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1 Opening

Responses to 1

1 ---
1 : 6+ HCP, 4+. Denies a 4-card major with less than GF strength.
1 : 6+ HCP, 4+. With 4-4 majors, bid 1.
1 : 6+ HCP, 4+. With 5-5 majors, bid 1.
1NT : 6-10 HCP, 4+ support.
2 : 10+ HCP, 4+ card support, forcing to 2NT/3.
2// : Weak jump shift, 3-6 HCP, 6+ suit, concentrated values.
2NT : 11-12 HCP, balanced, inv.
3 : Preemptive raise.
3//* : 12-15 HCP, Splinter, 5+ cards support
3NT : 12-15 HCP, balanced, to play.

Developments After 1 - 1

1 - 1;
1 : 12-17 HCP, 4+, unbalanced (54+ or 4441 shape).
Pass : 5-7 HCP, 3 support and no 4-card suit.
1* : 12+ HCP, 4th Suit GF.
1NT : 8-10 HCP, usually balanced.
2 : 12-14 HCP, 6+.
2 : 12-14 HCP, 4.
2 : 12-14 HCP, 6+, 5+.
3 : 15-16 HCP, 6+.
3 : 15-16 HCP, 4.
3 : 15-16 HCP, 6+, 5+.
3NT : To play.
2 : Weak signoff, 4+ cards. May be 3 cards if no 3-card major support and not strong enough for 1NT.
2 : 6-10 HCP, 6+.
2 : 8-10 HCP, 3-card support, unbalanced, unsuitable for 1NT or other bids.
2 : Reverse response, 12+ HCP, 5+, 4, GF.
2NT : 11-12 HCP, balanced, inv to 3NT.
3 : 11-12 HCP, 4+, inv.
3 : 11-12 HCP, 6+, natural inv.
3 : 4 support, 5+, GF.
3 : 4 support, splinter in , 5+, GF.
3NT : To play.
1 : 12-17 HCP, 4+, unbalanced.
(Developments similar to 1 rebid, and roles reversed)
{-3.5ex} {
1NT : 12-14 HCP, balanced, does not deny a 4-card major
2* : {Transfer to 2. Weak with diamonds, or hands that don't fit other inv bids}
2* : {Artificial, GF. For hands that don't fit other GF bids.}
2/ : 5+4M, GF.
2NT : Inv.
3 : 5+5, GF.
3 : {Solid 7+, GF and showing slam interest}
3/* : Splinter, 5+4, shortness in bid suit, slam interest, GF.
3NT : To play.
} {-5.5ex}
2 : 12-15 HCP, 6+.
2 : 12-15 HCP, 4+ support.
2 : 18+ HCP, jump shift (reverse), 5+, 4+, GF.
2 : 18+ HCP, jump shift (reverse), 5+, 4+, GF.
2NT : 18-19 HCP, balanced, allows 4-card major.
3 : 16-17 HCP, 6+.
3 : 16-17 HCP, 4+.
3/* : Splinter for support, 18+ HCP.
3NT : Solid 6-7 card suit, 7.5-9 winners, stoppers in unbid suits.

