Bridge Universitas Padjadjaran

Tanggal 16 - 20 Mei 2012 : Kejurnas Bridge Pelajar dan Mahasiswa ke-14, Wisma Haji Pondok Gede, Jakarta.

Bridge Universitas Padjadjaran

Kejuaraan Nasional Pelajar Ke- 9 dan Mahasiswa Ke- 14 Wisma Haji Pondok Gede, Jakarta.

Bridge Universitas Padjadjaran

Foto bersama antar pemain bridge sesi closing ceremony Asean Bridge Club Open Championships 34 th Sanur Beach Hotel di Bali.

Bridge Universitas Padjadjaran

Bridge Unpad pada saat Asean Bridge Club Open Championships 34 th di Bali.

Bridge Universitas Padjadjaran

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Kamis, 11 April 2013

Simbol Bridge Unpad



ARTI DAN LAMBANG BRIDGE UNPAD
1.        Lambang 10 bagian yang mempunyai arti heraldis yakni:
a.      Spade
b.     Heart
c.      Diamon
d.     Clover
e.      Kujang
f.      Roda
g.     Sayap (daun)
h.     Akar
i.       Pentagon, perisai berbentuk segi lima
j.       Lingkaran
2.        Arti Simbolis
a.      Spade ialah kekuatan yang abadi
b.     Heart ialah perasaan
c.      Diamon ialah kekayaan
d.     Clover ialah kesuburan
e.      Kujang ialah pusaka tanah padjadjaran
f.      Roda ialah perubahan
g.     Sayap (daun) ialah harapan
h.     Akar ialah kemandirian
i.       Perisai berbentuk segi lima ialah dasar simbolis UNPAD
j.       Lingkaran ialah kesempurnaan
3.        Arti simbolik warna
a.      Biru ialah rasa senang dan kedamaian
b.     Merah ialah keberanaian penuh perhitungan
c.      Abu-abu ialah kesempatan untuk perubahan
d.     Garis Hitam ialah Kekuatan

