After a 1♠ opening:

Weak with support:

2♠ = 5 - poor 11 HCP, 3 spades and sometimes 4 spades with no singleton, 9-10 loser hands.

3♠ = 4-7 HCP, 4 spades and shortage (singleton or void), 8-9 losers or 10 NV or 5♠332 shape.

4♠ = 5 spades, pre-emptive, 7 losers or 8 NV.

Invitational with support:

2NT = 8+, 3+♠ equivalent to 10-12 HCP with shortage values, 8 loser hands.

3x = 7-11, 5+suit with 3+♠, nothing in the other two suits e.g. xxx, Jx or Q

Game forcing with support:

2NT = 8+ HCP, most game forcing hands.

3x = 15+, 5+suit with 3+♠, slam try.

4x = 11-15 HCP, splinter with 4+♠, singleton or void but slam unlikely unless opener is good.

After 1♠-2♠:

2NT = relay to 3♣ on all weak or balanced hands. Breaking the transfer accepts the game try and responder may show a shortage as a slam try. (3♠ shows a ♣ shortage and is forcing). After the 3♣ relay, opener bids 3♦/♥/♠ to show a shortage.

After 1♠-2NT; 3x:

3♠ = Declines, minimum and/or a poor holding.

4♠ = Accepts, but unsuitable for slam (fewer than 4x).

3y = A useful holding with game try values (may also be an Advance Cue Bid).

3NT = 4+ support for Opener's 2nd suit.

4any = A cue bid (fewer than 4x).

After 1♠-2NT; 4x:

Here Opener is trying for Slam and shows specifically a VOID. Responder reacts accordingly. Any Blackwood bid will now exclude that Ace, of course.

No support:

2♣/♦ = 6-12 HCP, strong 6+ suit or very strong 5 card suit, 0-1♠.

2♥ = 5-9 HCP, strong 6+ suit or very strong 5 card suit, 0-1♠.

3NT = 2♠ and 14ish balanced.

1NT = all other hands.

After 1♠ - 1NT:

2♣ = any ordinary opening hand with <4♥ and 3+♣ (may be 5323)

2♦ = any ordinary opening hand with <4♥ and 3+♦ (may be 5323)

After 1♠ - 1NT - 2♣:

2♦ Special Case: A passed hand shows 5-5 in ♥/♦ and is weak.

2♦ = GF denies 5♥, may have either ♣ or ♦.

2♥ = 11+ INV+ 5+♥ forcing to 2NT or 3 of a "bid suit".

2♠ = 6-10 balanced, usually 2♠ but may be 3♠ and 4333 shape.

2NT = 11-12 Natural and invitational, may have 4♥ or 4-5minor.

3♣ = 10-13 NF, 5+♣.

3♦/♥: 13+ GF, 6+ solid suit (playable in 7 opposite a void).

3♠: 11-12 Hx in ♠.

3NT: 14ish, balanced but 0-1♠, otherwise bid 2♦ to investigate Opener's shape.

4♣: RCKB for ♣

4♥: To play (e.g. AK to 8 and junk).

After 1♠ - 1NT - 2♦:

As above except:

3♣: 12+ GF, denies 5♥, may have either ♣ or ♦.

After 1♠ - 1NT - 2♥:

3♥ = Inv, 4+♥.

3♣: 13+ GF, may be a shape enquiry rather than ♣.

3♦: 13+ GF, 5+♦.

After 1♠ - 1NT; 2m - 2♥:

2♠ on ALL hands with 6♠ (and thus 4 of the bid minor) (this is forcing to 2N)

2N = a minimum and 5♠ (this may be 5233, after 2♣ only, else 5? with 4+ of the minor)

3♣ (after 2♣) = 15+ and 4+♣

3♣ (after 2♦) = 4th Suit force with 4♦

3♦ (after 3♣) = 15+ and 5044 shape

3♦ (after 2♦) = 15+ with 5+♦

3♥ = a minimum and 5♠3♥

3♠ = a Cue Bid with 5♠3♥

3N = ANY 5♠2♥ with 15+(good 14) & unsuitable for other bids, so does not show any stops!

4m = a Cue Bid with 5♠3♥

4otherm = VOID with 5♠3♥

Responder must continue, after 2♠ or 2N.

The 4th suit establishes a Game Force. All three other bids at the 3 level are INV and may be Passed by the Opener.

Note: 1♠ 1NT 2♦ 2♥: Any bid by Opener that does not support ♥ must show 4+♦; as 5332 is the only shape with 3♦.

After 1♠ 1NT 2m 2♥(INV+) 2N:

3y = GF. The fourth suit is a

**Game Force**. Opener then bidds the next suit up (relay).

3x = 11-12. Any previously bid suit may be passed.