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May 30, 2001
Game Tries and Plan the Attack
This brief is an excerpt from an article that first appeared in Issue #8 (Sep/Oct 1995) of
The Bridge Companion.
Consider the auctions that begin 1-2
or 1
-2
. Responders bid is invitational, showing 6-10 support
points and confirming a trump fit. Opener is instructed to pass when game is beyond reach
and bid game when it is clearly a game hand. Opener has clear action with both minimum and
maximum opening hands. With minimum opening hands (13 to a poor 16) there is no hope for
game and pass is the clear choice for rebids. With a maximum strength hand (19 to 21
points), game is assured and opener should bid it directly. It is with medium strength
hands (good 16 to 18 points) that the answer to the level question is still unknown.
Remember that these hand evaluations are using the recount based upon shortness. It will
be the most accurate method now that a trump fit has been determined.
The most obvious and direct way of describing one of these "in between hands" is
to re-raise responder (1-2
-3
). That is the only method taught during most beginning
classes. However, other methods or ways of describing your medium strength hand are
available. Opener has available four other bids, all below the three level in the agreed
major suit. Each of the different possibilities allows opener to describe a little more
accurately what type of hand would fit best. This whole class of rebids are known as
"game tries".
Other than the obvious re-raise, what bids are available for use to opener? Remember that
openers rebid must allow the partnership to get to 3 or 3
(whichever is agreed) when game is not
in the cards.
Bids available after 1 - 2
:
2
2NT
3
3
3
Bids available after 1 - 2
:
2NT
3
3
3
3
Each of these bids would still allow the partnership to get out below game when it is
determined that the partnership does have the needed 26 points. Now, opener has five ways
of describing a medium strength hand. What meaning could each of these bids have? The
denomination question has already been decided (our major suit fit), so what is the
message?
Simple! Opener is describing a medium strength hand and also indicating where (in what
other suits) that high cards will be the most valuable. You will discover that hands that
fit together in more than one suit almost always play above the predicted potential. Hands
that do not fit in any suit (usually called misfits) usually play below the predicted
potential.
That is fine for the suit bids but what about that 2NT and the re-raise of our trump suit?
Opener uses 2NT to describe a balanced (5-3-3-2 shape) without a specific side suit in
need of help. That leaves 1-2
-3
or 1
-2
-3
. Opener should be unbalanced (or why not 2NT?) and does have
a side suit to indicate.
Examples
What do you rebid with each hand as South?
West | North | East | South |
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Pass | 2![]() |
Pass | ??? |
#1 |
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#2 |
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#3 |
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Answers
#1 Your hand values 17 points in support of hearts. With a borderline 8 point hand that
contained spade honors would you not want partner to accept your invitation to 4? Bid 2
.
#2 Your hand values 17 points in support of hearts. You could have chosen to open 1NT but
choose to open 1 instead. Describe your game try to partner. Bid 2NT. You will still play the
contract in hearts but this more accurate description may help partner decide what to do.
#3 Your hand values 17 points in support of hearts. With a borderline 8 point hand that
contained club honors would you not want partner to accept your invitation to 4? Bid 3
.
How does responder use this information?
Remember that you are describing a medium strength hand. Responder should bid the agreed
major suit at the three level (or pass if you are already there) with a 6 or 7 point hand.
Responder should bid game in the agreed major with a 9 or 10 point hand. The extra
information is of use when partner has the borderline 8 point hand. With that hand
responder must either round up or round down and take the appropriate action. With values
in your "game try" suit responder should round up and bid game. With values
outside of you "game try" suit responder should probably round down and bid only
a partscore in the agreed major suit.
-------------------------------------
Plan the Attack
Two hands where your job is to plan the play. I will warn you that you must be specific.
Hand A
North | ||
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West | ![]() |
East |
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South (you) | ![]() |
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West | North | East | South |
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Pass | 1![]() |
Pass | 1NT |
Pass | 3NT | Pass | Pass |
Pass |
West leads the J. Where do you win the opening lead? How do you play hearts?
Hand B
North | ||
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West | ![]() |
East |
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South (you) | ![]() |
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West | North | East | South |
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Pass | 2![]() |
Pass | 2![]() |
Pass | 4NT | Pass | 5![]() |
Pass | 6![]() |
Pass | Pass |
Pass |
West leads the 2. Do you take the heart finesse? Why or why not? After
pulling trump, how do you play diamonds?
Answers
Hand A
North | ||
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West | ![]() |
East |
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South (you) | ![]() |
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The defenders have attacked the best suit for them (spades). You will need to bring
home the heart suit for four tricks in order to make the hand. Anyone can make it if the
hearts are 3-3 with the K onside. The secret is to give yourself an extra chance. You can
make the hand if the
K is onside singleton or doubleton as well as long as you do not sacrifice
your
Q.
Win the
K
and lead a small heart, taking the finesse. Return to the South hand with the
A and
lead another small heart. If you allow the
Q to be covered, you are going down.
Hand B
North | ||
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West | ![]() |
East |
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South (you) | ![]() |
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At first glance it appears that 12 tricks in spades depends on little more than one of
two finesses. If EITHER the heart finesse OR the club finesse is successful then you make
the hand. A closer look uncovers a 100% path to 12 tricks! Taking the heart finesse is
absolutely not necessary. Win the A and pull trump. Now comes a classic
loser on loser play. Cash the
A and then the
K. If the
Q drops you have 13 tricks (6 spades,
1 heart, 5 diamonds, and 1 club). If no
Q appears then lead another diamond and discard
the losing heart. You lose that trick but set up two more diamond winners to take care of
the club losers. Your 12 tricks will be 6 spades, 1 heart, 4 diamonds, and 1 club.
Thanks!
Gary King