Bermain Truf


Bermain Truf
Truf atau bahasa inggrisnya Trump, pada dasarnya adalah permainan dimana satu jenis kartu lebih unggul dibanding 3 jenis yang lainnya. Misal dalam satu permainan disepakati bahwa trufnya adalah sekop maka 2 sekop pun dapat digunakan untuk melawan kartu yang lain yang lebih tinggi seperti Ace wajik atau King keriting atau 10 hati.
Bagaimana cara bermain Truf ala HMP? Hampir sama dengan permainan poker, yang dibutuhkan 4 orang pemain, 1 set kartu minus joker, kertas dan pensil atau pulpen. Kartu dibagi habis ke 4 orang dan masing2 memegang 13 kartu. Penting untuk diingat apabila satu pemain tidak mendapatkan at least 1 gambar (J at Q at K) maka kartu harus dikocok ulang. Dalam 1 game terdiri atas 13 turn dimana tiap turn pemain bermain seperti permainan minuman dan siapa yang paling tinggi mengambil 4 kartu (kita sebut saja 1paket). Sebelum permainan dimulai para pemain melihat kartu mereka masing2 dan menawar berapa paket mereka bisa dapat diakhir game. Dalam menentukan truf dilihat tawaran tertinggi dan hierarki kartu. Adapun hierarki kartu dari terendah sampai tertinggi adalah C (keriting) – D (Wajik) – H (Hati) – S (Sekop) – NT (No Trump).
Jadi misal A menawar 3 H, B menawar 2 C, C menawar 3 S dan D menawar 3 H, bila dilihat dari tawaran tertinggi 3 orang menawar 3 lalu apa truf tertinggi? S maka disepakati trufnya adalah S. Bisakah permainan dimulai? Belum. Kita harus menentukan apakah game ini bermain atas atau bawah. Bermain atas adalah kondisi dimana total tawaran melebihi 13 dan bermain bawah bila dibawah 13. Bagaimana jika jumlahnya pas 13 maka penawar tertinggi berhak untuk menambah atau mengurangi tawaran seluruh pemain sama dengan dirinya. Nah berdasar contoh diatas maka disepakati truf adalah S dan bermain bawah karena total kartu 11 (<13). Apa beda main atas dengan main bawah? Bedanya adalah bila main atas jumlah kartu yang kurang dikali minus2 dan jumlah kartu yang lebih dikali minus 1. Sebaliknya bila main bawah jumlah kartu yang lebih dikali minus2 dan jumlah kartu yang lebih dikali minus.
Dalam penawaran pemain hanya bisa menawar dengan kartu yang ada di tangan. Misal dia ingin menawar 7 sekop tapi dia tidak mempunyai kartu sekop dia bisa menggunakan 2 kartu yang sejenis misal 2 sekop dengan 5 sekop untuk membentuk 7 sekop. Tetapi menawar dengan 2 kartu hanya bisa dilakukan jika total dari 2 kartu itu 7 atau lebih dan harus menambah bukan mengurangi. No truf hanya bisa dilakukan dengan 2 kartu misal 3 hati + 4 sekop dan minimal harus minta 7.
Berdasar contoh diatas pada akhir permainan A yang menawar 3 mendapat 3 kartu, B yang menawar 2 mendapat 5 kartu, C yang menawar 3 mendapat 4 kartu dan D yang menawar 3 mendapat 1 kartu. Bagaimana perhitungannya? A mendapat nilai 3 karena dia “book”, B karena kartunya lebih 3 dan main bawah nilainya 3 x -2 = -6, C karena kartunya lebih 1 dan main bawah nilainya 1 x -2 =-2, D karena kartunya kurang 2 dan main bawah dia mendapat 2 x -1 = -2. Nah nilai tiap game ditotal dan siapa yang pertama kali mendapat nilai -30 itu yang kalah dan mendapat sebutan P16. Harap dicermati bahwa bermain kartu di HMP tidak pernah mencari pemenang tapi mencari yang kalah.
Note: Bagaimana dengan menawar 0? Itu bisa dilakukan dengan menggunakan kartu bergambar apa saja (J,Q,K) dan bagaimana bila jebol (dapat kartu)? tergantung mainnya, kalo main bawah jebol pertama dapat -10 dan kalo main atas jebol pertama dapat -5. Misal si A dalam game 1 yang main bawah dapat 3 kartu maka perhitungannya -10 + 2 kartu sisa dikali -2 = -14, dalam permainan kedua yang main atas si A dapat 3 kartu juga, bagaimana perhitungannya -5 + 2 kartu sisa dikali -1 = -7.

Jumat, 17 Agustus 2012

THE KING


Dalam kartu remi, kita menganl 4 simbol yang berbeda satu sama lain...
yaitu Sekop, Keriting ( clover ), Hati ( heart ), dan wajik... tapi, apakah kalian mengetahui siapa saja raja yang menjadi simbol dalam kartu tersebut ????
4 simbol raja pada kartu remi, ternyata melambangkan 4 raja yang terkenal di jaman masing-masing:

Sekop = David/Raja Daud ;
Keriting = Alexander the Great/Iskandar Agung ;
Hati = Charlemagne/ Raja Prancis ;
Wajik =Julius Caesar

Sumber: http://id.shvoong.com/humanities/arts/1845817-raja-dalam-kartu-remi/#ixzz23v9atSeH

Jumat, 25 Mei 2012

Standard American Bidding


Standard American Bidding  (5-Card Major System)

Point Count:   Ace = 4 pts.     King = 3 pts.     Queen = 2 pts.     Jack = 1 pt.   There are 40 total points in the deck.
Suit Rank  (lowest to highest):   Minors:   Clubs    Diamonds   Majors:   Hearts    Spades     Notrump
A good trump suit:  A "fit" of 8 or more cards in one suit, combined in your two hands in any way (4-4, 5-3, 6-2, etc.). 
First choice: A major (hearts or spades) if you have at least an 8-card fit. 
Second choice:  Notrump if you have balanced strength and no major-suit fit. 
Third choice: A minor (clubs or diamonds) if you have at least an 8-card fit and unbalanced strength.
Contract requirements -- What you and your partner need in your two hands to make these contracts:
Suit partscore (bid of 1, 2 or 3 in any suit) -- 18-24 pts. and at least an 8-card trump fit.
Notrump partscore (bid of 1NT or 2NT) -- 20-24 pts. and preferably no 8-card major-suit fit.
Major-suit game (4H, 4S) -- 25-26+ pts. and at least an 8-card fit. (Game and slam contracts pay a scoring bonus.)
Minor-suit game (5C,5D) -- 28-29+ pts. and at least an 8-card fit.
Notrump game (3NT) -- 25-26+ pts. and preferably no 8-card major-suit fit.
Small slam (any bid of 6) -- 33+ pts.
Grand slam (any bid of 7) -- 36+ pts. and all four aces.
These contract guidelines apply when you have relatively balanced hands. If you have a strong trump fit, long side suits and/or unusual distribution, you'll need fewer points to make these contracts.

