the will must be stronger than the skill. " - M. Ali
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#8 User is offline   keylime 

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Posted 2003-February-21, 16:24

My method uses the concept of forcing passes combined with cuebids to illustrate meaning. Remember, Key Lime Precision is a transfer positive based system after 1C, so I have to have ways of showing particular handtypes. The general theme is that over an O/C a pass becomes forcing, with a double being negative and not promising G/F values. There are variations depending on defense, but in essence this is what I use to successfully overcome the interference.
"Champions aren't made in gyms, champions are made from something they have deep inside them - a desire, a dream, a vision. They have to have last-minute stamina, they have to be a little faster, they have to have the skill and the will. But the will must be stronger than the skill. " - M. Ali
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#9 User is offline   inquiry 

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Posted 2003-February-25, 05:30

I am fairly simple minded when it comes to interference. Doubles by responder or opener are for takeout in both positions of natural suits. If the suit is a relay or something, double shows the suit being doubled, while bidding the relay suit is for takeout.

I don't like penatly doubles (even after 2S or higher). The reason is we haven't found our fit. I like the double to show an offensive type hand and encourage the 1C bidder to bid if his hand is more offensive than defensive. Of course, then the 1C opener can pass the double if they have stepped out of bounds. I play this double as takeout after 1C all the way through 4S (some say through 7S)..... I also play the balancing double for take out... so say the bidding goes 1C-3S-p-p-X, this double is takeout. So you will get  your 3Sx without the immediate double if you have a spade stack.

If they have shown two specific suits, I play unusual versus unusual type responses. I use to play negative free bids after overcalls, but have dropped that.
--Ben--

#10 User is offline   csdenmark 

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Posted 2003-February-27, 02:44

Playing systems where handling of interference is an integrated part of the system I think it is right to apply.

Playing a system where this is not the case I prefere to use Truscott conv. http://groups.msn.co...S/truscott.msnw providing partner with maximum options for finding a fit. You will see the convention is created to be used over strong club openings, 1C, 2C etc.

I think using Sputnik conv. often creates situations of misfits. I am very sorry to see the little attention given to defense. In reality defensive is just as important as offensive and handling of interferences.

I mostly need to play without defense, the socalled natural defense. I prefere and try to play systems according to origin, defense too. Then I try to use Michael but by definition it is ruled out over strong club openings (no suit disclosed - no cue possible).

Looking into the book: "The Italian Blue Team bridge book" by Benito Garozzo and Pietro Forquet(Cassel & Company, London 1969), you will find description of the defense used for this system. You will also see the authors note that this defense can only be played against standard classic system which means it is not to be used if opps. are playing Precision, Blue Team, Moscito etc.

I therefore prefere to play a defense based on conventions. And if more players would pay attention to defensive I think the advantage of opening the auction would be less.

http://groups.msn.com/bridgeFILES/Document...ENT_DEFENSE.htm

Claus - csdenmark   :)
   
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#11 User is offline   redguard2 

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Posted 2003-March-05, 20:27

Guess and pray! LOL

I have observed many examples in real bidding world.
It is the fact.
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#12 User is offline   Rado 

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Posted 2003-April-11, 17:53

Some ideas which work good without too much memmory used:
suit at 1st level - 5cards, 5+ points F1
non jump suit on 2nd lv - 5-8 p NF
non jump suit at 3rd lv - 8+ FG
DBL= take-out (according to the level) or stronger type
Que = FG with singl/void in the overcall
jump in suit=whatever you like, I prefer very good 6 cards and FG
NT's = natural

if artifitial overcall then DBL = just points and balanced
others remain same
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#13 User is offline   alanb 

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Posted 2003-April-27, 06:16

In a 17+ club system we use a forked forcing pass over relatively low level interference (to 3D) to show very weak and very strong hands, while direct bids are always game forcing but slam-negative.  Limiting the direct bids helps when opps jump around a lot.  

If they do not show an anchor suit, (Suction or CRASH type systems) our direct bids are take-out for that suit.  We are trying to maximize the shape information on the assumption they are likely to suck out a lot of space.
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