Developments After 1 - 1

1 - 1;
1 : 4+
Pass : 5-7 HCP with 3, or 5-6 HCP with 4.
1NT : 6-10 HCP, not necessarily balanced.
2 : Weak raise.
2* : 4th Suit Forcing.
2 : Weak, 6+ suit.
2 : 7-9 HCP, 4-card support, simple raise.
2NT : 11-12 HCP, natural, inv.
3 : 4+ card support, inv.
3 : 5+5, inv.
3 : Good 6+ suit, inv.
3 : 4-5 + 4 support, inv.
3NT : To play with 4 and stopper in unbid suit. If 5, balanced with stoppers.
4 : 7+ card suit, based on shape.
4 : 10-15 HCP, 4.
1NT : Balanced, denies 4.
2* : Transfer to 2. Weak with diamonds, or any inv hand.
2* : Artificial, GF. For hands that don't fit other GF bids.
2 : 6+ card suit, weak.
2 : Reverse response, GF.
2NT : Forcing transfer to 3. After 3, Pass = weak clubs, 3=5-5+ invite.
3 : 5-5+ two-suiter, GF.
3 : 6+ card semi-solid suit, GF.
3NT : To play, generally 4-card major.
2 : 12-15 HCP, 6+.
2* : 3th Forcing, 3+, inv+, usually with 5, forcing to 2NT/3.
2 : 8-9 HCP, 5 good or 6-card suit, non-forcing.
2* : 3th Forcing, 3+, inv+, usually with 5, forcing to 2NT/3.
2NT : inv, no 5, 1-2
3 : inv, 2+
3 : 4, 6+, GF
3 : 6+, inv
3/4* : splinters
3NT : to play
4 : to play
2 : 16+ HCP, reverse, F1, or 18+ unbalanced with 3-card suit.
2 : 12-14 HCP, 4-card support
2NT : Relay, inv+.
3 : minimum
3NT : maximum 4-3-3-3, to play
4 : maximum, to play
3/ : help suit game try
3 : trump game try
2 : 16+ HCP, reverse, F1.
2NT : 18-19 HCP, relatively balanced.
3 : Relay, usually with 5-Major (We always use 3 relay after opener's 2NT rebid)
3 : 15-17 HCP, 6+ good suit.
{-6ex} {
3 : {small splinter, 13-15 HCP, or}
: {super strong splinter, 19+ HCP, slam interest}
3 : 15-17 HCP, 4-card support, inv.
3NT : {solid suit to play, short in }
4 : {13-15 HCP, 6+, 4}
3/4 : {normal splinter, 16-18 HCP}
}

Developments After 1 - 1

1 - 1;
1NT : Balanced, denies 3145 shape.
2* : Transfer to 2. Weak with diamonds, or any inv hand.
2* : Artificial, GF.
2 : 54, weak.
2 : 6+ card suit, weak.
2NT : Forcing transfer to 3. After 3, Pass = weak clubs, 3=5-5+ invite.
3 : GF, 5+, 5+.
3 : GF, 5+, 5+.
3 : GF, 5+, 5+.
3 : GF, solid suit.
3NT : To play.
2 : 12-15P, rebid own 6-card suit.
2* : 3th Forcing, 3+, inv+, usually with 5, forcing to 2NT/3.
2 : Weak, 55.
2 : Weak, 6+.
2NT : Natural, inv.
3 : inv with 2+ support.
3/ : Inv, 5 with 5+ other suit.
2 : 16+ HCP, reverse, F1.
2 : 16+ HCP, reverse, F1.
2 : 12-14 HCP, 4+ card support.
2NT : Relay, inv+.
3 : minimum
3NT : maximum 4-3-3-3, to play
4 : maximum, to play
3/ : help suit game try
3 : trump game try
2NT : 18-19 HCP, balanced.
3 : 15-17 HCP, 6+ good suit.
{-6ex} {
3/* : {small splinter, 13-15 HCP, or}
: {super strong splinter, 19+ HCP, slam interest}
3 : 15-17 HCP, 4+ support, inv.
3NT : {solid suit to play, short in }
4 : {13-15 HCP, 6+, 4}
4/* : {Normal Splinter, 16-18 HCP}
}

Competition over 1 Opening

1 - (1X) - ?
Dbl* : Negative Dbl, 7+ HCP.(Note: 1 -- (1) --Dbl = - 4-4)
New suit : Natural, forcing (Note: 1 --(1) -- 1 = 5+)
1NT : 7-10 HCP, stopper.
2 : 6-9 HCP, 4-5 cards, competitive.
3 : Preemptive.
2NT : Natural inv
Cue bid : GF, no fit
3NT : to play
1 - (1NT) - ?
Dbl : 9+ HCP, penalty.
2 : 5-4+ majors, Landy-style.
2// : 6-10 HCP, natural.
2NT* : 5+, 3+
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