Rules for Opener  (the first player to make a bid other than Pass)
Your first bid:  Always open the bidding at the 1-level if you have 13-20 pts. You can open a hand of 11-12 pts. if you have a long suit, distributional strength and/or good quick tricks. The meanings of your opening bids are:
1NT = Exactly 15-17 pts. and balanced distribution (at least 2-3 cards in every suit). The old-style Goren system specifies 16-18 pts. for a 1NT opener, but 15-17 is so widely used now that most learners adopt this range.
1H or 1S = 13-21 pts. and at least 5 cards in your suit.
1C or 1D = 13-21 pts. and at least 3 cards in your suit. A 1C or 1D opening is often called a "convenient minor" -- it tells partner you have opening count, but your hand doesn't meet the requirements for 1H, 1S or 1NT. Choose your longer minor. If you have two 3-card minors, open 1C to keep the bidding low.
2NT = Exactly 20-22 pts. and balanced distribution. (If your 1NT is 16-18 pts., your 2NT range should be 21-23 pts.).
2 of a suit = A very strong hand (21+ pts.) and a long suit (5+ cards). A modern, more popular alternative is to agree to play weak two-bids . 
3 of a suit = A weak hand (5-9 pts.) with a long, strong suit (6+ cards).
If you have two 5-card suits, open the higher-ranking suit, then rebid the lower-ranking suit (if you have 5 clubs and 5 diamonds, open 1D and bid clubs at your next turn). This allows partner to choose between your two suits without raising the level of the bidding.
Your second bid  (after partner responds to your opening bid):
A new suit (1C-1H-1S) -- At least 4 cards in the suit, 13+ pts.
Simple rebid of your first suit (1C-1H-2C) -- Extra length (usually a 6+ cards) and a minimum opener (13-15 pts.). To show a stronger hand with a long suit, you can jump-rebid your suit -- 1C-1H-3C.
Single raise of partner's suit (1C-1H-2H) -- 4 cards in the suit partner responded and a minimum opener (13-15 pts). To show a stronger hand with a fit for partner, you can jump-raise his suit -- 1C-1H-3H or 4H.
Notrump (1C-1H-1NT) -- A balanced minimum opener (13-15 pts.) WITHOUT 4 cards in partner's suit and without a new 4-card suit you could bid at the 1-level. To show a stronger balanced hand, you can open 1NT (with 16-18 or 15-17 pts.). To show a very strong balanced hand (19 pts.), open a suit bid and then jump in notrump -- 1C-1H-2NT.
As Opener, if you have fewer than 16 pts., DON'T go to the 2-level unless you're:
1 - Raising partner's suit (to confirm a trump fit); or 
2 - Rebidding your own extra-long suit; or
3 - Showing a 2nd suit of lower rank than your first suit (1D-1S-2C).

