Overcalls and Takeout Doubles
General Rules for Overcalls
-
A one-level overcall (1C on your right - 1H by you) promises:
-
1 - A good 5-card or longer suit; AND
2 - At least 9-10+ points. You can overcall 1H with as little as
762
AQ1087
K96
43.
A non-jump two-level overcall (1S on your right - 2C,
2D or 2H by you) promises a stronger hand and a 6+-card (or very
good 5-card) suit. The stronger your suit, the fewer points you need. If
your right-hand-opponent opens 1S, a 2H overcall would show a hand like
A6
AJ10973
K96
43.
A jump overcall (1H on your right - 2S, 3C or 3D
by you) is a weak bid. It shows a long, strong suit with few, if any, tricks
outside (usually around 5-9 pts.) -- a hand like
KQ10943
643
Q75
4.
(Alternatively, some pairs choose to play a jump overcall as intermediate,
showing a 6-card suit and around 12-14 pts.)
A 1NT overcall shows the same strength as an opening 1NT (a balanced
16-18 pts.), but with the additional requirement that you have good stoppers
(KQx, Q10xx, AQx, etc.) in the suit your opponent opened.
If you're vulnerable (a game on in the rubber), all overcalls
tend to promise more strength because the penalties are greater.
Responding to Partner's Major-Suit Overcall
-
Raise partner's major suit if you have fair strength and 3+ card support:
-
Raise one level with 7-10 pts
Jump-raise with 10-12 pts.
Bid game with 12+ pts.
Bid notrump if you have no fit for partner's major, but good stoppers in
the opponent's suit:
-
1NT with 8-11 pts.
2NT with 11-13 pts.
3NT with 13+ pts.
Bid a new suit if you have no fit for partner's suit, 9+ pts. and a good
5-card suit of your own.
Pass if you have none of the above.
Responding to Partner's Minor-Suit Overcall
If partner overcalls clubs or diamonds, you can follow the same general
rules as above. However, if you have good stoppers in the opponent's suit
and invitational or better strength (10+ pts.), you should
consider suggesting notrump rather than raising partner's suit. Notrump
will often be the easiest game to make, especially if you have at least
a partial fit with partner's suit (a doubleton honor, for example).
Responding to a Weak Jump Overcall
Partner's jump overcall is a preempt, so you need a fit and quick tricks
(aces and kings) to consider a game. If you're weak or if you lack support
for partner's suit, you should usually just pass -- don't try to "rescue"
him by suggesting other suits. If you do have a fit (3-card support) and
a few tricks, you can make a simple raise below game (raising partner's
2S overcall to 3S, or his 3C overcall to 4C). This raise is meant only
to further the preempt, and is not invitational to game.
Partner should always pass a simple raise.
General Rules for Takeout Doubles
-
If your opponent opens with a suit bid, a double by you promises:
-
At least opening-bid strength (12+ pts.)
-
Shortness in the suit the opponent opened.
-
Support for all unbid suits. Your double forces partner to bid, so you
must have at least 3-card length in any suit he will choose. Typical hands
for a takeout double of an opponent's 1C opening would be:
KJ76
AQ92
KJ4
65
Q104
AK84
K10432
8
The exception: There is one type of hand where you can double without
support for all unbid suits. You can start with a double if you have a hand that
has one long suit and great strength (17+ pts.) -- the type of
hand where
you don't want to risk having partner pass a simple overcall of your suit.
Your hand and
your suit should be strong enough that you could make game if partner has
as little as 4-6 pts. and a fit -- a hand like
KJ
AQJ1084
AK65
7. To
describe this hand, start with a double that forces partner to respond. Then
"overrule" partner's choice by freely bidding your heart suit at your
next turn.
If the opponent opens 1NT, all the suits are unbid, so a double
is not for takeout. A double of 1NT is always for penalty,
showing 18+ pts. Use this double cautiously. Even if you
have a lot of high-card points, you should avoid making a penalty double
unless you have have a strong suit to lead.
Responding to Partner's Takeout Double
-
If partner doubles an opponent's suit bid, you must bid unless:
-
-
If partner doubles and the next hand passes, respond your longest unbid suit at the level that shows your
point-count:
-
0-8 pts. -- Bid your longest suit at the lowest level possible (1H
- DBL - Pass - 1S, 2C or 2D).
-
8+-11 pts. -- Jump a level in your longest suit
to show strength (1H - DBL - Pass - 2S, 3C or 3D).
-
7-10 pts. -- Bid 1NT if you have good stoppers in the opponent's
suit.
-
11-12 pts. -- Jump to 2NT if you have stoppers in the opponent's
suit, but do not have length in an unbid major.
-
12+ pts. -- Jump to game in your suit (usually an unbid major) or notrump
if you have good stoppers.
Another way to force when you have a strong response (12+ pts.) is to
cuebid the opponent's suit (1D-DBL-Pass-2D). This tells partner that
you have game-forcing values, but need more information, usually because you
aren't certain of which game to bid. You may need to find stoppers for notrump,
or you may be uncertain because you have only 4-card length in unbid suits and
fear that partner has only 3 cards for his takeout double. After your cuebid,
partner should bid his cheapest 4-card suit, which should help you confirm
whether or not you have a 4-4 fit.
The above guidelines can also be followed if your
right-hand-opponent bids over your partner's double. The main difference is that
you are not forced to bid if you have 0-8 pts. If you do bid (1D-DBL-1H-1S,
for example), your bid is called a freebid. It shows length in your suit
and some values (usually around 6 to 9 playing points), but it does not force
partner to bid.
AT THE TABLE
What is your response to partner's takeout double after the auction:
1C by LHO -- DBL by partner -- Pass by RHO ?
-
Q9
J983
Q754
632
-
Bid 1H. You must respond, and with two suits of equal length, you should choose
the major.
J42
1092
642
Q1073
- Bid 1H. You have club stoppers, but your hand is too weak to bid
notrump. Your only alternative is a 3-card suit, so try your cheapest major
(and pray). Do not panic and pass!
K2
QJ93
A986
632
- Bid 2H. The jump tells partner that you have fair values (8+ to 11 pts.).
If partner has extra strength, this may encourage him to bid a game.
-
982
KJ
K1072
Q1082
-
Bid 1NT. You could also bid 1D, but a 1NT bid is more descriptive
(it shows your club stopper) and more encouraging, since it promises at
least 7-10 pts.
-
104
943
KJ1065
AQ5
- Bid 2NT. You have the strength to invite game, but 5D will be a
difficult contract to make. With your balanced pattern and good club stoppers,
suggest a notrump game instead. If partner has more than a bare minimum,
he'll raise to 3NT.
-
KQ1084
4
AJ106
743
-
Bid 4S. With your strong suits and a singleton, this hand
is worth much more than its 10 high-card pts. Jump to game to show your
great playing strength.
-
-
AJ84
AQ94
Q5
J103
-
Bid 2C. You have enough strength to jump to 4H or 4S, but you
aren't sure you have a 4-4 fit (partner's takeout double promised at least 3
cards in all unbid suits, not necessarily 4 cards). The cuebid of the opponent's
suit forces partner to tell you more. He will usually bid his cheapest 4-card
suit, so if he bids 2H, you'll bid 4H. If he bids 2S (showing 4 spades but only
3 hearts), you'll bid 4S. If he rebids 2NT (showing no 4-card major, but
promising a club stopper), raise to 3NT.
-
A4
73
Q85
QJ10975
Pass. This is one of the rare hands where it's right to pass and
defend 1C doubled. Your pass "converts" partner's takeout double to a penalty double.
Copyright © 2002 -- Karen Walker