Rules for Responder (after your partner opens the bidding):
Respond to partner's opening bid if you have 6 pts. or more. 
If partner opens 1H or 1S and you have 3-card support, always raise to confirm the 8-card trump fit.
If partner opens 1C or 1D and you have a 4+-card major, always respond 1 of your major. If you have two 4-card majors, respond the cheaper major to keep the bidding low.
If you have fewer than 10 pts., DON'T go to the 2-level unless you're raising partner's suit (to confirm a trump fit) or rebidding your own extra-long suit. With some unbalanced hands, you'll have to respond 1NT to keep the bidding low.
Your first response:
1 of a new suit (1C-1H ) = At least 4 cards in your suit and at least 6 pts.
2 of a new minor (non-jump) (1H-2D) = A 4+-card suit and at least 10-11 pts.
2 of a new major (non-jump:  the auction 1S-2H) = A 5+-card suit and at least 10-11 pts.
Single raise of partner's major (1S-2S) = At least 3 cards in partner's suit and 6-10 playing pts. To show a stronger hand with support, make a jump-raise -- 1S-3S or 1S-4S.
Single raise of partner's minor (1D-2D) = At least 4-5 cards in partner's suit, 6-10 pts. and no 4+-card major suit. To show a stronger hand with support, make a jump-raise -- 1D-3D.
Notrump (1S-1NT) = A weak hand (6-10 pts.) with no support for partner and no suit you can bid at the 1-level. To show a stronger balanced hand, jump in notrump -- 1S-2NT or 1S-3NT.
Jump in a new suit (1S-3C) = A very strong hand (18-19+ pts.) and a long, strong suit. This is called a jump-shift.
As Opener OR Responder, you show your point-count any time you:
1 - Open or rebid notrump -- 1C-1NT      1C-1S-1NT       1S-2H-2NT
2 - Raise partner's suit (to confirm that you have an 8-card fit) -- 1H-2H    1C-1H-2H    1C-1H-1S-2S
3 - Rebid your own long suit -- 1H-1S-2H    1H-1S-1NT-3S
The level you choose for these bids shows whether you have a minimum, invitational or forcing point-count range.

Rules for Overcaller  (after an opponent opens the bidding)
1-level suit overcall (1H-1S) = 10+ pts. with a good 5+-card suit.
2-level, non-jump suit overcall (1H-2D) = 12+ pts. with a strong suit
Jump overcall (1H-3C) = Weak hand (5-9 pts.) with a long, strong suit (6+ cards).
1NT (1H-1NT) = 15-17 pts. (some play 15-18) with balanced distribution and stoppers in the opponent's suit.
Double (1H-DBL) = 12+ pts., shortness in the opponent's suit and at least 3-card support for all unbid suits. This is called a takeout double because it asks partner to take it out of the auction by bidding his longest suit.

The “ACBL Standard Yellow Card” system


OVERVIEW
The “ACBL Standard Yellow Card” system, so named based on the original color of the yellow convention card, is one where all partnerships have agreed to play the system exactly as described in this booklet. The object is to provide a simple, modern method that will lead to a good, solid understanding in a partnership when both players have read this booklet.
The beauty of this type of game is that players know in advance not only their own bidding agreements, but those of their opponents. The game is free of complex bidding systems. There are few Alerts and Announcements (none unexpected), and there should be a minimum of director calls.
Few sequences are defined in the later rounds of “ACBL Standard Yellow Card” auctions. Players are free to assign forcing, invitational or non-forcing meanings to natural calls in such sequences. They are not, however, free to introduce their own sophisticated methods in these undefined areas.
The relaxed spirit of the ACBL Standard Yellow Card game is best achieved by group cooperation. Contestants are encouraged to adhere to both the letter and the spirit of this game.
Players may still exercise their bridge judgments, such as opening a four-card major in third seat. The ACBL Standard Yellow Card “normally five-card majors” approach can withstand an occasional deviation. Players who routinely open a four-card major in third seat, however, are not adhering to the spirit of this game. Similarly, partnerships that prefer to use light initial actions are expected to adjust their requirements or enter a concurrent General Conventions Chart event.
Psychs are a sensitive subject to players in this type of game. A very rare, totally unexpected psych is not illegal, but players who wish to psych with any degree of frequency are encouraged to enter other games.
Please read the booklet before entering the game and understand that you have agreed to play the system as described. Enjoy!

CHOICES
If you play in an ACBL Standard Yellow Card game, you have only five choices to make. They involve defensive card play — see DEFENSIVE LEADS AND SIGNALS.
GENERAL APPROACH
Normally open five-card majors in all seats.
Open the higher of long suits of equal length: 5–5 or 6–6.

Normally open 1D with 4–4 in the minors.

Normally open 1C with 3–3 in the minors.

Notrump openings show a balanced hand and can be made with a five-card major suit or a five-card minor suit.
1NT = 15–17
2NT = 20–21
3NT = 25–27

Strong conventional 2C opening.

Weak two-bids in diamonds, hearts and spades.
RESPONSES AND LATER BIDDING AFTER A 15–17 1NT OPENING

2C is “non-forcing” Stayman, meaning that the bidding can stop in two of a suit. Opener rebids 2H with 4–4 in the majors. If responder rebids three of either minor, he shows slam interest and at least a five-card suit.

The Jacoby transfer that shows a five-card suit is used for the majors: 2D is a transfer to hearts, 2H is a transfer to spades. Opener accepts the transfer, though he can jump to the three level with 17 points and four-card support for responder’s major. For example:
1NT2D
2H = normal acceptance of transfer
3H = 17 points and four-card support

  If, after the transfer is accepted, responder bids a new suit, that is natural and game forcing. Possible calls after the accepted transfer are:
1NT
2H
2S
Pass = content to play 2S.
2NT3S = invitational. Over 2NT opener may pass;
3S 
with a minimum hand;
3NT or 4
S with a maximum.
3C, 3D, 3H = natural and game forcing.
3NT = asking for a choice between 3NT and 4S.
4S = placing the contract, with a six-card or longer suit.

2S response requires the 1NT bidder to rebid 3C, which may be passed with a club bust, or responder may rebid 3D with a diamond bust. Example:
1NT
2S
3C
Pass = club bust
3H = 17 points and four-card support
3D = diamond bust (notrump opener passes).

  Other responses to 1NT:
1NT
3C, 3D = a six-card or longer suit and invitational to 3NT.
3H, 3S = at least a six-card suit and slam interest
(otherwise, responder uses a transfer bid).
4C = Gerber, asking for aces. 
4C
 IS GERBER OVER ANY 1NT OR 2NT
BY PARTNER, INCLUDING A REBID OF 1NT OR 2NT. Response show the number of aces, by steps, same as Blackwood 4NT
5C
 is used to ask for kings.

Ace AskingKing Asking
1NT — 4C1NT — 4C
4D   = 0 or 4 aces4x   = 5C
4H   = 1 ace5D  = 0 or 4 kings
4S    = 2 aces5H = 1 king
4NT = 3 aces5S = 2 kings
5NT = 3 kings
If the player using Gerber makes any bid other than 5C, that is to play (including 4NT).

A direct raise of 1NT to 4NT is natural and invites 6NT4NT is slam invitational only because 4C is available as Gerber (to ask about aces).

INTERFERENCE AFTER A 1NT OPENING BID
If an opponent doubles, all conventional responses are “on.” For example:
1NT(Double)2CStayman
1NT(Double)2DTransfer to Hearts
If an opponent bids over your 1NT opener, conventional responses like Stayman and transfers are “off.” Bids are natural except for a cuebid, which can be used with game forcing strength as a substitute for Stayman.
If the opponents intervene over a conventional response, bids carry the same meaning as if there were no intervention. A bid says, “I’m bidding voluntarily, so I have a real fit with you.”
1NT(Pass)2D(Double)
2H2H = Real fit for Hearts, but Pass with only two Hearts (Responder can still bid 2H if appropriate with weak values)

RESPONSES TO A 2NT OR A 3NT OPENING
Stayman and Jacoby transfers for the majors are used.
2NT3C
Stayman
3D, 3H
Transfer to Hearts and Spades, respectively
4C
Gerber (ace asking)
4N
Invites a slam in Notrump
3NT4C
Stayman
4D, 4H
Transfer to Hearts and Spades, respectively

RESPONSES AND LATER BIDDING AFTER A 1H
 OR A 1S OPENING
1H and 1S openings show a five-card or longer suit. Responses:
1H1S
At least four spades, 6 or more points.
Tends to deny a heart fit.
1NT
6–10 points, denies four spades or three Hearts.
NOT forcing.
2C, 2D
11 points or more, promises at least four of the suit.
2H
Three-card or longer heart support; 6–10 dummy points.
2N
Game-forcing raise (Jacoby 2NT), 13+ dummy points.
Asks opener to show a short suit to help responder evaluate slam prospects
2S, 3C, 3D
Strong jump shifts. Invites a slam.
3H
limit raise (10–12 dummy points with
three or more Hearts).
4H
Usually five+ hearts, a singleton or void,
and fewer than 10 HCP.
Opener’s rebids are natural and standard.
Rebids with a minimum hand (13–16 points):
  1. Rebidding notrump at the lowest available level;
  2. Raising responder’s suit at the lowest level (may have good three-card support);
  3. Rebidding a new suit at the one level or rebidding a new suit at the two level that is lower ranking than the opening suit (not reversing);
  4. Rebidding opener’s suit at the lowest level.
Rebids with a medium hand (17–18 points):
  1. Jump raise or jump rebid of opener’s suit;
  2. Reverse in a new suit, i.e., bid a new suit at the two level which is higher ranking than the opening suit;
  3. Non-reverse bid in a new suit (this has the wide range of 13–18 points).
With a maximum hand (19–21 or 22 points) opener must make a very strong rebid:
  1. Jump in Notrump;
  2. Double jump raise of responder’s suit or double jump rebid of opener’s suit;
  3. Jump shift in a new suit.
If responder jumps to 2NT over a 1H or 1S opening, that is Jacoby 2NT, asking opener to show a singleton or void. If opener has no short suit, he shows his hand strength;
1H2N
3C, 3D, 3S
Singleton or void in that suit.
Other bids deny a short suit.
4H
Minimum hand.
3NT
Medium hand (15-17).
3H
Maximum hand (18+).
Responder follows up by attempting to sign off in game, bidding 4NT Blackwood, or cuebidding if still interested in trying to cooperate with opener in making the slam decision.
SUBSEQUENT BIDDING BY RESPONDER
If responder has bid a suit at the one level, he next determines whether he wishes to sign off in a partscore, invite game, sign off in game, or force to game and get more information about opener’s hand.
Bids available for a sign-off in partscore: Pass, 1NT, 2 of a previously bid suit.
1H1S
2CPass, 2H, 2S
6–10 points, sign-off in partscore.
Bids available for inviting game: 2NT3 of a previously bid suit:
1H1S
2D2N, 3D, 3H, 3S
11–12 points, inviting game.
After opener rebids in a suit, a new suit by responder is forcing. If the new suit is the fourth suit, the bid may be artificial/conventional.
1H1S
2C2D
One-round force, could be conventional.
However, after a 1NT rebid by opener, bids of a new suit at the next higher level are non-forcing.
1H1S
1N2C, 2D
Non-forcing. Responder must jump shift to3C or 3D to force game.
Second-round forcing bids following a 1NT rebid by opener: a reverse or jump shift into a new suit is a game force.
1C1H
1N2S, 3D
Game force.
Bids available for signing off in game.
    3NT, 4H, 4S, 5C, 5D.
If responder initially bids a new suit at the two level, the same rules apply EXCEPT that a subsequent jump raise of opener’s first suit to the THREE LEVEL is game forcing — responder should make a limit raise directly over the opening with 10–12 points and at least three-card support:
1S2C
2H2N, 3C, 3H
Invitation to game (11–12 points).
2S
Preference, not forcing.  Responder has 11-12 points and a doubleton Spade.
3D
Game force, could be conventional.
3H
Game force.
NOTE: Responder promises to bid again if he responded with a new suit at the two level unless opener’s rebid is at the game level.
1S2C
2D
Forcing one round. Responder can limit his hand by bidding 2S2NT3C, or 3D at this point. He should not pass, since opener could have 18 points (just short of a jump shift rebid).

RESPONSES TO A 1C
 OR A 1D OPENING
1D opener suggests a four-card or longer suit, since 1C is preferred on hands where a three-card minor suit must be opened. The exception is a hand with 4–4–3–2 shape: four spades, four hearts, three diamonds, and two clubs, which should be opened 1D.
Responses and later bidding generally follow the ideas set down in the previous section. Bidding at the one level is up-the-line in principle. Responder needs more trumps to raise (four to raise 1D; five to raise 1C, though one fewer trump will do in a pinch in a competitive sequence). Responses of 2NT and 3NT are standard:
1C2N
13-15, game forcing
3N
16-17
There is no forcing minor-suit raise.
A 2C OPENING, RESPONSES, AND LATER BIDDING
2C opening shows at least 22+ points, or the playing equivalent. Responses:
2C2D
Conventional, could be “waiting” with a good hand not suited to a positive response.
2H, 2S, 3C, 3D
Natural and game forcing.
At least a five-card suit and 8 points.
2N
A balanced 8 HCP
If opener rebids 2NT after a 2D response (showing 22–24 points), the same responses are used as over a 2NT opening:
2C2D
2NT3C
Stayman
3D, 3H
Transfers to hearts and spades, respectively.
4C
Gerber
4N
Inviting a slam in Notrump
If opener rebids a suit over a 2D response, the bidding is forcing to 3 of opener’s major or 4 of opener’s minor.
2C2D
2H2S
3H
Not forcing

SEQUENCE AFTER A WEAK TWO-BID OF 2D, 2H, OR 2S
A weak two-bid shows a six-card suit of reasonable quality and 5–11 HCP. On rare occasions it may be a very good five-card suit. It is possible to open a weak two with a poor seven-card suit (not good enough to open with at the three level). Responses:
A 2NT response is forcing, showing game interest. (This applies also if the opponents intervene with a double or a bid.) Opener rebids his suit with a minimum weak two (5–8 points). With a maximum hand opener bids another suit to show a “feature” (ace or king in that suit); lacking a feature, he raises to 3NT and lets responder place the contract.
Any raise of opener’s suit is to play and could be preemptive. A 3NT response is also to play.
“RONF” on the card means “Raise Only Non-Force.” A new-suit response is forcing one round and shows at least a five-card suit. Opener should raise a major suit response with a three-card fit, or perhaps with a doubleton honor.
With no fit for responder’s suit, opener rebids:
    With a minimum weak two-bid (5–8 points), rebid the suit at the lowest level.
  With a maximum weak two-bid, name a new suit or bid notrump.
SLAM BIDDING
Blackwood 4NT is used to ask for aces. Responses show the number of aces by steps.5NT is then used to ask for kings; 5NT guarantees the partnership holds all four aces.
......
...4N
Ace ask
5C
0 or 4 aces
5D
1 ace
5H
2 aces
5S
3 aces

......
...4N
5x5N
King ask
6C
0 or 4 kings
6D
1 king
6H
2 kings
6S
3 kings
A jump to 5NT (and some 5NT bids when the auction is at the five level) is “Grand Slam Force,” asking partner to bid a grand slam with two of the three top trump honors;
    5NT — 6 of the trump suit = fewer than two top trump honors (A, K, or Q).
         — 7 of the trump suit = two of the three top trump honors.
DEFENSIVE BIDDING
Overcalls show 8–16 points (double and bid the long suit with a stronger hand). The only forcing response is a cuebid of opener’s suit, asking the overcaller about the quality of his overcall:
 (1D) 1S (Pass) 2D
 (Pass)
 2S = minimum overcall
 Other = extra strength (11 - 12 points minimum)
1NT overcall shows 15–18 points and a balanced hand (preferably a stopper in opener’s suit). No conventional responses are used to the 1NT overcall except 2C, which is Stayman.
A jump overcall of 2NT shows at least 5–5 in the lower two unbid suits.
Jump overcalls are preemptive, showing the same value as an opening bid at the same level:
(1D)2S
 = A hand that would open a weak two-bid in spades
3C
 = A hand that would open 3C
A cuebid overcall when the opponents have bid two suits is natural in either suit.
A cuebid overcall when the opponents have bid only one suit is a Michaels cuebid, showing a 5–5 two-suiter (or more distributional). If the opening is in a minor suit, the cuebid shows the majors; if the opening is in a major, the cuebid shows the other major and an unspecified minor.
(1D)2D
 = At least 5–5 in the majors, 8 points or more.
(1S)2S
 = At least 5–5 in hearts and a minor;
    10 points or more
Responder can bid 2NT over a major suit cuebid to ask for partner’s minor.
(1H)
 2H
(Pass)
 2N (asks for the minor)
(P) 3C = Club suit.
 3D = Diamond suit.
A reopening bid means much the same as a direct seat bid, though it can be lighter at the minimum end. A reopening 1NT after an opponent has opened shows 10–15 points. This is a wide range, but there will not usually be a game on for you.

A double is for takeout over an opening partscore bid (4D or lower); penalty over opening game bids (4H or higher). A below-game jump response to a takeout double is invitational. To force, responder cuebids opener’s suit.

Versus an opening preempt, an overcall in a suit or Notrump is natural; a cuebid is Michaels.
COMPETITIVE BIDDING
There is almost an endless variety of possible sequences, so it pays to have simple guidelines to prevent bidding misunderstandings.
Bids mean the same things they meant without the intervening bid. Still, it is sometimes necessary to pick a bid that would normally have been a second choice without the overcall:
 1D (Pass) 1S (2C)
?
Holding:
S J43
H A875
D AQJ4
C J3
Rebid 2S
Rebid 1NT if RHO has passed instead of bidding (2C)
Cuebidding right-hand opponent’s suit shows values for game without clear direction for the moment. This is often used to show a game-forcing raise:
 1S (2C) 3C = game force; usually a raise

The negative double is used through 2S promising four cards (at least) in an unbid major. Bidding a major at the two level or higher shows 11 or more points and a five-card or longer suit.

 1C (1D) (Double) = 4-4 or better in the majors.
 1D (1H) (Double) = Exactly four Spades (1S) promises 5
 1D (1S) (Double) = 4 Hearts and 6+ points or 5 Hearts and 5-10 points.

If RHO makes a takeout double:
 1D
(Double)
 1H, 1S = forcing, point count not limited.
(Double)
 2C = Non-forcing (6-10 points, usually a 6 card suit).
(Double)
 2NT = Limit raise (at least 10 points) — or better.
(Double)
 Redouble = 10 points or more, but it is better to make a more descriptive bid of 1H1S, or 2NT with the appropriate hand.
(Double)
 3D = Preemptive, good trump support but fewer than 10 points.
A Responder’s jump shift after a double is to play:
 1D
 (Double)
 2H, 2S, 3C = 6+ card suit, like a weak two-bid or preemptive three-bid
Redouble can have one of three meanings:
To play if:
Your side is at the four level or higher:
 4S
 (Double)
 Redouble = Penalty;
The opponents double a conventional bid:
 1NT
 (Pass)
 2D
 (Double)
Redouble = Penalty, good diamond suit;
A good hand if their double is for takeout:
 1S
 (Double)
 Redouble = 10+ points;
SOS, requesting a different suit, if your side is doubled for penalty in a trump suitat the three level or lower:
 1D
 (Pass)
 Pass
 (Double)
 Pass
 (Pass)
 Redouble =  SOS, responder can support at least two of the unbid suits.
Unless otherwise noted elsewhere, any bid or double by an opponent cancels a convention intended for non-competitive sequences.
Examples:
 1H
 (2S)
 2NT = Natural (12-14 HCP).
 2C
(Double)
 2D = Natural and positive
If the opponents use a convention (such as Michaels or the unusual notrump), you can double to show at least 10 points, or you can cuebid one of their shown suits to force to game.
 1S
 (2S)
 3H = Game force.
 Double = At least 10 points, probably balanced.

DEFENSIVE LEADS AND SIGNALS
This is the one area where choices are offered. The following are specified:
Defensive signals when following suit or discarding are “high encourages, low discourages.” Leads are top of touching honors (with choices from A–K–x and interior sequences).
Pairs must choose from the following options.
Where no card is pre-marked in bold Italics, pairs must mark their leads.
• Which card is led from A–K–x.
• Which card is led from x–x–x, x–x–x–x, or x–x–x–x–x.
• Whether 4th best, or 3rd & 5th best leads are used.
• Whether 3rd best is led from K–J–10–x, K–10–9–x, or Q–10–9–x
(and from A–J–10–x, or A–10–9–x vs. notrump).
Must be indicated by circling the card led.
• Whether or not frequent count signals are given.
It is Declarer’s responsibility to look at the opponents’ carding agreements. In the absence of a circle, cards in bold Italics are presumed to be the agreement.
NOTE:
If you are playing the ACBL Standard Yellow Card in an open game, you may add defenses to opponents’ conventions (e.g., unusual vs. unusual, and Mathe over big club). Put these convention-defenses in the section “Defenses vs. Opp’s Conventions” on the left-hand side of the convention card.